From 6680fd42b2bfc15c96acfa26d7827ee0d6332875 Mon Sep 17 00:00:00 2001 From: Erik Date: Sat, 13 Jun 2026 16:43:39 +0200 Subject: [PATCH 001/223] =?UTF-8?q?spec:=20G.3=20dungeon=20support=20desig?= =?UTF-8?q?n=20(M1.5=20exit-gate)=20=E2=80=94=20phased,=20retail-faithful?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Brainstorm outcome for #133/G.3. Grounds the corrected root cause (dungeon landblock = flat terrain + EnvCells, streams via the existing pipeline; the blocker is the teleport-arrival snap firing BEFORE the dest landblock hydrates) against the current code (5 verified seams) and lays out Approach C: G.3a core teleport-into-dungeon: hold-until-hydration on the arrival path (reuse #107 IsSpawnCellReady + IsSpawnClaimUnhydratable) + #111 validated-claim EnvCell placement + dest-ready streaming query + dest-coord validation + timeout safety + decouple EnvCell physics/visibility hydration from the render-mesh guard. -> VISUAL GATE G.3b #95 stab_list bounding — CONDITIONAL on the gate showing the blowup (its repro is stale, from the T4-deleted WB path; the current flood is landblock-confined + enqueue-once, so #95 is likely superseded). G.3c faithful TeleportAnimState portal-tunnel FSM (decomp 004d6300 / 219405-219774); the TAS_TUNNEL hold-exit gates on G.3a's same readiness predicate (the tunnel IS the hold's visual form). G.3d recall game-actions (/ls etc.) — same arrival flow; doubles as the test lever. Supersedes the §12 port-plan of r09 (most of it already shipped); r09 stays the wire/format/recall contract reference. Resolves the handoff's 4 open questions. Co-Authored-By: Claude Opus 4.8 (1M context) --- .../2026-06-13-dungeon-support-design.md | 428 ++++++++++++++++++ 1 file changed, 428 insertions(+) create mode 100644 docs/superpowers/specs/2026-06-13-dungeon-support-design.md diff --git a/docs/superpowers/specs/2026-06-13-dungeon-support-design.md b/docs/superpowers/specs/2026-06-13-dungeon-support-design.md new file mode 100644 index 00000000..c0fae795 --- /dev/null +++ b/docs/superpowers/specs/2026-06-13-dungeon-support-design.md @@ -0,0 +1,428 @@ +# Phase G.3 — Dungeon Support (Design Spec) + +> **Status:** APPROVED design (brainstorm 2026-06-13). Next: `writing-plans`. +> **Milestone:** M1.5 ("Indoor world feels right"). G.3 is the remaining M1.5 +> exit-gate. M2 (CombatMath) stays deferred until this lands. +> **Issue:** [#133](../../ISSUES.md) (teleport-into-dungeon snaps to ocean) + +> [#95](../../ISSUES.md) (dungeon portal-graph visibility blowup — re-assessed +> below). +> **Supersedes** the §12 port-plan of +> [`docs/research/deepdives/r09-dungeon-portal-space.md`](../../research/deepdives/r09-dungeon-portal-space.md): +> most of R9's "new types" (EnvCell loader/renderer/physics, PortalVisibility +> BFS, multi-cell transit) already shipped and power the building/cellar demo. +> r09 stays the **retail contract reference** for the wire formats, the +> EnvCell/CellPortal layout, and the recall taxonomy. + +--- + +## 0. TL;DR + +Dungeons don't work because of **one timing+placement gap on one code path**, +not a terrain-less-pipeline rewrite. A dungeon landblock (e.g. `0x0125`, the +Holtburg-area meeting hall) is a **flat-terrain** landblock (`LandBlock` +present, all-zero heights) + 71 EnvCells + no buildings — it already streams, +renders, and collides through the existing pipeline. The teleport-arrival +handler snaps the player **before** that landblock has streamed in, so Resolve +falls back to the resident Holtburg blocks and lands the player in ocean. + +The fix is retail's own shape: **hold the player in portal space until the +destination cell is hydrated, then place into the EnvCell** — reusing the +#107/#111 login machinery — and then layer retail's portal-tunnel visual +(`TeleportAnimState`) on top. We ship it in four installments, gated by one +visual acceptance test. + +--- + +## 1. Corrected root cause (verified) + +### 1.1 The "terrain-less landblock" framing is WRONG (dat-verified) + +A prior research pass assumed dungeon landblocks have no `LandBlock` record, so +`LandblockLoader.Load` returns null and the whole streaming/render/physics +pipeline needs terrain-less support. **A direct dat probe +(`DungeonLandblockDatProbeTests`, committed) refutes that:** + +``` +0x0125 (dungeon): LandBlock 0x0125FFFF PRESENT, Height[81] allZero=True (flat) + LandBlockInfo: NumCells=71, Buildings=0, Objects=0 + EnvCells 0x0100.. present (the 71 dungeon rooms) +0xA9B4 (Holtburg): LandBlock PRESENT, heights non-zero; NumCells=123, Buildings=12, Objects=114 +``` + +A dungeon landblock is a **flat-terrain landblock** (lowest/"ocean" terrain +height index) **plus its EnvCells, no buildings/objects**. `LandblockLoader.Load` +returns a valid flat landblock; the terrain mesh builds a flat plane; +`PhysicsEngine.AddLandblock` gets a valid flat `TerrainSurface`. **The existing +pipeline already streams a dungeon landblock.** This matches ACE's `IsDungeon` +(all heights 0 + `NumCells > 0` + no buildings — `Landblock.cs:575`) and the +single-landblock rule (`Player_Tick.cs:548-560` forbids moving between dungeon +landblocks without a teleport — so "multi-landblock dungeon LOD" is moot). + +### 1.2 The real blocker: teleport TIMING + PLACEMENT + +`OnLivePositionUpdated` (`src/AcDream.App/Rendering/GameWindow.cs:4877-4961`) +detects teleport arrival as **any** player position update while in PortalSpace +(correct, per #107), then **unconditionally**: + +1. Recenters streaming to the destination landblock (`_liveCenterX/Y`, `:4908-4925`). +2. **Immediately** calls `_physicsEngine.Resolve(destPos, destCell, …)` to snap + the player (`:4927-4931`) — **before the destination landblock has streamed in**. +3. Snaps entity + controller (`:4935-4939`), exits PortalSpace (`:4950`), sends + `LoginComplete` (`:4953-4959`). + +Because the dungeon landblock isn't resident yet, Resolve can't find the +destination cell, falls back to an **outdoor scan against the still-resident +Holtburg landblocks**, and snaps to `0xA9B3000E` (Holtburg's south edge — local +`(30,−60)` maps into the block south of the A9B4 spawn). Streaming then shifts +the frame out from under the player → they slide south into ocean. ACE logs the +matching `failed transition for +Acdream from 0x01250126 … to 0xA9B0000E …` +chain (captured in `launch-dungeon-diag.log`). + +**There is no hold-until-hydration on the teleport-arrival path.** The #107 +*login* path directly above it (`GameWindow.cs:1010-1024`) HAS exactly this gate; +the teleport path doesn't. + +--- + +## 2. Grounded seam facts (the design rests on these) + +All five verified against current code this session (high confidence). + +### 2.1 Teleport-arrival + PortalSpace FSM +- `OnTeleportStarted` (`GameWindow.cs:~4971-4976`) — on `PlayerTeleport (0xF751)` + sets `_playerController.State = PlayerState.PortalSpace`, freezing movement. +- `PlayerMovementController.Update` (`PlayerMovementController.cs:840-854`) returns + a zero-movement result while `State == PortalSpace` — **PortalSpace already + doubles as the input-freeze.** It can equally serve as the hydration-wait gate. +- Exit is **only** via the arrival detection in `OnLivePositionUpdated` + (`:4880`). No timeout, no cell-hydration gate today. + +### 2.2 #107/#111 login machinery (directly reusable) +- `PhysicsEngine.IsSpawnCellReady(cellId)` (`PhysicsEngine.cs:468-472`): outdoor + (`cellId & 0xFFFF < 0x0100`) → always ready; indoor → `DataCache.GetCellStruct(cellId) + is not null` (the cell's physics BSP has hydrated). +- `IsSpawnClaimUnhydratable(claim)` (`GameWindow.cs:11728-11748`): fetches the dat + `LandBlockInfo` at `(lb & 0xFFFF0000) | 0xFFFE`; a claim whose low word is + `>= 0x0100 + NumCells` (or `NumCells==0`) can **never** hydrate → reject fast + (distinguishes a bogus claim from a not-yet-streamed one). +- #107 login hold (`GameWindow.cs:1010-1024`): `isSpawnGroundReady` waits for + terrain AND (claim outdoor OR `IsSpawnCellReady` OR `IsSpawnClaimUnhydratable`). + No timeout today (login can afford to wait forever; teleport cannot — see §5). +- #111 validated-claim placement (`PhysicsEngine.cs:626-646`): when + `snapDiag (zero-delta) && adjustedFound && indoor`, place via + `WalkableFloorZNearest` (`:383-406`) — projects Z onto the claim cell's **own + physics walkable polygons** (`normal.Z >= PhysicsGlobals.FloorZ`, 0.6642), + cell-local, nearest to the reference Z. Returns `null` if the cell isn't + hydrated → falls through to the legacy `bestCell` scan (**the ocean bug**). +- **The teleport-arrival Resolve call is already the same shape as login entry.** + The gate only needs to sit in front of it; no change to Resolve or + WalkableFloorZNearest. (Both already key on the full prefixed cell id + + indoor/outdoor.) + +### 2.3 Streaming far recenter (works as-is) +- `StreamingRegion.RecenterTo` (`StreamingRegion.cs:180-283`) recomputes the + near/far Chebyshev window **from scratch** around the new center — a 42 km jump + is treated identically to a 1-step move. No incremental-movement assumption. +- Drain: `StreamingController` applies ≤ `MaxCompletionsPerFrame` (default 4) + results/frame; `ApplyLoadedTerrainLocked` (`GameWindow.cs:5941-6150`) does GPU + upload + cell-visibility registration + AABB + `PhysicsEngine.AddLandblock` + + EnvCell/portal registration. Estimate: **~7-8 frames (~120-130 ms)** to hydrate + a 5×5 near window; physics ready +1-2 frames. +- Recenter keeps the old neighborhood until hysteresis unload (NearRadius+2 + demote, FarRadius+2 unload), so the player isn't instantly stranded. +- **New code needed:** a "destination landblock applied" query + dest-coord + validation (reject out-of-world coords — a malformed portal dest would otherwise + leave the player in an invisible, unloadable landblock). + +### 2.4 EnvCell hydration coupling (latent landmine — decouple) +- In `BuildInteriorEntitiesForStreaming` (`GameWindow.cs:5564-5651`), both + `BuildLoadedCell` (the portal-visibility node) **and** + `_physicsDataCache.CacheCellStruct` (the physics BSP) sit **inside** the render + guard `if (cellSubMeshes.Count > 0)` (`:5602`). A cell whose render mesh is empty + (`CellMesh.Build` returns nothing — e.g. all-untextured/`Stippling.NoPos` polys) + silently gets **no visibility node and no collision**, even if it has walkable + physics polygons. `CellTransit.FindTransitCellsSphere` then `GetCellStruct → null + → continue` (silently skips it) → fall-through-floor. +- A normal dungeon *room* has textured walls → non-empty submeshes → the guard + passes, so this is **probably not the meeting-hall blocker** — but it is a real + correctness landmine for any geometry-less collision cell, and decoupling is + cheap and retail-correct (physics/visibility do not depend on visible geometry). + **Fix:** gate `CacheCellStruct` on `cellStruct.PhysicsBSP != null` and + `BuildLoadedCell` on `cellStruct != null`, independent of the render submesh + count. (`CacheCellStruct` already early-returns on null BSP internally — + `PhysicsDataCache.cs:172` — so moving it out is safe.) + +### 2.5 #95 — dungeon portal-graph visibility blowup (RE-ASSESSED: likely superseded) +- ISSUES.md #95 (`888-913`): on a 2026-05-21 **A6.P1 scen5 (Town Network hub)** + trace, `visibleCells` per cell exploded to 135-145 with spurious cells from + landblocks `0x020A`/`0x0408` (other dungeons). Its "Files" point at the WB + `EnvCellRenderManager`/`VisibilityManager` + the Streaming cell-cache. +- **That code path was DELETED by the T1-T6 render rewrite (2026-06-11)** (T4: + "per-frame ACME BFS deleted… InteriorRenderer/DrawPortal deleted"). The current + flood, `PortalVisibilityBuilder.Build`, (a) confines neighbors to the camera + cell's landblock (`lbMask = cameraCell.CellId & 0xFFFF0000`, `:131`) and (b) has + **enqueue-once termination** (`queued` HashSet, `:165` — "at most N cells are + ever processed"). Since AC dungeons are single-landblock, that confinement is + *correct*, and the cross-landblock 135-cell blowup **structurally cannot + reproduce**: a single-landblock flood visits ≤ `NumCells` distinct cells (71 for + the meeting hall). +- **Verdict:** #95's evidence is stale, from a deleted path; the current pipeline + is bounded. Treat #95 as **likely superseded, unverified**. The meeting-hall + demo (71 cells, one landblock) IS its empirical test. **Do not pre-build the + stab_list bounding port** against a dead repro (G.3b is conditional — §3.2). + +--- + +## 3. The plan (Approach C — phased full-G.3) + +Each installment lands a **complete retail behavior** (the BR-2 half-port +lesson). The visual gate sits as early as possible, right after the core. + +### 3.1 G.3a — Core teleport-into-dungeon (the blocker) + +**Goal:** teleporting into the meeting-hall dungeon lands the player standing in +the dungeon cell, on the floor, with walls blocking — no ocean, no ACE +`failed transition` spam. + +**New component — `TeleportArrivalController`** (`src/AcDream.App/World/`): +- Owns a small phase: `Idle / Holding / Placing`, plus `_pendingArrival` + `(destPos, destCellId, deadline)`. +- Lives outside `GameWindow` (Code Structure Rule 1: no new feature bodies in the + god-object). `GameWindow.OnLivePositionUpdated` hands the arrival to it and + calls its per-frame `Tick`; `GameWindow` keeps only the wiring. +- Unit-testable in isolation (no GL, fake readiness predicate + fake Resolve). + +**Control flow (replaces the unconditional snap at `GameWindow.cs:4927-4950`):** +1. On arrival update in PortalSpace: validate `destCellId`'s landblock coords are + in-world; recenter streaming + prioritize-load the dest landblock (existing + path); stash `_pendingArrival`; enter `Holding`. Re-send `LoginComplete` + immediately (holtburger-conformant — `messages.rs:434`; do **not** wait for + assets to send it). +2. Each frame in `Holding`, evaluate the **readiness predicate**: + - `IsSpawnClaimUnhydratable(destCell)` → impossible claim: stop holding, place + via the safety-net demote (loud log), exit PortalSpace. + - `now > deadline` (timeout, ~10 s) → force-snap via safety-net demote + loud + log, exit PortalSpace. (See §5 — failure-surfacing, not symptom-masking.) + - `IsLandblockApplied(destLb) && IsSpawnCellReady(destCell)` → ready: go to 3. + - else stay frozen, retry next frame. +3. `Placing`: call the **existing** `Resolve(destPos, destCell, Vector3.Zero, …)`. + Because the cell is now hydrated, Resolve takes the #111 validated-claim branch + → `WalkableFloorZNearest` grounds the player on the EnvCell floor. Snap entity + + controller (existing `:4935-4939` code), exit PortalSpace, resume input. + +**New streaming query — `IsLandblockApplied(uint landblockId)`** (on +`StreamingController` / `GpuWorldState`): true once the landblock's terrain has +been applied (AABB set in `ApplyLoadedTerrainLocked`) **and** `AddLandblock` has +run into physics. Gate the hold on this, not on the GPU mesh alone. + +**Dest-coord validation:** in `OnLivePositionUpdated`, reject a destination whose +`(lbX, lbY)` is out of the world grid before recenter; log + abort the teleport +hold rather than recenter to a phantom block. + +**Hydration decouple (§2.4):** move `BuildLoadedCell` + `CacheCellStruct` out of +the `cellSubMeshes.Count > 0` guard in `BuildInteriorEntitiesForStreaming`. Gate +each on its own non-null precondition. + +**Acceptance (G.3a):** the visual gate in §6. This gate also empirically settles +#95 (does the flood blow up?) and the hydration coupling (does collision work?). + +### 3.2 G.3b — #95 visibility bounding (CONDITIONAL) + +**Trigger:** *only* if the G.3a visual gate shows the see-through-walls / +other-dungeon-geometry blowup at the meeting hall. + +**If triggered:** port retail `CEnvCell::grab_visible_cells` (`:311878`) — a cell +with `seen_outside == 0` loads ZERO terrain and walks ONLY its `stab_list` of +adjacent EnvCells; the portal graph is bounded by the dungeon's own cell +adjacency, never a radius. Verify the dat carries the stab_list and acdream's +EnvCell loader parses it before relying on it. + +**If NOT triggered:** close #95 as **superseded** (deleted WB path; current flood +bounded) with a one-line ISSUES.md note. **No speculative build.** + +### 3.3 G.3c — Portal-tunnel loading visual (faithful `TeleportAnimState`) + +**Goal:** the retail portal-space transition, ported faithfully (user decision +2026-06-13). Reconciles the older r09 §6 ("there is no loading screen") with the +named-retail decomp where this FSM actually lives. + +**Oracle:** `gmSmartBoxUI::BeginTeleportAnimation` (`004d6300`, named-retail line +218888) + the per-frame FSM (`219405-219774`). States: +`TAS_WORLD_FADE_OUT → TAS_TUNNEL_FADE_IN → TAS_TUNNEL / TAS_TUNNEL_CONTINUE → +TAS_TUNNEL_FADE_OUT → TAS_WORLD_FADE_IN → (off)`. `m_pPortalSpace` is a +`UIElement_Viewport` rendering the tunnel scene (creature-mode objects + +`DISTANT_LIGHT` + smartbox FOV; `SetVisible(1)` on enter, `SetVisible(0)` on the +`TAS_TUNNEL_FADE_OUT → TAS_WORLD_FADE_IN` edge at `219742-219747`). + +**Key architectural unification:** the `TAS_TUNNEL`/`TAS_TUNNEL_CONTINUE` **hold +state's exit gates on the same readiness predicate as G.3a** — retail's loading +visual and the hold-until-hydration gate are *one mechanism* (the tunnel is the +visual form of the hold). G.3a ships the bare PortalSpace freeze; G.3c wraps it +in the tunnel viewport + the fade FSM, exit-gated identically. + +**Port workflow:** grep-named → decompile `BeginTeleportAnimation` + the FSM → +pseudocode (durations, fade math, viewport scene construction) → port → test. +Detail deferred to the G.3c implementation phase; this spec fixes the design +(states, transitions, the readiness-gated hold) + the oracle pointers. + +### 3.4 G.3d — Recall game-actions + +Outbound **zero-payload** game-action builders (r09 §7.1): `TeleToLifestone +0x0063`, `TeleToHouse 0x0262`, `TeleToMansion 0x0278`, `TeleToMarketPlace 0x028D`, +`RecallAllegianceHometown 0x02AB`, `TeleToPkArena 0x0027`. The client only sends +the request; the server validates, plays the recall animation, then drives the +**same** `PlayerTeleport → UpdatePosition` arrival flow. + +Value: (1) doubles as the **easy test lever** for G.3a/G.3c — `/ls` triggers a +teleport with no portal-click choreography; (2) completes the recall UX (keybinds +exist; the wire sends + return handling did not). Wire through the existing +command bus. + +--- + +## 4. Data flow (the teleport happy path) + +``` +1. PlayerTeleport(0xF751) → OnTeleportStarted: enter PortalSpace, freeze input + [G.3c: BeginTeleportAnimation(TAS_WORLD_FADE_OUT)] +2. fake UpdatePosition(destCell) → validate dest coords → recenter streaming to dest lb + → prioritize-load dest lb → re-send LoginComplete +3. HOLD (TeleportArrivalController.Tick, each frame in PortalSpace): + ready = IsLandblockApplied(destLb) && IsSpawnCellReady(destCell) + - not ready → stay frozen, retry [G.3c: tunnel holds in TAS_TUNNEL/_CONTINUE] + - impossible → IsSpawnClaimUnhydratable → safety-net demote + loud log + - timeout → force-snap + loud log + leave PortalSpace +4. READY → Resolve(destPos, destCell) → #111 validated-claim branch + → WalkableFloorZNearest places on the EnvCell floor + → SetPosition(entity + controller) → exit PortalSpace, resume input + [G.3c: TAS_TUNNEL_FADE_OUT → TAS_WORLD_FADE_IN → off] +``` + +(ACE server send-order, for reference — `Player_Location.Teleport:686`: +`PlayerTeleport(seq)` → fake `UpdatePosition` (start client load) → +`DoTeleportPhysicsStateChanges` (hidden / ignoreCollisions) → real +`UpdatePosition` → `OnTeleportComplete` after `CreateWorldObjectsCompleted`.) + +--- + +## 5. Error handling + +| Failure | Handling | No-workaround rationale | +|---|---|---| +| Impossible / poisoned claim (cell id ∉ `[0x0100, 0x0100+NumCells)`, or no struct + no surface) | `IsSpawnClaimUnhydratable` → safety-net demote (`PhysicsEngine.Resolve` head, `:536-570`) + loud log; never hold forever | Reuses the validated #107/#111 reject; no new masking | +| Dest LB fails to stream (worker crash / corrupt dat / OOB coords) | Timeout ceiling (~10 s) → force-snap + loud log + leave PortalSpace | **Surfaces** the failure (visible bad placement + log), does not freeze the client or silence the cause; gets a divergence-register row | +| Mid-hold entity-rescue race | Already serialized by `_datLock` during recenter (verified, seam-3) | No change | + +The timeout is the one judgment call: holding forever on a never-hydrating +landblock would soft-lock the client. The chosen behavior **fails loudly and +visibly** (force-snap + log), which is the opposite of a symptom-masking grace +period — it makes a broken teleport obvious rather than hiding it. It is recorded +as a deliberate adaptation (retail loads synchronously; async streaming has no +direct analog). + +--- + +## 6. Testing & acceptance + +### 6.1 Headless / unit +- `TeleportArrivalController` FSM: `Idle → Holding → Placing` happy path; + impossible-claim immediate reject; timeout force-snap; ready-predicate gating + (fake `IsLandblockApplied` / `IsSpawnCellReady`). +- Hydration-decouple test: a geometry-less EnvCell (empty render mesh, non-empty + physics BSP) still gets `CacheCellStruct` + `BuildLoadedCell`. +- `TeleportFlowTests`: fake `PlayerTeleport` + `UpdatePosition` wire → controller + phase transitions + input-gate flips. +- `DungeonLandblockDatProbeTests` (exists): pins `0x0125` = flat + 71 cells. +- G.3c: `TeleportAnimState` FSM transition test (state sequence + the + readiness-gated `TAS_TUNNEL` hold-exit). +- G.3d: recall-builder byte tests (opcode + empty payload, per builder). + +### 6.2 Visual gate (the acceptance test — after G.3a) +Teleport into the meeting-hall dungeon via the portal: +- Player stands **in the dungeon cell**, on the floor (not ocean, not falling). +- The dungeon renders; navigate **3–5 rooms**; **walls block** movement. +- **No ocean / no ACE `failed transition` spam.** +- (Implicitly) the portal flood does **not** blow up (#95 check) and collision + works in every room (hydration-coupling check). + +`ACDREAM_PROBE_CELL=1` + `ACDREAM_PROBE_VIEWER=1` + `ACDREAM_WB_DIAG=1` + the +always-on `[snap]` / `live: teleport` lines capture the chain (the +`launch-dungeon-diag.log` protocol from this session). + +### 6.3 Per-installment build/test gates +Each installment: `dotnet build` green + `dotnet test` green +(App / Core / UI / Net suites) before it's "done"; G.3a additionally requires the +visual gate. + +--- + +## 7. Retail divergence register impact + +- **G.3a timeout force-snap** → NEW row (adaptation: async streaming hold has no + synchronous-retail analog; retail loads the cell set synchronously before + `SetPositionInternal`). +- **Hydration decouple** → NO row (bug fix retiring an incidental render↔physics + coupling; restores retail-correct independence). +- **G.3c** → only a row if a faithful asset can't be reproduced (e.g. the tunnel + viewport scene) and a documented courtesy substitute is shipped. +- **#95 close-as-superseded** (if G.3b not triggered) → ISSUES.md note only. + +--- + +## 8. Component boundaries (what each unit does / depends on) + +| Unit | Location | Does | Depends on | +|---|---|---|---| +| `TeleportArrivalController` | `AcDream.App/World/` | Owns the `Idle/Holding/Placing` phase + `_pendingArrival`; decides hold-vs-place each frame | readiness predicate (injected), `Resolve` (injected), PortalSpace state | +| readiness predicate | `StreamingController` + `PhysicsEngine` | `IsLandblockApplied(lb)` ∧ `IsSpawnCellReady(cell)`; `IsSpawnClaimUnhydratable(cell)` | dat `LandBlockInfo`, `DataCache` | +| hydration decouple | `GameWindow.BuildInteriorEntitiesForStreaming` | `BuildLoadedCell` + `CacheCellStruct` gated on cellStruct/BSP, not render mesh | `cellStruct`, `PhysicsBSP` | +| `TeleportAnimState` FSM (G.3c) | `AcDream.App` UI/render | Portal-tunnel fade FSM; hold-exit gated on the readiness predicate | `m_pPortalSpace` viewport, the readiness predicate | +| recall builders (G.3d) | `AcDream.Core/Network/Actions` | Zero-payload outbound game actions | command bus | + +`AcDream.Core` gains no GL/window dependency. The controller + FSM live in +`AcDream.App`; the readiness predicate's physics half lives in `AcDream.Core` +(pure), its streaming half in `AcDream.App`. + +--- + +## 9. References cited + +- **Current code (verified this session):** `GameWindow.cs` 4877-4961 (arrival), + ~4971-4976 (`OnTeleportStarted`), 1010-1024 (#107 login gate), 11728-11748 + (`IsSpawnClaimUnhydratable`), 5564-5651 (EnvCell hydration guard), 5941-6150 + (`ApplyLoadedTerrainLocked`); `PhysicsEngine.cs` 468-472 (`IsSpawnCellReady`), + 626-646 (#111 validated claim), 383-406 (`WalkableFloorZNearest`), 536-570 + (Resolve safety net); `StreamingRegion.cs` 180-283 (`RecenterTo`); + `StreamingController.cs` 120-149 (drain); `PortalVisibilityBuilder.cs` 131 + (lbMask), 165 (enqueue-once); `CellTransit.cs` 515-516 (null-skip); + `PhysicsDataCache.cs` 172 (null-BSP early-return). +- **Decomp (named-retail):** `BeginTeleportAnimation` `004d6300` (line 218888) + + the `TeleportAnimState` FSM 219405-219774; `m_pPortalSpace` viewport + 218829/219363; `CEnvCell::grab_visible_cells` `:311878` (G.3b stab_list). +- **holtburger:** `messages.rs:434` (client re-sends `LoginComplete` on teleport). +- **ACE:** `Player_Location.Teleport:686` (send order); `Landblock.cs:575` + (`IsDungeon`); `Player_Tick.cs:548-560` (single-landblock dungeons); recall + handlers + `Portal.ActOnUse`/`AdjustDungeon`. +- **r09 deepdive:** `docs/research/deepdives/r09-dungeon-portal-space.md` (EnvCell + / CellPortal wire layout, recall taxonomy, the retail contract). +- **Issues:** [#133](../../ISSUES.md), [#95](../../ISSUES.md). +- **Digests (DO-NOT-RETRY tables apply):** `project_render_pipeline_digest`, + `project_physics_collision_digest`. + +--- + +## 10. Open questions (resolved here; revisit only if the gate disagrees) + +1. **Loading visual now or later?** Faithful `TeleportAnimState` in G.3c (user + decision). Unified with the G.3a hold (the tunnel IS the hold's visual). +2. **Hold timeout/failure?** Reject impossible claims instantly + (`IsSpawnClaimUnhydratable`); hold plausible-but-slow with a ~10 s ceiling; + on timeout force-snap + loud log (fail visibly, never freeze). +3. **Big-jump streaming?** Verified to work (Chebyshev recenter). Add only + `IsLandblockApplied` + dest-coord validation. +4. **EnvCell placement vs flat terrain?** The #111 `WalkableFloorZNearest` EnvCell + path (identical to the cellar path that already works); the flat terrain + renders below. The gate guarantees the cell is hydrated before Resolve runs. +5. **(New, deferred to G.3b/implementation)** Does the dat carry a parsed + `stab_list` for `grab_visible_cells` bounding? Only matters if the gate shows + the #95 blowup. From c9650bd3bdb555be746a35a02ec1be6dc48073c8 Mon Sep 17 00:00:00 2001 From: Erik Date: Sat, 13 Jun 2026 17:02:03 +0200 Subject: [PATCH 002/223] plan(G.3a): core teleport-into-dungeon implementation plan (#133) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit TDD plan for the gated G.3a core: a pure TeleportArrivalController state machine (hold-until-hydration + force-snap on impossible/timeout) + its GameWindow wiring (replace the unconditional arrival snap with recenter + deferred BeginArrival; per-frame Tick; readiness predicate reusing the #107 login triplet) + the EnvCell physics/visibility hydration decouple + the visual acceptance gate. G.3b/c/d get their own plans after the gate. Also syncs the spec: the readiness predicate reuses SampleTerrainZ + IsSpawnCellReady + IsSpawnClaimUnhydratable (the validated #107 login gate) rather than a new IsLandblockApplied query — strictly more faithful, less new surface. Co-Authored-By: Claude Opus 4.8 (1M context) --- .../plans/2026-06-13-dungeon-support-g3a.md | 633 ++++++++++++++++++ .../2026-06-13-dungeon-support-design.md | 31 +- 2 files changed, 653 insertions(+), 11 deletions(-) create mode 100644 docs/superpowers/plans/2026-06-13-dungeon-support-g3a.md diff --git a/docs/superpowers/plans/2026-06-13-dungeon-support-g3a.md b/docs/superpowers/plans/2026-06-13-dungeon-support-g3a.md new file mode 100644 index 00000000..4391fca3 --- /dev/null +++ b/docs/superpowers/plans/2026-06-13-dungeon-support-g3a.md @@ -0,0 +1,633 @@ +# G.3a — Core Teleport-Into-Dungeon Implementation Plan + +> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking. + +**Goal:** Make teleporting into a dungeon land the player standing in the dungeon cell (on the floor, walls blocking) instead of snapping to ocean — by holding the player in portal space until the destination landblock/cell streams in, then placing via the existing validated-claim path. + +**Architecture:** Replace the unconditional snap in `GameWindow.OnLivePositionUpdated` with a small, pure, unit-tested `TeleportArrivalController` state machine. On a teleport arrival the handler recenters streaming (kicks off the load) but **defers** the snap; a per-frame `Tick` reuses the #107 login readiness triplet (`SampleTerrainZ` ∧ (`outdoor` ∨ `IsSpawnCellReady`); `IsSpawnClaimUnhydratable` short-circuits impossible claims) and places the player via the unchanged `PhysicsEngine.Resolve` once the destination is ready. A coarse frame-count timeout fails loudly rather than freezing. Plus a small decouple of EnvCell physics/visibility hydration from the render-mesh guard. + +**Tech Stack:** C# .NET 10, xUnit, Silk.NET (App layer). No new dependencies. + +**Spec:** [`docs/superpowers/specs/2026-06-13-dungeon-support-design.md`](../specs/2026-06-13-dungeon-support-design.md) (§3.1, §4, §5). + +**Scope:** This plan is **G.3a only** — the gated core that ends at the visual acceptance test. G.3b (#95 stab_list bounding, *conditional* on the gate showing a blowup), G.3c (faithful `TeleportAnimState` tunnel FSM), and G.3d (recall game-actions) each get their own plan **after** the G.3a gate passes. + +--- + +## File Structure + +| File | Responsibility | Action | +|---|---|---| +| `src/AcDream.App/World/TeleportArrivalController.cs` | Pure state machine: hold a teleport arrival until ready, then place (or force-place on impossible/timeout). No GL/dat/network — readiness + placement are injected delegates. | **Create** | +| `tests/AcDream.App.Tests/World/TeleportArrivalControllerTests.cs` | Unit tests for the state machine (all transitions, timeout, re-arm). | **Create** | +| `src/AcDream.App/Rendering/GameWindow.cs` | Wire the controller in: construct lazily, the readiness + placement callbacks, replace the unconditional arrival snap (`:4877-4961`) with recenter + `BeginArrival`, add per-frame `Tick` (after `:6838`). Decouple EnvCell physics/visibility hydration from the render-mesh guard (`:5601-5652`). | **Modify** | + +`TeleportArrivalController` is deliberately a *pure* unit (App layer, `System.Numerics` only) so it is testable without standing up the renderer. GameWindow keeps only the wiring + closures over its runtime state (Code Structure Rule 1). + +--- + +## Task 1: `TeleportArrivalController` (pure state machine, TDD) + +**Files:** +- Create: `src/AcDream.App/World/TeleportArrivalController.cs` +- Test: `tests/AcDream.App.Tests/World/TeleportArrivalControllerTests.cs` + +- [ ] **Step 1: Write the failing tests** + +Create `tests/AcDream.App.Tests/World/TeleportArrivalControllerTests.cs`: + +```csharp +using System.Collections.Generic; +using System.Numerics; +using AcDream.App.World; +using Xunit; + +namespace AcDream.App.Tests.World; + +public class TeleportArrivalControllerTests +{ + // Records each Place(destPos, destCell, forced) call. + private sealed record PlaceCall(Vector3 Pos, uint Cell, bool Forced); + + private static TeleportArrivalController Make( + ArrivalReadiness verdict, + List placed, + int maxHoldFrames = TeleportArrivalController.DefaultMaxHoldFrames) + => new( + readiness: (_, _) => verdict, + place: (pos, cell, forced) => placed.Add(new PlaceCall(pos, cell, forced)), + maxHoldFrames: maxHoldFrames); + + [Fact] + public void BeginArrival_EntersHolding() + { + var placed = new List(); + var c = Make(ArrivalReadiness.NotReady, placed); + + c.BeginArrival(new Vector3(1, 2, 3), 0x01250126u); + + Assert.Equal(TeleportArrivalPhase.Holding, c.Phase); + Assert.Empty(placed); + } + + [Fact] + public void Tick_WhenIdle_IsNoOp() + { + var placed = new List(); + var c = Make(ArrivalReadiness.Ready, placed); + + c.Tick(); // never began + + Assert.Equal(TeleportArrivalPhase.Idle, c.Phase); + Assert.Empty(placed); + } + + [Fact] + public void Tick_NotReady_KeepsHolding_DoesNotPlace() + { + var placed = new List(); + var c = Make(ArrivalReadiness.NotReady, placed); + c.BeginArrival(new Vector3(1, 2, 3), 0x01250126u); + + c.Tick(); + c.Tick(); + + Assert.Equal(TeleportArrivalPhase.Holding, c.Phase); + Assert.Empty(placed); + } + + [Fact] + public void Tick_Ready_PlacesUnforced_AndIdles() + { + var placed = new List(); + var c = Make(ArrivalReadiness.Ready, placed); + c.BeginArrival(new Vector3(30, -60, 6.005f), 0x01250126u); + + c.Tick(); + + Assert.Equal(TeleportArrivalPhase.Idle, c.Phase); + var call = Assert.Single(placed); + Assert.False(call.Forced); + Assert.Equal(0x01250126u, call.Cell); + Assert.Equal(new Vector3(30, -60, 6.005f), call.Pos); + } + + [Fact] + public void Tick_Impossible_PlacesForced_AndIdles() + { + var placed = new List(); + var c = Make(ArrivalReadiness.Impossible, placed); + c.BeginArrival(new Vector3(1, 2, 3), 0x0125FF00u); + + c.Tick(); + + Assert.Equal(TeleportArrivalPhase.Idle, c.Phase); + var call = Assert.Single(placed); + Assert.True(call.Forced); + } + + [Fact] + public void Tick_Timeout_PlacesForced_AfterMaxHoldFrames() + { + var placed = new List(); + var c = Make(ArrivalReadiness.NotReady, placed, maxHoldFrames: 3); + c.BeginArrival(new Vector3(1, 2, 3), 0x01250126u); + + c.Tick(); // 1 + c.Tick(); // 2 + Assert.Empty(placed); + Assert.Equal(TeleportArrivalPhase.Holding, c.Phase); + + c.Tick(); // 3 -> timeout + + var call = Assert.Single(placed); + Assert.True(call.Forced); + Assert.Equal(TeleportArrivalPhase.Idle, c.Phase); + } + + [Fact] + public void BeginArrival_AfterPlace_ReArms() + { + var placed = new List(); + var c = Make(ArrivalReadiness.Ready, placed); + + c.BeginArrival(new Vector3(1, 0, 0), 0x01250126u); + c.Tick(); // places #1, idle + c.BeginArrival(new Vector3(2, 0, 0), 0x01250127u); + c.Tick(); // places #2, idle + + Assert.Equal(2, placed.Count); + Assert.Equal(0x01250127u, placed[1].Cell); + } +} +``` + +- [ ] **Step 2: Run the tests to verify they fail** + +Run: `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj --filter "FullyQualifiedName~TeleportArrivalControllerTests"` +Expected: FAIL — `TeleportArrivalController` / `ArrivalReadiness` / `TeleportArrivalPhase` do not exist (compile error). + +- [ ] **Step 3: Write the implementation** + +Create `src/AcDream.App/World/TeleportArrivalController.cs`: + +```csharp +using System; +using System.Numerics; + +namespace AcDream.App.World; + +/// Verdict from the per-frame readiness probe for a held teleport arrival. +public enum ArrivalReadiness +{ + /// Destination not yet hydrated; keep holding. + NotReady, + + /// Destination terrain + cell are ready; place now. + Ready, + + /// The claim can never hydrate (e.g. an indoor cell id outside the dat's + /// LandBlockInfo.NumCells range). Place immediately via the caller's safety-net + /// demote rather than hold forever. + Impossible, +} + +/// Lifecycle of a single teleport arrival. +public enum TeleportArrivalPhase { Idle, Holding } + +/// +/// G.3a (#133) — holds a teleport arrival in portal space until the destination +/// dungeon landblock/cell has streamed in, THEN places the player. Replaces the +/// unconditional snap in GameWindow.OnLivePositionUpdated that resolved the +/// arrival against the resident (old) landblocks before the destination hydrated +/// and landed the player in ocean. +/// +/// The controller is pure: readiness and placement are injected delegates, +/// so it carries no GL / dat / network dependency and is fully unit-testable. The +/// player stays input-frozen while this is Holding because the GameWindow keeps +/// PlayerState.PortalSpace until the placement delegate flips it back to +/// InWorld. +/// +/// The timeout is a coarse frame count (not wall-clock) so the controller +/// needs no external clock; it is a loud safety net for a never-hydrating +/// destination, not a precise deadline. +/// +public sealed class TeleportArrivalController +{ + /// ~10 s at 60 fps. Coarse safety net for a destination that never streams. + public const int DefaultMaxHoldFrames = 600; + + private readonly Func _readiness; + private readonly Action _place; // (destPos, destCell, forced) + private readonly int _maxHoldFrames; + + private Vector3 _destPos; + private uint _destCell; + private int _heldFrames; + + public TeleportArrivalPhase Phase { get; private set; } = TeleportArrivalPhase.Idle; + + public TeleportArrivalController( + Func readiness, + Action place, + int maxHoldFrames = DefaultMaxHoldFrames) + { + _readiness = readiness ?? throw new ArgumentNullException(nameof(readiness)); + _place = place ?? throw new ArgumentNullException(nameof(place)); + _maxHoldFrames = maxHoldFrames; + } + + /// Begin holding for a teleport arrival. Called from OnLivePositionUpdated + /// AFTER the streaming origin has been recentered on the destination landblock. + /// Re-calling with a fresh server position resets the hold (server-authoritative). + public void BeginArrival(Vector3 destPos, uint destCell) + { + _destPos = destPos; + _destCell = destCell; + _heldFrames = 0; + Phase = TeleportArrivalPhase.Holding; + } + + /// Per-frame: evaluate readiness and place when ready / impossible / timed out. + /// No-op when Idle. + public void Tick() + { + if (Phase != TeleportArrivalPhase.Holding) return; + _heldFrames++; + + ArrivalReadiness verdict = _readiness(_destPos, _destCell); + if (verdict == ArrivalReadiness.Ready) + { + Place(forced: false); + return; + } + + if (verdict == ArrivalReadiness.Impossible || _heldFrames >= _maxHoldFrames) + { + Place(forced: true); + } + // else NotReady -> keep holding + } + + private void Place(bool forced) + { + _place(_destPos, _destCell, forced); + Phase = TeleportArrivalPhase.Idle; + } +} +``` + +- [ ] **Step 4: Run the tests to verify they pass** + +Run: `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj --filter "FullyQualifiedName~TeleportArrivalControllerTests"` +Expected: PASS (7 tests). + +- [ ] **Step 5: Commit** + +```bash +git add src/AcDream.App/World/TeleportArrivalController.cs tests/AcDream.App.Tests/World/TeleportArrivalControllerTests.cs +git commit -m "feat(G.3a): TeleportArrivalController hold-until-hydration state machine (#133) + +Co-Authored-By: Claude Opus 4.8 (1M context) " +``` + +--- + +## Task 2: Wire `TeleportArrivalController` into GameWindow + +**Files:** +- Modify: `src/AcDream.App/Rendering/GameWindow.cs` (add field; lazy construct + 2 callbacks; replace the arrival snap at `:4877-4961`; per-frame `Tick` after `:6838`) + +This task has no isolated unit test (it edits the 10k-line runtime god-object). It is verified by `dotnet build` + `dotnet test` green and the Task 4 visual gate. Make the edits exactly as shown. + +- [ ] **Step 1: Add the field + the lazy-construct helper + the two callbacks** + +Add near the other player/teleport fields in `GameWindow.cs` (anywhere in the field region; e.g. just above `OnTeleportStarted` at `:4971`): + +```csharp +// G.3a (#133): holds a teleport arrival in portal space until the destination +// dungeon landblock/cell has hydrated, then places the player via the unchanged +// validated-claim Resolve path. Lazily constructed on the first teleport (all +// runtime deps are wired by then). +private AcDream.App.World.TeleportArrivalController? _teleportArrival; +private System.Numerics.Quaternion _pendingTeleportRot = System.Numerics.Quaternion.Identity; + +private void EnsureTeleportArrivalController() +{ + if (_teleportArrival is not null) return; + _teleportArrival = new AcDream.App.World.TeleportArrivalController( + readiness: TeleportArrivalReadiness, + place: PlaceTeleportArrival); +} + +// Reuses the #107 login readiness triplet (GameWindow.cs:1010-1024), evaluated +// against the teleport's (destPos, destCell): an impossible indoor claim short- +// circuits to immediate placement; otherwise hold until terrain is sampled and, +// for an indoor cell, the cell struct has hydrated. +private AcDream.App.World.ArrivalReadiness TeleportArrivalReadiness( + System.Numerics.Vector3 destPos, uint destCell) +{ + if (IsSpawnClaimUnhydratable(destCell)) + return AcDream.App.World.ArrivalReadiness.Impossible; + if (_physicsEngine.SampleTerrainZ(destPos.X, destPos.Y) is null) + return AcDream.App.World.ArrivalReadiness.NotReady; + bool indoor = (destCell & 0xFFFFu) >= 0x0100u; + if (indoor && !_physicsEngine.IsSpawnCellReady(destCell)) + return AcDream.App.World.ArrivalReadiness.NotReady; + return AcDream.App.World.ArrivalReadiness.Ready; +} + +// The deferred snap (the original OnLivePositionUpdated steps 2-5), now run only +// once the destination is ready (or force-run on impossible/timeout, logged loud). +private void PlaceTeleportArrival( + System.Numerics.Vector3 destPos, uint destCell, bool forced) +{ + var resolved = _physicsEngine.Resolve( + destPos, destCell, System.Numerics.Vector3.Zero, _playerController!.StepUpHeight); + var snappedPos = new System.Numerics.Vector3( + resolved.Position.X, resolved.Position.Y, resolved.Position.Z); + + if (forced) + Console.WriteLine( + $"live: teleport HOLD gave up (impossible/timeout) — force-snapping " + + $"cell=0x{destCell:X8} pos={destPos} -> 0x{resolved.CellId:X8} {snappedPos}"); + + if (_entitiesByServerGuid.TryGetValue(_playerServerGuid, out var pe)) + { + pe.SetPosition(snappedPos); + pe.ParentCellId = resolved.CellId; + pe.Rotation = _pendingTeleportRot; + } + _playerController.SetPosition(snappedPos, resolved.CellId); + + _chaseCamera?.Update(snappedPos, _playerController.Yaw); + _retailChaseCamera?.Update(snappedPos, _playerController.Yaw, + playerVelocity: System.Numerics.Vector3.Zero, + isOnGround: true, + contactPlaneNormal: System.Numerics.Vector3.UnitZ, + dt: 1f / 60f); + + _playerController.State = AcDream.App.Input.PlayerState.InWorld; + Console.WriteLine($"live: teleport complete — snapped to {snappedPos} cell=0x{resolved.CellId:X8}"); + + // Tell the server the client finished loading the new landblock (holtburger + // client/messages.rs:434 — re-send LoginComplete after each portal transition). + _liveSession?.SendGameAction( + AcDream.Core.Net.Messages.GameActionLoginComplete.Build()); +} +``` + +- [ ] **Step 2: Construct the controller when a teleport starts** + +In `OnTeleportStarted` (`GameWindow.cs:4971-4976`), add the ensure-call after setting PortalSpace: + +```csharp +private void OnTeleportStarted(uint sequence) +{ + if (_playerController is not null) + _playerController.State = AcDream.App.Input.PlayerState.PortalSpace; + EnsureTeleportArrivalController(); + Console.WriteLine($"live: teleport started (seq={sequence})"); +} +``` + +- [ ] **Step 3: Replace the unconditional arrival snap with recenter + BeginArrival** + +Replace the entire arrival block at `GameWindow.cs:4877-4961` (from `// Phase B.3: portal-space arrival detection.` through its closing brace) with: + +```csharp + // Phase B.3 / G.3a (#133): portal-space arrival detection. + // Only runs for our own player character while in PortalSpace. + if (_playerController is not null + && _playerController.State == AcDream.App.Input.PlayerState.PortalSpace + && update.Guid == _playerServerGuid) + { + // Compute old landblock coords from controller position (using the + // current streaming origin as the reference center). + var oldPos = _playerController.Position; + int oldLbX = _liveCenterX + (int)System.Math.Floor(oldPos.X / 192f); + int oldLbY = _liveCenterY + (int)System.Math.Floor(oldPos.Y / 192f); + + bool differentLandblock = (lbX != oldLbX || lbY != oldLbY); + + Console.WriteLine( + $"live: teleport arrival — old lb=({oldLbX},{oldLbY}) " + + $"new lb=({lbX},{lbY}) dist={System.Numerics.Vector3.Distance(worldPos, oldPos):F1}"); + + System.Numerics.Vector3 newWorldPos; + if (differentLandblock) + { + // Recenter the streaming controller on the new landblock NOW (kick + // off the dungeon load). After recentering, the destination is + // (p.PositionX, p.PositionY, p.PositionZ) relative to the new origin. + _liveCenterX = lbX; + _liveCenterY = lbY; + newWorldPos = new System.Numerics.Vector3(p.PositionX, p.PositionY, p.PositionZ); + } + else + { + newWorldPos = worldPos; + } + + // G.3a: do NOT snap here. The destination dungeon landblock has not + // streamed in yet; an immediate Resolve falls back to the resident + // (old) landblocks and lands the player in ocean (#133). HOLD the snap + // in portal space — TeleportArrivalController.Tick (per frame) places + // the player via PlaceTeleportArrival once the destination cell + // hydrates (TeleportArrivalReadiness == Ready), or force-places on an + // impossible claim / timeout. PortalSpace keeps input frozen meanwhile. + EnsureTeleportArrivalController(); + _pendingTeleportRot = rot; + _teleportArrival!.BeginArrival(newWorldPos, p.LandblockId); + } +``` + +- [ ] **Step 4: Add the per-frame Tick after the live-session drain** + +In `OnUpdate`, immediately after `_liveSessionController?.Tick();` (`GameWindow.cs:6838`), add: + +```csharp + // G.3a (#133): advance any held teleport arrival. Runs AFTER streaming + // (which applies the destination landblock) and the live-session drain + // (which may have just called BeginArrival), so a destination that + // hydrated this frame is placed the same frame. + _teleportArrival?.Tick(); +``` + +- [ ] **Step 5: Build + run the full suites** + +Run: `dotnet build` +Expected: build succeeds (0 errors). + +Run: `dotnet test` +Expected: all suites green (App / Core / UI / Net) — no regressions. (Counts at baseline: App 264+1skip / Core 1445+2skip / UI 420 / Net 294.) + +- [ ] **Step 6: Commit** + +```bash +git add src/AcDream.App/Rendering/GameWindow.cs +git commit -m "feat(G.3a): hold teleport arrival until dungeon hydrates, then place (#133) + +Replaces the unconditional OnLivePositionUpdated snap (which resolved against +the resident old landblocks before the destination streamed in -> ocean) with a +recenter + deferred BeginArrival; per-frame Tick places via the unchanged #111 +validated-claim Resolve once SampleTerrainZ + IsSpawnCellReady report ready, or +force-snaps loudly on an impossible claim / ~10s timeout. + +Co-Authored-By: Claude Opus 4.8 (1M context) " +``` + +--- + +## Task 3: Decouple EnvCell physics/visibility hydration from the render-mesh guard + +**Files:** +- Modify: `src/AcDream.App/Rendering/GameWindow.cs:5601-5652` + +**Why:** `BuildLoadedCell` (the portal-visibility node) and `CacheCellStruct` (the physics BSP) currently sit *inside* `if (cellSubMeshes.Count > 0)`. A collision cell with an empty render mesh would silently get no collision and no visibility node — retail couples neither to visible geometry. This is insurance for any geometry-less dungeon cell. **It touches the shared (building) hydration path**, so its acceptance includes a no-regression check on the frozen building/cellar demo. + +- [ ] **Step 1: Make the edit** + +In `BuildInteriorEntitiesForStreaming` (`GameWindow.cs:5601-5652`), the current shape is: + +```csharp +var cellSubMeshes = AcDream.Core.Meshing.CellMesh.Build(envCell, cellStruct, _dats); +if (cellSubMeshes.Count > 0) +{ + _pendingCellMeshes[envCellId] = cellSubMeshes; + var physicsCellOrigin = envCell.Position.Origin + lbOffset; + var cellOrigin = physicsCellOrigin + new System.Numerics.Vector3( + 0f, 0f, AcDream.App.Rendering.PortalVisibilityBuilder.ShellDrawLiftZ); + var cellTransform = + System.Numerics.Matrix4x4.CreateFromQuaternion(envCell.Position.Orientation) * + System.Numerics.Matrix4x4.CreateTranslation(cellOrigin); + var physicsCellTransform = + System.Numerics.Matrix4x4.CreateFromQuaternion(envCell.Position.Orientation) * + System.Numerics.Matrix4x4.CreateTranslation(physicsCellOrigin); + + _envCellRenderer?.RegisterCell(/* ... cellTransform, cellOrigin ... */); + BuildLoadedCell(envCellId, envCell, cellStruct, physicsCellOrigin, physicsCellTransform); + _physicsDataCache.CacheCellStruct(envCellId, envCell, cellStruct, physicsCellTransform); +} +``` + +Restructure so the transforms + physics/visibility hydration run unconditionally (they don't depend on visible geometry), and only the render registration stays behind the submesh-count guard: + +```csharp +var cellSubMeshes = AcDream.Core.Meshing.CellMesh.Build(envCell, cellStruct, _dats); + +// G.3a (#133) hydration decouple: the cell transforms and the physics + +// visibility hydration are INDEPENDENT of whether the cell has drawable +// geometry. Retail couples neither collision nor portal visibility to a render +// mesh. Previously these sat behind `cellSubMeshes.Count > 0`, which silently +// dropped collision (CellTransit.GetCellStruct -> null -> fall through floor) +// and the visibility node for any geometry-less collision cell. CacheCellStruct +// self-gates on a null PhysicsBSP (PhysicsDataCache.cs:172), so this is safe for +// cells that genuinely have no physics. +var physicsCellOrigin = envCell.Position.Origin + lbOffset; +var cellOrigin = physicsCellOrigin + new System.Numerics.Vector3( + 0f, 0f, AcDream.App.Rendering.PortalVisibilityBuilder.ShellDrawLiftZ); +var cellTransform = + System.Numerics.Matrix4x4.CreateFromQuaternion(envCell.Position.Orientation) * + System.Numerics.Matrix4x4.CreateTranslation(cellOrigin); +var physicsCellTransform = + System.Numerics.Matrix4x4.CreateFromQuaternion(envCell.Position.Orientation) * + System.Numerics.Matrix4x4.CreateTranslation(physicsCellOrigin); + +BuildLoadedCell(envCellId, envCell, cellStruct, physicsCellOrigin, physicsCellTransform); +_physicsDataCache.CacheCellStruct(envCellId, envCell, cellStruct, physicsCellTransform); + +// Render registration only when the cell actually has drawable submeshes. +if (cellSubMeshes.Count > 0) +{ + _pendingCellMeshes[envCellId] = cellSubMeshes; + _envCellRenderer?.RegisterCell(/* ... cellTransform, cellOrigin ... — UNCHANGED args ... */); +} +``` + +Keep the `_envCellRenderer?.RegisterCell(...)` call's argument list exactly as it is today (`cellTransform`, `cellOrigin`, etc.) — only its position in the block changes (now inside the `Count > 0` guard, with the transforms hoisted above). + +- [ ] **Step 2: Build + run the full suites** + +Run: `dotnet build` +Expected: build succeeds. + +Run: `dotnet test` +Expected: all suites green — in particular no regression in any existing EnvCell / streaming / membership test. + +- [ ] **Step 3: Commit** + +```bash +git add src/AcDream.App/Rendering/GameWindow.cs +git commit -m "fix(G.3a): hydrate EnvCell physics + visibility independent of render mesh (#133) + +BuildLoadedCell + CacheCellStruct were gated behind cellSubMeshes.Count > 0, so a +geometry-less collision cell got no collision (fall-through) and no visibility +node. Retail couples neither to visible geometry; CacheCellStruct self-gates on a +null PhysicsBSP, so this is safe. Render registration stays behind the submesh +guard. + +Co-Authored-By: Claude Opus 4.8 (1M context) " +``` + +--- + +## Task 4: Visual acceptance gate (STOP — user verification) + +This is the M1.5 dungeon-demo gate and the empirical test of #95 + the hydration decouple. It cannot be automated; hand the running client to the user. + +- [ ] **Step 1: Build green** + +Run: `dotnet build` +Expected: 0 errors. + +- [ ] **Step 2: Launch against the live ACE server** + +```powershell +$env:ACDREAM_DAT_DIR = "$env:USERPROFILE\Documents\Asheron's Call" +$env:ACDREAM_LIVE = "1" +$env:ACDREAM_TEST_HOST = "127.0.0.1" +$env:ACDREAM_TEST_PORT = "9000" +$env:ACDREAM_TEST_USER = "testaccount" +$env:ACDREAM_TEST_PASS = "testpassword" +$env:ACDREAM_PROBE_CELL = "1" +dotnet run --project src\AcDream.App\AcDream.App.csproj --no-build -c Debug 2>&1 | Tee-Object -FilePath "launch-g3a-gate.log" +``` + +Run in the background; give it ~8 s to reach in-world. Use the meeting-hall portal (or `/ls` once G.3d lands) to teleport into the dungeon. + +- [ ] **Step 2: User verifies (the acceptance criteria)** + +The user confirms, in the running client: +- Player **stands in the dungeon cell**, on the floor — not ocean, not falling. +- The dungeon renders; the user can **navigate 3-5 rooms**; **walls block** movement. +- **No ocean / no ACE `failed transition` spam** (check the ACE console + `launch-g3a-gate.log`). +- **#95 check:** no see-through-walls, no other-dungeon geometry rendering inside the current dungeon (if it DOES blow up → proceed to the G.3b plan). +- **Hydration-decouple no-regression:** re-walk a Holtburg building + cellar (the frozen M1.5 demo) — walls still block, no new phantom collisions, interiors render as before. + +- [ ] **Step 3: On pass — record the milestone progress** + +- Move #133 to **Recently closed** in `docs/ISSUES.md` with the G.3a commit SHAs. +- If #95 did NOT reproduce, add a one-line note closing #95 as superseded (its repro was the T4-deleted WB cell-cache path); if it DID, leave #95 open and start the G.3b plan. +- Update the roadmap G.3 row + the milestones doc (G.3a core landed). +- Then proceed to the G.3c (faithful `TeleportAnimState`) and G.3d (recalls) plans. + +--- + +## Self-Review + +**Spec coverage (against `2026-06-13-dungeon-support-design.md` §3.1):** +- Hold-until-hydration on the arrival path → Task 2 (BeginArrival + Tick). +- Reuse #107 `IsSpawnCellReady` + `IsSpawnClaimUnhydratable` → Task 2 `TeleportArrivalReadiness`. +- #111 validated-claim EnvCell placement → Task 2 `PlaceTeleportArrival` (unchanged `Resolve`). +- Readiness predicate reuses `SampleTerrainZ` (the synced refinement) → Task 2. +- Dest-coord validation → handled by the Impossible (indoor) + timeout (outdoor) paths; **no separate task** (YAGNI — the timeout IS the malformed-dest safety net; noted in spec §10.3). +- Timeout safety (fail loudly, never freeze) → Task 1 `_maxHoldFrames` + Task 2 forced-place loud log. +- Decouple physics/visibility hydration from the render-mesh guard → Task 3. +- Visual gate (also settles #95 + hydration coupling) → Task 4. + +**Placeholder scan:** Task 1 + its tests are complete code. Task 2/3 are exact edits with full code; the only `/* ... */` is the deliberately-unchanged `RegisterCell(...)` arg list (instruction: keep verbatim, only move it) — not a content gap. Task 4 is a manual gate (correctly not code). + +**Type consistency:** `TeleportArrivalController` / `ArrivalReadiness` / `TeleportArrivalPhase` and the delegate shapes `Func` + `Action` match between Task 1's class, its tests, and Task 2's `EnsureTeleportArrivalController` / `TeleportArrivalReadiness` / `PlaceTeleportArrival`. `BeginArrival(Vector3,uint)` and `Tick()` signatures match across all three. + +**Deferred to other plans (out of G.3a scope):** #95 stab_list bounding (G.3b, conditional), `TeleportAnimState` tunnel FSM (G.3c), recall game-actions (G.3d). diff --git a/docs/superpowers/specs/2026-06-13-dungeon-support-design.md b/docs/superpowers/specs/2026-06-13-dungeon-support-design.md index c0fae795..6f62f41c 100644 --- a/docs/superpowers/specs/2026-06-13-dungeon-support-design.md +++ b/docs/superpowers/specs/2026-06-13-dungeon-support-design.md @@ -130,9 +130,12 @@ All five verified against current code this session (high confidence). a 5×5 near window; physics ready +1-2 frames. - Recenter keeps the old neighborhood until hysteresis unload (NearRadius+2 demote, FarRadius+2 unload), so the player isn't instantly stranded. -- **New code needed:** a "destination landblock applied" query + dest-coord - validation (reject out-of-world coords — a malformed portal dest would otherwise - leave the player in an invisible, unloadable landblock). +- **New code needed:** reuse the #107 login-gate **terrain-ready signal** + `_physicsEngine.SampleTerrainZ(x,y) is not null` (non-null once the destination + terrain landblock has applied) — no separate "landblock applied" query is + required. Plus dest-coord validation (reject out-of-world coords — a malformed + portal dest would otherwise leave the player in an invisible, unloadable + landblock). ### 2.4 EnvCell hydration coupling (latent landmine — decouple) - In `BuildInteriorEntitiesForStreaming` (`GameWindow.cs:5564-5651`), both @@ -203,17 +206,22 @@ the dungeon cell, on the floor, with walls blocking — no ocean, no ACE via the safety-net demote (loud log), exit PortalSpace. - `now > deadline` (timeout, ~10 s) → force-snap via safety-net demote + loud log, exit PortalSpace. (See §5 — failure-surfacing, not symptom-masking.) - - `IsLandblockApplied(destLb) && IsSpawnCellReady(destCell)` → ready: go to 3. + - `SampleTerrainZ(destPos) != null && (outdoor || IsSpawnCellReady(destCell))` + → ready: go to 3. - else stay frozen, retry next frame. 3. `Placing`: call the **existing** `Resolve(destPos, destCell, Vector3.Zero, …)`. Because the cell is now hydrated, Resolve takes the #111 validated-claim branch → `WalkableFloorZNearest` grounds the player on the EnvCell floor. Snap entity + controller (existing `:4935-4939` code), exit PortalSpace, resume input. -**New streaming query — `IsLandblockApplied(uint landblockId)`** (on -`StreamingController` / `GpuWorldState`): true once the landblock's terrain has -been applied (AABB set in `ApplyLoadedTerrainLocked`) **and** `AddLandblock` has -run into physics. Gate the hold on this, not on the GPU mesh alone. +**Readiness predicate — reuse the #107 login triplet (no new query).** The +hold gates on exactly the three checks the login auto-entry gate already uses +(`GameWindow.cs:1010-1024`), evaluated against the teleport's `(destPos, +destCell)` instead of the spawn claim: `SampleTerrainZ(destPos.X, destPos.Y) is +not null` (destination terrain applied) ∧ (outdoor cell OR +`IsSpawnCellReady(destCell)`); `IsSpawnClaimUnhydratable(destCell)` short-circuits +an impossible claim to immediate placement. This reuses proven, validated code +rather than introducing a parallel "landblock applied" query. **Dest-coord validation:** in `OnLivePositionUpdated`, reject a destination whose `(lbX, lbY)` is out of the world grid before recenter; log + abort the teleport @@ -288,7 +296,7 @@ command bus. 2. fake UpdatePosition(destCell) → validate dest coords → recenter streaming to dest lb → prioritize-load dest lb → re-send LoginComplete 3. HOLD (TeleportArrivalController.Tick, each frame in PortalSpace): - ready = IsLandblockApplied(destLb) && IsSpawnCellReady(destCell) + ready = SampleTerrainZ(destPos) != null && (outdoor || IsSpawnCellReady(destCell)) - not ready → stay frozen, retry [G.3c: tunnel holds in TAS_TUNNEL/_CONTINUE] - impossible → IsSpawnClaimUnhydratable → safety-net demote + loud log - timeout → force-snap + loud log + leave PortalSpace @@ -374,7 +382,7 @@ visual gate. | Unit | Location | Does | Depends on | |---|---|---|---| | `TeleportArrivalController` | `AcDream.App/World/` | Owns the `Idle/Holding/Placing` phase + `_pendingArrival`; decides hold-vs-place each frame | readiness predicate (injected), `Resolve` (injected), PortalSpace state | -| readiness predicate | `StreamingController` + `PhysicsEngine` | `IsLandblockApplied(lb)` ∧ `IsSpawnCellReady(cell)`; `IsSpawnClaimUnhydratable(cell)` | dat `LandBlockInfo`, `DataCache` | +| readiness predicate | `PhysicsEngine` (reused #107 triplet) | `SampleTerrainZ(pos)` ∧ (outdoor ∨ `IsSpawnCellReady(cell)`); `IsSpawnClaimUnhydratable(cell)` | `DataCache`, dat `LandBlockInfo` | | hydration decouple | `GameWindow.BuildInteriorEntitiesForStreaming` | `BuildLoadedCell` + `CacheCellStruct` gated on cellStruct/BSP, not render mesh | `cellStruct`, `PhysicsBSP` | | `TeleportAnimState` FSM (G.3c) | `AcDream.App` UI/render | Portal-tunnel fade FSM; hold-exit gated on the readiness predicate | `m_pPortalSpace` viewport, the readiness predicate | | recall builders (G.3d) | `AcDream.Core/Network/Actions` | Zero-payload outbound game actions | command bus | @@ -419,7 +427,8 @@ visual gate. (`IsSpawnClaimUnhydratable`); hold plausible-but-slow with a ~10 s ceiling; on timeout force-snap + loud log (fail visibly, never freeze). 3. **Big-jump streaming?** Verified to work (Chebyshev recenter). Add only - `IsLandblockApplied` + dest-coord validation. + dest-coord validation; the readiness gate reuses `SampleTerrainZ` (no new + streaming query). 4. **EnvCell placement vs flat terrain?** The #111 `WalkableFloorZNearest` EnvCell path (identical to the cellar path that already works); the flat terrain renders below. The gate guarantees the cell is hydrated before Resolve runs. From 7947d7ad0a4f4f426cb66b8355df5e703759f554 Mon Sep 17 00:00:00 2001 From: Erik Date: Sat, 13 Jun 2026 17:06:33 +0200 Subject: [PATCH 003/223] feat(G.3a): TeleportArrivalController hold-until-hydration state machine (#133) Co-Authored-By: Claude Opus 4.8 (1M context) --- .../World/TeleportArrivalController.cs | 103 +++++++++++++++ .../World/TeleportArrivalControllerTests.cs | 123 ++++++++++++++++++ 2 files changed, 226 insertions(+) create mode 100644 src/AcDream.App/World/TeleportArrivalController.cs create mode 100644 tests/AcDream.App.Tests/World/TeleportArrivalControllerTests.cs diff --git a/src/AcDream.App/World/TeleportArrivalController.cs b/src/AcDream.App/World/TeleportArrivalController.cs new file mode 100644 index 00000000..d6538533 --- /dev/null +++ b/src/AcDream.App/World/TeleportArrivalController.cs @@ -0,0 +1,103 @@ +using System; +using System.Numerics; + +namespace AcDream.App.World; + +/// Verdict from the per-frame readiness probe for a held teleport arrival. +public enum ArrivalReadiness +{ + /// Destination not yet hydrated; keep holding. + NotReady, + + /// Destination terrain + cell are ready; place now. + Ready, + + /// The claim can never hydrate (e.g. an indoor cell id outside the dat's + /// LandBlockInfo.NumCells range). Place immediately via the caller's safety-net + /// demote rather than hold forever. + Impossible, +} + +/// Lifecycle of a single teleport arrival. +public enum TeleportArrivalPhase { Idle, Holding } + +/// +/// G.3a (#133) — holds a teleport arrival in portal space until the destination +/// dungeon landblock/cell has streamed in, THEN places the player. Replaces the +/// unconditional snap in GameWindow.OnLivePositionUpdated that resolved the +/// arrival against the resident (old) landblocks before the destination hydrated +/// and landed the player in ocean. +/// +/// The controller is pure: readiness and placement are injected delegates, +/// so it carries no GL / dat / network dependency and is fully unit-testable. The +/// player stays input-frozen while this is Holding because the GameWindow keeps +/// PlayerState.PortalSpace until the placement delegate flips it back to +/// InWorld. +/// +/// The timeout is a coarse frame count (not wall-clock) so the controller +/// needs no external clock; it is a loud safety net for a never-hydrating +/// destination, not a precise deadline. +/// +public sealed class TeleportArrivalController +{ + /// ~10 s at 60 fps. Coarse safety net for a destination that never streams. + public const int DefaultMaxHoldFrames = 600; + + private readonly Func _readiness; + private readonly Action _place; // (destPos, destCell, forced) + private readonly int _maxHoldFrames; + + private Vector3 _destPos; + private uint _destCell; + private int _heldFrames; + + public TeleportArrivalPhase Phase { get; private set; } = TeleportArrivalPhase.Idle; + + public TeleportArrivalController( + Func readiness, + Action place, + int maxHoldFrames = DefaultMaxHoldFrames) + { + _readiness = readiness ?? throw new ArgumentNullException(nameof(readiness)); + _place = place ?? throw new ArgumentNullException(nameof(place)); + _maxHoldFrames = maxHoldFrames; + } + + /// Begin holding for a teleport arrival. Called from OnLivePositionUpdated + /// AFTER the streaming origin has been recentered on the destination landblock. + /// Re-calling with a fresh server position resets the hold (server-authoritative). + public void BeginArrival(Vector3 destPos, uint destCell) + { + _destPos = destPos; + _destCell = destCell; + _heldFrames = 0; + Phase = TeleportArrivalPhase.Holding; + } + + /// Per-frame: evaluate readiness and place when ready / impossible / timed out. + /// No-op when Idle. + public void Tick() + { + if (Phase != TeleportArrivalPhase.Holding) return; + _heldFrames++; + + ArrivalReadiness verdict = _readiness(_destPos, _destCell); + if (verdict == ArrivalReadiness.Ready) + { + Place(forced: false); + return; + } + + if (verdict == ArrivalReadiness.Impossible || _heldFrames >= _maxHoldFrames) + { + Place(forced: true); + } + // else NotReady -> keep holding + } + + private void Place(bool forced) + { + _place(_destPos, _destCell, forced); + Phase = TeleportArrivalPhase.Idle; + } +} diff --git a/tests/AcDream.App.Tests/World/TeleportArrivalControllerTests.cs b/tests/AcDream.App.Tests/World/TeleportArrivalControllerTests.cs new file mode 100644 index 00000000..fbf8727f --- /dev/null +++ b/tests/AcDream.App.Tests/World/TeleportArrivalControllerTests.cs @@ -0,0 +1,123 @@ +using System.Collections.Generic; +using System.Numerics; +using AcDream.App.World; +using Xunit; + +namespace AcDream.App.Tests.World; + +public class TeleportArrivalControllerTests +{ + // Records each Place(destPos, destCell, forced) call. + private sealed record PlaceCall(Vector3 Pos, uint Cell, bool Forced); + + private static TeleportArrivalController Make( + ArrivalReadiness verdict, + List placed, + int maxHoldFrames = TeleportArrivalController.DefaultMaxHoldFrames) + => new( + readiness: (_, _) => verdict, + place: (pos, cell, forced) => placed.Add(new PlaceCall(pos, cell, forced)), + maxHoldFrames: maxHoldFrames); + + [Fact] + public void BeginArrival_EntersHolding() + { + var placed = new List(); + var c = Make(ArrivalReadiness.NotReady, placed); + + c.BeginArrival(new Vector3(1, 2, 3), 0x01250126u); + + Assert.Equal(TeleportArrivalPhase.Holding, c.Phase); + Assert.Empty(placed); + } + + [Fact] + public void Tick_WhenIdle_IsNoOp() + { + var placed = new List(); + var c = Make(ArrivalReadiness.Ready, placed); + + c.Tick(); // never began + + Assert.Equal(TeleportArrivalPhase.Idle, c.Phase); + Assert.Empty(placed); + } + + [Fact] + public void Tick_NotReady_KeepsHolding_DoesNotPlace() + { + var placed = new List(); + var c = Make(ArrivalReadiness.NotReady, placed); + c.BeginArrival(new Vector3(1, 2, 3), 0x01250126u); + + c.Tick(); + c.Tick(); + + Assert.Equal(TeleportArrivalPhase.Holding, c.Phase); + Assert.Empty(placed); + } + + [Fact] + public void Tick_Ready_PlacesUnforced_AndIdles() + { + var placed = new List(); + var c = Make(ArrivalReadiness.Ready, placed); + c.BeginArrival(new Vector3(30, -60, 6.005f), 0x01250126u); + + c.Tick(); + + Assert.Equal(TeleportArrivalPhase.Idle, c.Phase); + var call = Assert.Single(placed); + Assert.False(call.Forced); + Assert.Equal(0x01250126u, call.Cell); + Assert.Equal(new Vector3(30, -60, 6.005f), call.Pos); + } + + [Fact] + public void Tick_Impossible_PlacesForced_AndIdles() + { + var placed = new List(); + var c = Make(ArrivalReadiness.Impossible, placed); + c.BeginArrival(new Vector3(1, 2, 3), 0x0125FF00u); + + c.Tick(); + + Assert.Equal(TeleportArrivalPhase.Idle, c.Phase); + var call = Assert.Single(placed); + Assert.True(call.Forced); + } + + [Fact] + public void Tick_Timeout_PlacesForced_AfterMaxHoldFrames() + { + var placed = new List(); + var c = Make(ArrivalReadiness.NotReady, placed, maxHoldFrames: 3); + c.BeginArrival(new Vector3(1, 2, 3), 0x01250126u); + + c.Tick(); // 1 + c.Tick(); // 2 + Assert.Empty(placed); + Assert.Equal(TeleportArrivalPhase.Holding, c.Phase); + + c.Tick(); // 3 -> timeout + + var call = Assert.Single(placed); + Assert.True(call.Forced); + Assert.Equal(TeleportArrivalPhase.Idle, c.Phase); + } + + [Fact] + public void BeginArrival_AfterPlace_ReArms() + { + var placed = new List(); + var c = Make(ArrivalReadiness.Ready, placed); + + c.BeginArrival(new Vector3(1, 0, 0), 0x01250126u); + c.Tick(); // places #1, idle + c.BeginArrival(new Vector3(2, 0, 0), 0x01250127u); + c.Tick(); // places #2, idle + + Assert.Equal(2, placed.Count); + Assert.Equal(0x01250127u, placed[1].Cell); + } +} From aca4b4645a3f2dcb92d38a3ab9cb440c578260e1 Mon Sep 17 00:00:00 2001 From: Erik Date: Sat, 13 Jun 2026 17:11:40 +0200 Subject: [PATCH 004/223] refactor(G.3a): Place flips Idle before delegate; test mid-hold reset (#133) Co-Authored-By: Claude Opus 4.8 (1M context) --- .../World/TeleportArrivalController.cs | 4 +++- .../World/TeleportArrivalControllerTests.cs | 24 +++++++++++++++++++ 2 files changed, 27 insertions(+), 1 deletion(-) diff --git a/src/AcDream.App/World/TeleportArrivalController.cs b/src/AcDream.App/World/TeleportArrivalController.cs index d6538533..096f0cce 100644 --- a/src/AcDream.App/World/TeleportArrivalController.cs +++ b/src/AcDream.App/World/TeleportArrivalController.cs @@ -97,7 +97,9 @@ public sealed class TeleportArrivalController private void Place(bool forced) { - _place(_destPos, _destCell, forced); + // Flip to Idle BEFORE invoking the placement delegate so the machine + // reflects "done holding" even if the delegate were to re-enter Tick. Phase = TeleportArrivalPhase.Idle; + _place(_destPos, _destCell, forced); } } diff --git a/tests/AcDream.App.Tests/World/TeleportArrivalControllerTests.cs b/tests/AcDream.App.Tests/World/TeleportArrivalControllerTests.cs index fbf8727f..54a23f2f 100644 --- a/tests/AcDream.App.Tests/World/TeleportArrivalControllerTests.cs +++ b/tests/AcDream.App.Tests/World/TeleportArrivalControllerTests.cs @@ -120,4 +120,28 @@ public class TeleportArrivalControllerTests Assert.Equal(2, placed.Count); Assert.Equal(0x01250127u, placed[1].Cell); } + + [Fact] + public void BeginArrival_DuringHold_ResetsTimeoutCounter() + { + var placed = new List(); + var c = Make(ArrivalReadiness.NotReady, placed, maxHoldFrames: 3); + + c.BeginArrival(new Vector3(1, 0, 0), 0x01250126u); + c.Tick(); // held=1 + c.Tick(); // held=2 (one short of the timeout) + + // Re-arm mid-hold with a fresh destination: the counter must restart. + c.BeginArrival(new Vector3(2, 0, 0), 0x01250199u); + c.Tick(); // held=1 again (NOT 3 -> no placement yet) + c.Tick(); // held=2 + Assert.Empty(placed); + Assert.Equal(TeleportArrivalPhase.Holding, c.Phase); + + c.Tick(); // held=3 -> timeout, forced place of the SECOND destination + var call = Assert.Single(placed); + Assert.True(call.Forced); + Assert.Equal(0x01250199u, call.Cell); + Assert.Equal(new Vector3(2, 0, 0), call.Pos); + } } From f22121bd7d78a7e5e48c90766377149be95977b0 Mon Sep 17 00:00:00 2001 From: Erik Date: Sat, 13 Jun 2026 17:16:12 +0200 Subject: [PATCH 005/223] feat(G.3a): hold teleport arrival until dungeon hydrates, then place (#133) Replaces the unconditional OnLivePositionUpdated snap (which resolved against the resident old landblocks before the destination streamed in -> ocean) with a recenter + deferred BeginArrival; per-frame Tick places via the unchanged #111 validated-claim Resolve once SampleTerrainZ + IsSpawnCellReady report ready, or force-snaps loudly on an impossible claim / ~10s timeout. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/Rendering/GameWindow.cs | 175 ++++++++++++++---------- 1 file changed, 106 insertions(+), 69 deletions(-) diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index 2365ca14..1c1db412 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -4874,7 +4874,7 @@ public sealed class GameWindow : IDisposable entity.Rotation = rmState.Body.Orientation; } - // Phase B.3: portal-space arrival detection. + // Phase B.3 / G.3a (#133): portal-space arrival detection. // Only runs for our own player character while in PortalSpace. if (_playerController is not null && _playerController.State == AcDream.App.Input.PlayerState.PortalSpace @@ -4888,79 +4888,109 @@ public sealed class GameWindow : IDisposable bool differentLandblock = (lbX != oldLbX || lbY != oldLbY); - // #107 (2026-06-10): ANY player position update while in PortalSpace - // IS the teleport arrival. Retail/holtburger exit portal space on the - // next position event unconditionally (holtburger messages.rs - // PlayerTeleport handler: log + LoginComplete; the destination applies - // through the normal position flow — no distance test). The old - // `differentLandblock || farAway(>100m)` arrival gate was an - // invention: ACE's same-landblock short-hop position corrections - // (e.g. right after an indoor login) matched neither condition, so - // PortalSpace never exited and movement input stayed frozen for the - // whole session (the #107 "input ignored" wedge shape — - // flood-fix-gate2.log: `teleport started (seq=1)` with no arrival). + Console.WriteLine( + $"live: teleport arrival — old lb=({oldLbX},{oldLbY}) " + + $"new lb=({lbX},{lbY}) dist={System.Numerics.Vector3.Distance(worldPos, oldPos):F1}"); + + System.Numerics.Vector3 newWorldPos; + if (differentLandblock) { - Console.WriteLine( - $"live: teleport arrival — old lb=({oldLbX},{oldLbY}) " + - $"new lb=({lbX},{lbY}) dist={System.Numerics.Vector3.Distance(worldPos, oldPos):F1}"); - - System.Numerics.Vector3 newWorldPos; - if (differentLandblock) - { - // 1. Recenter the streaming controller on the new landblock. - _liveCenterX = lbX; - _liveCenterY = lbY; - - // Recompute worldPos with new center (it becomes local-to-center). - // After recentering, the new position is (p.PositionX, p.PositionY, p.PositionZ) - // relative to the new origin — which maps to world-space (0,0,0) + local offset. - // The streamingController.Tick will pick up _liveCenterX/_liveCenterY automatically. - newWorldPos = new System.Numerics.Vector3(p.PositionX, p.PositionY, p.PositionZ); - // (after recentering, origin is (0,0,0) since lb == center) - } - else - { - // Same landblock: worldPos is already in the current center frame. - newWorldPos = worldPos; - } - - // 2. Resolve through physics for the correct ground Z. - uint newCellId = p.LandblockId; - var resolved = _physicsEngine.Resolve( - newWorldPos, newCellId, - System.Numerics.Vector3.Zero, _playerController.StepUpHeight); - var snappedPos = new System.Numerics.Vector3( - resolved.Position.X, resolved.Position.Y, resolved.Position.Z); - - // 3. Snap player entity + controller. - entity.SetPosition(snappedPos); - entity.ParentCellId = resolved.CellId; - entity.Rotation = rot; - _playerController.SetPosition(snappedPos, resolved.CellId); - - // 4. Recenter chase camera on the new position. - _chaseCamera?.Update(snappedPos, _playerController.Yaw); - _retailChaseCamera?.Update(snappedPos, _playerController.Yaw, - playerVelocity: System.Numerics.Vector3.Zero, - isOnGround: true, - contactPlaneNormal: System.Numerics.Vector3.UnitZ, - dt: 1f / 60f); - - // 5. Return to InWorld. - _playerController.State = AcDream.App.Input.PlayerState.InWorld; - Console.WriteLine($"live: teleport complete — snapped to {snappedPos} cell=0x{resolved.CellId:X8}"); - - // 5. Send LoginComplete to tell the server the client finished loading. - // Per holtburger's PlayerTeleport handler (client/messages.rs:434-440), - // retail clients call send_login_complete() after each portal transition. - // ResetLoginComplete() clears the latch so the 0xF746 PlayerCreate path - // doesn't also send one. We send directly here instead. - _liveSession?.SendGameAction( - AcDream.Core.Net.Messages.GameActionLoginComplete.Build()); + // Recenter the streaming controller on the new landblock NOW (kick + // off the dungeon load). After recentering, the destination is + // (p.PositionX, p.PositionY, p.PositionZ) relative to the new origin. + _liveCenterX = lbX; + _liveCenterY = lbY; + newWorldPos = new System.Numerics.Vector3(p.PositionX, p.PositionY, p.PositionZ); } + else + { + newWorldPos = worldPos; + } + + // G.3a: do NOT snap here. The destination dungeon landblock has not + // streamed in yet; an immediate Resolve falls back to the resident + // (old) landblocks and lands the player in ocean (#133). HOLD the snap + // in portal space — TeleportArrivalController.Tick (per frame) places + // the player via PlaceTeleportArrival once the destination cell + // hydrates (TeleportArrivalReadiness == Ready), or force-places on an + // impossible claim / timeout. PortalSpace keeps input frozen meanwhile. + EnsureTeleportArrivalController(); + _pendingTeleportRot = rot; + _teleportArrival!.BeginArrival(newWorldPos, p.LandblockId); } } + // G.3a (#133): holds a teleport arrival in portal space until the destination + // dungeon landblock/cell has hydrated, then places the player via the unchanged + // validated-claim Resolve path. Lazily constructed on the first teleport (all + // runtime deps are wired by then). + private AcDream.App.World.TeleportArrivalController? _teleportArrival; + private System.Numerics.Quaternion _pendingTeleportRot = System.Numerics.Quaternion.Identity; + + private void EnsureTeleportArrivalController() + { + if (_teleportArrival is not null) return; + _teleportArrival = new AcDream.App.World.TeleportArrivalController( + readiness: TeleportArrivalReadiness, + place: PlaceTeleportArrival); + } + + // Reuses the #107 login readiness triplet (GameWindow.cs:1010-1024), evaluated + // against the teleport's (destPos, destCell): an impossible indoor claim short- + // circuits to immediate placement; otherwise hold until terrain is sampled and, + // for an indoor cell, the cell struct has hydrated. + private AcDream.App.World.ArrivalReadiness TeleportArrivalReadiness( + System.Numerics.Vector3 destPos, uint destCell) + { + if (IsSpawnClaimUnhydratable(destCell)) + return AcDream.App.World.ArrivalReadiness.Impossible; + if (_physicsEngine.SampleTerrainZ(destPos.X, destPos.Y) is null) + return AcDream.App.World.ArrivalReadiness.NotReady; + bool indoor = (destCell & 0xFFFFu) >= 0x0100u; + if (indoor && !_physicsEngine.IsSpawnCellReady(destCell)) + return AcDream.App.World.ArrivalReadiness.NotReady; + return AcDream.App.World.ArrivalReadiness.Ready; + } + + // The deferred snap (the original OnLivePositionUpdated steps 2-5), now run only + // once the destination is ready (or force-run on impossible/timeout, logged loud). + private void PlaceTeleportArrival( + System.Numerics.Vector3 destPos, uint destCell, bool forced) + { + var resolved = _physicsEngine.Resolve( + destPos, destCell, System.Numerics.Vector3.Zero, _playerController!.StepUpHeight); + var snappedPos = new System.Numerics.Vector3( + resolved.Position.X, resolved.Position.Y, resolved.Position.Z); + + if (forced) + Console.WriteLine( + $"live: teleport HOLD gave up (impossible/timeout) — force-snapping " + + $"cell=0x{destCell:X8} pos={destPos} -> 0x{resolved.CellId:X8} {snappedPos}"); + + if (_entitiesByServerGuid.TryGetValue(_playerServerGuid, out var pe)) + { + pe.SetPosition(snappedPos); + pe.ParentCellId = resolved.CellId; + pe.Rotation = _pendingTeleportRot; + } + _playerController.SetPosition(snappedPos, resolved.CellId); + + _chaseCamera?.Update(snappedPos, _playerController.Yaw); + _retailChaseCamera?.Update(snappedPos, _playerController.Yaw, + playerVelocity: System.Numerics.Vector3.Zero, + isOnGround: true, + contactPlaneNormal: System.Numerics.Vector3.UnitZ, + dt: 1f / 60f); + + _playerController.State = AcDream.App.Input.PlayerState.InWorld; + Console.WriteLine($"live: teleport complete — snapped to {snappedPos} cell=0x{resolved.CellId:X8}"); + + // Tell the server the client finished loading the new landblock (holtburger + // client/messages.rs:434 — re-send LoginComplete after each portal transition). + _liveSession?.SendGameAction( + AcDream.Core.Net.Messages.GameActionLoginComplete.Build()); + } + /// /// Phase B.3: fires when the server sends a PlayerTeleport (0xF751). /// Freeze movement input by setting the player controller to PortalSpace. @@ -4972,6 +5002,7 @@ public sealed class GameWindow : IDisposable { if (_playerController is not null) _playerController.State = AcDream.App.Input.PlayerState.PortalSpace; + EnsureTeleportArrivalController(); Console.WriteLine($"live: teleport started (seq={sequence})"); } @@ -6837,6 +6868,12 @@ public sealed class GameWindow : IDisposable // Step 2: routed through the controller; functionally identical. _liveSessionController?.Tick(); + // G.3a (#133): advance any held teleport arrival. Runs AFTER streaming + // (which applies the destination landblock) and the live-session drain + // (which may have just called BeginArrival), so a destination that + // hydrated this frame is placed the same frame. + _teleportArrival?.Tick(); + // Phase K.1a — tick the input dispatcher so Hold-type bindings // re-fire while their chord is held. K.1b adds the subscribers // that actually consume the events. From ab050a015fdd0cded7b54d7483dc451c22156c36 Mon Sep 17 00:00:00 2001 From: Erik Date: Sat, 13 Jun 2026 17:26:34 +0200 Subject: [PATCH 006/223] fix(G.3a): hydrate EnvCell physics + visibility independent of render mesh (#133) BuildLoadedCell + CacheCellStruct were gated behind cellSubMeshes.Count > 0, so a geometry-less collision cell got no collision (fall-through) and no visibility node. Retail couples neither to visible geometry; CacheCellStruct self-gates on a null PhysicsBSP, so this is safe. Render registration stays behind the submesh guard. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/Rendering/GameWindow.cs | 70 +++++++++++++------------ 1 file changed, 36 insertions(+), 34 deletions(-) diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index 1c1db412..c96ad05f 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -5630,25 +5630,46 @@ public sealed class GameWindow : IDisposable // as WorldEntity records below — they have real GfxObj MeshRefs that work // fine; EnvCellRenderer.RegisterCell receives an empty staticObjects list. var cellSubMeshes = AcDream.Core.Meshing.CellMesh.Build(envCell, cellStruct, _dats); + + // The cell transforms and the physics + visibility hydration are + // INDEPENDENT of whether the cell has drawable geometry. Retail + // couples neither collision nor portal visibility to a render mesh. + // Keep the small render lift out of physics; retail BSP contact + // planes use the EnvCell origin verbatim. The lift constant is + // shared with every draw-space consumer of portal polygons + // (OutsideView gate, seal/punch fans) — see + // PortalVisibilityBuilder.ShellDrawLiftZ (#130). + var physicsCellOrigin = envCell.Position.Origin + lbOffset; + var cellOrigin = physicsCellOrigin + new System.Numerics.Vector3( + 0f, 0f, AcDream.App.Rendering.PortalVisibilityBuilder.ShellDrawLiftZ); + var cellTransform = + System.Numerics.Matrix4x4.CreateFromQuaternion(envCell.Position.Orientation) * + System.Numerics.Matrix4x4.CreateTranslation(cellOrigin); + var physicsCellTransform = + System.Numerics.Matrix4x4.CreateFromQuaternion(envCell.Position.Orientation) * + System.Numerics.Matrix4x4.CreateTranslation(physicsCellOrigin); + + // G.3a (#133) hydration decouple: BuildLoadedCell + CacheCellStruct + // were previously gated behind `cellSubMeshes.Count > 0`, which + // silently dropped collision (CellTransit.GetCellStruct -> null -> + // fall through floor) and the visibility node for any geometry-less + // collision cell. CacheCellStruct self-gates on a null PhysicsBSP + // (PhysicsDataCache), so this is safe for cells with no physics. + // + // BuildLoadedCell uses the PHYSICS (unlifted) transform. The +0.02 m + // render lift above is a DRAW concern (shell z-fighting vs terrain); + // feeding it into the visibility graph shifted every HORIZONTAL portal + // plane 2 cm up, side-culling decks/landings (#119-residual, + // TowerAscentReplayTests.CapturedTopOfStairs_*). Vertical doorways were + // immune (the lift slides their planes along themselves). + BuildLoadedCell(envCellId, envCell, cellStruct, physicsCellOrigin, physicsCellTransform); + _physicsDataCache.CacheCellStruct(envCellId, envCell, cellStruct, physicsCellTransform); + + // Render registration only when the cell actually has drawable submeshes. if (cellSubMeshes.Count > 0) { _pendingCellMeshes[envCellId] = cellSubMeshes; - // Keep the small render lift out of physics; retail BSP - // contact planes use the EnvCell origin verbatim. The lift - // constant is shared with every draw-space consumer of - // portal polygons (OutsideView gate, seal/punch fans) — - // see PortalVisibilityBuilder.ShellDrawLiftZ (#130). - var physicsCellOrigin = envCell.Position.Origin + lbOffset; - var cellOrigin = physicsCellOrigin + new System.Numerics.Vector3( - 0f, 0f, AcDream.App.Rendering.PortalVisibilityBuilder.ShellDrawLiftZ); - var cellTransform = - System.Numerics.Matrix4x4.CreateFromQuaternion(envCell.Position.Orientation) * - System.Numerics.Matrix4x4.CreateTranslation(cellOrigin); - var physicsCellTransform = - System.Numerics.Matrix4x4.CreateFromQuaternion(envCell.Position.Orientation) * - System.Numerics.Matrix4x4.CreateTranslation(physicsCellOrigin); - // Phase A8: register the cell with EnvCellRenderer for rendering. // staticObjects is empty — cell stabs continue as separate WorldEntity // records via the dispatcher (see lines below for the unchanged stab path). @@ -5661,25 +5682,6 @@ public sealed class GameWindow : IDisposable cellWorldPosition: cellOrigin, cellRotation: envCell.Position.Orientation, staticObjects: System.Array.Empty<(uint, System.Numerics.Vector3, System.Numerics.Quaternion, bool, System.Numerics.Matrix4x4)>()); - - // Step 4: build LoadedCell for portal visibility — with the - // PHYSICS (unlifted) transform. The +0.02 m render lift above - // is a DRAW concern (shell z-fighting vs terrain); feeding it - // into the visibility graph shifted every HORIZONTAL portal - // plane 2 cm up, putting an eye standing on a deck/landing - // 10–20 mm BELOW the lifted plane — outside the side test's - // ±10 mm in-plane window — so the cell behind the portal was - // side-culled: the tower-top staircase vanish + roof flap - // (#119-residual; captured live at eye z=126.803 vs the - // 010A→0107 plane at 126.80, reproduced ONLY with the lift in - // TowerAscentReplayTests.CapturedTopOfStairs_*). Vertical - // doorways were immune (the lift slides their planes along - // themselves), which is why this hit exactly stairs, decks, - // and cellar mouths. - BuildLoadedCell(envCellId, envCell, cellStruct, physicsCellOrigin, physicsCellTransform); - - // Cache CellStruct physics BSP for indoor collision (UNCHANGED). - _physicsDataCache.CacheCellStruct(envCellId, envCell, cellStruct, physicsCellTransform); } } } From 3238f1fde45b5c27081995782e9d3a29419d53bc Mon Sep 17 00:00:00 2001 From: Erik Date: Sat, 13 Jun 2026 17:33:52 +0200 Subject: [PATCH 007/223] docs(G.3a): note CacheCellStruct's unconditional UCG CellGraph add is inert (#133) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Code-review follow-up: the hydration decouple's safety rests not only on CacheCellStruct self-gating its BSP cache, but on the fact that a geometry-less cell — though now added to the UCG CellGraph unconditionally — never enters the _cellStruct BSP dictionary membership/placement resolve through, so the player can never be rooted in one. Document that load-bearing invariant at the hoist. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/Rendering/GameWindow.cs | 5 +++++ 1 file changed, 5 insertions(+) diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index c96ad05f..290b70e9 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -5655,6 +5655,11 @@ public sealed class GameWindow : IDisposable // fall through floor) and the visibility node for any geometry-less // collision cell. CacheCellStruct self-gates on a null PhysicsBSP // (PhysicsDataCache), so this is safe for cells with no physics. + // Note CacheCellStruct DOES register every resolved cell into the UCG + // CellGraph unconditionally (before that BSP gate), so a geometry-less + // cell now enters the graph — but it never enters the _cellStruct BSP + // dictionary that membership/placement resolve through, so the player + // can never be rooted in such a cell. The added graph entry is inert. // // BuildLoadedCell uses the PHYSICS (unlifted) transform. The +0.02 m // render lift above is a DRAW concern (shell z-fighting vs terrain); From e7058caa793a6e4c66cade5e517f2efca0341b5b Mon Sep 17 00:00:00 2001 From: Erik Date: Sat, 13 Jun 2026 18:05:36 +0200 Subject: [PATCH 008/223] Revert "fix(G.3a): hydrate EnvCell physics + visibility independent of render mesh (#133)" This reverts commit ab050a015fdd0cded7b54d7483dc451c22156c36. --- src/AcDream.App/Rendering/GameWindow.cs | 75 +++++++++++-------------- 1 file changed, 34 insertions(+), 41 deletions(-) diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index 290b70e9..1c1db412 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -5630,51 +5630,25 @@ public sealed class GameWindow : IDisposable // as WorldEntity records below — they have real GfxObj MeshRefs that work // fine; EnvCellRenderer.RegisterCell receives an empty staticObjects list. var cellSubMeshes = AcDream.Core.Meshing.CellMesh.Build(envCell, cellStruct, _dats); - - // The cell transforms and the physics + visibility hydration are - // INDEPENDENT of whether the cell has drawable geometry. Retail - // couples neither collision nor portal visibility to a render mesh. - // Keep the small render lift out of physics; retail BSP contact - // planes use the EnvCell origin verbatim. The lift constant is - // shared with every draw-space consumer of portal polygons - // (OutsideView gate, seal/punch fans) — see - // PortalVisibilityBuilder.ShellDrawLiftZ (#130). - var physicsCellOrigin = envCell.Position.Origin + lbOffset; - var cellOrigin = physicsCellOrigin + new System.Numerics.Vector3( - 0f, 0f, AcDream.App.Rendering.PortalVisibilityBuilder.ShellDrawLiftZ); - var cellTransform = - System.Numerics.Matrix4x4.CreateFromQuaternion(envCell.Position.Orientation) * - System.Numerics.Matrix4x4.CreateTranslation(cellOrigin); - var physicsCellTransform = - System.Numerics.Matrix4x4.CreateFromQuaternion(envCell.Position.Orientation) * - System.Numerics.Matrix4x4.CreateTranslation(physicsCellOrigin); - - // G.3a (#133) hydration decouple: BuildLoadedCell + CacheCellStruct - // were previously gated behind `cellSubMeshes.Count > 0`, which - // silently dropped collision (CellTransit.GetCellStruct -> null -> - // fall through floor) and the visibility node for any geometry-less - // collision cell. CacheCellStruct self-gates on a null PhysicsBSP - // (PhysicsDataCache), so this is safe for cells with no physics. - // Note CacheCellStruct DOES register every resolved cell into the UCG - // CellGraph unconditionally (before that BSP gate), so a geometry-less - // cell now enters the graph — but it never enters the _cellStruct BSP - // dictionary that membership/placement resolve through, so the player - // can never be rooted in such a cell. The added graph entry is inert. - // - // BuildLoadedCell uses the PHYSICS (unlifted) transform. The +0.02 m - // render lift above is a DRAW concern (shell z-fighting vs terrain); - // feeding it into the visibility graph shifted every HORIZONTAL portal - // plane 2 cm up, side-culling decks/landings (#119-residual, - // TowerAscentReplayTests.CapturedTopOfStairs_*). Vertical doorways were - // immune (the lift slides their planes along themselves). - BuildLoadedCell(envCellId, envCell, cellStruct, physicsCellOrigin, physicsCellTransform); - _physicsDataCache.CacheCellStruct(envCellId, envCell, cellStruct, physicsCellTransform); - - // Render registration only when the cell actually has drawable submeshes. if (cellSubMeshes.Count > 0) { _pendingCellMeshes[envCellId] = cellSubMeshes; + // Keep the small render lift out of physics; retail BSP + // contact planes use the EnvCell origin verbatim. The lift + // constant is shared with every draw-space consumer of + // portal polygons (OutsideView gate, seal/punch fans) — + // see PortalVisibilityBuilder.ShellDrawLiftZ (#130). + var physicsCellOrigin = envCell.Position.Origin + lbOffset; + var cellOrigin = physicsCellOrigin + new System.Numerics.Vector3( + 0f, 0f, AcDream.App.Rendering.PortalVisibilityBuilder.ShellDrawLiftZ); + var cellTransform = + System.Numerics.Matrix4x4.CreateFromQuaternion(envCell.Position.Orientation) * + System.Numerics.Matrix4x4.CreateTranslation(cellOrigin); + var physicsCellTransform = + System.Numerics.Matrix4x4.CreateFromQuaternion(envCell.Position.Orientation) * + System.Numerics.Matrix4x4.CreateTranslation(physicsCellOrigin); + // Phase A8: register the cell with EnvCellRenderer for rendering. // staticObjects is empty — cell stabs continue as separate WorldEntity // records via the dispatcher (see lines below for the unchanged stab path). @@ -5687,6 +5661,25 @@ public sealed class GameWindow : IDisposable cellWorldPosition: cellOrigin, cellRotation: envCell.Position.Orientation, staticObjects: System.Array.Empty<(uint, System.Numerics.Vector3, System.Numerics.Quaternion, bool, System.Numerics.Matrix4x4)>()); + + // Step 4: build LoadedCell for portal visibility — with the + // PHYSICS (unlifted) transform. The +0.02 m render lift above + // is a DRAW concern (shell z-fighting vs terrain); feeding it + // into the visibility graph shifted every HORIZONTAL portal + // plane 2 cm up, putting an eye standing on a deck/landing + // 10–20 mm BELOW the lifted plane — outside the side test's + // ±10 mm in-plane window — so the cell behind the portal was + // side-culled: the tower-top staircase vanish + roof flap + // (#119-residual; captured live at eye z=126.803 vs the + // 010A→0107 plane at 126.80, reproduced ONLY with the lift in + // TowerAscentReplayTests.CapturedTopOfStairs_*). Vertical + // doorways were immune (the lift slides their planes along + // themselves), which is why this hit exactly stairs, decks, + // and cellar mouths. + BuildLoadedCell(envCellId, envCell, cellStruct, physicsCellOrigin, physicsCellTransform); + + // Cache CellStruct physics BSP for indoor collision (UNCHANGED). + _physicsDataCache.CacheCellStruct(envCellId, envCell, cellStruct, physicsCellTransform); } } } From 2ce5e5c8622dcd2f666250ae764bc5119416cce1 Mon Sep 17 00:00:00 2001 From: Erik Date: Sat, 13 Jun 2026 18:27:45 +0200 Subject: [PATCH 009/223] fix(G.3a): validated-claim placement keeps the claim's landblock prefix (#133) The #111 validated-claim branch returned lbPrefix | (cellId & 0xFFFF), where lbPrefix is found by searching resident landblocks for one containing the candidate position. A dungeon EnvCell's local Y can be negative, so the dungeon landblock fails the [0,192) bounds test and the loop matches a neighbouring (e.g. Holtburg) resident block -> the validated claim 0x00070143 got re-stamped 0xA9B30143, making the client mis-resolve the player to the wrong landblock and spam ACE with rejected moves. The validated claim's full id is authoritative; return it directly. Byte-identical for the login case (position in the claim's own landblock); fixes the far-teleport dungeon case. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.Core/Physics/PhysicsEngine.cs | 16 +- .../Issue133DungeonTeleportPrefixTests.cs | 142 ++++++++++++++++++ 2 files changed, 157 insertions(+), 1 deletion(-) create mode 100644 tests/AcDream.Core.Tests/Physics/Issue133DungeonTeleportPrefixTests.cs diff --git a/src/AcDream.Core/Physics/PhysicsEngine.cs b/src/AcDream.Core/Physics/PhysicsEngine.cs index 80a76cf8..378afe92 100644 --- a/src/AcDream.Core/Physics/PhysicsEngine.cs +++ b/src/AcDream.Core/Physics/PhysicsEngine.cs @@ -638,9 +638,23 @@ public sealed class PhysicsEngine { Console.WriteLine(System.FormattableString.Invariant( $"[snap] claim=0x{cellId:X8} pos=({currentPos.X:F3},{currentPos.Y:F3},{currentPos.Z:F3}) VALIDATED -> grounded to its walkable floor z={claimFloorZ.Value:F3}")); + // #133 (2026-06-13): return the VALIDATED claim's OWN full cell id, + // NOT lbPrefix | (cellId & 0xFFFF). lbPrefix is found by scanning + // resident landblocks for one whose [0,192) local bounds contain + // the candidate XY — but a dungeon EnvCell's local Y can be NEGATIVE + // (server teleport to 0x00070143 at local (70,-60,0.01)). The dungeon + // landblock fails the localY>=0 bounds test, so the loop matches a + // neighbouring still-resident block (e.g. Holtburg 0xA9B3), re-stamping + // the validated claim 0x00070143 -> 0xA9B30143. The client then + // mis-resolves the player into the wrong landblock and spams ACE with + // rejected moves. The validated claim's prefix is AUTHORITATIVE; a + // position falling in a neighbouring resident landblock must not + // re-stamp it. Byte-identical for the login case (the position lies in + // the claim's own landblock, so lbPrefix == cellId & 0xFFFF0000); + // diverges only — and correctly — in the far-teleport dungeon case. return new ResolveResult( new Vector3(candidatePos.X, candidatePos.Y, claimFloorZ.Value), - lbPrefix | (cellId & 0xFFFFu), + cellId, IsOnGround: true); } } diff --git a/tests/AcDream.Core.Tests/Physics/Issue133DungeonTeleportPrefixTests.cs b/tests/AcDream.Core.Tests/Physics/Issue133DungeonTeleportPrefixTests.cs new file mode 100644 index 00000000..e429f100 --- /dev/null +++ b/tests/AcDream.Core.Tests/Physics/Issue133DungeonTeleportPrefixTests.cs @@ -0,0 +1,142 @@ +using System; +using System.Collections.Generic; +using System.Numerics; +using AcDream.Core.Physics; +using DatReaderWriter.Enums; +using DatReaderWriter.Types; +using Xunit; + +namespace AcDream.Core.Tests.Physics; + +/// +/// #133 (Bug A) — the validated-claim placement branch of +/// must return the VALIDATED claim's own +/// full cell id, NOT lbPrefix | (cellId & 0xFFFF). +/// +/// +/// lbPrefix is found by scanning resident landblocks for one whose +/// [0,192) local bounds contain the candidate XY. A dungeon EnvCell's +/// local Y can be NEGATIVE relative to its own landblock (the live capture: +/// server teleport to dungeon cell 0x00070143 at local (70,-60,0.01)). +/// The dungeon landblock fails the localY >= 0 bounds test, so the loop +/// instead matches a still-resident NEIGHBOURING block (a Holtburg landblock +/// whose world bounds happen to contain the same XY) and sets +/// lbPrefix = 0xA9B30000. The old code then returned +/// 0xA9B30000 | 0x0143 = 0xA9B30143, re-stamping the validated dungeon +/// claim with the wrong landblock — the client mis-resolved the player into +/// Holtburg and spammed ACE with rejected moves +/// (movement pre-validation failed from 00070143 to A9B30143). +/// +/// +/// +/// The validated claim's prefix is authoritative; a position falling in a +/// neighbouring resident landblock must not re-stamp it. This test reproduces +/// the exact geometry of the capture (dungeon claim in landblock 0x0007, +/// candidate XY also inside resident Holtburg 0xA9B3) and asserts the +/// returned cell keeps its 0x0007 prefix. +/// +/// +public class Issue133DungeonTeleportPrefixTests +{ + private const uint DungeonLandblock = 0x00070000u; + private const uint DungeonCellId = 0x00070143u; // indoor (low 0x0143 ≥ 0x0100) + private const uint HoltburgLandblock = 0xA9B30000u; // a neighbouring resident block + + // The capture: dungeon cell 0x00070143 at dungeon-local (70, -60, 0.01). + // We place the Holtburg block at world origin so its [0,192) bounds contain + // the candidate XY, and the dungeon block at world Y-offset 130 so the SAME + // world XY lands at dungeon-local Y = 70 - 130 = -60 (the captured negative). + private static readonly Vector3 SpawnPos = new(70f, 70f, 0.01f); + + [Fact] + public void ValidatedDungeonClaim_KeepsItsLandblockPrefix_NotTheNeighbour() + { + var engine = BuildEngine(); + + // Zero delta = the snap shape (teleport arrival). cellId is the dungeon + // claim; the candidate XY also falls inside the resident Holtburg block. + var result = engine.Resolve(SpawnPos, DungeonCellId, delta: Vector3.Zero, stepUpHeight: 0.5f); + + Assert.True(result.IsOnGround); + // The validated claim's prefix is authoritative — high word stays 0x0007, + // NOT re-stamped to the neighbouring Holtburg 0xA9B3. + Assert.Equal(DungeonCellId, result.CellId); + Assert.Equal(DungeonLandblock, result.CellId & 0xFFFF0000u); + } + + // ── fixture ────────────────────────────────────────────────────────────── + + private static PhysicsEngine BuildEngine() + { + var cache = new PhysicsDataCache(); + var engine = new PhysicsEngine { DataCache = cache }; + + // The dungeon cell: a Leaf CellBSP contains any point, so AdjustPosition + // validates the claim (returns it with found=true). Its Resolved set has + // one walkable floor polygon at z=0 under the spawn XY so the #111 + // validated-claim branch grounds onto it. + cache.RegisterCellStructForTest(DungeonCellId, MakeDungeonCell()); + + // Resident Holtburg block at world origin: its [0,192) bounds CONTAIN the + // candidate XY (70,70). This is the block the lbPrefix loop wrongly matched. + engine.AddLandblock( + landblockId: HoltburgLandblock, + terrain: FlatTerrain(), + cells: Array.Empty(), + portals: Array.Empty(), + worldOffsetX: 0f, + worldOffsetY: 0f); + + // The dungeon's own landblock, offset so the candidate XY produces a + // NEGATIVE dungeon-local Y (70 - 130 = -60) → it FAILS the [0,192) bounds + // test, which is exactly why the old code fell through to the Holtburg + // prefix. Registered so the scenario is faithful (a resident dungeon block + // whose local bounds don't cover the EnvCell's negative-Y position). + engine.AddLandblock( + landblockId: DungeonLandblock, + terrain: FlatTerrain(), + cells: Array.Empty(), + portals: Array.Empty(), + worldOffsetX: 0f, + worldOffsetY: 130f); + + return engine; + } + + /// Flat 81-vertex stub terrain (all zero heights). + private static TerrainSurface FlatTerrain() => new(new byte[81], new float[256]); + + private static CellPhysics MakeDungeonCell() + { + // One floor polygon: a 200×200 square at z=0 centred so it covers the + // spawn XY. Normal (0,0,1) → normal.Z = 1 ≥ FloorZ (0.6642) → walkable. + // Identity transform: cell-local == world, so the plane d = 0 (z + d = 0). + var floor = new ResolvedPolygon + { + Vertices = new[] + { + new Vector3(-100f, -100f, 0f), + new Vector3( 200f, -100f, 0f), + new Vector3( 200f, 200f, 0f), + new Vector3(-100f, 200f, 0f), + }, + Plane = new Plane(new Vector3(0f, 0f, 1f), 0f), + NumPoints = 4, + SidesType = CullMode.None, + }; + + return new CellPhysics + { + BSP = new PhysicsBSPTree { Root = new PhysicsBSPNode { Type = BSPNodeType.Leaf } }, + WorldTransform = Matrix4x4.Identity, + InverseWorldTransform = Matrix4x4.Identity, + Resolved = new Dictionary { [0] = floor }, + // Leaf root → point_in_cell true for any point → AdjustPosition + // validates the claim (found=true, cell unchanged). + CellBSP = new CellBSPTree { Root = new CellBSPNode { Type = BSPNodeType.Leaf } }, + Portals = Array.Empty(), + PortalPolygons = new Dictionary(), + VisibleCellIds = new HashSet(), + }; + } +} From 70c559c1ba25c83b408eee6a3f9f10fd7f7ba575 Mon Sep 17 00:00:00 2001 From: Erik Date: Sat, 13 Jun 2026 18:30:43 +0200 Subject: [PATCH 010/223] =?UTF-8?q?docs(G.3):=20gate=20correction=20?= =?UTF-8?q?=E2=80=94=20G.3a=20core=20landed;=20#95=20CONFIRMED=20LIVE=20(n?= =?UTF-8?q?ot=20superseded)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit The G.3a visual gate ran a real PlayerTeleport into the 0x0007 dungeon. The core hold+place worked (grounded on the dungeon floor, no ocean) and Bug A (landblock- prefix mis-stamp) is fixed (2ce5e5c). But the gate proved #95 (portal-graph visibility blowup, ~9.1M instances/frame) is LIVE under the current pipeline — my plan's "likely superseded / conditional G.3b" premise was wrong. Spec §2.5/§3.2 + ISSUES #133/#95 updated: G.3b (grab_visible_cells stab_list bounding) is REQUIRED, needs its own grounding/brainstorm. Also noted: the render-only hydration decouple was reverted (e7058ca) for making the player invisible at Holtburg. Co-Authored-By: Claude Opus 4.8 (1M context) --- docs/ISSUES.md | 34 ++++++++++++-- .../2026-06-13-dungeon-support-design.md | 46 +++++++++++++------ 2 files changed, 61 insertions(+), 19 deletions(-) diff --git a/docs/ISSUES.md b/docs/ISSUES.md index 80581f8a..8abe2820 100644 --- a/docs/ISSUES.md +++ b/docs/ISSUES.md @@ -51,10 +51,25 @@ Copy this block when adding a new issue: **Status:** OPEN — promoted to **Phase G.3** (Dungeon streaming + portal space + `PlayerTeleport` handling), **PULLED INTO M1.5** (user decision 2026-06-13: the indoor world isn't done while dungeons are broken; full -G.3 scope chosen). Brainstorming the spec → `docs/superpowers/specs/`. -This is now an M1.5 exit-gate blocker, not deferred. The investigation -below found it's not a single bug but a whole-feature gap (terrain-less -dungeon landblocks unsupported across the pipeline). +G.3 scope chosen). Spec: `docs/superpowers/specs/2026-06-13-dungeon-support-design.md`; +G.3a plan: `docs/superpowers/plans/2026-06-13-dungeon-support-g3a.md`. +This is now an M1.5 exit-gate blocker, not deferred. + +**PROGRESS (2026-06-13 PM — G.3a core LANDED + Bug A fixed; gate exposed #95):** +the teleport-timing root cause IS fixed. G.3a shipped the `TeleportArrivalController` +hold-until-hydration (`7947d7a`/`aca4b46`/`f22121b`) + the validated-claim +landblock-prefix fix (`2ce5e5c`, "Bug A"). Live gate proof: a real `PlayerTeleport` +into the `0x0007` dungeon held through the 46 km jump and grounded the player on the +dungeon's walkable floor (`[snap] claim=0x00070143 VALIDATED -> z=0.000`) — **no +ocean.** The "terrain-less landblock" framing was refuted earlier (dat probe: dungeon += flat-terrain LandBlock + EnvCells). REMAINING blockers, both exposed at the gate: +(1) **#95 CONFIRMED LIVE** — the dungeon renders as "thin air" because WB-DIAG blows +up to ~9.1M instances/frame at `0x0007` (see #95); (2) **possible Bug C** — per-tick +membership may still drift in the dungeon's negative-local-Y frame (ACE `movement +pre-validation failed` spam) — re-gate after Bug A to confirm. NOTE: a render-only +EnvCell hydration decouple was tried in G.3a and REVERTED (`e7058ca`) — it made the +player character invisible at Holtburg (it touched the shared building hydration +path); re-approach separately if a geometry-less collision cell ever needs it. **Severity:** HIGH (any far/dungeon teleport is unusable) **Filed:** 2026-06-13 (M1.5 dungeon-demo gate attempt — meeting-hall portal) **Component:** physics/streaming — teleport-arrival snap vs async landblock hydration @@ -887,7 +902,16 @@ Retail oracle for cell-id hysteresis: `acclient_2013_pseudo_c.txt:308742-308783` ## #95 — Dungeon portal-graph visibility blowup (see-through-walls / other dungeons rendered) -**Status:** OPEN — **explains user-observed "dungeons are broken"** +**Status:** OPEN — **RE-CONFIRMED LIVE under the current Option-A pipeline (2026-06-13 +G.3a gate).** A real `PlayerTeleport` into the `0x0007` dungeon blew WB-DIAG up to +entSeen=6.5M / instances=9.1M / drawsIssued=590K per frame (vs. 3345/4667 at Holtburg) +with a flood of `[mesh-miss] 0x000100xxxx` interior re-requests → dungeon renders as +"thin air." So the T1–T6 rewrite did NOT supersede this (the earlier "likely superseded" +read was wrong). This is now the **#133/G.3b** blocker; fix shape = port retail +`CEnvCell::grab_visible_cells` (:311878) stab_list bounding (seen_outside==0 → walk only +stab_list, never the whole resident cell set). Needs its own grounding/brainstorm in the +flap-sensitive `PortalVisibilityBuilder`. **Originally** also: **explains user-observed +"dungeons are broken"** **Severity:** HIGH (blocks all dungeon navigation visually) **Filed:** 2026-05-21 **Component:** rendering, visibility, EnvCell portal traversal diff --git a/docs/superpowers/specs/2026-06-13-dungeon-support-design.md b/docs/superpowers/specs/2026-06-13-dungeon-support-design.md index 6f62f41c..95129126 100644 --- a/docs/superpowers/specs/2026-06-13-dungeon-support-design.md +++ b/docs/superpowers/specs/2026-06-13-dungeon-support-design.md @@ -169,10 +169,19 @@ All five verified against current code this session (high confidence). *correct*, and the cross-landblock 135-cell blowup **structurally cannot reproduce**: a single-landblock flood visits ≤ `NumCells` distinct cells (71 for the meeting hall). -- **Verdict:** #95's evidence is stale, from a deleted path; the current pipeline - is bounded. Treat #95 as **likely superseded, unverified**. The meeting-hall - demo (71 cells, one landblock) IS its empirical test. **Do not pre-build the - stab_list bounding port** against a dead repro (G.3b is conditional — §3.2). +- **Verdict (pre-gate, 2026-06-13 AM):** #95's evidence is stale, from a deleted + path; the current pipeline looked bounded. Treated #95 as likely superseded. +- **⚠️ GATE CORRECTION (2026-06-13 PM — #95 is CONFIRMED LIVE):** the G.3a visual + gate ran a real `PlayerTeleport` into the `0x0007` dungeon (Town Network). The + core hold+place worked (player grounded on the dungeon floor, z=0 — no ocean), + but **WB-DIAG exploded to entSeen=6.5M / instances=9.1M / drawsIssued=590K per + frame** (vs. 3345 / 4667 at Holtburg), with a flood of `[mesh-miss] 0x000100xxxx` + interior re-requests → the dungeon renders as "thin air." **#95 reproduces under + the current Option-A pipeline.** The "bounded flood" reasoning was wrong for the + `0x0007` dungeon (the grounding agent's "still live" verdict was correct; this + doc over-discounted it). **G.3b is now REQUIRED, not conditional** (§3.2). The + retail-faithful fix shape stands: port `CEnvCell::grab_visible_cells` (:311878) + stab_list bounding — a `seen_outside==0` cell walks ONLY its `stab_list`. --- @@ -234,19 +243,28 @@ each on its own non-null precondition. **Acceptance (G.3a):** the visual gate in §6. This gate also empirically settles #95 (does the flood blow up?) and the hydration coupling (does collision work?). -### 3.2 G.3b — #95 visibility bounding (CONDITIONAL) +### 3.2 G.3b — #95 visibility bounding (REQUIRED — gate-confirmed 2026-06-13) -**Trigger:** *only* if the G.3a visual gate shows the see-through-walls / -other-dungeon-geometry blowup at the meeting hall. +**The G.3a gate confirmed the blowup** (9.1M instances/frame in `0x0007`), so this +is the next blocker, not a conditional follow-up. The dungeon will not render +until the portal-visibility flood is bounded to the dungeon's own cell adjacency. -**If triggered:** port retail `CEnvCell::grab_visible_cells` (`:311878`) — a cell -with `seen_outside == 0` loads ZERO terrain and walks ONLY its `stab_list` of -adjacent EnvCells; the portal graph is bounded by the dungeon's own cell -adjacency, never a radius. Verify the dat carries the stab_list and acdream's -EnvCell loader parses it before relying on it. +**Fix:** port retail `CEnvCell::grab_visible_cells` (`:311878`) — a cell with +`seen_outside == 0` loads ZERO terrain and walks ONLY its `stab_list` of adjacent +EnvCells; the portal graph is bounded by the dungeon's own cell adjacency, never a +radius / never the whole resident cell set. This is a render-pipeline change in +`PortalVisibilityBuilder` (the flap-/DO-NOT-RETRY-sensitive area) and needs its own +grounding + brainstorm before implementation (verify the dat carries the stab_list +and acdream's EnvCell loader parses it; confirm the `seen_outside` flag is read; +decide how it composes with the outdoor-root look-in floods). **NOT a wing-it +inline fix.** -**If NOT triggered:** close #95 as **superseded** (deleted WB path; current flood -bounded) with a one-line ISSUES.md note. **No speculative build.** +**Open question surfaced at the gate (possible Bug C):** even with Bug A fixed +(placement keeps the dungeon prefix, `2ce5e5c`), the dungeon's negative-local-Y +coordinate frame may cause the per-tick membership/landblock resolution to drift +(the ACE `movement pre-validation failed` spam). Re-gate after Bug A to see if it +persists; if so, fold the dungeon-coordinate membership handling into G.3b's +grounding (it is plausibly the same `seen_outside` / cross-landblock root as #95). ### 3.3 G.3c — Portal-tunnel loading visual (faithful `TeleportAnimState`) From c8188e0ed695288a268f0b23d3d0f93ce56833d7 Mon Sep 17 00:00:00 2001 From: Erik Date: Sat, 13 Jun 2026 18:35:58 +0200 Subject: [PATCH 011/223] =?UTF-8?q?docs:=20correct=20stale=20UCG=20CellGra?= =?UTF-8?q?ph=20comments=20=E2=80=94=20the=20graph=20is=20active,=20not=20?= =?UTF-8?q?inert?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit The "consumed by nobody (zero behavior change)" / "INERT in Stage 1 (no writer)" comments predate the UCG becoming load-bearing. Verified against the call sites: CellGraph is populated unconditionally in CacheCellStruct (before the idempotency + null-BSP guards, so BSP-less cells are included) and consumed for the player render/lighting root (CurrCell, written at the PhysicsEngine.UpdatePlayerCurrCell player chokepoint; read by GameWindow:7502/7717), the universal id->cell resolver (GetVisible), the 3rd-person camera cell (FindVisibleChildCell), and the block-local terrain origin (TryGetTerrainOrigin, read by CellTransit:484/736). Comments only — no behavior change. Core suite 1445 passed / 2 skipped. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.Core/Physics/PhysicsDataCache.cs | 12 ++++++++++-- src/AcDream.Core/World/Cells/CellGraph.cs | 19 ++++++++++++++----- 2 files changed, 24 insertions(+), 7 deletions(-) diff --git a/src/AcDream.Core/Physics/PhysicsDataCache.cs b/src/AcDream.Core/Physics/PhysicsDataCache.cs index deec7ed3..7218e016 100644 --- a/src/AcDream.Core/Physics/PhysicsDataCache.cs +++ b/src/AcDream.Core/Physics/PhysicsDataCache.cs @@ -26,8 +26,16 @@ public sealed class PhysicsDataCache private readonly ConcurrentDictionary _buildings = new(); /// - /// UCG Stage 1: the unified cell graph, built alongside the legacy cell caches. - /// Consumed by nobody this stage (zero behavior change). + /// The unified cell graph (UCG): the active id->cell resolver and registry. + /// Populated unconditionally in — BEFORE the + /// idempotency + null-BSP guards, so BSP-less cells are registered too — and + /// consumed across the engine: the player render/lighting root + /// (CellGraph.CurrCell, written at the player chokepoint + /// PhysicsEngine.UpdatePlayerCurrCell and read by the renderer), the + /// universal id->cell lookup (GetVisible), the 3rd-person camera cell + /// (FindVisibleChildCell), and the block-local terrain origin + /// (TryGetTerrainOrigin, read by CellTransit's pick + transit + /// paths). No longer inert. /// public UcgCellGraph CellGraph { get; } = new(); diff --git a/src/AcDream.Core/World/Cells/CellGraph.cs b/src/AcDream.Core/World/Cells/CellGraph.cs index fb6269fd..00b19ce9 100644 --- a/src/AcDream.Core/World/Cells/CellGraph.cs +++ b/src/AcDream.Core/World/Cells/CellGraph.cs @@ -6,17 +6,26 @@ using AcDream.Core.Physics; // TerrainSurface namespace AcDream.Core.World.Cells; /// -/// The unified cell graph: the authoritative id->cell resolver and registry. -/// Built alongside the legacy render/physics cell systems in Stage 1 and consumed -/// by nobody (zero behavior change). Retail anchor: CObjCell::GetVisible (pseudo_c:308209). -/// Worker-thread populated; reads are concurrency-safe. +/// The unified cell graph: the active, authoritative id->cell resolver and registry. +/// Populated unconditionally from +/// (before its +/// idempotency + null-BSP guards, so BSP-less cells are included) and consumed across +/// the engine: resolves any cell id, is +/// the player render/lighting root, resolves the +/// 3rd-person camera cell, and supplies the block-local +/// terrain origin for the LandDefs lcoord math. Retail anchor: CObjCell::GetVisible +/// (pseudo_c:308209). Worker-thread populated; reads are concurrency-safe. /// public sealed class CellGraph { private readonly ConcurrentDictionary _envCells = new(); private readonly ConcurrentDictionary _terrain = new(); - /// Player's current cell. Defined for Stage 2; INERT in Stage 1 (no writer). + /// The player's current cell — the render/lighting root. Written ONLY at the + /// player chokepoint + /// (NPCs never touch it — a per-entity writer was the cottage-doorway "blue-hole" + /// cause); read by the renderer for the player root (GameWindow). Left unchanged when + /// the id isn't yet resolvable in the graph (stale beats null). public ObjCell? CurrCell { get; internal set; } public bool Contains(uint envCellId) => _envCells.ContainsKey(envCellId); From dd7b73a837779f60f0ee2db06b1bcdbd697eaf00 Mon Sep 17 00:00:00 2001 From: Erik Date: Sat, 13 Jun 2026 18:39:45 +0200 Subject: [PATCH 012/223] docs(G.3): file login-INTO-a-dungeon gap (streaming not recentered at login) Re-gate of Bug A revealed: logging in with the character saved inside a far dungeon hangs at the #107 auto-entry hold (frozen, no [snap]). The streaming center is set once at startup to the default and the login spawn never recenters it, so the dungeon never streams and IsSpawnCellReady never goes true. The teleport-arrival path recenters (G.3a); the login path doesn't. Filed under #133 with the fix shape (recenter onto the spawn landblock at login) + the ACE-reset workaround. Co-Authored-By: Claude Opus 4.8 (1M context) --- docs/ISSUES.md | 14 ++++++++++++++ 1 file changed, 14 insertions(+) diff --git a/docs/ISSUES.md b/docs/ISSUES.md index 8abe2820..63e83b6a 100644 --- a/docs/ISSUES.md +++ b/docs/ISSUES.md @@ -70,6 +70,20 @@ pre-validation failed` spam) — re-gate after Bug A to confirm. NOTE: a render- EnvCell hydration decouple was tried in G.3a and REVERTED (`e7058ca`) — it made the player character invisible at Holtburg (it touched the shared building hydration path); re-approach separately if a geometry-less collision cell ever needs it. + +**NEW GAP (2026-06-13 PM — login-INTO-a-dungeon):** logging in while the saved +character is inside a far dungeon hangs at the auto-entry hold (player frozen, +no `[snap]`/`auto-entered player mode`, movement input ignored). Root: the +streaming center is set ONCE at startup to the default (`_liveCenterX/Y = centerX/ +centerY`, `GameWindow.cs:1942` → "centered on 0xA9B4FFFF") and the login spawn never +recenters it; a dungeon spawn 46 km away never streams, so `IsSpawnCellReady(spawn +cell)` stays false and the #107 hold waits forever. The TELEPORT-arrival path +recenters (G.3a `TeleportArrivalController`); the LOGIN path does not. Fix shape = +recenter streaming onto the spawn landblock when the login spawn first arrives +(mind the #107 auto-entry hold's `SampleTerrainZ(pe.Position)` frame after the +recenter). Pre-existing; only surfaces now that the test character can be saved in +a dungeon. Workaround to unblock testing: move `+Acdream` out of the dungeon +server-side (ACE) before logging in. **Severity:** HIGH (any far/dungeon teleport is unusable) **Filed:** 2026-06-13 (M1.5 dungeon-demo gate attempt — meeting-hall portal) **Component:** physics/streaming — teleport-arrival snap vs async landblock hydration From 95d9dab4bb245fb023fe3f2ba862bf6c5250daad Mon Sep 17 00:00:00 2001 From: Erik Date: Sat, 13 Jun 2026 18:52:00 +0200 Subject: [PATCH 013/223] =?UTF-8?q?test(#95):=20headless=20dungeon-flood?= =?UTF-8?q?=20diagnostic=20=E2=80=94=20measure=20visible-cell=20count=20on?= =?UTF-8?q?=200x0007?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Co-Authored-By: Claude Opus 4.8 (1M context) --- .../Issue95DungeonFloodDiagnosticTests.cs | 198 ++++++++++++++++++ 1 file changed, 198 insertions(+) create mode 100644 tests/AcDream.App.Tests/Rendering/Issue95DungeonFloodDiagnosticTests.cs diff --git a/tests/AcDream.App.Tests/Rendering/Issue95DungeonFloodDiagnosticTests.cs b/tests/AcDream.App.Tests/Rendering/Issue95DungeonFloodDiagnosticTests.cs new file mode 100644 index 00000000..5e5f1228 --- /dev/null +++ b/tests/AcDream.App.Tests/Rendering/Issue95DungeonFloodDiagnosticTests.cs @@ -0,0 +1,198 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using System.Numerics; +using AcDream.App.Rendering; +using DatReaderWriter; +using DatReaderWriter.Options; +using Xunit; +using Xunit.Abstractions; +using DatLandBlockInfo = DatReaderWriter.DBObjs.LandBlockInfo; + +namespace AcDream.App.Tests.Rendering; + +/// +/// #95 MEASUREMENT (2026-06-13): entering the 0x0007 dungeon (Town Network) explodes +/// WB-DIAG to ~9.1M instances/frame. Suspected cause: +/// floods the dungeon's portal graph WITHOUT the retail grab_visible_cells stab_list bounding +/// (decomp:311878). A dungeon cell has seen_outside==0; retail's PVS for it is just the +/// cell's stab_list () — typically a small bounded +/// set. If our flood instead visits ~all cells of the landblock, that is the blowup. +/// +/// This is a DIAGNOSTIC, not a fix: it loads the real 0x0007 interior cells, runs the real +/// production flood from representative dungeon-cell roots, and PRINTS the ground-truth numbers — +/// flood visited-cell-set size () vs the +/// root's stab_list size (), plus how many visited cells +/// cross landblocks. The single assertion just guarantees the test ran; the VALUE is the output. +/// +public class Issue95DungeonFloodDiagnosticTests +{ + private const uint TownNetwork = 0x00070000u; + + private readonly ITestOutputHelper _out; + public Issue95DungeonFloodDiagnosticTests(ITestOutputHelper output) => _out = output; + + // Production-ish projection (mirrors the sibling harnesses): FovY ~1.2, 1280x720, + // near 0.1, far 5000. The flood's clip is near-independent, so exactness is not + // load-bearing for cell-count measurement. + private static Matrix4x4 ViewProjFor(Vector3 eye, Vector3 lookAt) + { + var view = Matrix4x4.CreateLookAt(eye, lookAt, Vector3.UnitZ); + var proj = Matrix4x4.CreatePerspectiveFieldOfView(1.2f, 1280f / 720f, 0.1f, 5000f); + return view * proj; + } + + [Fact] + public void Measure_DungeonFlood_VisibleCellCount() + { + var datDir = CornerFloodReplayTests.ResolveDatDir(); + if (datDir is null) + { + _out.WriteLine("SKIP: dat dir did not resolve (ACDREAM_DAT_DIR unset and " + + "%USERPROFILE%\\Documents\\Asheron's Call absent). No numbers measured."); + // Diagnostic test: do not hard-fail when dats are absent (matches sibling harnesses). + return; + } + _out.WriteLine($"dat dir resolved: {datDir}"); + + using var dats = new DatCollection(datDir, DatAccessType.Read); + + // 1) LandBlockInfo header — NumCells for 0x0007. + var lbi = dats.Get(TownNetwork | 0xFFFEu); + if (lbi is null) + { + _out.WriteLine($"SKIP: LandBlockInfo 0x{TownNetwork | 0xFFFEu:X8} not found in the dat " + + "(0x0007 may not exist in this client_cell_1.dat)."); + return; + } + _out.WriteLine($"=== 0x0007 (Town Network) LandBlockInfo ==="); + _out.WriteLine($"NumCells (DatLandBlockInfo.NumCells) = {lbi.NumCells}"); + + // 2) Load ALL interior cells (sparse ids tolerated — see LoadAllInteriorCells). + var loaded = Issue120ReciprocalPingPongTests.LoadAllInteriorCells(dats, TownNetwork); + _out.WriteLine($"cells actually loaded = {loaded.Count}"); + Assert.True(loaded.Count > 0, "no interior cells loaded for 0x0007 — cannot measure"); + + Func lookup = id => loaded.TryGetValue(id, out var c) ? c : null; + + // 3) Per-cell stab_list (VisibleCells) distribution across ALL loaded cells. + // This is the bounded retail PVS size we expect the flood to roughly match. + var stabSizes = loaded.Values.Select(c => c.VisibleCells.Count).ToList(); + int seenOutsideCount = loaded.Values.Count(c => c.SeenOutside); + int interiorCount = loaded.Count - seenOutsideCount; + _out.WriteLine(""); + _out.WriteLine("=== stab_list (LoadedCell.VisibleCells) distribution over ALL loaded cells ==="); + _out.WriteLine($"cells with SeenOutside==true (entrance/exterior-facing) = {seenOutsideCount}"); + _out.WriteLine($"cells with SeenOutside==false (interior dungeon) = {interiorCount}"); + if (stabSizes.Count > 0) + _out.WriteLine(FormattableString.Invariant( + $"VisibleCells.Count min={stabSizes.Min()} max={stabSizes.Max()} avg={stabSizes.Average():F1} sum={stabSizes.Sum()}")); + int emptyStab = stabSizes.Count(s => s == 0); + _out.WriteLine($"cells with EMPTY stab_list (no dat PVS) = {emptyStab}"); + + // 4) Pick representative DUNGEON roots: the first interior (SeenOutside==false) cells in + // ascending id order. If none exist, fall back to 0x00070100 and report that. + var interiorRoots = loaded + .Where(kv => !kv.Value.SeenOutside) + .OrderBy(kv => kv.Key) + .Select(kv => kv.Value) + .Take(5) + .ToList(); + + if (interiorRoots.Count == 0) + { + _out.WriteLine(""); + _out.WriteLine("NOTE: NO cell has SeenOutside==false (all cells see the exterior). " + + "Falling back to root 0x00070100 for the flood measurement."); + if (loaded.TryGetValue(TownNetwork | 0x0100u, out var fallback)) + interiorRoots.Add(fallback); + else + { + _out.WriteLine("WARN: 0x00070100 not loaded either; using the lowest-id loaded cell."); + interiorRoots.Add(loaded.OrderBy(kv => kv.Key).First().Value); + } + } + + _out.WriteLine(""); + _out.WriteLine("=== PER-ROOT FLOOD MEASUREMENT (PortalVisibilityBuilder.Build) ==="); + _out.WriteLine("property read for the visited-cell set: PortalVisibilityFrame.OrderedVisibleCells"); + _out.WriteLine("root | seenOut | stab(VisibleCells) | flood(OrderedVisibleCells) | crossLB | dir"); + + var floodSizes = new List(); + foreach (var root in interiorRoots) + { + // Eye at the root cell's world origin, looking toward its first portal (or +X if none), + // so the flood actually fires through an opening. Sweep all 6 axis directions and KEEP + // the maximum visited-set — the blowup is a worst-case-over-orientation quantity. + var eye = root.WorldPosition; + int bestFlood = -1; + string bestDir = "?"; + int bestCrossLb = -1; + List? bestVisited = null; + + // Direction candidates: toward each portal's polygon centroid (the natural look-through), + // plus the 6 cardinal axes as a fallback sweep. + var lookTargets = new List<(Vector3 target, string label)>(); + for (int pi = 0; pi < root.Portals.Count && pi < root.PortalPolygons.Count; pi++) + { + var poly = root.PortalPolygons[pi]; + if (poly is { Length: >= 1 }) + { + var cl = Vector3.Zero; + foreach (var v in poly) cl += v; + cl /= poly.Length; + lookTargets.Add((Vector3.Transform(cl, root.WorldTransform), + $"portal{pi}->0x{root.Portals[pi].OtherCellId:X4}")); + } + } + foreach (var (d, lbl) in new (Vector3, string)[] + { + (Vector3.UnitX, "+X"), (-Vector3.UnitX, "-X"), + (Vector3.UnitY, "+Y"), (-Vector3.UnitY, "-Y"), + (Vector3.UnitZ, "+Z"), (-Vector3.UnitZ, "-Z"), + }) + lookTargets.Add((eye + d * 5f, lbl)); + + foreach (var (target, label) in lookTargets) + { + if (Vector3.DistanceSquared(target, eye) < 1e-6f) continue; + var frame = PortalVisibilityBuilder.Build(root, eye, lookup, ViewProjFor(eye, target)); + int floodN = frame.OrderedVisibleCells.Count; + if (floodN > bestFlood) + { + bestFlood = floodN; + bestDir = label; + bestVisited = frame.OrderedVisibleCells; + bestCrossLb = frame.OrderedVisibleCells.Count(id => (id & 0xFFFF0000u) != TownNetwork); + } + } + + floodSizes.Add(bestFlood); + _out.WriteLine(FormattableString.Invariant( + $"0x{root.CellId:X8} | {(root.SeenOutside ? "Y" : "N"),5} | {root.VisibleCells.Count,18} | {bestFlood,26} | {bestCrossLb,7} | {bestDir}")); + + // For the FIRST root, also print the actual visited set + stab set for eyeballing. + if (ReferenceEquals(root, interiorRoots[0]) && bestVisited is not null) + { + _out.WriteLine(" first-root visited (OrderedVisibleCells, low ids): " + + string.Join(" ", bestVisited.Select(id => $"{id & 0xFFFFu:X4}"))); + _out.WriteLine(" first-root stab_list (VisibleCells, low ids): " + + string.Join(" ", root.VisibleCells.Select(id => $"{id & 0xFFFFu:X4}"))); + } + } + + // 5) Aggregate flood-size stats across the sampled roots — the headline numbers. + _out.WriteLine(""); + _out.WriteLine("=== AGGREGATE over sampled roots ==="); + if (floodSizes.Count > 0) + _out.WriteLine(FormattableString.Invariant( + $"flood visited-set size (OrderedVisibleCells): min={floodSizes.Min()} max={floodSizes.Max()} avg={floodSizes.Average():F1} (NumCells={lbi.NumCells}, loaded={loaded.Count})")); + var sampledStab = interiorRoots.Select(r => r.VisibleCells.Count).ToList(); + if (sampledStab.Count > 0) + _out.WriteLine(FormattableString.Invariant( + $"sampled roots' stab_list size (VisibleCells): min={sampledStab.Min()} max={sampledStab.Max()} avg={sampledStab.Average():F1}")); + _out.WriteLine(""); + _out.WriteLine("INTERPRETATION: if flood max ~= loaded.Count (visits ~all cells) while stab " + + "is small, that is the #95 blowup — the flood is unbounded by the retail stab_list PVS."); + } +} From 47ae237e7b0dee87ff3c9def1fd40111077cbc71 Mon Sep 17 00:00:00 2001 From: Erik Date: Sat, 13 Jun 2026 19:00:14 +0200 Subject: [PATCH 014/223] fix(G.3): recenter streaming onto the spawn landblock at login (#133) A character saved inside a far dungeon hung at the #107 auto-entry hold because the streaming center was fixed at the startup default and the login spawn never recentered it, so the dungeon never streamed. Mirror the teleport-arrival recenter on the login player-spawn path: when the player's spawn landblock differs from the current center, recenter before translating the spawn position (landblock-local -> new-center frame). No-op for a same-landblock (normal Holtburg) login. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/Rendering/GameWindow.cs | 34 +++++++++++++++++++++++++ 1 file changed, 34 insertions(+) diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index 1c1db412..16956ac4 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -2436,6 +2436,40 @@ public sealed class GameWindow : IDisposable // landblock; each neighbor landblock is offset by 192 units per step. int lbX = (int)((p.LandblockId >> 24) & 0xFFu); int lbY = (int)((p.LandblockId >> 16) & 0xFFu); + + // G.3 (#133): recenter streaming onto the player's spawn landblock at + // login. The streaming center (_liveCenterX/_liveCenterY) is pinned to + // the startup default (Holtburg, 0xA9B4) and is otherwise only moved by + // the teleport-arrival path (OnLivePositionUpdated, ~line 4901). A + // character saved INSIDE a far dungeon spawns with that dungeon's + // landblock id, but the center never followed it, so the dungeon (tens + // of km away in world space) never streamed and the #107 auto-entry + // gate's SampleTerrainZ(pe.Position) waited forever — the player hung + // frozen at login. Mirror the teleport-arrival recenter HERE, for the + // PLAYER's spawn only, BEFORE the world-space translation below: when + // the spawn landblock differs from the current center, move the center + // onto it so the spawn maps to (PositionX, PositionY, PositionZ) in the + // new center frame (identical to the teleport path's + // `newWorldPos = new Vector3(p.PositionX, p.PositionY, p.PositionZ)`), + // and the next StreamingController.Tick observes the new center and + // streams the spawn landblock. + // + // No-op for a normal Holtburg login: the saved spawn landblock equals + // the default center, so the guard is false and origin/worldPos are + // byte-identical to the pre-fix path. Gated on the player guid so NPC / + // object spawns never move the center. Idempotent + thrash-free: a + // re-sent CreateObject for the same spawn landblock leaves the center + // already-equal, so the guard is false on every repeat. + if (spawn.Guid == _playerServerGuid + && (lbX != _liveCenterX || lbY != _liveCenterY)) + { + Console.WriteLine( + $"live: login spawn — recentering streaming from ({_liveCenterX},{_liveCenterY}) " + + $"to ({lbX},{lbY}) for player spawn @0x{p.LandblockId:X8}"); + _liveCenterX = lbX; + _liveCenterY = lbY; + } + var origin = new System.Numerics.Vector3( (lbX - _liveCenterX) * 192f, (lbY - _liveCenterY) * 192f, From a40c38e8bdc0b7050b7d51ddb73cde1b6e5f21ac Mon Sep 17 00:00:00 2001 From: Erik Date: Sat, 13 Jun 2026 19:36:04 +0200 Subject: [PATCH 015/223] =?UTF-8?q?milestone(G.3):=20dungeons=20RENDER=20?= =?UTF-8?q?=E2=80=94=20#95=20was=20a=20Bug-A=20symptom,=20not=20an=20unbou?= =?UTF-8?q?nded=20flood?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Autonomous /loop verification: a live launch into the 0x0007 dungeon renders with a sane budget (WB-DIAG instances ~39,000, meshMissing=0; was 9.1M pre-Bug-A), correct membership (no ACE failed-transition spam), navigable. The chain: G.3a teleport hold+place + Bug A (2ce5e5c, validated-claim landblock prefix) + login-into-dungeon recenter (47ae237). A headless diagnostic (Issue95DungeonFloodDiagnosticTests, 95d9dab) proved the portal flood is already bounded (1-17 cells vs the stab_list's 120-204), so #95's "port grab_visible_cells stab_list bounding" was the WRONG fix and is NOT pursued. ISSUES #95 -> RESOLVED, #133 -> renders + login-into-dungeon fixed; CLAUDE.md current state + render digest updated. Remaining for M1.5: A7 dungeon torch/point-lighting. Co-Authored-By: Claude Opus 4.8 (1M context) --- CLAUDE.md | 19 +++++++++++-------- docs/ISSUES.md | 41 ++++++++++++++++++++++++++++++----------- 2 files changed, 41 insertions(+), 19 deletions(-) diff --git a/CLAUDE.md b/CLAUDE.md index e328ce51..d4c43ff5 100644 --- a/CLAUDE.md +++ b/CLAUDE.md @@ -108,14 +108,17 @@ movement queries. ## Current state -**Currently working toward: M1.5 — Indoor world feels right.** The -building/cellar demo is DONE + user-gated, but M1.5 was EXTENDED 2026-06-13 -to include **dungeon support (full Phase G.3)** — dungeons don't work at -all: terrain-less dungeon landblocks aren't supported by the streaming/ -load/render/physics pipeline (`LandblockLoader.Load` null with no -`LandBlock`; streamer needs a terrain mesh; teleport snaps before hydration -→ ocean — issue **#133**). M1.5 does NOT land until dungeons work; M2 -(CombatMath) deferred. Currently brainstorming the G.3 dungeon-support spec. +**Currently working toward: M1.5 — Indoor world feels right.** Building/cellar +demo DONE; **dungeons now RENDER** (2026-06-13, autonomous /loop): G.3a teleport +hold+place + **Bug A** (validated-claim keeps the dungeon landblock prefix, `2ce5e5c`) ++ **login-into-dungeon recenter** (`47ae237`) → live `0x0007` dungeon renders, navigable, +correct membership, WB-DIAG instances **9.1M→39K**. **#95 was a Bug-A symptom, NOT an +unbounded flood — DO NOT port `grab_visible_cells` stab_list bounding** (the flood is +already bounded; the "terrain-less landblock" framing was refuted — dungeons are +flat-terrain + EnvCells). REMAINING for M1.5: **A7 dungeon torch/point-lighting** (dungeon +gets retail's flat 0.2 indoor ambient but `Setup.Lights` torches aren't registered → dim, +"lighting off"); needs visual iteration. M2 (CombatMath) deferred. Detail in **#133/#95** +(ISSUES) + the render digest's top banner. Recent closes (2026-06-12/13): #119/#128, #112, #113, #124, #129/#130/#131/#132, UN-2, #108-residual, #127, #125; #116 partial (Ghidra threshold fix). Keep this paragraph ≤5 lines + pointers — detail in the diff --git a/docs/ISSUES.md b/docs/ISSUES.md index 63e83b6a..9974b7be 100644 --- a/docs/ISSUES.md +++ b/docs/ISSUES.md @@ -83,7 +83,23 @@ recenter streaming onto the spawn landblock when the login spawn first arrives (mind the #107 auto-entry hold's `SampleTerrainZ(pe.Position)` frame after the recenter). Pre-existing; only surfaces now that the test character can be saved in a dungeon. Workaround to unblock testing: move `+Acdream` out of the dungeon -server-side (ACE) before logging in. +server-side (ACE) before logging in. **FIXED 2026-06-13 (`47ae237`)** — the login +player-spawn path now recenters `_liveCenterX/Y` onto the spawn landblock (mirrors +the teleport-arrival recenter; no-op for a same-landblock Holtburg login). Verified +live: `live: login spawn — recentering streaming from (169,180) to (0,7)` → dungeon +streams → `auto-entered player mode` in the dungeon. + +**✅ DUNGEON RENDERS — M1.5 milestone (2026-06-13 PM, autonomous /loop, objectively +verified).** With Bug A (`2ce5e5c`) + login-into-dungeon (`47ae237`), a live launch +into the `0x0007` dungeon: player grounded on the dungeon floor (`[snap] claim=0x00070143 +VALIDATED z=0.000`), correct membership (cell stays `0x0007…`, ZERO ACE `failed +transition` spam), and the render budget is sane — **WB-DIAG instances ~39,000 +(meshMissing=0)** vs the 9.1M pre-Bug-A blowup (#95, now RESOLVED as a Bug-A symptom). +User-confirmed: "no errors from ACE this time." REMAINING (not a render bug): dungeon +**torch/point-lighting = Phase A7** — the dungeon correctly gets retail's flat 0.2 indoor +ambient (`GameWindow.UpdateSunFromSky`, `playerInsideCell` true via `playerRoot && !SeenOutside`), +but per-cell `Setup.Lights` point-lights (torches) aren't registered yet, so it looks dim +("lighting off"). That's the A7 indoor-lighting feature, needs visual iteration. **Severity:** HIGH (any far/dungeon teleport is unusable) **Filed:** 2026-06-13 (M1.5 dungeon-demo gate attempt — meeting-hall portal) **Component:** physics/streaming — teleport-arrival snap vs async landblock hydration @@ -916,16 +932,19 @@ Retail oracle for cell-id hysteresis: `acclient_2013_pseudo_c.txt:308742-308783` ## #95 — Dungeon portal-graph visibility blowup (see-through-walls / other dungeons rendered) -**Status:** OPEN — **RE-CONFIRMED LIVE under the current Option-A pipeline (2026-06-13 -G.3a gate).** A real `PlayerTeleport` into the `0x0007` dungeon blew WB-DIAG up to -entSeen=6.5M / instances=9.1M / drawsIssued=590K per frame (vs. 3345/4667 at Holtburg) -with a flood of `[mesh-miss] 0x000100xxxx` interior re-requests → dungeon renders as -"thin air." So the T1–T6 rewrite did NOT supersede this (the earlier "likely superseded" -read was wrong). This is now the **#133/G.3b** blocker; fix shape = port retail -`CEnvCell::grab_visible_cells` (:311878) stab_list bounding (seen_outside==0 → walk only -stab_list, never the whole resident cell set). Needs its own grounding/brainstorm in the -flap-sensitive `PortalVisibilityBuilder`. **Originally** also: **explains user-observed -"dungeons are broken"** +**Status:** RESOLVED 2026-06-13 — **the 9.1M-instance blowup was a SYMPTOM of Bug A +(wrong dungeon membership), NOT an unbounded portal flood.** Chain of evidence: (1) a +headless diagnostic on the real `0x0007` dungeon (`Issue95DungeonFloodDiagnosticTests`, +`95d9dab`) measured `PortalVisibilityBuilder` visiting only **1–17 cells** per root — +already tightly bounded and a strict *subset* of the stab_list (`VisibleCells`, which is +the BIG set: avg 120, max 204 of 205 cells). So porting `grab_visible_cells` stab_list +bounding would have made it WORSE — **DO NOT do that.** (2) The 9.1M blowup was captured at +the G.3a gate *before* Bug A's fix (`2ce5e5c`), when the player's membership wrongly +resolved to `0xA9B3` (Holtburg) → the render rooted at the wrong place. (3) With Bug A + +login-into-dungeon (`47ae237`) fixed, a live launch into `0x0007` measured +**instances=~39,000 (down from 9.1M, ~230×), meshMissing=0**, dungeon renders, no ACE +errors. The flood was never the bug. **Originally** also: explained user-observed +"dungeons are broken" **Severity:** HIGH (blocks all dungeon navigation visually) **Filed:** 2026-05-21 **Component:** rendering, visibility, EnvCell portal traversal From d6fb788c9699b623c3cca0750be948c1f9bae5d1 Mon Sep 17 00:00:00 2001 From: Erik Date: Sat, 13 Jun 2026 19:43:27 +0200 Subject: [PATCH 016/223] =?UTF-8?q?diag:=20ACDREAM=5FPROBE=5FLIGHT=20?= =?UTF-8?q?=E2=80=94=20log=20dungeon=20ambient/sun/active-light=20state=20?= =?UTF-8?q?(#133=20A7)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/Rendering/GameWindow.cs | 18 +++++ .../Rendering/RenderingDiagnostics.cs | 72 +++++++++++++++++++ 2 files changed, 90 insertions(+) diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index 16956ac4..24472020 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -7625,6 +7625,24 @@ public sealed class GameWindow : IDisposable _sceneLightingUbo?.Upload(ubo); + // #133 A7 (2026-06-13): objective dungeon-lighting probe. One + // rate-limited [light] line — insideCell / ambient / sun / + // registered-point-lights / active-slot-count / player cell — so + // the dungeon-dim question is self-verifiable from launch.log + // without a screenshot. RegisteredCount is point/spot lights only + // (the sun lives in LightManager.Sun, never in the _all list); + // ubo.CellAmbient.W is the shader active-slot count, which counts + // the (zeroed) sun slot indoors. Inert unless ACDREAM_PROBE_LIGHT=1. + AcDream.Core.Rendering.RenderingDiagnostics.EmitLight( + insideCell: playerInsideCell, + ambientR: Lighting.CurrentAmbient.AmbientColor.X, + ambientG: Lighting.CurrentAmbient.AmbientColor.Y, + ambientB: Lighting.CurrentAmbient.AmbientColor.Z, + sunIntensity: Lighting.Sun?.Intensity ?? 0f, + registeredLights: Lighting.RegisteredCount, + activeLights: (int)ubo.CellAmbient.W, + playerCellId: playerRoot?.CellId ?? 0u); + // Never cull the landblock the player is currently on. uint? playerLb = null; if (_playerMode && _playerController is not null) diff --git a/src/AcDream.Core/Rendering/RenderingDiagnostics.cs b/src/AcDream.Core/Rendering/RenderingDiagnostics.cs index ba081f71..a070fe54 100644 --- a/src/AcDream.Core/Rendering/RenderingDiagnostics.cs +++ b/src/AcDream.Core/Rendering/RenderingDiagnostics.cs @@ -243,6 +243,34 @@ public static class RenderingDiagnostics public static bool ProbePhantomEnabled { get; set; } = Environment.GetEnvironmentVariable("ACDREAM_PROBE_PHANTOM") == "1"; + /// + /// #133 A7 (2026-06-13) dungeon-lighting objective probe. When true, + /// the per-frame scene-lighting build emits ONE [light] line + /// roughly every second (wall-clock rate-limited like WB-DIAG) via + /// : + /// + /// [light] insideCell=<bool> ambient=(r,g,b) sun=<intensity> + /// registeredLights=<N> activeLights=<uCellAmbient.w> playerCell=0x<id> + /// + /// This is the self-verification signal for the dungeon-dim question: + /// + /// insideCell=true ambient=(0.20,0.20,0.20) sun=0 + /// confirms the indoor branch fired (retail flat ambient, sun killed). + /// registeredLights is the count of dat-baked + /// point/spot lights (Setup.Lights) registered with the + /// LightManager — if this is 0 in a dungeon, the cell's static + /// objects carry no baked torches (so the only illumination IS the + /// 0.2 ambient → dim). + /// activeLights is uCellAmbient.w — the + /// shader's active-slot count, which INCLUDES the (zeroed) sun slot + /// indoors. So activeLights=1 registeredLights=0 = "only the dead + /// sun slot, no torches in range". + /// + /// Output-only, inert when off. Initial state from ACDREAM_PROBE_LIGHT=1. + /// + public static bool ProbeLightEnabled { get; set; } = + Environment.GetEnvironmentVariable("ACDREAM_PROBE_LIGHT") == "1"; + // Cell-change gate for EmitVis. The probe fires once per distinct root cell // so launch.log stays readable under motion (the per-frame call is a no-op // when the root is unchanged). Sentinel 0 = "no root yet" — the first real @@ -336,6 +364,50 @@ public static class RenderingDiagnostics /// internal static void ResetVisibilityProbeForTests() => _lastVisRootCellId = 0; + // Wall-clock rate-limit gate for EmitLight. Ticks (100 ns) is plenty — + // we only need ~1 Hz and avoid a Stopwatch allocation/field. Sentinel 0 + // = "never emitted" so the first call always fires. + private static long _lastLightEmitTicks; + private const long LightEmitIntervalTicks = 10_000_000; // 1 s in 100-ns ticks + + /// + /// #133 A7 — emit ONE rate-limited [light] line describing the + /// current scene-lighting state. Cheap no-op when + /// is false; otherwise fires at most + /// once per second. Pull the values from the spot where + /// GameWindow.UpdateSunFromSky set Lighting.CurrentAmbient + /// / Lighting.Sun and where SceneLightingUbo.Build computed + /// the active-slot count. + /// + /// The playerInsideCell value driving the indoor branch. + /// Cell ambient red (xyz of uCellAmbient). + /// Cell ambient green. + /// Cell ambient blue. + /// The sun LightSource.Intensity (0 indoors). + /// Total point/spot lights registered with the LightManager. + /// uCellAmbient.w — shader active-slot count (includes the zeroed sun slot indoors). + /// The player's current cell id (0 if unresolved → outside). + public static void EmitLight(bool insideCell, + float ambientR, float ambientG, float ambientB, + float sunIntensity, + int registeredLights, + int activeLights, + uint playerCellId) + { + if (!ProbeLightEnabled) return; + + long now = DateTime.UtcNow.Ticks; + if (_lastLightEmitTicks != 0 && (now - _lastLightEmitTicks) < LightEmitIntervalTicks) + return; + _lastLightEmitTicks = now; + + var ci = System.Globalization.CultureInfo.InvariantCulture; + Console.WriteLine(string.Format(ci, + "[light] insideCell={0} ambient=({1:0.###},{2:0.###},{3:0.###}) sun={4:0.###} registeredLights={5} activeLights={6} playerCell=0x{7:X8}", + insideCell, ambientR, ambientG, ambientB, sunIntensity, + registeredLights, activeLights, playerCellId)); + } + private static bool _probeEnvCellEnabled = Environment.GetEnvironmentVariable("ACDREAM_PROBE_ENVCELL") == "1"; From a80061b0c2a3c9821f126eaf6affdb09a65c9527 Mon Sep 17 00:00:00 2001 From: Erik Date: Sat, 13 Jun 2026 20:35:01 +0200 Subject: [PATCH 017/223] =?UTF-8?q?fix(G.3=20A7):=20dungeon=20lighting=20?= =?UTF-8?q?=E2=80=94=20select=208=20NEAREST=20lights,=20not=20viewer-in-ra?= =?UTF-8?q?nge=20(#133)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit The active-light selection dropped any point light whose range didn't reach the VIEWER (DistSq > Range^2*slack -> skip). Retail's D3D-style fixed pipeline picks the 8 NEAREST lights and applies the hard range cutoff PER SURFACE in the shader (mesh_modern.frag: if (d < range)). The viewer-range candidacy filter suppressed a torch whenever the player stood outside its range, so a dungeon room with 2227 registered torches lit only the ~1 the player was standing in (activeLights ~= 1, rest of the room at flat 0.2 ambient = the "lighting off" report). Drop the filter; take the nearest 8 regardless of viewer range. Removed the now-unused RangeSlack const; updated the two tests that codified the old filter. Core lighting suite green. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.Core/Lighting/LightManager.cs | 13 ++++++++++--- .../Lighting/LightManagerTests.cs | 18 +++++++++++++----- 2 files changed, 23 insertions(+), 8 deletions(-) diff --git a/src/AcDream.Core/Lighting/LightManager.cs b/src/AcDream.Core/Lighting/LightManager.cs index a9ba8dfc..98402ac7 100644 --- a/src/AcDream.Core/Lighting/LightManager.cs +++ b/src/AcDream.Core/Lighting/LightManager.cs @@ -37,7 +37,6 @@ namespace AcDream.Core.Lighting; public sealed class LightManager { public const int MaxActiveLights = 8; // D3D parity - private const float RangeSlack = 1.1f; // 10% hysteresis around hard cutoff private readonly List _all = new(); private readonly LightSource?[] _active = new LightSource?[MaxActiveLights]; @@ -109,8 +108,16 @@ public sealed class LightManager Vector3 delta = light.WorldPosition - viewerWorldPos; light.DistSq = delta.LengthSquared(); - float rangeSq = light.Range * light.Range * RangeSlack * RangeSlack; - if (light.DistSq > rangeSq) continue; + // Retail D3D-style fixed-pipeline lighting picks the 8 NEAREST point + // lights and applies each light's hard range-cutoff PER SURFACE in the + // shader (mesh_modern.frag: `if (d < range && range > 1e-3)`). The + // previous viewer-range candidacy filter (skip when DistSq > Range²·slack²) + // was wrong — it dropped a torch whenever the VIEWER stood outside that + // torch's range, so a dungeon room with 2227 registered torches lit only + // the ~1 the player was standing inside (activeLights≈1, the rest of the + // room at flat 0.2 ambient — the "dungeon lighting off" report). Take the + // nearest 8 regardless of viewer range; the shader's per-fragment + // `d < range` does the actual hard cutoff. candidates.Add(light); } diff --git a/tests/AcDream.Core.Tests/Lighting/LightManagerTests.cs b/tests/AcDream.Core.Tests/Lighting/LightManagerTests.cs index 9df68a2b..1bb225a2 100644 --- a/tests/AcDream.Core.Tests/Lighting/LightManagerTests.cs +++ b/tests/AcDream.Core.Tests/Lighting/LightManagerTests.cs @@ -60,21 +60,29 @@ public sealed class LightManagerTests } [Fact] - public void Tick_DropsLightsOutsideRangeWithSlack() + public void Tick_SelectsByDistance_RegardlessOfViewerRange() { + // Retail D3D-style: candidacy is distance-only (the nearest 8). A torch + // lights its OWN surfaces — the shader applies the hard `d < range` cutoff + // PER FRAGMENT (mesh_modern.frag) — so a torch the VIEWER is standing + // outside the range of is still selected; it lights the wall it sits on. + // Replaces the old viewer-range candidacy filter that suppressed it, which + // left dungeon rooms (2227 registered torches) at activeLights≈1 / flat 0.2 + // ambient — the "dungeon lighting off" report (#133 A7). var mgr = new LightManager(); - mgr.Register(MakePoint(new Vector3(20, 0, 0), range: 5f)); // far outside its own range + mgr.Register(MakePoint(new Vector3(20, 0, 0), range: 5f)); // viewer outside the torch's range mgr.Tick(viewerWorldPos: Vector3.Zero); - Assert.Equal(0, mgr.ActiveCount); + Assert.Equal(1, mgr.ActiveCount); // selected by distance; the shader culls per-surface } [Fact] - public void Tick_IncludesLightsNearRangeEdge_WithSlack() + public void Tick_IncludesNearbyLight() { var mgr = new LightManager(); - // Light at distance 5.0, range 5.0: distSq=25, rangeSq*1.1^2 = 25*1.21 = 30.25 → included. + // A nearby point light is selected (distance-only candidacy; the shader + // applies the per-fragment range cutoff). mgr.Register(MakePoint(new Vector3(5, 0, 0), range: 5f)); mgr.Tick(viewerWorldPos: Vector3.Zero); From 167f05c4faf1aee5c82b6f6a32431182197127af Mon Sep 17 00:00:00 2001 From: Erik Date: Sat, 13 Jun 2026 20:45:29 +0200 Subject: [PATCH 018/223] docs(G.3 A7): record dungeon light-selection fix (activeLights 2->8) + the 0.30 ambient follow-up Co-Authored-By: Claude Opus 4.8 (1M context) --- docs/ISSUES.md | 20 +++++++++++++++----- 1 file changed, 15 insertions(+), 5 deletions(-) diff --git a/docs/ISSUES.md b/docs/ISSUES.md index 9974b7be..5c528ee3 100644 --- a/docs/ISSUES.md +++ b/docs/ISSUES.md @@ -95,11 +95,21 @@ into the `0x0007` dungeon: player grounded on the dungeon floor (`[snap] claim=0 VALIDATED z=0.000`), correct membership (cell stays `0x0007…`, ZERO ACE `failed transition` spam), and the render budget is sane — **WB-DIAG instances ~39,000 (meshMissing=0)** vs the 9.1M pre-Bug-A blowup (#95, now RESOLVED as a Bug-A symptom). -User-confirmed: "no errors from ACE this time." REMAINING (not a render bug): dungeon -**torch/point-lighting = Phase A7** — the dungeon correctly gets retail's flat 0.2 indoor -ambient (`GameWindow.UpdateSunFromSky`, `playerInsideCell` true via `playerRoot && !SeenOutside`), -but per-cell `Setup.Lights` point-lights (torches) aren't registered yet, so it looks dim -("lighting off"). That's the A7 indoor-lighting feature, needs visual iteration. +User-confirmed: "no errors from ACE this time." + +**✅ A7 dungeon lighting — selection fix LANDED + objectively verified (`a80061b`).** The +"lighting off" report was NOT missing torches — the `ACDREAM_PROBE_LIGHT` diagnostic +(`d6fb788`) showed the dungeon correctly gets retail's flat 0.2 indoor ambient + sun zeroed +(`UpdateSunFromSky`, `playerInsideCell` true) AND **2227 torch/point-lights register**. The +bug was the active-light SELECTION: `LightManager.Tick` dropped any light whose range didn't +reach the VIEWER (`DistSq > Range²·slack² → skip`), so a room with 2227 torches lit only the +~1 the player stood inside (`activeLights≈1`, rest at flat 0.2). Retail's D3D model picks the +8 NEAREST lights and applies the hard range-cutoff PER SURFACE in the shader +(`mesh_modern.frag: if (d < range)`). Fix = drop the viewer-range candidacy filter, take the +nearest 8. Probe after: **`activeLights` 2→8** in the dungeon (the room's 8 nearest torches now +light it). Core lighting suite green. SECONDARY (flagged, not fixed): retail's per-cell ambient +default is 0.30 (`0x3e99999a`) read PER-CELL (`m_clrAmbientLight`) vs our flat 0.20 — a +candidate brightness tweak needing a decomp pass to confirm the world-EnvCell ambient source. **Severity:** HIGH (any far/dungeon teleport is unusable) **Filed:** 2026-06-13 (M1.5 dungeon-demo gate attempt — meeting-hall portal) **Component:** physics/streaming — teleport-arrival snap vs async landblock hydration From 9e809bc66117cbac4faf07e6d91a41da7f8c108a Mon Sep 17 00:00:00 2001 From: Erik Date: Sat, 13 Jun 2026 20:55:14 +0200 Subject: [PATCH 019/223] =?UTF-8?q?diag:=20ACDREAM=5FPROBE=5FLIGHT=20[ligh?= =?UTF-8?q?t-detail]=20=E2=80=94=20per-light=20range/intensity/cone=20(#13?= =?UTF-8?q?3=20A7)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/Rendering/GameWindow.cs | 3 +- .../Rendering/RenderingDiagnostics.cs | 47 ++++++++++++++++++- 2 files changed, 47 insertions(+), 3 deletions(-) diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index 24472020..b3e5efa0 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -7641,7 +7641,8 @@ public sealed class GameWindow : IDisposable sunIntensity: Lighting.Sun?.Intensity ?? 0f, registeredLights: Lighting.RegisteredCount, activeLights: (int)ubo.CellAmbient.W, - playerCellId: playerRoot?.CellId ?? 0u); + playerCellId: playerRoot?.CellId ?? 0u, + lights: Lighting); // Never cull the landblock the player is currently on. uint? playerLb = null; diff --git a/src/AcDream.Core/Rendering/RenderingDiagnostics.cs b/src/AcDream.Core/Rendering/RenderingDiagnostics.cs index a070fe54..872285e4 100644 --- a/src/AcDream.Core/Rendering/RenderingDiagnostics.cs +++ b/src/AcDream.Core/Rendering/RenderingDiagnostics.cs @@ -372,12 +372,25 @@ public static class RenderingDiagnostics /// /// #133 A7 — emit ONE rate-limited [light] line describing the - /// current scene-lighting state. Cheap no-op when + /// current scene-lighting state, followed (when + /// is supplied) by up to three [light-detail] lines for the nearest + /// ACTIVE point/spot lights. Cheap no-op when /// is false; otherwise fires at most /// once per second. Pull the values from the spot where /// GameWindow.UpdateSunFromSky set Lighting.CurrentAmbient /// / Lighting.Sun and where SceneLightingUbo.Build computed /// the active-slot count. + /// + /// The [light-detail] lines are the answer to the "candle-spotlight" + /// question — they expose each torch's REAL dat-derived runtime values + /// (range= Falloff metres, intensity=, cone= radians, + /// color=, distToViewer=) so it is visible in launch.log + /// whether dungeon torches are tiny-range points or wide cones and at what + /// intensity — without a screenshot: + /// + /// [light-detail] kind=Point range=<Falloff m> intensity=<I> cone=<rad> color=(r,g,b) distToViewer=<m> + /// + /// /// /// The playerInsideCell value driving the indoor branch. /// Cell ambient red (xyz of uCellAmbient). @@ -387,12 +400,16 @@ public static class RenderingDiagnostics /// Total point/spot lights registered with the LightManager. /// uCellAmbient.w — shader active-slot count (includes the zeroed sun slot indoors). /// The player's current cell id (0 if unresolved → outside). + /// The ticked LightManager (its Active list, sorted nearest-first by the + /// just-completed Tick). When non-null, drives the [light-detail] lines. Optional so existing call + /// sites / tests that only want the aggregate line keep compiling. public static void EmitLight(bool insideCell, float ambientR, float ambientG, float ambientB, float sunIntensity, int registeredLights, int activeLights, - uint playerCellId) + uint playerCellId, + AcDream.Core.Lighting.LightManager? lights = null) { if (!ProbeLightEnabled) return; @@ -406,6 +423,32 @@ public static class RenderingDiagnostics "[light] insideCell={0} ambient=({1:0.###},{2:0.###},{3:0.###}) sun={4:0.###} registeredLights={5} activeLights={6} playerCell=0x{7:X8}", insideCell, ambientR, ambientG, ambientB, sunIntensity, registeredLights, activeLights, playerCellId)); + + // #133 A7 (2026-06-13) — per-light detail for the "spotlight bubble" + // question. Dump the actual runtime dat-derived values of the nearest + // ~3 ACTIVE point/spot lights so the real Falloff/Intensity/ConeAngle + // are visible in launch.log (are torch ranges 1m or 10m? points or + // spots? what intensity?). The sun (Directional, slot 0) is skipped — + // it carries no Range/cone meaning. DistSq is already cached by + // LightManager.Tick this frame, so the active list is sorted nearest- + // first; we just take the first few non-directional entries. + if (lights is null) return; + var active = lights.Active; + int shown = 0; + const int MaxDetail = 3; + for (int i = 0; i < active.Length && shown < MaxDetail; i++) + { + var ls = active[i]; + if (ls is null) continue; + if (ls.Kind == AcDream.Core.Lighting.LightKind.Directional) continue; + + float dist = ls.DistSq >= 0f ? MathF.Sqrt(ls.DistSq) : 0f; + Console.WriteLine(string.Format(ci, + "[light-detail] kind={0} range={1:0.###} intensity={2:0.###} cone={3:0.####} color=({4:0.###},{5:0.###},{6:0.###}) distToViewer={7:0.###}", + ls.Kind, ls.Range, ls.Intensity, ls.ConeAngle, + ls.ColorLinear.X, ls.ColorLinear.Y, ls.ColorLinear.Z, dist)); + shown++; + } } private static bool _probeEnvCellEnabled = From 1e70a5a484475f358660f372ef000fd9c83e3e20 Mon Sep 17 00:00:00 2001 From: Erik Date: Sat, 13 Jun 2026 20:58:03 +0200 Subject: [PATCH 020/223] =?UTF-8?q?fix(G.3=20A7):=20torch=20range=20=3D=20?= =?UTF-8?q?Falloff=20x=201.5=20(retail=20rangeAdjust)=20=E2=80=94=20wider?= =?UTF-8?q?=20pools=20(#133)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Retail PrimD3DRender::config_hardware_light (0x0059ad30) sets the hardware light Range = Falloff * rangeAdjust (1.5, global 0x00820cc4). We used Range = Falloff, so torches reached only 2/3 of retail -> tight 'candle/spotlight' bubbles in dungeons. Match retail's reach. Ambient 0.20 confirmed retail-faithful (the 0.30 was CreatureMode, not world cells). Lighting suite green. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.Core/Lighting/LightInfoLoader.cs | 7 ++++++- tests/AcDream.Core.Tests/Lighting/LightingHookSinkTests.cs | 2 +- 2 files changed, 7 insertions(+), 2 deletions(-) diff --git a/src/AcDream.Core/Lighting/LightInfoLoader.cs b/src/AcDream.Core/Lighting/LightInfoLoader.cs index 63a250f4..db9bf9bc 100644 --- a/src/AcDream.Core/Lighting/LightInfoLoader.cs +++ b/src/AcDream.Core/Lighting/LightInfoLoader.cs @@ -79,7 +79,12 @@ public static class LightInfoLoader (info.Color?.Green ?? 255) / 255f, (info.Color?.Blue ?? 255) / 255f), Intensity = info.Intensity, - Range = info.Falloff, + // Retail PrimD3DRender::config_hardware_light (0x0059ad30) sets the + // hardware light Range = Falloff * rangeAdjust, where rangeAdjust is + // the fixed global 1.5 (0x00820cc4). Our prior Range = Falloff reached + // only 2/3 of retail's distance → tight torch bubbles (the dungeon + // "candles/spotlights" report, #133 A7). Match retail's reach. + Range = info.Falloff * 1.5f, ConeAngle = info.ConeAngle, OwnerId = ownerId, IsLit = true, diff --git a/tests/AcDream.Core.Tests/Lighting/LightingHookSinkTests.cs b/tests/AcDream.Core.Tests/Lighting/LightingHookSinkTests.cs index c3884a66..0651b274 100644 --- a/tests/AcDream.Core.Tests/Lighting/LightingHookSinkTests.cs +++ b/tests/AcDream.Core.Tests/Lighting/LightingHookSinkTests.cs @@ -93,7 +93,7 @@ public sealed class LightInfoLoaderTests var light = result[0]; Assert.Equal(LightKind.Point, light.Kind); Assert.Equal(77u, light.OwnerId); - Assert.Equal(8f, light.Range); + Assert.Equal(12f, light.Range); // Falloff 8 × retail rangeAdjust 1.5 (config_hardware_light) Assert.Equal(0.8f, light.Intensity); Assert.Equal(new Vector3(101, 202, 303), light.WorldPosition); Assert.InRange(light.ColorLinear.X, 0.99f, 1.01f); From 0fe479ba0625bcd9dba22d6584742ffbb068f3e6 Mon Sep 17 00:00:00 2001 From: Erik Date: Sat, 13 Jun 2026 21:19:47 +0200 Subject: [PATCH 021/223] docs(A7): pin the GENERAL light over-saturation cause (intensity=100 mis-read) + FPS note Co-Authored-By: Claude Opus 4.8 (1M context) --- docs/ISSUES.md | 23 ++++++++++++++++++++--- 1 file changed, 20 insertions(+), 3 deletions(-) diff --git a/docs/ISSUES.md b/docs/ISSUES.md index 5c528ee3..4a672ae3 100644 --- a/docs/ISSUES.md +++ b/docs/ISSUES.md @@ -107,9 +107,26 @@ reach the VIEWER (`DistSq > Range²·slack² → skip`), so a room with 2227 tor 8 NEAREST lights and applies the hard range-cutoff PER SURFACE in the shader (`mesh_modern.frag: if (d < range)`). Fix = drop the viewer-range candidacy filter, take the nearest 8. Probe after: **`activeLights` 2→8** in the dungeon (the room's 8 nearest torches now -light it). Core lighting suite green. SECONDARY (flagged, not fixed): retail's per-cell ambient -default is 0.30 (`0x3e99999a`) read PER-CELL (`m_clrAmbientLight`) vs our flat 0.20 — a -candidate brightness tweak needing a decomp pass to confirm the world-EnvCell ambient source. +light it). Core lighting suite green. Then `Range = Falloff × 1.5` (retail `rangeAdjust`, +`config_hardware_light` 0x0059adc, `a80061b`+) widened the pools. Ambient 0.20 is +retail-faithful (`SmartBox::SetWorldAmbientLight(0.2f)`); the 0.30 was a red herring +(`CreatureMode` paperdoll renderer, not world cells). + +**⚠️ REAL remaining cause — GENERAL light over-saturation (NOT dungeon-specific; belongs to +the #79 indoor-lighting umbrella).** Screenshot + `[light-detail]` probe (`9e809bc`): torches +read **`intensity=100`** (+ garbage `cone`). Our shader does `Diffuse = color × intensity` → +`color × 100` → every lit surface blows out to white = the hard "spotlight" disks. Retail's +`config_hardware_light` (0x0059adc) uses the SAME math (`Diffuse = (color/255) × intensity`) +and is NOT blown out → **retail's intensity is ~1.0; we are mis-reading the dat +`LightInfo.Intensity`** (likely a DatReaderWriter field/type bug — its source is a compiled +NuGet, not vendored, so unconfirmed). Over-saturates EVERY light (houses + outdoors + dungeons — +matches the user's "same issue everywhere; retail is uniform"). **DO NOT ad-hoc `÷100` +(forbidden workaround, risks the frozen outdoor/building lighting).** Proper fix = pin the +dat-format (raw-byte inspect a `LightInfo` / get the DatReaderWriter source) → correct the +intensity read → fixes the general spotty lighting everywhere. GENERAL engine-lighting work, +beyond G.3 dungeon scope. Separately: dungeon FPS 14–30 (WB-DIAG ~22K draws/frame — heavy +cell-geometry draw count / poor instancing — a general rendering-perf task; the 8-light +selection also added a per-frame 2227-light sort that should become a partial-select). **Severity:** HIGH (any far/dungeon teleport is unusable) **Filed:** 2026-06-13 (M1.5 dungeon-demo gate attempt — meeting-hall portal) **Component:** physics/streaming — teleport-arrival snap vs async landblock hydration From 5872bcf075849382757675848555422fdd8ec793 Mon Sep 17 00:00:00 2001 From: Erik Date: Sat, 13 Jun 2026 21:26:17 +0200 Subject: [PATCH 022/223] perf(lighting): allocation-free nearest-N light selection (#133 FPS) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Tick built a new List<>(N) and ran an O(N log N) Sort every frame; in a dungeon N is thousands of torches, so it allocated a large list per frame (GC pressure -> FPS). Replace with an insertion partial-select that keeps the nearest maxPoint directly in the _active window — O(N * maxPoint), maxPoint<=8, zero allocation. Same selection result (nearest 8); lighting suite 20/20 green. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.Core/Lighting/LightManager.cs | 89 +++++++++++++---------- 1 file changed, 51 insertions(+), 38 deletions(-) diff --git a/src/AcDream.Core/Lighting/LightManager.cs b/src/AcDream.Core/Lighting/LightManager.cs index 98402ac7..0f4a73c9 100644 --- a/src/AcDream.Core/Lighting/LightManager.cs +++ b/src/AcDream.Core/Lighting/LightManager.cs @@ -93,53 +93,66 @@ public sealed class LightManager /// public void Tick(Vector3 viewerWorldPos) { - // Pass 1: compute DistSq + filter out lights outside the slack radius. - var candidates = new List(_all.Count); - foreach (var light in _all) - { - if (!light.IsLit) continue; - if (light.Kind == LightKind.Directional) - { - // Directional lights don't participate in this ranking — - // the sun is always slot 0. - continue; - } - - Vector3 delta = light.WorldPosition - viewerWorldPos; - light.DistSq = delta.LengthSquared(); - - // Retail D3D-style fixed-pipeline lighting picks the 8 NEAREST point - // lights and applies each light's hard range-cutoff PER SURFACE in the - // shader (mesh_modern.frag: `if (d < range && range > 1e-3)`). The - // previous viewer-range candidacy filter (skip when DistSq > Range²·slack²) - // was wrong — it dropped a torch whenever the VIEWER stood outside that - // torch's range, so a dungeon room with 2227 registered torches lit only - // the ~1 the player was standing inside (activeLights≈1, the rest of the - // room at flat 0.2 ambient — the "dungeon lighting off" report). Take the - // nearest 8 regardless of viewer range; the shader's per-fragment - // `d < range` does the actual hard cutoff. - candidates.Add(light); - } - - // Pass 2: sort by DistSq ascending, take up to 7. - candidates.Sort((a, b) => a.DistSq.CompareTo(b.DistSq)); - + // Retail D3D-style fixed-pipeline lighting takes the nearest (MaxActiveLights-1) + // point lights (slot 0 is the sun) and applies each light's hard range cutoff + // PER SURFACE in the shader (mesh_modern.frag: `if (d < range && range > 1e-3)`), + // NOT a viewer-range candidacy filter — a torch the viewer stands outside the + // range of must still light the wall it sits on. + // + // Allocation-free partial selection: the old path built `new List<>(N)` and + // ran an O(N log N) Sort EVERY FRAME; in a dungeon N is thousands of torches, + // so that allocated a large list per frame (GC pressure → FPS). Instead keep + // the nearest maxPoint directly in the _active window, maintained sorted by + // insertion. O(N · maxPoint), maxPoint ≤ 8, zero allocation. Array.Clear(_active); _activeCount = 0; - // Slot 0 = sun when present. + // Slot 0 = sun when present (directional; never ranked by distance). + int baseSlot = 0; if (Sun is not null) { _active[0] = Sun; - _activeCount = 1; + baseSlot = 1; } - int maxPoint = MaxActiveLights - _activeCount; - int pointCount = Math.Min(maxPoint, candidates.Count); - for (int i = 0; i < pointCount; i++) + int maxPoint = MaxActiveLights - baseSlot; + int filled = 0; + if (maxPoint > 0) { - _active[_activeCount + i] = candidates[i]; + foreach (var light in _all) + { + if (!light.IsLit || light.Kind == LightKind.Directional) continue; + + Vector3 delta = light.WorldPosition - viewerWorldPos; + light.DistSq = delta.LengthSquared(); + + // Maintain _active[baseSlot .. baseSlot+filled) sorted ascending by + // DistSq. Insert if there's room or this light is nearer than the + // current farthest (then the farthest falls off the end). + if (filled < maxPoint) + { + int j = baseSlot + filled; + while (j > baseSlot && _active[j - 1]!.DistSq > light.DistSq) + { + _active[j] = _active[j - 1]; + j--; + } + _active[j] = light; + filled++; + } + else if (light.DistSq < _active[baseSlot + maxPoint - 1]!.DistSq) + { + int j = baseSlot + maxPoint - 1; + while (j > baseSlot && _active[j - 1]!.DistSq > light.DistSq) + { + _active[j] = _active[j - 1]; + j--; + } + _active[j] = light; + } + } } - _activeCount += pointCount; + + _activeCount = baseSlot + filled; } } From 007e2873099b7105d8ffbd5499e75244456d8549 Mon Sep 17 00:00:00 2001 From: Erik Date: Sat, 13 Jun 2026 21:48:46 +0200 Subject: [PATCH 023/223] =?UTF-8?q?fix(A7):=20port=20retail=20calc=5Fpoint?= =?UTF-8?q?=5Flight=20(1-dist/falloff)=20ramp=20=E2=80=94=20kill=20the=20"?= =?UTF-8?q?spotlight"=20hard=20edge=20(#133)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit The dungeon/house/outdoor lights read as hard-edged blown discs ("spotlights") because our point/spot shader used `atten = 1.0` flat inside a hard `d < range` cutoff. The mesh.frag comment claimed this was retail-faithful ("no attenuation inside Range... the bubble-of-light look relies on crisp boundaries", citing r13 10.2) — that was a misread and the literal cause of the symptom. Verified against the decomp (not guessed): calc_point_light (0x0059c8b0, the PER-VERTEX point-light path that lights static walls) scales each light's contribution by (1 - dist/falloff_eff) — a LINEAR ramp that fades to exactly 0 at the edge, eliminating the hard disc. falloff_eff = Falloff * static_light_factor, and static_light_factor = 1.3 (0x00820e24), NOT the 1.5 config_hardware_light rangeAdjust (that 1.5 is the D3D-dynamic path for moving objects, a different path). The Ghidra port (acclient.c:808639) is more garbled — BN pseudo-C is the oracle here; the exact normalization factor + a half-Lambert wrap (0.5*dist+N*L) are x87-obscured (same artifact class as GetPowerBarLevel) and left unported. Changes: - mesh_modern.frag + mesh.frag: replace flat atten with clamp(1 - d/range, 0, 1); Range now carries falloff_eff so the ramp fades to 0 at the cutoff. Fix the false "no attenuation / crisp bubble" comment in mesh.frag. - LightInfoLoader: Range = Falloff * 1.3 (static_light_factor), was * 1.5. - LightManager: correct the stale class doc comment (Tick is now nearest-8 allocation-free partial-select with NO viewer-range slack filter). - divergence register: AP-16 updated (slack filter removed), AP-35 added (per-pixel vs per-vertex Gouraud; dropped half-Lambert wrap + normalization). - test: LightingHookSinkTests Range 8*1.3 = 10.4. Build + 20 lighting tests green. Visual gate pending (game-wide lighting change: dungeon torches, house candles, outdoor braziers). Co-Authored-By: Claude Opus 4.8 (1M context) --- .../retail-divergence-register.md | 5 ++-- src/AcDream.App/Rendering/Shaders/mesh.frag | 14 +++++++---- .../Rendering/Shaders/mesh_modern.frag | 10 +++++++- src/AcDream.Core/Lighting/LightInfoLoader.cs | 15 +++++++----- src/AcDream.Core/Lighting/LightManager.cs | 24 ++++++++++--------- .../Lighting/LightingHookSinkTests.cs | 2 +- 6 files changed, 44 insertions(+), 26 deletions(-) diff --git a/docs/architecture/retail-divergence-register.md b/docs/architecture/retail-divergence-register.md index b7a710c0..90c82257 100644 --- a/docs/architecture/retail-divergence-register.md +++ b/docs/architecture/retail-divergence-register.md @@ -92,7 +92,7 @@ accepted-divergence entries (#96, #49, #50). --- -## 3. Documented approximation (AP) — 34 rows +## 3. Documented approximation (AP) — 35 rows | # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle | |---|---|---|---|---|---| @@ -111,7 +111,7 @@ accepted-divergence entries (#96, #49, #50). | AP-13 | `ComputeDamage` is a simplified retail damage formula (no augmentations/ratings) — verified DEAD CODE as of 2026-06-04, M2 scaffolding | `src/AcDream.Core/Combat/CombatModel.cs:184` | Not on the critical path; stubbed from r02 §5 + ACE CombatManager for the future M2 predictive display | If wired into the M2 attack-bar estimate as-is, predicted numbers diverge whenever augs/ratings apply | r02 §5; ACE CombatManager | | AP-14 | Encumbrance multiplier is a rough piecewise-linear stand-in (1.0→50%, ~0.7@100%, 0.1@300%) for retail's exact curve | `src/AcDream.Core/Items/ItemInstance.cs:187` | Hand-fit segments capture the curve's shape for scaffolding | Client-side burden-scaled effects (speed prediction) differ from retail at most burden ratios when loaded | r06 §6 (retail encumbered multiplier curve) | | AP-15 | WeenieError translation table covers only ~30 common codes (from ACE enum docs, not retail string_table.bin); unknown codes render raw hex | `src/AcDream.Core/Chat/WeenieErrorMessages.cs:26` | Untranslated codes are rare, fall back losslessly, 30-second add when reported | Server messages outside the table show as raw hex instead of the retail sentence | retail string_table.bin; ACE WeenieError*.cs | -| AP-16 | Global nearest-8 viewer-distance light selection with 10% range slack (own r13 design); retail bound D3D lights per object/cell | `src/AcDream.Core/Lighting/LightManager.cs:10` | Honors retail's 8-hardware-light constraint while fitting a global-uniform shader; 1.1 slack is anti-pop hysteresis | With >7 nearby lights, different objects are lit than retail would light (retail's per-object pick can light a far object by ITS nearest lights); pop thresholds differ | r13 §12.2 (acdream design); retail D3D 8-light constraint | +| AP-16 | Global nearest-8 viewer-distance light selection (own r13 design); retail bound D3D lights per object/cell. NO viewer-range candidacy filter — each light's range cutoff is applied per-surface in the shader (the earlier `Range²×1.1` slack filter was removed; it dropped torches the viewer stood outside, the #133 "lighting off" report) | `src/AcDream.Core/Lighting/LightManager.cs:10` | Honors retail's 8-hardware-light constraint while fitting a global-uniform shader; nearest-8 is an allocation-free partial-select (no per-frame list/sort) | With >7 nearby lights, different objects are lit than retail would light (retail's per-object pick can light a far object by ITS nearest lights) | r13 §12.2 (acdream design); retail D3D 8-light constraint | | AP-17 | Spell metadata from third-party CSV (3,956 rows, bad rows silently skipped), not the portal.dat SpellTable; Family feeds stacking decisions | `src/AcDream.Core/Spells/SpellTable.cs:10` | The dat spell-table port (obfuscated/encrypted aspects) wasn't done; CSV closed #11 fast and unblocked #6 stacking | Any CSV↔dat drift (wrong Family, missing rows) silently produces wrong buff-stacking winners and wrong panel info | portal.dat SpellTable 0x0E00000E | | AP-18 | Radar/indicator RGBA hand-tuned from screenshots; dispatch order ports `GetBlipColor` exactly but the real `RGBAColor_Radar*` static data is unrecovered | `src/AcDream.Core/Ui/RadarBlipColors.cs:33` | Color constants live in retail static data not yet extracted; comment invites tightening when recovered | Blip/indicator hues differ subtly from retail color cues | `gmRadarUI::GetBlipColor` 0x004d76f0; RGBAColor_Radar* (unrecovered) | | AP-19 | `PortalSideEpsilon` 0.01 (≈1 cm) instead of retail F_EPSILON ≈ 0.0002 — a documented render-root-lag tolerance, NOT a retail constant. DO-NOT-RETRY: T2 (BR-4) tried the retail value; CornerFloodReplay refuted it | `src/AcDream.App/Rendering/PortalVisibilityBuilder.cs:49` | Retail's tight epsilon only works with eye-exact swept curr_cell tracking; our viewer cell lags the eye by up to ~1 cm at pressed corners. Tighten after the #108-membership family + cdstW near-clip pin land | A 1 cm misclassification band at portal planes can flood or cull a portal the eye hasn't crossed — one-frame leaks / grey flashes at knife-edge doorway/corner positions | F_EPSILON @0x007c8c70; `PView::InitCell` 0x005a4b70 | @@ -130,6 +130,7 @@ accepted-divergence entries (#96, #49, #50). | AP-32 | Cell shells DRAW +0.02 m above the dat EnvCell origin (`ShellDrawLiftZ`, z-fight vs coplanar terrain); retail draws at the origin verbatim. Split invariant: PHYSICS + visibility graph UNLIFTED (f35cb8b, **#119**-residual), every DRAW-space consumer of portal/cell geometry LIFTED (OutsideView color gate via `Build(drawLiftZ)`, seal/punch fans — **#130**) | `src/AcDream.App/Rendering/GameWindow.cs:5604` (const at `PortalVisibilityBuilder.ShellDrawLiftZ`) | Shell floors coplanar with terrain z-fight in our z-buffered frame; the 2 cm lift is the documented stand-in | A new draw-space consumer of portal/cell polygons that forgets the lift re-opens a 2 cm seam at horizontal aperture edges (the #130 top-edge strip, ~7 px at 2.4 m); a visibility consumer that picks up the LIFTED transform re-opens the #119-residual horizontal-portal side-cull | retail draws cell geometry at the dat EnvCell origin (no lift) | | AP-33 | Interior-root look-in cells (**#124** sub-pass) draw their statics + DYNAMICS + emitters WHOLE — no per-part/per-object viewcone check; retail viewconeCheck's each vs the installed view (the **#131** portal closure: a server object in a look-in cell drew nowhere — dynamics-last culls cells absent from the main cone, and post-seal it z-fails anyway) | `src/AcDream.App/Rendering/RetailPViewRenderer.cs` (`DrawBuildingLookIns`) | The main viewcone has no entries for look-in cells; over-include is the safe direction (z-correct, repainted outside apertures by the root's shells); look-in cell counts are small (~1-3 cells) | A few wasted draws on content outside the doorway region (repainted); no under-draw direction remains | `viewconeCheck` 0x0054c250; nested `DrawCells` objects pc:432878 | | AP-34 | Landscape-stage alpha deferral is a TWO-PHASE slice split (statics-early / dynamics+particles+weather-late around the **#124** look-ins) + outdoor-root attached scene emitters moved to the post-frame pass, not retail's single deferred alpha flush. Residual: building exteriors' / outside-stage dynamics' own translucent MESH batches still draw within their stage draw call (before later stage content) | `src/AcDream.App/Rendering/RetailPViewRenderer.cs` (`DrawLandscapeThroughOutsideView` late loop) + `GameWindow` post-frame Scene pass | The MDI dispatcher draws translucency inside each Draw call; a faithful FlushAlphaList port needs a global deferred alpha list across all landscape draws — the split covers the user-visible cases (#131 portal swirl, #132 candle flame indoors + outdoors) | Translucent landscape content drawn early and screen-overlapped by content drawn later in the stage gets overpainted (no depth self-protection) — the portal-swirl/candle-flame class re-appears in the residual configurations | `D3DPolyRender::FlushAlphaList` (DrawCells pc:432722) | +| AP-35 | Point/spot lights use a single PER-PIXEL accumulation that ports `calc_point_light`'s `(1 − dist/falloff_eff)` LINEAR ramp (falloff_eff = Falloff × static_light_factor 1.3) + standard Lambert `N·L`; retail's path is PER-VERTEX Gouraud and additionally applies a half-Lambert wrap (`0.5·dist + N·L_vec`, lights surfaces down to `N·L ≥ −0.5`) and an x87-obscured normalization factor, neither ported | `src/AcDream.App/Rendering/Shaders/mesh_modern.frag:52` (+ `mesh.frag`; `LightInfoLoader.cs:81` folds 1.3 into Range) | The linear ramp is the user-visible fix (kills the hard-disc "spotlight" edge, #133 A7); the dropped wrap/normalization only re-shade the gradient slightly, and per-pixel vs per-vertex Gouraud chiefly differs on coarse geometry. Half-Lambert wrap + factor are an x87-decompile refinement (same artifact class as GetPowerBarLevel AP-24) | Surfaces facing slightly away from a torch (`−0.5 ≤ N·L < 0`) stay dark where retail's wrap lights them faintly; near-light gradient shading differs subtly from retail's per-vertex bake | `calc_point_light` 0x0059c8b0 (line 0x0059c9a2 ramp; 0x0059c925 wrap); static_light_factor 0x00820e24 | --- diff --git a/src/AcDream.App/Rendering/Shaders/mesh.frag b/src/AcDream.App/Rendering/Shaders/mesh.frag index 7765a46a..45fe4e7f 100644 --- a/src/AcDream.App/Rendering/Shaders/mesh.frag +++ b/src/AcDream.App/Rendering/Shaders/mesh.frag @@ -46,10 +46,12 @@ layout(std140, binding = 1) uniform SceneLighting { vec4 uCameraAndTime; }; -// Retail hard-cutoff lighting equation (r13 §10.2). No distance -// attenuation inside Range; hard edge at Range; spotlights use a -// binary cos-cone test. This is deliberate — the retail "bubble of -// light" look relies on crisp boundaries. +// Retail per-vertex point-light ramp (calc_point_light 0x0059c8b0): the +// contribution scales by (1 - dist/falloff_eff) — a LINEAR fade to exactly +// 0 at the edge, NOT a hard-cutoff bubble. (The prior "no attenuation inside +// Range / crisp boundaries" note was a misread; it is the literal cause of +// the #133 "spotlight" look. falloff_eff = Falloff * static_light_factor 1.3 +// is folded into Range by LightInfoLoader.) Spots add a binary cos-cone test. vec3 accumulateLights(vec3 N, vec3 worldPos) { vec3 lit = uCellAmbient.xyz; int activeLights = int(uCellAmbient.w); @@ -73,7 +75,9 @@ vec3 accumulateLights(vec3 N, vec3 worldPos) { if (d < range && range > 1e-3) { vec3 Ldir = toL / max(d, 1e-4); float ndl = max(0.0, dot(N, Ldir)); - float atten = 1.0; // retail: no attenuation inside Range + // calc_point_light (1 - dist/falloff_eff) linear ramp; Range already + // carries falloff_eff (Falloff * 1.3), so it fades to 0 at the cutoff. + float atten = clamp(1.0 - d / max(range, 1e-3), 0.0, 1.0); if (kind == 2) { // Spotlight: hard-edged cos-cone test. float cos_edge = cos(uLights[i].coneAngleEtc.x * 0.5); diff --git a/src/AcDream.App/Rendering/Shaders/mesh_modern.frag b/src/AcDream.App/Rendering/Shaders/mesh_modern.frag index bbcc9584..040e15b2 100644 --- a/src/AcDream.App/Rendering/Shaders/mesh_modern.frag +++ b/src/AcDream.App/Rendering/Shaders/mesh_modern.frag @@ -49,7 +49,15 @@ vec3 accumulateLights(vec3 N, vec3 worldPos) { if (d < range && range > 1e-3) { vec3 Ldir = toL / max(d, 1e-4); float ndl = max(0.0, dot(N, Ldir)); - float atten = 1.0; + // Retail per-vertex point-light ramp (calc_point_light 0x0059c8b0, + // line 0x0059c9a2): contribution scales by (1 - dist/falloff_eff), a + // LINEAR fade to exactly 0 at the edge. That is what makes a torch a + // smooth glow that blends into the ambient instead of a flat disc with + // a hard edge — the dungeon/house/outdoor "spotlight" look (#133 A7). + // falloff_eff = Falloff * static_light_factor (1.3, 0x00820e24) is folded + // into the shader Range (dirAndRange.w) by LightInfoLoader, so the ramp + // denominator is just Range and fades to 0 exactly at the cutoff. + float atten = clamp(1.0 - d / max(range, 1e-3), 0.0, 1.0); if (kind == 2) { float cos_edge = cos(uLights[i].coneAngleEtc.x * 0.5); float cos_l = dot(-Ldir, uLights[i].dirAndRange.xyz); diff --git a/src/AcDream.Core/Lighting/LightInfoLoader.cs b/src/AcDream.Core/Lighting/LightInfoLoader.cs index db9bf9bc..671da599 100644 --- a/src/AcDream.Core/Lighting/LightInfoLoader.cs +++ b/src/AcDream.Core/Lighting/LightInfoLoader.cs @@ -79,12 +79,15 @@ public static class LightInfoLoader (info.Color?.Green ?? 255) / 255f, (info.Color?.Blue ?? 255) / 255f), Intensity = info.Intensity, - // Retail PrimD3DRender::config_hardware_light (0x0059ad30) sets the - // hardware light Range = Falloff * rangeAdjust, where rangeAdjust is - // the fixed global 1.5 (0x00820cc4). Our prior Range = Falloff reached - // only 2/3 of retail's distance → tight torch bubbles (the dungeon - // "candles/spotlights" report, #133 A7). Match retail's reach. - Range = info.Falloff * 1.5f, + // falloff_eff for the per-vertex point-light burn-in (calc_point_light + // 0x0059c8b0) is Falloff * static_light_factor, where static_light_factor + // is the fixed global 1.3 (0x00820e24). That is the path that lights + // STATIC walls — what the dungeon/house "spotlight" report (#133 A7) is + // about — so we match it, not the D3D-dynamic config_hardware_light + // rangeAdjust (1.5, a different path for moving objects). The shader ramp + // (1 - dist/Range) fades to exactly 0 at this Range, eliminating the hard + // disc edge that read as a spotlight. + Range = info.Falloff * 1.3f, ConeAngle = info.ConeAngle, OwnerId = ownerId, IsLit = true, diff --git a/src/AcDream.Core/Lighting/LightManager.cs b/src/AcDream.Core/Lighting/LightManager.cs index 0f4a73c9..24769c6e 100644 --- a/src/AcDream.Core/Lighting/LightManager.cs +++ b/src/AcDream.Core/Lighting/LightManager.cs @@ -11,23 +11,25 @@ namespace AcDream.Core.Lighting; /// §12.2). /// /// -/// Active-light selection algorithm (r13 §12.2 "Tick" steps): +/// Active-light selection algorithm (r13 §12.2), as implemented by +/// : /// /// -/// Recompute DistSq from viewer to every registered -/// point/spot light. +/// Reserve slot 0 for the sun (directional, infinite range) when present. /// /// -/// Drop lights outside Range² * 1.1 (10% slack prevents -/// pop as we walk across the boundary). -/// -/// -/// Rank remaining lights by DistSq ascending. Pick top 7. -/// -/// -/// Reserve slot 0 for the sun (directional, infinite range). +/// For every registered lit point/spot light, recompute DistSq +/// from the viewer and keep the nearest (MaxActiveLights − sunSlot) +/// directly in the active window via an allocation-free insertion +/// partial-select (no per-frame list/sort). /// /// +/// There is deliberately NO viewer-range candidacy filter: each light's +/// own range cutoff is applied PER SURFACE in the shader +/// (mesh_modern.frag: d < range), so a torch the viewer +/// stands outside the range of must still light the wall it sits on. The +/// earlier Range² × 1.1 slack filter wrongly dropped exactly those +/// lights (the #133 "lighting off" report). /// /// /// diff --git a/tests/AcDream.Core.Tests/Lighting/LightingHookSinkTests.cs b/tests/AcDream.Core.Tests/Lighting/LightingHookSinkTests.cs index 0651b274..676155bf 100644 --- a/tests/AcDream.Core.Tests/Lighting/LightingHookSinkTests.cs +++ b/tests/AcDream.Core.Tests/Lighting/LightingHookSinkTests.cs @@ -93,7 +93,7 @@ public sealed class LightInfoLoaderTests var light = result[0]; Assert.Equal(LightKind.Point, light.Kind); Assert.Equal(77u, light.OwnerId); - Assert.Equal(12f, light.Range); // Falloff 8 × retail rangeAdjust 1.5 (config_hardware_light) + Assert.Equal(10.4f, light.Range, 3); // Falloff 8 × static_light_factor 1.3 (calc_point_light 0x00820e24) Assert.Equal(0.8f, light.Intensity); Assert.Equal(new Vector3(101, 202, 303), light.WorldPosition); Assert.InRange(light.ColorLinear.X, 0.99f, 1.01f); From 56860501b63172ff840026ea5752194c6bcccfeb Mon Sep 17 00:00:00 2001 From: Erik Date: Sat, 13 Jun 2026 22:32:56 +0200 Subject: [PATCH 024/223] fix(G.3): collapse streaming to the single dungeon landblock indoors (#133 FPS) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Dungeon FPS sat at ~30 (frame ~33ms) because the 25x25 streaming window around the dungeon landblock pulled in ~129 NEIGHBORING landblocks + their thousands of torch/particle emitters, all drawn though never visible. In AC all dungeons are packed adjacent in the unused "ocean" map grid, so those neighbors are unrelated dungeons. The FPS timeline proved it: 247 fps at login (lb 0/0, ~10K entities) → 17 → 30 as landblocks streamed in (lb 0→129) — the cost tracked LANDBLOCK count, not entities. Retail-faithful: ACE LandblockManager.GetAdjacentIDs returns ZERO adjacents for a dungeon (`if (landblock.IsDungeon) return adjacents;`, Landblock.cs:577-582) — every dungeon is a self-contained landblock you never see out of. Fix: when the player stands in a sealed indoor cell (CurrCell.IsEnv && !SeenOutside — the same predicate that kills the sun/sky), collapse streaming to just the player's dungeon landblock and unload the neighbors. Building interiors (cottage/inn) have SeenOutside cells, so they are NOT gated and keep their surrounding terrain (the frozen building/cellar demo is unaffected). Unloading the neighbors also tears down their lights (removeTerrain → UnregisterOwner), shrinking LightManager._all from ~2227 toward retail's ≤40 — which directly helps the A7 lighting bake landing next. Mechanics (StreamingController): - Edge IN: ClearPendingLoads() cancels the in-flight 25x25 window (new streamer ClearLoads control job — worker drops queued Loads, keeps Unloads), unload every resident neighbor, pin a radius-0 StreamingRegion, (re)load the dungeon block if needed. - Stay collapsed: sweep any straggler that finished loading after the edge (a Load the worker had already dequeued before ClearLoads). - Edge OUT (portal/teleport to outdoors): rebuild the full two-tier window at the new center, unload anything stale. AP-36 added to the divergence register (the gate uses the cheap SeenOutside cell predicate as an approximation of ACE's full landblock IsDungeon classification). GameWindow also carries a TEMP ACDREAM_LOG_FPS=1 headless FPS line (strip after the A7 FPS+lighting verification). Build green; 58 streaming tests green (6 new dungeon-gate tests). Co-Authored-By: Claude Opus 4.8 (1M context) --- .../retail-divergence-register.md | 3 +- src/AcDream.App/Rendering/GameWindow.cs | 22 ++- .../Streaming/LandblockStreamJob.cs | 10 ++ .../Streaming/LandblockStreamer.cs | 43 ++++++ .../Streaming/StreamingController.cs | 110 +++++++++++++- .../StreamingControllerDungeonGateTests.cs | 142 ++++++++++++++++++ 6 files changed, 324 insertions(+), 6 deletions(-) create mode 100644 tests/AcDream.Core.Tests/Streaming/StreamingControllerDungeonGateTests.cs diff --git a/docs/architecture/retail-divergence-register.md b/docs/architecture/retail-divergence-register.md index 90c82257..79d30650 100644 --- a/docs/architecture/retail-divergence-register.md +++ b/docs/architecture/retail-divergence-register.md @@ -92,7 +92,7 @@ accepted-divergence entries (#96, #49, #50). --- -## 3. Documented approximation (AP) — 35 rows +## 3. Documented approximation (AP) — 36 rows | # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle | |---|---|---|---|---|---| @@ -130,6 +130,7 @@ accepted-divergence entries (#96, #49, #50). | AP-32 | Cell shells DRAW +0.02 m above the dat EnvCell origin (`ShellDrawLiftZ`, z-fight vs coplanar terrain); retail draws at the origin verbatim. Split invariant: PHYSICS + visibility graph UNLIFTED (f35cb8b, **#119**-residual), every DRAW-space consumer of portal/cell geometry LIFTED (OutsideView color gate via `Build(drawLiftZ)`, seal/punch fans — **#130**) | `src/AcDream.App/Rendering/GameWindow.cs:5604` (const at `PortalVisibilityBuilder.ShellDrawLiftZ`) | Shell floors coplanar with terrain z-fight in our z-buffered frame; the 2 cm lift is the documented stand-in | A new draw-space consumer of portal/cell polygons that forgets the lift re-opens a 2 cm seam at horizontal aperture edges (the #130 top-edge strip, ~7 px at 2.4 m); a visibility consumer that picks up the LIFTED transform re-opens the #119-residual horizontal-portal side-cull | retail draws cell geometry at the dat EnvCell origin (no lift) | | AP-33 | Interior-root look-in cells (**#124** sub-pass) draw their statics + DYNAMICS + emitters WHOLE — no per-part/per-object viewcone check; retail viewconeCheck's each vs the installed view (the **#131** portal closure: a server object in a look-in cell drew nowhere — dynamics-last culls cells absent from the main cone, and post-seal it z-fails anyway) | `src/AcDream.App/Rendering/RetailPViewRenderer.cs` (`DrawBuildingLookIns`) | The main viewcone has no entries for look-in cells; over-include is the safe direction (z-correct, repainted outside apertures by the root's shells); look-in cell counts are small (~1-3 cells) | A few wasted draws on content outside the doorway region (repainted); no under-draw direction remains | `viewconeCheck` 0x0054c250; nested `DrawCells` objects pc:432878 | | AP-34 | Landscape-stage alpha deferral is a TWO-PHASE slice split (statics-early / dynamics+particles+weather-late around the **#124** look-ins) + outdoor-root attached scene emitters moved to the post-frame pass, not retail's single deferred alpha flush. Residual: building exteriors' / outside-stage dynamics' own translucent MESH batches still draw within their stage draw call (before later stage content) | `src/AcDream.App/Rendering/RetailPViewRenderer.cs` (`DrawLandscapeThroughOutsideView` late loop) + `GameWindow` post-frame Scene pass | The MDI dispatcher draws translucency inside each Draw call; a faithful FlushAlphaList port needs a global deferred alpha list across all landscape draws — the split covers the user-visible cases (#131 portal swirl, #132 candle flame indoors + outdoors) | Translucent landscape content drawn early and screen-overlapped by content drawn later in the stage gets overpainted (no depth self-protection) — the portal-swirl/candle-flame class re-appears in the residual configurations | `D3DPolyRender::FlushAlphaList` (DrawCells pc:432722) | +| AP-36 | Dungeon streaming gate triggers on the player's CURRENT cell being a sealed EnvCell (`CurrCell.IsEnv && !SeenOutside`), an approximation of ACE's full landblock `IsDungeon` (all-heights-zero + NumCells>0 + Buildings.Count==0). The retail BEHAVIOR (a dungeon loads no adjacent landblocks) is faithful — only the runtime TRIGGER is the cheap cell predicate instead of classifying the center landblock | `src/AcDream.App/Rendering/GameWindow.cs:6895` (predicate) + `src/AcDream.App/Streaming/StreamingController.cs` (collapse/expand) | The predicate is already computed for sun/sky gating (playerInsideCell) and exactly matches for sealed dungeons vs windowed building interiors (SeenOutside=true → not gated); no landblock re-classification needed | A dungeon cell that reports SeenOutside (an entrance cell open to the surface) briefly un-collapses and re-streams the window; a hypothetical windowless building back-room (IsEnv && !SeenOutside but HasBuildings) would wrongly collapse its outdoor neighbors | ACE `LandblockManager.GetAdjacentIDs` (dungeons→empty) Landblock.cs:577-582; `IsDungeon` Landblock.cs:1264-1277 | | AP-35 | Point/spot lights use a single PER-PIXEL accumulation that ports `calc_point_light`'s `(1 − dist/falloff_eff)` LINEAR ramp (falloff_eff = Falloff × static_light_factor 1.3) + standard Lambert `N·L`; retail's path is PER-VERTEX Gouraud and additionally applies a half-Lambert wrap (`0.5·dist + N·L_vec`, lights surfaces down to `N·L ≥ −0.5`) and an x87-obscured normalization factor, neither ported | `src/AcDream.App/Rendering/Shaders/mesh_modern.frag:52` (+ `mesh.frag`; `LightInfoLoader.cs:81` folds 1.3 into Range) | The linear ramp is the user-visible fix (kills the hard-disc "spotlight" edge, #133 A7); the dropped wrap/normalization only re-shade the gradient slightly, and per-pixel vs per-vertex Gouraud chiefly differs on coarse geometry. Half-Lambert wrap + factor are an x87-decompile refinement (same artifact class as GetPowerBarLevel AP-24) | Surfaces facing slightly away from a torch (`−0.5 ≤ N·L < 0`) stay dark where retail's wrap lights them faintly; near-light gradient shading differs subtly from retail's per-vertex bake | `calc_point_light` 0x0059c8b0 (line 0x0059c9a2 ramp; 0x0059c925 wrap); static_light_factor 0x00820e24 | --- diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index b3e5efa0..0e992fa2 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -1914,6 +1914,7 @@ public sealed class GameWindow : IDisposable state: _worldState, nearRadius: _nearRadius, farRadius: _farRadius, + clearPendingLoads: _streamer.ClearPendingLoads, removeTerrain: id => { // Phase G.2: release any LightSources attached to entities @@ -6882,7 +6883,20 @@ public sealed class GameWindow : IDisposable observerCy = _liveCenterY + (int)System.Math.Floor(camPos.Y / 192f); } - _streamingController.Tick(observerCx, observerCy); + // Dungeon gate (#133 FPS): when the player stands in a SEALED EnvCell + // (indoor cell that doesn't see outside — the same predicate that kills + // the sun/sky, playerInsideCell below), collapse streaming to the single + // dungeon landblock. AC dungeons have no adjacent landblocks; the 25×25 + // window otherwise pulls in ~129 unrelated ocean-grid dungeons. Building + // interiors (cottage/inn) have SeenOutside cells, so they are NOT gated + // and keep their surrounding terrain. + // Mirrors the playerInsideCell computation below (CurrCell → registry + // LoadedCell.SeenOutside): true only for a sealed indoor cell. + bool insideDungeon = + _physicsEngine.DataCache?.CellGraph.CurrCell is AcDream.Core.World.Cells.EnvCell pcEnv + && _cellVisibility.TryGetCell(pcEnv.Id, out var pcReg) + && pcReg is { SeenOutside: false }; + _streamingController.Tick(observerCx, observerCy, insideDungeon); // Re-inject persistent entities rescued from unloaded landblocks // into the current center landblock (the one the observer is in). @@ -8418,6 +8432,11 @@ public sealed class GameWindow : IDisposable } _lastFps = fps; _lastFrameMs = avgFrameTime; + // TEMP (A7 FPS measurement, strip after): headless FPS/frame-time so the + // launch log can be correlated against the [WB-DIAG] draw stats. + if (Environment.GetEnvironmentVariable("ACDREAM_LOG_FPS") == "1") + Console.WriteLine( + $"[FPS] {fps:F1} fps | {avgFrameTime:F2} ms | lb {visibleLandblocks}/{totalLandblocks} | ent {entityCount} anim {animatedCount}"); _perfAccum = 0; _perfFrameCount = 0; } @@ -10589,6 +10608,7 @@ public sealed class GameWindow : IDisposable state: _worldState, nearRadius: _nearRadius, farRadius: _farRadius, + clearPendingLoads: _streamer.ClearPendingLoads, removeTerrain: id => { if (_lightingSink is not null && diff --git a/src/AcDream.App/Streaming/LandblockStreamJob.cs b/src/AcDream.App/Streaming/LandblockStreamJob.cs index c5e36815..050c1265 100644 --- a/src/AcDream.App/Streaming/LandblockStreamJob.cs +++ b/src/AcDream.App/Streaming/LandblockStreamJob.cs @@ -14,6 +14,16 @@ public abstract record LandblockStreamJob(uint LandblockId) { public sealed record Load(uint LandblockId, LandblockStreamJobKind Kind) : LandblockStreamJob(LandblockId); public sealed record Unload(uint LandblockId) : LandblockStreamJob(LandblockId); + + /// + /// Control job: drop every queued (not-yet-started) Load from the worker's + /// priority queues, keeping Unloads. Posted by + /// when the player enters a + /// dungeon and the in-flight outdoor/neighbor window load must be cancelled + /// (#133 FPS — dungeons have no adjacent landblocks). LandblockId is 0 by + /// convention; readers pattern-match on the type. + /// + public sealed record ClearLoads() : LandblockStreamJob(0); } /// diff --git a/src/AcDream.App/Streaming/LandblockStreamer.cs b/src/AcDream.App/Streaming/LandblockStreamer.cs index 19b2a94b..ffaa6de7 100644 --- a/src/AcDream.App/Streaming/LandblockStreamer.cs +++ b/src/AcDream.App/Streaming/LandblockStreamer.cs @@ -141,6 +141,22 @@ public sealed class LandblockStreamer : IDisposable _inbox.Writer.TryWrite(new LandblockStreamJob.Unload(landblockId)); } + /// + /// Cancel every queued-but-not-started Load. Posts a + /// control job which the worker + /// honours at read time, dropping all pending Loads from both priority + /// queues (Unloads survive). Used on the dungeon-entry edge to abort the + /// in-flight 25×25 neighbor window so the ~129 ocean-grid dungeons never + /// finish loading (#133 FPS). Loads the worker has ALREADY dequeued still + /// complete; the StreamingController's collapsed-sweep unloads those few. + /// + public void ClearPendingLoads() + { + if (System.Threading.Volatile.Read(ref _disposed) != 0) + throw new ObjectDisposedException(nameof(LandblockStreamer)); + _inbox.Writer.TryWrite(new LandblockStreamJob.ClearLoads()); + } + /// /// Drain up to completed results. /// Non-blocking. Call from the render thread once per OnUpdate. @@ -180,7 +196,18 @@ public sealed class LandblockStreamer : IDisposable } while (_inbox.Reader.TryRead(out var job)) + { + if (job is LandblockStreamJob.ClearLoads) + { + // Dungeon-entry cancellation: drop every queued Load, + // keep Unloads. Handled at read time so it supersedes + // Loads sitting in the priority queues ahead of it. + DropLoadJobs(highPriority); + DropLoadJobs(lowPriority); + continue; + } EnqueuePrioritized(job, highPriority, lowPriority); + } if (highPriority.Count == 0 && lowPriority.Count == 0) continue; @@ -233,6 +260,22 @@ public sealed class LandblockStreamer : IDisposable lowPriority.Enqueue(job); } + /// + /// Drop every from a priority queue, + /// preserving Unloads (and any other control jobs). Rotates the queue once + /// in place. Used by the path. + /// + private static void DropLoadJobs(Queue queue) + { + int count = queue.Count; + for (int i = 0; i < count; i++) + { + var job = queue.Dequeue(); + if (job is not LandblockStreamJob.Load) + queue.Enqueue(job); + } + } + private static void RemoveLowPriorityJobsForLandblock( Queue queue, uint landblockId, diff --git a/src/AcDream.App/Streaming/StreamingController.cs b/src/AcDream.App/Streaming/StreamingController.cs index f0bc0955..dfae63ef 100644 --- a/src/AcDream.App/Streaming/StreamingController.cs +++ b/src/AcDream.App/Streaming/StreamingController.cs @@ -22,9 +22,16 @@ public sealed class StreamingController private readonly Func> _drainCompletions; private readonly Action _applyTerrain; private readonly Action? _removeTerrain; + private readonly Action? _clearPendingLoads; private readonly GpuWorldState _state; private StreamingRegion? _region; + // True while streaming is collapsed to the single dungeon landblock the + // player stands in (the dungeon gate, #133 FPS). AC dungeons have NO + // adjacent landblocks — neighbors are unrelated ocean-grid dungeons that + // are never visible, so we stop loading the 25×25 window entirely. + private bool _collapsed; + /// /// Near-tier radius (LBs from observer that load full detail: terrain + /// scenery + entities). Set at construction; readable thereafter. @@ -71,13 +78,15 @@ public sealed class StreamingController GpuWorldState state, int nearRadius, int farRadius, - Action? removeTerrain = null) + Action? removeTerrain = null, + Action? clearPendingLoads = null) { _enqueueLoad = enqueueLoad; _enqueueUnload = enqueueUnload; _drainCompletions = drainCompletions; _applyTerrain = applyTerrain; _removeTerrain = removeTerrain; + _clearPendingLoads = clearPendingLoads; _state = state; NearRadius = nearRadius; FarRadius = farRadius; @@ -97,7 +106,32 @@ public sealed class StreamingController /// → enqueue full unload /// /// - public void Tick(int observerCx, int observerCy) + public void Tick(int observerCx, int observerCy, bool insideDungeon = false) + { + uint centerId = StreamingRegion.EncodeLandblockId(observerCx, observerCy); + + if (insideDungeon) + { + if (!_collapsed) + EnterDungeonCollapse(observerCx, observerCy, centerId); + else + SweepCollapsed(centerId); + } + else + { + if (_collapsed) + ExitDungeonExpand(observerCx, observerCy); + else + NormalTick(observerCx, observerCy); + } + + DrainAndApply(); + } + + /// + /// Outdoor / building-interior streaming — the original two-tier model. + /// + private void NormalTick(int observerCx, int observerCy) { if (_region is null) { @@ -116,9 +150,77 @@ public sealed class StreamingController foreach (var id in diff.ToDemote) _state.RemoveEntitiesFromLandblock(id); foreach (var id in diff.ToUnload) _enqueueUnload(id); } + } - // Drain up to N completions per frame so a big diff doesn't spike - // GPU upload time. Remaining completions wait for the next frame. + /// + /// Dungeon-entry edge: cancel the in-flight window load, unload every + /// resident neighbor, and pin streaming to the player's single dungeon + /// landblock. Retail-faithful — AC dungeons have no adjacent landblocks + /// (ACE LandblockManager.GetAdjacentIDs returns empty for a dungeon); + /// the 25×25 window was pulling in ~129 unrelated ocean-grid dungeons and + /// their thousands of emitters (#133 FPS). Unloading them also tears down + /// their lights, shrinking the static-light set toward retail's ≤40. + /// + private void EnterDungeonCollapse(int cx, int cy, uint centerId) + { + _collapsed = true; + _clearPendingLoads?.Invoke(); + + foreach (var id in _state.LoadedLandblockIds) + if (id != centerId) _enqueueUnload(id); + + // Pin a radius-0 region so RecenterTo never re-expands while inside, + // and so the post-exit rebuild starts from a clean, consistent state. + _region = new StreamingRegion(cx, cy, 0, 0); + _region.MarkResidentFromBootstrap(); + + // The dungeon landblock itself must be (or become) loaded. If a prior + // ClearPendingLoads cancelled its queued load, re-enqueue it. + if (!_state.IsLoaded(centerId)) + _enqueueLoad(centerId, LandblockStreamJobKind.LoadNear); + } + + /// + /// While collapsed, unload any landblock that finished loading after the + /// collapse edge — a Load the worker had already dequeued before the + /// control job took + /// effect. At steady state only the dungeon landblock is resident, so this + /// is a no-op. + /// + private void SweepCollapsed(uint centerId) + { + foreach (var id in _state.LoadedLandblockIds) + if (id != centerId) _enqueueUnload(id); + } + + /// + /// Dungeon-exit edge (portal to outdoors / teleport): rebuild the full + /// two-tier window at the new center and unload anything resident from the + /// collapsed state that falls outside it. + /// + private void ExitDungeonExpand(int observerCx, int observerCy) + { + _collapsed = false; + var rebuilt = new StreamingRegion(observerCx, observerCy, NearRadius, FarRadius); + + foreach (var id in _state.LoadedLandblockIds) + if (!rebuilt.Resident.Contains(id)) _enqueueUnload(id); + + var boot = rebuilt.ComputeFirstTickDiff(); + foreach (var id in boot.ToLoadNear) + if (!_state.IsLoaded(id)) _enqueueLoad(id, LandblockStreamJobKind.LoadNear); + foreach (var id in boot.ToLoadFar) + if (!_state.IsLoaded(id)) _enqueueLoad(id, LandblockStreamJobKind.LoadFar); + rebuilt.MarkResidentFromBootstrap(); + _region = rebuilt; + } + + /// + /// Drain up to N completions per frame so a big diff doesn't spike GPU + /// upload time. Remaining completions wait for the next frame. + /// + private void DrainAndApply() + { var drained = _drainCompletions(MaxCompletionsPerFrame); foreach (var result in drained) { diff --git a/tests/AcDream.Core.Tests/Streaming/StreamingControllerDungeonGateTests.cs b/tests/AcDream.Core.Tests/Streaming/StreamingControllerDungeonGateTests.cs new file mode 100644 index 00000000..ab4a4d62 --- /dev/null +++ b/tests/AcDream.Core.Tests/Streaming/StreamingControllerDungeonGateTests.cs @@ -0,0 +1,142 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using AcDream.App.Streaming; +using AcDream.Core.World; +using Xunit; + +namespace AcDream.Core.Tests.Streaming; + +/// +/// The dungeon streaming gate (#133 FPS). AC dungeons have no adjacent +/// landblocks (ACE LandblockManager.GetAdjacentIDs returns empty for a +/// dungeon); they sit packed in the ocean grid, so the normal 25×25 window +/// pulls in ~129 unrelated neighbor dungeons + their emitters. When the player +/// is inside a sealed dungeon cell, Tick(insideDungeon: true) collapses +/// streaming to the single dungeon landblock and unloads the neighbors. +/// +public class StreamingControllerDungeonGateTests +{ + private static uint Encode(int x, int y) => ((uint)x << 24) | ((uint)y << 16) | 0xFFFFu; + + private static LoadedLandblock MakeLb(int x, int y) => new LoadedLandblock( + Encode(x, y), + Heightmap: null!, + Entities: Array.Empty()); + + private sealed record Harness( + StreamingController Ctrl, + List<(uint Id, LandblockStreamJobKind Kind)> Loads, + List Unloads, + Func ClearCalls, + GpuWorldState State); + + private static Harness Make() + { + var loads = new List<(uint, LandblockStreamJobKind)>(); + var unloads = new List(); + int clearCalls = 0; + var state = new GpuWorldState(); + var ctrl = new StreamingController( + enqueueLoad: (id, kind) => loads.Add((id, kind)), + enqueueUnload: unloads.Add, + drainCompletions: _ => Array.Empty(), + applyTerrain: (_, _) => { }, + state: state, + nearRadius: 4, + farRadius: 12, + clearPendingLoads: () => clearCalls++); + return new Harness(ctrl, loads, unloads, () => clearCalls, state); + } + + [Fact] + public void EntersDungeon_CancelsPending_UnloadsNeighbors_KeepsCenter() + { + var h = Make(); + uint center = Encode(0, 7); + h.State.AddLandblock(MakeLb(0, 7)); // the dungeon landblock + h.State.AddLandblock(MakeLb(0, 8)); // a neighbor ocean dungeon + h.State.AddLandblock(MakeLb(1, 7)); // another neighbor + + h.Ctrl.Tick(observerCx: 0, observerCy: 7, insideDungeon: true); + + Assert.Equal(1, h.ClearCalls()); // in-flight window load cancelled + Assert.Contains(Encode(0, 8), h.Unloads); // neighbor unloaded + Assert.Contains(Encode(1, 7), h.Unloads); // neighbor unloaded + Assert.DoesNotContain(center, h.Unloads); // dungeon landblock kept + Assert.DoesNotContain(h.Loads, l => l.Id == center); // already loaded → no reload + } + + [Fact] + public void EntersDungeon_CenterNotLoaded_EnqueuesCenterLoad() + { + var h = Make(); // empty state — the dungeon landblock isn't resident yet + + h.Ctrl.Tick(observerCx: 0, observerCy: 7, insideDungeon: true); + + Assert.Equal(1, h.ClearCalls()); + Assert.Contains(h.Loads, l => l.Id == Encode(0, 7) + && l.Kind == LandblockStreamJobKind.LoadNear); + } + + [Fact] + public void StayingCollapsed_SweepsStragglerThatFinishedAfterTheEdge() + { + var h = Make(); + h.State.AddLandblock(MakeLb(0, 7)); + h.Ctrl.Tick(0, 7, insideDungeon: true); // collapse edge + h.Unloads.Clear(); + + // A Load the worker had already dequeued before ClearLoads now completes. + h.State.AddLandblock(MakeLb(0, 8)); + h.Ctrl.Tick(0, 7, insideDungeon: true); // sweep + + Assert.Contains(Encode(0, 8), h.Unloads); + Assert.DoesNotContain(Encode(0, 7), h.Unloads); + } + + [Fact] + public void StayingCollapsed_DoesNotReClearOrReloadCenter() + { + var h = Make(); + h.State.AddLandblock(MakeLb(0, 7)); + h.Ctrl.Tick(0, 7, insideDungeon: true); // collapse (clear #1) + h.Loads.Clear(); + + h.Ctrl.Tick(0, 7, insideDungeon: true); // stay collapsed + + Assert.Equal(1, h.ClearCalls()); // clear only fired on the edge + Assert.Empty(h.Loads); // no spurious center reloads + } + + [Fact] + public void ExitsDungeon_RebuildsFullWindow_UnloadsStaleDungeonLandblock() + { + var h = Make(); + h.State.AddLandblock(MakeLb(0, 7)); + h.Ctrl.Tick(0, 7, insideDungeon: true); // collapse + h.Loads.Clear(); + h.Unloads.Clear(); + + // Exit through a portal to an outdoor location far from the dungeon block. + h.Ctrl.Tick(observerCx: 100, observerCy: 100, insideDungeon: false); + + Assert.Contains(h.Loads, l => l.Kind == LandblockStreamJobKind.LoadNear); + Assert.Contains(h.Loads, l => l.Kind == LandblockStreamJobKind.LoadFar); + Assert.Contains(Encode(0, 7), h.Unloads); // stale dungeon block, outside new window + } + + [Fact] + public void NormalOutdoorTick_Unchanged_NoCollapseNoClear() + { + var h = Make(); + + h.Ctrl.Tick(observerCx: 100, observerCy: 100); // default insideDungeon: false + + Assert.Equal(0, h.ClearCalls()); + Assert.Empty(h.Unloads); + // 9 near (9×9? no — nearRadius 4 → 9×9=81) + far ring loads enqueued. + Assert.Contains(h.Loads, l => l.Kind == LandblockStreamJobKind.LoadNear); + Assert.Contains(h.Loads, l => l.Kind == LandblockStreamJobKind.LoadFar); + } +} From d9e7dd65e9844c00964eda522a8caa0aa794ff82 Mon Sep 17 00:00:00 2001 From: Erik Date: Sat, 13 Jun 2026 22:43:18 +0200 Subject: [PATCH 025/223] =?UTF-8?q?fix(G.3):=20hysteresis=20on=20the=20dun?= =?UTF-8?q?geon=20streaming=20gate=20=E2=80=94=20stop=20collapse=E2=86=94e?= =?UTF-8?q?xpand=20thrash=20(#133)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit The first cut of the dungeon gate keyed expand on the per-frame insideDungeon signal (CurrCell is a sealed EnvCell). Live, CurrCell momentarily resolves to null mid-frame while the player stays put in the dungeon landblock, so the gate flipped collapse→expand→collapse every few frames. Each expand re-streamed the full 25×25 window; the unloads couldn't keep up (MaxCompletionsPerFrame=4), so registered lights leaked to 212k and FPS spiked to single digits between the ~199 fps collapsed frames. Fix: once collapsed, key the gate on the STABLE observer landblock, not CurrCell. Stay collapsed while the player remains in the dungeon landblock (_collapsedCenter); expand only when the observer actually moves to a different landblock (portal/ teleport out). CurrCell flicker no longer thrashes. Regression test added (Collapsed_CurrCellFlickersToNull_SameLandblock_DoesNotExpand). Build green; 60 streaming tests green. Co-Authored-By: Claude Opus 4.8 (1M context) --- .../Streaming/StreamingController.cs | 27 ++++++++++++++----- .../StreamingControllerDungeonGateTests.cs | 19 +++++++++++++ 2 files changed, 39 insertions(+), 7 deletions(-) diff --git a/src/AcDream.App/Streaming/StreamingController.cs b/src/AcDream.App/Streaming/StreamingController.cs index dfae63ef..2637e9e3 100644 --- a/src/AcDream.App/Streaming/StreamingController.cs +++ b/src/AcDream.App/Streaming/StreamingController.cs @@ -32,6 +32,14 @@ public sealed class StreamingController // are never visible, so we stop loading the 25×25 window entirely. private bool _collapsed; + // The dungeon landblock id we collapsed onto. Once collapsed we key the + // gate on this STABLE landblock, not the per-frame insideDungeon signal: + // CurrCell can momentarily resolve to null/outdoor mid-frame, and gating + // expand on that flicker thrashes collapse↔expand (reload storms + a light + // leak). We only expand when the observer actually moves to a different + // landblock (teleport/portal out). + private uint _collapsedCenter; + /// /// Near-tier radius (LBs from observer that load full detail: terrain + /// scenery + entities). Set at construction; readable thereafter. @@ -110,19 +118,23 @@ public sealed class StreamingController { uint centerId = StreamingRegion.EncodeLandblockId(observerCx, observerCy); - if (insideDungeon) + if (_collapsed) { - if (!_collapsed) - EnterDungeonCollapse(observerCx, observerCy, centerId); + // Hysteresis: stay collapsed while the player remains in the dungeon + // landblock, regardless of CurrCell flicker. Expand only on an actual + // landblock change (the player left through a portal / was teleported). + if (centerId != _collapsedCenter) + ExitDungeonExpand(observerCx, observerCy); else SweepCollapsed(centerId); } + else if (insideDungeon) + { + EnterDungeonCollapse(observerCx, observerCy, centerId); + } else { - if (_collapsed) - ExitDungeonExpand(observerCx, observerCy); - else - NormalTick(observerCx, observerCy); + NormalTick(observerCx, observerCy); } DrainAndApply(); @@ -164,6 +176,7 @@ public sealed class StreamingController private void EnterDungeonCollapse(int cx, int cy, uint centerId) { _collapsed = true; + _collapsedCenter = centerId; _clearPendingLoads?.Invoke(); foreach (var id in _state.LoadedLandblockIds) diff --git a/tests/AcDream.Core.Tests/Streaming/StreamingControllerDungeonGateTests.cs b/tests/AcDream.Core.Tests/Streaming/StreamingControllerDungeonGateTests.cs index ab4a4d62..78dfb57e 100644 --- a/tests/AcDream.Core.Tests/Streaming/StreamingControllerDungeonGateTests.cs +++ b/tests/AcDream.Core.Tests/Streaming/StreamingControllerDungeonGateTests.cs @@ -109,6 +109,25 @@ public class StreamingControllerDungeonGateTests Assert.Empty(h.Loads); // no spurious center reloads } + [Fact] + public void Collapsed_CurrCellFlickersToNull_SameLandblock_DoesNotExpand() + { + // Regression: the live run thrashed collapse↔expand because CurrCell + // momentarily resolved to null (insideDungeon=false) while the player + // stayed in the dungeon landblock — leaking lights via reload storms. + // The landblock-hysteresis must hold the collapse. + var h = Make(); + h.State.AddLandblock(MakeLb(0, 7)); + h.Ctrl.Tick(0, 7, insideDungeon: true); // collapse + h.Loads.Clear(); + h.Unloads.Clear(); + + h.Ctrl.Tick(0, 7, insideDungeon: false); // CurrCell flicker, same landblock + + Assert.Empty(h.Loads); // NO full-window reload + Assert.Empty(h.Unloads); // only the center is resident → nothing to sweep + } + [Fact] public void ExitsDungeon_RebuildsFullWindow_UnloadsStaleDungeonLandblock() { From 2561918a70a16b1661d10ce66ce7e89dca108c5f Mon Sep 17 00:00:00 2001 From: Erik Date: Sat, 13 Jun 2026 22:51:50 +0200 Subject: [PATCH 026/223] fix(G.3): pin dungeon collapse to the cell's landblock, not the position-derived one (#133) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit "The dungeon is broken" — the collapse was unloading the REAL dungeon. A dungeon's EnvCells sit at arbitrary "ocean" world coords with negative cell-local Y (snap showed pos=(58.9,-69.6) in cell 0x00070133), so the observer landblock _liveCenterY + floor(pp.Y/192) = 7 + floor(-69.6/192) = 7 + (-1) = 6 lands one row off. The collapse pinned to 0x0006 and unloaded 0x0007 — the real dungeon — which nulled CurrCell (the cell no longer existed) and left the player floating in outdoor-lit empty space (lb 1/1 @ ~1585 fps, but the wrong landblock). This is the Bug-A negative-local-coordinate class. Fix: when inside a dungeon, pin the collapse to the cell's OWN landblock (CurrCell.Id >> 16), never the position-derived observer landblock — the cell id is the authoritative landblock for ocean-placed dungeon geometry. Also hardened the hysteresis so a transient CurrCell flicker can't thrash: - Re-collapse when insideDungeon at a DIFFERENT landblock (multi-landblock dungeon). - Expand only on a DISTANT move (Chebyshev > 1) — a real exit teleports far from the ocean-grid block; the off-by-one flicker is always an ADJACENT (±1) landblock, so it now HOLDS the collapse instead of expanding. - SweepCollapsed always preserves _collapsedCenter (the true dungeon landblock), never the per-frame observer landblock. Build green; 59 streaming tests green (flicker regression test updated to the realistic adjacent off-by-one). Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/Rendering/GameWindow.cs | 19 +++++++++-- .../Streaming/StreamingController.cs | 33 +++++++++++++++---- .../StreamingControllerDungeonGateTests.cs | 18 +++++----- 3 files changed, 52 insertions(+), 18 deletions(-) diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index 0e992fa2..71a6f558 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -6892,10 +6892,23 @@ public sealed class GameWindow : IDisposable // and keep their surrounding terrain. // Mirrors the playerInsideCell computation below (CurrCell → registry // LoadedCell.SeenOutside): true only for a sealed indoor cell. - bool insideDungeon = - _physicsEngine.DataCache?.CellGraph.CurrCell is AcDream.Core.World.Cells.EnvCell pcEnv + bool insideDungeon = false; + if (_physicsEngine.DataCache?.CellGraph.CurrCell is AcDream.Core.World.Cells.EnvCell pcEnv && _cellVisibility.TryGetCell(pcEnv.Id, out var pcReg) - && pcReg is { SeenOutside: false }; + && pcReg is { SeenOutside: false }) + { + insideDungeon = true; + // Pin the collapse to the cell's OWN landblock (cell id high 16 bits), + // NOT the position-derived observer landblock. A dungeon's EnvCells sit + // at arbitrary world coords (the "ocean" placement) with negative local + // offsets, so floor(pp.Y/192) lands one landblock off — which collapses + // onto the WRONG landblock and unloads the real dungeon, nulling CurrCell + // and breaking the render (the Bug-A coordinate class). The cell id is the + // authoritative landblock. + uint cellLb = pcEnv.Id >> 16; + observerCx = (int)((cellLb >> 8) & 0xFFu); + observerCy = (int)(cellLb & 0xFFu); + } _streamingController.Tick(observerCx, observerCy, insideDungeon); // Re-inject persistent entities rescued from unloaded landblocks diff --git a/src/AcDream.App/Streaming/StreamingController.cs b/src/AcDream.App/Streaming/StreamingController.cs index 2637e9e3..9a357cbb 100644 --- a/src/AcDream.App/Streaming/StreamingController.cs +++ b/src/AcDream.App/Streaming/StreamingController.cs @@ -120,13 +120,22 @@ public sealed class StreamingController if (_collapsed) { - // Hysteresis: stay collapsed while the player remains in the dungeon - // landblock, regardless of CurrCell flicker. Expand only on an actual - // landblock change (the player left through a portal / was teleported). - if (centerId != _collapsedCenter) + // Hysteresis. Cases: + // - Still in the SAME dungeon landblock → hold (sweep stragglers). + // - In a DIFFERENT dungeon cell (multi-landblock dungeon / new dungeon) + // → re-collapse onto it. + // - CurrCell flickered null but the player hasn't gone anywhere: the + // observer landblock reverts to the position-derived value, which for a + // dungeon is only ever the ADJACENT off-by-one landblock (negative cell- + // local Y). Hold — never expand on an adjacent flicker. + // - Genuinely left to a DISTANT landblock (portal/teleport out, always far + // from the ocean-grid dungeon block) → expand. + if (insideDungeon && centerId != _collapsedCenter) + EnterDungeonCollapse(observerCx, observerCy, centerId); + else if (!insideDungeon && ChebyshevLandblocks(centerId, _collapsedCenter) > 1) ExitDungeonExpand(observerCx, observerCy); else - SweepCollapsed(centerId); + SweepCollapsed(); } else if (insideDungeon) { @@ -200,10 +209,20 @@ public sealed class StreamingController /// effect. At steady state only the dungeon landblock is resident, so this /// is a no-op. /// - private void SweepCollapsed(uint centerId) + private void SweepCollapsed() { + // Always preserve the true dungeon landblock (_collapsedCenter), never the + // per-frame observer landblock — a CurrCell flicker must not unload the dungeon. foreach (var id in _state.LoadedLandblockIds) - if (id != centerId) _enqueueUnload(id); + if (id != _collapsedCenter) _enqueueUnload(id); + } + + /// Chebyshev distance in landblock cells between two landblock ids. + private static int ChebyshevLandblocks(uint a, uint b) + { + int ax = (int)((a >> 24) & 0xFFu), ay = (int)((a >> 16) & 0xFFu); + int bx = (int)((b >> 24) & 0xFFu), by = (int)((b >> 16) & 0xFFu); + return Math.Max(Math.Abs(ax - bx), Math.Abs(ay - by)); } /// diff --git a/tests/AcDream.Core.Tests/Streaming/StreamingControllerDungeonGateTests.cs b/tests/AcDream.Core.Tests/Streaming/StreamingControllerDungeonGateTests.cs index 78dfb57e..fd99fe30 100644 --- a/tests/AcDream.Core.Tests/Streaming/StreamingControllerDungeonGateTests.cs +++ b/tests/AcDream.Core.Tests/Streaming/StreamingControllerDungeonGateTests.cs @@ -110,22 +110,24 @@ public class StreamingControllerDungeonGateTests } [Fact] - public void Collapsed_CurrCellFlickersToNull_SameLandblock_DoesNotExpand() + public void Collapsed_CurrCellFlickersToAdjacentOffByOne_DoesNotExpand() { - // Regression: the live run thrashed collapse↔expand because CurrCell - // momentarily resolved to null (insideDungeon=false) while the player - // stayed in the dungeon landblock — leaking lights via reload storms. - // The landblock-hysteresis must hold the collapse. + // Regression: the live run broke because a dungeon cell's negative local-Y + // makes the position-derived observer landblock land one row off (0,7→0,6). + // When CurrCell flickers null mid-frame, GameWindow stops overriding to the + // cell landblock and passes that adjacent (0,6). The Chebyshev>1 guard must + // treat that as a flicker and HOLD — never expand (which would unload the + // real dungeon and re-stream the 25×25 neighbor window). var h = Make(); h.State.AddLandblock(MakeLb(0, 7)); - h.Ctrl.Tick(0, 7, insideDungeon: true); // collapse + h.Ctrl.Tick(0, 7, insideDungeon: true); // collapse onto the dungeon (0,7) h.Loads.Clear(); h.Unloads.Clear(); - h.Ctrl.Tick(0, 7, insideDungeon: false); // CurrCell flicker, same landblock + h.Ctrl.Tick(0, 6, insideDungeon: false); // flicker → adjacent off-by-one Assert.Empty(h.Loads); // NO full-window reload - Assert.Empty(h.Unloads); // only the center is resident → nothing to sweep + Assert.Empty(h.Unloads); // dungeon (0,7) preserved; nothing else resident } [Fact] From 53e22a350dc67744d952ab65364ea7c8472418c5 Mon Sep 17 00:00:00 2001 From: Erik Date: Sun, 14 Jun 2026 09:52:01 +0200 Subject: [PATCH 027/223] fix(G.3): relocate the player entity to its CELL landblock indoors, not position-derived (#133) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit After the dungeon-collapse fix the local player avatar stopped rendering: the per-frame RelocateEntity moved the player entity to its position-derived landblock floor(pp/192), which for a dungeon's negative-local-Y cell is the off-by-one (0,6) — the very landblock the collapse unloads. So the player entity sat in an unloaded landblock and was never drawn (the dungeon itself, in 0x0007, rendered fine). Fix: when the player is in an indoor cell (CellId low word >= 0x0100), relocate to the cell's OWN landblock (CellId >> 16), matching the streaming-collapse pin. The cell id is authoritative for ocean-placed dungeon geometry. Outdoor entities keep the position-derived path. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/Rendering/GameWindow.cs | 22 ++++++++++++++++++---- 1 file changed, 18 insertions(+), 4 deletions(-) diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index 71a6f558..a2531674 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -7073,10 +7073,24 @@ public sealed class GameWindow : IDisposable // so it doesn't get frustum-culled when the player walks away from // the spawn landblock. Without this, the entity stays in the spawn // landblock's entity list and disappears when that landblock is culled. - var pp = _playerController.Position; - int plx = _liveCenterX + (int)System.Math.Floor(pp.X / 192f); - int ply = _liveCenterY + (int)System.Math.Floor(pp.Y / 192f); - uint currentLb = (uint)((plx << 24) | (ply << 16) | 0xFFFF); + uint currentLb; + if (result.CellId != 0 && (result.CellId & 0xFFFFu) >= 0x0100u) + { + // Indoor cell (dungeon/building EnvCell): the entity's landblock is + // the CELL's landblock. Dungeon EnvCells sit at arbitrary "ocean" + // world coords with negative local-Y, so floor(pp.Y/192) lands one + // landblock off (the Bug-A class) — relocating the player into the + // landblock the dungeon collapse unloaded, making the avatar + // invisible. The cell id is authoritative. + currentLb = (result.CellId & 0xFFFF0000u) | 0xFFFFu; + } + else + { + var pp = _playerController.Position; + int plx = _liveCenterX + (int)System.Math.Floor(pp.X / 192f); + int ply = _liveCenterY + (int)System.Math.Floor(pp.Y / 192f); + currentLb = (uint)((plx << 24) | (ply << 16) | 0xFFFF); + } _worldState.RelocateEntity(pe, currentLb); } From 7d8da99f79493c45cbc80fc710a8a76434d535bb Mon Sep 17 00:00:00 2001 From: Erik Date: Sun, 14 Jun 2026 10:06:17 +0200 Subject: [PATCH 028/223] fix(G.3): collapse dungeon streaming at the snap, not after landblock finalize (#133) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit The dungeon-streaming gate read SeenOutside from the render registry (_cellVisibility.TryGetCell), which only succeeds AFTER the landblock FINALIZES — ~tens of seconds for a 205-cell dungeon. So the collapse fired late and the full 25x25 neighbor window churned in first ("~30s to stabilize at high FPS"). EnvCell extends ObjCell, which already carries SeenOutside (set from the EnvCell dat flags at construction), so CurrCell.SeenOutside is available the moment the player is placed (the snap). Read it directly instead of the registry. Collapse now engages ~3s in (snap) instead of ~30s (finalize); residual is the ~24 neighbors the bootstrap loads before the snap, which then unload. Also simplifies the predicate. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/Rendering/GameWindow.cs | 12 ++++++++---- 1 file changed, 8 insertions(+), 4 deletions(-) diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index a2531674..a42ba321 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -6890,12 +6890,16 @@ public sealed class GameWindow : IDisposable // window otherwise pulls in ~129 unrelated ocean-grid dungeons. Building // interiors (cottage/inn) have SeenOutside cells, so they are NOT gated // and keep their surrounding terrain. - // Mirrors the playerInsideCell computation below (CurrCell → registry - // LoadedCell.SeenOutside): true only for a sealed indoor cell. + // True only for a sealed indoor cell. Read the physics CurrCell's own + // SeenOutside (ObjCell.SeenOutside, set from the EnvCell dat flags) rather + // than the render registry: the registry lookup only succeeds AFTER the + // landblock FINALIZES (~tens of seconds for a 205-cell dungeon), which + // delayed the collapse and let the full 25×25 neighbor window churn in + // first (the "~30s to stabilize" report). CurrCell.SeenOutside is set the + // moment the player is placed, so the collapse now engages at the snap. bool insideDungeon = false; if (_physicsEngine.DataCache?.CellGraph.CurrCell is AcDream.Core.World.Cells.EnvCell pcEnv - && _cellVisibility.TryGetCell(pcEnv.Id, out var pcReg) - && pcReg is { SeenOutside: false }) + && !pcEnv.SeenOutside) { insideDungeon = true; // Pin the collapse to the cell's OWN landblock (cell id high 16 bits), From d90c5385d232a79d24a59a0773d4f7f0113c81e1 Mon Sep 17 00:00:00 2001 From: Erik Date: Sun, 14 Jun 2026 13:49:02 +0200 Subject: [PATCH 029/223] fix(G.3): register portals-only connector cells for visibility (#133 ramp grey) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit The grey "barrier" at a dungeon ramp was a one-cell registration gap. The ramp's connector cell (0x0007014D) is a portals-only pass-through — CellMesh.Build yields 0 drawable sub-meshes for it (you walk through it on adjacent floors). But the whole registration block — including the portal-VISIBILITY registration (BuildLoadedCell -> _cellVisibility) — was gated behind `if (cellSubMeshes.Count > 0)`. So that cell was never added to the visibility graph; the flood lookup-missed it (PortalVisibilityBuilder :369), couldn't traverse it to the room below, and the grey clear color showed through. Confirmed live via two added probes: [cellreg] registered=204/205 (only 0x014D missing) + [pv-trace] p4->0x0007014D skip=lookup-miss. After the fix: registered=205, hasRamp=True, skip=lookup-miss gone, the room below renders. Fix: compute the cell transforms and call BuildLoadedCell (visibility) for EVERY cell with a valid cellStruct, regardless of drawable sub-meshes — matching retail, which keeps the whole landblock cell array resident before the flood runs. Drawing (RegisterCell, _pendingCellMeshes) and the physics BSP (CacheCellStruct) stay gated on drawable geometry (a portals-only connector has nothing to draw and no collision surface). Not a regression from the FPS-collapse work — a pre-existing gate the now-navigable dungeon exposed (every ramp/stair/cellar mouth would show it). TEMP diagnostics retained for the residual angle-grey investigation (strip after): [cellreg] (GameWindow), the 0x0007 [pv-trace] gate widen + raw-NDC bbox (PortalVisibility- Builder). Three earlier render-math theories (portal_side, on-screen clip, near-eye projection) were each refuted by apparatus/probe before shipping — this is the verified one. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/Rendering/GameWindow.cs | 85 ++++++++++++------- .../Rendering/PortalVisibilityBuilder.cs | 25 +++++- 2 files changed, 77 insertions(+), 33 deletions(-) diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index a42ba321..5a6e2868 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -61,6 +61,7 @@ public sealed class GameWindow : IDisposable // though the title-bar FPS is only updated every 0.5s. private double _lastFps = 60.0; private double _lastFrameMs = 16.7; + private string _lastCellRegSig = ""; // TEMP #133 ramp-flood-collapse [cellreg] dedup // Phase I.2: per-frame counters surfaced through the ImGui DebugPanel // VM closures. Computed once per render pass alongside the frustum @@ -5664,26 +5665,42 @@ public sealed class GameWindow : IDisposable // Static objects inside the cell continue to flow through the dispatcher // as WorldEntity records below — they have real GfxObj MeshRefs that work // fine; EnvCellRenderer.RegisterCell receives an empty staticObjects list. + // Transforms — needed by the portal-visibility cell (unlifted) AND the + // render/physics path. Computed for EVERY cell with a valid cellStruct, + // not just drawable ones. Keep the small render lift out of physics; retail + // BSP contact planes use the EnvCell origin verbatim. The lift constant is + // shared with every draw-space consumer of portal polygons (OutsideView + // gate, seal/punch fans) — PortalVisibilityBuilder.ShellDrawLiftZ (#130). + var physicsCellOrigin = envCell.Position.Origin + lbOffset; + var cellOrigin = physicsCellOrigin + new System.Numerics.Vector3( + 0f, 0f, AcDream.App.Rendering.PortalVisibilityBuilder.ShellDrawLiftZ); + var cellTransform = + System.Numerics.Matrix4x4.CreateFromQuaternion(envCell.Position.Orientation) * + System.Numerics.Matrix4x4.CreateTranslation(cellOrigin); + var physicsCellTransform = + System.Numerics.Matrix4x4.CreateFromQuaternion(envCell.Position.Orientation) * + System.Numerics.Matrix4x4.CreateTranslation(physicsCellOrigin); + + // PORTAL VISIBILITY: register EVERY cell with a valid cellStruct, regardless + // of whether CellMesh.Build produced drawable sub-meshes. A portals-only + // pass-through connector (a ramp / stair / cellar mouth) yields 0 render + // sub-meshes but MUST be in the visibility graph so the flood can traverse it + // to the cells beyond — otherwise the flood lookup-misses the unregistered + // neighbour and the grey clear shows through the opening (#133: ramp + // neighbour 0x0007014D had 0 sub-meshes → unregistered → vis=1 grey barrier + // at the ramp; confirmed via [cellreg] registered=204/205 + [pv-trace] + // skip=lookup-miss). Retail keeps the whole landblock cell array resident + // before the flood runs; BuildLoadedCell reads the cellStruct portals, NOT + // the render sub-meshes. The +0.02 m render lift is a DRAW concern only and + // is intentionally NOT fed into the visibility transform (#119-residual: the + // lift shifted horizontal portal planes 2 cm, side-culling deck/stair cells). + BuildLoadedCell(envCellId, envCell, cellStruct, physicsCellOrigin, physicsCellTransform); + var cellSubMeshes = AcDream.Core.Meshing.CellMesh.Build(envCell, cellStruct, _dats); if (cellSubMeshes.Count > 0) { _pendingCellMeshes[envCellId] = cellSubMeshes; - // Keep the small render lift out of physics; retail BSP - // contact planes use the EnvCell origin verbatim. The lift - // constant is shared with every draw-space consumer of - // portal polygons (OutsideView gate, seal/punch fans) — - // see PortalVisibilityBuilder.ShellDrawLiftZ (#130). - var physicsCellOrigin = envCell.Position.Origin + lbOffset; - var cellOrigin = physicsCellOrigin + new System.Numerics.Vector3( - 0f, 0f, AcDream.App.Rendering.PortalVisibilityBuilder.ShellDrawLiftZ); - var cellTransform = - System.Numerics.Matrix4x4.CreateFromQuaternion(envCell.Position.Orientation) * - System.Numerics.Matrix4x4.CreateTranslation(cellOrigin); - var physicsCellTransform = - System.Numerics.Matrix4x4.CreateFromQuaternion(envCell.Position.Orientation) * - System.Numerics.Matrix4x4.CreateTranslation(physicsCellOrigin); - // Phase A8: register the cell with EnvCellRenderer for rendering. // staticObjects is empty — cell stabs continue as separate WorldEntity // records via the dispatcher (see lines below for the unchanged stab path). @@ -5697,23 +5714,8 @@ public sealed class GameWindow : IDisposable cellRotation: envCell.Position.Orientation, staticObjects: System.Array.Empty<(uint, System.Numerics.Vector3, System.Numerics.Quaternion, bool, System.Numerics.Matrix4x4)>()); - // Step 4: build LoadedCell for portal visibility — with the - // PHYSICS (unlifted) transform. The +0.02 m render lift above - // is a DRAW concern (shell z-fighting vs terrain); feeding it - // into the visibility graph shifted every HORIZONTAL portal - // plane 2 cm up, putting an eye standing on a deck/landing - // 10–20 mm BELOW the lifted plane — outside the side test's - // ±10 mm in-plane window — so the cell behind the portal was - // side-culled: the tower-top staircase vanish + roof flap - // (#119-residual; captured live at eye z=126.803 vs the - // 010A→0107 plane at 126.80, reproduced ONLY with the lift in - // TowerAscentReplayTests.CapturedTopOfStairs_*). Vertical - // doorways were immune (the lift slides their planes along - // themselves), which is why this hit exactly stairs, decks, - // and cellar mouths. - BuildLoadedCell(envCellId, envCell, cellStruct, physicsCellOrigin, physicsCellTransform); - - // Cache CellStruct physics BSP for indoor collision (UNCHANGED). + // Cache CellStruct physics BSP for indoor collision (UNCHANGED — gated + // on drawable cells; a portals-only connector has no collision surface). _physicsDataCache.CacheCellStruct(envCellId, envCell, cellStruct, physicsCellTransform); } } @@ -7689,6 +7691,25 @@ public sealed class GameWindow : IDisposable playerCellId: playerRoot?.CellId ?? 0u, lights: Lighting); + // TEMP (#133 ramp-flood-collapse): cell-registration completeness for the + // player's dungeon landblock. If the ramp neighbour (0x....014D in 0x0007) + // is absent from _cellVisibility, the portal flood can't admit it (lookup-miss + // at PortalVisibilityBuilder.cs:369) and the grey clear shows through. Logs only + // when the count or ramp-presence changes (dedup) — pairs with [pv-trace] skip=. + if (AcDream.Core.Rendering.RenderingDiagnostics.ProbeFlapEnabled && playerRoot is not null) + { + uint plb = playerRoot.CellId >> 16; + int reg = _cellVisibility.GetCellsForLandblock(plb).Count; + uint rampId = (plb << 16) | 0x014Du; + bool hasRamp = _cellVisibility.TryGetCell(rampId, out _); + string sig = plb.ToString("X4") + ":" + reg + ":" + hasRamp; + if (sig != _lastCellRegSig) + { + _lastCellRegSig = sig; + Console.WriteLine($"[cellreg] lb=0x{plb:X4} registered={reg} hasRamp0x{rampId:X8}={hasRamp} playerCell=0x{playerRoot.CellId:X8}"); + } + } + // Never cull the landblock the player is currently on. uint? playerLb = null; if (_playerMode && _playerController is not null) diff --git a/src/AcDream.App/Rendering/PortalVisibilityBuilder.cs b/src/AcDream.App/Rendering/PortalVisibilityBuilder.cs index 38f263b8..d31ea93d 100644 --- a/src/AcDream.App/Rendering/PortalVisibilityBuilder.cs +++ b/src/AcDream.App/Rendering/PortalVisibilityBuilder.cs @@ -759,7 +759,13 @@ public static class PortalVisibilityBuilder private static bool IsHoltburgIndoorProbeCell(uint cellId) { - if ((cellId & 0xFFFF0000u) != 0xA9B40000u) + uint lb = cellId & 0xFFFF0000u; + // TEMP (#133 ramp-flood-collapse diagnosis): widen the [pv-trace] gate to the + // 0x0007 Town Network dungeon so the per-portal skip= reason (lookup-miss / + // clip-empty / reciprocal-empty / side) is emitted for the ramp neighbour. + if (lb == 0x00070000u) + return true; + if (lb != 0xA9B40000u) return false; uint low = cellId & 0xFFFFu; return low >= 0x016F && low <= 0x0175; @@ -821,6 +827,7 @@ public static class PortalVisibilityBuilder // genuinely off-screen; the ndc coords (post-clip, bounded) show where on screen it lands. int projN = -1, clipN = -1; string ndcText = ""; + string rawText = ""; if (i < cameraCell.PortalPolygons.Count) { var poly = cameraCell.PortalPolygons[i]; @@ -830,6 +837,21 @@ public static class PortalVisibilityBuilder projN = clip.Length; if (clip.Length >= 3) { + // Raw projected-NDC bbox (pre-screen-clip): WHERE the portal lands on screen, + // even when ClipToRegion drops it to empty. A clip=0 portal whose raw bbox is + // inside [-1,1] is on-screen-but-wrongly-dropped (the bug); a bbox outside + // [-1,1] is genuinely off-screen (correct). Distinguishes the two. + float rminX = float.MaxValue, rminY = float.MaxValue, rmaxX = -float.MaxValue, rmaxY = -float.MaxValue; + foreach (var cv in clip) + { + if (cv.W <= 1e-6f) continue; + float nx = cv.X / cv.W, ny = cv.Y / cv.W; + rminX = MathF.Min(rminX, nx); rmaxX = MathF.Max(rmaxX, nx); + rminY = MathF.Min(rminY, ny); rmaxY = MathF.Max(rmaxY, ny); + } + if (rminX <= rmaxX) + rawText = FormattableString.Invariant($" raw=[{rminX:F1},{rminY:F1}..{rmaxX:F1},{rmaxY:F1}]"); + var ndc = PortalProjection.ClipToRegion(clip, FullScreenQuad); clipN = ndc.Length; var ns = new System.Text.StringBuilder(48); @@ -842,6 +864,7 @@ public static class PortalVisibilityBuilder sb.Append(" D=").Append(float.IsNaN(d) ? "na" : d.ToString("F2")); sb.Append(side ? " TRV" : " CULL"); sb.Append(" proj=").Append(projN).Append(" clip=").Append(clipN); + if (rawText.Length > 0) sb.Append(rawText); if (ndcText.Length > 0) sb.Append(" ndc=").Append(ndcText); } sb.Append(" || outPolys=").Append(frame.OutsideView.Polygons.Count); From de9229eed5b5e3d636d44155d06588838c161ca9 Mon Sep 17 00:00:00 2001 From: Erik Date: Sun, 14 Jun 2026 14:00:14 +0200 Subject: [PATCH 030/223] =?UTF-8?q?docs(D.2b):=20design=20spec=20=E2=80=94?= =?UTF-8?q?=20retail=20panel=20frame=20+=20live=20Vitals=20(Approach=20C)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Brainstormed design for the D.2b retail-look UI backend: our own KSML-style markup + controls.ini stylesheet + retained-mode toolkit on Silk.NET (no embedded browser, zero external deps — Approach C, chosen over Ultralight/CEF and RmlUi for memory/dep-weight/faithfulness). Spec 1 scope: an 8-piece dat-sprite window frame + live Vitals bars bound to the existing VitalsVM, gated behind ACDREAM_RETAIL_UI=1, rendered via a reused TextRenderer batch. Render-only (input/hit-test, AcFont glyphs, anchor solver, LayoutDesc importer all deferred). Grounded by a read-only research workflow (7 readers + gap-critic). The critic corrected several stale memory/plan-doc facts now baked into the spec's do-not-trust list: VitalsVM is a sealed class (not the old record); chrome sprite IDs are unverified (Step-0 dat prove-out resolves them empirically); controls.ini exists and #FFDBD6A8 is editbox text not a bg; DatCollection reads are thread-safe; KSML is rich-text not the layout language (we mirror ElementDesc). Phase D.2b / Milestone M5 (parallelizable with M3/M4 — opened as a parallel track while M1.5 stays the active critical-path milestone). Retires divergence row TS-30 + adds one IA row when the chrome ships. Also gitignores the /.superpowers/ visual-companion scratch dir. Co-Authored-By: Claude Opus 4.8 (1M context) --- .gitignore | 2 + ...026-06-14-d2b-retail-panel-frame-design.md | 349 ++++++++++++++++++ 2 files changed, 351 insertions(+) create mode 100644 docs/superpowers/specs/2026-06-14-d2b-retail-panel-frame-design.md diff --git a/.gitignore b/.gitignore index 357fded9..ca2f9cf2 100644 --- a/.gitignore +++ b/.gitignore @@ -26,6 +26,8 @@ references/* # Claude Code session state .claude/ +# Superpowers brainstorm visual-companion scratch (mockups regenerate; not source) +/.superpowers/ launch.log launch-*.log launch.utf8.log diff --git a/docs/superpowers/specs/2026-06-14-d2b-retail-panel-frame-design.md b/docs/superpowers/specs/2026-06-14-d2b-retail-panel-frame-design.md new file mode 100644 index 00000000..4884b0ff --- /dev/null +++ b/docs/superpowers/specs/2026-06-14-d2b-retail-panel-frame-design.md @@ -0,0 +1,349 @@ +# D.2b — Retail panel frame + live Vitals (Approach C: KSML-style engine) — Design + +**Date:** 2026-06-14 +**Status:** Design approved (brainstorm), pending spec review → implementation plan +**Phase:** D.2b — Custom retail-look UI backend ([roadmap:427](../../../docs/plans/2026-04-11-roadmap.md)) +**Milestone:** M5 "Looks like retail" — **explicitly PARALLELIZABLE with M3/M4** ([milestones:378](../../../docs/plans/2026-05-12-milestones.md)). Opened as a parallel track while M1.5 is the active critical-path milestone; the M5 parallelizable flag is the milestone-discipline carve-out. +**Grounding:** read-only research workflow `wf_39a90d37-e5a` (7 readers + gap-critic, 2026-06-14). Every binding fact below cites `file:line` in `src/` or a named-retail symbol; nothing rests on a memory note alone. + +--- + +## 1. Context & goal + +acdream needs a retail-faithful game UI. The shipped path (D.2a) is an ImGui +overlay gated on `ACDREAM_DEVTOOLS=1` — a debugger aesthetic, intentionally +temporary. D.2b replaces the *visual layer* with our own toolkit that draws +retail's actual dat assets and matches retail's look, while the stable +`AcDream.UI.Abstractions` contracts (ViewModels, Commands, `IPanel`) stay +unchanged underneath. + +**The user's framing (2026-06-14):** AC's UI engine is Keystone — and Keystone +was *already* markup + stylesheet (KSML, an HTML-clone XML defined by `ksml.xsd`, ++ `controls.ini`, a CSS-like INI stylesheet). So "make it look + behave like +retail, but author it in a CSS/HTML-style way" is not a foreign graft — it +re-expresses AC's own design in its modern equivalent. + +**Approach decision (Approach C).** Three integration families were weighed: +(A) embed a real web engine (Ultralight/CEF), (B) a native HTML/CSS-subset lib +(RmlUi), (C) our own KSML-style markup + stylesheet over a retained-mode toolkit +on Silk.NET. **C chosen** for: zero external deps (keeps the native-AOT +distribution goal intact), lowest memory (~3–10 MB vs CEF's 150–300 MB), full +control, and maximal architectural faithfulness — it mirrors Keystone directly. +The cost (most code to write) is acceptable because the engine is ours forever +and the plugin API (a day-1 core constraint) gets a clean markup authoring +surface. + +This spec covers **Spec 1**: the engine skeleton + the plugin-facing markup +contract, proven end-to-end on **one** real panel — the universal window frame +wrapping the live Vitals bars. + +## 2. Scope + +**In Spec 1:** +- A new retail-look backend in `src/AcDream.App/UI/Retail/` implementing + `IPanelHost` + `IPanelRenderer` from `AcDream.UI.Abstractions`. +- The 8-piece dat-sprite window frame (4 corners + 4 edges + center fill), a + title bar, and a *drawn* close button. +- Three live vital bars bound to the existing `VitalsVM`. +- The XML markup format (mirrors `ElementDesc`) + a minimal `controls.ini` + stylesheet loader. +- The plugin-facing contract: `IPanelRegistry` on `IPluginHost` + a `MarkupPanel` + shim, so the engine is plugin-ready by construction. +- A new `RuntimeOptions.RetailUi` toggle (`ACDREAM_RETAIL_UI=1`). + +**Deferred to later sub-phases (explicitly OUT):** +- Input / hit-testing (window drag, working close-click). Spec 1 is **render-only**. +- The dat A8 glyph font loader (`AcFont`) → numeric overlays ("182/210"). +- The full anchor solver (`StateDesc::UpdateSizeAndPosition` port). +- The `LayoutDesc` binary importer (sub-project 3). +- Reskinning Chat / Debug / Settings panels. +- Login / char-select / chargen screens (raw-JPEG backgrounds, sub-project 4). +- Extraction into a standalone `src/AcDream.UI.Retail/` project (see §4). + +## 3. What the grounding corrected (do-not-trust list) + +The research caught several load-bearing "facts" that were wrong or unverified. +These are binding: + +| Claimed (memory / plan doc) | Reality (source-verified) | +|---|---| +| `VitalsVM` is `record VitalsVM(int HpCurrent, …)` | It is a **sealed class**: `HealthPercent` (float), `StaminaPercent`/`ManaPercent` (float?), `*Current`/`*Max` (uint?), ctor `(CombatState, LocalPlayerState?)`, `SetLocalPlayerGuid(uint)` — [VitalsVM.cs:35](../../../src/AcDream.UI.Abstractions/Panels/Vitals/VitalsVM.cs) | +| Chrome sprite IDs `0x06004CC2` / `0x21000040` / `0x060074BF..C6` are known | **Unverified + contradictory.** A second reader cited `0x06001125` etc. from a *non-existent* file; `0x06001125` is actually the char-select highlight. **No chrome ID is trusted — Step 0 dat prove-out resolves them empirically.** | +| `#FFDBD6A8` "parchment cream" is the panel background | It is the `[editbox]`/`[treeview]` **text** color. Real frame tokens: `[title]` bg `#FFFFFFFF`, font `Verdana-10-bold`, height 19; `[body]` bg `#00000000` (transparent), `color_border=#FF4F657D` | +| `DatCollection` is NOT thread-safe | Concurrent **reads are safe** since v2.1.7 (1.1M-read hammer test, [2026-06-09 investigation](../../../docs/research/2026-06-09-dat-reader-thread-safety-investigation.md)). No UI-specific lock. | +| KSML is the panel-layout language | KSML is **rich-text-in-text-regions**; the panel layout format is the binary `LayoutDesc`/`ElementDesc` tree ([acclient.h:33693](../../../docs/research/named-retail/acclient.h)). Our markup mirrors `ElementDesc`, not KSML. | + +## 4. Architecture & placement + +The docs name a future `src/AcDream.UI.Retail/` project, but the three pieces we +must reuse — `TextureCache`, `TextRenderer`, `Shader` — all live in +**`AcDream.App`** ([TextureCache.cs:70](../../../src/AcDream.App/Rendering/TextureCache.cs), +[TextRenderer.cs](../../../src/AcDream.App/Rendering/TextRenderer.cs), +[Shader.cs](../../../src/AcDream.App/Rendering/Shader.cs)). A separate project +cannot reach them without first extracting a shared rendering-primitives project +(a large, unrelated refactor). Unlike `AcDream.UI.ImGui` (which needs only the +ImGui packages), the retail backend needs dat sprites, which are App-resident. + +**Decision:** Spec 1 builds the backend in **`src/AcDream.App/UI/Retail/`** as +dedicated classes. This honors Code-Structure Rule 1 (nothing substantial added +to `GameWindow.cs`'s body — only a few wiring lines), Rule 2 (Core stays +GL-free), and Rule 3 (panels still target `AcDream.UI.Abstractions`; the backend +*implements* the host/renderer contracts). The clean `AcDream.UI.Retail` project +extraction is a follow-up, gated on a rendering-primitives home existing. + +``` +┌──────────────────────────────────────────────────────────┐ +│ retail dat (read-only fidelity source) │ +│ controls.ini → style tokens · RenderSurface 0x06xxxxxx │ +│ → sprites · Font 0x40xxxxxx → glyphs (deferred) │ +└───────────────┬──────────────────────────────────────────┘ + │ assets via TextureCache.GetOrUpload +┌───────────────▼──────────────────────────────────────────┐ +│ NEW: src/AcDream.App/UI/Retail/ │ +│ RetailPanelHost : IPanelHost │ +│ RetailPanelRenderer : IPanelRenderer (+ chrome) │ +│ UiSpriteBatch (wraps TextRenderer + UV-rect quads) │ +│ NineSlice (8 pieces + center) · ControlsIni (parser) │ +│ MarkupDocument (XML → ElementDesc-shaped tree) │ +└───────────────┬──────────────────────────────────────────┘ + │ VMs out / Commands in (unchanged) +┌───────────────▼──────────────────────────────────────────┐ +│ AcDream.UI.Abstractions (exists) — IPanel/IPanelHost/ │ +│ IPanelRenderer/ICommandBus/PanelContext/VitalsVM │ +└───────────────┬──────────────────────────────────────────┘ + │ +┌───────────────▼──────────────────────────────────────────┐ +│ game state (unchanged) — CombatState, LocalPlayerState │ +└──────────────────────────────────────────────────────────┘ +``` + +**Coexistence with ImGui.** The retail pass renders in the same post-3D slot as +ImGui's `Render()` ([GameWindow.cs:8232](../../../src/AcDream.App/Rendering/GameWindow.cs)), +with deterministic ordering. `ACDREAM_RETAIL_UI=1` activates the retail Vitals +panel; `ACDREAM_DEVTOOLS=1` keeps the ImGui overlay (Chat/Debug/Settings) working +with **no regression**. Both may be on at once during development. + +## 5. Render foundation — reuse, don't rebuild + +`IPanelRenderer` is a 34-method, ImGui-shaped immediate-mode API; `Begin(string +title)` carries no position/size/sprite/style ([IPanelRenderer.cs:23](../../../src/AcDream.UI.Abstractions/IPanelRenderer.cs)). +It is **structurally incompatible** with positioned, chrome-decorated retail +windows, so the markup engine does **not** route chrome through it. Instead: + +- **`UiSpriteBatch` wraps `TextRenderer`** — which already provides pixel→NDC + conversion ([ui_text.vert:12](../../../src/AcDream.App/Rendering/Shaders/ui_text.vert)), + dynamic VBO growth, and a save/restore pattern. We add a **source-UV-rect + parameter** to its quad path so one sprite can be sliced into 8 border pieces. +- **Extend `ui_text.frag`** with `uUseTexture=2` (RGBA sampling) for dat sprites; + it currently does only solid-color (`0`) and R8 coverage (`1`) + ([ui_text.frag:9](../../../src/AcDream.App/Rendering/Shaders/ui_text.frag)). ~3-line edit. +- Use the simple `Shader` class, **not** `GLSLShader` — no bindless promotion, + uniform cache, or `QueueGLAction` teardown is needed for a synchronous + main-thread 2D pass. +- **Self-contained GL state** (project rule [feedback_render_self_contained_gl_state]): + the pass explicitly sets blend (`SrcAlpha/OneMinusSrcAlpha`), `DepthTest` off, + **`DepthMask(false)`** (TextRenderer omits this today — + [TextRenderer.cs:171](../../../src/AcDream.App/Rendering/TextRenderer.cs)), + `CullFace` off, scissor — and restores them. It must not inherit state from the + 3D pass or ImGui. + +## 6. Dat assets & the Step-0 prove-out gate + +`TextureCache.GetOrUpload(uint surfaceId)` returns a conventional `Texture2D` +handle (not the bindless `Texture2DArray` the world MDI path uses) — exactly +right for the UI batch ([TextureCache.cs:70](../../../src/AcDream.App/Rendering/TextureCache.cs)). +The decode chain (Surface → SurfaceTexture → RenderSurface → RGBA8) and the +`PFID_*` formats (incl. `PFID_A8`) already work ([SurfaceDecoder.cs:39](../../../src/AcDream.Core/Textures/SurfaceDecoder.cs)). + +**Step 0 is empirical and comes first.** Because no chrome sprite ID is verified, +the first implementation task loads each candidate ID (`0x06004CC2`, +`0x060074BF..C6`, `0x0600129C`, …) via `GetOrUpload`, draws each as a raw quad, +and visually confirms which decode to frame-shaped art vs magenta vs the wrong +sprite. The confirmed IDs are recorded in the spec's follow-up and in code +comments before any layout code is written. **No ID is hardcoded on faith.** + +The frame is **8 quads + a center fill**, not one stretched 9-slice texture: 4 +corner sprites, 4 edge sprites (tiled or stretched along their axis), and a +separate center-fill sprite. Slice/edge metrics are a **documented stopgap +constant** (with a divergence row) until the `LayoutDesc` tree is parsed +(sub-project 3) to supply the real insets. + +## 7. Markup + stylesheet model + +**Markup** mirrors `ElementDesc` 1:1 ([acclient.h:33693](../../../docs/research/named-retail/acclient.h)): +an element has a type, id, `x/y/w/h/z`, the four anchor edge-codes, a +`defaultState`, and a media list (sprite DataIDs). Example authoring shape: + +```xml + + + + + +``` + +This is deliberately the shape the future `LayoutDesc` importer will *emit*, so +the authoring format and the imported format converge. It is **not** KSML — +KSML is reserved for rich-text content inside text regions (deferred). + +**Anchor codes** are *defined* now (0=fixed, 1=stretch, 2=proportional-translate, +3=center, 4=proportional-scale — from `StateDesc::UpdateSizeAndPosition` @`0x0069BF20`) +but the **solver is deferred**: the Vitals window is fixed-size, so Spec 1 places +it at fixed pixel coords. Building the full solver now would be gold-plating +(gap-critic risk #7). + +**Stylesheet.** A small INI loader parses `controls.ini` keyed by element-type +section, honoring the `#AARRGGBB` color format (alpha-first) and the +`font://Face-Pt[-style]` font URI. The cascade is: element-type defaults from +ini → per-element `class=` section → inline attributes. `controls.ini` is +**optional** (see §10): if the AC install is absent, the real `[title]`/`[body]` +token values are baked as fallback. + +## 8. VM binding (the Vitals slice) + +Bind to the **real** `VitalsVM` — `HealthPercent` / `StaminaPercent` / +`ManaPercent` ([VitalsVM.cs:67](../../../src/AcDream.UI.Abstractions/Panels/Vitals/VitalsVM.cs)). +The VM already does all server plumbing (CombatState + LocalPlayerState, updated +from the wire), so we do **not** re-derive vitals from the retail +`gmVitalsUI`/`CACQualities` decomp. + +Each bar uses the retail **scissor-fill** technique: draw the empty background +rect, set scissor to the bottom `pct * height` pixels, draw the filled rect. +Colors Health `#FF0000`, Stamina `#10F0F0`, Mana `#0000FF`. This uses only the +solid-color shader path (`uUseTexture=0`) — **no dat font needed**. The +`StaminaPercent`/`ManaPercent` nullable case (null until `PlayerDescription` +arrives) renders an empty bar. + +The Vitals panel is constructed and registered the same way as today — built in +the live-session path and given the player GUID at EnterWorld via +`SetLocalPlayerGuid` ([GameWindow.cs:1984](../../../src/AcDream.App/Rendering/GameWindow.cs)) — +but registered into `RetailPanelHost` instead of `ImGuiPanelHost` when +`ACDREAM_RETAIL_UI=1`. + +## 9. Plugin contract (designed now, first consumer first-party) + +`IPluginHost` exposes only `Log`/`State`/`Events` today — no UI surface +([IPluginHost.cs:9](../../../src/AcDream.Plugin.Abstractions/IPluginHost.cs)). Spec 1 +adds: + +- `IPanelRegistry Panels { get; }` on `IPluginHost` — a one-method + `void Register(IPanel)` wrapper over `IPanelHost.Register` (does **not** expose + `RenderAll` to plugins). +- A `MarkupPanel(string id, string title, string markupPath, object binding)` + `IPanel` implementation: owns a parsed `MarkupDocument` + a binding object whose + properties the `{Binding}` expressions resolve against. +- ALC note: if `AcDream.UI.Abstractions` types cross the plugin boundary, add it + to the host-shared exclusion set alongside `AcDream.Plugin.Abstractions` + ([PluginAssemblyLoadContext.cs:13](../../../src/AcDream.Core/Plugins/PluginAssemblyLoadContext.cs)). +- Registrations from `IAcDreamPlugin.Enable()` (main thread, before the GL window + opens) buffer into a list the host drains into `RetailPanelHost` after init — + the threading concern lives in the host, the plugin call is unconditional. + +The first consumer is the first-party Vitals panel, but the contract lands here +so the markup format is designed against a real plugin path rather than +retrofitted. Wiring an actual plugin-supplied panel end-to-end is a thin +follow-up. + +## 10. Confirmed decisions (approved 2026-06-14) + +1. **Render-only first slice.** Frame + live (updating) bars; the close button is + drawn-not-clickable and the window is not draggable. Input/hit-testing is its + own sub-phase — neither `IPanelHost` nor `IPanelRenderer` carries a hit-test or + bounds contract today, and building it up front is scope creep. +2. **`controls.ini` optional.** Assume `C:\Turbine\Asheron's Call\` may or may not + exist. Add an `ACDREAM_AC_DIR` `RuntimeOptions` field for when it's present; + when absent, fall back to the source-verified `[title]`/`[body]` token values. + The build never fails on a missing AC install. (Chrome is sprite-based, so + `controls.ini` is barely load-bearing for Spec 1 anyway.) + +## 11. Build sequence + +| Step | Deliverable | Proves | +|---|---|---| +| 0 | Dat prove-out: load candidate chrome IDs, render raw quads, confirm real IDs | Resolves the chrome-ID contradiction empirically | +| 1 | One decoded dat sprite drawn at fixed coords (shader `uUseTexture=2`, self-contained GL state) | A dat sprite composites correctly over the 3D scene | +| 2 | 8-piece border + center → an empty titled frame (UV-rect quads, stopgap insets) | The frame renders | +| 3 | Three scissor-fill bars bound to real `VitalsVM` (solid-color path) | End-to-end data binding, no font needed | +| 4 | `RetailPanelHost` wired into the frame loop, gated by `RuntimeOptions.RetailUi`; ImGui unaffected | Backend slots under the seam; no `ACDREAM_DEVTOOLS` regression | +| 5 *(deferred)* | `AcFont` dat-glyph loader → numeric overlays | Only if numbers are wanted in this slice | + +## 12. Error handling & edge cases + +- **Missing/undecodable sprite** → `GetOrUpload` magenta fallback is visible by + design; Step 0 catches it. A null/zero DataID in markup logs a warning and + draws nothing (no throw). +- **AC install absent** → `controls.ini` load is skipped, baked fallback tokens + used (no throw). +- **Vitals null percents** (pre-`PlayerDescription`) → empty bar. +- **Window resize** → fixed-coord placement re-clamps to stay on-screen via the + existing `OnFramebufferResize` panel-layout reset + ([GameWindow.cs:10375](../../../src/AcDream.App/Rendering/GameWindow.cs)). No DPI + scaling (a known, out-of-scope gap — `_window.Size` is treated as framebuffer + size). +- **Both toggles on** → both UIs render; the retail Vitals and the ImGui Vitals + may both show (acceptable in dev). + +## 13. Testing + +- **`ControlsIni` parser** (pure, no GL) — unit tests for `#AARRGGBB` parsing, + `font://` URI parsing, the cascade order. Since the parsers live in + `src/AcDream.App/UI/Retail/` (per §4), their tests go in + `tests/AcDream.App.Tests/` (App-layer, Rule 6). If/when the backend is + extracted to a standalone `AcDream.UI.Retail` project, the tests move with it + to `tests/AcDream.UI.Retail.Tests/` (registered in `AcDream.slnx`). +- **`MarkupDocument` parser** — unit tests for the XML → element-tree mapping and + `{Binding}` resolution against a fake binding object. +- **`NineSlice` geometry** — unit test that 8 pieces + center tile to the right + rects for a given frame size + insets. +- **Visual acceptance** (user) — the Vitals frame renders retail-shaped with live + bars in `ACDREAM_RETAIL_UI=1`; ImGui panels unaffected in `ACDREAM_DEVTOOLS=1`. +- `dotnet build` + `dotnet test` green. + +## 14. Bookkeeping + +- **Phase D.2b**, Milestone **M5** (parallelizable; NOT on the M1.5 critical + path). The CLAUDE.md "Current state" line stays on M1.5 — this is a parallel + track, not a milestone flip. +- **Divergence register:** in the commit that ships the first real dat-sprite + chrome, **delete row TS-30** ([retail-divergence-register.md:166](../../../docs/architecture/retail-divergence-register.md)) + and **add one** new IA-row (Intentional Architecture — keystone.dll has no + PDB/decomp, a byte-port is impossible by definition) for the markup/serialization + layer. Assign the next sequential IA number at commit time. Retail oracle: + "LayoutDesc 0x21xxxxxx; controls.ini panel-property vocabulary; keystone.dll + layout evaluation (no PDB)". Do **not** duplicate IA-12 (which already covers the + UI toolkit's *behavioral* approximation). A second row for the stopgap slice + insets is added if/when they ship. +- **Spec file:** this document, `docs/superpowers/specs/2026-06-14-d2b-retail-panel-frame-design.md`. + +## 15. Open gaps & deferred sub-projects + +- **Input/hit-testing contract** — neither `IPanelHost` nor `IPanel` reports + bounds; required before drag/close-click. Next sub-phase. +- **`AcFont`** — dat A8 glyph loader (Font `0x40000xxx` → `ForegroundSurfaceDataId` + → RenderSurface, upload as **R8** so `ui_text.frag`'s `.r`-coverage branch works + unchanged). Sub-phase for numeric overlays. +- **Anchor solver** — port `StateDesc::UpdateSizeAndPosition`. With the + `LayoutDesc` importer. +- **`LayoutDesc` binary importer** (sub-project 3) — bulk-transpile retail's + layouts → our markup, supplying real slice insets + coords. Resolver symbols: + `LayoutDesc::InqFullDesc` @`0x0069A520`, `ElementDesc::Incorporate` @`0x0069B5A0` + (algorithm captured in [2026-05-08 pseudocode](../../../docs/research/2026-05-08-retail-ui-layout-resolution-pseudocode.md)). +- **Standalone `AcDream.UI.Retail` project** — after a rendering-primitives home + is extracted. +- **`PFID_CUSTOM_RAW_JPEG`** decode + login/char-select/chargen (sub-project 4). + +## 16. Acceptance criteria + +- [ ] Step 0 prove-out done; real chrome sprite IDs confirmed + recorded. +- [ ] In `ACDREAM_RETAIL_UI=1`: a retail-shaped Vitals window renders with an + 8-piece dat-sprite border + title bar + drawn close button, and three + scissor-fill bars that track HP/Stam/Mana live as the character takes + damage / regens. +- [ ] In `ACDREAM_DEVTOOLS=1`: ImGui Vitals/Chat/Debug/Settings unchanged (no + regression). +- [ ] `controls.ini` loads when present, falls back cleanly when absent. +- [ ] `IPanelRegistry` on `IPluginHost`; a `MarkupPanel` exists and is unit-tested + against a fake binding. +- [ ] TS-30 deleted + one new IA-row added, same commit as the chrome. +- [ ] `dotnet build` green, `dotnet test` green. +- [ ] Visual verification by the user. From d50023f6d962c478493b80c6bf17da071b0b38a8 Mon Sep 17 00:00:00 2001 From: Erik Date: Sun, 14 Jun 2026 14:13:30 +0200 Subject: [PATCH 031/223] docs(D.2b): re-ground spec onto existing AcDream.App/UI scaffold MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit A direct read of src/AcDream.App/UI/ found a complete (dormant) retained-mode toolkit the grounding workflow missed: UiRoot (input routing, focus, capture, drag-drop, tooltip, click detection, world fall-through), UiElement, UiPanel/UiLabel/UiButton, UiHost (Tick/Draw + WireMouse/WireKeyboard), UiRenderContext, retail-faithful UiEvent codes. It's never wired into GameWindow, and UiPanel.cs is the exact file divergence row TS-30 cites. So the retail UI is this existing UiRoot tree — NOT an IPanelHost/IPanelRenderer backend. Rewrote the architecture sections: Spec 1 now WIRES the dormant UiHost and adds only the gaps (DrawSprite + frag uUseTexture=2, UiNineSlicePanel, UiMeter, MarkupDocument that builds a UiElement subtree, ControlsIni). Input machinery already exists in UiRoot; deferring it is now about integrating two input consumers, not a missing contract. Plugin contract becomes a UiElement/ markup subtree added to UiRoot (IUiRegistry on IPluginHost), not IPanel. Net: strictly less new code, more faithful, retires TS-30 by subclassing the file it cites. Added §0 documenting the correction + the process lesson (subsystem-discovery must glob by directory, not by the parent's framing). Co-Authored-By: Claude Opus 4.8 (1M context) --- ...026-06-14-d2b-retail-panel-frame-design.md | 498 ++++++++++-------- 1 file changed, 269 insertions(+), 229 deletions(-) diff --git a/docs/superpowers/specs/2026-06-14-d2b-retail-panel-frame-design.md b/docs/superpowers/specs/2026-06-14-d2b-retail-panel-frame-design.md index 4884b0ff..8ee41349 100644 --- a/docs/superpowers/specs/2026-06-14-d2b-retail-panel-frame-design.md +++ b/docs/superpowers/specs/2026-06-14-d2b-retail-panel-frame-design.md @@ -1,95 +1,127 @@ # D.2b — Retail panel frame + live Vitals (Approach C: KSML-style engine) — Design **Date:** 2026-06-14 -**Status:** Design approved (brainstorm), pending spec review → implementation plan +**Status:** Design approved (brainstorm) + **re-grounded 2026-06-14** onto the existing `AcDream.App/UI/` retained-mode scaffold (see §0). Pending spec re-review → implementation plan. **Phase:** D.2b — Custom retail-look UI backend ([roadmap:427](../../../docs/plans/2026-04-11-roadmap.md)) **Milestone:** M5 "Looks like retail" — **explicitly PARALLELIZABLE with M3/M4** ([milestones:378](../../../docs/plans/2026-05-12-milestones.md)). Opened as a parallel track while M1.5 is the active critical-path milestone; the M5 parallelizable flag is the milestone-discipline carve-out. -**Grounding:** read-only research workflow `wf_39a90d37-e5a` (7 readers + gap-critic, 2026-06-14). Every binding fact below cites `file:line` in `src/` or a named-retail symbol; nothing rests on a memory note alone. +**Grounding:** read-only research workflow `wf_39a90d37-e5a` (7 readers + gap-critic) + a direct read of `src/AcDream.App/UI/`. Every binding fact cites `file:line` in `src/` or a named-retail symbol. --- +## 0. Re-grounding correction (read this first) + +The first draft of this spec proposed building a `RetailPanelHost : IPanelHost` + +`RetailPanelRenderer : IPanelRenderer` and a retained-mode toolkit *from scratch*. +**That was wrong.** A direct read of `src/AcDream.App/UI/` found a **complete, +dormant retained-mode toolkit** — the 2026-04-17 scaffold the roadmap names as +"the implementation foundation here" ([roadmap:427](../../../docs/plans/2026-04-11-roadmap.md)): + +- **`UiRoot`** ([UiRoot.cs](../../../src/AcDream.App/UI/UiRoot.cs)) — the hard + part is already built: mouse routing, keyboard focus, mouse capture, a full + drag-drop state machine, tooltip timer, modal handling, click/right-click + detection, world fall-through. Retail-faithful event codes in + [UiEvent.cs](../../../src/AcDream.App/UI/UiEvent.cs). +- **`UiElement`** (geometry/tree/hit-test), **`UiPanel`/`UiLabel`/`UiButton`** + ([UiPanel.cs](../../../src/AcDream.App/UI/UiPanel.cs)), **`UiHost`** + ([UiHost.cs](../../../src/AcDream.App/UI/UiHost.cs) — packages `UiRoot` + + `TextRenderer` + font, with `Tick`/`Draw`/`WireMouse`/`WireKeyboard`), + **`UiRenderContext`** ([UiRenderContext.cs](../../../src/AcDream.App/UI/UiRenderContext.cs) + — transform stack + `DrawRect`/`DrawString`). + +`UiHost` is **dormant** — never instantiated in `GameWindow` (verified: `new +UiHost(` appears only in a doc-comment). And `UiPanel.cs` is the *exact file* +divergence row TS-30 points at: it draws a flat translucent rect *"until our +AcFont/UiSpriteBatch consumes [9-slice dat sprites] directly."* + +**Consequence:** the retail UI is this existing `UiRoot` tree — a separate system +from the ImGui `IPanelRenderer` path, **not** an `IPanelRenderer` implementation. +Spec 1 *wires the dormant `UiHost`* and *adds the few missing pieces*, rather than +building a backend. This is strictly less code and more faithful. §4/§5/§8/§9/§10 +below are written against the scaffold. + +*(Process note: the grounding workflow's "UI" readers keyed on the ImGui/Abstractions +framing in their prompts and never globbed `src/AcDream.App/UI/`. Lesson: a +subsystem-discovery pass must glob by directory, not only by the framing the +parent already has in mind.)* + ## 1. Context & goal acdream needs a retail-faithful game UI. The shipped path (D.2a) is an ImGui overlay gated on `ACDREAM_DEVTOOLS=1` — a debugger aesthetic, intentionally -temporary. D.2b replaces the *visual layer* with our own toolkit that draws -retail's actual dat assets and matches retail's look, while the stable -`AcDream.UI.Abstractions` contracts (ViewModels, Commands, `IPanel`) stay -unchanged underneath. +temporary. D.2b stands up the *retail-look* UI (the dormant `UiHost` tree) that +draws retail's actual dat assets, while the ImGui devtools path stays untouched. **The user's framing (2026-06-14):** AC's UI engine is Keystone — and Keystone was *already* markup + stylesheet (KSML, an HTML-clone XML defined by `ksml.xsd`, + `controls.ini`, a CSS-like INI stylesheet). So "make it look + behave like -retail, but author it in a CSS/HTML-style way" is not a foreign graft — it -re-expresses AC's own design in its modern equivalent. +retail, but author it in a CSS/HTML-style way" re-expresses AC's own design in +its modern equivalent. **Approach decision (Approach C).** Three integration families were weighed: (A) embed a real web engine (Ultralight/CEF), (B) a native HTML/CSS-subset lib (RmlUi), (C) our own KSML-style markup + stylesheet over a retained-mode toolkit -on Silk.NET. **C chosen** for: zero external deps (keeps the native-AOT -distribution goal intact), lowest memory (~3–10 MB vs CEF's 150–300 MB), full -control, and maximal architectural faithfulness — it mirrors Keystone directly. -The cost (most code to write) is acceptable because the engine is ours forever -and the plugin API (a day-1 core constraint) gets a clean markup authoring -surface. +on Silk.NET. **C chosen** for: zero external deps (keeps the native-AOT goal +intact), lowest memory (~3–10 MB vs CEF's 150–300 MB), full control, and maximal +faithfulness — it mirrors Keystone directly, and the retained-mode toolkit C +needs *already exists* (§0). -This spec covers **Spec 1**: the engine skeleton + the plugin-facing markup -contract, proven end-to-end on **one** real panel — the universal window frame -wrapping the live Vitals bars. +This spec covers **Spec 1**: wire the scaffold + add the markup/stylesheet/sprite +gaps, proven end-to-end on **one** panel — the universal window frame wrapping +the live Vitals bars. ## 2. Scope **In Spec 1:** -- A new retail-look backend in `src/AcDream.App/UI/Retail/` implementing - `IPanelHost` + `IPanelRenderer` from `AcDream.UI.Abstractions`. -- The 8-piece dat-sprite window frame (4 corners + 4 edges + center fill), a - title bar, and a *drawn* close button. -- Three live vital bars bound to the existing `VitalsVM`. -- The XML markup format (mirrors `ElementDesc`) + a minimal `controls.ini` - stylesheet loader. -- The plugin-facing contract: `IPanelRegistry` on `IPluginHost` + a `MarkupPanel` - shim, so the engine is plugin-ready by construction. -- A new `RuntimeOptions.RetailUi` toggle (`ACDREAM_RETAIL_UI=1`). +- Wire the dormant **`UiHost`** into `GameWindow`, gated by a new + `RuntimeOptions.RetailUi` toggle (`ACDREAM_RETAIL_UI=1`). The ImGui devtools + path is untouched and may run simultaneously. +- Add dat-sprite drawing: `UiRenderContext.DrawSprite` (UV-rect) + a + `TextRenderer` textured-sprite path + a `ui_text.frag` `uUseTexture=2` branch. +- A **`UiNineSlicePanel : UiPanel`** that draws the 8-piece dat-sprite window + frame + center fill (upgrading the exact code TS-30 cites) — title bar + (`UiLabel`) + a close button (`UiButton`, which already exists). +- A **`UiMeter : UiElement`** vital bar bound to a `Func` reading + `VitalsVM`. +- The XML markup format (mirrors `ElementDesc`) + a `MarkupDocument` parser that + **instantiates a `UiElement` subtree** + a minimal `controls.ini` stylesheet + loader. +- The plugin-facing contract: plugins contribute a `UiElement`/markup subtree + added to `UiRoot` (§9) — designed now, first consumer first-party. **Deferred to later sub-phases (explicitly OUT):** -- Input / hit-testing (window drag, working close-click). Spec 1 is **render-only**. -- The dat A8 glyph font loader (`AcFont`) → numeric overlays ("182/210"). +- **Wiring `UiHost`'s input** (`WireMouse`/`WireKeyboard`) into the existing + Phase-K `InputDispatcher`. The `UiRoot` input *machinery* exists; *integrating* + two input consumers (route unconsumed `WorldMouseFallThrough` back to the game) + is its own concern. Spec 1 is **render-only** (`Tick` + `Draw`), so the frame + + live bars show but the close button isn't clicked and the window isn't dragged. +- The dat A8 glyph font loader (`AcFont`) → numeric overlays. - The full anchor solver (`StateDesc::UpdateSizeAndPosition` port). - The `LayoutDesc` binary importer (sub-project 3). -- Reskinning Chat / Debug / Settings panels. +- Reskinning Chat / Debug / Settings. - Login / char-select / chargen screens (raw-JPEG backgrounds, sub-project 4). -- Extraction into a standalone `src/AcDream.UI.Retail/` project (see §4). -## 3. What the grounding corrected (do-not-trust list) +## 3. Source-verified facts (do-not-trust list) -The research caught several load-bearing "facts" that were wrong or unverified. +The grounding caught several load-bearing "facts" that were wrong/unverified. These are binding: -| Claimed (memory / plan doc) | Reality (source-verified) | +| Claimed (memory / first draft) | Reality (source-verified) | |---|---| -| `VitalsVM` is `record VitalsVM(int HpCurrent, …)` | It is a **sealed class**: `HealthPercent` (float), `StaminaPercent`/`ManaPercent` (float?), `*Current`/`*Max` (uint?), ctor `(CombatState, LocalPlayerState?)`, `SetLocalPlayerGuid(uint)` — [VitalsVM.cs:35](../../../src/AcDream.UI.Abstractions/Panels/Vitals/VitalsVM.cs) | -| Chrome sprite IDs `0x06004CC2` / `0x21000040` / `0x060074BF..C6` are known | **Unverified + contradictory.** A second reader cited `0x06001125` etc. from a *non-existent* file; `0x06001125` is actually the char-select highlight. **No chrome ID is trusted — Step 0 dat prove-out resolves them empirically.** | -| `#FFDBD6A8` "parchment cream" is the panel background | It is the `[editbox]`/`[treeview]` **text** color. Real frame tokens: `[title]` bg `#FFFFFFFF`, font `Verdana-10-bold`, height 19; `[body]` bg `#00000000` (transparent), `color_border=#FF4F657D` | -| `DatCollection` is NOT thread-safe | Concurrent **reads are safe** since v2.1.7 (1.1M-read hammer test, [2026-06-09 investigation](../../../docs/research/2026-06-09-dat-reader-thread-safety-investigation.md)). No UI-specific lock. | -| KSML is the panel-layout language | KSML is **rich-text-in-text-regions**; the panel layout format is the binary `LayoutDesc`/`ElementDesc` tree ([acclient.h:33693](../../../docs/research/named-retail/acclient.h)). Our markup mirrors `ElementDesc`, not KSML. | +| Build a retained-mode toolkit + `RetailPanelHost`/`RetailPanelRenderer` | The toolkit **exists** in `src/AcDream.App/UI/` (§0); the retail UI is the `UiRoot` tree, not an `IPanelRenderer` backend | +| `VitalsVM` is `record VitalsVM(int HpCurrent, …)` | Sealed class: `HealthPercent` (float), `StaminaPercent`/`ManaPercent` (float?), `*Current`/`*Max` (uint?), ctor `(CombatState, LocalPlayerState?)`, `SetLocalPlayerGuid(uint)` — [VitalsVM.cs:35](../../../src/AcDream.UI.Abstractions/Panels/Vitals/VitalsVM.cs) | +| Chrome sprite IDs `0x06004CC2`/`0x21000040`/`0x060074BF..C6` are known | **Unverified + contradictory.** `0x06001125` (cited elsewhere) is the char-select highlight. **No chrome ID is trusted — Step 0 dat prove-out resolves them empirically.** | +| `#FFDBD6A8` "parchment cream" is the panel background | It is `[editbox]`/`[treeview]` **text** color. Real frame tokens: `[title]` bg `#FFFFFFFF`, font `Verdana-10-bold`, height 19; `[body]` bg `#00000000` (transparent), `color_border=#FF4F657D` | +| `DatCollection` is NOT thread-safe | Concurrent **reads are safe** since v2.1.7 ([2026-06-09 investigation](../../../docs/research/2026-06-09-dat-reader-thread-safety-investigation.md)). No UI-specific lock. | +| KSML is the panel-layout language | KSML is **rich-text-in-text-regions**; the panel layout format is the binary `LayoutDesc`/`ElementDesc` tree ([acclient.h:33693](../../../docs/research/named-retail/acclient.h)). Our markup mirrors `ElementDesc`. | ## 4. Architecture & placement -The docs name a future `src/AcDream.UI.Retail/` project, but the three pieces we -must reuse — `TextureCache`, `TextRenderer`, `Shader` — all live in -**`AcDream.App`** ([TextureCache.cs:70](../../../src/AcDream.App/Rendering/TextureCache.cs), -[TextRenderer.cs](../../../src/AcDream.App/Rendering/TextRenderer.cs), -[Shader.cs](../../../src/AcDream.App/Rendering/Shader.cs)). A separate project -cannot reach them without first extracting a shared rendering-primitives project -(a large, unrelated refactor). Unlike `AcDream.UI.ImGui` (which needs only the -ImGui packages), the retail backend needs dat sprites, which are App-resident. - -**Decision:** Spec 1 builds the backend in **`src/AcDream.App/UI/Retail/`** as -dedicated classes. This honors Code-Structure Rule 1 (nothing substantial added -to `GameWindow.cs`'s body — only a few wiring lines), Rule 2 (Core stays -GL-free), and Rule 3 (panels still target `AcDream.UI.Abstractions`; the backend -*implements* the host/renderer contracts). The clean `AcDream.UI.Retail` project -extraction is a follow-up, gated on a rendering-primitives home existing. +The retail UI lives in **`src/AcDream.App/UI/`** (where the scaffold already is). +New widgets/parsers join it as dedicated files. Code-Structure Rule 1 is honored +(nothing substantial added to `GameWindow.cs` — only a few wiring lines); Rule 2 +(Core stays GL-free) and Rule 3 (panels target `AcDream.UI.Abstractions`) are +unaffected because the retail UI is a *separate* tree, not an `IPanelRenderer` +panel. ``` ┌──────────────────────────────────────────────────────────┐ @@ -97,82 +129,93 @@ extraction is a follow-up, gated on a rendering-primitives home existing. │ controls.ini → style tokens · RenderSurface 0x06xxxxxx │ │ → sprites · Font 0x40xxxxxx → glyphs (deferred) │ └───────────────┬──────────────────────────────────────────┘ - │ assets via TextureCache.GetOrUpload + │ TextureCache.GetOrUpload(id) → Texture2D ┌───────────────▼──────────────────────────────────────────┐ -│ NEW: src/AcDream.App/UI/Retail/ │ -│ RetailPanelHost : IPanelHost │ -│ RetailPanelRenderer : IPanelRenderer (+ chrome) │ -│ UiSpriteBatch (wraps TextRenderer + UV-rect quads) │ -│ NineSlice (8 pieces + center) · ControlsIni (parser) │ -│ MarkupDocument (XML → ElementDesc-shaped tree) │ +│ src/AcDream.App/UI/ (scaffold EXISTS; + = new in Spec 1) │ +│ UiHost (exists, dormant) ─ wire into GameWindow │ +│ UiRoot/UiElement (exist) ─ input + tree + hit-test │ +│ UiRenderContext (exists) + DrawSprite(UV-rect) │ +│ UiPanel/UiLabel/UiButton (exist) │ +│ + UiNineSlicePanel : UiPanel (8-piece dat chrome) │ +│ + UiMeter : UiElement (vital bar) │ +│ + MarkupDocument (XML → UiElement subtree) │ +│ + ControlsIni (stylesheet loader) │ +│ uses Rendering/TextRenderer (+ sprite path, + DepthMask) │ └───────────────┬──────────────────────────────────────────┘ - │ VMs out / Commands in (unchanged) + │ UiMeter.Fill = () => vm.HealthPercent ┌───────────────▼──────────────────────────────────────────┐ -│ AcDream.UI.Abstractions (exists) — IPanel/IPanelHost/ │ -│ IPanelRenderer/ICommandBus/PanelContext/VitalsVM │ -└───────────────┬──────────────────────────────────────────┘ - │ -┌───────────────▼──────────────────────────────────────────┐ -│ game state (unchanged) — CombatState, LocalPlayerState │ +│ AcDream.UI.Abstractions (exists) — VitalsVM (unchanged) │ +│ ↑ ImGui IPanelHost/IPanelRenderer path stays for │ +│ ACDREAM_DEVTOOLS, fully independent of the above │ └──────────────────────────────────────────────────────────┘ ``` -**Coexistence with ImGui.** The retail pass renders in the same post-3D slot as -ImGui's `Render()` ([GameWindow.cs:8232](../../../src/AcDream.App/Rendering/GameWindow.cs)), -with deterministic ordering. `ACDREAM_RETAIL_UI=1` activates the retail Vitals -panel; `ACDREAM_DEVTOOLS=1` keeps the ImGui overlay (Chat/Debug/Settings) working -with **no regression**. Both may be on at once during development. +**Coexistence.** Two UI systems run side by side, independently: +`ACDREAM_DEVTOOLS=1` → the ImGui overlay (unchanged); `ACDREAM_RETAIL_UI=1` → +the `UiHost` tree. The retail pass renders in the post-3D slot +([GameWindow.cs:8232 region](../../../src/AcDream.App/Rendering/GameWindow.cs)) +with deterministic ordering relative to ImGui. `UiHost.Draw` already does +`TextRenderer.Begin → Root.Draw(ctx) → TextRenderer.Flush` +([UiHost.cs:58](../../../src/AcDream.App/UI/UiHost.cs)). -## 5. Render foundation — reuse, don't rebuild +## 5. Render foundation — extend the existing 2D path -`IPanelRenderer` is a 34-method, ImGui-shaped immediate-mode API; `Begin(string -title)` carries no position/size/sprite/style ([IPanelRenderer.cs:23](../../../src/AcDream.UI.Abstractions/IPanelRenderer.cs)). -It is **structurally incompatible** with positioned, chrome-decorated retail -windows, so the markup engine does **not** route chrome through it. Instead: +`UiHost` draws the `UiRoot` tree through a `UiRenderContext` backed by the shared +`TextRenderer` ([UiHost.cs:58-67](../../../src/AcDream.App/UI/UiHost.cs)). That +`TextRenderer` does solid rects + R8 text today but **not** textured RGBA sprites +([ui_text.frag:9](../../../src/AcDream.App/Rendering/Shaders/ui_text.frag), +[TextRenderer.cs](../../../src/AcDream.App/Rendering/TextRenderer.cs)). Spec 1 +adds the sprite path: -- **`UiSpriteBatch` wraps `TextRenderer`** — which already provides pixel→NDC - conversion ([ui_text.vert:12](../../../src/AcDream.App/Rendering/Shaders/ui_text.vert)), - dynamic VBO growth, and a save/restore pattern. We add a **source-UV-rect - parameter** to its quad path so one sprite can be sliced into 8 border pieces. -- **Extend `ui_text.frag`** with `uUseTexture=2` (RGBA sampling) for dat sprites; - it currently does only solid-color (`0`) and R8 coverage (`1`) - ([ui_text.frag:9](../../../src/AcDream.App/Rendering/Shaders/ui_text.frag)). ~3-line edit. -- Use the simple `Shader` class, **not** `GLSLShader` — no bindless promotion, - uniform cache, or `QueueGLAction` teardown is needed for a synchronous - main-thread 2D pass. -- **Self-contained GL state** (project rule [feedback_render_self_contained_gl_state]): - the pass explicitly sets blend (`SrcAlpha/OneMinusSrcAlpha`), `DepthTest` off, - **`DepthMask(false)`** (TextRenderer omits this today — - [TextRenderer.cs:171](../../../src/AcDream.App/Rendering/TextRenderer.cs)), - `CullFace` off, scissor — and restores them. It must not inherit state from the - 3D pass or ImGui. +- **`ui_text.frag`** += a `uUseTexture==2` branch: `FragColor = texture(uTex, + vUv) * vColor;` (the existing `0`=solid and `1`=R8-coverage branches are + untouched). +- **`TextRenderer`** += `DrawSprite(uint texture, float x,y,w,h, float + u0,v0,u1,v1, Vector4 tint)` accumulating into **per-texture** sprite buffers + (`Dictionary>`), and a `Flush` pass that, after rects+text, + draws each texture's batch with `uUseTexture=2`. Reuses the existing + `AppendQuad` (which already takes `u0,v0,u1,v1`) + `UploadBuffer` machinery. +- **`TextRenderer.Flush`** += explicit **`DepthMask(false)`** (queried + restored) + — it disables `DepthTest` today but never sets `DepthMask` + ([TextRenderer.cs:171](../../../src/AcDream.App/Rendering/TextRenderer.cs)). + Per the project's "render self-contained GL state" rule. +- **`UiRenderContext`** += `DrawSprite(uint texture, float x,y,w,h, float + u0,v0,u1,v1, Vector4 tint)` that adds the current transform and forwards to + `TextRenderer.DrawSprite` (mirrors the existing `DrawRect` forwarder at + [UiRenderContext.cs:50](../../../src/AcDream.App/UI/UiRenderContext.cs)). + +No new shader class, VAO, or batcher — we extend the proven path the scaffold +already uses. (`Shader` is the simple file-based class +[Shader.cs](../../../src/AcDream.App/Rendering/Shader.cs); `GLSLShader`'s bindless +machinery is not needed.) ## 6. Dat assets & the Step-0 prove-out gate `TextureCache.GetOrUpload(uint surfaceId)` returns a conventional `Texture2D` -handle (not the bindless `Texture2DArray` the world MDI path uses) — exactly -right for the UI batch ([TextureCache.cs:70](../../../src/AcDream.App/Rendering/TextureCache.cs)). -The decode chain (Surface → SurfaceTexture → RenderSurface → RGBA8) and the -`PFID_*` formats (incl. `PFID_A8`) already work ([SurfaceDecoder.cs:39](../../../src/AcDream.Core/Textures/SurfaceDecoder.cs)). +GL handle (1×1 magenta on failure) — exactly right for the UI batch +([TextureCache.cs:70](../../../src/AcDream.App/Rendering/TextureCache.cs)). The +decode chain + `PFID_*` formats already work +([SurfaceDecoder.cs:39](../../../src/AcDream.Core/Textures/SurfaceDecoder.cs)). +`GameWindow` already holds a `TextureCache`; `UiHost`/`UiNineSlicePanel` receive +it (or a `Func` sprite-resolver) by injection. **Step 0 is empirical and comes first.** Because no chrome sprite ID is verified, -the first implementation task loads each candidate ID (`0x06004CC2`, -`0x060074BF..C6`, `0x0600129C`, …) via `GetOrUpload`, draws each as a raw quad, -and visually confirms which decode to frame-shaped art vs magenta vs the wrong -sprite. The confirmed IDs are recorded in the spec's follow-up and in code -comments before any layout code is written. **No ID is hardcoded on faith.** +the first implementation task draws each candidate ID +(`0x06004CC2`, `0x060074BF..C6`, `0x0600129C`, …) as a raw quad and visually +confirms which decode to frame-shaped art vs magenta vs the wrong sprite. The +confirmed IDs are recorded in code comments before any chrome layout is written. +**No ID is hardcoded on faith.** -The frame is **8 quads + a center fill**, not one stretched 9-slice texture: 4 -corner sprites, 4 edge sprites (tiled or stretched along their axis), and a -separate center-fill sprite. Slice/edge metrics are a **documented stopgap +The frame is **8 quads + a center fill** (4 corner + 4 edge sprites + center), +not one stretched 9-slice texture. Slice/edge metrics are a **documented stopgap constant** (with a divergence row) until the `LayoutDesc` tree is parsed -(sub-project 3) to supply the real insets. +(sub-project 3). ## 7. Markup + stylesheet model -**Markup** mirrors `ElementDesc` 1:1 ([acclient.h:33693](../../../docs/research/named-retail/acclient.h)): -an element has a type, id, `x/y/w/h/z`, the four anchor edge-codes, a -`defaultState`, and a media list (sprite DataIDs). Example authoring shape: +**Markup** mirrors `ElementDesc` 1:1 ([acclient.h:33693](../../../docs/research/named-retail/acclient.h)); +`MarkupDocument` parses it and **instantiates a `UiElement` subtree** (a +`UiNineSlicePanel` with child `UiLabel`/`UiMeter`/`UiButton`). Authoring shape: ```xml @@ -182,168 +225,165 @@ an element has a type, id, `x/y/w/h/z`, the four anchor edge-codes, a ``` -This is deliberately the shape the future `LayoutDesc` importer will *emit*, so -the authoring format and the imported format converge. It is **not** KSML — -KSML is reserved for rich-text content inside text regions (deferred). +This is the shape the future `LayoutDesc` importer will *emit*, so authoring and +imported formats converge. It is **not** KSML (rich-text, deferred). `{Binding}` +expressions resolve against a supplied binding object (the `VitalsVM`) via +reflection on the property name. **Anchor codes** are *defined* now (0=fixed, 1=stretch, 2=proportional-translate, -3=center, 4=proportional-scale — from `StateDesc::UpdateSizeAndPosition` @`0x0069BF20`) -but the **solver is deferred**: the Vitals window is fixed-size, so Spec 1 places -it at fixed pixel coords. Building the full solver now would be gold-plating -(gap-critic risk #7). +3=center, 4=proportional-scale — from `StateDesc::UpdateSizeAndPosition` +@`0x0069BF20`) but the **solver is deferred**: the Vitals window is fixed-size +(placed via the existing `UiElement.Left/Top`), so Spec 1 needs no solver. **Stylesheet.** A small INI loader parses `controls.ini` keyed by element-type -section, honoring the `#AARRGGBB` color format (alpha-first) and the -`font://Face-Pt[-style]` font URI. The cascade is: element-type defaults from -ini → per-element `class=` section → inline attributes. `controls.ini` is -**optional** (see §10): if the AC install is absent, the real `[title]`/`[body]` -token values are baked as fallback. +section, honoring `#AARRGGBB` (alpha-first) and `font://Face-Pt[-style]`. Cascade: +element-type defaults → per-element `class=` → inline attributes. **Optional** +(§10): absent AC install → source-verified `[title]`/`[body]` fallback tokens. ## 8. VM binding (the Vitals slice) -Bind to the **real** `VitalsVM` — `HealthPercent` / `StaminaPercent` / -`ManaPercent` ([VitalsVM.cs:67](../../../src/AcDream.UI.Abstractions/Panels/Vitals/VitalsVM.cs)). -The VM already does all server plumbing (CombatState + LocalPlayerState, updated -from the wire), so we do **not** re-derive vitals from the retail -`gmVitalsUI`/`CACQualities` decomp. +The vitals panel is a `UiNineSlicePanel` (chrome) containing a `UiLabel` (title) +and three `UiMeter`s. Each `UiMeter` holds a `Func Fill` bound to the +real `VitalsVM` ([VitalsVM.cs:67](../../../src/AcDream.UI.Abstractions/Panels/Vitals/VitalsVM.cs)): +`() => vm.HealthPercent`, `() => vm.StaminaPercent`, `() => vm.ManaPercent`. The +VM already does all server plumbing, so we do **not** re-derive vitals from the +retail `gmVitalsUI`/`CACQualities` decomp. -Each bar uses the retail **scissor-fill** technique: draw the empty background -rect, set scissor to the bottom `pct * height` pixels, draw the filled rect. -Colors Health `#FF0000`, Stamina `#10F0F0`, Mana `#0000FF`. This uses only the -solid-color shader path (`uUseTexture=0`) — **no dat font needed**. The -`StaminaPercent`/`ManaPercent` nullable case (null until `PlayerDescription` -arrives) renders an empty bar. +`UiMeter.OnDraw` draws the empty bar (`ctx.DrawRect`) then the filled portion as a +**partial-size rect** (`width = pct * Width`) in the bar color — Health `#FF0000`, +Stamina `#10F0F0`, Mana `#0000FF`. (For rectangular solid bars this is equivalent +to retail's orb scissor-fill and avoids per-quad scissor state inside the batch; +scissor/UV-crop comes when the actual orb *sprite* is drawn, later.) A `null` +fill (stamina/mana pre-`PlayerDescription`) draws an empty bar. -The Vitals panel is constructed and registered the same way as today — built in -the live-session path and given the player GUID at EnterWorld via -`SetLocalPlayerGuid` ([GameWindow.cs:1984](../../../src/AcDream.App/Rendering/GameWindow.cs)) — -but registered into `RetailPanelHost` instead of `ImGuiPanelHost` when -`ACDREAM_RETAIL_UI=1`. +The `VitalsVM` is constructed and given the player GUID the same way as today +([GameWindow.cs:1330](../../../src/AcDream.App/Rendering/GameWindow.cs) ctor, +:1984 `SetLocalPlayerGuid`); the retail-UI build path reuses that same VM +instance. ## 9. Plugin contract (designed now, first consumer first-party) -`IPluginHost` exposes only `Log`/`State`/`Events` today — no UI surface -([IPluginHost.cs:9](../../../src/AcDream.Plugin.Abstractions/IPluginHost.cs)). Spec 1 -adds: +The plugin API is a day-1 constraint; plugin authors must be able to add retail +UI. The natural unit is a **`UiElement`/markup subtree added to `UiRoot`** (not +`IPanel`/`IPanelRenderer`, which is the ImGui devtools path). Spec 1 adds: -- `IPanelRegistry Panels { get; }` on `IPluginHost` — a one-method - `void Register(IPanel)` wrapper over `IPanelHost.Register` (does **not** expose - `RenderAll` to plugins). -- A `MarkupPanel(string id, string title, string markupPath, object binding)` - `IPanel` implementation: owns a parsed `MarkupDocument` + a binding object whose - properties the `{Binding}` expressions resolve against. -- ALC note: if `AcDream.UI.Abstractions` types cross the plugin boundary, add it - to the host-shared exclusion set alongside `AcDream.Plugin.Abstractions` - ([PluginAssemblyLoadContext.cs:13](../../../src/AcDream.Core/Plugins/PluginAssemblyLoadContext.cs)). -- Registrations from `IAcDreamPlugin.Enable()` (main thread, before the GL window - opens) buffer into a list the host drains into `RetailPanelHost` after init — - the threading concern lives in the host, the plugin call is unconditional. - -The first consumer is the first-party Vitals panel, but the contract lands here -so the markup format is designed against a real plugin path rather than -retrofitted. Wiring an actual plugin-supplied panel end-to-end is a thin -follow-up. +- A small `IUiRegistry` (in `AcDream.Plugin.Abstractions`) — `void + AddMarkupPanel(string markupPath, object binding)` (and/or `void + AddElement(UiElement)` once a plugin-safe element surface is decided). For + Spec 1, `AddMarkupPanel` is enough. +- `IPluginHost` gains `IUiRegistry Ui { get; }` + ([IPluginHost.cs:8](../../../src/AcDream.Plugin.Abstractions/IPluginHost.cs) + has none today); `AppPluginHost` implements it + ([AppPluginHost.cs:5](../../../src/AcDream.App/Plugins/AppPluginHost.cs)). +- Because plugin `Enable()` runs in `Program.cs` **before** the GL window opens + ([Program.cs:55-60](../../../src/AcDream.App/Program.cs)), `AddMarkupPanel` + **buffers** registrations into a list that `GameWindow` drains into `UiRoot` + after `UiHost` is constructed. The threading/timing concern lives in the host; + the plugin call is unconditional. +- The first consumer is the first-party vitals panel (built directly in + `GameWindow`, not through the registry). Wiring an actual plugin-supplied markup + panel end-to-end is exercised by a smoke test but is otherwise the thin + follow-up. This task group is the **last** in the plan so the visible vitals + slice can land first if it slips. ## 10. Confirmed decisions (approved 2026-06-14) -1. **Render-only first slice.** Frame + live (updating) bars; the close button is - drawn-not-clickable and the window is not draggable. Input/hit-testing is its - own sub-phase — neither `IPanelHost` nor `IPanelRenderer` carries a hit-test or - bounds contract today, and building it up front is scope creep. +1. **Render-only first slice.** `Tick` + `Draw` only; the `UiHost` input wiring + (`WireMouse`/`WireKeyboard`) is **not** connected to the existing Phase-K + `InputDispatcher` yet, so the close button isn't clickable and the window + isn't draggable. Rationale (corrected): the `UiRoot` input *machinery* already + exists — what's deferred is *integrating two input consumers* (routing + unconsumed `WorldMouseFallThrough` back to the game's dispatcher), which is its + own sub-phase. 2. **`controls.ini` optional.** Assume `C:\Turbine\Asheron's Call\` may or may not - exist. Add an `ACDREAM_AC_DIR` `RuntimeOptions` field for when it's present; - when absent, fall back to the source-verified `[title]`/`[body]` token values. - The build never fails on a missing AC install. (Chrome is sprite-based, so - `controls.ini` is barely load-bearing for Spec 1 anyway.) + exist. Add an `ACDREAM_AC_DIR` `RuntimeOptions` field; when absent, fall back + to the source-verified `[title]`/`[body]` token values. The build never fails + on a missing AC install. ## 11. Build sequence | Step | Deliverable | Proves | |---|---|---| -| 0 | Dat prove-out: load candidate chrome IDs, render raw quads, confirm real IDs | Resolves the chrome-ID contradiction empirically | -| 1 | One decoded dat sprite drawn at fixed coords (shader `uUseTexture=2`, self-contained GL state) | A dat sprite composites correctly over the 3D scene | -| 2 | 8-piece border + center → an empty titled frame (UV-rect quads, stopgap insets) | The frame renders | -| 3 | Three scissor-fill bars bound to real `VitalsVM` (solid-color path) | End-to-end data binding, no font needed | -| 4 | `RetailPanelHost` wired into the frame loop, gated by `RuntimeOptions.RetailUi`; ImGui unaffected | Backend slots under the seam; no `ACDREAM_DEVTOOLS` regression | -| 5 *(deferred)* | `AcFont` dat-glyph loader → numeric overlays | Only if numbers are wanted in this slice | +| 0 | Dat prove-out harness: draw candidate chrome IDs, confirm the real ones | Resolves the chrome-ID contradiction empirically | +| 1 | `ui_text.frag` `uUseTexture=2` + `TextRenderer.DrawSprite` + `DepthMask` + `UiRenderContext.DrawSprite` | A dat sprite composites over the 3D scene | +| 2 | `UiNineSlicePanel` draws an empty titled frame from confirmed dat sprites (stopgap insets) | Retail-shaped chrome renders | +| 3 | `UiMeter` + a hand-built vitals `UiNineSlicePanel` subtree bound to `VitalsVM`, wired via `UiHost` under `ACDREAM_RETAIL_UI` (render-only) | End-to-end live data + the scaffold lights up | +| 4 | `ControlsIni` parser (TDD) feeding the panel's title/colors | Stylesheet cascade | +| 5 | `MarkupDocument` parser (TDD) → builds the same vitals subtree from `vitals.xml` | The Approach-C markup engine | +| 6 *(last)* | `IUiRegistry` on `IPluginHost` + buffered drain into `UiRoot` + smoke test | Plugin-ready | ## 12. Error handling & edge cases -- **Missing/undecodable sprite** → `GetOrUpload` magenta fallback is visible by - design; Step 0 catches it. A null/zero DataID in markup logs a warning and - draws nothing (no throw). -- **AC install absent** → `controls.ini` load is skipped, baked fallback tokens - used (no throw). -- **Vitals null percents** (pre-`PlayerDescription`) → empty bar. -- **Window resize** → fixed-coord placement re-clamps to stay on-screen via the - existing `OnFramebufferResize` panel-layout reset - ([GameWindow.cs:10375](../../../src/AcDream.App/Rendering/GameWindow.cs)). No DPI - scaling (a known, out-of-scope gap — `_window.Size` is treated as framebuffer - size). -- **Both toggles on** → both UIs render; the retail Vitals and the ImGui Vitals - may both show (acceptable in dev). +- **Missing/undecodable sprite** → `GetOrUpload` magenta fallback is visible; + Step 0 catches it. A null/zero DataID in markup logs a warning, draws nothing. +- **AC install absent** → `controls.ini` load skipped, baked fallback tokens used. +- **Vitals null percents** → empty bar (`UiMeter.Fill` returns null). +- **Window resize** → `UiHost.Draw` already sets `Root.Width/Height` to the + current screen size each frame ([UiHost.cs:61](../../../src/AcDream.App/UI/UiHost.cs)); + fixed-coord panels stay put. No DPI scaling (known out-of-scope gap). +- **Both toggles on** → ImGui Vitals and retail Vitals may both show (fine in dev). ## 13. Testing -- **`ControlsIni` parser** (pure, no GL) — unit tests for `#AARRGGBB` parsing, - `font://` URI parsing, the cascade order. Since the parsers live in - `src/AcDream.App/UI/Retail/` (per §4), their tests go in - `tests/AcDream.App.Tests/` (App-layer, Rule 6). If/when the backend is - extracted to a standalone `AcDream.UI.Retail` project, the tests move with it - to `tests/AcDream.UI.Retail.Tests/` (registered in `AcDream.slnx`). -- **`MarkupDocument` parser** — unit tests for the XML → element-tree mapping and - `{Binding}` resolution against a fake binding object. -- **`NineSlice` geometry** — unit test that 8 pieces + center tile to the right - rects for a given frame size + insets. -- **Visual acceptance** (user) — the Vitals frame renders retail-shaped with live - bars in `ACDREAM_RETAIL_UI=1`; ImGui panels unaffected in `ACDREAM_DEVTOOLS=1`. +- **`ControlsIni` parser** (pure, no GL) — unit tests for `#AARRGGBB`, `font://`, + cascade order. Lives in `src/AcDream.App/UI/`, tested in `tests/AcDream.App.Tests/` + (App-layer, Rule 6). +- **`MarkupDocument` parser** — unit tests for XML → `UiElement` tree shape + (types, geometry) and `{Binding}` resolution against a fake binding object. +- **`UiMeter` fill geometry** — unit test that fill fraction → partial rect width + (pure math; `UiMeter.ComputeFillRect(pct, w, h)` as a static helper so it's + testable without GL). +- **`UiNineSlice` geometry** — unit test that a frame size + insets → the 9 dst + rects (`UiNineSlicePanel.ComputeSliceRects` static helper). +- **Plugin smoke** — a test plugin calls `host.Ui.AddMarkupPanel` and the buffered + registration is drained (assert the panel is added to `UiRoot`). +- **Visual acceptance** (user) — retail-shaped Vitals frame with live bars under + `ACDREAM_RETAIL_UI=1`; ImGui path unaffected under `ACDREAM_DEVTOOLS=1`. - `dotnet build` + `dotnet test` green. ## 14. Bookkeeping - **Phase D.2b**, Milestone **M5** (parallelizable; NOT on the M1.5 critical - path). The CLAUDE.md "Current state" line stays on M1.5 — this is a parallel - track, not a milestone flip. -- **Divergence register:** in the commit that ships the first real dat-sprite - chrome, **delete row TS-30** ([retail-divergence-register.md:166](../../../docs/architecture/retail-divergence-register.md)) - and **add one** new IA-row (Intentional Architecture — keystone.dll has no - PDB/decomp, a byte-port is impossible by definition) for the markup/serialization - layer. Assign the next sequential IA number at commit time. Retail oracle: - "LayoutDesc 0x21xxxxxx; controls.ini panel-property vocabulary; keystone.dll - layout evaluation (no PDB)". Do **not** duplicate IA-12 (which already covers the - UI toolkit's *behavioral* approximation). A second row for the stopgap slice - insets is added if/when they ship. -- **Spec file:** this document, `docs/superpowers/specs/2026-06-14-d2b-retail-panel-frame-design.md`. + path). The CLAUDE.md "Current state" line stays on M1.5. +- **Divergence register:** in the commit that ships `UiNineSlicePanel` rendering a + real dat sprite, **delete row TS-30** ([retail-divergence-register.md:166](../../../docs/architecture/retail-divergence-register.md)) + — its cited file (`UiPanel.cs`) is upgraded by the subclass — and **add one** + new IA-row (Intentional Architecture; keystone.dll has no PDB/decomp) for the + markup/serialization layer. Assign the next sequential IA number at commit time. + Retail oracle: "LayoutDesc 0x21xxxxxx; controls.ini panel-property vocabulary; + keystone.dll layout evaluation (no PDB)". Do **not** duplicate IA-12 (UI + toolkit *behavioral* approximation). A second row for the stopgap slice insets + is added when they ship. +- **Spec file:** this document. ## 15. Open gaps & deferred sub-projects -- **Input/hit-testing contract** — neither `IPanelHost` nor `IPanel` reports - bounds; required before drag/close-click. Next sub-phase. +- **Input integration** — connect `UiHost.WireMouse`/`WireKeyboard` to the Phase-K + `InputDispatcher`, routing unconsumed `WorldMouseFallThrough`/`WorldKeyFallThrough` + back to the game. Next sub-phase (lights up the close button + window drag that + `UiRoot` already supports). - **`AcFont`** — dat A8 glyph loader (Font `0x40000xxx` → `ForegroundSurfaceDataId` → RenderSurface, upload as **R8** so `ui_text.frag`'s `.r`-coverage branch works - unchanged). Sub-phase for numeric overlays. -- **Anchor solver** — port `StateDesc::UpdateSizeAndPosition`. With the - `LayoutDesc` importer. -- **`LayoutDesc` binary importer** (sub-project 3) — bulk-transpile retail's - layouts → our markup, supplying real slice insets + coords. Resolver symbols: - `LayoutDesc::InqFullDesc` @`0x0069A520`, `ElementDesc::Incorporate` @`0x0069B5A0` - (algorithm captured in [2026-05-08 pseudocode](../../../docs/research/2026-05-08-retail-ui-layout-resolution-pseudocode.md)). -- **Standalone `AcDream.UI.Retail` project** — after a rendering-primitives home - is extracted. + unchanged) → numeric overlays + retail fonts. (Today `UiLabel` uses the + stb_truetype `BitmapFont`.) +- **Anchor solver** — port `StateDesc::UpdateSizeAndPosition`; with the importer. +- **`LayoutDesc` binary importer** (sub-project 3) — bulk-transpile retail layouts + → our markup, supplying real insets + coords. Symbols: `LayoutDesc::InqFullDesc` + @`0x0069A520`, `ElementDesc::Incorporate` @`0x0069B5A0` + ([2026-05-08 pseudocode](../../../docs/research/2026-05-08-retail-ui-layout-resolution-pseudocode.md)). - **`PFID_CUSTOM_RAW_JPEG`** decode + login/char-select/chargen (sub-project 4). ## 16. Acceptance criteria -- [ ] Step 0 prove-out done; real chrome sprite IDs confirmed + recorded. -- [ ] In `ACDREAM_RETAIL_UI=1`: a retail-shaped Vitals window renders with an - 8-piece dat-sprite border + title bar + drawn close button, and three - scissor-fill bars that track HP/Stam/Mana live as the character takes - damage / regens. -- [ ] In `ACDREAM_DEVTOOLS=1`: ImGui Vitals/Chat/Debug/Settings unchanged (no - regression). +- [ ] Step 0 prove-out done; real chrome sprite IDs confirmed + recorded in code. +- [ ] In `ACDREAM_RETAIL_UI=1`: a retail-shaped Vitals window renders via the wired + `UiHost` — `UiNineSlicePanel` 8-piece dat-sprite border + title + drawn close + button — with three `UiMeter` bars tracking HP/Stam/Mana live as the + character takes damage / regens. +- [ ] In `ACDREAM_DEVTOOLS=1`: ImGui Vitals/Chat/Debug/Settings unchanged. - [ ] `controls.ini` loads when present, falls back cleanly when absent. -- [ ] `IPanelRegistry` on `IPluginHost`; a `MarkupPanel` exists and is unit-tested - against a fake binding. +- [ ] `MarkupDocument` builds the vitals subtree from `vitals.xml`; pure parsers + unit-tested; plugin smoke test drains a buffered `AddMarkupPanel`. - [ ] TS-30 deleted + one new IA-row added, same commit as the chrome. - [ ] `dotnet build` green, `dotnet test` green. - [ ] Visual verification by the user. From 3e006d372a77903db11afdecc007d257e6f58464 Mon Sep 17 00:00:00 2001 From: Erik Date: Sun, 14 Jun 2026 14:21:41 +0200 Subject: [PATCH 032/223] =?UTF-8?q?fix(G.3):=20register=20connector=20cell?= =?UTF-8?q?s=20in=20the=20PHYSICS=20graph=20too=20=E2=80=94=20viewer-cell?= =?UTF-8?q?=20transit=20(#133)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit After registering portals-only connector cells for VISIBILITY (d90c538), an angle-dependent residual grey remained when the camera crossed a ramp: the camera-collision sweep (SmartBox::update_viewer -> sphere_path.curr_cell, pc:92870) could not transit INTO the connector cell because it had no physics cell to sweep into — CacheCellStruct was still gated on drawable sub-meshes. So the viewer cell stalled one cell behind the eye (confirmed live: [flap-sweep] transited every cached neighbour but NEVER the un-cached connector 0x014D, viewerCell stuck at 0x00070103 while the eye sat 1.32 m past the connector's portal plane), and the side test correctly culled the on-screen connector portal -> grey. Fix: move CacheCellStruct out of the `cellSubMeshes.Count > 0` gate, next to BuildLoadedCell — cache EVERY cell with a valid cellStruct for physics too. Retail keeps the whole landblock cell array resident for the sweep; a portals-only connector has an empty collision BSP but its portals drive the transit. User-gated: "I see no grey background any longer." Build green; 12 flood-gate tests + 677 physics/cell/transit tests green (no collision or membership regression). TEMP render probes still retained (strip after). Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/Rendering/GameWindow.cs | 18 ++++++++++++++---- 1 file changed, 14 insertions(+), 4 deletions(-) diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index 5a6e2868..3eb7d8aa 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -5696,6 +5696,20 @@ public sealed class GameWindow : IDisposable // lift shifted horizontal portal planes 2 cm, side-culling deck/stair cells). BuildLoadedCell(envCellId, envCell, cellStruct, physicsCellOrigin, physicsCellTransform); + // PHYSICS cell graph: cache EVERY cell with a valid cellStruct, regardless of + // drawable sub-meshes. The camera-collision sweep (SmartBox::update_viewer → + // sphere_path.curr_cell, pc:92870) and the player cell-transit must be able to + // TRANSIT THROUGH a portals-only connector — otherwise the viewer/curr cell can + // never reach it and lags one cell behind the eye (#133 residual: the camera sat + // 1.32 m past the ramp portal's plane while the viewer cell stalled in + // 0x00070103 — the sweep transited every cached neighbour but NEVER the + // un-cached connector 0x014D — so the side test culled the on-screen connector + // portal and the grey clear showed through). Retail keeps the whole landblock + // cell array resident for the sweep; a portals-only connector has an empty + // collision BSP but its portals drive the transit. CacheCellStruct reads the + // cellStruct directly, not the render sub-meshes. + _physicsDataCache.CacheCellStruct(envCellId, envCell, cellStruct, physicsCellTransform); + var cellSubMeshes = AcDream.Core.Meshing.CellMesh.Build(envCell, cellStruct, _dats); if (cellSubMeshes.Count > 0) { @@ -5713,10 +5727,6 @@ public sealed class GameWindow : IDisposable cellWorldPosition: cellOrigin, cellRotation: envCell.Position.Orientation, staticObjects: System.Array.Empty<(uint, System.Numerics.Vector3, System.Numerics.Quaternion, bool, System.Numerics.Matrix4x4)>()); - - // Cache CellStruct physics BSP for indoor collision (UNCHANGED — gated - // on drawable cells; a portals-only connector has no collision surface). - _physicsDataCache.CacheCellStruct(envCellId, envCell, cellStruct, physicsCellTransform); } } } From 35152248f1ba80b104164e12789d9bff0840fd26 Mon Sep 17 00:00:00 2001 From: Erik Date: Sun, 14 Jun 2026 14:21:56 +0200 Subject: [PATCH 033/223] =?UTF-8?q?docs(D.2b):=20implementation=20plan=20?= =?UTF-8?q?=E2=80=94=20retail=20panel=20frame=20+=20live=20Vitals?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 9-task TDD plan against the re-grounded spec, building on the existing AcDream.App/UI scaffold: RuntimeOptions toggles, textured-sprite path in TextRenderer (+ frag uUseTexture=2, + TextureCache size overload), Step-0 chrome prove-out, UiNineSlicePanel + UiMeter widgets, wire UiHost + live Vitals (render-only) retiring TS-30, controls.ini loader, MarkupDocument (XML -> UiElement tree), and the IUiRegistry plugin surface. Exact code per step; pure parsers TDD'd in AcDream.App.Tests, GL/visual bits user-verified. Co-Authored-By: Claude Opus 4.8 (1M context) --- .../2026-06-14-d2b-retail-panel-frame-plan.md | 1322 +++++++++++++++++ 1 file changed, 1322 insertions(+) create mode 100644 docs/superpowers/plans/2026-06-14-d2b-retail-panel-frame-plan.md diff --git a/docs/superpowers/plans/2026-06-14-d2b-retail-panel-frame-plan.md b/docs/superpowers/plans/2026-06-14-d2b-retail-panel-frame-plan.md new file mode 100644 index 00000000..5fff7b20 --- /dev/null +++ b/docs/superpowers/plans/2026-06-14-d2b-retail-panel-frame-plan.md @@ -0,0 +1,1322 @@ +# D.2b Retail Panel Frame + Live Vitals — Implementation Plan + +> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking. + +**Goal:** Render a retail-shaped Vitals window (8-piece dat-sprite frame + live HP/Stam/Mana bars) by wiring the dormant `AcDream.App/UI` retained-mode toolkit and adding a markup/stylesheet/sprite layer, gated behind `ACDREAM_RETAIL_UI=1`. + +**Architecture:** The retail UI is the **existing `UiRoot`/`UiElement` tree** driven by `UiHost` (dormant today) — a separate system from the ImGui devtools path. Spec 1 wires `UiHost` into `GameWindow`, extends the shared `TextRenderer` with a textured-sprite path, adds `UiNineSlicePanel` (chrome) + `UiMeter` (bar) widgets, a `MarkupDocument` that instantiates a `UiElement` subtree from XML, and a `controls.ini` stylesheet loader. Render-only (input integration deferred). Spec: [`docs/superpowers/specs/2026-06-14-d2b-retail-panel-frame-design.md`](../specs/2026-06-14-d2b-retail-panel-frame-design.md). + +**Tech Stack:** C# / .NET 10, Silk.NET OpenGL, xUnit 2.9.3. Dat assets via the existing `TextureCache` + `SurfaceDecoder`. + +--- + +## File Structure + +**New files:** +- `src/AcDream.App/UI/UiNineSlicePanel.cs` — `UiPanel` subclass drawing the 8-piece dat-sprite frame + center fill. +- `src/AcDream.App/UI/UiMeter.cs` — `UiElement` vital bar (bg + partial fill). +- `src/AcDream.App/UI/RetailChromeSprites.cs` — confirmed chrome sprite DataIDs + sizes + insets (filled by Step 0). +- `src/AcDream.App/UI/ControlsIni.cs` — flat INI stylesheet parser (`#AARRGGBB`, `font://`). +- `src/AcDream.App/UI/MarkupDocument.cs` — XML → `UiElement` subtree builder + `{Binding}` resolution. +- `src/AcDream.App/UI/assets/vitals.xml` — the first-party vitals markup (copied to output). +- `src/AcDream.Plugin.Abstractions/IUiRegistry.cs` — plugin-facing UI registration surface. +- `src/AcDream.App/Plugins/BufferedUiRegistry.cs` — buffers `AddMarkupPanel` until `UiHost` exists. +- `tests/AcDream.App.Tests/UI/ControlsIniTests.cs`, `MarkupDocumentTests.cs`, `UiMeterTests.cs`, `UiNineSlicePanelTests.cs` +- `tests/AcDream.App.Tests/RuntimeOptionsRetailUiTests.cs` +- `tests/AcDream.App.Tests/Plugins/BufferedUiRegistryTests.cs` + +**Modified files:** +- `src/AcDream.App/RuntimeOptions.cs` — add `RetailUi`, `AcDir`. +- `src/AcDream.App/Rendering/Shaders/ui_text.frag` — add `uUseTexture==2` RGBA branch. +- `src/AcDream.App/Rendering/TextRenderer.cs` — add `DrawSprite` + per-texture batch + `DepthMask`. +- `src/AcDream.App/Rendering/TextureCache.cs` — add `GetOrUpload(id, out w, out h)` size overload. +- `src/AcDream.App/UI/UiRenderContext.cs` — add `DrawSprite` forwarder. +- `src/AcDream.App/Rendering/GameWindow.cs` — wire `UiHost` + vitals subtree (render-only). +- `src/AcDream.Plugin.Abstractions/IPluginHost.cs` + `src/AcDream.App/Plugins/AppPluginHost.cs` — add `Ui`. +- `src/AcDream.App/Program.cs` — construct `BufferedUiRegistry`, pass to host + window. +- `docs/architecture/retail-divergence-register.md` — delete TS-30, add IA row (in the chrome commit). + +--- + +## Task 1: RuntimeOptions — add RetailUi + AcDir toggles + +**Files:** +- Modify: `src/AcDream.App/RuntimeOptions.cs` +- Test: `tests/AcDream.App.Tests/RuntimeOptionsRetailUiTests.cs` + +- [ ] **Step 1: Write the failing test** + +Create `tests/AcDream.App.Tests/RuntimeOptionsRetailUiTests.cs`: + +```csharp +using System.Collections.Generic; +using AcDream.App; + +namespace AcDream.App.Tests; + +public class RuntimeOptionsRetailUiTests +{ + [Fact] + public void Parse_ReadsRetailUiAndAcDir() + { + var env = new Dictionary + { + ["ACDREAM_RETAIL_UI"] = "1", + ["ACDREAM_AC_DIR"] = @"C:\Turbine\Asheron's Call", + }; + var opts = RuntimeOptions.Parse("dats", k => env.GetValueOrDefault(k)); + Assert.True(opts.RetailUi); + Assert.Equal(@"C:\Turbine\Asheron's Call", opts.AcDir); + } + + [Fact] + public void Parse_DefaultsRetailUiOffAndAcDirNull() + { + var opts = RuntimeOptions.Parse("dats", _ => null); + Assert.False(opts.RetailUi); + Assert.Null(opts.AcDir); + } +} +``` + +- [ ] **Step 2: Run the test to verify it fails** + +Run: `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj --filter RuntimeOptionsRetailUiTests` +Expected: FAIL to **compile** — `RetailUi` / `AcDir` are not members of `RuntimeOptions`. + +- [ ] **Step 3: Add the fields** + +In `src/AcDream.App/RuntimeOptions.cs`, add two parameters at the **end** of the record (line 42, after `int? LegacyStreamRadius`): + +```csharp + int? LegacyStreamRadius, + bool RetailUi, + string? AcDir) +``` + +And in `Parse` (after the `LegacyStreamRadius:` line, before the closing `);`): + +```csharp + LegacyStreamRadius: TryParseNonNegativeInt(env("ACDREAM_STREAM_RADIUS")), + RetailUi: IsExactlyOne(env("ACDREAM_RETAIL_UI")), + AcDir: NullIfEmpty(env("ACDREAM_AC_DIR"))); +``` + +- [ ] **Step 4: Fix any positional construction sites** + +Run: `dotnet build src/AcDream.App/AcDream.App.csproj` +If any `new RuntimeOptions(...)` positional call site fails to compile (missing 2 args), append `, RetailUi: false, AcDir: null` to it. (`Program.cs` uses `FromEnvironment`→`Parse` with named args and is unaffected.) + +- [ ] **Step 5: Run the test to verify it passes** + +Run: `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj --filter RuntimeOptionsRetailUiTests` +Expected: PASS (2 tests). + +- [ ] **Step 6: Commit** + +```bash +git add src/AcDream.App/RuntimeOptions.cs tests/AcDream.App.Tests/RuntimeOptionsRetailUiTests.cs +git commit -m "feat(D.2b): RuntimeOptions.RetailUi + AcDir toggles" +``` + +--- + +## Task 2: Dat-sprite render capability + +GL code — verified by build + the Step-3 visual, not unit tests. + +**Files:** +- Modify: `src/AcDream.App/Rendering/Shaders/ui_text.frag` +- Modify: `src/AcDream.App/Rendering/TextRenderer.cs` +- Modify: `src/AcDream.App/Rendering/TextureCache.cs` +- Modify: `src/AcDream.App/UI/UiRenderContext.cs` + +- [ ] **Step 1: Add the RGBA branch to the fragment shader** + +In `src/AcDream.App/Rendering/Shaders/ui_text.frag`, replace the `main()` body's branch: + +```glsl +void main() { + if (uUseTexture == 1) { + // Font atlas is a single-channel R8 texture; red = coverage alpha. + float coverage = texture(uTex, vUv).r; + FragColor = vec4(vColor.rgb, vColor.a * coverage); + } else if (uUseTexture == 2) { + // RGBA dat sprite (decoded to RGBA8); modulate by tint/alpha. + FragColor = texture(uTex, vUv) * vColor; + } else { + FragColor = vColor; + } + if (FragColor.a < 0.005) discard; +} +``` + +- [ ] **Step 2: Add a size-returning overload to TextureCache** + +In `src/AcDream.App/Rendering/TextureCache.cs`, add a size cache field next to `_handlesBySurfaceId` (top-of-class field region): + +```csharp + private readonly Dictionary _sizeBySurfaceId = new(); +``` + +And add this method directly after `GetOrUpload(uint surfaceId)` (after line 81): + +```csharp + /// + /// Like but also returns the decoded + /// pixel dimensions. UI 9-slice geometry needs the source size to + /// compute slice UVs. Cached alongside the handle. + /// + public uint GetOrUpload(uint surfaceId, out int width, out int height) + { + if (_handlesBySurfaceId.TryGetValue(surfaceId, out var existing) + && _sizeBySurfaceId.TryGetValue(surfaceId, out var sz)) + { + width = sz.w; height = sz.h; + return existing; + } + + var decoded = DecodeFromDats(surfaceId, origTextureOverride: null, paletteOverride: null); + uint h = UploadRgba8(decoded); + _handlesBySurfaceId[surfaceId] = h; + _sizeBySurfaceId[surfaceId] = (decoded.Width, decoded.Height); + width = decoded.Width; height = decoded.Height; + return h; + } +``` + +- [ ] **Step 3: Add the textured-sprite path to TextRenderer** + +In `src/AcDream.App/Rendering/TextRenderer.cs`, add a per-texture sprite buffer field (next to `_textBuf`/`_rectBuf`, ~line 31): + +```csharp + private readonly Dictionary> _spriteBufs = new(); +``` + +Clear it in `Begin` (inside the existing `Begin`, after `_rectBuf.Clear();`): + +```csharp + foreach (var b in _spriteBufs.Values) b.Clear(); +``` + +Add the public draw method (after `DrawString`, ~line 130): + +```csharp + /// + /// Draw a textured sprite quad in screen pixel space with an explicit + /// source-UV rectangle (for 9-slice / atlas sub-regions). Batched per + /// GL texture handle; flushed with uUseTexture=2 (RGBA modulate). + /// + public void DrawSprite(uint texture, float x, float y, float w, float h, + float u0, float v0, float u1, float v1, Vector4 tint) + { + if (!_spriteBufs.TryGetValue(texture, out var buf)) + { + buf = new List(256); + _spriteBufs[texture] = buf; + } + AppendQuad(buf, x, y, w, h, u0, v0, u1, v1, tint); + } +``` + +In `Flush`, (a) change the early-out so sprites alone still draw, (b) set `DepthMask(false)` + restore, (c) draw the sprite batches. Replace the existing `Flush` body's guard and state block down through the text draw: + +Replace: +```csharp + if (_textVerts == 0 && _rectVerts == 0) return; +``` +with: +```csharp + bool hasSprites = false; + foreach (var b in _spriteBufs.Values) if (b.Count > 0) { hasSprites = true; break; } + if (_textVerts == 0 && _rectVerts == 0 && !hasSprites) return; +``` + +Replace the state-save block: +```csharp + bool wasDepth = _gl.IsEnabled(EnableCap.DepthTest); + bool wasBlend = _gl.IsEnabled(EnableCap.Blend); + bool wasCull = _gl.IsEnabled(EnableCap.CullFace); + _gl.Disable(EnableCap.DepthTest); + _gl.Disable(EnableCap.CullFace); + _gl.Enable(EnableCap.Blend); + _gl.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha); +``` +with (adds DepthMask off; restored to true below): +```csharp + bool wasDepth = _gl.IsEnabled(EnableCap.DepthTest); + bool wasBlend = _gl.IsEnabled(EnableCap.Blend); + bool wasCull = _gl.IsEnabled(EnableCap.CullFace); + _gl.Disable(EnableCap.DepthTest); + _gl.Disable(EnableCap.CullFace); + _gl.DepthMask(false); + _gl.Enable(EnableCap.Blend); + _gl.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha); +``` + +Add the sprite-draw block immediately **after** the text-glyph block (after the `if (_textVerts > 0 && font is not null) { ... }` block, before "Restore GL state"): + +```csharp + // RGBA dat sprites — one draw call per distinct GL texture. + if (hasSprites) + { + _shader.SetInt("uUseTexture", 2); + _gl.ActiveTexture(TextureUnit.Texture0); + _shader.SetInt("uTex", 0); + foreach (var kv in _spriteBufs) + { + if (kv.Value.Count == 0) continue; + _gl.BindTexture(TextureTarget.Texture2D, kv.Key); + UploadBuffer(kv.Value); + _gl.DrawArrays(PrimitiveType.Triangles, 0, (uint)(kv.Value.Count / FloatsPerVertex)); + } + } +``` + +Add DepthMask restore in the "Restore GL state" block (after the existing three restores). Restore to `true` — the next frame's depth *clear* requires depth writes enabled, so `true` is the correct (and only safe) post-UI value: +```csharp + _gl.DepthMask(true); +``` + +- [ ] **Step 4: Add the DrawSprite forwarder to UiRenderContext** + +In `src/AcDream.App/UI/UiRenderContext.cs`, after the `DrawRectOutline` forwarder (line 54): + +```csharp + public void DrawSprite(uint texture, float x, float y, float w, float h, + float u0, float v0, float u1, float v1, Vector4 tint) + => TextRenderer.DrawSprite(texture, + _current.X + x, _current.Y + y, w, h, u0, v0, u1, v1, tint); +``` + +- [ ] **Step 5: Build** + +Run: `dotnet build src/AcDream.App/AcDream.App.csproj` +Expected: build succeeds. + +- [ ] **Step 6: Commit** + +```bash +git add src/AcDream.App/Rendering/Shaders/ui_text.frag src/AcDream.App/Rendering/TextRenderer.cs src/AcDream.App/Rendering/TextureCache.cs src/AcDream.App/UI/UiRenderContext.cs +git commit -m "feat(D.2b): textured-sprite path in TextRenderer + UV-rect DrawSprite" +``` + +--- + +## Task 3: Step-0 chrome sprite prove-out (HUMAN-IN-THE-LOOP) + +Resolves the unverified chrome sprite IDs empirically (spec §6). Requires the user to run the client and eyeball candidates. + +**Files:** +- Create: `src/AcDream.App/UI/RetailChromeSprites.cs` +- Modify: `src/AcDream.App/Rendering/GameWindow.cs` (temporary prove-out block) + +- [ ] **Step 1: Create the constants file (empty placeholders to be filled by the run)** + +Create `src/AcDream.App/UI/RetailChromeSprites.cs`: + +```csharp +namespace AcDream.App.UI; + +/// +/// Confirmed retail window-chrome RenderSurface DataIDs + decoded sizes + +/// 9-slice insets. Values are filled by the Step-0 prove-out run (see +/// docs/superpowers/plans/2026-06-14-d2b-retail-panel-frame-plan.md, Task 3) +/// — do NOT trust pre-run values. Candidates dumped by the prove-out harness. +/// +public static class RetailChromeSprites +{ + // Candidate IDs to try in the Step-0 prove-out. Edit this list as needed. + public static readonly uint[] Candidates = + { + 0x06004CC2, 0x060074BF, 0x060074C0, 0x060074C1, 0x060074C2, + 0x060074C3, 0x060074C4, 0x060074C5, 0x060074C6, 0x0600129C, + }; + + // === FILLED BY STEP 0 (placeholder = magenta until confirmed) === + /// The single 9-sliceable frame sprite (or the body/center fill). + public static uint FrameSurfaceId = 0; // TODO Step 0: set to confirmed id + /// Corner inset in pixels (left/top/right/bottom assumed equal until LayoutDesc parse). + public static int Inset = 6; // TODO Step 0: tune to the real bevel +} +``` + +- [ ] **Step 2: Add a temporary prove-out block to OnRender** + +In `src/AcDream.App/Rendering/GameWindow.cs`, in `OnRender` after the 3D passes (just before the ImGui block at ~line 8158), add: + +```csharp + // Step-0 prove-out (D.2b Task 3): draw candidate chrome sprites in a + // labelled row so we can eyeball which decode to frame art. Gated by + // ACDREAM_RETAIL_UI_PROVEOUT=1. TEMPORARY — delete after Step 0. + if (System.Environment.GetEnvironmentVariable("ACDREAM_RETAIL_UI_PROVEOUT") == "1" + && _textureCache is not null && _textRenderer is not null) + { + _textRenderer.Begin(new System.Numerics.Vector2(_window!.Size.X, _window.Size.Y)); + float px = 20f; + foreach (var id in AcDream.App.UI.RetailChromeSprites.Candidates) + { + uint tex = _textureCache.GetOrUpload(id, out int tw, out int th); + _textRenderer.DrawSprite(tex, px, 60f, 96f, 96f, 0, 0, 1, 1, + System.Numerics.Vector4.One); + if (_debugFont is not null) + _textRenderer.DrawString(_debugFont, $"0x{id:X8}\n{tw}x{th}", px, 160f, + System.Numerics.Vector4.One); + px += 110f; + } + _textRenderer.Flush(_debugFont); + } +``` + +- [ ] **Step 3: Build + run the prove-out (manual)** + +Run: `dotnet build src/AcDream.App/AcDream.App.csproj` +Then launch with the prove-out flag (PowerShell): + +```powershell +$env:ACDREAM_DAT_DIR = "$env:USERPROFILE\Documents\Asheron's Call" +$env:ACDREAM_RETAIL_UI_PROVEOUT = "1" +dotnet run --project src\AcDream.App\AcDream.App.csproj --no-build -c Debug 2>&1 | Tee-Object -FilePath proveout.log +``` + +**Manual:** the user reports which candidate IDs render as frame/border art (vs magenta vs unrelated sprites) and their printed sizes. If the frame is a single 9-sliceable sprite, note that ID + size. If it's separate corner/edge sprites, note each. Tune `Candidates` and re-run if none match (widen the `0x0600xxxx` range near `0x060074xx`). + +- [ ] **Step 4: Record the confirmed values** + +Edit `RetailChromeSprites.cs`: set `FrameSurfaceId` to the confirmed id and `Inset` to the eyeballed bevel thickness. Add a comment with the decoded `WxH` and the date. + +- [ ] **Step 5: Remove the temporary prove-out block** + +Delete the `ACDREAM_RETAIL_UI_PROVEOUT` block from `GameWindow.cs` (it was scaffolding). + +- [ ] **Step 6: Commit** + +```bash +git add src/AcDream.App/UI/RetailChromeSprites.cs src/AcDream.App/Rendering/GameWindow.cs +git commit -m "feat(D.2b): Step-0 chrome sprite prove-out + confirmed RetailChromeSprites ids" +``` + +--- + +## Task 4: UiNineSlicePanel + +**Files:** +- Create: `src/AcDream.App/UI/UiNineSlicePanel.cs` +- Test: `tests/AcDream.App.Tests/UI/UiNineSlicePanelTests.cs` + +- [ ] **Step 1: Write the failing geometry test** + +Create `tests/AcDream.App.Tests/UI/UiNineSlicePanelTests.cs`: + +```csharp +using AcDream.App.UI; + +namespace AcDream.App.Tests.UI; + +public class UiNineSlicePanelTests +{ + [Fact] + public void ComputeSliceRects_ProducesNinePatchesCoveringTheFrame() + { + // 100x80 frame, 32x32 source texture, 8px inset. + var rects = UiNineSlicePanel.ComputeSliceRects( + frameW: 100, frameH: 80, texW: 32, texH: 32, inset: 8); + + Assert.Equal(9, rects.Length); + + // Top-left corner: dst (0,0,8,8); src uv (0,0)-(8/32, 8/32). + var tl = rects[0]; + Assert.Equal(0f, tl.dstX); Assert.Equal(0f, tl.dstY); + Assert.Equal(8f, tl.dstW); Assert.Equal(8f, tl.dstH); + Assert.Equal(0f, tl.u0); Assert.Equal(0f, tl.v0); + Assert.Equal(8f / 32f, tl.u1, 5); Assert.Equal(8f / 32f, tl.v1, 5); + + // Center: dst (8,8, 100-16, 80-16); src uv inset..(tex-inset). + var center = rects[4]; + Assert.Equal(8f, center.dstX); Assert.Equal(8f, center.dstY); + Assert.Equal(84f, center.dstW); Assert.Equal(64f, center.dstH); + Assert.Equal(8f / 32f, center.u0, 5); + Assert.Equal(24f / 32f, center.u1, 5); + + // Bottom-right corner dst origin at (100-8, 80-8). + var br = rects[8]; + Assert.Equal(92f, br.dstX); Assert.Equal(72f, br.dstY); + Assert.Equal(8f, br.dstW); Assert.Equal(8f, br.dstH); + } +} +``` + +- [ ] **Step 2: Run the test to verify it fails** + +Run: `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj --filter UiNineSlicePanelTests` +Expected: FAIL to compile — `UiNineSlicePanel` does not exist. + +- [ ] **Step 3: Implement UiNineSlicePanel** + +Create `src/AcDream.App/UI/UiNineSlicePanel.cs`: + +```csharp +using System.Numerics; + +namespace AcDream.App.UI; + +/// +/// A whose background is a 9-sliced dat RenderSurface: +/// 4 fixed corners, 4 stretched edges, 1 stretched center. Retires the flat +/// translucent rect (divergence row TS-30). Insets come from +/// until the LayoutDesc importer supplies +/// per-panel metrics. +/// +public sealed class UiNineSlicePanel : UiPanel +{ + /// One slice patch: destination rect (local px) + source UVs (0..1). + public readonly record struct Slice( + float dstX, float dstY, float dstW, float dstH, + float u0, float v0, float u1, float v1); + + private readonly System.Func _resolve; + private readonly uint _surfaceId; + private readonly int _inset; + + /// Surface id → (GL handle, decoded width, height). + /// In production: id => { var t = cache.GetOrUpload(id, out var w, out var h); return (t, w, h); }. + public UiNineSlicePanel(System.Func resolve, + uint surfaceId, int inset) + { + _resolve = resolve; + _surfaceId = surfaceId; + _inset = inset; + BackgroundColor = Vector4.Zero; // suppress the base flat-rect fill + BorderColor = Vector4.Zero; + } + + /// + /// Compute the 9 patches for a frame of x + /// from a x + /// source with a uniform . + /// Order: TL, TC, TR, ML, MC, MR, BL, BC, BR (index 4 = center). + /// + public static Slice[] ComputeSliceRects( + float frameW, float frameH, int texW, int texH, int inset) + { + float i = inset; + // destination column/row edges + float[] dx = { 0, i, frameW - i, frameW }; + float[] dy = { 0, i, frameH - i, frameH }; + // source UV column/row edges (0..1) + float[] ux = { 0, i / texW, (texW - i) / texW, 1f }; + float[] uy = { 0, i / texH, (texH - i) / texH, 1f }; + + var slices = new Slice[9]; + int n = 0; + for (int row = 0; row < 3; row++) + for (int col = 0; col < 3; col++) + slices[n++] = new Slice( + dx[col], dy[row], dx[col + 1] - dx[col], dy[row + 1] - dy[row], + ux[col], uy[row], ux[col + 1], uy[row + 1]); + return slices; + } + + protected override void OnDraw(UiRenderContext ctx) + { + var (tex, tw, th) = _resolve(_surfaceId); + if (tex == 0 || tw == 0 || th == 0) return; + foreach (var s in ComputeSliceRects(Width, Height, tw, th, _inset)) + ctx.DrawSprite(tex, s.dstX, s.dstY, s.dstW, s.dstH, + s.u0, s.v0, s.u1, s.v1, Vector4.One); + } +} +``` + +- [ ] **Step 4: Run the test to verify it passes** + +Run: `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj --filter UiNineSlicePanelTests` +Expected: PASS. + +- [ ] **Step 5: Commit** + +```bash +git add src/AcDream.App/UI/UiNineSlicePanel.cs tests/AcDream.App.Tests/UI/UiNineSlicePanelTests.cs +git commit -m "feat(D.2b): UiNineSlicePanel (9-slice dat chrome) + geometry tests" +``` + +--- + +## Task 5: UiMeter + +**Files:** +- Create: `src/AcDream.App/UI/UiMeter.cs` +- Test: `tests/AcDream.App.Tests/UI/UiMeterTests.cs` + +- [ ] **Step 1: Write the failing fill-geometry test** + +Create `tests/AcDream.App.Tests/UI/UiMeterTests.cs`: + +```csharp +using AcDream.App.UI; + +namespace AcDream.App.Tests.UI; + +public class UiMeterTests +{ + [Fact] + public void ComputeFillRect_HalfFillIsHalfWidth() + { + var (x, y, w, h) = UiMeter.ComputeFillRect(0.5f, 200f, 12f); + Assert.Equal(0f, x); Assert.Equal(0f, y); + Assert.Equal(100f, w); Assert.Equal(12f, h); + } + + [Theory] + [InlineData(-1f, 0f)] // clamps below 0 + [InlineData(2f, 200f)] // clamps above 1 + [InlineData(0f, 0f)] + [InlineData(1f, 200f)] + public void ComputeFillRect_ClampsFraction(float pct, float expectedW) + { + var (_, _, w, _) = UiMeter.ComputeFillRect(pct, 200f, 12f); + Assert.Equal(expectedW, w); + } +} +``` + +- [ ] **Step 2: Run the test to verify it fails** + +Run: `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj --filter UiMeterTests` +Expected: FAIL to compile — `UiMeter` does not exist. + +- [ ] **Step 3: Implement UiMeter** + +Create `src/AcDream.App/UI/UiMeter.cs`: + +```csharp +using System.Numerics; + +namespace AcDream.App.UI; + +/// +/// A horizontal vital bar: an empty background rect with a partial-width +/// fill. returns 0..1 (or null = no data → empty bar). +/// Solid-color for Spec 1; the retail orb sprite + scissor crop is a later +/// sub-phase. +/// +public sealed class UiMeter : UiElement +{ + /// Fill fraction provider; null result draws an empty bar. + public System.Func Fill { get; set; } = () => 0f; + public Vector4 BarColor { get; set; } = new(1f, 0f, 0f, 1f); + public Vector4 BgColor { get; set; } = new(0f, 0f, 0f, 0.5f); + + public UiMeter() { ClickThrough = true; } + + /// Clamp to [0,1] and return the fill + /// rect (local px) for a bar of x . + public static (float x, float y, float w, float h) ComputeFillRect( + float pct, float w, float h) + { + if (pct < 0f) pct = 0f; + if (pct > 1f) pct = 1f; + return (0f, 0f, w * pct, h); + } + + protected override void OnDraw(UiRenderContext ctx) + { + ctx.DrawRect(0, 0, Width, Height, BgColor); + float? pct = Fill(); + if (pct is float p) + { + var (fx, fy, fw, fh) = ComputeFillRect(p, Width, Height); + if (fw > 0f) ctx.DrawRect(fx, fy, fw, fh, BarColor); + } + } +} +``` + +- [ ] **Step 4: Run the test to verify it passes** + +Run: `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj --filter UiMeterTests` +Expected: PASS. + +- [ ] **Step 5: Commit** + +```bash +git add src/AcDream.App/UI/UiMeter.cs tests/AcDream.App.Tests/UI/UiMeterTests.cs +git commit -m "feat(D.2b): UiMeter vital bar + fill-geometry tests" +``` + +--- + +## Task 6: Wire UiHost + hand-built vitals subtree (render-only) + retire TS-30 + +Visual-acceptance task. First on-screen retail panel. + +**Files:** +- Modify: `src/AcDream.App/Rendering/GameWindow.cs` +- Modify: `docs/architecture/retail-divergence-register.md` + +- [ ] **Step 1: Add the UiHost field** + +In `GameWindow.cs`, next to `_vitalsVm` (~line 614): + +```csharp + // Phase D.2b — retail-look UI tree. Null unless ACDREAM_RETAIL_UI=1. + private AcDream.App.UI.UiHost? _uiHost; +``` + +- [ ] **Step 2: Construct UiHost + the vitals subtree in OnLoad** + +In `GameWindow.cs` OnLoad, **after** `_textureCache` is constructed (after line 1724) and after `_vitalsVm` is available, add. Note: `_vitalsVm` is built today only inside the DevTools block (line 1330). Hoist its construction so it exists for the retail path too — change line 1330's block so the VM is created when `DevToolsEnabled || _options.RetailUi`. Concretely, ensure this runs regardless of DevTools: + +```csharp + _vitalsVm ??= new AcDream.UI.Abstractions.Panels.Vitals.VitalsVM(Combat, LocalPlayer); +``` + +**Also ungate the GUID setter:** the `_vitalsVm.SetLocalPlayerGuid(...)` call at EnterWorld (~line 1984) must run whenever `_vitalsVm` is non-null — not only under DevTools — or retail-only mode reads HP=1.0 forever. Change any `if (DevToolsEnabled)` guard around that call to `if (_vitalsVm is not null)` (use the null-conditional `_vitalsVm?.SetLocalPlayerGuid(guid);` if simpler). Verify the exact guard at the call site before editing. + +Then add the retail wiring (after `_textureCache` exists): + +```csharp + if (_options.RetailUi) + { + string shadersDir = Path.Combine(AppContext.BaseDirectory, "Rendering", "Shaders"); + _uiHost = new AcDream.App.UI.UiHost(_gl, shadersDir, _debugFont); + + var cache = _textureCache!; + (uint, int, int) Resolve(uint id) + { + uint t = cache.GetOrUpload(id, out int w, out int h); + return (t, w, h); + } + + var panel = new AcDream.App.UI.UiNineSlicePanel( + Resolve, + AcDream.App.UI.RetailChromeSprites.FrameSurfaceId, + AcDream.App.UI.RetailChromeSprites.Inset) + { Left = 10, Top = 30, Width = 220, Height = 96 }; + + var title = new AcDream.App.UI.UiLabel + { Text = "Vitals", Left = 8, Top = 4, + TextColor = new System.Numerics.Vector4(1, 1, 1, 1) }; + panel.AddChild(title); + + var vm = _vitalsVm!; + panel.AddChild(new AcDream.App.UI.UiMeter + { Left = 8, Top = 24, Width = 200, Height = 13, + BarColor = new System.Numerics.Vector4(1f, 0f, 0f, 1f), + Fill = () => vm.HealthPercent }); + panel.AddChild(new AcDream.App.UI.UiMeter + { Left = 8, Top = 44, Width = 200, Height = 13, + BarColor = new System.Numerics.Vector4(0.063f, 0.94f, 0.94f, 1f), + Fill = () => vm.StaminaPercent }); + panel.AddChild(new AcDream.App.UI.UiMeter + { Left = 8, Top = 64, Width = 200, Height = 13, + BarColor = new System.Numerics.Vector4(0f, 0f, 1f, 1f), + Fill = () => vm.ManaPercent }); + + _uiHost.Root.AddChild(panel); + } +``` + +(`UiLabel` draws via the stb `BitmapFont` `_debugFont`; if `_debugFont` is null the title simply doesn't draw — acceptable for Spec 1.) + +- [ ] **Step 3: Draw the retail UI each frame** + +In `GameWindow.cs` OnRender, after the 3D passes and near the ImGui block (~line 8233, after `_imguiBootstrap` block or before it — order is deterministic either way; place it just before the ImGui `if` at line 8158 so ImGui composites on top in dev): + +```csharp + // Phase D.2b — retail-look UI tree (render-only; input integration deferred). + if (_options.RetailUi && _uiHost is not null) + { + _uiHost.Tick(deltaSeconds); + _uiHost.Draw(new System.Numerics.Vector2(_window!.Size.X, _window.Size.Y)); + } +``` + +- [ ] **Step 4: Dispose UiHost on shutdown** + +In `GameWindow.cs`'s dispose/shutdown path (near where `_textRenderer`/`_debugFont` are disposed, ~line 12043): + +```csharp + _uiHost?.Dispose(); +``` + +- [ ] **Step 5: Build + visual verify (manual)** + +Run: `dotnet build src/AcDream.App/AcDream.App.csproj` +Launch with `ACDREAM_RETAIL_UI=1` (+ the live-connection env from CLAUDE.md). **User confirms:** the Vitals window renders with the dat-sprite frame + three bars that track HP/Stam/Mana as the character takes damage/regens. Also launch with `ACDREAM_DEVTOOLS=1` (retail off) and confirm the ImGui panels are unchanged. + +- [ ] **Step 6: Retire TS-30 + add the IA row** + +In `docs/architecture/retail-divergence-register.md`: delete the **TS-30** row (line ~166). Add one new **IA** row (next sequential IA number) for the markup/serialization layer: + +``` +| IA-NN | D.2b retail UI is our own UiRoot tree + XML markup + controls.ini stylesheet, not a byte-port of keystone.dll's LayoutDesc binary tree (keystone.dll has no PDB/decomp) | src/AcDream.App/UI/UiNineSlicePanel.cs + MarkupDocument.cs | keystone.dll is outside decomp coverage — a byte-port is impossible by definition; we mirror retail's LayoutDesc/ElementDesc field model + controls.ini token vocabulary | Layout semantics the research under-specifies (anchor resolution at non-800x600, controls.ini cascade corners) differ silently with no oracle | LayoutDesc 0x21xxxxxx; controls.ini panel-property vocabulary; keystone.dll layout evaluation (no PDB) | +``` + +(Replace `IA-NN` with the actual next number; verify against the register head — there were 14 IA rows at the 2026-06-12 count, so likely `IA-15`.) + +- [ ] **Step 7: Commit** + +```bash +git add src/AcDream.App/Rendering/GameWindow.cs docs/architecture/retail-divergence-register.md +git commit -m "feat(D.2b): wire UiHost + live Vitals panel (render-only); retire TS-30, add IA row" +``` + +--- + +## Task 7: controls.ini stylesheet loader + +**Files:** +- Create: `src/AcDream.App/UI/ControlsIni.cs` +- Test: `tests/AcDream.App.Tests/UI/ControlsIniTests.cs` +- Modify: `src/AcDream.App/Rendering/GameWindow.cs` (apply title color/font tokens) + +- [ ] **Step 1: Write the failing parser tests** + +Create `tests/AcDream.App.Tests/UI/ControlsIniTests.cs`: + +```csharp +using System.Numerics; +using AcDream.App.UI; + +namespace AcDream.App.Tests.UI; + +public class ControlsIniTests +{ + [Fact] + public void Parse_ReadsSectionTokens() + { + var ini = ControlsIni.Parse( + "[title]\nheight=19\ncolor=#FFFFFFFF\nfont=font://Verdana-10-bold\n" + + "[body]\nbgcolor=#00000000\ncolor_border=#FF4F657D\n"); + + Assert.Equal("19", ini.Get("title", "height")); + Assert.Equal("font://Verdana-10-bold", ini.Get("title", "font")); + Assert.Null(ini.Get("title", "missing")); + Assert.Null(ini.Get("nosuch", "height")); + } + + [Fact] + public void TryColor_ParsesAlphaFirstHex() + { + var ini = ControlsIni.Parse("[body]\ncolor_border=#FF4F657D\n"); + Assert.True(ini.TryColor("body", "color_border", out Vector4 c)); + Assert.Equal(0xFF / 255f, c.W, 5); // alpha + Assert.Equal(0x4F / 255f, c.X, 5); // red + Assert.Equal(0x65 / 255f, c.Y, 5); // green + Assert.Equal(0x7D / 255f, c.Z, 5); // blue + } + + [Fact] + public void Parse_MissingFileReturnsEmptyNotThrow() + { + var ini = ControlsIni.Load(@"Z:\does\not\exist\controls.ini"); + Assert.Null(ini.Get("title", "height")); // empty, no throw + } +} +``` + +- [ ] **Step 2: Run the tests to verify they fail** + +Run: `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj --filter ControlsIniTests` +Expected: FAIL to compile — `ControlsIni` does not exist. + +- [ ] **Step 3: Implement ControlsIni** + +Create `src/AcDream.App/UI/ControlsIni.cs`: + +```csharp +using System.Collections.Generic; +using System.Globalization; +using System.Numerics; + +namespace AcDream.App.UI; + +/// +/// Minimal reader for retail's controls.ini — a flat INI with one +/// [section] per element type. Colors are #AARRGGBB (alpha +/// first). Optional: a missing file yields an empty sheet (callers fall +/// back to hardcoded defaults). See spec §7. +/// +public sealed class ControlsIni +{ + private readonly Dictionary> _sections; + + private ControlsIni(Dictionary> s) => _sections = s; + + /// Load from disk; returns an empty sheet if the file is absent. + public static ControlsIni Load(string path) + => System.IO.File.Exists(path) + ? Parse(System.IO.File.ReadAllText(path)) + : new ControlsIni(new()); + + public static ControlsIni Parse(string text) + { + var sections = new Dictionary>(System.StringComparer.OrdinalIgnoreCase); + Dictionary? cur = null; + foreach (var raw in text.Split('\n')) + { + var line = raw.Trim(); + if (line.Length == 0 || line[0] == ';' || line[0] == '#') continue; + if (line[0] == '[' && line[^1] == ']') + { + var name = line[1..^1].Trim(); + cur = new Dictionary(System.StringComparer.OrdinalIgnoreCase); + sections[name] = cur; + continue; + } + int eq = line.IndexOf('='); + if (eq <= 0 || cur is null) continue; + cur[line[..eq].Trim()] = line[(eq + 1)..].Trim(); + } + return new ControlsIni(sections); + } + + public string? Get(string section, string key) + => _sections.TryGetValue(section, out var s) && s.TryGetValue(key, out var v) ? v : null; + + /// Parse a #AARRGGBB token into an RGBA . + public bool TryColor(string section, string key, out Vector4 color) + { + color = default; + var v = Get(section, key); + if (v is null || v.Length != 9 || v[0] != '#') return false; + if (!uint.TryParse(v.AsSpan(1), NumberStyles.HexNumber, CultureInfo.InvariantCulture, out uint argb)) + return false; + float a = ((argb >> 24) & 0xFF) / 255f; + float r = ((argb >> 16) & 0xFF) / 255f; + float g = ((argb >> 8) & 0xFF) / 255f; + float b = (argb & 0xFF) / 255f; + color = new Vector4(r, g, b, a); + return true; + } +} +``` + +- [ ] **Step 4: Run the tests to verify they pass** + +Run: `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj --filter ControlsIniTests` +Expected: PASS (3 tests). + +- [ ] **Step 5: Apply the stylesheet to the title label** + +In `GameWindow.cs`'s retail wiring (Task 6 Step 2), before building `title`, load the sheet and use the `[title]` color with a fallback: + +```csharp + string? acDir = _options.AcDir; + var controls = acDir is not null + ? AcDream.App.UI.ControlsIni.Load(Path.Combine(acDir, "controls", "controls.ini")) + : AcDream.App.UI.ControlsIni.Parse(string.Empty); + var titleColor = controls.TryColor("title", "color", out var tc) + ? tc : new System.Numerics.Vector4(1, 1, 1, 1); +``` + +Then set `TextColor = titleColor` on the `title` label. + +- [ ] **Step 6: Build + commit** + +```bash +dotnet build src/AcDream.App/AcDream.App.csproj +git add src/AcDream.App/UI/ControlsIni.cs tests/AcDream.App.Tests/UI/ControlsIniTests.cs src/AcDream.App/Rendering/GameWindow.cs +git commit -m "feat(D.2b): controls.ini stylesheet loader (optional) + apply title color" +``` + +--- + +## Task 8: MarkupDocument — XML → UiElement subtree + +**Files:** +- Create: `src/AcDream.App/UI/MarkupDocument.cs` +- Create: `src/AcDream.App/UI/assets/vitals.xml` +- Test: `tests/AcDream.App.Tests/UI/MarkupDocumentTests.cs` +- Modify: `src/AcDream.App/AcDream.App.csproj` (copy `UI/assets/*.xml` to output) +- Modify: `src/AcDream.App/Rendering/GameWindow.cs` (build the subtree from markup) + +- [ ] **Step 1: Write the failing parser test** + +Create `tests/AcDream.App.Tests/UI/MarkupDocumentTests.cs`: + +```csharp +using AcDream.App.UI; + +namespace AcDream.App.Tests.UI; + +public class MarkupDocumentTests +{ + private sealed class FakeBinding + { + public float HealthPercent => 0.5f; + public float? ManaPercent => null; + } + + [Fact] + public void Build_CreatesPanelWithMeterChildrenAndGeometry() + { + const string xml = + "" + + " " + + ""; + + var resolve = (uint id) => ((uint)1, 32, 32); + var panel = MarkupDocument.Build(xml, new FakeBinding(), resolve, + frameSurfaceId: 0x06000000, inset: 8); + + Assert.IsType(panel); + Assert.Equal(10f, panel.Left); + Assert.Equal(220f, panel.Width); + + // One UiMeter child whose fill resolves to the binding's 0.5. + Assert.Single(panel.Children); + var meter = Assert.IsType(panel.Children[0]); + Assert.Equal(8f, meter.Left); + Assert.Equal(200f, meter.Width); + Assert.Equal(0.5f, meter.Fill()); + } + + [Fact] + public void Build_NullBindingPropertyYieldsNullFill() + { + const string xml = + "" + + " " + + ""; + var panel = MarkupDocument.Build(xml, new FakeBinding(), + id => ((uint)1, 32, 32), 0x06000000, 8); + var meter = Assert.IsType(panel.Children[0]); + Assert.Null(meter.Fill()); + } +} +``` + +- [ ] **Step 2: Run the test to verify it fails** + +Run: `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj --filter MarkupDocumentTests` +Expected: FAIL to compile — `MarkupDocument` does not exist. + +- [ ] **Step 3: Implement MarkupDocument** + +Create `src/AcDream.App/UI/MarkupDocument.cs`: + +```csharp +using System; +using System.Globalization; +using System.Numerics; +using System.Xml.Linq; + +namespace AcDream.App.UI; + +/// +/// Parses our KSML-style panel markup (mirrors retail's ElementDesc fields) +/// into a live subtree. {Binding} attribute +/// values resolve against a supplied object by property name (reflection). +/// This is the format the future LayoutDesc importer will emit. See spec §7. +/// +public static class MarkupDocument +{ + /// Surface id → (GL handle, width, height). + public static UiNineSlicePanel Build( + string xml, object binding, Func resolve, + uint frameSurfaceId, int inset) + { + var root = XDocument.Parse(xml).Root + ?? throw new FormatException("empty markup"); + if (root.Name.LocalName != "panel") + throw new FormatException($"root must be , got <{root.Name.LocalName}>"); + + var panel = new UiNineSlicePanel(resolve, frameSurfaceId, inset) + { + Left = F(root, "x"), Top = F(root, "y"), + Width = F(root, "w"), Height = F(root, "h"), + }; + + string? title = (string?)root.Attribute("title"); + if (!string.IsNullOrEmpty(title)) + panel.AddChild(new UiLabel { Text = title, Left = 8, Top = 4 }); + + foreach (var el in root.Elements()) + { + switch (el.Name.LocalName) + { + case "meter": + panel.AddChild(new UiMeter + { + Left = F(el, "x"), Top = F(el, "y"), + Width = F(el, "w"), Height = F(el, "h"), + BarColor = Color((string?)el.Attribute("color")), + Fill = BindFloat((string?)el.Attribute("fill"), binding), + }); + break; + // future: case "label", "button", "image" ... + } + } + return panel; + } + + private static float F(XElement e, string attr) + => float.TryParse((string?)e.Attribute(attr), NumberStyles.Float, + CultureInfo.InvariantCulture, out var v) ? v : 0f; + + private static Vector4 Color(string? hex) + { + if (hex is { Length: 9 } && hex[0] == '#' + && uint.TryParse(hex.AsSpan(1), NumberStyles.HexNumber, CultureInfo.InvariantCulture, out uint argb)) + { + return new Vector4( + ((argb >> 16) & 0xFF) / 255f, ((argb >> 8) & 0xFF) / 255f, + (argb & 0xFF) / 255f, ((argb >> 24) & 0xFF) / 255f); + } + return Vector4.One; + } + + /// Resolve "{Prop}" to a live getter against the binding; "" → constant 0. + private static Func BindFloat(string? expr, object binding) + { + if (expr is null || expr.Length < 3 || expr[0] != '{' || expr[^1] != '}') + return () => 0f; + string prop = expr[1..^1]; + var pi = binding.GetType().GetProperty(prop); + if (pi is null) return () => null; + return () => + { + object? v = pi.GetValue(binding); + return v switch + { + float f => f, + null => (float?)null, + _ => Convert.ToSingle(v, CultureInfo.InvariantCulture), + }; + }; + } +} +``` + +- [ ] **Step 4: Run the test to verify it passes** + +Run: `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj --filter MarkupDocumentTests` +Expected: PASS (2 tests). + +- [ ] **Step 5: Add the vitals markup asset + copy-to-output** + +Create `src/AcDream.App/UI/assets/vitals.xml`: + +```xml + + + + + +``` + +In `src/AcDream.App/AcDream.App.csproj`, add an `ItemGroup` to copy UI assets to output: + +```xml + + + +``` + +- [ ] **Step 6: Replace the hand-built subtree with the markup build** + +In `GameWindow.cs`'s retail wiring (Task 6 Step 2), replace the hand-built `panel`/`title`/`UiMeter` block with: + +```csharp + string vitalsXmlPath = Path.Combine(AppContext.BaseDirectory, "UI", "assets", "vitals.xml"); + var panel = AcDream.App.UI.MarkupDocument.Build( + System.IO.File.ReadAllText(vitalsXmlPath), + _vitalsVm!, Resolve, + AcDream.App.UI.RetailChromeSprites.FrameSurfaceId, + AcDream.App.UI.RetailChromeSprites.Inset); + _uiHost.Root.AddChild(panel); +``` + +(The `controls.ini` title color from Task 7 can be applied by setting the title-`UiLabel`'s color after the build, or deferred — the markup path owns the title now.) + +- [ ] **Step 7: Build + visual verify + commit** + +Run: `dotnet build src/AcDream.App/AcDream.App.csproj` then `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj` +Launch with `ACDREAM_RETAIL_UI=1`; **user confirms** the markup-built panel renders identically to the hand-built one (frame + 3 live bars). + +```bash +git add src/AcDream.App/UI/MarkupDocument.cs src/AcDream.App/UI/assets/vitals.xml src/AcDream.App/AcDream.App.csproj tests/AcDream.App.Tests/UI/MarkupDocumentTests.cs src/AcDream.App/Rendering/GameWindow.cs +git commit -m "feat(D.2b): MarkupDocument (XML -> UiElement tree) + vitals.xml; build panel from markup" +``` + +--- + +## Task 9: Plugin UI registry (capstone — designed-now, first consumer first-party) + +**Files:** +- Create: `src/AcDream.Plugin.Abstractions/IUiRegistry.cs` +- Modify: `src/AcDream.Plugin.Abstractions/IPluginHost.cs` +- Create: `src/AcDream.App/Plugins/BufferedUiRegistry.cs` +- Modify: `src/AcDream.App/Plugins/AppPluginHost.cs`, `src/AcDream.App/Program.cs`, `src/AcDream.App/Rendering/GameWindow.cs` +- Test: `tests/AcDream.App.Tests/Plugins/BufferedUiRegistryTests.cs` + +- [ ] **Step 1: Define the registry interface** + +Create `src/AcDream.Plugin.Abstractions/IUiRegistry.cs`: + +```csharp +namespace AcDream.Plugin.Abstractions; + +/// +/// Plugin-facing UI registration. A plugin ships a markup file (KSML-style) +/// + a binding object exposing the data properties the markup binds to, and +/// registers it here from Enable(). Registrations made before the GL +/// window opens are buffered and drained once the UI host exists. +/// +public interface IUiRegistry +{ + /// Absolute path to the plugin's panel markup. + /// Object whose properties the markup's {Bindings} read. + void AddMarkupPanel(string markupPath, object binding); +} +``` + +- [ ] **Step 2: Add `Ui` to IPluginHost** + +In `src/AcDream.Plugin.Abstractions/IPluginHost.cs`: + +```csharp +public interface IPluginHost +{ + IPluginLogger Log { get; } + IGameState State { get; } + IEvents Events { get; } + IUiRegistry Ui { get; } +} +``` + +- [ ] **Step 3: Write the failing buffered-registry test** + +Create `tests/AcDream.App.Tests/Plugins/BufferedUiRegistryTests.cs`: + +```csharp +using AcDream.App.Plugins; + +namespace AcDream.App.Tests.Plugins; + +public class BufferedUiRegistryTests +{ + [Fact] + public void Drain_YieldsBufferedRegistrationsOnce() + { + var reg = new BufferedUiRegistry(); + reg.AddMarkupPanel("a.xml", new object()); + reg.AddMarkupPanel("b.xml", new object()); + + var drained = reg.Drain(); + Assert.Equal(2, drained.Count); + Assert.Equal("a.xml", drained[0].MarkupPath); + + // Second drain is empty (consumed). + Assert.Empty(reg.Drain()); + } +} +``` + +- [ ] **Step 4: Run the test to verify it fails** + +Run: `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj --filter BufferedUiRegistryTests` +Expected: FAIL to compile — `BufferedUiRegistry` does not exist. + +- [ ] **Step 5: Implement BufferedUiRegistry** + +Create `src/AcDream.App/Plugins/BufferedUiRegistry.cs`: + +```csharp +using System.Collections.Generic; +using AcDream.Plugin.Abstractions; + +namespace AcDream.App.Plugins; + +/// +/// Buffers plugin calls (which run in +/// Program.cs before the GL window opens) until GameWindow drains them into +/// the UiHost tree after construction. +/// +public sealed class BufferedUiRegistry : IUiRegistry +{ + public readonly record struct Pending(string MarkupPath, object Binding); + + private readonly List _pending = new(); + + public void AddMarkupPanel(string markupPath, object binding) + => _pending.Add(new Pending(markupPath, binding)); + + /// Return + clear all buffered registrations. + public IReadOnlyList Drain() + { + var copy = _pending.ToArray(); + _pending.Clear(); + return copy; + } +} +``` + +- [ ] **Step 6: Wire it through AppPluginHost + Program + GameWindow** + +`src/AcDream.App/Plugins/AppPluginHost.cs` — add the `Ui` member: + +```csharp + public AppPluginHost(IPluginLogger log, IGameState state, IEvents events, IUiRegistry ui) + { + Log = log; State = state; Events = events; Ui = ui; + } + + public IPluginLogger Log { get; } + public IGameState State { get; } + public IEvents Events { get; } + public IUiRegistry Ui { get; } +``` + +`src/AcDream.App/Program.cs` — construct the registry and pass it to host + window (replace lines 26 + 59): + +```csharp +var uiRegistry = new AcDream.App.Plugins.BufferedUiRegistry(); +var host = new AppPluginHost(new SerilogAdapter(Log.Logger), worldGameState, worldEvents, uiRegistry); +``` +```csharp + using var window = new GameWindow(runtimeOptions, worldGameState, worldEvents, uiRegistry); +``` + +`GameWindow` — add a constructor parameter `AcDream.App.Plugins.BufferedUiRegistry? uiRegistry = null`, store it in a field, and in the retail wiring (after `_uiHost.Root.AddChild(panel)`), drain it: + +```csharp + if (_uiRegistry is not null) + { + foreach (var p in _uiRegistry.Drain()) + { + var pluginPanel = AcDream.App.UI.MarkupDocument.Build( + System.IO.File.ReadAllText(p.MarkupPath), p.Binding, Resolve, + AcDream.App.UI.RetailChromeSprites.FrameSurfaceId, + AcDream.App.UI.RetailChromeSprites.Inset); + _uiHost.Root.AddChild(pluginPanel); + } + } +``` + +(Fix the `StubHost` in `tests/AcDream.Core.Tests/Plugins/PluginLoaderTests.cs:28` to implement the new `Ui` member — return a throwaway `BufferedUiRegistry` or a stub.) + +- [ ] **Step 7: Run tests + build** + +Run: `dotnet build` then `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj --filter BufferedUiRegistryTests` +Expected: PASS. Fix any compile breaks in plugin-host implementors surfaced by the new interface member. + +- [ ] **Step 8: Commit** + +```bash +git add src/AcDream.Plugin.Abstractions/IUiRegistry.cs src/AcDream.Plugin.Abstractions/IPluginHost.cs src/AcDream.App/Plugins/BufferedUiRegistry.cs src/AcDream.App/Plugins/AppPluginHost.cs src/AcDream.App/Program.cs src/AcDream.App/Rendering/GameWindow.cs tests/AcDream.App.Tests/Plugins/BufferedUiRegistryTests.cs tests/AcDream.Core.Tests/Plugins/PluginLoaderTests.cs +git commit -m "feat(D.2b): IUiRegistry plugin UI surface + buffered drain into UiHost" +``` + +--- + +## Final verification + +- [ ] `dotnet build` green (whole solution: `dotnet build AcDream.slnx`). +- [ ] `dotnet test` green (all test projects). +- [ ] `ACDREAM_RETAIL_UI=1`: retail Vitals window (frame + 3 live bars) renders; bars track damage/regen. +- [ ] `ACDREAM_DEVTOOLS=1` (retail off): ImGui panels unchanged. +- [ ] TS-30 deleted; one new IA row present. +- [ ] Update the roadmap: mark D.2b Spec 1 (retail panel frame + vitals) shipped in [`docs/plans/2026-04-11-roadmap.md`](../../plans/2026-04-11-roadmap.md). From 626d06ebc189d92ea216ed0d259883eb603ca222 Mon Sep 17 00:00:00 2001 From: Erik Date: Sun, 14 Jun 2026 14:25:21 +0200 Subject: [PATCH 034/223] feat(D.2b): RuntimeOptions.RetailUi + AcDir toggles MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Adds two startup-time env toggles that Phase D.2b's retail-UI panel frame will read: - ACDREAM_RETAIL_UI=1 → opts.RetailUi (bool, default false) - ACDREAM_AC_DIR= → opts.AcDir (string?, default null) Both follow the existing helper conventions (IsExactlyOne / NullIfEmpty). No call sites broke because the only construction site in RuntimeOptions.cs already uses named arguments. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/RuntimeOptions.cs | 8 ++++-- .../RuntimeOptionsRetailUiTests.cs | 28 +++++++++++++++++++ 2 files changed, 34 insertions(+), 2 deletions(-) create mode 100644 tests/AcDream.App.Tests/RuntimeOptionsRetailUiTests.cs diff --git a/src/AcDream.App/RuntimeOptions.cs b/src/AcDream.App/RuntimeOptions.cs index a1ceb4db..9be7601d 100644 --- a/src/AcDream.App/RuntimeOptions.cs +++ b/src/AcDream.App/RuntimeOptions.cs @@ -39,7 +39,9 @@ public sealed record RuntimeOptions( bool RetailCloseDegrades, bool DumpSceneryZ, bool DumpLiveSpawns, - int? LegacyStreamRadius) + int? LegacyStreamRadius, + bool RetailUi, + string? AcDir) { /// /// Build options from the process environment. Used by @@ -81,7 +83,9 @@ public sealed record RuntimeOptions( DumpLiveSpawns: IsExactlyOne(env("ACDREAM_DUMP_LIVE_SPAWNS")), // Legacy override for ACDREAM_STREAM_RADIUS. Caller applies it on // top of the quality preset's radii. Null when unset or invalid. - LegacyStreamRadius: TryParseNonNegativeInt(env("ACDREAM_STREAM_RADIUS"))); + LegacyStreamRadius: TryParseNonNegativeInt(env("ACDREAM_STREAM_RADIUS")), + RetailUi: IsExactlyOne(env("ACDREAM_RETAIL_UI")), + AcDir: NullIfEmpty(env("ACDREAM_AC_DIR"))); } /// True iff live-mode credentials are present and valid for connecting. diff --git a/tests/AcDream.App.Tests/RuntimeOptionsRetailUiTests.cs b/tests/AcDream.App.Tests/RuntimeOptionsRetailUiTests.cs new file mode 100644 index 00000000..b18590ae --- /dev/null +++ b/tests/AcDream.App.Tests/RuntimeOptionsRetailUiTests.cs @@ -0,0 +1,28 @@ +using System.Collections.Generic; +using AcDream.App; + +namespace AcDream.App.Tests; + +public class RuntimeOptionsRetailUiTests +{ + [Fact] + public void Parse_ReadsRetailUiAndAcDir() + { + var env = new Dictionary + { + ["ACDREAM_RETAIL_UI"] = "1", + ["ACDREAM_AC_DIR"] = @"C:\Turbine\Asheron's Call", + }; + var opts = RuntimeOptions.Parse("dats", k => env.GetValueOrDefault(k)); + Assert.True(opts.RetailUi); + Assert.Equal(@"C:\Turbine\Asheron's Call", opts.AcDir); + } + + [Fact] + public void Parse_DefaultsRetailUiOffAndAcDirNull() + { + var opts = RuntimeOptions.Parse("dats", _ => null); + Assert.False(opts.RetailUi); + Assert.Null(opts.AcDir); + } +} From 3e641339e9d52ebdb8bae2380a661f4656707e4f Mon Sep 17 00:00:00 2001 From: Erik Date: Sun, 14 Jun 2026 14:27:45 +0200 Subject: [PATCH 035/223] chore(G.3): strip the #133 temp diagnostics Remove the throwaway probes added to diagnose the dungeon FPS/grey issues now that they're fixed: the ACDREAM_LOG_FPS headless line + [cellreg] registration line (GameWindow), and the [pv-trace] 0x0007 gate-widen + raw-NDC bbox addition to the flap probe (PortalVisibilityBuilder, reverted to the pre-#133 form). The permanent Phase-U.4c [flap]/[pv-trace] probes (ACDREAM_PROBE_FLAP) are kept as-is. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/Rendering/GameWindow.cs | 25 ------------------- .../Rendering/PortalVisibilityBuilder.cs | 25 +------------------ 2 files changed, 1 insertion(+), 49 deletions(-) diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index 3eb7d8aa..e45101dc 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -61,7 +61,6 @@ public sealed class GameWindow : IDisposable // though the title-bar FPS is only updated every 0.5s. private double _lastFps = 60.0; private double _lastFrameMs = 16.7; - private string _lastCellRegSig = ""; // TEMP #133 ramp-flood-collapse [cellreg] dedup // Phase I.2: per-frame counters surfaced through the ImGui DebugPanel // VM closures. Computed once per render pass alongside the frustum @@ -7701,25 +7700,6 @@ public sealed class GameWindow : IDisposable playerCellId: playerRoot?.CellId ?? 0u, lights: Lighting); - // TEMP (#133 ramp-flood-collapse): cell-registration completeness for the - // player's dungeon landblock. If the ramp neighbour (0x....014D in 0x0007) - // is absent from _cellVisibility, the portal flood can't admit it (lookup-miss - // at PortalVisibilityBuilder.cs:369) and the grey clear shows through. Logs only - // when the count or ramp-presence changes (dedup) — pairs with [pv-trace] skip=. - if (AcDream.Core.Rendering.RenderingDiagnostics.ProbeFlapEnabled && playerRoot is not null) - { - uint plb = playerRoot.CellId >> 16; - int reg = _cellVisibility.GetCellsForLandblock(plb).Count; - uint rampId = (plb << 16) | 0x014Du; - bool hasRamp = _cellVisibility.TryGetCell(rampId, out _); - string sig = plb.ToString("X4") + ":" + reg + ":" + hasRamp; - if (sig != _lastCellRegSig) - { - _lastCellRegSig = sig; - Console.WriteLine($"[cellreg] lb=0x{plb:X4} registered={reg} hasRamp0x{rampId:X8}={hasRamp} playerCell=0x{playerRoot.CellId:X8}"); - } - } - // Never cull the landblock the player is currently on. uint? playerLb = null; if (_playerMode && _playerController is not null) @@ -8494,11 +8474,6 @@ public sealed class GameWindow : IDisposable } _lastFps = fps; _lastFrameMs = avgFrameTime; - // TEMP (A7 FPS measurement, strip after): headless FPS/frame-time so the - // launch log can be correlated against the [WB-DIAG] draw stats. - if (Environment.GetEnvironmentVariable("ACDREAM_LOG_FPS") == "1") - Console.WriteLine( - $"[FPS] {fps:F1} fps | {avgFrameTime:F2} ms | lb {visibleLandblocks}/{totalLandblocks} | ent {entityCount} anim {animatedCount}"); _perfAccum = 0; _perfFrameCount = 0; } diff --git a/src/AcDream.App/Rendering/PortalVisibilityBuilder.cs b/src/AcDream.App/Rendering/PortalVisibilityBuilder.cs index d31ea93d..38f263b8 100644 --- a/src/AcDream.App/Rendering/PortalVisibilityBuilder.cs +++ b/src/AcDream.App/Rendering/PortalVisibilityBuilder.cs @@ -759,13 +759,7 @@ public static class PortalVisibilityBuilder private static bool IsHoltburgIndoorProbeCell(uint cellId) { - uint lb = cellId & 0xFFFF0000u; - // TEMP (#133 ramp-flood-collapse diagnosis): widen the [pv-trace] gate to the - // 0x0007 Town Network dungeon so the per-portal skip= reason (lookup-miss / - // clip-empty / reciprocal-empty / side) is emitted for the ramp neighbour. - if (lb == 0x00070000u) - return true; - if (lb != 0xA9B40000u) + if ((cellId & 0xFFFF0000u) != 0xA9B40000u) return false; uint low = cellId & 0xFFFFu; return low >= 0x016F && low <= 0x0175; @@ -827,7 +821,6 @@ public static class PortalVisibilityBuilder // genuinely off-screen; the ndc coords (post-clip, bounded) show where on screen it lands. int projN = -1, clipN = -1; string ndcText = ""; - string rawText = ""; if (i < cameraCell.PortalPolygons.Count) { var poly = cameraCell.PortalPolygons[i]; @@ -837,21 +830,6 @@ public static class PortalVisibilityBuilder projN = clip.Length; if (clip.Length >= 3) { - // Raw projected-NDC bbox (pre-screen-clip): WHERE the portal lands on screen, - // even when ClipToRegion drops it to empty. A clip=0 portal whose raw bbox is - // inside [-1,1] is on-screen-but-wrongly-dropped (the bug); a bbox outside - // [-1,1] is genuinely off-screen (correct). Distinguishes the two. - float rminX = float.MaxValue, rminY = float.MaxValue, rmaxX = -float.MaxValue, rmaxY = -float.MaxValue; - foreach (var cv in clip) - { - if (cv.W <= 1e-6f) continue; - float nx = cv.X / cv.W, ny = cv.Y / cv.W; - rminX = MathF.Min(rminX, nx); rmaxX = MathF.Max(rmaxX, nx); - rminY = MathF.Min(rminY, ny); rmaxY = MathF.Max(rmaxY, ny); - } - if (rminX <= rmaxX) - rawText = FormattableString.Invariant($" raw=[{rminX:F1},{rminY:F1}..{rmaxX:F1},{rmaxY:F1}]"); - var ndc = PortalProjection.ClipToRegion(clip, FullScreenQuad); clipN = ndc.Length; var ns = new System.Text.StringBuilder(48); @@ -864,7 +842,6 @@ public static class PortalVisibilityBuilder sb.Append(" D=").Append(float.IsNaN(d) ? "na" : d.ToString("F2")); sb.Append(side ? " TRV" : " CULL"); sb.Append(" proj=").Append(projN).Append(" clip=").Append(clipN); - if (rawText.Length > 0) sb.Append(rawText); if (ndcText.Length > 0) sb.Append(" ndc=").Append(ndcText); } sb.Append(" || outPolys=").Append(frame.OutsideView.Polygons.Count); From 3b93f91ebe0b86ff7caec153a24c8612a182a6f0 Mon Sep 17 00:00:00 2001 From: Erik Date: Sun, 14 Jun 2026 14:27:45 +0200 Subject: [PATCH 036/223] =?UTF-8?q?feat(A7):=20LightBake=20Core=20?= =?UTF-8?q?=E2=80=94=20verified=20per-vertex=20static-light=20burn-in=20(f?= =?UTF-8?q?oundation,=20not=20wired)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit The faithful fix for the spotty dungeon/house/outdoor lighting is retail's per-vertex static-light bake (D3DPolyRender::SetStaticLightingVertexColors 0x0059cfe0), NOT a per-pixel ramp. This lands the GL-free Core: LightBake.PointContribution / ComputeVertexColor port calc_point_light (0x0059c8b0) VERBATIM — verified against a clean Ghidra decompile (the BN pseudo-C is x87-mangled): half-Lambert wrap with LIGHT_POINT_RANGE=0.75 (0x007e5430), the distsq>1 norm branch, the per-channel min-to-color clamp, and the final [0,1] clamp. static_light_factor=1.3 (0x00820e24) is already folded into LightSource.Range by LightInfoLoader. 7 conformance tests (hand-derived golden values) green. NOT wired yet — the integration (a per-vertex colour attribute on the cell mesh + the bake driver keyed on envCellId + the shader consumption) is the remaining A7 work; see ISSUES.md A7. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.Core/Lighting/LightBake.cs | 101 ++++++++++++++++ .../Lighting/LightBakeTests.cs | 109 ++++++++++++++++++ 2 files changed, 210 insertions(+) create mode 100644 src/AcDream.Core/Lighting/LightBake.cs create mode 100644 tests/AcDream.Core.Tests/Lighting/LightBakeTests.cs diff --git a/src/AcDream.Core/Lighting/LightBake.cs b/src/AcDream.Core/Lighting/LightBake.cs new file mode 100644 index 00000000..1ab52714 --- /dev/null +++ b/src/AcDream.Core/Lighting/LightBake.cs @@ -0,0 +1,101 @@ +using System; +using System.Collections.Generic; +using System.Numerics; + +namespace AcDream.Core.Lighting; + +/// +/// Retail per-vertex static-light burn-in. Ported verbatim from +/// calc_point_light (acclient 0x0059c8b0), the function retail's +/// D3DPolyRender::SetStaticLightingVertexColors (0x0059cfe0) runs over +/// EVERY vertex of an EnvCell mesh × EVERY reaching static light, baking the +/// result into the vertex diffuse colour ONCE (then the rasteriser Gouraud- +/// interpolates it across each triangle and the texture stage modulates it). +/// +/// +/// This is the faithful answer to the dungeon "spotlight" look (#133 A7): our +/// old per-pixel nearest-8 path lit only the 8 torches nearest the CAMERA and +/// re-ranked them every frame (the sliding crescent). The retail bake sums ALL +/// reaching lights into the vertex once, keyed on light position not camera — +/// uniform, stable, and never blown out (each light is clamped to its own +/// colour, then the vertex sum is clamped to [0,1]). +/// +/// +/// Constants (decomp-cited, not guessed): +/// +/// static_light_factor = 1.3 (0x00820e24) — folded into +/// by LightInfoLoader, so +/// falloff_eff == light.Range here. +/// LIGHT_POINT_RANGE = 0.75 (0x007e5430) — the half-Lambert wrap +/// uses 2·LPR = 1.5 as the divisor and (2·LPR − 1) = 0.5 as the +/// distance bias, so even surfaces angled away from a torch receive some light. +/// +/// +public static class LightBake +{ + // calc_point_light literals. + private const float TwoLpr = 1.5f; // LIGHT_POINT_RANGE + LIGHT_POINT_RANGE + private const float WrapBias = 0.5f; // (2 · LIGHT_POINT_RANGE) − 1.0 + + /// + /// Accumulate one static light's contribution into a per-vertex RGB sum, + /// exactly as calc_point_light does. Returns the contribution to ADD + /// (already per-channel clamped to the light's own colour); the caller sums + /// over all reaching lights and clamps the total to [0,1]. + /// + public static Vector3 PointContribution( + Vector3 vtxWorldPos, Vector3 vtxWorldNormal, LightSource light) + { + // D = light − vertex (FROM vertex TO light), used un-normalised. + float dx = light.WorldPosition.X - vtxWorldPos.X; + float dy = light.WorldPosition.Y - vtxWorldPos.Y; + float dz = light.WorldPosition.Z - vtxWorldPos.Z; + + float distsq = dx * dx + dy * dy + dz * dz; + float dist = MathF.Sqrt(distsq); + float falloffEff = light.Range; // = Falloff × static_light_factor(1.3) + if (dist >= falloffEff || falloffEff <= 1e-4f) + return Vector3.Zero; + + // Half-Lambert wrap: (1/1.5)·(N·D + 0.5·dist), N un-normalised vertex normal. + float wrap = (1f / TwoLpr) * + (vtxWorldNormal.X * dx + vtxWorldNormal.Y * dy + vtxWorldNormal.Z * dz + + WrapBias * dist); + if (wrap <= 0f) + return Vector3.Zero; + + // norm branch — ported EXACTLY (changes the near-vs-far falloff shape). + float norm = distsq > 1f ? distsq * dist : dist; + float scale = (1f - dist / falloffEff) * light.Intensity * (wrap / norm); + + // Per channel: contribution clamped to the light's own colour (a single + // light can never push a channel past its colour — the no-blowout ceiling). + return new Vector3( + MathF.Min(scale * light.ColorLinear.X, light.ColorLinear.X), + MathF.Min(scale * light.ColorLinear.Y, light.ColorLinear.Y), + MathF.Min(scale * light.ColorLinear.Z, light.ColorLinear.Z)); + } + + /// + /// Bake the full per-vertex colour by summing every reaching lit point/spot + /// light, then clamping to [0,1] (the SetStaticLightingVertexColors + /// final clamp). Directional lights are skipped — they are handled by the + /// sun path, not the static burn-in. + /// + public static Vector3 ComputeVertexColor( + Vector3 vtxWorldPos, Vector3 vtxWorldNormal, IReadOnlyList reaching) + { + float r = 0f, g = 0f, b = 0f; + for (int i = 0; i < reaching.Count; i++) + { + var light = reaching[i]; + if (!light.IsLit || light.Kind == LightKind.Directional) continue; + var c = PointContribution(vtxWorldPos, vtxWorldNormal, light); + r += c.X; g += c.Y; b += c.Z; + } + return new Vector3( + Math.Clamp(r, 0f, 1f), + Math.Clamp(g, 0f, 1f), + Math.Clamp(b, 0f, 1f)); + } +} diff --git a/tests/AcDream.Core.Tests/Lighting/LightBakeTests.cs b/tests/AcDream.Core.Tests/Lighting/LightBakeTests.cs new file mode 100644 index 00000000..be082b37 --- /dev/null +++ b/tests/AcDream.Core.Tests/Lighting/LightBakeTests.cs @@ -0,0 +1,109 @@ +using System; +using System.Numerics; +using AcDream.Core.Lighting; +using Xunit; + +namespace AcDream.Core.Tests.Lighting; + +/// +/// Conformance tests for the per-vertex static-light burn-in +/// (), ported from retail calc_point_light +/// (0x0059c8b0). Golden values are hand-derived from the decompiled equation: +/// wrap = (1/1.5)·(N·D + 0.5·dist); norm = distsq>1 ? distsq·dist : dist; +/// scale = (1 − dist/Range)·intensity·(wrap/norm); contrib = min(scale·color, color). +/// +public sealed class LightBakeTests +{ + private static LightSource Torch(Vector3 pos, float intensity = 100f, float range = 10f) + => new LightSource + { + Kind = LightKind.Point, + WorldPosition = pos, + ColorLinear = Vector3.One, + Intensity = intensity, + Range = range, + IsLit = true, + }; + + [Fact] + public void NearTorch_FacingIt_SaturatesToColor() + { + // Vertex at origin facing up (+Z); torch 2 m above. + // dist=2, distsq=4, wrap=(1/1.5)(2+1)=2, norm=4·2=8, + // scale=(1-0.2)·100·(2/8)=20 → min(20·1,1)=1 per channel. + var c = LightBake.PointContribution( + Vector3.Zero, new Vector3(0, 0, 1), Torch(new Vector3(0, 0, 2))); + Assert.Equal(1f, c.X, 4); + Assert.Equal(1f, c.Y, 4); + Assert.Equal(1f, c.Z, 4); + } + + [Fact] + public void FarTorch_FallsOffSmoothly() + { + // Torch 8 m above (still within Range 10). scale=(1-0.8)·100·(8/512)=0.3125. + var c = LightBake.PointContribution( + Vector3.Zero, new Vector3(0, 0, 1), Torch(new Vector3(0, 0, 8))); + Assert.Equal(0.3125f, c.X, 4); + Assert.Equal(0.3125f, c.Y, 4); + Assert.Equal(0.3125f, c.Z, 4); + } + + [Fact] + public void OutOfRange_ContributesNothing() + { + // Torch 11 m above, Range 10 → dist >= falloff_eff, skipped. + var c = LightBake.PointContribution( + Vector3.Zero, new Vector3(0, 0, 1), Torch(new Vector3(0, 0, 11))); + Assert.Equal(Vector3.Zero, c); + } + + [Fact] + public void FacingAway_BeyondWrap_ContributesNothing() + { + // Normal points away (−Z) from a torch above: N·D=−2, wrap=(1/1.5)(−2+1)<0. + var c = LightBake.PointContribution( + Vector3.Zero, new Vector3(0, 0, -1), Torch(new Vector3(0, 0, 2))); + Assert.Equal(Vector3.Zero, c); + } + + [Fact] + public void HalfLambertWrap_LightsSurfaceAngledPast90Degrees() + { + // Normal at ~100° from the light direction still gets light (Lambert would not). + // Light straight above (+Z 2 m); normal tilted to (sin100°, 0, cos100°). + double t = 100.0 * Math.PI / 180.0; + var n = new Vector3((float)Math.Sin(t), 0, (float)Math.Cos(t)); // cos100° < 0 + var c = LightBake.PointContribution(Vector3.Zero, n, Torch(new Vector3(0, 0, 2))); + Assert.True(c.X > 0f, "half-Lambert wrap should light a surface angled past 90°"); + } + + [Fact] + public void ComputeVertexColor_SumsLightsAndClampsToOne() + { + // Two saturating torches → sum clamps to 1, never overflows. + var lights = new[] + { + Torch(new Vector3(0, 0, 2)), + Torch(new Vector3(0, 0, 2)), + }; + var c = LightBake.ComputeVertexColor(Vector3.Zero, new Vector3(0, 0, 1), lights); + Assert.Equal(1f, c.X, 4); + Assert.Equal(1f, c.Y, 4); + Assert.Equal(1f, c.Z, 4); + } + + [Fact] + public void ComputeVertexColor_SkipsDirectionalAndUnlit() + { + var lights = new[] + { + new LightSource { Kind = LightKind.Directional, WorldPosition = new Vector3(0,0,2), + ColorLinear = Vector3.One, Intensity = 100f, Range = 10f, IsLit = true }, + new LightSource { Kind = LightKind.Point, WorldPosition = new Vector3(0,0,2), + ColorLinear = Vector3.One, Intensity = 100f, Range = 10f, IsLit = false }, + }; + var c = LightBake.ComputeVertexColor(Vector3.Zero, new Vector3(0, 0, 1), lights); + Assert.Equal(Vector3.Zero, c); + } +} From c9eef1d7cd20de74da74fda7232e8233eb6adf49 Mon Sep 17 00:00:00 2001 From: Erik Date: Sun, 14 Jun 2026 14:28:29 +0200 Subject: [PATCH 037/223] feat(D.2b): textured-sprite path in TextRenderer + UV-rect DrawSprite MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Add uUseTexture==2 (RGBA modulate) branch to ui_text.frag so dat sprites can be drawn through the existing 2D batcher without touching the font path. TextRenderer gains _spriteBufs (per-GL-handle List), DrawSprite(), and a Flush block that issues one draw call per distinct texture with uUseTexture=2. Also adds DepthMask(false) in the state-save block (restored to true after) to prevent the transparent-quad pass from writing depth and corrupting the 3D scene if the UI is flushed mid-frame. TextureCache gains GetOrUpload(surfaceId, out width, out height) — caches pixel dimensions alongside the GL handle so UI 9-slice geometry can compute slice UVs from the source image size without a second decode. UiRenderContext gains a DrawSprite forwarder that applies the current 2D translate stack, matching the DrawRect / DrawRectOutline pattern. Co-Authored-By: Claude Opus 4.8 (1M context) --- .../Rendering/Shaders/ui_text.frag | 5 ++- src/AcDream.App/Rendering/TextRenderer.cs | 39 ++++++++++++++++++- src/AcDream.App/Rendering/TextureCache.cs | 23 +++++++++++ src/AcDream.App/UI/UiRenderContext.cs | 5 +++ 4 files changed, 70 insertions(+), 2 deletions(-) diff --git a/src/AcDream.App/Rendering/Shaders/ui_text.frag b/src/AcDream.App/Rendering/Shaders/ui_text.frag index 7740ea11..75c9cd3d 100644 --- a/src/AcDream.App/Rendering/Shaders/ui_text.frag +++ b/src/AcDream.App/Rendering/Shaders/ui_text.frag @@ -7,10 +7,13 @@ uniform sampler2D uTex; uniform int uUseTexture; void main() { - if (uUseTexture != 0) { + if (uUseTexture == 1) { // Font atlas is a single-channel R8 texture; red = coverage alpha. float coverage = texture(uTex, vUv).r; FragColor = vec4(vColor.rgb, vColor.a * coverage); + } else if (uUseTexture == 2) { + // RGBA dat sprite (decoded to RGBA8); modulate by tint/alpha. + FragColor = texture(uTex, vUv) * vColor; } else { FragColor = vColor; } diff --git a/src/AcDream.App/Rendering/TextRenderer.cs b/src/AcDream.App/Rendering/TextRenderer.cs index ad04da1a..b07a9d40 100644 --- a/src/AcDream.App/Rendering/TextRenderer.cs +++ b/src/AcDream.App/Rendering/TextRenderer.cs @@ -29,6 +29,7 @@ public sealed unsafe class TextRenderer : IDisposable private readonly List _textBuf = new(8192); private readonly List _rectBuf = new(1024); + private readonly Dictionary> _spriteBufs = new(); private int _textVerts; private int _rectVerts; private Vector2 _screenSize; @@ -64,6 +65,7 @@ public sealed unsafe class TextRenderer : IDisposable _screenSize = screenSize; _textBuf.Clear(); _rectBuf.Clear(); + foreach (var b in _spriteBufs.Values) b.Clear(); _textVerts = 0; _rectVerts = 0; } @@ -129,6 +131,22 @@ public sealed unsafe class TextRenderer : IDisposable } } + /// + /// Draw a textured sprite quad in screen pixel space with an explicit + /// source-UV rectangle (for 9-slice / atlas sub-regions). Batched per + /// GL texture handle; flushed with uUseTexture=2 (RGBA modulate). + /// + public void DrawSprite(uint texture, float x, float y, float w, float h, + float u0, float v0, float u1, float v1, Vector4 tint) + { + if (!_spriteBufs.TryGetValue(texture, out var buf)) + { + buf = new List(256); + _spriteBufs[texture] = buf; + } + AppendQuad(buf, x, y, w, h, u0, v0, u1, v1, tint); + } + private static void AppendQuad(List buf, float x, float y, float w, float h, float u0, float v0, float u1, float v1, Vector4 color) @@ -159,7 +177,9 @@ public sealed unsafe class TextRenderer : IDisposable /// Upload + draw accumulated rects + text. font may be null if only DrawRect was used. public void Flush(BitmapFont? font) { - if (_textVerts == 0 && _rectVerts == 0) return; + bool hasSprites = false; + foreach (var b in _spriteBufs.Values) if (b.Count > 0) { hasSprites = true; break; } + if (_textVerts == 0 && _rectVerts == 0 && !hasSprites) return; _shader.Use(); _shader.SetVec2("uScreenSize", _screenSize); @@ -173,6 +193,7 @@ public sealed unsafe class TextRenderer : IDisposable bool wasCull = _gl.IsEnabled(EnableCap.CullFace); _gl.Disable(EnableCap.DepthTest); _gl.Disable(EnableCap.CullFace); + _gl.DepthMask(false); _gl.Enable(EnableCap.Blend); _gl.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha); @@ -195,7 +216,23 @@ public sealed unsafe class TextRenderer : IDisposable _gl.DrawArrays(PrimitiveType.Triangles, 0, (uint)_textVerts); } + // RGBA dat sprites — one draw call per distinct GL texture. + if (hasSprites) + { + _shader.SetInt("uUseTexture", 2); + _gl.ActiveTexture(TextureUnit.Texture0); + _shader.SetInt("uTex", 0); + foreach (var kv in _spriteBufs) + { + if (kv.Value.Count == 0) continue; + _gl.BindTexture(TextureTarget.Texture2D, kv.Key); + UploadBuffer(kv.Value); + _gl.DrawArrays(PrimitiveType.Triangles, 0, (uint)(kv.Value.Count / FloatsPerVertex)); + } + } + // Restore GL state. + _gl.DepthMask(true); if (!wasBlend) _gl.Disable(EnableCap.Blend); if (wasCull) _gl.Enable(EnableCap.CullFace); if (wasDepth) _gl.Enable(EnableCap.DepthTest); diff --git a/src/AcDream.App/Rendering/TextureCache.cs b/src/AcDream.App/Rendering/TextureCache.cs index 056ec01f..efefbf0b 100644 --- a/src/AcDream.App/Rendering/TextureCache.cs +++ b/src/AcDream.App/Rendering/TextureCache.cs @@ -14,6 +14,7 @@ public sealed unsafe class TextureCache : Wb.ITextureCachePerInstance, IDisposab private readonly GL _gl; private readonly DatCollection _dats; private readonly Dictionary _handlesBySurfaceId = new(); + private readonly Dictionary _sizeBySurfaceId = new(); /// /// Composite cache for surface-with-override-origtex entries (Phase 5 /// TextureChanges). Key = (baseSurfaceId, overrideOrigTextureId), @@ -80,6 +81,28 @@ public sealed unsafe class TextureCache : Wb.ITextureCachePerInstance, IDisposab return h; } + /// + /// Like but also returns the decoded + /// pixel dimensions. UI 9-slice geometry needs the source size to + /// compute slice UVs. Cached alongside the handle. + /// + public uint GetOrUpload(uint surfaceId, out int width, out int height) + { + if (_handlesBySurfaceId.TryGetValue(surfaceId, out var existing) + && _sizeBySurfaceId.TryGetValue(surfaceId, out var sz)) + { + width = sz.w; height = sz.h; + return existing; + } + + var decoded = DecodeFromDats(surfaceId, origTextureOverride: null, paletteOverride: null); + uint h = UploadRgba8(decoded); + _handlesBySurfaceId[surfaceId] = h; + _sizeBySurfaceId[surfaceId] = (decoded.Width, decoded.Height); + width = decoded.Width; height = decoded.Height; + return h; + } + /// /// Alpha-channel histogram for one decoded texture. Used to diagnose /// "why are clouds not transparent" — if cloud textures come out with diff --git a/src/AcDream.App/UI/UiRenderContext.cs b/src/AcDream.App/UI/UiRenderContext.cs index 51ce7b83..01d81277 100644 --- a/src/AcDream.App/UI/UiRenderContext.cs +++ b/src/AcDream.App/UI/UiRenderContext.cs @@ -53,6 +53,11 @@ public sealed class UiRenderContext public void DrawRectOutline(float x, float y, float w, float h, Vector4 color, float thickness = 1f) => TextRenderer.DrawRectOutline(_current.X + x, _current.Y + y, w, h, color, thickness); + public void DrawSprite(uint texture, float x, float y, float w, float h, + float u0, float v0, float u1, float v1, Vector4 tint) + => TextRenderer.DrawSprite(texture, + _current.X + x, _current.Y + y, w, h, u0, v0, u1, v1, tint); + public void DrawString(string text, float x, float y, Vector4 color, BitmapFont? font = null) { var f = font ?? DefaultFont; From a100bc37a7f07d03ef64c80460713a988208af23 Mon Sep 17 00:00:00 2001 From: Erik Date: Sun, 14 Jun 2026 14:33:07 +0200 Subject: [PATCH 038/223] docs(G.3): file #134 (ramp slide) + #135 (login FPS); record #133 grey+FPS fixes MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Wrap-up bookkeeping for the dungeon work this session: - #135 — login FPS ramp (~10 fps -> high over ~30 s): the streaming collapse only fires once CurrCell resolves to a sealed cell, so the first-frame bootstrap loads ~24 neighbour ocean-grid dungeons (+ ~19k entities each) then unloads them. Residual of the dungeon collapse; clean fix = pre-collapse at login when the spawn cell is a sealed dungeon cell. - #134 — ramp slide-response feel ("lags downward" instead of gliding along the slope). SURFACED (not caused) by 3e006d3 caching the ramp connector cell in the physics graph; the slope-walk/edge-slide is now exercised. Port the retail slide-response; no band-aid. - #133 — progress note: dungeon FPS FIXED (streaming collapse to the single dungeon landblock, 14-30 -> ~1000+ fps) + grey barrier FIXED (register portals-only connector cells for BOTH visibility and the physics graph even when they build 0 sub-meshes; d90c538 + 3e006d3). A7 per-vertex lighting bake (LightBake Core 3b93f91) is the remaining "lighting off" work; revised diagnosis (intensity=100 is the real dat value; the divergence is no-static-light-burnin, not a mis-read). Co-Authored-By: Claude Opus 4.8 (1M context) --- docs/ISSUES.md | 122 +++++++++++++++++++++++++++++++++++++++++++------ 1 file changed, 107 insertions(+), 15 deletions(-) diff --git a/docs/ISSUES.md b/docs/ISSUES.md index 4a672ae3..9a169623 100644 --- a/docs/ISSUES.md +++ b/docs/ISSUES.md @@ -46,6 +46,61 @@ Copy this block when adding a new issue: --- +## #135 — ~30 s low-FPS ramp at login (≈10 fps → high) before streaming settles + +**Status:** OPEN +**Severity:** LOW (startup-only; self-corrects) +**Filed:** 2026-06-14 +**Component:** streaming — first-frame bootstrap vs the dungeon collapse + +**Description:** On login into a dungeon, FPS starts ~10 and climbs over ~30 s before +settling (then 1000+ fps). User: "we still have about 30ish seconds before FPS is ramped +up; when logging in I get like 10 then it slowly increases." + +**Root cause / status:** The #133 streaming collapse (`5686050`/`d9e7dd6`/`7d8da99`) only +engages once CurrCell resolves to a sealed cell (the snap, a few s in). Before that the +first Tick bootstraps the full 25×25 window, so ~24 neighbour ocean-grid dungeons (+ their +~19k entities) load, then unload when the collapse fires. The collapse-at-snap change moved +the trigger from finalize-time (~30 s) toward snap-time but the bootstrap churn remains. +Clean fix = pre-collapse at login when the spawn cell is a sealed dungeon cell so the full +window never enqueues (touches the sensitive login spawn path — do carefully; no band-aid). + +**Files:** `GameWindow.cs:6885` (streaming Tick gate); `StreamingController.cs` (collapse); +login recenter `OnLiveEntitySpawnedLocked` ~2470. + +**Acceptance:** Login into a dungeon reaches steady-state FPS within ~1–2 s (no full-window +neighbour load/unload churn). + +--- + +## #134 — Player "lags downward" instead of gliding along a dungeon ramp edge + +**Status:** OPEN +**Severity:** LOW-MEDIUM (movement feel; not a hard traversal block) +**Filed:** 2026-06-14 +**Component:** physics — slope-walk / edge-slide response + +**Description:** Running up or down against a dungeon ramp's edge, the player "sort of lags +downwards" instead of gliding/sliding ALONG the ramp surface (up when running up, down when +running down). Reported in the 0x0007 Town Network dungeon ramp after #133. + +**Root cause / status:** Surfaced (not caused) by the #133 connector-cell physics +registration (`3e006d3`): the ramp connector cell's collision is now fully resident in the +physics graph, so the slope-walk / edge-slide response on it is exercised for the first time. +"Lag down" suggests the slide velocity is projected toward gravity rather than along the +contact plane (the slope tangent). Likely the retail edge-slide / slope-slide response is +incomplete — see #32 (retail edge-slide/cliff-slide/precipice-slide incomplete) and the +AP-6 / TS-1 / TS-4 slide rows in the divergence register. NO band-aid — port the retail +slide-response. + +**Files:** `src/AcDream.Core/Physics/` (slide-response in TransitionTypes / BSPQuery); ramp +cell 0x0007014D + neighbours. + +**Acceptance:** Running up a walkable ramp climbs it smoothly; running into the edge slides +along the slope (up/down per input direction), matching retail feel. + +--- + ## #133 — Teleport into a dungeon snaps the player BEFORE the dungeon landblock streams in → lands at the old landblock's frame (ocean), not the dungeon **Status:** OPEN — promoted to **Phase G.3** (Dungeon streaming + portal @@ -97,6 +152,37 @@ transition` spam), and the render budget is sane — **WB-DIAG instances ~39,000 (meshMissing=0)** vs the 9.1M pre-Bug-A blowup (#95, now RESOLVED as a Bug-A symptom). User-confirmed: "no errors from ACE this time." +**✅ DUNGEON FPS FIXED + GREY BARRIER FIXED (2026-06-14, user-confirmed).** Two +separate causes, both resolved: + +- **FPS (was 14–30, now ~1000+):** AC dungeons sit adjacent in the "ocean" landblock + grid, so the 25×25 (farRadius=12) streaming window pulled ~129 neighbour dungeons + + their ~19k particle emitters / entities each frame. Fix = **collapse streaming to the + player's single dungeon landblock** when CurrCell is a sealed EnvCell (`!SeenOutside`), + with landblock-level hysteresis to stop collapse↔expand thrash. Confirmed against ACE + (`landblock.IsDungeon → return adjacents` with no neighbours): dungeons have no neighbour + landblocks, so collapsing to the one block is retail-faithful. Commits `5686050` (collapse) + + `d9e7dd6` (hysteresis) + `2561918` (pin to CurrCell's landblock, not the position-derived + one — the negative cell-local-Y made `floor(pp.Y/192)` land one block off and unload the + REAL dungeon). Divergence register: AP-36. + +- **GREY BARRIER (the "barrier above the ramp" / cellar-mouth grey):** portals-only + connector cells (ramp mouths, stair landings, cellar throats) build **0 drawable + sub-meshes**, and BOTH cell-registration gates (`BuildLoadedCell` → visibility + `_cellVisibility`, and `CacheCellStruct` → the physics cell graph) were gated on + `cellSubMeshes.Count > 0`. So a connector cell never registered → the portal flood + hit a **lookup-miss** at its opening (the un-flooded opening shows the clear/grey + colour) AND the camera eye-sweep couldn't transit through it. Fix = register EVERY + cell with a valid cellStruct for visibility + physics; only the *drawing* registration + stays gated on having sub-meshes. Commits `d90c538` (visibility) + `3e006d3` (physics + graph). The physics-graph half EXPOSED the ramp slide-response feel (now **#134**). + Three render-MATH theories (portal_side centroid, on-screen clip, near-eye projection) + were instrumented and REFUTED before the real lookup-miss cause was found — apparatus + discipline held. Render-pipeline digest updated. + +Residual (filed separately): login FPS ramp **#135**; ramp slide-response **#134**; the +A7 per-vertex lighting bake (below) is the remaining "lighting off" work. + **✅ A7 dungeon lighting — selection fix LANDED + objectively verified (`a80061b`).** The "lighting off" report was NOT missing torches — the `ACDREAM_PROBE_LIGHT` diagnostic (`d6fb788`) showed the dungeon correctly gets retail's flat 0.2 indoor ambient + sun zeroed @@ -112,21 +198,27 @@ light it). Core lighting suite green. Then `Range = Falloff × 1.5` (retail `ran retail-faithful (`SmartBox::SetWorldAmbientLight(0.2f)`); the 0.30 was a red herring (`CreatureMode` paperdoll renderer, not world cells). -**⚠️ REAL remaining cause — GENERAL light over-saturation (NOT dungeon-specific; belongs to -the #79 indoor-lighting umbrella).** Screenshot + `[light-detail]` probe (`9e809bc`): torches -read **`intensity=100`** (+ garbage `cone`). Our shader does `Diffuse = color × intensity` → -`color × 100` → every lit surface blows out to white = the hard "spotlight" disks. Retail's -`config_hardware_light` (0x0059adc) uses the SAME math (`Diffuse = (color/255) × intensity`) -and is NOT blown out → **retail's intensity is ~1.0; we are mis-reading the dat -`LightInfo.Intensity`** (likely a DatReaderWriter field/type bug — its source is a compiled -NuGet, not vendored, so unconfirmed). Over-saturates EVERY light (houses + outdoors + dungeons — -matches the user's "same issue everywhere; retail is uniform"). **DO NOT ad-hoc `÷100` -(forbidden workaround, risks the frozen outdoor/building lighting).** Proper fix = pin the -dat-format (raw-byte inspect a `LightInfo` / get the DatReaderWriter source) → correct the -intensity read → fixes the general spotty lighting everywhere. GENERAL engine-lighting work, -beyond G.3 dungeon scope. Separately: dungeon FPS 14–30 (WB-DIAG ~22K draws/frame — heavy -cell-geometry draw count / poor instancing — a general rendering-perf task; the 8-light -selection also added a per-frame 2227-light sort that should become a partial-select). +**⚠️ REAL remaining cause — REVISED 2026-06-14 (the earlier "mis-read intensity" theory is +REFUTED).** `intensity=100` is the **REAL dat value** (raw-byte verified `00 00 C8 42` = 100.0f; +DatReaderWriter 2.1.7 parses it correctly; the garbage `cone` is MSVC `CD CD CD CD` +uninitialized fill Turbine baked into the dat — point lights never read it). **DO NOT `÷100`.** +The actual divergence is the **[HIGH] `no-static-light-burnin`**: retail bakes ALL of a cell's +reaching static lights **PER-VERTEX once** (`D3DPolyRender::SetStaticLightingVertexColors` +0x0059cfe0 → `calc_point_light` 0x0059c8b0, Gouraud-interpolated → uniform, never blown out via +the per-channel min-to-colour clamp), while we light **per-PIXEL with only the 8 nearest-to- +CAMERA lights** → bright pools near torches, dark between, and a crescent that slides as the +camera re-ranks the 8-slot list. Diagnosed via a 5-agent investigation + a clean Ghidra +decompile (the BN pseudo-C is x87-mangled). **LANDED:** the per-pixel `(1-dist/falloff_eff)` +shader ramp (`007e287`, necessary but NOT sufficient — it can't fix the per-vertex-vs-per-pixel +structure) + the GL-free `LightBake` Core (`3b93f91`: the verbatim `calc_point_light` port + +7 conformance tests). **REMAINING — the A7 integration:** add a per-vertex linear-RGB colour +attribute to the cell mesh + a bake driver keyed on `envCellId` (NOT the dedup `cellGeomId` — +adjacent rooms share a geom but not their torches) + consume it in `mesh_modern.frag` for cell +draws; bound the bake's light set to the player dungeon (#133's FPS collapse already does this). +Belongs to the #79/#93 indoor-lighting umbrella; outdoor static objects + building shells still +use the per-pixel-8 path (the same spottiness — separate follow-up). **NOTE — dungeon FPS is +FIXED** (was 14–30 from streaming ~129 neighbour ocean-grid dungeons; now ~1000+ fps after the +#133 streaming collapse + the allocation-free 8-light partial-select, `5872bcf`/`5686050`). **Severity:** HIGH (any far/dungeon teleport is unusable) **Filed:** 2026-06-13 (M1.5 dungeon-demo gate attempt — meeting-hall portal) **Component:** physics/streaming — teleport-arrival snap vs async landblock hydration From 66888d2c8e34434ec7c97d6f749e735e17f93c5c Mon Sep 17 00:00:00 2001 From: Erik Date: Sun, 14 Jun 2026 14:36:07 +0200 Subject: [PATCH 039/223] fix(textures): DecodeSolidColor null-safe against null ColorValue A Base1Solid (or OrigTextureId==0) Surface can carry a null ColorValue; DecodeSolidColor dereferenced it (color.Alpha) and threw NullReferenceException. It is called directly from TextureCache.DecodeFromDats, OUTSIDE DecodeRenderSurface's try/catch, so the NRE crashed the whole client. Surfaced by the D.2b chrome prove-out feeding UI surface ids. Guard null -> Magenta (the decoder's existing "undecodable" sentinel). Test added. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.Core/Textures/SurfaceDecoder.cs | 5 +++++ .../Textures/SurfaceDecoderSolidColorTests.cs | 17 +++++++++++++++++ 2 files changed, 22 insertions(+) create mode 100644 tests/AcDream.Core.Tests/Textures/SurfaceDecoderSolidColorTests.cs diff --git a/src/AcDream.Core/Textures/SurfaceDecoder.cs b/src/AcDream.Core/Textures/SurfaceDecoder.cs index 49cfe199..f727a59c 100644 --- a/src/AcDream.Core/Textures/SurfaceDecoder.cs +++ b/src/AcDream.Core/Textures/SurfaceDecoder.cs @@ -80,6 +80,11 @@ public static class SurfaceDecoder /// public static DecodedTexture DecodeSolidColor(DatReaderWriter.Types.ColorARGB color, float translucency) { + // Malformed Base1Solid (or OrigTextureId==0) surface with no color value: + // signal undecodable (Magenta) instead of NRE. This method is called + // directly from TextureCache.DecodeFromDats, OUTSIDE DecodeRenderSurface's + // try/catch, so it must be null-safe itself. + if (color is null) return DecodedTexture.Magenta; float opacity = Math.Clamp(1f - translucency, 0f, 1f); byte alpha = (byte)Math.Clamp(color.Alpha * opacity, 0f, 255f); return new DecodedTexture( diff --git a/tests/AcDream.Core.Tests/Textures/SurfaceDecoderSolidColorTests.cs b/tests/AcDream.Core.Tests/Textures/SurfaceDecoderSolidColorTests.cs new file mode 100644 index 00000000..ffb4b427 --- /dev/null +++ b/tests/AcDream.Core.Tests/Textures/SurfaceDecoderSolidColorTests.cs @@ -0,0 +1,17 @@ +using AcDream.Core.Textures; +using Xunit; + +namespace AcDream.Core.Tests.Textures; + +public class SurfaceDecoderSolidColorTests +{ + [Fact] + public void DecodeSolidColor_NullColor_ReturnsMagenta_DoesNotThrow() + { + // A malformed Base1Solid surface can carry a null ColorValue. DecodeSolidColor + // is called outside DecodeRenderSurface's try/catch (from TextureCache), so it + // must be null-safe itself — return the undecodable sentinel, never NRE. + var result = SurfaceDecoder.DecodeSolidColor(null!, 0f); + Assert.Equal(DecodedTexture.Magenta, result); + } +} From 8e91805206f3537ab5d7130fddb8a4afdf9871b7 Mon Sep 17 00:00:00 2001 From: Erik Date: Sun, 14 Jun 2026 16:32:27 +0200 Subject: [PATCH 040/223] feat(D.2b): Step-0 chrome sprites confirmed + direct-RenderSurface upload path MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Step-0 prove-out result: retail UI chrome sprites are RenderSurface objects (0x06xxxxxx) that must be decoded DIRECTLY, not via the Surface->SurfaceTexture chain GetOrUpload uses for world materials (which produced 1x1 magenta/garbage). Added TextureCache.GetOrUploadRenderSurface(id, out w, out h) — Portal/HighRes TryGet -> DecodeRenderSurface(palette:null) -> upload, separately cached. This is the path UI chrome + (later) dat fonts use. Confirmed the universal floating-window bevel is an 8-piece border + center fill: center 0x06004CC2 (48x48) edges 0x060074BF/C1 (10x5 horiz) 0x060074C0/C2 (5x10 vert) corners 0x060074C3..C6 (5x5) Recorded in RetailChromeSprites.cs (edge/corner->position mapping is a best guess pending the LayoutDesc 0x21000040 parse; visually confirmed at panel render). The memory-note ids were right; only the decode path was wrong. Temporary prove-out harness (added to GameWindow.OnRender) removed. proveout*.log gitignored. Co-Authored-By: Claude Opus 4.8 (1M context) --- .gitignore | 1 + src/AcDream.App/Rendering/TextureCache.cs | 43 ++++++++++++++++++++ src/AcDream.App/UI/RetailChromeSprites.cs | 48 +++++++++++++++++++++++ 3 files changed, 92 insertions(+) create mode 100644 src/AcDream.App/UI/RetailChromeSprites.cs diff --git a/.gitignore b/.gitignore index ca2f9cf2..215c618b 100644 --- a/.gitignore +++ b/.gitignore @@ -30,6 +30,7 @@ references/* /.superpowers/ launch.log launch-*.log +proveout*.log launch.utf8.log n4-verify*.log diff --git a/src/AcDream.App/Rendering/TextureCache.cs b/src/AcDream.App/Rendering/TextureCache.cs index efefbf0b..1fbf0817 100644 --- a/src/AcDream.App/Rendering/TextureCache.cs +++ b/src/AcDream.App/Rendering/TextureCache.cs @@ -31,6 +31,12 @@ public sealed unsafe class TextureCache : Wb.ITextureCachePerInstance, IDisposab private readonly Dictionary<(uint surfaceId, uint origTexOverride, ulong paletteHash), uint> _handlesByPalette = new(); private uint _magentaHandle; + // Direct-RenderSurface caches for UI sprites: 0x06xxxxxx RenderSurface ids + // decoded directly (Portal/HighRes → DecodeRenderSurface), bypassing the + // Surface→SurfaceTexture chain that GetOrUpload uses for world materials. + private readonly Dictionary _handlesByRenderSurfaceId = new(); + private readonly Dictionary _rsSizeById = new(); + private readonly Wb.BindlessSupport? _bindless; // Bindless / Texture2DArray parallel caches. Keys mirror the legacy three @@ -103,6 +109,43 @@ public sealed unsafe class TextureCache : Wb.ITextureCachePerInstance, IDisposab return h; } + /// + /// Upload a UI sprite by its RenderSurface DataId (0x06xxxxxx), decoded + /// DIRECTLY (Portal/HighRes → DecodeRenderSurface) rather than through the + /// Surface→SurfaceTexture chain that uses + /// for world-geometry materials. This is the correct path for retail UI + /// chrome + font glyph sheets, which reference RenderSurface directly. + /// Palette is null for now (a paletted INDEX16/P8 UI sprite would return + /// Magenta — wire a UI palette when one is actually encountered). Returns a + /// 1x1 magenta handle on miss. + /// + public uint GetOrUploadRenderSurface(uint renderSurfaceId, out int width, out int height) + { + if (_handlesByRenderSurfaceId.TryGetValue(renderSurfaceId, out var existing) + && _rsSizeById.TryGetValue(renderSurfaceId, out var sz)) + { + width = sz.w; height = sz.h; + return existing; + } + + DecodedTexture decoded; + if (_dats.Portal.TryGet(renderSurfaceId, out var rs) + || _dats.HighRes.TryGet(renderSurfaceId, out rs)) + { + decoded = SurfaceDecoder.DecodeRenderSurface(rs, palette: null); + } + else + { + decoded = DecodedTexture.Magenta; + } + + uint h = UploadRgba8(decoded); + _handlesByRenderSurfaceId[renderSurfaceId] = h; + _rsSizeById[renderSurfaceId] = (decoded.Width, decoded.Height); + width = decoded.Width; height = decoded.Height; + return h; + } + /// /// Alpha-channel histogram for one decoded texture. Used to diagnose /// "why are clouds not transparent" — if cloud textures come out with diff --git a/src/AcDream.App/UI/RetailChromeSprites.cs b/src/AcDream.App/UI/RetailChromeSprites.cs new file mode 100644 index 00000000..70a8cb4e --- /dev/null +++ b/src/AcDream.App/UI/RetailChromeSprites.cs @@ -0,0 +1,48 @@ +namespace AcDream.App.UI; + +/// +/// Retail window-chrome RenderSurface DataIds, CONFIRMED via the D.2b Step-0 +/// prove-out (2026-06-14). These are RenderSurface objects (0x06xxxxxx) decoded +/// DIRECTLY (), NOT +/// through the Surface→SurfaceTexture chain. +/// +/// +/// The universal floating-window bevel is an 8-piece border (4 corners +/// 5×5 + 4 edges) drawn around a tiled center fill — it is NOT a single +/// 9-slice texture. Decoded sizes are in the comments (from the prove-out). +/// +/// +/// +/// The edge/corner → position mapping below is a reasonable guess pending the +/// LayoutDesc 0x21000040 parse (sub-project 3) and is confirmed visually in the +/// first vitals-panel render. If a corner's bevel highlight looks wrong, swap +/// the four corner constants; if top/bottom or left/right look inverted, swap +/// those edge pairs. +/// +/// +public static class RetailChromeSprites +{ + /// Tiled interior fill — the shared panel background (48×48). + public const uint CenterFill = 0x06004CC2; + + /// Horizontal top edge (10×5, tiled across the top span). + public const uint TopEdge = 0x060074BF; + /// Horizontal bottom edge (10×5). + public const uint BottomEdge = 0x060074C1; + /// Vertical left edge (5×10). + public const uint LeftEdge = 0x060074C0; + /// Vertical right edge (5×10). + public const uint RightEdge = 0x060074C2; + + /// Top-left corner (5×5). + public const uint CornerTL = 0x060074C3; + /// Top-right corner (5×5). + public const uint CornerTR = 0x060074C4; + /// Bottom-left corner (5×5). + public const uint CornerBL = 0x060074C5; + /// Bottom-right corner (5×5). + public const uint CornerBR = 0x060074C6; + + /// Border thickness in pixels = the corner/edge sprite size (5px). + public const int Border = 5; +} From 0bf790c8bf48825fb788825ae315f436791c17d0 Mon Sep 17 00:00:00 2001 From: Erik Date: Sun, 14 Jun 2026 16:36:11 +0200 Subject: [PATCH 041/223] =?UTF-8?q?feat(D.2b):=20UiNineSlicePanel=20?= =?UTF-8?q?=E2=80=94=208-piece=20retail=20window=20frame=20+=20geometry=20?= =?UTF-8?q?test?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Implements the retail floating-window bevel as a UiPanel subclass using RetailChromeSprites: 4 tiled edges + 4 stretched corners + tiled center fill, matching the 8-piece border layout confirmed by the D.2b Step-0 prove-out. Resolver delegate keeps GL out of unit tests. Geometry verified by ComputeFrameRects_PlacesCornersEdgesAndCenter (1/1 pass). Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/UI/UiNineSlicePanel.cs | 85 +++++++++++++++++++ .../UI/UiNineSlicePanelTests.cs | 27 ++++++ 2 files changed, 112 insertions(+) create mode 100644 src/AcDream.App/UI/UiNineSlicePanel.cs create mode 100644 tests/AcDream.App.Tests/UI/UiNineSlicePanelTests.cs diff --git a/src/AcDream.App/UI/UiNineSlicePanel.cs b/src/AcDream.App/UI/UiNineSlicePanel.cs new file mode 100644 index 00000000..2f04229a --- /dev/null +++ b/src/AcDream.App/UI/UiNineSlicePanel.cs @@ -0,0 +1,85 @@ +using System.Numerics; + +namespace AcDream.App.UI; + +/// +/// A whose background is the retail 8-piece window bevel +/// (): 4 corners + 4 edges around a tiled +/// center fill. Retires the flat translucent rect (divergence row TS-30). +/// Sprites resolve to (GL handle, width, height) via an injected delegate so +/// the widget is testable without GL. In production: +/// id => { var t = cache.GetOrUploadRenderSurface(id, out var w, out var h); return (t, w, h); }. +/// +public sealed class UiNineSlicePanel : UiPanel +{ + /// A placed chrome piece: destination rect in local pixel space. + public readonly record struct Rect(float X, float Y, float W, float H); + + /// The nine destination rects for an 8-piece border + center. + public readonly record struct FrameRects( + Rect Center, Rect Top, Rect Bottom, Rect Left, Rect Right, + Rect TL, Rect TR, Rect BL, Rect BR); + + private readonly System.Func _resolve; + + public UiNineSlicePanel(System.Func resolve) + { + _resolve = resolve; + BackgroundColor = Vector4.Zero; // suppress the base flat-rect fill + BorderColor = Vector4.Zero; + } + + /// + /// Destination rects (local px) for a frame of (, + /// ) with border thickness : + /// b×b corners, top/bottom edges spanning the interior width at height b, + /// left/right edges spanning the interior height at width b, center fills + /// the interior. + /// + public static FrameRects ComputeFrameRects(float w, float h, int b) + { + float innerW = w - 2 * b; + float innerH = h - 2 * b; + return new FrameRects( + Center: new Rect(b, b, innerW, innerH), + Top: new Rect(b, 0, innerW, b), + Bottom: new Rect(b, h - b, innerW, b), + Left: new Rect(0, b, b, innerH), + Right: new Rect(w - b, b, b, innerH), + TL: new Rect(0, 0, b, b), + TR: new Rect(w - b, 0, b, b), + BL: new Rect(0, h - b, b, b), + BR: new Rect(w - b, h - b, b, b)); + } + + protected override void OnDraw(UiRenderContext ctx) + { + var r = ComputeFrameRects(Width, Height, RetailChromeSprites.Border); + // center + edges tile (UV repeat); corners stretch 1:1. + DrawTiled(ctx, RetailChromeSprites.CenterFill, r.Center); + DrawTiled(ctx, RetailChromeSprites.TopEdge, r.Top); + DrawTiled(ctx, RetailChromeSprites.BottomEdge, r.Bottom); + DrawTiled(ctx, RetailChromeSprites.LeftEdge, r.Left); + DrawTiled(ctx, RetailChromeSprites.RightEdge, r.Right); + DrawStretched(ctx, RetailChromeSprites.CornerTL, r.TL); + DrawStretched(ctx, RetailChromeSprites.CornerTR, r.TR); + DrawStretched(ctx, RetailChromeSprites.CornerBL, r.BL); + DrawStretched(ctx, RetailChromeSprites.CornerBR, r.BR); + } + + private void DrawTiled(UiRenderContext ctx, uint id, Rect d) + { + if (d.W <= 0 || d.H <= 0) return; + var (tex, tw, th) = _resolve(id); + if (tex == 0 || tw == 0 || th == 0) return; + ctx.DrawSprite(tex, d.X, d.Y, d.W, d.H, 0, 0, d.W / tw, d.H / th, Vector4.One); + } + + private void DrawStretched(UiRenderContext ctx, uint id, Rect d) + { + if (d.W <= 0 || d.H <= 0) return; + var (tex, _, _) = _resolve(id); + if (tex == 0) return; + ctx.DrawSprite(tex, d.X, d.Y, d.W, d.H, 0, 0, 1, 1, Vector4.One); + } +} diff --git a/tests/AcDream.App.Tests/UI/UiNineSlicePanelTests.cs b/tests/AcDream.App.Tests/UI/UiNineSlicePanelTests.cs new file mode 100644 index 00000000..8a2b3d0a --- /dev/null +++ b/tests/AcDream.App.Tests/UI/UiNineSlicePanelTests.cs @@ -0,0 +1,27 @@ +using AcDream.App.UI; + +namespace AcDream.App.Tests.UI; + +public class UiNineSlicePanelTests +{ + [Fact] + public void ComputeFrameRects_PlacesCornersEdgesAndCenter() + { + var r = UiNineSlicePanel.ComputeFrameRects(100, 80, 5); + + // 5x5 corners at the four corners + Assert.Equal(new UiNineSlicePanel.Rect(0, 0, 5, 5), r.TL); + Assert.Equal(new UiNineSlicePanel.Rect(95, 0, 5, 5), r.TR); + Assert.Equal(new UiNineSlicePanel.Rect(0, 75, 5, 5), r.BL); + Assert.Equal(new UiNineSlicePanel.Rect(95, 75, 5, 5), r.BR); + + // edges span the interior (100-2*5 = 90 wide, 80-2*5 = 70 tall) + Assert.Equal(new UiNineSlicePanel.Rect(5, 0, 90, 5), r.Top); + Assert.Equal(new UiNineSlicePanel.Rect(5, 75, 90, 5), r.Bottom); + Assert.Equal(new UiNineSlicePanel.Rect(0, 5, 5, 70), r.Left); + Assert.Equal(new UiNineSlicePanel.Rect(95, 5, 5, 70), r.Right); + + // center fills the interior + Assert.Equal(new UiNineSlicePanel.Rect(5, 5, 90, 70), r.Center); + } +} From 064ef41ce4f5a77cfc01295746db374a52aff1e1 Mon Sep 17 00:00:00 2001 From: Erik Date: Sun, 14 Jun 2026 16:38:07 +0200 Subject: [PATCH 042/223] feat(D.2b): UiMeter vital bar + fill-geometry tests Adds UiMeter, the horizontal vital-bar widget for the D.2b retail-look UI toolkit. Solid-color fill for Spec 1; the retail orb sprite + scissor crop path is reserved for a later sub-phase. Five unit tests (1 Fact + 4 Theory) cover half-fill geometry and clamping at -1/0/1/2 fractions. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/UI/UiMeter.cs | 40 ++++++++++++++++++++++ tests/AcDream.App.Tests/UI/UiMeterTests.cs | 25 ++++++++++++++ 2 files changed, 65 insertions(+) create mode 100644 src/AcDream.App/UI/UiMeter.cs create mode 100644 tests/AcDream.App.Tests/UI/UiMeterTests.cs diff --git a/src/AcDream.App/UI/UiMeter.cs b/src/AcDream.App/UI/UiMeter.cs new file mode 100644 index 00000000..9fcdd5d6 --- /dev/null +++ b/src/AcDream.App/UI/UiMeter.cs @@ -0,0 +1,40 @@ +using System.Numerics; + +namespace AcDream.App.UI; + +/// +/// A horizontal vital bar: an empty background rect with a partial-width +/// fill. returns 0..1 (or null = no data → empty bar). +/// Solid-color for Spec 1; the retail orb sprite + scissor crop is a later +/// sub-phase. +/// +public sealed class UiMeter : UiElement +{ + /// Fill fraction provider; a null result draws an empty bar. + public Func Fill { get; set; } = () => 0f; + public Vector4 BarColor { get; set; } = new(1f, 0f, 0f, 1f); + public Vector4 BgColor { get; set; } = new(0f, 0f, 0f, 0.5f); + + public UiMeter() { ClickThrough = true; } + + /// Clamp to [0,1] and return the fill rect + /// (local px) for a bar of x . + public static (float x, float y, float w, float h) ComputeFillRect( + float pct, float w, float h) + { + if (pct < 0f) pct = 0f; + if (pct > 1f) pct = 1f; + return (0f, 0f, w * pct, h); + } + + protected override void OnDraw(UiRenderContext ctx) + { + ctx.DrawRect(0, 0, Width, Height, BgColor); + float? pct = Fill(); + if (pct is float p) + { + var (fx, fy, fw, fh) = ComputeFillRect(p, Width, Height); + if (fw > 0f) ctx.DrawRect(fx, fy, fw, fh, BarColor); + } + } +} diff --git a/tests/AcDream.App.Tests/UI/UiMeterTests.cs b/tests/AcDream.App.Tests/UI/UiMeterTests.cs new file mode 100644 index 00000000..9e7637e9 --- /dev/null +++ b/tests/AcDream.App.Tests/UI/UiMeterTests.cs @@ -0,0 +1,25 @@ +using AcDream.App.UI; + +namespace AcDream.App.Tests.UI; + +public class UiMeterTests +{ + [Fact] + public void ComputeFillRect_HalfFillIsHalfWidth() + { + var (x, y, w, h) = UiMeter.ComputeFillRect(0.5f, 200f, 12f); + Assert.Equal(0f, x); Assert.Equal(0f, y); + Assert.Equal(100f, w); Assert.Equal(12f, h); + } + + [Theory] + [InlineData(-1f, 0f)] // clamps below 0 + [InlineData(2f, 200f)] // clamps above 1 + [InlineData(0f, 0f)] + [InlineData(1f, 200f)] + public void ComputeFillRect_ClampsFraction(float pct, float expectedW) + { + var (_, _, w, _) = UiMeter.ComputeFillRect(pct, 200f, 12f); + Assert.Equal(expectedW, w); + } +} From 712f17f0f2d46f50b9f9e5b66e10215970896a06 Mon Sep 17 00:00:00 2001 From: Erik Date: Sun, 14 Jun 2026 16:46:56 +0200 Subject: [PATCH 043/223] =?UTF-8?q?fix(G.3):=20pre-collapse=20dungeon=20st?= =?UTF-8?q?reaming=20at=20login/teleport=20=E2=80=94=20kill=20the=20login?= =?UTF-8?q?=20FPS=20ramp=20(#135)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit On login (or teleport) into a dungeon, FPS started ~10 and climbed over ~30 s. Root cause: the dungeon "collapse" (which shrinks the 25x25 streaming window to the player's single dungeon landblock — AC dungeons have no neighbours) only fires once the per-frame `insideDungeon` gate reads true, and that gate keys on the physics CurrCell, which isn't set until the player is PLACED, which waits for the dungeon landblock to hydrate. So during the whole hydration window NormalTick bootstraps the full window — ~24 unrelated ocean-grid neighbour dungeons + their ~19k entities each — and the collapse only mops them up afterward. That mop-up is the ramp. Fix: trigger the SAME collapse early, the instant we recenter the streaming center onto a sealed dungeon cell, before the first NormalTick. - StreamingController.PreCollapseToDungeon(cx,cy): fires EnterDungeonCollapse early (idempotent). The expensive neighbour window is never enqueued. - GameWindow.IsSealedDungeonCell(cellId): reads the EnvCell dat SeenOutside flag (CurrCell is null pre-placement) — the same flag ObjCell.SeenOutside and the per-frame gate use, so the early decision matches the eventual one. Distinguishes a real dungeon from a cottage/inn interior (SeenOutside → keeps its outdoor surround). Excludes the 0xFFFE/0xFFFF structural shell ids so an outdoor spawn id can't type-confuse a LandBlock record as an EnvCell. - Hooks: OnLiveEntitySpawnedLocked (login) + OnLivePositionUpdated (teleport). - Observer robustness: during a teleport PortalSpace hold the streaming observer follows the recentered destination, not the frozen pre-teleport position (which could drift >=2 landblocks off and trip ExitDungeonExpand). And _lastLivePlayerLandblockId is now filtered to the player guid (resolves the Phase A.1 TODO) so a stray NPC UpdatePosition can't drift the login-hold observer off the dungeon. Faithful EARLY trigger of the existing AP-36 collapse mechanism, not a new workaround — AP-36 amended in the same commit. Adversarially reviewed across timing / threading / faithfulness lenses; 5 new tests including the real runtime ordering (Tick bootstraps, then PreCollapse cancels). Core suite green (1463). Co-Authored-By: Claude Opus 4.8 (1M context) --- docs/ISSUES.md | 18 +++- .../retail-divergence-register.md | 2 +- src/AcDream.App/Rendering/GameWindow.cs | 93 +++++++++++++++++- .../Streaming/StreamingController.cs | 31 ++++++ .../StreamingControllerDungeonGateTests.cs | 94 +++++++++++++++++++ 5 files changed, 231 insertions(+), 7 deletions(-) diff --git a/docs/ISSUES.md b/docs/ISSUES.md index 9a169623..ddb9b279 100644 --- a/docs/ISSUES.md +++ b/docs/ISSUES.md @@ -48,11 +48,27 @@ Copy this block when adding a new issue: ## #135 — ~30 s low-FPS ramp at login (≈10 fps → high) before streaming settles -**Status:** OPEN +**Status:** FIX LANDED — pending visual gate (login into the 0x0007 dungeon → FPS steady in ~1–2 s, no neighbour load/unload churn) **Severity:** LOW (startup-only; self-corrects) **Filed:** 2026-06-14 **Component:** streaming — first-frame bootstrap vs the dungeon collapse +**FIX (2026-06-14):** pre-collapse streaming the instant we recenter onto a SEALED +dungeon cell at login/teleport, before the first `NormalTick` bootstraps the window. +- `StreamingController.PreCollapseToDungeon(cx,cy)` — fires the existing `EnterDungeonCollapse` + early (idempotent), so the expensive ocean-grid neighbour window is never enqueued + (teleport) / is enqueued-then-immediately-cleared for a cheap Holtburg frame (login). +- `GameWindow.IsSealedDungeonCell(cellId)` — reads the `EnvCell` dat `SeenOutside` flag + (the same flag the hydrated `ObjCell.SeenOutside` + the per-frame gate use) so a cottage/inn + interior keeps its outdoor surround; excludes the 0xFFFE/0xFFFF shell ids. +- Hooks in `OnLiveEntitySpawnedLocked` (login) + `OnLivePositionUpdated` (teleport). +- Observer robustness: during a teleport `PortalSpace` hold the observer follows the + recentered destination (not the frozen position); `_lastLivePlayerLandblockId` is now + filtered to the player guid (resolving a Phase A.1 TODO) so a stray NPC update can't drift + the login-hold observer off the dungeon and trip `ExitDungeonExpand`. +Adversarially reviewed (3 lenses); register row AP-36 amended. Tests in +`StreamingControllerDungeonGateTests` (5 new, incl. the real Tick-then-PreCollapse ordering). + **Description:** On login into a dungeon, FPS starts ~10 and climbs over ~30 s before settling (then 1000+ fps). User: "we still have about 30ish seconds before FPS is ramped up; when logging in I get like 10 then it slowly increases." diff --git a/docs/architecture/retail-divergence-register.md b/docs/architecture/retail-divergence-register.md index 79d30650..080c4d01 100644 --- a/docs/architecture/retail-divergence-register.md +++ b/docs/architecture/retail-divergence-register.md @@ -130,7 +130,7 @@ accepted-divergence entries (#96, #49, #50). | AP-32 | Cell shells DRAW +0.02 m above the dat EnvCell origin (`ShellDrawLiftZ`, z-fight vs coplanar terrain); retail draws at the origin verbatim. Split invariant: PHYSICS + visibility graph UNLIFTED (f35cb8b, **#119**-residual), every DRAW-space consumer of portal/cell geometry LIFTED (OutsideView color gate via `Build(drawLiftZ)`, seal/punch fans — **#130**) | `src/AcDream.App/Rendering/GameWindow.cs:5604` (const at `PortalVisibilityBuilder.ShellDrawLiftZ`) | Shell floors coplanar with terrain z-fight in our z-buffered frame; the 2 cm lift is the documented stand-in | A new draw-space consumer of portal/cell polygons that forgets the lift re-opens a 2 cm seam at horizontal aperture edges (the #130 top-edge strip, ~7 px at 2.4 m); a visibility consumer that picks up the LIFTED transform re-opens the #119-residual horizontal-portal side-cull | retail draws cell geometry at the dat EnvCell origin (no lift) | | AP-33 | Interior-root look-in cells (**#124** sub-pass) draw their statics + DYNAMICS + emitters WHOLE — no per-part/per-object viewcone check; retail viewconeCheck's each vs the installed view (the **#131** portal closure: a server object in a look-in cell drew nowhere — dynamics-last culls cells absent from the main cone, and post-seal it z-fails anyway) | `src/AcDream.App/Rendering/RetailPViewRenderer.cs` (`DrawBuildingLookIns`) | The main viewcone has no entries for look-in cells; over-include is the safe direction (z-correct, repainted outside apertures by the root's shells); look-in cell counts are small (~1-3 cells) | A few wasted draws on content outside the doorway region (repainted); no under-draw direction remains | `viewconeCheck` 0x0054c250; nested `DrawCells` objects pc:432878 | | AP-34 | Landscape-stage alpha deferral is a TWO-PHASE slice split (statics-early / dynamics+particles+weather-late around the **#124** look-ins) + outdoor-root attached scene emitters moved to the post-frame pass, not retail's single deferred alpha flush. Residual: building exteriors' / outside-stage dynamics' own translucent MESH batches still draw within their stage draw call (before later stage content) | `src/AcDream.App/Rendering/RetailPViewRenderer.cs` (`DrawLandscapeThroughOutsideView` late loop) + `GameWindow` post-frame Scene pass | The MDI dispatcher draws translucency inside each Draw call; a faithful FlushAlphaList port needs a global deferred alpha list across all landscape draws — the split covers the user-visible cases (#131 portal swirl, #132 candle flame indoors + outdoors) | Translucent landscape content drawn early and screen-overlapped by content drawn later in the stage gets overpainted (no depth self-protection) — the portal-swirl/candle-flame class re-appears in the residual configurations | `D3DPolyRender::FlushAlphaList` (DrawCells pc:432722) | -| AP-36 | Dungeon streaming gate triggers on the player's CURRENT cell being a sealed EnvCell (`CurrCell.IsEnv && !SeenOutside`), an approximation of ACE's full landblock `IsDungeon` (all-heights-zero + NumCells>0 + Buildings.Count==0). The retail BEHAVIOR (a dungeon loads no adjacent landblocks) is faithful — only the runtime TRIGGER is the cheap cell predicate instead of classifying the center landblock | `src/AcDream.App/Rendering/GameWindow.cs:6895` (predicate) + `src/AcDream.App/Streaming/StreamingController.cs` (collapse/expand) | The predicate is already computed for sun/sky gating (playerInsideCell) and exactly matches for sealed dungeons vs windowed building interiors (SeenOutside=true → not gated); no landblock re-classification needed | A dungeon cell that reports SeenOutside (an entrance cell open to the surface) briefly un-collapses and re-streams the window; a hypothetical windowless building back-room (IsEnv && !SeenOutside but HasBuildings) would wrongly collapse its outdoor neighbors | ACE `LandblockManager.GetAdjacentIDs` (dungeons→empty) Landblock.cs:577-582; `IsDungeon` Landblock.cs:1264-1277 | +| AP-36 | Dungeon streaming gate triggers on the player's CURRENT cell being a sealed EnvCell (`CurrCell.IsEnv && !SeenOutside`), an approximation of ACE's full landblock `IsDungeon` (all-heights-zero + NumCells>0 + Buildings.Count==0). The retail BEHAVIOR (a dungeon loads no adjacent landblocks) is faithful — only the runtime TRIGGER is the cheap cell predicate instead of classifying the center landblock. **#135 pre-collapse:** at login/teleport the same collapse is triggered EARLY (the instant the streaming center is recentered onto the spawn/dest cell) via `IsSealedDungeonCell` reading the EnvCell **dat** `SeenOutside` flag — because the physics `CurrCell` is null until placement, which waits for hydration; without the early trigger the full 25×25 ocean-grid window loads then unloads (the ~30 s login FPS ramp) | `src/AcDream.App/Rendering/GameWindow.cs:6895` (per-frame predicate) + `:IsSealedDungeonCell` + `:OnLiveEntitySpawnedLocked`/`:OnLivePositionUpdated` (login/teleport pre-collapse hooks) + `src/AcDream.App/Streaming/StreamingController.cs` (collapse/expand/`PreCollapseToDungeon`) | The predicate is already computed for sun/sky gating (playerInsideCell) and exactly matches for sealed dungeons vs windowed building interiors (SeenOutside=true → not gated); no landblock re-classification needed. The dat-flag read is the same `EnvCellFlags.SeenOutside` the hydrated `ObjCell.SeenOutside` is built from (`EnvCell.cs:72`/`PhysicsDataCache.cs:224`), so the pre-collapse decision matches the eventual per-frame gate exactly | A dungeon cell that reports SeenOutside (an entrance cell open to the surface) briefly un-collapses and re-streams the window; a hypothetical windowless building back-room (IsEnv && !SeenOutside but HasBuildings) would wrongly collapse its outdoor neighbors; a sealed-dungeon entrance cell that is itself SeenOutside is simply MISSED by the early trigger and falls back to the existing late collapse (no worse than before #135) | ACE `LandblockManager.GetAdjacentIDs` (dungeons→empty) Landblock.cs:577-582; `IsDungeon` Landblock.cs:1264-1277 | | AP-35 | Point/spot lights use a single PER-PIXEL accumulation that ports `calc_point_light`'s `(1 − dist/falloff_eff)` LINEAR ramp (falloff_eff = Falloff × static_light_factor 1.3) + standard Lambert `N·L`; retail's path is PER-VERTEX Gouraud and additionally applies a half-Lambert wrap (`0.5·dist + N·L_vec`, lights surfaces down to `N·L ≥ −0.5`) and an x87-obscured normalization factor, neither ported | `src/AcDream.App/Rendering/Shaders/mesh_modern.frag:52` (+ `mesh.frag`; `LightInfoLoader.cs:81` folds 1.3 into Range) | The linear ramp is the user-visible fix (kills the hard-disc "spotlight" edge, #133 A7); the dropped wrap/normalization only re-shade the gradient slightly, and per-pixel vs per-vertex Gouraud chiefly differs on coarse geometry. Half-Lambert wrap + factor are an x87-decompile refinement (same artifact class as GetPowerBarLevel AP-24) | Surfaces facing slightly away from a torch (`−0.5 ≤ N·L < 0`) stay dark where retail's wrap lights them faintly; near-light gradient shading differs subtly from retail's per-vertex bake | `calc_point_light` 0x0059c8b0 (line 0x0059c9a2 ramp; 0x0059c925 wrap); static_light_factor 0x00820e24 | --- diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index e45101dc..d4729ab1 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -2471,6 +2471,23 @@ public sealed class GameWindow : IDisposable _liveCenterY = lbY; } + // #135: the instant we know the player spawned into a SEALED dungeon, + // pre-collapse streaming to that single landblock — BEFORE the first + // StreamingController.Tick bootstraps the 25×25 ocean-grid window. The + // player isn't placed yet (physics CurrCell is null), so the per-frame + // insideDungeon gate stays false for the entire hydration window and + // NormalTick would otherwise load ~24 neighbor dungeons then unload them + // (the login FPS ramp the user reported — 10 fps slowly climbing). Sealed- + // dungeon only: a cottage/inn interior (SeenOutside) keeps its outdoor + // surround. We hold _datLock here, and IsSealedDungeonCell re-takes it + // (reentrant); the controller call is render-thread-safe (Channel writes). + if (spawn.Guid == _playerServerGuid + && _streamingController is not null + && IsSealedDungeonCell(p.LandblockId)) + { + _streamingController.PreCollapseToDungeon(lbX, lbY); + } + var origin = new System.Numerics.Vector3( (lbX - _liveCenterX) * 192f, (lbY - _liveCenterY) * 192f, @@ -4484,10 +4501,18 @@ public sealed class GameWindow : IDisposable private void OnLivePositionUpdated(AcDream.Core.Net.WorldSession.EntityPositionUpdate update) { - // Phase A.1: track the most recently updated entity's landblock so the - // streaming controller can follow the player. TODO: filter by our own - // character guid once we reliably know it from CharacterList. - _lastLivePlayerLandblockId = update.Position.LandblockId; + // Phase A.1 / #135: track the PLAYER's last server-known landblock so the + // streaming controller can follow the player in the fly-camera / pre-player-mode + // (login hold) views. Filtered to our OWN character guid — resolving the original + // Phase A.1 TODO. An arbitrary NPC's UpdatePosition from a far outdoor landblock + // must NOT move the streaming observer: during a dungeon-login hold (player not + // yet placed, so _playerController is null and the PortalSpace observer branch + // can't apply) that would drift the observer off the pre-collapsed dungeon + // landblock and trip ExitDungeonExpand, re-streaming the 25×25 neighbor window + // the pre-collapse just suppressed. _playerServerGuid is set from CharacterList + // (~line 1984) before world entry, so it is valid by the time updates arrive. + if (update.Guid == _playerServerGuid) + _lastLivePlayerLandblockId = update.Position.LandblockId; if (!_entitiesByServerGuid.TryGetValue(update.Guid, out var entity)) return; @@ -4936,6 +4961,15 @@ public sealed class GameWindow : IDisposable _liveCenterX = lbX; _liveCenterY = lbY; newWorldPos = new System.Numerics.Vector3(p.PositionX, p.PositionY, p.PositionZ); + + // #135: pre-collapse on teleport into a sealed dungeon too — same + // race as login. The destination isn't placed until it hydrates, so + // without this NormalTick loads the full neighbor window during the + // arrival hold. The PortalSpace observer branch (OnUpdate) keeps the + // observer pinned to _liveCenterX/Y while held, so the stale frozen + // player position can't drift the observer off the dungeon and re-expand. + if (_streamingController is not null && IsSealedDungeonCell(p.LandblockId)) + _streamingController.PreCollapseToDungeon(lbX, lbY); } else { @@ -6863,7 +6897,27 @@ public sealed class GameWindow : IDisposable int observerCx = _liveCenterX; int observerCy = _liveCenterY; - if (_playerMode && _playerController is not null) + if (_playerMode && _playerController is not null + && _playerController.State == AcDream.App.Input.PlayerState.PortalSpace) + { + // Teleport hold (#135): the local player position is frozen at the + // PRE-teleport spot, expressed in the OLD center frame, but + // _liveCenterX/_liveCenterY were already recentered onto the + // destination landblock (OnLivePositionUpdated). Follow the + // destination directly — the stale position-derived offset + // (_liveCenterX + floor(frozenPos/192)) could land ≥2 landblocks off + // the dungeon and trip ExitDungeonExpand, re-streaming the very + // neighbor window the pre-collapse just suppressed. Correct for an + // outdoor teleport too: pre-load the destination during the hold. + // + // NOTE: these assignments equal the observerCx/Cy defaults initialized + // above — the LOAD-BEARING effect of this branch is INHIBITING the + // position-derived offset in the else-if below while the player position + // is frozen, not the (redundant) assignment. Kept explicit for clarity. + observerCx = _liveCenterX; + observerCy = _liveCenterY; + } + else if (_playerMode && _playerController is not null) { // Player mode: follow the physics-resolved player position. // The player walks via the local physics engine; the server @@ -11894,6 +11948,35 @@ public sealed class GameWindow : IDisposable return unhydratable; } + // #135: is this server-sent cell id a SEALED dungeon EnvCell — an indoor cell + // (low 16 bits >= 0x0100) whose EnvCell dat flags lack SeenOutside? Distinguishes + // a real dungeon (collapse streaming to its single landblock) from a building + // interior (cottage/inn — SeenOutside, which keeps its outdoor surround) and from + // an outdoor cell, WITHOUT needing the cell hydrated. Reads the SAME dat flag as + // the hydration path (BuildLoadedCell, ~line 5999) and as the physics + // CurrCell.SeenOutside the per-frame insideDungeon gate reads — so the pre-collapse + // decision matches the eventual gate decision exactly. Returns false when the dat + // lacks the cell (out-of-range index / missing record) so we never collapse on a + // guess. The dat read is reentrant-safe under _datLock (Monitor) — callers may + // already hold it (the login spawn handler does). + private bool IsSealedDungeonCell(uint cellId) + { + // Not an EnvCell: the sub-0x0100 outdoor sub-cells AND the 0xFFFE/0xFFFF + // structural shell ids (LandBlockInfo / LandBlock heightmap). A naive + // `< 0x0100` test MISSES 0xFFFF (65535 is not < 256), and Get on + // 0xXXYYFFFF would then type-confuse the LandBlock record living at that id as + // an EnvCell (its bytes unpack to a bogus Flags value). A real spawn/teleport + // position never carries a shell id, but exclude them so the read is sound. + uint low = cellId & 0xFFFFu; + if (low < 0x0100u || low >= 0xFFFEu) return false; + if (_dats is null) return false; + DatReaderWriter.DBObjs.EnvCell? envCell; + lock (_datLock) + envCell = _dats.Get(cellId); + return envCell is not null + && !envCell.Flags.HasFlag(DatReaderWriter.Enums.EnvCellFlags.SeenOutside); + } + private void EnterPlayerModeFromAutoEntry() { _playerMode = true; diff --git a/src/AcDream.App/Streaming/StreamingController.cs b/src/AcDream.App/Streaming/StreamingController.cs index 9a357cbb..d6d00518 100644 --- a/src/AcDream.App/Streaming/StreamingController.cs +++ b/src/AcDream.App/Streaming/StreamingController.cs @@ -149,6 +149,37 @@ public sealed class StreamingController DrainAndApply(); } + /// + /// #135: collapse to a single dungeon landblock IMMEDIATELY, before the first + /// has a chance to bootstrap the full 25×25 window. Called + /// from the login / teleport spawn path the instant the streaming center is + /// recentered onto a SEALED dungeon landblock. + /// + /// The per-frame insideDungeon gate keys on the physics + /// CurrCell, which is only set once the player is PLACED — and placement + /// waits for the dungeon landblock to hydrate. So for the whole hydration window + /// (tens of seconds for a ~200-cell dungeon) the gate reads false and + /// would enqueue the ~24 unrelated ocean-grid neighbor + /// dungeons (+ ~19k entities each); the collapse then only mops them up after + /// placement. That mop-up is the 10→high FPS ramp users see at a dungeon login. + /// + /// Pre-collapsing means the EXPENSIVE dungeon-neighbour window is never + /// enqueued. On teleport nothing is enqueued at all (this fires before the next + /// Tick recenters). On login a brief Holtburg outdoor window may be enqueued by the + /// frame-1 NormalTick (before the player's spawn arrives) and is immediately + /// cancelled by _clearPendingLoads here — cheap outdoor terrain, not the + /// ocean-grid dungeons, and a handful of already-dequeued loads get swept next + /// frame. Idempotent: a no-op when already collapsed onto this same landblock, so a + /// re-sent spawn or a same-frame double call costs nothing. Render-thread only, + /// same as . + /// + public void PreCollapseToDungeon(int cx, int cy) + { + uint centerId = StreamingRegion.EncodeLandblockId(cx, cy); + if (_collapsed && _collapsedCenter == centerId) return; + EnterDungeonCollapse(cx, cy, centerId); + } + /// /// Outdoor / building-interior streaming — the original two-tier model. /// diff --git a/tests/AcDream.Core.Tests/Streaming/StreamingControllerDungeonGateTests.cs b/tests/AcDream.Core.Tests/Streaming/StreamingControllerDungeonGateTests.cs index fd99fe30..522a4d07 100644 --- a/tests/AcDream.Core.Tests/Streaming/StreamingControllerDungeonGateTests.cs +++ b/tests/AcDream.Core.Tests/Streaming/StreamingControllerDungeonGateTests.cs @@ -147,6 +147,100 @@ public class StreamingControllerDungeonGateTests Assert.Contains(Encode(0, 7), h.Unloads); // stale dungeon block, outside new window } + [Fact] + public void PreCollapse_BeforeAnyTick_LoadsOnlyDungeon_NeverBootstrapsWindow() + { + // #135: at a dungeon login/teleport we pre-collapse the instant we recenter, + // BEFORE the first Tick. The full 25×25 neighbor window must NEVER be enqueued + // — only the single dungeon landblock loads. + var h = Make(); // empty state — nothing resident, _region is null + + h.Ctrl.PreCollapseToDungeon(0, 7); + + Assert.Single(h.Loads); // exactly one load + Assert.Equal(Encode(0, 7), h.Loads[0].Id); // the dungeon landblock + Assert.Equal(LandblockStreamJobKind.LoadNear, h.Loads[0].Kind); + Assert.DoesNotContain(h.Loads, l => l.Kind == LandblockStreamJobKind.LoadFar); + } + + [Fact] + public void PreCollapse_AfterBootstrapTick_CancelsWindow_UnloadsResidentNeighbors_KeepsDungeon() + { + // The REAL runtime ordering at a dungeon login: the per-frame streaming Tick + // runs FIRST and bootstraps the full 25×25 window, THEN the spawn handler fires + // PreCollapseToDungeon. The pre-collapse must cancel the queued window loads + // (_clearPendingLoads) and unload any neighbor that already finished streaming. + var h = Make(); + + h.Ctrl.Tick(0, 7, insideDungeon: false); // frame 1: NormalTick bootstraps the window + Assert.True(h.Loads.Count > 1); // the full window was enqueued + + // Simulate neighbor landblocks that finished loading during the bootstrap, + // before the collapse edge. + h.State.AddLandblock(MakeLb(0, 7)); // the dungeon landblock itself + h.State.AddLandblock(MakeLb(0, 8)); // a neighbor ocean dungeon that loaded + h.State.AddLandblock(MakeLb(1, 7)); // another neighbor + h.Loads.Clear(); + h.Unloads.Clear(); + + h.Ctrl.PreCollapseToDungeon(0, 7); + + Assert.Equal(1, h.ClearCalls()); // queued window loads cancelled + Assert.Contains(Encode(0, 8), h.Unloads); // resident neighbor unloaded + Assert.Contains(Encode(1, 7), h.Unloads); + Assert.DoesNotContain(Encode(0, 7), h.Unloads); // dungeon landblock kept + } + + [Fact] + public void PreCollapse_ThenHoldTicksWithStaleObserver_StaysCollapsed() + { + // After pre-collapse the player is held (CurrCell still null → insideDungeon + // false) while the dungeon hydrates. A stale observer that is the SAME dungeon + // landblock must keep streaming collapsed — no full-window reload. + var h = Make(); + h.Ctrl.PreCollapseToDungeon(0, 7); + h.Loads.Clear(); + h.Unloads.Clear(); + + h.Ctrl.Tick(0, 7, insideDungeon: false); // hold frame: not placed yet + + Assert.Empty(h.Loads); // no neighbor window + Assert.Empty(h.Unloads); + } + + [Fact] + public void PreCollapse_IsIdempotent_OnSameLandblock() + { + // A re-sent player spawn / a same-frame double call must not re-clear or + // re-enqueue. + var h = Make(); + h.Ctrl.PreCollapseToDungeon(0, 7); + h.Loads.Clear(); + + h.Ctrl.PreCollapseToDungeon(0, 7); + + Assert.Equal(1, h.ClearCalls()); // clear fired only on the first collapse + Assert.Empty(h.Loads); // no second dungeon load + } + + [Fact] + public void PreCollapse_ThenPlaced_InsideDungeonTick_StaysCollapsed() + { + // When placement finally fires, the per-frame Tick(insideDungeon: true) sees + // the same collapsed landblock and holds — no re-collapse churn. + var h = Make(); + h.State.AddLandblock(MakeLb(0, 7)); // dungeon landblock finished loading + h.Ctrl.PreCollapseToDungeon(0, 7); + h.Loads.Clear(); + h.Unloads.Clear(); + + h.Ctrl.Tick(0, 7, insideDungeon: true); // placed: gate now fires + + Assert.Equal(1, h.ClearCalls()); // no second clear + Assert.Empty(h.Loads); + Assert.DoesNotContain(Encode(0, 7), h.Unloads); + } + [Fact] public void NormalOutdoorTick_Unchanged_NoCollapseNoClear() { From b18403da028b0d2ac188bf2337b509cb9e72d236 Mon Sep 17 00:00:00 2001 From: Erik Date: Sun, 14 Jun 2026 16:56:57 +0200 Subject: [PATCH 044/223] feat(D.2b): wire UiHost + live retail Vitals panel (render-only); retire TS-30 MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Wires the dormant AcDream.App/UI retained-mode tree into GameWindow under ACDREAM_RETAIL_UI=1: an 8-piece dat-sprite UiNineSlicePanel framing three UiMeter vital bars bound to the existing VitalsVM. Render-only (UiHost input not yet bridged to the InputDispatcher — next sub-phase). Coexists with the ImGui devtools path; no regression there. Visually verified against a live retail client: the bars match retail's vitals structure (three stacked horizontal bars, current/max numbers centered) — so the earlier "orbs" assumption was wrong (retail vitals ARE bars), and stamina is GOLD not cyan (the #10F0F0 research note was wrong). UiMeter gains a centered numeric Label (stub debug font for now). Spec §8 + the markup example corrected to match. Bookkeeping: retired divergence row TS-30 (flat-rect panels -> real dat chrome) and added IA-15 (our UiHost/markup engine vs keystone.dll's LayoutDesc tree). Remaining polish (filed, §15): glassy gradient bar fill sprite + the retail dat font for the numbers. Co-Authored-By: Claude Opus 4.8 (1M context) --- .../retail-divergence-register.md | 6 +- ...026-06-14-d2b-retail-panel-frame-design.md | 17 +++-- src/AcDream.App/Rendering/GameWindow.cs | 65 +++++++++++++++++++ src/AcDream.App/UI/UiMeter.cs | 29 +++++++-- 4 files changed, 102 insertions(+), 15 deletions(-) diff --git a/docs/architecture/retail-divergence-register.md b/docs/architecture/retail-divergence-register.md index 91bde7ea..5a7c7b05 100644 --- a/docs/architecture/retail-divergence-register.md +++ b/docs/architecture/retail-divergence-register.md @@ -37,7 +37,7 @@ accepted-divergence entries (#96, #49, #50). --- -## 1. Intentional architecture (IA) — 14 rows +## 1. Intentional architecture (IA) — 15 rows | # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle | |---|---|---|---|---|---| @@ -55,6 +55,7 @@ accepted-divergence entries (#96, #49, #50). | IA-12 | UI toolkit mirrors retail behavior from research docs, not a byte-port — keystone.dll is outside decomp coverage; observed constants embedded (drag 3 px, tooltip 1000 ms) | `src/AcDream.App/UI/README.md:3` | keystone.dll has no PDB/decomp; semantics reconstructed from the six `docs/research/retail-ui/` deep-dives, keeping retail's event-type constants so panel switch-cases transplant cleanly | Edge-case input semantics the research under-specified (drag threshold, tooltip timing, focus hand-off, capture corners) differ silently with no oracle to diff against | keystone.dll Device DAT_00837ff4; docs/research/retail-ui/04-input-events.md | | IA-13 | GameEventType registry deliberately omits event types retail ignores; unknown events fall through unhandled | `src/AcDream.Core.Net/Messages/GameEventType.cs:11` | Retail also ignores them — dropping matches retail by construction | If the "retail ignores X" judgment is wrong for any opcode (or a server mod uses one), the event is silently dropped with no diagnostic pointing at the omission | retail GameEvent dispatch (ignored-event set) | | IA-14 | Rendering + dat-handling base is WorldBuilder's tested port, not a fresh retail-decomp port (Phase N.4/O design stance) | `docs/architecture/worldbuilder-inventory.md` (code at `src/AcDream.{Core,App}/Rendering/Wb/`) | WB visually verified on the AC world, MIT, same stack; known WB↔retail deltas resolved case-by-case — terrain split kept retail `FSplitNESW` (**#51**, pinned by `SplitFormulaDivergenceTest`), scenery drift accepted (AP-31) | A WB-upstream divergence not yet caught ships silently as "our" behavior; guard = the inventory doc's 🟢/🔴 split + per-formula divergence tests | retail decomp per algorithm; `tests/.../SplitFormulaDivergenceTest.cs` | +| IA-15 | D.2b retail UI is our own UiHost/UiElement retained-mode tree drawing an 8-piece dat-sprite window frame (later: XML markup + controls.ini stylesheet), not a byte-port of keystone.dll's LayoutDesc binary tree | `src/AcDream.App/UI/UiNineSlicePanel.cs` + `RetailChromeSprites.cs` | keystone.dll has no PDB/decomp so a byte-port is impossible by definition; we mirror retail's ElementDesc field model + controls.ini tokens, and the chrome sprites ARE the real dat RenderSurfaces (Step-0 prove-out 2026-06-14 confirmed 0x06004CC2 center + 0x060074BF..C6 bevel) | The 8-piece edge/corner→position mapping is a guess until the LayoutDesc 0x21000040 parse; anchor resolution at non-800x600 + controls.ini cascade corners differ silently with no oracle | LayoutDesc 0x21000040; controls.ini tokens; keystone.dll layout eval (no PDB) | --- @@ -130,7 +131,7 @@ accepted-divergence entries (#96, #49, #50). --- -## 4. Temporary stopgap (TS) — 30 rows +## 4. Temporary stopgap (TS) — 29 rows | # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle | |---|---|---|---|---|---| @@ -163,7 +164,6 @@ accepted-divergence entries (#96, #49, #50). | TS-27 | Retransmit handling absent: `RetransmitRequests`/`RejectRetransmit` parsed, but nothing re-sends lost outbound or requests missing inbound sequences (class-doc gap list otherwise stale — ack/position/chat exist) | `src/AcDream.Core.Net/WorldSession.cs:29` | Deferred since the one-shot test harness; dev loop is loopback (no loss) | On any lossy link a dropped fragment is gone forever — entities never spawn, chat vanishes, reassembly stalls; server retransmit requests ignored until session timeout. Stale doc list also misleads readers | PacketHeaderFlags RequestRetransmit 0x1000 / Retransmission 0x1 | | TS-28 | LoginComplete sent on PlayerCreate (0xF746) arrival; retail sends it after the portal-space transition animation finishes (no such animation exists yet) | `src/AcDream.Core.Net/Messages/GameActionLoginComplete.cs:30` | acdream has no portal-space animation; "InWorld" phrasing in the file is slightly stale (trigger is PlayerCreate) | Server flips the character out of the loading state and pushes initial updates while the client may still be streaming — server logic assuming retail's load-screen duration fires against a half-initialized client | retail post-EnterWorld flow (holtburger messages.rs:391-422) | | TS-29 | Background music (MIDI) + ambient loops not ported: PlayMusic/StopMusic no-op; StartAmbient reserves a handle that never plays | `src/AcDream.App/Audio/OpenAlAudioEngine.cs:331` | Explicitly outside R5 audio-phase scope; a landblock-attached ambient system is planned separately | Silent world where retail has music/atmosphere; code trusting StartAmbient's handle to mean "playing" is already subtly wrong (StopAmbient looks up a never-created source) | retail MIDI + ambient system (r05) | -| TS-30 | UI panels drawn as flat translucent rectangles + 1 px border; retail composes 9-slice dat sprite backgrounds via LayoutDesc trees | `src/AcDream.App/UI/UiPanel.cs:10` | Development visibility until the D.2b retail-look toolkit consumes the dat assets | Purely visual until D.2b — but pixel-position assumptions built against the placeholder (hit regions, layout constants) may not survive the swap to retail sprite metrics | RenderSurface 0x06xxxxxx 9-slice; LayoutDesc 0x21xxxxxx | --- diff --git a/docs/superpowers/specs/2026-06-14-d2b-retail-panel-frame-design.md b/docs/superpowers/specs/2026-06-14-d2b-retail-panel-frame-design.md index 8ee41349..70b8e20f 100644 --- a/docs/superpowers/specs/2026-06-14-d2b-retail-panel-frame-design.md +++ b/docs/superpowers/specs/2026-06-14-d2b-retail-panel-frame-design.md @@ -220,7 +220,7 @@ constant** (with a divergence row) until the `LayoutDesc` tree is parsed ```xml - + ``` @@ -249,12 +249,15 @@ real `VitalsVM` ([VitalsVM.cs:67](../../../src/AcDream.UI.Abstractions/Panels/Vi VM already does all server plumbing, so we do **not** re-derive vitals from the retail `gmVitalsUI`/`CACQualities` decomp. -`UiMeter.OnDraw` draws the empty bar (`ctx.DrawRect`) then the filled portion as a -**partial-size rect** (`width = pct * Width`) in the bar color — Health `#FF0000`, -Stamina `#10F0F0`, Mana `#0000FF`. (For rectangular solid bars this is equivalent -to retail's orb scissor-fill and avoids per-quad scissor state inside the batch; -scissor/UV-crop comes when the actual orb *sprite* is drawn, later.) A `null` -fill (stamina/mana pre-`PlayerDescription`) draws an empty bar. +`UiMeter.OnDraw` draws the empty bar (`ctx.DrawRect`), the filled portion as a +**partial-size rect** (`width = pct * Width`), and a centered `current/max` numeric +overlay (`Func Label`). **Retail's vitals ARE exactly this — three stacked +horizontal bars (confirmed against a live retail client 2026-06-14), NOT orbs.** +Colors: Health red, **Stamina gold** (the earlier `#10F0F0` cyan research note was +wrong), Mana blue. A `null` fill/label (pre-`PlayerDescription`) renders gracefully. +The remaining gap to pixel-retail is the **glassy gradient bar fill sprite** + the +**retail dat font** for the numbers (today the stub `BitmapFont` draws them) — both +polish, deferred to §15. The `VitalsVM` is constructed and given the player GUID the same way as today ([GameWindow.cs:1330](../../../src/AcDream.App/Rendering/GameWindow.cs) ctor, diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index 59f0f83c..efa13627 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -612,6 +612,8 @@ public sealed class GameWindow : IDisposable // when no selection. Spec: docs/superpowers/specs/2026-05-15-phase-b7-target-indicator-design.md private AcDream.App.UI.TargetIndicatorPanel? _targetIndicator; private AcDream.UI.Abstractions.Panels.Vitals.VitalsVM? _vitalsVm; + // Phase D.2b — retail-look UI tree (dormant UiHost wired here). Null unless ACDREAM_RETAIL_UI=1. + private AcDream.App.UI.UiHost? _uiHost; // Phase I.2: ImGui debug panel ViewModel. Lives for as long as // _panelHost does. Self-subscribes to CombatState in its ctor, so // disposing isn't required (panel host holds the only ref). @@ -1729,6 +1731,58 @@ public sealed class GameWindow : IDisposable // references/WorldBuilder/Chorizite.OpenGLSDLBackend/OpenGLGraphicsDevice.cs:115-132. _samplerCache = new SamplerCache(_gl); + // Phase D.2b — retail-look UI (ACDREAM_RETAIL_UI=1). Wires the existing + // UiHost retained-mode tree (dormant until now) + a first vitals panel. + // Render-only: UiHost input is NOT yet bridged to the InputDispatcher + // (next sub-phase), so the close button + window drag are inert. Coexists + // with the ImGui devtools path (ACDREAM_DEVTOOLS=1), which is unchanged. + if (_options.RetailUi) + { + _vitalsVm ??= new AcDream.UI.Abstractions.Panels.Vitals.VitalsVM(Combat, LocalPlayer); + _uiHost = new AcDream.App.UI.UiHost(_gl, shadersDir, _debugFont); + + var cache = _textureCache!; + (uint, int, int) ResolveChrome(uint id) + { + uint t = cache.GetOrUploadRenderSurface(id, out int w, out int h); + return (t, w, h); + } + + var panel = new AcDream.App.UI.UiNineSlicePanel(ResolveChrome) + { Left = 10, Top = 30, Width = 220, Height = 96 }; + panel.AddChild(new AcDream.App.UI.UiLabel + { + Text = "Vitals", Left = 8, Top = 4, + TextColor = new System.Numerics.Vector4(1f, 1f, 1f, 1f), + }); + + var vm = _vitalsVm!; + panel.AddChild(new AcDream.App.UI.UiMeter + { + Left = 8, Top = 24, Width = 200, Height = 14, + BarColor = new System.Numerics.Vector4(0.78f, 0.05f, 0.05f, 1f), // health red + Fill = () => vm.HealthPercent, + Label = () => (vm.HealthCurrent, vm.HealthMax) is (uint c, uint m) ? $"{c}/{m}" : null, + }); + panel.AddChild(new AcDream.App.UI.UiMeter + { + Left = 8, Top = 44, Width = 200, Height = 14, + BarColor = new System.Numerics.Vector4(0.83f, 0.62f, 0.12f, 1f), // stamina gold (retail; not cyan) + Fill = () => vm.StaminaPercent, + Label = () => (vm.StaminaCurrent, vm.StaminaMax) is (uint c, uint m) ? $"{c}/{m}" : null, + }); + panel.AddChild(new AcDream.App.UI.UiMeter + { + Left = 8, Top = 64, Width = 200, Height = 14, + BarColor = new System.Numerics.Vector4(0.12f, 0.20f, 0.85f, 1f), // mana blue + Fill = () => vm.ManaPercent, + Label = () => (vm.ManaCurrent, vm.ManaMax) is (uint c, uint m) ? $"{c}/{m}" : null, + }); + + _uiHost.Root.AddChild(panel); + Console.WriteLine("[D.2b] retail UI active — vitals panel wired (render-only)."); + } + // Phase N.4+N.5 — WB rendering pipeline foundation. The modern path is // mandatory as of N.5 ship amendment: WbMeshAdapter + WbDrawDispatcher // always construct. @@ -8150,6 +8204,16 @@ public sealed class GameWindow : IDisposable SkipWorldGeometry: ; } + // Phase D.2b — retail-look UI tree (render-only; input integration deferred). + // Self-contained 2D pass: UiHost.Draw → TextRenderer.Flush sets its own + // blend/depth state and restores. Drawn before ImGui so the devtools + // overlay composites on top during development. + if (_options.RetailUi && _uiHost is not null) + { + _uiHost.Tick(deltaSeconds); + _uiHost.Draw(new System.Numerics.Vector2(_window!.Size.X, _window.Size.Y)); + } + // Phase D.2a — end ImGui frame. Runs AFTER all scene + debug draws // so ImGui composites on top. ImGuiController save/restores the // GL state it touches (blend, scissor, VAO, shader, texture); any @@ -12040,6 +12104,7 @@ public sealed class GameWindow : IDisposable _sceneLightingUbo?.Dispose(); _particleRenderer?.Dispose(); _debugLines?.Dispose(); + _uiHost?.Dispose(); _textRenderer?.Dispose(); _debugFont?.Dispose(); _dats?.Dispose(); diff --git a/src/AcDream.App/UI/UiMeter.cs b/src/AcDream.App/UI/UiMeter.cs index 9fcdd5d6..ef2883c2 100644 --- a/src/AcDream.App/UI/UiMeter.cs +++ b/src/AcDream.App/UI/UiMeter.cs @@ -3,17 +3,26 @@ using System.Numerics; namespace AcDream.App.UI; /// -/// A horizontal vital bar: an empty background rect with a partial-width -/// fill. returns 0..1 (or null = no data → empty bar). -/// Solid-color for Spec 1; the retail orb sprite + scissor crop is a later -/// sub-phase. +/// A horizontal vital bar (retail HP/Stamina/Mana style): a background rect, a +/// partial-width solid fill, and an optional centered "current/max" numeric +/// overlay. returns 0..1 (null = no data → empty bar); +/// returns the overlay text (null = no number). +/// +/// +/// Solid-color fill + debug font for Spec 1. The retail gradient bar sprite +/// (glassy center highlight) and the retail dat font are a later polish pass — +/// retail's vitals are bars exactly like this, just sprited. +/// /// public sealed class UiMeter : UiElement { /// Fill fraction provider; a null result draws an empty bar. public Func Fill { get; set; } = () => 0f; + /// Centered overlay text provider (e.g. "291/291"); null = none. + public Func Label { get; set; } = () => null; public Vector4 BarColor { get; set; } = new(1f, 0f, 0f, 1f); - public Vector4 BgColor { get; set; } = new(0f, 0f, 0f, 0.5f); + public Vector4 BgColor { get; set; } = new(0f, 0f, 0f, 0.5f); + public Vector4 LabelColor { get; set; } = new(1f, 1f, 1f, 1f); public UiMeter() { ClickThrough = true; } @@ -30,11 +39,21 @@ public sealed class UiMeter : UiElement protected override void OnDraw(UiRenderContext ctx) { ctx.DrawRect(0, 0, Width, Height, BgColor); + float? pct = Fill(); if (pct is float p) { var (fx, fy, fw, fh) = ComputeFillRect(p, Width, Height); if (fw > 0f) ctx.DrawRect(fx, fy, fw, fh, BarColor); } + + string? label = Label(); + if (!string.IsNullOrEmpty(label) && ctx.DefaultFont is { } font) + { + float tw = font.MeasureWidth(label); + float tx = (Width - tw) * 0.5f; + float ty = (Height - font.LineHeight) * 0.5f; + ctx.DrawString(label, tx, ty, LabelColor); + } } } From 2c923755c41eb7d42d6d3ccdeea114441fc8a618 Mon Sep 17 00:00:00 2001 From: Erik Date: Sun, 14 Jun 2026 17:13:12 +0200 Subject: [PATCH 045/223] fix(G.3): place the player on the cell floor for an indoor dungeon login (#135 follow-up) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Two regressions from the pre-collapse (712f17f), found by live gate + a runtime probe: 1) Login-into-dungeon stopped loading the dungeon. The login-hold streaming observer fell through to the OFFLINE fly-camera branch once _lastLivePlayerLandblockId was filtered to the player guid (a dungeon-local NPC used to keep it pinned). A camera-derived observer far from the pre-collapsed dungeon tripped ExitDungeonExpand and unloaded it. Fix: a LIVE in-world session never uses the fly camera for the observer — it follows the player's server landblock, falling back to the recentered spawn center (_liveCenterX/Y). The fly camera is the OFFLINE observer only. 2) Even with the dungeon resident, auto-entry hung: the #106 "ground ready" gate required SampleTerrainZ under the spawn, but a dungeon's negative-offset cells place the spawn's WORLD position in a NEIGHBOUR terrain landblock the #135 collapse deliberately doesn't load (probe: cellReady=True, terrReady=False forever). The terrain gate is wrong for an indoor spawn — the player lands on the EnvCell FLOOR. Fix: gate an indoor (hydratable) spawn/teleport on IsSpawnCellReady, not the terrain heightmap; outdoor (and unhydratable→demote) spawns still hold on terrain. Applied to both isSpawnGroundReady (login auto- entry) and TeleportArrivalReadiness (teleport). This is the faithful equivalent of retail's synchronous cell load + place-on-floor; the pre-#135 terrain hold only passed because the 25x25 window streamed the neighbour terrain. Verified live: login into 0x0007 → auto-entered player mode, snapped to 0x00070145, dungeon renders, FPS steady. Register AD-2 amended. Co-Authored-By: Claude Opus 4.8 (1M context) --- .../retail-divergence-register.md | 2 +- src/AcDream.App/Rendering/GameWindow.cs | 86 ++++++++++++++----- 2 files changed, 64 insertions(+), 24 deletions(-) diff --git a/docs/architecture/retail-divergence-register.md b/docs/architecture/retail-divergence-register.md index 080c4d01..8a9ddd3c 100644 --- a/docs/architecture/retail-divergence-register.md +++ b/docs/architecture/retail-divergence-register.md @@ -63,7 +63,7 @@ accepted-divergence entries (#96, #49, #50). | # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle | |---|---|---|---|---|---| | AD-1 | Lost-cell machinery replaced by recoverable outdoor demote (**#107** safety net) + outdoor-restore `max(terrainZ, z)` under-terrain lift; retail goes `GotoLostCell` | `src/AcDream.Core/Physics/PhysicsEngine.cs:553` (+ :808) | acdream has no lost-cell state machine; outdoor landcell is the recoverable equivalent; the #107 auto-entry hold should make the demote branch unreachable | Gap in the hold → player committed to outdoor terrain inside/under a building (fake-grounded spawn, fall-through); a legit below-heightmap server restore is silently lifted — upward warp vs server | `GotoLostCell` pc:283418; `SetPositionInternal` 0x00515bd0, pc:283892-283945 | -| AD-2 | Async spawn gates replacing retail's synchronous cell load: terrain-ready hold (**#106**) + indoor cell-hydration hold (**#107**, `IsSpawnCellReady`); claims beyond NumCells skip the gate (demoted) | `src/AcDream.App/Rendering/GameWindow.cs:1008` (+ `src/AcDream.App/Input/PlayerModeAutoEntry.cs:69`, `src/AcDream.Core/Physics/PhysicsEngine.cs:468`) | Entering earlier integrates gravity against an empty world (free-fall into void); the gate is the async-streaming equivalent of retail's blocking load; a looser "any struct present" version reproduced the transparent-interior wedge | Gate opens early → raw claim commit → outdoor demote mid-building; predicate never satisfied (streamer stall, dat edge case) → login wedges in pre-player mode | retail synchronous cell load before SetPosition (no gate exists) | +| AD-2 | Async spawn gates replacing retail's synchronous cell load. **#135 refinement:** an INDOOR spawn/teleport (cell ≥ 0x0100, hydratable) gates ONLY on the EnvCell floor (`IsSpawnCellReady`), NOT the terrain heightmap; an OUTDOOR spawn (or an unhydratable indoor claim that demotes outdoor) gates on the terrain-ready hold (**#106**). A dungeon's negative-offset cells can place the spawn's WORLD position in a neighbour terrain landblock the #135 dungeon collapse doesn't load, so a terrain requirement would hang indoor login/teleport forever (cellReady true, terrain null) — the player lands on the cell floor, terrain is irrelevant indoors. Claims beyond NumCells skip the gate (demoted) | `src/AcDream.App/Rendering/GameWindow.cs` (`isSpawnGroundReady` lambda ~1010 + `TeleportArrivalReadiness` ~5012) (+ `src/AcDream.App/Input/PlayerModeAutoEntry.cs:69`, `src/AcDream.Core/Physics/PhysicsEngine.cs:468`) | Entering earlier integrates gravity against an empty world (free-fall into void); the gate is the async-streaming equivalent of retail's blocking load; a looser "any struct present" version reproduced the transparent-interior wedge. Indoor-on-cellReady is the faithful equivalent of retail's synchronous cell load + place-on-floor (terrain under a dungeon is meaningless; the pre-#135 terrain hold only passed because the 25×25 window streamed the neighbour terrain) | Gate opens early → raw claim commit → outdoor demote mid-building; predicate never satisfied (streamer stall, dat edge case) → login wedges in pre-player mode; an indoor spawn whose cell never hydrates now holds on cellReady alone (no terrain backstop) — but that path is exactly the #107 hold | retail synchronous cell load before SetPosition (no gate exists) | | AD-3 | Outdoor seeds always walk the transit array (retail skips the walk when the seed CLandCell is null/unloaded); per-cell lookups no-op on unhydrated data | `src/AcDream.Core/Physics/CellTransit.cs:503` | Equivalence argument: with nothing hydrated every lookup inside the walk no-ops, so the result matches retail's skipped walk | Near partially-streamed landblocks, building-transit promotion silently can't fire until structs hydrate — membership stays outdoor while the player is inside a building | `CObjCell::find_cell_list` 0052b535-0052b56c (null-CLandCell case) | | AD-4 | `point_in_cell` against an unhydrated CellBSP returns false (skip) rather than the null-node "inside" default; retail never queries unloaded cells | `src/AcDream.Core/Physics/CellTransit.cs:588` | The null-node default would make an unhydrated cell spuriously claim every point; skipping is the conservative streaming-safe choice | During hydration, a point genuinely inside a not-yet-loaded cell resolves outdoor/stale — transient membership misclassification driving wrong collision set and render root | `CEnvCell::find_visible_child_cell` :311397; cell-BSP vtable[0x84] | | AD-5 | Outdoor `point_in_cell` is an identity compare against the global XY-column cell from `LandDefs.AdjustToOutside` (no per-cell containment test) | `src/AcDream.Core/Physics/CellTransit.cs:865` | Landcells are disjoint 24 m columns — identity-compare against the column under the sphere centre is exactly equivalent to retail's per-candidate test | If block-origin/lcoord math is wrong at a landblock seam, the compare silently never matches — outdoor membership freezes at boundaries (the pre-#106 symptom) | `find_cell_list` pick pc:308788-308825; `CLandCell::point_in_cell` (get_block_offset pc:308804) | diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index d4729ab1..f9baef23 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -1007,21 +1007,36 @@ public sealed class GameWindow : IDisposable // integrates gravity against an empty world and free-falls // the player into the void (retail loads cells synchronously; // this is the async-streaming equivalent of that invariant). - isSpawnGroundReady: () => _entitiesByServerGuid.TryGetValue(_playerServerGuid, out var pe) - && _physicsEngine.SampleTerrainZ(pe.Position.X, pe.Position.Y) is not null - // #107 gate-2 extension (2026-06-10): an INDOOR spawn claim - // additionally waits for the claimed cell's hydration so the - // entry snap's AdjustPosition validation can act (retail loads - // the cell synchronously before SetPosition; this is the - // async-streaming equivalent). Claims that can never hydrate - // (id outside the landblock's NumCells range per the dat) - // don't hold the gate — the Resolve-head safety net demotes - // them loudly. - && (!_lastSpawnByGuid.TryGetValue(_playerServerGuid, out var sp) - || sp.Position is not { } spawnClaim - || spawnClaim.LandblockId == 0 - || _physicsEngine.IsSpawnCellReady(spawnClaim.LandblockId) - || IsSpawnClaimUnhydratable(spawnClaim.LandblockId)), + isSpawnGroundReady: () => + { + if (!_entitiesByServerGuid.TryGetValue(_playerServerGuid, out var pe)) return false; + + // #107 / #135: spawn-ground readiness is spawn-claim aware. For an + // INDOOR claim (sealed dungeon / building interior) the ground the + // player lands on is the EnvCell FLOOR (its BSP), so gate on the + // cell's hydration (IsSpawnCellReady) — NOT the terrain heightmap. + // A dungeon's cells sit in their landblock at an arbitrary (often + // negative) offset, so the spawn's WORLD position can fall in a + // NEIGHBOUR terrain landblock that the #135 dungeon collapse + // deliberately does not load; requiring terrain there hangs login + // forever (cellReady true, SampleTerrainZ null). Retail loads the + // cell synchronously and places the player on the cell floor — + // cellReady is the faithful indoor equivalent (#106/#107, AD-2). + // (Before #135 this only passed by accident: the 25×25 window + // happened to stream the neighbour terrain.) + if (_lastSpawnByGuid.TryGetValue(_playerServerGuid, out var sp) + && sp.Position is { } spawnClaim + && spawnClaim.LandblockId != 0 + && (spawnClaim.LandblockId & 0xFFFFu) >= 0x0100u + && !IsSpawnClaimUnhydratable(spawnClaim.LandblockId)) + return _physicsEngine.IsSpawnCellReady(spawnClaim.LandblockId); + + // Outdoor spawn, OR an unhydratable indoor claim that will demote to + // an outdoor position: hold until the terrain under the spawn streams + // (the original #106 gate — entering against an empty world free-falls + // the player into the void). + return _physicsEngine.SampleTerrainZ(pe.Position.X, pe.Position.Y) is not null; + }, enterPlayerMode: EnterPlayerModeFromAutoEntry); } @@ -5013,10 +5028,19 @@ public sealed class GameWindow : IDisposable { if (IsSpawnClaimUnhydratable(destCell)) return AcDream.App.World.ArrivalReadiness.Impossible; - if (_physicsEngine.SampleTerrainZ(destPos.X, destPos.Y) is null) - return AcDream.App.World.ArrivalReadiness.NotReady; + + // #135: an INDOOR destination (sealed dungeon / building interior) gates on the + // EnvCell FLOOR, not the terrain heightmap. A dungeon's negative-offset cells can + // place destPos in a NEIGHBOUR terrain landblock the #135 collapse doesn't load, + // so SampleTerrainZ would stay null forever (the cell IS ready). Retail places on + // the cell floor. Outdoor: the terrain heightmap is the ground. bool indoor = (destCell & 0xFFFFu) >= 0x0100u; - if (indoor && !_physicsEngine.IsSpawnCellReady(destCell)) + if (indoor) + return _physicsEngine.IsSpawnCellReady(destCell) + ? AcDream.App.World.ArrivalReadiness.Ready + : AcDream.App.World.ArrivalReadiness.NotReady; + + if (_physicsEngine.SampleTerrainZ(destPos.X, destPos.Y) is null) return AcDream.App.World.ArrivalReadiness.NotReady; return AcDream.App.World.ArrivalReadiness.Ready; } @@ -6929,12 +6953,28 @@ public sealed class GameWindow : IDisposable observerCy = _liveCenterY + (int)System.Math.Floor(pp.Y / 192f); } else if (_liveSession is not null - && _liveSession.CurrentState == AcDream.Core.Net.WorldSession.State.InWorld - && _lastLivePlayerLandblockId is { } lid) + && _liveSession.CurrentState == AcDream.Core.Net.WorldSession.State.InWorld) { - // Live mode (fly camera): follow the server's last-known player position. - observerCx = (int)((lid >> 24) & 0xFFu); - observerCy = (int)((lid >> 16) & 0xFFu); + // Live, not yet in player mode: the login auto-entry hold, or a live + // fly-camera spectator. Follow the PLAYER's server-known landblock; if it + // hasn't arrived yet, KEEP the _liveCenterX/_liveCenterY default — which is + // the spawn/teleport recenter (the dungeon landblock at a dungeon login). + // + // #135 regression fix (2026-06-14): this MUST NOT fall through to the + // fly-camera projection below. During a dungeon-login hold the streaming is + // pre-collapsed onto the spawn landblock; a camera-derived observer far from + // it trips ExitDungeonExpand and unloads the dungeon before it can hydrate — + // the player is never placed and login hangs with no dungeon. Previously + // _lastLivePlayerLandblockId was set by ANY entity, so a dungeon-local NPC + // kept this branch on the dungeon; once it was filtered to the player guid + // (line ~4507), a not-yet-arrived player UP dropped to the camera branch. + // The fly camera is the OFFLINE observer only. + if (_lastLivePlayerLandblockId is { } lid) + { + observerCx = (int)((lid >> 24) & 0xFFu); + observerCy = (int)((lid >> 16) & 0xFFu); + } + // else: keep the _liveCenterX/_liveCenterY default (the spawn recenter). } else { From 97bd1d2f090d0673622724e3af4168a2edf4c030 Mon Sep 17 00:00:00 2001 From: Erik Date: Sun, 14 Jun 2026 17:31:55 +0200 Subject: [PATCH 046/223] feat(D.2b): controls.ini stylesheet loader + apply title color MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Adds ControlsIni — a minimal flat-INI reader for retail's controls.ini (#AARRGGBB alpha-first color tokens; case-insensitive section/key lookup; missing file returns an empty sheet with no throw). Wires the [title] color token into the vitals panel's UiLabel in GameWindow.OnLoad, with hardcoded white as the fallback. Visually a no-op (retail's [title] color is white), but proves the stylesheet plumbing end-to-end (D.2b §7). Three unit tests cover section parsing, #AARRGGBB decode, and graceful missing-file handling. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/Rendering/GameWindow.cs | 10 ++- src/AcDream.App/UI/ControlsIni.cs | 65 +++++++++++++++++++ .../AcDream.App.Tests/UI/ControlsIniTests.cs | 38 +++++++++++ 3 files changed, 112 insertions(+), 1 deletion(-) create mode 100644 src/AcDream.App/UI/ControlsIni.cs create mode 100644 tests/AcDream.App.Tests/UI/ControlsIniTests.cs diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index efa13627..b8bdbd66 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -1748,12 +1748,20 @@ public sealed class GameWindow : IDisposable return (t, w, h); } + // Phase D.2b — optional retail stylesheet. controls.ini lives under + // the AC install (ACDREAM_AC_DIR); absent → source-verified fallback. + var controls = _options.AcDir is { } acDir + ? AcDream.App.UI.ControlsIni.Load(System.IO.Path.Combine(acDir, "controls", "controls.ini")) + : AcDream.App.UI.ControlsIni.Parse(string.Empty); + var titleColor = controls.TryColor("title", "color", out var tc) + ? tc : new System.Numerics.Vector4(1f, 1f, 1f, 1f); + var panel = new AcDream.App.UI.UiNineSlicePanel(ResolveChrome) { Left = 10, Top = 30, Width = 220, Height = 96 }; panel.AddChild(new AcDream.App.UI.UiLabel { Text = "Vitals", Left = 8, Top = 4, - TextColor = new System.Numerics.Vector4(1f, 1f, 1f, 1f), + TextColor = titleColor, }); var vm = _vitalsVm!; diff --git a/src/AcDream.App/UI/ControlsIni.cs b/src/AcDream.App/UI/ControlsIni.cs new file mode 100644 index 00000000..2812d696 --- /dev/null +++ b/src/AcDream.App/UI/ControlsIni.cs @@ -0,0 +1,65 @@ +using System.Collections.Generic; +using System.Globalization; +using System.Numerics; + +namespace AcDream.App.UI; + +/// +/// Minimal reader for retail's controls.ini — a flat INI with one +/// [section] per element type. Colors are #AARRGGBB (alpha +/// first). Optional: a missing file yields an empty sheet (callers fall back +/// to hardcoded defaults). See the D.2b spec §7. +/// +public sealed class ControlsIni +{ + private readonly Dictionary> _sections; + + private ControlsIni(Dictionary> s) => _sections = s; + + /// Load from disk; returns an empty sheet if the file is absent. + public static ControlsIni Load(string path) + => System.IO.File.Exists(path) + ? Parse(System.IO.File.ReadAllText(path)) + : new ControlsIni(new()); + + public static ControlsIni Parse(string text) + { + var sections = new Dictionary>(System.StringComparer.OrdinalIgnoreCase); + Dictionary? cur = null; + foreach (var raw in text.Split('\n')) + { + var line = raw.Trim(); + if (line.Length == 0 || line[0] == ';' || line[0] == '#') continue; + if (line[0] == '[' && line[^1] == ']') + { + var name = line[1..^1].Trim(); + cur = new Dictionary(System.StringComparer.OrdinalIgnoreCase); + sections[name] = cur; + continue; + } + int eq = line.IndexOf('='); + if (eq <= 0 || cur is null) continue; + cur[line[..eq].Trim()] = line[(eq + 1)..].Trim(); + } + return new ControlsIni(sections); + } + + public string? Get(string section, string key) + => _sections.TryGetValue(section, out var s) && s.TryGetValue(key, out var v) ? v : null; + + /// Parse a #AARRGGBB token into an RGBA . + public bool TryColor(string section, string key, out Vector4 color) + { + color = default; + var v = Get(section, key); + if (v is null || v.Length != 9 || v[0] != '#') return false; + if (!uint.TryParse(v.AsSpan(1), NumberStyles.HexNumber, CultureInfo.InvariantCulture, out uint argb)) + return false; + float a = ((argb >> 24) & 0xFF) / 255f; + float r = ((argb >> 16) & 0xFF) / 255f; + float g = ((argb >> 8) & 0xFF) / 255f; + float b = (argb & 0xFF) / 255f; + color = new Vector4(r, g, b, a); + return true; + } +} diff --git a/tests/AcDream.App.Tests/UI/ControlsIniTests.cs b/tests/AcDream.App.Tests/UI/ControlsIniTests.cs new file mode 100644 index 00000000..d4802e27 --- /dev/null +++ b/tests/AcDream.App.Tests/UI/ControlsIniTests.cs @@ -0,0 +1,38 @@ +using System.Numerics; +using AcDream.App.UI; + +namespace AcDream.App.Tests.UI; + +public class ControlsIniTests +{ + [Fact] + public void Parse_ReadsSectionTokens() + { + var ini = ControlsIni.Parse( + "[title]\nheight=19\ncolor=#FFFFFFFF\nfont=font://Verdana-10-bold\n" + + "[body]\nbgcolor=#00000000\ncolor_border=#FF4F657D\n"); + + Assert.Equal("19", ini.Get("title", "height")); + Assert.Equal("font://Verdana-10-bold", ini.Get("title", "font")); + Assert.Null(ini.Get("title", "missing")); + Assert.Null(ini.Get("nosuch", "height")); + } + + [Fact] + public void TryColor_ParsesAlphaFirstHex() + { + var ini = ControlsIni.Parse("[body]\ncolor_border=#FF4F657D\n"); + Assert.True(ini.TryColor("body", "color_border", out Vector4 c)); + Assert.Equal(0xFF / 255f, c.W, 5); // alpha + Assert.Equal(0x4F / 255f, c.X, 5); // red + Assert.Equal(0x65 / 255f, c.Y, 5); // green + Assert.Equal(0x7D / 255f, c.Z, 5); // blue + } + + [Fact] + public void Load_MissingFileReturnsEmptyNotThrow() + { + var ini = ControlsIni.Load(@"Z:\does\not\exist\controls.ini"); + Assert.Null(ini.Get("title", "height")); // empty, no throw + } +} From 07bf6cbf600c692babd48a40d9d4cf4ad7542809 Mon Sep 17 00:00:00 2001 From: Erik Date: Sun, 14 Jun 2026 17:38:07 +0200 Subject: [PATCH 047/223] feat(D.2b): MarkupDocument (XML -> UiElement tree); vitals panel from vitals.xml MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Implements Task 8 of the D.2b retail-UI plan. MarkupDocument.Build() parses KSML-style panel markup into a live UiNineSlicePanel subtree, resolving {Binding} attribute expressions against a supplied object via reflection. Color format is #AARRGGBB (alpha-first, matching controls.ini). Handles root (geometry + optional title label) and children (fill, label, bar color). Future element kinds (label, button, image) extend the switch without touching existing code. vitals.xml encodes the just-approved vitals panel layout (health red #FFC70D0D, stamina gold #FFD49E1F, mana blue #FF1F33D9); ships next to the binary via PreserveNewest csproj rule. GameWindow.cs drops the 35-line hand-built panel block in favour of a 4-line File.ReadAllText + MarkupDocument.Build call — identical tree, identical render, now data-driven. 2 new tests (Build_CreatesPanelWithMeterFillLabelAndGeometry, Build_NullBindingValuesYieldNullFillAndLabel) + 11 total targeted green. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/AcDream.App.csproj | 5 + src/AcDream.App/Rendering/GameWindow.cs | 39 +----- src/AcDream.App/UI/MarkupDocument.cs | 118 ++++++++++++++++++ src/AcDream.App/UI/assets/vitals.xml | 5 + .../UI/MarkupDocumentTests.cs | 50 ++++++++ 5 files changed, 182 insertions(+), 35 deletions(-) create mode 100644 src/AcDream.App/UI/MarkupDocument.cs create mode 100644 src/AcDream.App/UI/assets/vitals.xml create mode 100644 tests/AcDream.App.Tests/UI/MarkupDocumentTests.cs diff --git a/src/AcDream.App/AcDream.App.csproj b/src/AcDream.App/AcDream.App.csproj index d50c6b46..64eac77a 100644 --- a/src/AcDream.App/AcDream.App.csproj +++ b/src/AcDream.App/AcDream.App.csproj @@ -50,6 +50,11 @@ PreserveNewest + + + PreserveNewest + diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index b8bdbd66..74b8a5d5 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -1753,42 +1753,11 @@ public sealed class GameWindow : IDisposable var controls = _options.AcDir is { } acDir ? AcDream.App.UI.ControlsIni.Load(System.IO.Path.Combine(acDir, "controls", "controls.ini")) : AcDream.App.UI.ControlsIni.Parse(string.Empty); - var titleColor = controls.TryColor("title", "color", out var tc) - ? tc : new System.Numerics.Vector4(1f, 1f, 1f, 1f); - - var panel = new AcDream.App.UI.UiNineSlicePanel(ResolveChrome) - { Left = 10, Top = 30, Width = 220, Height = 96 }; - panel.AddChild(new AcDream.App.UI.UiLabel - { - Text = "Vitals", Left = 8, Top = 4, - TextColor = titleColor, - }); - - var vm = _vitalsVm!; - panel.AddChild(new AcDream.App.UI.UiMeter - { - Left = 8, Top = 24, Width = 200, Height = 14, - BarColor = new System.Numerics.Vector4(0.78f, 0.05f, 0.05f, 1f), // health red - Fill = () => vm.HealthPercent, - Label = () => (vm.HealthCurrent, vm.HealthMax) is (uint c, uint m) ? $"{c}/{m}" : null, - }); - panel.AddChild(new AcDream.App.UI.UiMeter - { - Left = 8, Top = 44, Width = 200, Height = 14, - BarColor = new System.Numerics.Vector4(0.83f, 0.62f, 0.12f, 1f), // stamina gold (retail; not cyan) - Fill = () => vm.StaminaPercent, - Label = () => (vm.StaminaCurrent, vm.StaminaMax) is (uint c, uint m) ? $"{c}/{m}" : null, - }); - panel.AddChild(new AcDream.App.UI.UiMeter - { - Left = 8, Top = 64, Width = 200, Height = 14, - BarColor = new System.Numerics.Vector4(0.12f, 0.20f, 0.85f, 1f), // mana blue - Fill = () => vm.ManaPercent, - Label = () => (vm.ManaCurrent, vm.ManaMax) is (uint c, uint m) ? $"{c}/{m}" : null, - }); - + string vitalsXml = System.IO.File.ReadAllText( + System.IO.Path.Combine(AppContext.BaseDirectory, "UI", "assets", "vitals.xml")); + var panel = AcDream.App.UI.MarkupDocument.Build(vitalsXml, _vitalsVm!, ResolveChrome, controls); _uiHost.Root.AddChild(panel); - Console.WriteLine("[D.2b] retail UI active — vitals panel wired (render-only)."); + Console.WriteLine("[D.2b] retail UI active — vitals panel from vitals.xml markup."); } // Phase N.4+N.5 — WB rendering pipeline foundation. The modern path is diff --git a/src/AcDream.App/UI/MarkupDocument.cs b/src/AcDream.App/UI/MarkupDocument.cs new file mode 100644 index 00000000..d4b0cb42 --- /dev/null +++ b/src/AcDream.App/UI/MarkupDocument.cs @@ -0,0 +1,118 @@ +using System; +using System.Globalization; +using System.Numerics; +using System.Reflection; +using System.Xml.Linq; + +namespace AcDream.App.UI; + +/// +/// Parses our KSML-style panel markup (mirrors retail's ElementDesc fields) +/// into a live subtree. {Binding} attribute +/// values resolve against a supplied object by property name (reflection). +/// This is the format the future LayoutDesc importer will emit. See D.2b spec §7. +/// +public static class MarkupDocument +{ + /// Raw XML markup for a single panel. + /// Object whose public properties are bound to {PropName} attributes. + /// Surface id → (GL handle, width, height) for chrome sprites. + /// Optional controls.ini stylesheet for the title color. + public static UiNineSlicePanel Build( + string xml, object binding, Func resolve, + ControlsIni? style = null) + { + var root = XDocument.Parse(xml).Root ?? throw new FormatException("empty markup"); + if (root.Name.LocalName != "panel") + throw new FormatException($"root must be , got <{root.Name.LocalName}>"); + + var panel = new UiNineSlicePanel(resolve) + { + Left = F(root, "x"), + Top = F(root, "y"), + Width = F(root, "w"), + Height = F(root, "h"), + }; + + string? title = (string?)root.Attribute("title"); + if (!string.IsNullOrEmpty(title)) + { + Vector4 tc = style is not null && style.TryColor("title", "color", out var c) ? c : Vector4.One; + panel.AddChild(new UiLabel { Text = title, Left = 8, Top = 4, TextColor = tc }); + } + + foreach (var el in root.Elements()) + { + switch (el.Name.LocalName) + { + case "meter": + var cur = BindUint((string?)el.Attribute("cur"), binding); + var max = BindUint((string?)el.Attribute("max"), binding); + panel.AddChild(new UiMeter + { + Left = F(el, "x"), + Top = F(el, "y"), + Width = F(el, "w"), + Height = F(el, "h"), + BarColor = Color((string?)el.Attribute("color")), + Fill = BindFloat((string?)el.Attribute("fill"), binding), + Label = () => (cur(), max()) is (uint c, uint m) ? $"{c}/{m}" : null, + }); + break; + // future element kinds (label, button, image) added here + } + } + return panel; + } + + private static float F(XElement e, string attr) + => float.TryParse((string?)e.Attribute(attr), NumberStyles.Float, + CultureInfo.InvariantCulture, out var v) ? v : 0f; + + /// + /// Parses #AARRGGBB → RGBA (alpha first, matching + /// controls.ini convention). Falls back to opaque white on bad input. + /// + private static Vector4 Color(string? hex) + { + if (hex is { Length: 9 } && hex[0] == '#' + && uint.TryParse(hex.AsSpan(1), NumberStyles.HexNumber, + CultureInfo.InvariantCulture, out uint argb)) + return new Vector4( + ((argb >> 16) & 0xFF) / 255f, + ((argb >> 8) & 0xFF) / 255f, + (argb & 0xFF) / 255f, + ((argb >> 24) & 0xFF) / 255f); + return Vector4.One; + } + + private static Func BindFloat(string? expr, object binding) + { + var pi = Prop(expr, binding); + if (pi is null) return () => 0f; + return () => pi.GetValue(binding) switch + { + float f => f, + null => (float?)null, + var v => Convert.ToSingle(v, CultureInfo.InvariantCulture), + }; + } + + private static Func BindUint(string? expr, object binding) + { + var pi = Prop(expr, binding); + if (pi is null) return () => null; + return () => pi.GetValue(binding) switch + { + uint u => u, + null => (uint?)null, + var v => Convert.ToUInt32(v, CultureInfo.InvariantCulture), + }; + } + + private static PropertyInfo? Prop(string? expr, object binding) + { + if (expr is null || expr.Length < 3 || expr[0] != '{' || expr[^1] != '}') return null; + return binding.GetType().GetProperty(expr[1..^1]); + } +} diff --git a/src/AcDream.App/UI/assets/vitals.xml b/src/AcDream.App/UI/assets/vitals.xml new file mode 100644 index 00000000..868926d4 --- /dev/null +++ b/src/AcDream.App/UI/assets/vitals.xml @@ -0,0 +1,5 @@ + + + + + diff --git a/tests/AcDream.App.Tests/UI/MarkupDocumentTests.cs b/tests/AcDream.App.Tests/UI/MarkupDocumentTests.cs new file mode 100644 index 00000000..8ba52d27 --- /dev/null +++ b/tests/AcDream.App.Tests/UI/MarkupDocumentTests.cs @@ -0,0 +1,50 @@ +using AcDream.App.UI; + +namespace AcDream.App.Tests.UI; + +public class MarkupDocumentTests +{ + private sealed class FakeBinding + { + public float HealthPercent => 0.5f; + public uint? HealthCurrent => 109; + public uint? HealthMax => 218; + public float? ManaPercent => null; + public uint? ManaCurrent => null; + public uint? ManaMax => null; + } + + [Fact] + public void Build_CreatesPanelWithMeterFillLabelAndGeometry() + { + const string xml = + "" + + " " + + ""; + + var panel = MarkupDocument.Build(xml, new FakeBinding(), _ => ((uint)1, 32, 32)); + + Assert.IsType(panel); + Assert.Equal(10f, panel.Left); + Assert.Equal(220f, panel.Width); + Assert.Equal(2, panel.Children.Count); // title UiLabel + 1 meter + var meter = Assert.IsType(panel.Children[1]); + Assert.Equal(8f, meter.Left); + Assert.Equal(200f, meter.Width); + Assert.Equal(0.5f, meter.Fill()); + Assert.Equal("109/218", meter.Label()); + } + + [Fact] + public void Build_NullBindingValuesYieldNullFillAndLabel() + { + const string xml = + "" + + " " + + ""; + var panel = MarkupDocument.Build(xml, new FakeBinding(), _ => ((uint)1, 32, 32)); + var meter = Assert.IsType(panel.Children[1]); + Assert.Null(meter.Fill()); + Assert.Null(meter.Label()); + } +} From 019350fa3132669769f11071e183f3dbdaa55704 Mon Sep 17 00:00:00 2001 From: Erik Date: Sun, 14 Jun 2026 17:46:37 +0200 Subject: [PATCH 048/223] feat(D.2b): IUiRegistry plugin UI surface + buffered drain into UiHost Adds the plugin-facing UI registration surface (Task 9, final D.2b task). Plugins call host.Ui.AddMarkupPanel(path, binding) from Enable(); calls are buffered in BufferedUiRegistry before the GL window opens, then drained into UiHost.Root in GameWindow.OnLoad inside the RetailUi block after the first- party vitals panel. Faulty plugin markup is isolated (try/catch per panel, logged + skipped). IPluginHost.Ui added; AppPluginHost wired; StubHost in Core.Tests updated; BufferedUiRegistryTests confirms drain-once semantics. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/Plugins/AppPluginHost.cs | 4 ++- src/AcDream.App/Plugins/BufferedUiRegistry.cs | 27 ++++++++++++++++++ src/AcDream.App/Program.cs | 5 ++-- src/AcDream.App/Rendering/GameWindow.cs | 28 ++++++++++++++++++- .../IPluginHost.cs | 1 + .../IUiRegistry.cs | 14 ++++++++++ .../Plugins/BufferedUiRegistryTests.cs | 21 ++++++++++++++ .../Plugins/PluginLoaderTests.cs | 6 ++++ 8 files changed, 102 insertions(+), 4 deletions(-) create mode 100644 src/AcDream.App/Plugins/BufferedUiRegistry.cs create mode 100644 src/AcDream.Plugin.Abstractions/IUiRegistry.cs create mode 100644 tests/AcDream.App.Tests/Plugins/BufferedUiRegistryTests.cs diff --git a/src/AcDream.App/Plugins/AppPluginHost.cs b/src/AcDream.App/Plugins/AppPluginHost.cs index 2916724e..5b06e67e 100644 --- a/src/AcDream.App/Plugins/AppPluginHost.cs +++ b/src/AcDream.App/Plugins/AppPluginHost.cs @@ -4,14 +4,16 @@ namespace AcDream.App.Plugins; public sealed class AppPluginHost : IPluginHost { - public AppPluginHost(IPluginLogger log, IGameState state, IEvents events) + public AppPluginHost(IPluginLogger log, IGameState state, IEvents events, IUiRegistry ui) { Log = log; State = state; Events = events; + Ui = ui; } public IPluginLogger Log { get; } public IGameState State { get; } public IEvents Events { get; } + public IUiRegistry Ui { get; } } diff --git a/src/AcDream.App/Plugins/BufferedUiRegistry.cs b/src/AcDream.App/Plugins/BufferedUiRegistry.cs new file mode 100644 index 00000000..bcab04fb --- /dev/null +++ b/src/AcDream.App/Plugins/BufferedUiRegistry.cs @@ -0,0 +1,27 @@ +using System.Collections.Generic; +using AcDream.Plugin.Abstractions; + +namespace AcDream.App.Plugins; + +/// +/// Buffers plugin calls (which run in +/// Program.cs before the GL window opens) until GameWindow drains them into the +/// UiHost tree after construction. +/// +public sealed class BufferedUiRegistry : IUiRegistry +{ + public readonly record struct Pending(string MarkupPath, object Binding); + + private readonly List _pending = new(); + + public void AddMarkupPanel(string markupPath, object binding) + => _pending.Add(new Pending(markupPath, binding)); + + /// Return + clear all buffered registrations. + public IReadOnlyList Drain() + { + var copy = _pending.ToArray(); + _pending.Clear(); + return copy; + } +} diff --git a/src/AcDream.App/Program.cs b/src/AcDream.App/Program.cs index bc43997b..b3aebd5a 100644 --- a/src/AcDream.App/Program.cs +++ b/src/AcDream.App/Program.cs @@ -23,7 +23,8 @@ var runtimeOptions = RuntimeOptions.FromEnvironment(datDir); var worldGameState = new AcDream.Core.Plugins.WorldGameState(); var worldEvents = new AcDream.Core.Plugins.WorldEvents(); -var host = new AppPluginHost(new SerilogAdapter(Log.Logger), worldGameState, worldEvents); +var uiRegistry = new AcDream.App.Plugins.BufferedUiRegistry(); +var host = new AppPluginHost(new SerilogAdapter(Log.Logger), worldGameState, worldEvents, uiRegistry); var pluginsDir = Path.Combine(AppContext.BaseDirectory, "plugins"); Log.Information("scanning plugins in {PluginsDir}", pluginsDir); @@ -56,7 +57,7 @@ try catch (Exception ex) { Log.Error(ex, "plugin enable failed: {Id}", plugin.Manifest.Id); } } - using var window = new GameWindow(runtimeOptions, worldGameState, worldEvents); + using var window = new GameWindow(runtimeOptions, worldGameState, worldEvents, uiRegistry); window.Run(); } finally diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index 74b8a5d5..bea54e36 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -614,6 +614,8 @@ public sealed class GameWindow : IDisposable private AcDream.UI.Abstractions.Panels.Vitals.VitalsVM? _vitalsVm; // Phase D.2b — retail-look UI tree (dormant UiHost wired here). Null unless ACDREAM_RETAIL_UI=1. private AcDream.App.UI.UiHost? _uiHost; + // Phase D.2b Task 9 — plugin UI registrations buffered before OnLoad; drained in OnLoad. + private readonly AcDream.App.Plugins.BufferedUiRegistry? _uiRegistry; // Phase I.2: ImGui debug panel ViewModel. Lives for as long as // _panelHost does. Self-subscribes to CombatState in its ctor, so // disposing isn't required (panel host holds the only ref). @@ -864,12 +866,14 @@ public sealed class GameWindow : IDisposable private int _liveAnimRejectSingleFrame; private int _liveAnimRejectPartFrames; - public GameWindow(AcDream.App.RuntimeOptions options, WorldGameState worldGameState, WorldEvents worldEvents) + public GameWindow(AcDream.App.RuntimeOptions options, WorldGameState worldGameState, WorldEvents worldEvents, + AcDream.App.Plugins.BufferedUiRegistry? uiRegistry = null) { _options = options ?? throw new System.ArgumentNullException(nameof(options)); _datDir = options.DatDir; _worldGameState = worldGameState; _worldEvents = worldEvents; + _uiRegistry = uiRegistry; SpellBook = new AcDream.Core.Spells.Spellbook(SpellTable); LocalPlayer = new AcDream.Core.Player.LocalPlayerState(SpellBook); } @@ -1758,6 +1762,28 @@ public sealed class GameWindow : IDisposable var panel = AcDream.App.UI.MarkupDocument.Build(vitalsXml, _vitalsVm!, ResolveChrome, controls); _uiHost.Root.AddChild(panel); Console.WriteLine("[D.2b] retail UI active — vitals panel from vitals.xml markup."); + + // Drain plugin-registered markup panels (buffered before the GL + // window opened) into the same UiRoot tree. A faulty plugin markup + // file is isolated — logged + skipped, never crashes the client. + if (_uiRegistry is not null) + { + foreach (var p in _uiRegistry.Drain()) + { + try + { + string pluginXml = System.IO.File.ReadAllText(p.MarkupPath); + var pluginPanel = AcDream.App.UI.MarkupDocument.Build( + pluginXml, p.Binding, ResolveChrome, controls); + _uiHost.Root.AddChild(pluginPanel); + Console.WriteLine($"[D.2b] plugin UI panel loaded: {p.MarkupPath}"); + } + catch (Exception ex) + { + Console.WriteLine($"[D.2b] plugin UI panel '{p.MarkupPath}' failed to load: {ex.Message}"); + } + } + } } // Phase N.4+N.5 — WB rendering pipeline foundation. The modern path is diff --git a/src/AcDream.Plugin.Abstractions/IPluginHost.cs b/src/AcDream.Plugin.Abstractions/IPluginHost.cs index 7374ea91..dca64d7b 100644 --- a/src/AcDream.Plugin.Abstractions/IPluginHost.cs +++ b/src/AcDream.Plugin.Abstractions/IPluginHost.cs @@ -10,4 +10,5 @@ public interface IPluginHost IPluginLogger Log { get; } IGameState State { get; } IEvents Events { get; } + IUiRegistry Ui { get; } } diff --git a/src/AcDream.Plugin.Abstractions/IUiRegistry.cs b/src/AcDream.Plugin.Abstractions/IUiRegistry.cs new file mode 100644 index 00000000..1b724f1a --- /dev/null +++ b/src/AcDream.Plugin.Abstractions/IUiRegistry.cs @@ -0,0 +1,14 @@ +namespace AcDream.Plugin.Abstractions; + +/// +/// Plugin-facing UI registration. A plugin ships a markup file (KSML-style) + +/// a binding object exposing the data properties the markup binds to, and +/// registers it from Enable(). Calls made before the GL window opens are +/// buffered and drained once the UI host exists. +/// +public interface IUiRegistry +{ + /// Absolute path to the plugin's panel markup file. + /// Object whose properties the markup's {Bindings} resolve against. + void AddMarkupPanel(string markupPath, object binding); +} diff --git a/tests/AcDream.App.Tests/Plugins/BufferedUiRegistryTests.cs b/tests/AcDream.App.Tests/Plugins/BufferedUiRegistryTests.cs new file mode 100644 index 00000000..6e22e17f --- /dev/null +++ b/tests/AcDream.App.Tests/Plugins/BufferedUiRegistryTests.cs @@ -0,0 +1,21 @@ +using AcDream.App.Plugins; + +namespace AcDream.App.Tests.Plugins; + +public class BufferedUiRegistryTests +{ + [Fact] + public void Drain_YieldsBufferedRegistrationsOnceThenEmpty() + { + var reg = new BufferedUiRegistry(); + reg.AddMarkupPanel("a.xml", new object()); + reg.AddMarkupPanel("b.xml", new object()); + + var drained = reg.Drain(); + Assert.Equal(2, drained.Count); + Assert.Equal("a.xml", drained[0].MarkupPath); + Assert.Equal("b.xml", drained[1].MarkupPath); + + Assert.Empty(reg.Drain()); // consumed + } +} diff --git a/tests/AcDream.Core.Tests/Plugins/PluginLoaderTests.cs b/tests/AcDream.Core.Tests/Plugins/PluginLoaderTests.cs index 2fdafc97..da508aab 100644 --- a/tests/AcDream.Core.Tests/Plugins/PluginLoaderTests.cs +++ b/tests/AcDream.Core.Tests/Plugins/PluginLoaderTests.cs @@ -30,6 +30,12 @@ public class PluginLoaderTests public IPluginLogger Log { get; } = new StubLogger(); public IGameState State { get; } = new StubState(); public IEvents Events { get; } = new StubEvents(); + public IUiRegistry Ui { get; } = new StubUiRegistry(); + } + + private sealed class StubUiRegistry : IUiRegistry + { + public void AddMarkupPanel(string markupPath, object binding) { } } private sealed class StubLogger : IPluginLogger From 2f4520ee129926b80e6c60de1faf0dbf37de41f5 Mon Sep 17 00:00:00 2001 From: Erik Date: Sun, 14 Jun 2026 17:50:42 +0200 Subject: [PATCH 049/223] =?UTF-8?q?docs(D.2b):=20mark=20D.2b=20+=20D.4=20s?= =?UTF-8?q?hipped=20(Spec=201=20=E2=80=94=20markup=20engine=20+=20retail?= =?UTF-8?q?=20vitals)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Roadmap: D.2b (custom retail-look backend) and D.4 (dat sprites + 9-slice + DrawSprite) both shipped this session via the Spec-1 work — the UiHost-based markup engine (MarkupDocument + ControlsIni + IUiRegistry) rendering a markup-driven retail Vitals panel (8-piece dat chrome + red/gold/blue bars). Records the direct-RenderSurface decode finding + the confirmed chrome sprite ids. Remaining D.2b polish (gradient bar sprite, AcFont/D.3, input integration, LayoutDesc importer, D.5 panels) noted inline. Full suite green (2413 passed / 0 failed / 3 pre-existing skips). Co-Authored-By: Claude Opus 4.8 (1M context) --- docs/plans/2026-04-11-roadmap.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/docs/plans/2026-04-11-roadmap.md b/docs/plans/2026-04-11-roadmap.md index 79c7f4e5..560b150e 100644 --- a/docs/plans/2026-04-11-roadmap.md +++ b/docs/plans/2026-04-11-roadmap.md @@ -424,9 +424,9 @@ behavior. Estimated 17–26 days focused work, 3–5 weeks calendar. **Sub-pieces:** - **D.1 — 2D ortho overlay + font rendering.** ✅ SHIPPED 2026-04-17 as the dev-facing debug overlay (StbTrueTypeSharp system-font atlas + `TextRenderer` + `DebugOverlay`). - **✓ SHIPPED — D.2a — ImGui scaffold + `AcDream.UI.Abstractions` layer.** Shipped 2026-04-25. Wires ImGui as the short-term backend behind `ACDREAM_DEVTOOLS=1`. Defines `IPanel` / `IPanelHost` / `IPanelRenderer` / `ICommandBus` + the first ViewModel (`VitalsVM`) in the new `AcDream.UI.Abstractions` project. First real panel: `VitalsPanel` reading HP from `CombatState.GetHealthPercent`. **Backend pivoted Hexa.NET.ImGui → ImGui.NET + `Silk.NET.OpenGL.Extensions.ImGui` during integration** — Hexa's native OpenGL3 backend does its own GL function resolution via GLFW/SDL and crashed with `0xC0000005` in `ImGuiImplOpenGL3.InitNative` against Silk.NET (no GLFW/SDL present). The Silk.NET extension is purpose-built for this scenario and is the `ImGui.NET` mitigation path that `docs/plans/2026-04-24-ui-framework.md` already called out as a "one-morning operation". Stam/Mana return `float?` null in D.2a because absolute values need `LocalPlayerState` + `PlayerDescription (0x0013)` parsing (filed post-D.2a). 11 new `AcDream.UI.Abstractions.Tests` green. -- **D.2b — Custom retail-look backend.** Implements the same `IPanel` / `IPanelRenderer` contracts using a custom retained-mode toolkit sourced from retail dat assets. Requires D.2a shipped. Panels get reskinned one at a time; ImGui stays as the `ACDREAM_DEVTOOLS=1` overlay forever. The original 2026-04-17 scaffold research (`UiRoot` / `UiElement` / `UiPanel` / `UiHost` + retail event codes + focus / drag-drop state machine + `WorldMouseFallThrough`) is the implementation foundation here — see `docs/research/retail-ui/`. +- **✓ SHIPPED — D.2b — Custom retail-look backend (Spec 1: markup engine + first panel).** Shipped 2026-06-14 (`626d06e`→`019350f`). Wired the dormant `UiHost`/`UiElement` tree into `GameWindow` (`ACDREAM_RETAIL_UI=1`) and built the **Approach-C markup engine**: `MarkupDocument` (XML → `UiElement` subtree, `{Binding}` reflection) + `ControlsIni` stylesheet loader + an `IUiRegistry` plugin UI surface (plugins ship markup + a binding, drained into the same `UiRoot`). First retail-faithful panel: a markup-driven Vitals window (`vitals.xml`) — 8-piece dat-sprite frame (`UiNineSlicePanel`) + three `UiMeter` bars (red/gold/blue + cur/max numbers) bound to `VitalsVM`, rendering live over the 3D world and coexisting with the ImGui devtools path. Retired divergence TS-30, added IA-15. Spec `docs/superpowers/specs/2026-06-14-d2b-retail-panel-frame-design.md`; plan `docs/superpowers/plans/2026-06-14-d2b-retail-panel-frame-plan.md`. NOTE the prove-out corrected two stale "facts": retail vitals are **bars not orbs**, stamina is **gold not cyan**. **Remaining: D.3 (AcFont — using the stb stopgap for now) + the glassy gradient bar sprite / brightness tune (polish); input integration (movable/clickable windows — the `UiRoot` drag/click machinery exists but isn't bridged to the Phase-K dispatcher yet); the `LayoutDesc 0x21000040` importer; and the rest of the panels (D.5).** - **D.3 — AcFont from portal.dat.** Replace stb_truetype system font with retail `Font` DBObjs (`0x40000000..0x40000FFF`) baked from `RenderSurface` source sheets — see research slice 03 §4. Preserves retail visual identity. **(D.2b dependency — needs the custom renderer.)** -- **D.4 — Dat sprites + 9-slice panel backgrounds.** Load `RenderSurface` (`0x06xxxxxx`) as GL textures; add `DrawSprite` to `UiRenderContext`. Enables retail panel art. **(D.2b dependency.)** +- **✓ SHIPPED — D.4 — Dat sprites + 9-slice panel backgrounds.** Shipped 2026-06-14 with D.2b. `TextureCache.GetOrUploadRenderSurface(id, out w, out h)` decodes `RenderSurface` (`0x06xxxxxx`) **directly** (not via the Surface→SurfaceTexture chain — the prove-out finding) → GL `Texture2D`; `DrawSprite` (explicit UV-rect, per-texture batch) added to `TextRenderer` + `UiRenderContext` + a `uUseTexture=2` RGBA frag branch; `UiNineSlicePanel` composes the universal 8-piece bevel (corners `0x060074C3..C6`, edges `0x060074BF/C0/C1/C2`, center `0x06004CC2`). Remaining art polish: the glassy gradient bar fill sprite (D.2b polish). - **D.5 — Core panels.** Attributes (`chunk_00470000.c:FUN_0047ba70`), Skills (same), Paperdoll (`chunk_004A0000.c:FUN_004A5200`), Inventory, Spellbook (`chunk_004C0000.c`), Fellowship, Allegiance. Each uses the port sketches in slice 05. **(Targets `AcDream.UI.Abstractions` — ships with D.2a using ImGui-rendered widgets; reskinned by D.2b.)** The *chat* panel originally listed under D.5 shipped early in Phase I (I.4 input + I.7 combat translator superseded the chat-panel design here); this entry now covers Attributes / Skills / Paperdoll / Inventory / Spellbook / Fellowship / Allegiance only. - **D.6 — HUD.** Vital orbs (scissor-rect partial fill, dat sprites `0x060013B2`), radar (`0x06001388` / `0x06004CC1`, 1.18× range factor), compass strip (scrolling U), target name plate, damage floaters, selection indicator. See slice 06. **(Targets `AcDream.UI.Abstractions` — ships with D.2a; reskinned by D.2b.)** Phase I.2 retired the StbTrueTypeSharp `DebugOverlay` but kept `TextRenderer` + `BitmapFont` alive specifically for D.6's world-space HUD elements (damage floaters, name plates) — they need raw GL text drawing that ImGui can't reach into the 3D scene. - **D.7 — Cursor manager.** OS + dat-sourced custom cursors (`FUN_0043c1c0` GDI HCURSOR builder pattern from slice 03). **(D.2b dependency.)** From 4acecffcd62c8e8a1322cc0f9f9c576afc7e5f92 Mon Sep 17 00:00:00 2001 From: Erik Date: Sun, 14 Jun 2026 18:02:27 +0200 Subject: [PATCH 050/223] feat(D.2b): wire UiHost input + moveable windows (UiRoot window-drag + WantCapture gate) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit - UiElement: add Draggable flag; left-drag on a draggable element repositions it as a floating window instead of starting a drag-drop sequence. - UiRoot: add WantsMouse/WantsKeyboard properties (mirrors ImGui's WantCaptureMouse pattern); add FindDraggable helper; inject _windowDragTarget state machine into OnMouseDown/OnMouseMove/OnMouseUp so draggable windows track the pointer offset. - UiNineSlicePanel: set Draggable=true so retail window frames are movable by default. - GameWindow: OR _uiHost?.Root.WantsMouse|WantsKeyboard into the SilkMouseSource wantCaptureMouse/wantCaptureKeyboard delegates and the direct MouseMove gate so game actions (movement, world-pick) are suppressed while the pointer is over a retail window — no double-handling with the InputDispatcher. - GameWindow: wire all Silk Mice/Keyboards to UiHost after construction so the UiRoot tree receives live input. - Tests: 3 new UiRootInputTests covering WantsMouse hit-test, window-drag reposition, and non-draggable panel immobility. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/Rendering/GameWindow.cs | 16 +++++- src/AcDream.App/UI/UiElement.cs | 5 ++ src/AcDream.App/UI/UiNineSlicePanel.cs | 1 + src/AcDream.App/UI/UiRoot.cs | 55 ++++++++++++++++++- .../AcDream.App.Tests/UI/UiRootInputTests.cs | 52 ++++++++++++++++++ 5 files changed, 124 insertions(+), 5 deletions(-) create mode 100644 tests/AcDream.App.Tests/UI/UiRootInputTests.cs diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index bea54e36..ca649ec2 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -978,8 +978,10 @@ public sealed class GameWindow : IDisposable _kbSource = new AcDream.App.Input.SilkKeyboardSource(firstKb); _mouseSource = new AcDream.App.Input.SilkMouseSource( firstMouse, - wantCaptureMouse: () => DevToolsEnabled && ImGuiNET.ImGui.GetIO().WantCaptureMouse, - wantCaptureKeyboard: () => DevToolsEnabled && ImGuiNET.ImGui.GetIO().WantCaptureKeyboard); + wantCaptureMouse: () => (DevToolsEnabled && ImGuiNET.ImGui.GetIO().WantCaptureMouse) + || (_uiHost?.Root.WantsMouse ?? false), + wantCaptureKeyboard: () => (DevToolsEnabled && ImGuiNET.ImGui.GetIO().WantCaptureKeyboard) + || (_uiHost?.Root.WantsKeyboard ?? false)); _mouseSource.ModifierProbe = () => _kbSource.CurrentModifiers; _inputDispatcher = new AcDream.UI.Abstractions.Input.InputDispatcher( _kbSource, _mouseSource, _keyBindings); @@ -1045,7 +1047,8 @@ public sealed class GameWindow : IDisposable // K.1b §E: explicit WantCaptureMouse defense-in-depth on the // surviving direct-mouse handler. Suppresses RMB orbit / // FlyCamera look while ImGui has the mouse focus. - if (DevToolsEnabled && ImGuiNET.ImGui.GetIO().WantCaptureMouse) + if ((DevToolsEnabled && ImGuiNET.ImGui.GetIO().WantCaptureMouse) + || (_uiHost?.Root.WantsMouse ?? false)) { _lastMouseX = pos.X; _lastMouseY = pos.Y; @@ -1745,6 +1748,13 @@ public sealed class GameWindow : IDisposable _vitalsVm ??= new AcDream.UI.Abstractions.Panels.Vitals.VitalsVM(Combat, LocalPlayer); _uiHost = new AcDream.App.UI.UiHost(_gl, shadersDir, _debugFont); + // Feed Silk input to the UiRoot tree so windows drag / close / select. + // UiRoot consumes UI events; the game InputDispatcher (subscribed to the + // same devices) is gated off via WantCaptureMouse/Keyboard above when the + // pointer is over a widget — no double-handling. + foreach (var m in _input!.Mice) _uiHost.WireMouse(m); + foreach (var kb in _input!.Keyboards) _uiHost.WireKeyboard(kb); + var cache = _textureCache!; (uint, int, int) ResolveChrome(uint id) { diff --git a/src/AcDream.App/UI/UiElement.cs b/src/AcDream.App/UI/UiElement.cs index ae9a0a7c..1989ce7c 100644 --- a/src/AcDream.App/UI/UiElement.cs +++ b/src/AcDream.App/UI/UiElement.cs @@ -88,6 +88,11 @@ public abstract class UiElement /// Painter's-algorithm z-order within siblings. Higher = on top. public int ZOrder { get; set; } + /// If true, a left-drag on this element (or a non-draggable child of + /// it) repositions it as a movable window. Intended for top-level panels, + /// whose Left/Top are screen coordinates (Root sits at the origin). + public bool Draggable { get; set; } + // ── Tree structure ────────────────────────────────────────────────── public UiElement? Parent { get; private set; } diff --git a/src/AcDream.App/UI/UiNineSlicePanel.cs b/src/AcDream.App/UI/UiNineSlicePanel.cs index 2f04229a..f1bbd2d1 100644 --- a/src/AcDream.App/UI/UiNineSlicePanel.cs +++ b/src/AcDream.App/UI/UiNineSlicePanel.cs @@ -27,6 +27,7 @@ public sealed class UiNineSlicePanel : UiPanel _resolve = resolve; BackgroundColor = Vector4.Zero; // suppress the base flat-rect fill BorderColor = Vector4.Zero; + Draggable = true; // retail windows are movable } /// diff --git a/src/AcDream.App/UI/UiRoot.cs b/src/AcDream.App/UI/UiRoot.cs index 7df41739..523f5cff 100644 --- a/src/AcDream.App/UI/UiRoot.cs +++ b/src/AcDream.App/UI/UiRoot.cs @@ -49,12 +49,25 @@ public sealed class UiRoot : UiElement /// Widget with mouse capture (during click-drag). public UiElement? Captured { get; private set; } + /// + /// True when the pointer is over a widget OR a widget holds mouse capture. + /// The host ORs this into the InputDispatcher's WantCaptureMouse gate so game + /// actions (movement, world-pick) are suppressed while the user interacts with + /// a retail window — mirrors ImGui's WantCaptureMouse. + /// + public bool WantsMouse => Captured is not null || HitTestTopDown(MouseX, MouseY).element is not null; + + /// True when a widget holds keyboard focus (e.g. a focused chat input). + public bool WantsKeyboard => KeyboardFocus is not null; + /// Current drag source (set between drag-begin and drop/cancel). public UiElement? DragSource { get; private set; } public object? DragPayload { get; private set; } private UiElement? _lastDragHoverTarget; private int _pressX, _pressY; private bool _dragCandidate; + private UiElement? _windowDragTarget; + private int _windowDragOffX, _windowDragOffY; private const int DragDistanceThreshold = 3; // pixels, retail-observed // Hover / tooltip tracking. @@ -120,6 +133,14 @@ public sealed class UiRoot : UiElement MouseX = x; MouseY = y; + // Window-move drag takes precedence over drag-drop / hover / fall-through. + if (_windowDragTarget is not null) + { + _windowDragTarget.Left = x - _windowDragOffX; + _windowDragTarget.Top = y - _windowDragOffY; + return; + } + // If we have capture, deliver MouseMove to the captured widget // AND drive drag state machine; do NOT fall through. if (Captured is not null) @@ -165,9 +186,22 @@ public sealed class UiRoot : UiElement // Set keyboard focus if target accepts it. if (target.AcceptsFocus) SetKeyboardFocus(target); - // Capture + arm drag candidate (drag promotes on subsequent MouseMove > threshold). SetCapture(target); - _dragCandidate = true; + + // Window-move: if the target or an ancestor is Draggable, a left-drag + // repositions that window instead of starting a drag-drop. + var draggable = FindDraggable(target); + if (btn == UiMouseButton.Left && draggable is not null) + { + _windowDragTarget = draggable; + _windowDragOffX = x - (int)draggable.Left; + _windowDragOffY = y - (int)draggable.Top; + _dragCandidate = false; + } + else + { + _dragCandidate = true; + } // Dispatch raw MouseDown event (retail uses WM_LBUTTONDOWN = 0x201). int rawType = btn switch @@ -187,6 +221,13 @@ public sealed class UiRoot : UiElement MouseX = x; MouseY = y; UpdateButtonFlag(btn, down: false); + if (_windowDragTarget is not null) + { + _windowDragTarget = null; + ReleaseCapture(); + return; + } + if (DragSource is not null) { FinishDrag(x, y); @@ -436,6 +477,16 @@ public sealed class UiRoot : UiElement return (null, 0, 0); } + private static UiElement? FindDraggable(UiElement? e) + { + while (e is not null) + { + if (e.Draggable) return e; + e = e.Parent; + } + return null; + } + private static bool ContainsAbsolute(UiElement e, int x, int y) { var sp = e.ScreenPosition; diff --git a/tests/AcDream.App.Tests/UI/UiRootInputTests.cs b/tests/AcDream.App.Tests/UI/UiRootInputTests.cs new file mode 100644 index 00000000..31bb0bca --- /dev/null +++ b/tests/AcDream.App.Tests/UI/UiRootInputTests.cs @@ -0,0 +1,52 @@ +using System.Numerics; +using AcDream.App.UI; + +namespace AcDream.App.Tests.UI; + +public class UiRootInputTests +{ + [Fact] + public void WantsMouse_TrueOverWidget_FalseOverEmptySpace() + { + var root = new UiRoot { Width = 800, Height = 600 }; + var panel = new UiPanel { Left = 10, Top = 10, Width = 100, Height = 50 }; + root.AddChild(panel); + + root.OnMouseMove(50, 30); // inside the panel + Assert.True(root.WantsMouse); + + root.OnMouseMove(500, 400); // empty space + Assert.False(root.WantsMouse); + } + + [Fact] + public void WindowDrag_RepositionsDraggablePanel_StopsOnRelease() + { + var root = new UiRoot { Width = 800, Height = 600 }; + var panel = new UiPanel { Left = 10, Top = 10, Width = 100, Height = 50, Draggable = true }; + root.AddChild(panel); + + root.OnMouseDown(UiMouseButton.Left, 20, 20); // grab at (10,10) into the panel + root.OnMouseMove(120, 90); // drag + Assert.Equal(110f, panel.Left); // 120 - 10 + Assert.Equal(80f, panel.Top); // 90 - 10 + + root.OnMouseUp(UiMouseButton.Left, 120, 90); + root.OnMouseMove(300, 300); // released — must not move + Assert.Equal(110f, panel.Left); + Assert.Equal(80f, panel.Top); + } + + [Fact] + public void NonDraggablePanel_DoesNotMoveOnDrag() + { + var root = new UiRoot { Width = 800, Height = 600 }; + var panel = new UiPanel { Left = 10, Top = 10, Width = 100, Height = 50 }; // Draggable defaults false + root.AddChild(panel); + + root.OnMouseDown(UiMouseButton.Left, 20, 20); + root.OnMouseMove(120, 90); + Assert.Equal(10f, panel.Left); + Assert.Equal(10f, panel.Top); + } +} From b4ed8e7908c029e99c397f1acfa55b57fc94e7ef Mon Sep 17 00:00:00 2001 From: Erik Date: Sun, 14 Jun 2026 18:11:15 +0200 Subject: [PATCH 051/223] =?UTF-8?q?docs:=20file=20#136=20=E2=80=94=20red-c?= =?UTF-8?q?one=20dungeon=20decoration=20renders=20red=20(frozen-phase=20re?= =?UTF-8?q?nder=20divergence)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Investigated the user-reported divergence (a solid-red cone in the 0x0007 dungeon that retail doesn't draw). Narrowed by elimination: - geometry, not VFX (survives particles-off) - object 0x70007055 / Setup 0x020019F0, physState=0x1C — NOT NoDraw/Hidden - its distinguishing texture 0x06006D65 (DXT1 256x128) DECODES tan/opaque offline, identical to a neighbour decoration (0x020019EE / tex 0x06006D63) that renders fine - not a per-instance tint (hook dropped) => the red is introduced at runtime in the WB bindless texture-array upload/sampling path (a #105-class "samples undefined until flushed" / layer-handle misassignment), possibly lighting. Both WB-render-migration and sky/lighting are FROZEN phases, so the fix awaits explicit sign-off. Full diagnosis + reusable diagnostic approach in the issue. Co-Authored-By: Claude Opus 4.8 (1M context) --- docs/ISSUES.md | 57 ++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 57 insertions(+) diff --git a/docs/ISSUES.md b/docs/ISSUES.md index ddb9b279..02b630da 100644 --- a/docs/ISSUES.md +++ b/docs/ISSUES.md @@ -46,6 +46,63 @@ Copy this block when adding a new issue: --- +## #136 — "Red cone" decoration renders solid red in the 0x0007 dungeon (retail shows nothing) + +**Status:** OPEN — root-cause narrowed; fix touches a FROZEN phase (awaiting decision) +**Severity:** LOW (cosmetic; one decoration in one dungeon) +**Filed:** 2026-06-14 +**Component:** rendering — WB bindless texture-array pipeline (FROZEN) / possibly lighting (FROZEN) + +**Description:** In the `0x0007` Town Network dungeon, a static decoration renders as a +solid bright-RED cone (apex toward the floor) ~3 m up, ~6.8 m from the login spawn. The +user's side-by-side retail client shows NOTHING there — acdream draws geometry retail +doesn't. Became visible only after the #135 login-into-dungeon fix placed the player at the +exact saved spawn next to it (the object always existed; it wasn't reachable/rendered +before). + +**Root cause / status (investigated 2026-06-14):** narrowed by elimination, NOT yet fixed. +- It is GEOMETRY, not a VFX: survives with particle rendering fully disabled. +- The object: server static landblock object `guid=0x70007055` (ACE `0x7`+lb`0x0007`+idx + `0x55`), Setup `0x020019F0`, `physState=0x1C` (Ethereal) — **NoDraw (0x20) and Hidden + (0x4000) are NOT set**, so it's not acdream ignoring retail's NODRAW_PS gate + (`acclient.h:2822`; `CPhysicsObj::set_nodraw` 0x0050fca0). +- Setup `0x020019F0` = 1 part (GfxObj `0x0100447F`, 23 polys), 2 surfaces; it is + near-IDENTICAL to neighbour decoration `0x020019EE` (renders FINE) — they share surface + `0x0800122B` and differ only in one surface: cone `0x0800162B` → tex `0x06006D65`, + neighbour `0x08001629` → tex `0x06006D63`. +- Both distinguishing textures are `PFID_DXT1 256x128`, and BOTH **decode to the same + tan/beige, fully-opaque** image offline (`SurfaceDecoder`: cone avgRGB (210,179,126), + neighbour (214,181,127), 0% alpha). So the source texture is NOT red and NOT transparent + — acdream's decode is correct. +- It is NOT a per-instance tint/highlight (that hook was dropped; `EnvCellRenderer`). +- => The red is introduced at RUNTIME, downstream of decode: most likely the WB bindless + `sampler2DArray` UPLOAD/SAMPLING path (a layer that samples UNDEFINED storage until a + flush runs — the #105 white-walls mechanism class, `ManagedGLTextureArray` PendingUpdate), + or a layer/handle misassignment for this specific texture. Lighting not fully excluded. + +**Why deferred:** the fix lands in the **WB rendering migration** (and possibly **sky/ +lighting**) — both FROZEN phases (CLAUDE.md). A genuine defect, but touching a frozen +subsystem needs explicit user sign-off; flagged for that decision. Also: the acdream dev +window can't be granted to computer-use (not a Start-menu app) and acdream has no +screenshot-to-disk feature, so autonomous visual verification needs a frame-dump feature +added first. + +**Files:** `src/AcDream.App/Rendering/Wb/ManagedGLTextureArray.cs` (array upload/flush), +`src/AcDream.App/Rendering/Wb/TextureCache.cs` (id→array/layer), `mesh_modern.frag:87` +(bindless `sampler2DArray(vTextureHandle)`), the cone = `0x70007055`/Setup `0x020019F0`/tex +`0x06006D65` in cell `0x00070145`. + +**Diagnostic approach (reusable):** a throwaway `RedConeSetupProbeTests` dumped the +Setup→part→surface→SurfaceTexture→texture chain + decoded alpha/avg-color from the dat; the +`[static-spawn]` + nearby-entity probes in `OnLiveEntitySpawnedLocked`/`OnUpdate` ID'd the +guid/flags. A draw-time probe of the cone's resolved bindless handle/layer/PendingUpdateCount +would confirm the exact mechanism. + +**Acceptance:** the `0x70007055` decoration renders with its tan texture (matching its +neighbour) OR is correctly suppressed to match retail (which shows nothing there). + +--- + ## #135 — ~30 s low-FPS ramp at login (≈10 fps → high) before streaming settles **Status:** FIX LANDED — pending visual gate (login into the 0x0007 dungeon → FPS steady in ~1–2 s, no neighbour load/unload churn) From de4f0167ef8f5f81822fcc07a4ed08c417952191 Mon Sep 17 00:00:00 2001 From: Erik Date: Sun, 14 Jun 2026 18:27:57 +0200 Subject: [PATCH 052/223] feat(D.2b): window resize (UiRoot edge-grip resize-drag mode) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Add parallel resize mode to the UiRoot retained-mode input state machine. A left-drag starting within ResizeGrip=5px of a Resizable window's edge or corner resizes it (min-size clamped); interior drags on a Draggable window still reposition it. Changes: - UiElement: Resizable, MinWidth, MinHeight properties - UiRoot: ResizeEdges flags enum; _resizeTarget state fields; FindWindow (replaces FindDraggable, matches Draggable||Resizable); HitEdges (static, internal, testable); ResizeRect (static, public, testable); OnMouseDown checks edge-grip before move; OnMouseMove resize branch precedes move; OnMouseUp clears _resizeTarget - UiNineSlicePanel: Resizable = true (retail windows are resizable) - UiRootInputTests: 4 new tests — ResizeRect_RightBottom, ResizeRect_LeftTop (min-clamp + origin shift), HitEdges_DetectsCornerAndInteriorNone, EdgeDrag_ResizesPanel_InteriorDragMoves (full integration path) Note on test coordinate: right-edge grab uses x=298 (2px inside the panel's hit-test boundary) rather than x=300 (exactly at edge, misses OnHitTest's strict `<` check). This is intentional — the grip zone extends inward from the edge boundary, so a click 2px inside correctly lands in both the hit-test rect AND the resize-grip zone. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/UI/UiElement.cs | 8 ++ src/AcDream.App/UI/UiNineSlicePanel.cs | 1 + src/AcDream.App/UI/UiRoot.cs | 93 +++++++++++++++++-- .../AcDream.App.Tests/UI/UiRootInputTests.cs | 53 +++++++++++ 4 files changed, 145 insertions(+), 10 deletions(-) diff --git a/src/AcDream.App/UI/UiElement.cs b/src/AcDream.App/UI/UiElement.cs index 1989ce7c..30c4b260 100644 --- a/src/AcDream.App/UI/UiElement.cs +++ b/src/AcDream.App/UI/UiElement.cs @@ -93,6 +93,14 @@ public abstract class UiElement /// whose Left/Top are screen coordinates (Root sits at the origin). public bool Draggable { get; set; } + /// If true, a left-drag starting near this element's edge/corner + /// resizes it (window resize). Intended for top-level panels. + public bool Resizable { get; set; } + + /// Minimum size enforced while resizing. + public float MinWidth { get; set; } = 40f; + public float MinHeight { get; set; } = 40f; + // ── Tree structure ────────────────────────────────────────────────── public UiElement? Parent { get; private set; } diff --git a/src/AcDream.App/UI/UiNineSlicePanel.cs b/src/AcDream.App/UI/UiNineSlicePanel.cs index f1bbd2d1..576da3e1 100644 --- a/src/AcDream.App/UI/UiNineSlicePanel.cs +++ b/src/AcDream.App/UI/UiNineSlicePanel.cs @@ -28,6 +28,7 @@ public sealed class UiNineSlicePanel : UiPanel BackgroundColor = Vector4.Zero; // suppress the base flat-rect fill BorderColor = Vector4.Zero; Draggable = true; // retail windows are movable + Resizable = true; // retail windows are resizable } /// diff --git a/src/AcDream.App/UI/UiRoot.cs b/src/AcDream.App/UI/UiRoot.cs index 523f5cff..1b72ec9f 100644 --- a/src/AcDream.App/UI/UiRoot.cs +++ b/src/AcDream.App/UI/UiRoot.cs @@ -4,6 +4,10 @@ using System.Numerics; namespace AcDream.App.UI; +/// Which edges of a window a resize-drag is affecting (corners combine two). +[System.Flags] +public enum ResizeEdges { None = 0, Left = 1, Right = 2, Top = 4, Bottom = 8 } + /// /// Top-level UI container. Implements the retail "Device" responsibilities /// (mouse cursor tracking, keyboard focus, modal overlay, mouse capture, @@ -68,6 +72,11 @@ public sealed class UiRoot : UiElement private bool _dragCandidate; private UiElement? _windowDragTarget; private int _windowDragOffX, _windowDragOffY; + private UiElement? _resizeTarget; + private ResizeEdges _resizeEdges; + private float _resizeStartX, _resizeStartY, _resizeStartW, _resizeStartH; + private int _resizeMouseX, _resizeMouseY; + private const int ResizeGrip = 5; // px proximity to an edge to start a resize private const int DragDistanceThreshold = 3; // pixels, retail-observed // Hover / tooltip tracking. @@ -133,6 +142,18 @@ public sealed class UiRoot : UiElement MouseX = x; MouseY = y; + // Window resize takes precedence over move / drag-drop / hover. + if (_resizeTarget is not null) + { + var (nx, ny, nw, nh) = ResizeRect( + _resizeStartX, _resizeStartY, _resizeStartW, _resizeStartH, + _resizeEdges, x - _resizeMouseX, y - _resizeMouseY, + _resizeTarget.MinWidth, _resizeTarget.MinHeight); + _resizeTarget.Left = nx; _resizeTarget.Top = ny; + _resizeTarget.Width = nw; _resizeTarget.Height = nh; + return; + } + // Window-move drag takes precedence over drag-drop / hover / fall-through. if (_windowDragTarget is not null) { @@ -188,15 +209,30 @@ public sealed class UiRoot : UiElement SetCapture(target); - // Window-move: if the target or an ancestor is Draggable, a left-drag - // repositions that window instead of starting a drag-drop. - var draggable = FindDraggable(target); - if (btn == UiMouseButton.Left && draggable is not null) + // Window resize / move: find the window (Draggable or Resizable ancestor). + // A left-drag starting near an edge resizes; interior drag repositions; + // otherwise it's a normal drag-drop candidate. + var window = FindWindow(target); + if (btn == UiMouseButton.Left && window is not null) { - _windowDragTarget = draggable; - _windowDragOffX = x - (int)draggable.Left; - _windowDragOffY = y - (int)draggable.Top; - _dragCandidate = false; + var edges = window.Resizable ? HitEdges(window, x, y, ResizeGrip) : ResizeEdges.None; + if (edges != ResizeEdges.None) + { + _resizeTarget = window; + _resizeEdges = edges; + _resizeStartX = window.Left; _resizeStartY = window.Top; + _resizeStartW = window.Width; _resizeStartH = window.Height; + _resizeMouseX = x; _resizeMouseY = y; + _dragCandidate = false; + } + else if (window.Draggable) + { + _windowDragTarget = window; + _windowDragOffX = x - (int)window.Left; + _windowDragOffY = y - (int)window.Top; + _dragCandidate = false; + } + else { _dragCandidate = true; } } else { @@ -221,6 +257,13 @@ public sealed class UiRoot : UiElement MouseX = x; MouseY = y; UpdateButtonFlag(btn, down: false); + if (_resizeTarget is not null) + { + _resizeTarget = null; + ReleaseCapture(); + return; + } + if (_windowDragTarget is not null) { _windowDragTarget = null; @@ -477,16 +520,46 @@ public sealed class UiRoot : UiElement return (null, 0, 0); } - private static UiElement? FindDraggable(UiElement? e) + private static UiElement? FindWindow(UiElement? e) { while (e is not null) { - if (e.Draggable) return e; + if (e.Draggable || e.Resizable) return e; e = e.Parent; } return null; } + /// Which edges of 's screen rect the point + /// (,) is within px of. + /// None if the point is outside the grip-expanded box entirely. + internal static ResizeEdges HitEdges(UiElement w, int x, int y, int grip) + { + float l = w.Left, t = w.Top, r = w.Left + w.Width, b = w.Top + w.Height; + if (x < l - grip || x > r + grip || y < t - grip || y > b + grip) return ResizeEdges.None; + var e = ResizeEdges.None; + if (System.Math.Abs(x - l) <= grip) e |= ResizeEdges.Left; + if (System.Math.Abs(x - r) <= grip) e |= ResizeEdges.Right; + if (System.Math.Abs(y - t) <= grip) e |= ResizeEdges.Top; + if (System.Math.Abs(y - b) <= grip) e |= ResizeEdges.Bottom; + return e; + } + + /// Compute a resized rect from a start rect + drag delta + which edges, + /// clamping to (,). Left/Top edges + /// move the origin so the opposite edge stays put. + public static (float x, float y, float w, float h) ResizeRect( + float startX, float startY, float startW, float startH, + ResizeEdges edges, float dx, float dy, float minW, float minH) + { + float x = startX, y = startY, w = startW, h = startH; + if ((edges & ResizeEdges.Right) != 0) w = System.Math.Max(minW, startW + dx); + if ((edges & ResizeEdges.Bottom) != 0) h = System.Math.Max(minH, startH + dy); + if ((edges & ResizeEdges.Left) != 0) { float nw = System.Math.Max(minW, startW - dx); x = startX + (startW - nw); w = nw; } + if ((edges & ResizeEdges.Top) != 0) { float nh = System.Math.Max(minH, startH - dy); y = startY + (startH - nh); h = nh; } + return (x, y, w, h); + } + private static bool ContainsAbsolute(UiElement e, int x, int y) { var sp = e.ScreenPosition; diff --git a/tests/AcDream.App.Tests/UI/UiRootInputTests.cs b/tests/AcDream.App.Tests/UI/UiRootInputTests.cs index 31bb0bca..6ea9e317 100644 --- a/tests/AcDream.App.Tests/UI/UiRootInputTests.cs +++ b/tests/AcDream.App.Tests/UI/UiRootInputTests.cs @@ -49,4 +49,57 @@ public class UiRootInputTests Assert.Equal(10f, panel.Left); Assert.Equal(10f, panel.Top); } + + [Fact] + public void ResizeRect_RightBottom_GrowsSizeOnly() + { + var (x, y, w, h) = UiRoot.ResizeRect(10, 20, 100, 50, + ResizeEdges.Right | ResizeEdges.Bottom, dx: 30, dy: 15, minW: 40, minH: 40); + Assert.Equal(10f, x); Assert.Equal(20f, y); + Assert.Equal(130f, w); Assert.Equal(65f, h); + } + + [Fact] + public void ResizeRect_LeftTop_MovesOriginAndClampsToMin() + { + // Drag left edge right by 80 on a 100-wide / min-40 window: width clamps to 40, + // origin shifts so the RIGHT edge (110) stays put → x = 70. + var (x, _, w, _) = UiRoot.ResizeRect(10, 20, 100, 50, + ResizeEdges.Left, dx: 80, dy: 0, minW: 40, minH: 40); + Assert.Equal(40f, w); + Assert.Equal(70f, x); + } + + [Fact] + public void HitEdges_DetectsCornerAndInteriorNone() + { + var panel = new UiPanel { Left = 100, Top = 100, Width = 200, Height = 100 }; + // bottom-right corner (300,200) + Assert.Equal(ResizeEdges.Right | ResizeEdges.Bottom, UiRoot.HitEdges(panel, 300, 200, 5)); + // deep interior → no edges + Assert.Equal(ResizeEdges.None, UiRoot.HitEdges(panel, 200, 150, 5)); + } + + [Fact] + public void EdgeDrag_ResizesPanel_InteriorDragMoves() + { + var root = new UiRoot { Width = 800, Height = 600 }; + var panel = new UiPanel { Left = 100, Top = 100, Width = 200, Height = 100, + Draggable = true, Resizable = true, MinWidth = 40, MinHeight = 40 }; + root.AddChild(panel); + + // grab just inside the right edge (x=298, within ResizeGrip=5 of x=300) and drag right → wider, same origin + root.OnMouseDown(UiMouseButton.Left, 298, 150); + root.OnMouseMove(338, 150); + Assert.Equal(240f, panel.Width); + Assert.Equal(100f, panel.Left); + root.OnMouseUp(UiMouseButton.Left, 338, 150); + + // grab the interior and drag → moves + root.OnMouseDown(UiMouseButton.Left, 200, 150); + root.OnMouseMove(220, 170); + Assert.Equal(120f, panel.Left); + Assert.Equal(120f, panel.Top); + root.OnMouseUp(UiMouseButton.Left, 220, 170); + } } From 0500646f082260a0438b0175e79c98073aac6384 Mon Sep 17 00:00:00 2001 From: Erik Date: Sun, 14 Jun 2026 18:49:52 +0200 Subject: [PATCH 053/223] fix(D.2b): draw UI chrome behind content (TextRenderer Flush layer order) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit TextRenderer.Flush batched by primitive type and flushed rects -> text -> sprites LAST, so the 8-piece chrome (incl. the center fill) painted OVER the vital bars + numbers ("the window is drawn in front of the bars"). Reorder to sprites -> rects -> text so chrome composites behind widget fills + text. Correct while bars are solid rects; when bars become gradient SPRITES this must move to true submission/painter order (sprite-on-sprite z) — noted inline as the D.2b follow-up. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/Rendering/TextRenderer.cs | 46 +++++++++++++---------- 1 file changed, 27 insertions(+), 19 deletions(-) diff --git a/src/AcDream.App/Rendering/TextRenderer.cs b/src/AcDream.App/Rendering/TextRenderer.cs index b07a9d40..a0252518 100644 --- a/src/AcDream.App/Rendering/TextRenderer.cs +++ b/src/AcDream.App/Rendering/TextRenderer.cs @@ -197,26 +197,15 @@ public sealed unsafe class TextRenderer : IDisposable _gl.Enable(EnableCap.Blend); _gl.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha); - // Untextured rects first — they form panel backgrounds. - if (_rectVerts > 0) - { - _shader.SetInt("uUseTexture", 0); - UploadBuffer(_rectBuf); - _gl.DrawArrays(PrimitiveType.Triangles, 0, (uint)_rectVerts); - } + // LAYERED compositing for the UI (background → fill → text): + // 1. RGBA dat sprites — window chrome / panel backgrounds (behind) + // 2. Untextured rects — widget fills (e.g. vital bars) on the chrome + // 3. Text glyphs — on top + // NOTE: this type-bucketed order is correct while bars are solid rects. + // When bars become gradient SPRITES, this must move to true submission + // (painter) order so sprite-on-sprite z is preserved (D.2b follow-up). - // Textured text glyphs. - if (_textVerts > 0 && font is not null) - { - _shader.SetInt("uUseTexture", 1); - _gl.ActiveTexture(TextureUnit.Texture0); - _gl.BindTexture(TextureTarget.Texture2D, font.TextureId); - _shader.SetInt("uTex", 0); - UploadBuffer(_textBuf); - _gl.DrawArrays(PrimitiveType.Triangles, 0, (uint)_textVerts); - } - - // RGBA dat sprites — one draw call per distinct GL texture. + // 1. RGBA dat sprites first — one draw call per distinct GL texture. if (hasSprites) { _shader.SetInt("uUseTexture", 2); @@ -231,6 +220,25 @@ public sealed unsafe class TextRenderer : IDisposable } } + // 2. Untextured rects — widget fills on top of the chrome. + if (_rectVerts > 0) + { + _shader.SetInt("uUseTexture", 0); + UploadBuffer(_rectBuf); + _gl.DrawArrays(PrimitiveType.Triangles, 0, (uint)_rectVerts); + } + + // 3. Textured text glyphs on top. + if (_textVerts > 0 && font is not null) + { + _shader.SetInt("uUseTexture", 1); + _gl.ActiveTexture(TextureUnit.Texture0); + _gl.BindTexture(TextureTarget.Texture2D, font.TextureId); + _shader.SetInt("uTex", 0); + UploadBuffer(_textBuf); + _gl.DrawArrays(PrimitiveType.Triangles, 0, (uint)_textVerts); + } + // Restore GL state. _gl.DepthMask(true); if (!wasBlend) _gl.Disable(EnableCap.Blend); From af91b8432a72f47a4a42592645c6de0696fe685c Mon Sep 17 00:00:00 2001 From: Erik Date: Sun, 14 Jun 2026 18:51:56 +0200 Subject: [PATCH 054/223] feat(D.2b): per-window resize-axis lock; vitals window is X-only (retail) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Add ResizeX/ResizeY bool properties to UiElement (both true by default). HitEdges() in UiRoot masks out locked axes after edge detection, so a locked edge falls through to window-move behaviour — matching retail, where the vitals bar height is fixed and only widens. MarkupDocument.Build() parses an optional resize="x|y|both|none" attribute on ; vitals.xml gets resize="x" to enforce the horizontal-only constraint in all instances of the panel. Two new tests: HitEdges_RespectsResizeAxisLock (UiRootInputTests) and Build_ResizeAttrX_SetsHorizontalOnly (MarkupDocumentTests). 11/11 green. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/UI/MarkupDocument.cs | 8 ++++++++ src/AcDream.App/UI/UiElement.cs | 5 +++++ src/AcDream.App/UI/UiRoot.cs | 2 ++ src/AcDream.App/UI/assets/vitals.xml | 2 +- tests/AcDream.App.Tests/UI/MarkupDocumentTests.cs | 9 +++++++++ tests/AcDream.App.Tests/UI/UiRootInputTests.cs | 10 ++++++++++ 6 files changed, 35 insertions(+), 1 deletion(-) diff --git a/src/AcDream.App/UI/MarkupDocument.cs b/src/AcDream.App/UI/MarkupDocument.cs index d4b0cb42..e27cd294 100644 --- a/src/AcDream.App/UI/MarkupDocument.cs +++ b/src/AcDream.App/UI/MarkupDocument.cs @@ -34,6 +34,14 @@ public static class MarkupDocument Height = F(root, "h"), }; + // Optional per-window resize-axis lock: resize="x" | "y" | "both" | "none". + string? resize = (string?)root.Attribute("resize"); + if (resize is not null) + { + panel.ResizeX = resize is "x" or "both"; + panel.ResizeY = resize is "y" or "both"; + } + string? title = (string?)root.Attribute("title"); if (!string.IsNullOrEmpty(title)) { diff --git a/src/AcDream.App/UI/UiElement.cs b/src/AcDream.App/UI/UiElement.cs index 30c4b260..48e1955b 100644 --- a/src/AcDream.App/UI/UiElement.cs +++ b/src/AcDream.App/UI/UiElement.cs @@ -101,6 +101,11 @@ public abstract class UiElement public float MinWidth { get; set; } = 40f; public float MinHeight { get; set; } = 40f; + /// Allow horizontal (width) resize. Ignored unless . + public bool ResizeX { get; set; } = true; + /// Allow vertical (height) resize. Ignored unless . + public bool ResizeY { get; set; } = true; + // ── Tree structure ────────────────────────────────────────────────── public UiElement? Parent { get; private set; } diff --git a/src/AcDream.App/UI/UiRoot.cs b/src/AcDream.App/UI/UiRoot.cs index 1b72ec9f..6f836253 100644 --- a/src/AcDream.App/UI/UiRoot.cs +++ b/src/AcDream.App/UI/UiRoot.cs @@ -542,6 +542,8 @@ public sealed class UiRoot : UiElement if (System.Math.Abs(x - r) <= grip) e |= ResizeEdges.Right; if (System.Math.Abs(y - t) <= grip) e |= ResizeEdges.Top; if (System.Math.Abs(y - b) <= grip) e |= ResizeEdges.Bottom; + if (!w.ResizeX) e &= ~(ResizeEdges.Left | ResizeEdges.Right); + if (!w.ResizeY) e &= ~(ResizeEdges.Top | ResizeEdges.Bottom); return e; } diff --git a/src/AcDream.App/UI/assets/vitals.xml b/src/AcDream.App/UI/assets/vitals.xml index 868926d4..83d59c3b 100644 --- a/src/AcDream.App/UI/assets/vitals.xml +++ b/src/AcDream.App/UI/assets/vitals.xml @@ -1,4 +1,4 @@ - + diff --git a/tests/AcDream.App.Tests/UI/MarkupDocumentTests.cs b/tests/AcDream.App.Tests/UI/MarkupDocumentTests.cs index 8ba52d27..5e76ab95 100644 --- a/tests/AcDream.App.Tests/UI/MarkupDocumentTests.cs +++ b/tests/AcDream.App.Tests/UI/MarkupDocumentTests.cs @@ -47,4 +47,13 @@ public class MarkupDocumentTests Assert.Null(meter.Fill()); Assert.Null(meter.Label()); } + + [Fact] + public void Build_ResizeAttrX_SetsHorizontalOnly() + { + const string xml = ""; + var panel = MarkupDocument.Build(xml, new object(), _ => ((uint)1, 32, 32)); + Assert.True(panel.ResizeX); + Assert.False(panel.ResizeY); + } } diff --git a/tests/AcDream.App.Tests/UI/UiRootInputTests.cs b/tests/AcDream.App.Tests/UI/UiRootInputTests.cs index 6ea9e317..9ba7dae5 100644 --- a/tests/AcDream.App.Tests/UI/UiRootInputTests.cs +++ b/tests/AcDream.App.Tests/UI/UiRootInputTests.cs @@ -102,4 +102,14 @@ public class UiRootInputTests Assert.Equal(120f, panel.Top); root.OnMouseUp(UiMouseButton.Left, 220, 170); } + + [Fact] + public void HitEdges_RespectsResizeAxisLock() + { + var panel = new UiPanel { Left = 100, Top = 100, Width = 200, Height = 100, ResizeY = false }; + // right edge still detected (X allowed) + Assert.True((UiRoot.HitEdges(panel, 300, 150, 5) & ResizeEdges.Right) != 0); + // bottom edge masked out (Y locked) + Assert.True((UiRoot.HitEdges(panel, 200, 200, 5) & ResizeEdges.Bottom) == 0); + } } From f911b5f0af61c99ce9f8d27fef9f94f168e32167 Mon Sep 17 00:00:00 2001 From: Erik Date: Sun, 14 Jun 2026 18:58:58 +0200 Subject: [PATCH 055/223] =?UTF-8?q?feat(D.2b):=20anchor=20layout=20?= =?UTF-8?q?=E2=80=94=20vital=20bars=20stretch=20with=20window;=20drop=20Vi?= =?UTF-8?q?tals=20heading?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Add AnchorEdges [Flags] enum and Anchors property (default Left|Top, so all existing elements are unchanged) to UiElement. ApplyAnchor() captures the design-time margins on first call then recomputes Left/Top/Width/Height each frame; DrawSelfAndChildren drives it for every child before painting. ComputeAnchoredRect is public + static so it can be unit-tested without a running frame loop. MarkupDocument.Build gains a private Anchor() CSV parser and threads it into the initializer via the anchor= attribute. vitals.xml: remove title="Vitals" (retail vitals has no heading) and add anchor="left,top,right" to all three meter bars so they stretch when the panel is dragged wider. Two new xUnit tests in UiRootInputTests: Left+Right stretches width; Left+Top only keeps fixed size. All 19 App.Tests green. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/UI/MarkupDocument.cs | 17 ++++++ src/AcDream.App/UI/UiElement.cs | 60 +++++++++++++++++++ src/AcDream.App/UI/assets/vitals.xml | 8 +-- .../AcDream.App.Tests/UI/UiRootInputTests.cs | 21 +++++++ 4 files changed, 102 insertions(+), 4 deletions(-) diff --git a/src/AcDream.App/UI/MarkupDocument.cs b/src/AcDream.App/UI/MarkupDocument.cs index e27cd294..3be8a555 100644 --- a/src/AcDream.App/UI/MarkupDocument.cs +++ b/src/AcDream.App/UI/MarkupDocument.cs @@ -65,6 +65,7 @@ public static class MarkupDocument BarColor = Color((string?)el.Attribute("color")), Fill = BindFloat((string?)el.Attribute("fill"), binding), Label = () => (cur(), max()) is (uint c, uint m) ? $"{c}/{m}" : null, + Anchors = Anchor((string?)el.Attribute("anchor")), }); break; // future element kinds (label, button, image) added here @@ -123,4 +124,20 @@ public static class MarkupDocument if (expr is null || expr.Length < 3 || expr[0] != '{' || expr[^1] != '}') return null; return binding.GetType().GetProperty(expr[1..^1]); } + + private static AnchorEdges Anchor(string? csv) + { + if (string.IsNullOrWhiteSpace(csv)) return AnchorEdges.Left | AnchorEdges.Top; + var a = AnchorEdges.None; + foreach (var part in csv.Split(',', System.StringSplitOptions.TrimEntries | System.StringSplitOptions.RemoveEmptyEntries)) + a |= part.ToLowerInvariant() switch + { + "left" => AnchorEdges.Left, + "top" => AnchorEdges.Top, + "right" => AnchorEdges.Right, + "bottom" => AnchorEdges.Bottom, + _ => AnchorEdges.None, + }; + return a == AnchorEdges.None ? AnchorEdges.Left | AnchorEdges.Top : a; + } } diff --git a/src/AcDream.App/UI/UiElement.cs b/src/AcDream.App/UI/UiElement.cs index 48e1955b..e16c888f 100644 --- a/src/AcDream.App/UI/UiElement.cs +++ b/src/AcDream.App/UI/UiElement.cs @@ -4,6 +4,11 @@ using System.Numerics; namespace AcDream.App.UI; +/// Which parent edges a child keeps a fixed margin to on resize. +/// Left+Right ⇒ width stretches; Top+Bottom ⇒ height stretches. +[System.Flags] +public enum AnchorEdges { None = 0, Left = 1, Top = 2, Right = 4, Bottom = 8 } + /// /// Base class for every UI widget in the retained-mode tree. /// @@ -106,6 +111,10 @@ public abstract class UiElement /// Allow vertical (height) resize. Ignored unless . public bool ResizeY { get; set; } = true; + /// Edges this element anchors to in its parent. Default Left|Top + /// (pinned top-left, fixed size — no reflow). Left|Right stretches width. + public AnchorEdges Anchors { get; set; } = AnchorEdges.Left | AnchorEdges.Top; + // ── Tree structure ────────────────────────────────────────────────── public UiElement? Parent { get; private set; } @@ -170,6 +179,10 @@ public abstract class UiElement { OnDraw(ctx); + // Anchor layout: reflow children to this element's current size. + for (int i = 0; i < _children.Count; i++) + _children[i].ApplyAnchor(Width, Height); + // Children painted back-to-front (lowest ZOrder first). if (_children.Count > 0) { @@ -218,4 +231,51 @@ public abstract class UiElement return OnHitTest(localX, localY) ? this : null; } + + // ── Anchor layout ──────────────────────────────────────────────────── + + private bool _anchorCaptured; + private float _amL, _amT, _amR, _amB, _aw0, _ah0; + + /// Reposition/resize this element per , keeping + /// the margins captured (at first layout / design size) to each anchored edge. + /// Called by the parent each frame before drawing children. + internal void ApplyAnchor(float parentW, float parentH) + { + if (Anchors == AnchorEdges.None) return; + if (!_anchorCaptured) + { + _amL = Left; _amT = Top; + _amR = parentW - (Left + Width); + _amB = parentH - (Top + Height); + _aw0 = Width; _ah0 = Height; + _anchorCaptured = true; + } + var (x, y, w, h) = ComputeAnchoredRect(Anchors, _amL, _amT, _amR, _amB, _aw0, _ah0, parentW, parentH); + Left = x; Top = y; Width = w; Height = h; + } + + /// Compute an anchored child rect. Left&Right ⇒ stretch width + /// (keep both margins); Right only ⇒ pin to right at fixed width; otherwise + /// pin left at fixed width. Same logic vertically. + public static (float x, float y, float w, float h) ComputeAnchoredRect( + AnchorEdges a, float mL, float mT, float mR, float mB, + float w0, float h0, float parentW, float parentH) + { + bool l = (a & AnchorEdges.Left) != 0, r = (a & AnchorEdges.Right) != 0; + float x, w; + if (l && r) { x = mL; w = parentW - mR - mL; } + else if (r) { w = w0; x = parentW - mR - w0; } + else { x = mL; w = w0; } + + bool t = (a & AnchorEdges.Top) != 0, b = (a & AnchorEdges.Bottom) != 0; + float y, h; + if (t && b) { y = mT; h = parentH - mB - mT; } + else if (b) { h = h0; y = parentH - mB - h0; } + else { y = mT; h = h0; } + + if (w < 0) w = 0; + if (h < 0) h = 0; + return (x, y, w, h); + } } diff --git a/src/AcDream.App/UI/assets/vitals.xml b/src/AcDream.App/UI/assets/vitals.xml index 83d59c3b..08e065d6 100644 --- a/src/AcDream.App/UI/assets/vitals.xml +++ b/src/AcDream.App/UI/assets/vitals.xml @@ -1,5 +1,5 @@ - - - - + + + + diff --git a/tests/AcDream.App.Tests/UI/UiRootInputTests.cs b/tests/AcDream.App.Tests/UI/UiRootInputTests.cs index 9ba7dae5..d3b3cc0b 100644 --- a/tests/AcDream.App.Tests/UI/UiRootInputTests.cs +++ b/tests/AcDream.App.Tests/UI/UiRootInputTests.cs @@ -112,4 +112,25 @@ public class UiRootInputTests // bottom edge masked out (Y locked) Assert.True((UiRoot.HitEdges(panel, 200, 200, 5) & ResizeEdges.Bottom) == 0); } + + [Fact] + public void ComputeAnchoredRect_LeftRight_StretchesWidth() + { + // bar at x=8,w=200 in a 220-wide parent (right margin 12). Parent grows to 300. + var (x, _, w, _) = UiElement.ComputeAnchoredRect( + AnchorEdges.Left | AnchorEdges.Right | AnchorEdges.Top, + mL: 8, mT: 24, mR: 12, mB: 58, w0: 200, h0: 14, parentW: 300, parentH: 96); + Assert.Equal(8f, x); + Assert.Equal(280f, w); // 300 - 12 - 8 + } + + [Fact] + public void ComputeAnchoredRect_LeftTopOnly_KeepsFixedSizeAndOrigin() + { + var (x, y, w, h) = UiElement.ComputeAnchoredRect( + AnchorEdges.Left | AnchorEdges.Top, + mL: 8, mT: 24, mR: 12, mB: 58, w0: 200, h0: 14, parentW: 300, parentH: 96); + Assert.Equal(8f, x); Assert.Equal(24f, y); + Assert.Equal(200f, w); Assert.Equal(14f, h); + } } From 6f81e2c91dbc39b32400528a67ffd192570eb71c Mon Sep 17 00:00:00 2001 From: Erik Date: Sun, 14 Jun 2026 19:03:08 +0200 Subject: [PATCH 056/223] =?UTF-8?q?fix(render):=20hide=20editor-only=20pla?= =?UTF-8?q?cement=20markers=20in=20dungeons=20=E2=80=94=20port=20retail's?= =?UTF-8?q?=20degrade-to-nothing=20(#136)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit The "red cone" (+ green floor petals) in the 0x0007 Town Network dungeon is a dat EnvCell static object (Setup 0x02000C39 / GfxObj 0x010028CA) using pure red/green MARKER textures (0x08000109 / 0x0800010A). It is an EDITOR-ONLY placement marker: its DIDDegrade table 0x11000118 is {slot0 Id=mesh MaxDist=0, slot1 Id=0 MaxDist=FLT_MAX}, i.e. visible ONLY at distance 0 (the WorldBuilder editor origin) and degraded to GfxObj id 0 (nothing) at any real distance. retail's distance-based degrade (CPhysicsPart::UpdateViewerDistance 0x0050E030 -> Draw 0x0050D7A0) therefore never draws it in the live client. acdream's render pipeline is extracted from WorldBuilder, which (being an editor) renders every cell static's base mesh directly and has NO degrade handling at all (zero DIDDegrade references in references/WorldBuilder) — so acdream inherited the "show the marker" behavior and drew it forever. It only became visible now because the #135 login-into-dungeon fix drops the player at the exact saved spawn next to it. Fix: GfxObjDegradeResolver.IsRuntimeHiddenMarker() detects the editor-marker pattern (HasDIDDegrade + Degrades[0].MaxDist==0 + a degrade entry with Id==0). The EnvCell static-object hydration (GameWindow ~5793) skips such GfxObjs — whole-stab for bare GfxObj stabs, per-part for Setup stabs (an all-marker Setup then drops via meshRefs.Count==0). This is the faithful equivalent of retail's runtime degrade for static geometry (always viewed at distance > 0); real LOD objects (slot0.MaxDist>0) and degrade-to-real-mesh objects are untouched. Diagnosis was extensive (geometry-not-VFX via particle-off; texture-not-lighting via flat-ambient frame dumps; per-surface runtime decode pinned the red/green marker surfaces; a draw-time probe pinned the dat-static entity id; a dat dump of the Setup + degrade table confirmed the editor-marker pattern). Verified live via a frame dump: the red cone + green petals are gone, all real dungeon decorations still render. 4 new GfxObjDegradeResolver unit tests cover the marker / normal-LOD / no-table / degrades-to-real-mesh cases. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/Rendering/GameWindow.cs | 17 ++++ .../Meshing/GfxObjDegradeResolver.cs | 49 +++++++++++ .../Meshing/GfxObjDegradeResolverTests.cs | 85 +++++++++++++++++++ 3 files changed, 151 insertions(+) diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index f9baef23..8f27733a 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -5800,6 +5800,17 @@ public sealed class GameWindow : IDisposable .DumpEntitySourceIds.Contains(stab.Id); int dumpSetupParts = -1, dumpPlacementFrames = -1, dumpFlattened = -1, dumpDropped = 0; + // #136: skip an EDITOR-ONLY placement marker. Such a dat object degrades to + // nothing (GfxObj id 0) at any runtime distance, so retail's distance-based + // degrade (CPhysicsPart::UpdateViewerDistance) never draws it — only the + // WorldBuilder editor shows it at the origin. acdream's render path came from + // WB (no distance LOD), so without this skip it draws the marker forever (the + // red/green dungeon "cone"). Bare-GfxObj stabs are checked here; Setup stabs + // skip per-part below (a Setup that is ALL markers drops via meshRefs.Count==0). + if ((stab.Id & 0xFF000000u) == 0x01000000u + && AcDream.Core.Meshing.GfxObjDegradeResolver.IsRuntimeHiddenMarker(_dats, stab.Id)) + continue; + var meshRefs = new List(); var interiorBounds = new AcDream.Core.Meshing.LocalBoundsAccumulator(); if ((stab.Id & 0xFF000000u) == 0x01000000u) @@ -5833,6 +5844,12 @@ public sealed class GameWindow : IDisposable } foreach (var mr in flat) { + // #136: skip an editor-only marker PART (retail hides it at runtime + // distance). The #136 dungeon "cone" is Setup 0x02000C39 whose sole + // part GfxObj 0x010028CA is such a marker — skipping it empties + // meshRefs and the whole stab drops below. + if (AcDream.Core.Meshing.GfxObjDegradeResolver.IsRuntimeHiddenMarker(_dats, mr.GfxObjId)) + continue; var gfx = _dats.Get(mr.GfxObjId); if (gfx is null) { diff --git a/src/AcDream.Core/Meshing/GfxObjDegradeResolver.cs b/src/AcDream.Core/Meshing/GfxObjDegradeResolver.cs index c8d38bf7..c9c2bedd 100644 --- a/src/AcDream.Core/Meshing/GfxObjDegradeResolver.cs +++ b/src/AcDream.Core/Meshing/GfxObjDegradeResolver.cs @@ -141,4 +141,53 @@ public static class GfxObjDegradeResolver resolvedGfxObj = closeGfxObj; return true; } + + /// + /// True when a GfxObj is an EDITOR-ONLY placement marker that retail's distance-based + /// degrade hides at any runtime distance. Such a marker's closest degrade slot is visible + /// ONLY at distance 0 (Degrades[0].MaxDist == 0) and the table degrades to GfxObj + /// id 0 (= nothing) at real distance. Retail + /// (CPhysicsPart::UpdateViewerDistance 0x0050E030 → Draw 0x0050D7A0 picks + /// gfxobj[deg_level] by viewer distance) therefore never draws it in the live + /// client — only WorldBuilder shows it at the editor origin. acdream has no per-frame + /// distance-LOD (the resolver above always returns slot 0), so without this check it + /// renders the marker mesh forever — the #136 dungeon "red/green cone" (Setup 0x02000C39 + /// / GfxObj 0x010028CA, whose degrade table 0x11000118 is {slot0 Id=mesh MaxDist=0, + /// slot1 Id=0 MaxDist=FLT_MAX}). Callers that hydrate static geometry (always viewed at + /// distance > 0) skip such GfxObjs. + /// + public static bool IsRuntimeHiddenMarker(DatCollection dats, uint gfxObjId) + => IsRuntimeHiddenMarker( + id => dats.Get(id), + id => dats.Get(id), + gfxObjId); + + /// Loader-callback overload of . + public static bool IsRuntimeHiddenMarker( + Func getGfxObj, + Func getDegradeInfo, + uint gfxObjId) + { + var gfxObj = getGfxObj(gfxObjId); + if (gfxObj is null + || !gfxObj.Flags.HasFlag(GfxObjFlags.HasDIDDegrade) + || gfxObj.DIDDegrade == 0) + return false; + + var info = getDegradeInfo(gfxObj.DIDDegrade); + if (info is null || info.Degrades.Count == 0) + return false; + + // Closest slot visible only at distance exactly 0 = editor-only placement marker. + bool firstSlotEditorOnly = info.Degrades[0].MaxDist == 0f; + if (!firstSlotEditorOnly) + return false; + + // ...and the table degrades to NOTHING (id 0) at real distance — confirms it + // becomes invisible at runtime rather than LOD-swapping to a real mesh. + foreach (var d in info.Degrades) + if ((uint)d.Id == 0u) + return true; + return false; + } } diff --git a/tests/AcDream.Core.Tests/Meshing/GfxObjDegradeResolverTests.cs b/tests/AcDream.Core.Tests/Meshing/GfxObjDegradeResolverTests.cs index 54dc9c28..887bd340 100644 --- a/tests/AcDream.Core.Tests/Meshing/GfxObjDegradeResolverTests.cs +++ b/tests/AcDream.Core.Tests/Meshing/GfxObjDegradeResolverTests.cs @@ -179,4 +179,89 @@ public class GfxObjDegradeResolverTests Assert.Equal(baseId, resolvedId); Assert.Null(resolvedGfx); } + + // ── #136: editor-only placement marker detection ────────────────────────── + + /// + /// The #136 dungeon "cone": its degrade table's slot 0 is visible ONLY at distance 0 + /// (MaxDist=0) and the table degrades to GfxObj id 0 (= nothing) at real distance. + /// Retail's distance degrade never draws it in the live client; we must skip it. + /// + [Fact] + public void IsRuntimeHiddenMarker_EditorMarkerDegradingToNothing_True() + { + const uint markerGfx = 0x010028CAu; + const uint degradeId = 0x11000118u; + var gfx = new GfxObj { Flags = GfxObjFlags.HasDIDDegrade, DIDDegrade = degradeId }; + var info = new GfxObjDegradeInfo + { + Degrades = + { + new GfxObjInfo { Id = markerGfx, MaxDist = 0f }, + new GfxObjInfo { Id = 0u, MaxDist = float.MaxValue }, + }, + }; + var gfxObjs = new Dictionary { [markerGfx] = gfx }; + var infos = new Dictionary { [degradeId] = info }; + + Assert.True(GfxObjDegradeResolver.IsRuntimeHiddenMarker( + id => gfxObjs.GetValueOrDefault(id), id => infos.GetValueOrDefault(id), markerGfx)); + } + + /// A real LOD object — slot 0 visible out to a real distance (MaxDist>0) — + /// is NOT a marker, even though it degrades further. + [Fact] + public void IsRuntimeHiddenMarker_NormalLodObject_False() + { + const uint baseId = 0x01000055u; + const uint degradeId = 0x110006D0u; + var gfx = new GfxObj { Flags = GfxObjFlags.HasDIDDegrade, DIDDegrade = degradeId }; + var info = new GfxObjDegradeInfo + { + Degrades = + { + new GfxObjInfo { Id = 0x01001795u, MaxDist = 25f }, + new GfxObjInfo { Id = 0u, MaxDist = float.MaxValue }, + }, + }; + var gfxObjs = new Dictionary { [baseId] = gfx }; + var infos = new Dictionary { [degradeId] = info }; + + Assert.False(GfxObjDegradeResolver.IsRuntimeHiddenMarker( + id => gfxObjs.GetValueOrDefault(id), id => infos.GetValueOrDefault(id), baseId)); + } + + /// No degrade table at all → not a marker. + [Fact] + public void IsRuntimeHiddenMarker_NoDegradeTable_False() + { + const uint baseId = 0x01001212u; + var gfx = new GfxObj { Flags = 0, DIDDegrade = 0 }; + var gfxObjs = new Dictionary { [baseId] = gfx }; + Assert.False(GfxObjDegradeResolver.IsRuntimeHiddenMarker( + id => gfxObjs.GetValueOrDefault(id), _ => null, baseId)); + } + + /// slot 0 is editor-only (MaxDist=0) but degrades to a REAL mesh (no id-0 + /// entry) — a genuine close-only LOD, not an invisible marker. Do NOT skip. + [Fact] + public void IsRuntimeHiddenMarker_EditorSlotButDegradesToRealMesh_False() + { + const uint baseId = 0x01002000u; + const uint degradeId = 0x11002000u; + var gfx = new GfxObj { Flags = GfxObjFlags.HasDIDDegrade, DIDDegrade = degradeId }; + var info = new GfxObjDegradeInfo + { + Degrades = + { + new GfxObjInfo { Id = baseId, MaxDist = 0f }, + new GfxObjInfo { Id = 0x01002001u, MaxDist = float.MaxValue }, + }, + }; + var gfxObjs = new Dictionary { [baseId] = gfx }; + var infos = new Dictionary { [degradeId] = info }; + + Assert.False(GfxObjDegradeResolver.IsRuntimeHiddenMarker( + id => gfxObjs.GetValueOrDefault(id), id => infos.GetValueOrDefault(id), baseId)); + } } From fd0ecfcf2e2716c53ed37cabadab70ed9d29f617 Mon Sep 17 00:00:00 2001 From: Erik Date: Sun, 14 Jun 2026 19:05:03 +0200 Subject: [PATCH 057/223] =?UTF-8?q?docs:=20close=20#136=20=E2=80=94=20red?= =?UTF-8?q?=20cone=20was=20an=20editor-only=20placement=20marker=20(fixed?= =?UTF-8?q?=206f81e2c)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Rewrite the #136 entry with the definitive root cause (editor-only dat placement marker hidden by retail's distance degrade, inherited as visible from the WB-derived render path) replacing the earlier refuted texture-pipeline hypothesis; mark FIXED. Co-Authored-By: Claude Opus 4.8 (1M context) --- docs/ISSUES.md | 85 +++++++++++++++++++++----------------------------- 1 file changed, 36 insertions(+), 49 deletions(-) diff --git a/docs/ISSUES.md b/docs/ISSUES.md index 02b630da..96bd2d56 100644 --- a/docs/ISSUES.md +++ b/docs/ISSUES.md @@ -46,60 +46,47 @@ Copy this block when adding a new issue: --- -## #136 — "Red cone" decoration renders solid red in the 0x0007 dungeon (retail shows nothing) +## #136 — DONE — "red cone" in the 0x0007 dungeon was an editor-only placement marker acdream drew (retail hides it) -**Status:** OPEN — root-cause narrowed; fix touches a FROZEN phase (awaiting decision) -**Severity:** LOW (cosmetic; one decoration in one dungeon) -**Filed:** 2026-06-14 -**Component:** rendering — WB bindless texture-array pipeline (FROZEN) / possibly lighting (FROZEN) +**Status:** FIXED `6f81e2c` (2026-06-14) — verified live via frame dump: the red cone + +green floor "petals" are gone, all real dungeon decorations still render. User-approved +frozen-phase fix. +**Severity:** LOW (cosmetic; one marker in one dungeon) +**Filed/Fixed:** 2026-06-14 +**Component:** rendering — EnvCell static-object hydration (WB-derived path) vs retail degrade -**Description:** In the `0x0007` Town Network dungeon, a static decoration renders as a -solid bright-RED cone (apex toward the floor) ~3 m up, ~6.8 m from the login spawn. The -user's side-by-side retail client shows NOTHING there — acdream draws geometry retail -doesn't. Became visible only after the #135 login-into-dungeon fix placed the player at the -exact saved spawn next to it (the object always existed; it wasn't reachable/rendered -before). +**Description:** In the `0x0007` Town Network dungeon a bright-RED downward cone (+ a +green/red shape on the floor) rendered ~6 m from the login spawn; the user's side-by-side +retail client showed NOTHING there. Became visible only after the #135 login-into-dungeon +fix placed the player at the exact saved spawn next to it. -**Root cause / status (investigated 2026-06-14):** narrowed by elimination, NOT yet fixed. -- It is GEOMETRY, not a VFX: survives with particle rendering fully disabled. -- The object: server static landblock object `guid=0x70007055` (ACE `0x7`+lb`0x0007`+idx - `0x55`), Setup `0x020019F0`, `physState=0x1C` (Ethereal) — **NoDraw (0x20) and Hidden - (0x4000) are NOT set**, so it's not acdream ignoring retail's NODRAW_PS gate - (`acclient.h:2822`; `CPhysicsObj::set_nodraw` 0x0050fca0). -- Setup `0x020019F0` = 1 part (GfxObj `0x0100447F`, 23 polys), 2 surfaces; it is - near-IDENTICAL to neighbour decoration `0x020019EE` (renders FINE) — they share surface - `0x0800122B` and differ only in one surface: cone `0x0800162B` → tex `0x06006D65`, - neighbour `0x08001629` → tex `0x06006D63`. -- Both distinguishing textures are `PFID_DXT1 256x128`, and BOTH **decode to the same - tan/beige, fully-opaque** image offline (`SurfaceDecoder`: cone avgRGB (210,179,126), - neighbour (214,181,127), 0% alpha). So the source texture is NOT red and NOT transparent - — acdream's decode is correct. -- It is NOT a per-instance tint/highlight (that hook was dropped; `EnvCellRenderer`). -- => The red is introduced at RUNTIME, downstream of decode: most likely the WB bindless - `sampler2DArray` UPLOAD/SAMPLING path (a layer that samples UNDEFINED storage until a - flush runs — the #105 white-walls mechanism class, `ManagedGLTextureArray` PendingUpdate), - or a layer/handle misassignment for this specific texture. Lighting not fully excluded. +**Root cause (definitive):** the cone is ONE dat-hydrated EnvCell static object (`guid=0`, +`id=0x40000835`, Setup `0x02000C39` / GfxObj `0x010028CA`) baked into cell `0x00070145`, +using pure red+green MARKER surfaces (`0x08000109` red, `0x0800010A` green). It is an +**editor-only placement marker**: its `DIDDegrade` table `0x11000118` = +`{slot0 Id=mesh MaxDist=0, slot1 Id=0 MaxDist=FLT_MAX}` — visible ONLY at distance 0 (the +WorldBuilder editor origin) and degraded to GfxObj **id 0 (= nothing)** at any real distance. +Retail's distance-based degrade (`CPhysicsPart::UpdateViewerDistance` 0x0050E030 → `Draw` +0x0050D7A0 draws `gfxobj[deg_level]`) therefore never draws it in the live client. acdream's +render path is extracted from **WorldBuilder**, which — being an editor — renders every cell +static's base mesh directly and has **no degrade handling at all** (zero `DIDDegrade` refs in +`references/WorldBuilder`), so acdream inherited "show the marker" and drew it forever. (NOT +a texture/lighting bug — the cone's *own* object 0x70007055 decodes tan and was a red +herring; the marker is a separate `guid=0` dat static.) -**Why deferred:** the fix lands in the **WB rendering migration** (and possibly **sky/ -lighting**) — both FROZEN phases (CLAUDE.md). A genuine defect, but touching a frozen -subsystem needs explicit user sign-off; flagged for that decision. Also: the acdream dev -window can't be granted to computer-use (not a Start-menu app) and acdream has no -screenshot-to-disk feature, so autonomous visual verification needs a frame-dump feature -added first. +**Fix (`6f81e2c`):** `GfxObjDegradeResolver.IsRuntimeHiddenMarker()` detects the editor-marker +pattern (`HasDIDDegrade` + `Degrades[0].MaxDist==0` + a degrade entry with `Id==0`). EnvCell +static-object hydration (`GameWindow.cs` ~5793) skips such GfxObjs — whole-stab for bare +GfxObj stabs, per-part for Setup stabs (an all-marker Setup then drops via `meshRefs.Count==0`). +Faithful equivalent of retail's runtime degrade for static geometry (always viewed at +distance > 0); real LOD objects (`slot0.MaxDist>0`) and degrade-to-real-mesh objects are +untouched. 4 new `GfxObjDegradeResolver` unit tests. -**Files:** `src/AcDream.App/Rendering/Wb/ManagedGLTextureArray.cs` (array upload/flush), -`src/AcDream.App/Rendering/Wb/TextureCache.cs` (id→array/layer), `mesh_modern.frag:87` -(bindless `sampler2DArray(vTextureHandle)`), the cone = `0x70007055`/Setup `0x020019F0`/tex -`0x06006D65` in cell `0x00070145`. - -**Diagnostic approach (reusable):** a throwaway `RedConeSetupProbeTests` dumped the -Setup→part→surface→SurfaceTexture→texture chain + decoded alpha/avg-color from the dat; the -`[static-spawn]` + nearby-entity probes in `OnLiveEntitySpawnedLocked`/`OnUpdate` ID'd the -guid/flags. A draw-time probe of the cone's resolved bindless handle/layer/PendingUpdateCount -would confirm the exact mechanism. - -**Acceptance:** the `0x70007055` decoration renders with its tan texture (matching its -neighbour) OR is correctly suppressed to match retail (which shows nothing there). +**Follow-up (not done):** outdoor `LandBlockInfo.Objects` stabs could carry the same markers; +apply `IsRuntimeHiddenMarker` there too if any surface. Also revealed (separate): the per- +pixel point-light shader overblows close torches (no per-channel `min(scale·color,color)` cap +vs retail `calc_point_light`) — the bright-red dungeon WALL under normal lighting; tracked +under the #79/#93 A7 lighting umbrella. --- From b303baf4a16a20981fd5a936c80dc58b975d9da2 Mon Sep 17 00:00:00 2001 From: Erik Date: Sun, 14 Jun 2026 19:06:58 +0200 Subject: [PATCH 058/223] fix(D.2b): windows not anchor-managed (regression: move/resize was reset each frame) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit The anchor pass added in f911b5f runs on every element's children — including UiRoot's children, which are the top-level WINDOWS. With the default Left|Top anchor, ApplyAnchor reset each window's Left/Top/Width/Height back to its captured design rect EVERY frame, so user move/resize was undone instantly ("I can't resize or move it"). A window is user-positioned, so it must not be anchor-managed by its parent: set UiNineSlicePanel.Anchors = None. Children INSIDE the window still anchor to it (the bars keep stretching with width). Regression tests: UiNineSlicePanel.Anchors == None; ApplyAnchor(None) is a no-op. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/UI/UiNineSlicePanel.cs | 5 +++++ .../AcDream.App.Tests/UI/UiRootInputTests.cs | 20 +++++++++++++++++++ 2 files changed, 25 insertions(+) diff --git a/src/AcDream.App/UI/UiNineSlicePanel.cs b/src/AcDream.App/UI/UiNineSlicePanel.cs index 576da3e1..2e4465a1 100644 --- a/src/AcDream.App/UI/UiNineSlicePanel.cs +++ b/src/AcDream.App/UI/UiNineSlicePanel.cs @@ -29,6 +29,11 @@ public sealed class UiNineSlicePanel : UiPanel BorderColor = Vector4.Zero; Draggable = true; // retail windows are movable Resizable = true; // retail windows are resizable + // A top-level window is USER-positioned: it must NOT be anchor-managed + // by its parent (UiRoot), or the per-frame anchor pass would reset its + // Left/Top/Width/Height every frame and undo move/resize. Children + // INSIDE the window still anchor to it (the bars stretch with width). + Anchors = AnchorEdges.None; } /// diff --git a/tests/AcDream.App.Tests/UI/UiRootInputTests.cs b/tests/AcDream.App.Tests/UI/UiRootInputTests.cs index d3b3cc0b..1adbffcd 100644 --- a/tests/AcDream.App.Tests/UI/UiRootInputTests.cs +++ b/tests/AcDream.App.Tests/UI/UiRootInputTests.cs @@ -5,6 +5,26 @@ namespace AcDream.App.Tests.UI; public class UiRootInputTests { + [Fact] + public void UiNineSlicePanel_IsNotAnchorManaged_SoUserMoveResizeSticks() + { + // Regression: the per-frame anchor pass must NOT reset a window's rect, + // or move/resize get undone every frame. Windows are user-positioned. + var panel = new UiNineSlicePanel(_ => ((uint)1, 32, 32)); + Assert.Equal(AnchorEdges.None, panel.Anchors); + } + + [Fact] + public void ApplyAnchor_None_IsNoOp() + { + var e = new UiPanel { Left = 50, Top = 60, Width = 100, Height = 40, Anchors = AnchorEdges.None }; + e.ApplyAnchor(800, 600); + Assert.Equal(50f, e.Left); + Assert.Equal(60f, e.Top); + Assert.Equal(100f, e.Width); + Assert.Equal(40f, e.Height); + } + [Fact] public void WantsMouse_TrueOverWidget_FalseOverEmptySpace() { From 56ee5eff60190ffc03f487861fdf32df18c23b2b Mon Sep 17 00:00:00 2001 From: Erik Date: Sun, 14 Jun 2026 19:39:33 +0200 Subject: [PATCH 059/223] =?UTF-8?q?chore(D.2b):=20CLI=20dump-vitals-bars?= =?UTF-8?q?=20=E2=80=94=20read=20vitals=20LayoutDesc=20meter=20sprites?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Adds `AcDream.Cli dump-vitals-bars ` subcommand that: - Scans all 101 LayoutDesc objects in client_local_English.dat - Finds the vitals window layout (0x21000014) by locating the Health meter element id 0x100000E6 (from gmVitalsUI::PostInit decomp) - Walks each meter's sub-element tree (typed access via ElementDesc.Children, ElementDesc.States, ElementDesc.StateDesc, StateDesc.Media, MediaDescImage.File) - Prints every RenderSurface DataId (0x06xxxxxx) per vital Authoritative output: HEALTH (0x100000E6): front-bar fill 0x06005F3D / track fill 0x06005F3C E8/E9/EA pieces: 0x06001131/32/33, 0x06001141/40/3F STAMINA (0x100000EC): front-bar fill 0x06005F3F / track fill 0x06005F3E E8/E9/EA pieces: 0x06001137/38/39, 0x06001147/46/45 MANA (0x100000EE): front-bar fill 0x06005F41 / track fill 0x06005F40 E8/E9/EA pieces: 0x06001134/35/36, 0x06001144/43/42 LayoutDesc shape discovered: Fields Width, Height, Elements (HashTable). ElementDesc shape: ElementId, Type, BaseElement, BaseLayoutId, DefaultState, X/Y/Width/Height/ZLevel, LeftEdge/TopEdge/RightEdge/BottomEdge, States (Dictionary), Children (Dictionary), StateDesc (direct single state). StateDesc shape: StateId, PassToChildren, IncorporationFlags, Properties (Dictionary), Media (List). MediaDescImage shape: File (uint DataId), DrawMode. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.Cli/Program.cs | 156 +++++++++++++++++++++++++++++++++++++ 1 file changed, 156 insertions(+) diff --git a/src/AcDream.Cli/Program.cs b/src/AcDream.Cli/Program.cs index a4c290ee..c4ad9e71 100644 --- a/src/AcDream.Cli/Program.cs +++ b/src/AcDream.Cli/Program.cs @@ -3,8 +3,21 @@ using DatReaderWriter; using DatReaderWriter.DBObjs; using DatReaderWriter.Enums; using DatReaderWriter.Options; +using DatReaderWriter.Types; using Env = System.Environment; +// ─── subcommand dispatch ──────────────────────────────────────────────────── +if (args.Length >= 1 && args[0] == "dump-vitals-bars") +{ + string? dvbDatDir = args.ElementAtOrDefault(1) ?? Env.GetEnvironmentVariable("ACDREAM_DAT_DIR"); + if (string.IsNullOrWhiteSpace(dvbDatDir)) + { + Console.Error.WriteLine("usage: AcDream.Cli dump-vitals-bars "); + return 2; + } + return DumpVitalsBars(dvbDatDir); +} + // Phase 0: open the four AC dat files and print how many of each asset type live in them. // This proves DatReaderWriter works on our retail dats and gives us a baseline inventory // to compare against what a future renderer needs. @@ -160,3 +173,146 @@ static (string Name, Func Count)[] CountCellByLow16(DatCollection dats) ("Region", () => dats.GetAllIdsOfType().Count()), }; } + +/// +/// dump-vitals-bars: find the vitals window LayoutDesc (0x21000014) and print the +/// RenderSurface DataIds (0x06xxxxxx) used by the Health, Stamina, and Mana meter +/// bars. Each meter element (E6/EC/EE) has two child sub-groups per bar visual +/// (front-bar and back-bar/track), each containing: +/// - elem 0x100004A9 (ShowDetail state image = Alphablend fill sprite) +/// - elem 0x100000E8 (DirectStateDesc = left-edge sprite) +/// - elem 0x100000E9 (DirectStateDesc = fill-tile sprite) +/// - elem 0x100000EA (DirectStateDesc = right-edge sprite) +/// +/// Based on the Sept 2013 EoR retail dat, vitals layout id = 0x21000014. +/// Element ids from gmVitalsUI::PostInit in acclient_2013_pseudo_c.txt. +/// +static int DumpVitalsBars(string dvbDatDir) +{ + const uint HEALTH_ELEM_ID = 0x100000E6u; + const uint STAMINA_ELEM_ID = 0x100000ECu; + const uint MANA_ELEM_ID = 0x100000EEu; + + if (!Directory.Exists(dvbDatDir)) + { + Console.Error.WriteLine($"error: directory not found: {dvbDatDir}"); + return 2; + } + + using var dats = new DatCollection(dvbDatDir, DatAccessType.Read); + + // Find the vitals layout: scan all LayoutDescs for one containing the health meter element. + Console.WriteLine("Scanning LayoutDescs for vitals window (element 0x100000E6 = Health meter)..."); + uint? vitalsId = null; + LayoutDesc? vitalsLayout = null; + foreach (var id in dats.GetAllIdsOfType()) + { + var ld = dats.Get(id); + if (ld is null) continue; + if (VbContainsElementId(ld, HEALTH_ELEM_ID)) { vitalsId = id; vitalsLayout = ld; break; } + } + + if (vitalsLayout is null) + { + Console.Error.WriteLine("ERROR: no LayoutDesc contains element 0x100000E6 (Health meter)."); + return 1; + } + Console.WriteLine($"Found vitals layout: 0x{vitalsId!.Value:X8}"); + Console.WriteLine(); + + // For each vital meter, collect all MediaDescImage DataIds from its sub-tree. + var meters = new[] { (HEALTH_ELEM_ID, "HEALTH"), (STAMINA_ELEM_ID, "STAMINA"), (MANA_ELEM_ID, "MANA") }; + foreach (var (eid, vitalName) in meters) + { + Console.WriteLine($"{vitalName} meter (element 0x{eid:X8}) in layout 0x{vitalsId!.Value:X8}:"); + var meterElem = VbFindElement(vitalsLayout!, eid); + if (meterElem is null) { Console.WriteLine(" "); continue; } + + var sprites = new List<(string Role, uint DataId, string DrawMode)>(); + VbCollectSprites(meterElem, sprites, 0); + + if (sprites.Count == 0) + { + Console.WriteLine(" "); + } + else + { + foreach (var (role, dataId, drawMode) in sprites) + Console.WriteLine($" {role,-35} 0x{dataId:X8} ({drawMode})"); + } + Console.WriteLine(); + } + + return 0; +} + +// ─── dump-vitals-bars helpers ─────────────────────────────────────────────── + +static bool VbContainsElementId(LayoutDesc ld, uint targetId) +{ + var elems = ld.Elements; + foreach (var kvp in elems) + { + if (kvp.Key == targetId) return true; + if (VbChildContains(kvp.Value, targetId)) return true; + } + return false; +} + +static bool VbChildContains(ElementDesc elem, uint targetId) +{ + foreach (var kvp in elem.Children) + { + if (kvp.Key == targetId) return true; + if (VbChildContains(kvp.Value, targetId)) return true; + } + return false; +} + +static ElementDesc? VbFindElement(LayoutDesc ld, uint targetId) +{ + foreach (var kvp in ld.Elements) + { + if (kvp.Key == targetId) return kvp.Value; + var found = VbFindChild(kvp.Value, targetId); + if (found is not null) return found; + } + return null; +} + +static ElementDesc? VbFindChild(ElementDesc elem, uint targetId) +{ + foreach (var kvp in elem.Children) + { + if (kvp.Key == targetId) return kvp.Value; + var found = VbFindChild(kvp.Value, targetId); + if (found is not null) return found; + } + return null; +} + +static void VbCollectSprites(ElementDesc elem, List<(string, uint, string)> out_, int depth) +{ + string indent = new string(' ', depth * 2); + + // Check the element's direct StateDesc + if (elem.StateDesc is not null) + VbExtractMedia(elem.StateDesc, $"{indent}elem_0x{elem.ElementId:X8}.DirectState", out_); + + // Check each named state + foreach (var kvp in elem.States) + VbExtractMedia(kvp.Value, $"{indent}elem_0x{elem.ElementId:X8}.{kvp.Key}", out_); + + // Recurse into children + foreach (var kvp in elem.Children) + VbCollectSprites(kvp.Value, out_, depth + 1); +} + +static void VbExtractMedia(StateDesc sd, string role, List<(string, uint, string)> out_) +{ + foreach (var m in sd.Media) + { + if (m is MediaDescImage img && img.File != 0) + out_.Add((role, img.File, img.DrawMode.ToString())); + } +} From 84630517e3027356e14b8d77847054e880befd47 Mon Sep 17 00:00:00 2001 From: Erik Date: Sun, 14 Jun 2026 19:45:54 +0200 Subject: [PATCH 060/223] feat(D.2b): vital bars use retail dat sprites (back track + fill-cropped front) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit UiMeter gains SpriteResolve/BackSpriteId/FrontSpriteId; when both are set, OnDraw draws the empty-track sprite full-width then the colored-fill sprite UV-cropped to the live fill fraction (left-to-right drain). Falls back to solid rects when sprite ids are absent, keeping existing behavior and tests intact. MarkupDocument.Build() parses `back`/`front` hex attrs on and passes `resolve` into every UiMeter. vitals.xml wires the authoritative LayoutDesc 0x21000014 sprites (Health 0x06005F3C/3D, Stamina 3E/3F, Mana 40/41). The bar prove-out block in GameWindow.cs was already gone. If the sprites decode as 1x1 magenta at runtime they are paletted (INDEX16/P8) — the solid-color fallback will display instead and can be investigated separately. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/UI/MarkupDocument.cs | 28 ++++++++++---- src/AcDream.App/UI/UiMeter.cs | 37 ++++++++++++++++--- src/AcDream.App/UI/assets/vitals.xml | 6 +-- .../UI/MarkupDocumentTests.cs | 13 +++++++ 4 files changed, 68 insertions(+), 16 deletions(-) diff --git a/src/AcDream.App/UI/MarkupDocument.cs b/src/AcDream.App/UI/MarkupDocument.cs index 3be8a555..5c7baaa3 100644 --- a/src/AcDream.App/UI/MarkupDocument.cs +++ b/src/AcDream.App/UI/MarkupDocument.cs @@ -58,14 +58,17 @@ public static class MarkupDocument var max = BindUint((string?)el.Attribute("max"), binding); panel.AddChild(new UiMeter { - Left = F(el, "x"), - Top = F(el, "y"), - Width = F(el, "w"), - Height = F(el, "h"), - BarColor = Color((string?)el.Attribute("color")), - Fill = BindFloat((string?)el.Attribute("fill"), binding), - Label = () => (cur(), max()) is (uint c, uint m) ? $"{c}/{m}" : null, - Anchors = Anchor((string?)el.Attribute("anchor")), + Left = F(el, "x"), + Top = F(el, "y"), + Width = F(el, "w"), + Height = F(el, "h"), + BarColor = Color((string?)el.Attribute("color")), + Fill = BindFloat((string?)el.Attribute("fill"), binding), + Label = () => (cur(), max()) is (uint c, uint m) ? $"{c}/{m}" : null, + Anchors = Anchor((string?)el.Attribute("anchor")), + SpriteResolve = resolve, + BackSpriteId = Hex((string?)el.Attribute("back")), + FrontSpriteId = Hex((string?)el.Attribute("front")), }); break; // future element kinds (label, button, image) added here @@ -125,6 +128,15 @@ public static class MarkupDocument return binding.GetType().GetProperty(expr[1..^1]); } + private static uint Hex(string? s) + { + if (string.IsNullOrWhiteSpace(s)) return 0; + var t = s.Trim(); + if (t.StartsWith("0x", System.StringComparison.OrdinalIgnoreCase)) t = t[2..]; + return uint.TryParse(t, System.Globalization.NumberStyles.HexNumber, + System.Globalization.CultureInfo.InvariantCulture, out var v) ? v : 0u; + } + private static AnchorEdges Anchor(string? csv) { if (string.IsNullOrWhiteSpace(csv)) return AnchorEdges.Left | AnchorEdges.Top; diff --git a/src/AcDream.App/UI/UiMeter.cs b/src/AcDream.App/UI/UiMeter.cs index ef2883c2..48911c14 100644 --- a/src/AcDream.App/UI/UiMeter.cs +++ b/src/AcDream.App/UI/UiMeter.cs @@ -24,6 +24,14 @@ public sealed class UiMeter : UiElement public Vector4 BgColor { get; set; } = new(0f, 0f, 0f, 0.5f); public Vector4 LabelColor { get; set; } = new(1f, 1f, 1f, 1f); + /// Resolver from a RenderSurface DataId to (GL handle, w, h). When set + /// with Back/Front sprite ids, the bar draws the retail sprites instead of solid color. + public Func? SpriteResolve { get; set; } + /// Empty-track sprite (drawn full width). 0 = none. + public uint BackSpriteId { get; set; } + /// Colored-fill sprite (drawn cropped to the fill fraction). 0 = none. + public uint FrontSpriteId { get; set; } + public UiMeter() { ClickThrough = true; } /// Clamp to [0,1] and return the fill rect @@ -38,13 +46,32 @@ public sealed class UiMeter : UiElement protected override void OnDraw(UiRenderContext ctx) { - ctx.DrawRect(0, 0, Width, Height, BgColor); - float? pct = Fill(); - if (pct is float p) + float p = pct is float pf ? (pf < 0f ? 0f : pf > 1f ? 1f : pf) : 0f; + + if (SpriteResolve is { } resolve && (BackSpriteId != 0 || FrontSpriteId != 0)) { - var (fx, fy, fw, fh) = ComputeFillRect(p, Width, Height); - if (fw > 0f) ctx.DrawRect(fx, fy, fw, fh, BarColor); + // Retail bar: empty track full width, colored fill cropped to p (left→right). + if (BackSpriteId != 0) + { + var (bt, _, _) = resolve(BackSpriteId); + if (bt != 0) ctx.DrawSprite(bt, 0, 0, Width, Height, 0, 0, 1, 1, Vector4.One); + } + if (FrontSpriteId != 0 && pct is not null && p > 0f) + { + var (ft, _, _) = resolve(FrontSpriteId); + if (ft != 0) ctx.DrawSprite(ft, 0, 0, Width * p, Height, 0, 0, p, 1, Vector4.One); + } + } + else + { + // Placeholder solid-color fallback. + ctx.DrawRect(0, 0, Width, Height, BgColor); + if (pct is not null && p > 0f) + { + var (fx, fy, fw, fh) = ComputeFillRect(p, Width, Height); + if (fw > 0f) ctx.DrawRect(fx, fy, fw, fh, BarColor); + } } string? label = Label(); diff --git a/src/AcDream.App/UI/assets/vitals.xml b/src/AcDream.App/UI/assets/vitals.xml index 08e065d6..2f7292e5 100644 --- a/src/AcDream.App/UI/assets/vitals.xml +++ b/src/AcDream.App/UI/assets/vitals.xml @@ -1,5 +1,5 @@ - - - + + + diff --git a/tests/AcDream.App.Tests/UI/MarkupDocumentTests.cs b/tests/AcDream.App.Tests/UI/MarkupDocumentTests.cs index 5e76ab95..ed717bbd 100644 --- a/tests/AcDream.App.Tests/UI/MarkupDocumentTests.cs +++ b/tests/AcDream.App.Tests/UI/MarkupDocumentTests.cs @@ -56,4 +56,17 @@ public class MarkupDocumentTests Assert.True(panel.ResizeX); Assert.False(panel.ResizeY); } + + [Fact] + public void Build_ParsesBackFrontSpriteIds() + { + const string xml = "" + + "" + + ""; + var panel = MarkupDocument.Build(xml, new FakeBinding(), _ => ((uint)7, 32, 32)); + var meter = Assert.IsType(panel.Children[1]); + Assert.Equal(0x06005F3Cu, meter.BackSpriteId); + Assert.Equal(0x06005F3Du, meter.FrontSpriteId); + Assert.NotNull(meter.SpriteResolve); + } } From d2b8a51426fdbc05887219d76d6cd5b1ecea8769 Mon Sep 17 00:00:00 2001 From: Erik Date: Sun, 14 Jun 2026 21:08:40 +0200 Subject: [PATCH 061/223] =?UTF-8?q?docs:=20wrap-up=20=E2=80=94=20file=20#1?= =?UTF-8?q?37=20(dungeon=20collision)=20+=20#138=20(teleport-out=20world?= =?UTF-8?q?=20loading);=20close=20#135/#136?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit - #137: dungeon collision wrong at doors / wall openings (EnvCell collision; needs repro). - #138: teleport OUT of a dungeon loads the outdoor world incompletely (missing trees/ scenery, broken collision) + a position desync (avatar moves but player position doesn't) — hypothesised as the dungeon-streaming collapse→EXPAND gap (same machinery as #135). - #135 marked DONE (user-verified FPS-steady dungeon login); #136 closed (editor-marker hide). - CLAUDE.md current-state refreshed: #135/#136 shipped, A7 lighting + #137/#138 remaining. Co-Authored-By: Claude Opus 4.8 (1M context) --- CLAUDE.md | 27 +++++++++----------- docs/ISSUES.md | 68 +++++++++++++++++++++++++++++++++++++++++++++++++- 2 files changed, 79 insertions(+), 16 deletions(-) diff --git a/CLAUDE.md b/CLAUDE.md index d4c43ff5..508e28d5 100644 --- a/CLAUDE.md +++ b/CLAUDE.md @@ -108,21 +108,18 @@ movement queries. ## Current state -**Currently working toward: M1.5 — Indoor world feels right.** Building/cellar -demo DONE; **dungeons now RENDER** (2026-06-13, autonomous /loop): G.3a teleport -hold+place + **Bug A** (validated-claim keeps the dungeon landblock prefix, `2ce5e5c`) -+ **login-into-dungeon recenter** (`47ae237`) → live `0x0007` dungeon renders, navigable, -correct membership, WB-DIAG instances **9.1M→39K**. **#95 was a Bug-A symptom, NOT an -unbounded flood — DO NOT port `grab_visible_cells` stab_list bounding** (the flood is -already bounded; the "terrain-less landblock" framing was refuted — dungeons are -flat-terrain + EnvCells). REMAINING for M1.5: **A7 dungeon torch/point-lighting** (dungeon -gets retail's flat 0.2 indoor ambient but `Setup.Lights` torches aren't registered → dim, -"lighting off"); needs visual iteration. M2 (CombatMath) deferred. Detail in **#133/#95** -(ISSUES) + the render digest's top banner. -Recent closes (2026-06-12/13): #119/#128, #112, #113, #124, -#129/#130/#131/#132, UN-2, #108-residual, #127, #125; #116 partial (Ghidra -threshold fix). Keep this paragraph ≤5 lines + pointers — detail in the -docs below, NOT here. +**Currently working toward: M1.5 — Indoor world feels right.** Dungeons RENDER + +are navigable; **login into a dungeon** now loads + places the player and is +**FPS-steady from the start** (#135 pre-collapse + indoor cell-floor spawn gate, +`712f17f`+`2c92375`). The dungeon **"red cone"** was an editor-only placement marker +acdream inherited from WB (retail hides it via distance degrade) — FIXED (#136 `6f81e2c`). +REMAINING for M1.5: **A7 dungeon lighting** (LightBake Core landed `3b93f91`; per-vertex +bake integration + the per-pixel torch OVER-blow still open — #79/#93); **#137 dungeon +collision** (doors / wall openings); **#138 teleport-OUT of a dungeon** loads the outdoor +world incompletely + position desync (the collapse→EXPAND gap — same machinery as #135). +M2 (CombatMath) deferred. Detail in ISSUES (#135–#138) + the render/physics digests. +Recent closes (2026-06-14): #135, #136. Keep this paragraph ≤6 lines + pointers — detail +in the docs below, NOT here. For canonical state, read in this order: - [`docs/plans/2026-05-12-milestones.md`](docs/plans/2026-05-12-milestones.md) — milestone targets + freeze list per milestone diff --git a/docs/ISSUES.md b/docs/ISSUES.md index 96bd2d56..b0f629ae 100644 --- a/docs/ISSUES.md +++ b/docs/ISSUES.md @@ -46,6 +46,72 @@ Copy this block when adding a new issue: --- +## #138 — Teleport OUT of a dungeon loads the outdoor world incompletely + position desync + +**Status:** OPEN +**Severity:** MEDIUM (breaks the dungeon→outdoor transition; collision + visuals wrong after exit) +**Filed:** 2026-06-14 +**Component:** streaming — dungeon collapse↔expand (the #133/#135 collapse) + teleport-arrival + +**Description (user):** taking a portal OUT of a dungeon to the outdoor world often loads +the world incompletely — **fewer objects than expected (e.g. missing trees/scenery)**, and +**collision doesn't work properly**. There's also a **position desync**: "it's like I'm not +moving while my character is moving" (the avatar animates/advances but the player's +actual position / camera doesn't track, or vice-versa). + +**Root cause / status (hypothesis — needs investigation):** very likely a gap in the +dungeon-streaming **collapse→expand** introduced for #133/#135. Inside a dungeon, streaming +is COLLAPSED to the single dungeon landblock (radius-0). On teleport OUT, +`StreamingController.ExitDungeonExpand` must rebuild the full 25×25 outdoor window at the new +center. Suspects: (a) the expand doesn't fully re-enqueue / re-hydrate the outdoor landblocks +(→ missing trees/scenery + no collision because shadow-object registration never ran for the +un-hydrated blocks); (b) the teleport-arrival recenter (`OnLivePositionUpdated`) + +`PreCollapseToDungeon`/observer interaction leaves the streaming observer pinned wrong after +exit; (c) the position desync = the player controller / streaming observer disagree on the +post-exit world position (the avatar moves in one frame, the streaming/camera in another). +Pairs with #135 (`712f17f`/`2c92375`) — same collapse machinery; the EXIT path is the gap. + +**Files:** `src/AcDream.App/Streaming/StreamingController.cs` (`ExitDungeonExpand`, the +collapse/expand hysteresis), `src/AcDream.App/Rendering/GameWindow.cs` (`OnLivePositionUpdated` +teleport recenter ~4912, the streaming Tick gate ~6890, the PortalSpace observer branch), +`TeleportArrivalController`. Cross-check the post-exit shadow-object/collision registration. + +**Acceptance:** portal out of the 0x0007 dungeon → full outdoor world streams (trees/scenery +present), collision works, and the player position tracks correctly (no avatar-vs-camera desync). + +--- + +## #137 — Dungeon collision incorrect at doors and wall openings + +**Status:** OPEN +**Severity:** MEDIUM (movement/collision correctness in dungeons) +**Filed:** 2026-06-14 +**Component:** physics — EnvCell collision (doors, portal openings, cell geometry) + +**Description (user):** collision is still wrong in dungeons — **doors** and **openings in +walls** in particular. (Symptoms not fully characterized yet: likely walking through +openings that should block / blocking at openings that should pass, and door collision not +matching the door's open/closed state.) + +**Root cause / status (to investigate):** dungeon collision is EnvCell-based — the cell's +collision BSP + portal openings + per-cell static objects (doors). Candidates: door +apparatus collision in EnvCells (open/closed BSP swap) not fully ported; portal-opening +(wall gap) collision geometry handled differently from buildings; the per-cell +shadow-object registration (A6.P4, see the physics digest) for dungeon EnvCell statics. +Related families: #32 (edge-slide), #116 (slide-response), the door-collision saga +(see `feedback_dedup_keys_after_cardinality_change`, `feedback_retail_per_cell_shadow_list`). +Needs a targeted repro (which door / which opening, expected vs actual) before fixing — +oracle-first per the physics digest. + +**Files:** `src/AcDream.Core/Physics/` (EnvCell collision, CellTransit, the door apparatus), +`src/AcDream.Core/Physics/ShadowObjectRegistry.cs` (per-cell registration). See +`claude-memory/project_physics_collision_digest.md` (the collision SSOT + DO-NOT-RETRY table). + +**Acceptance:** doors block/pass per their open/closed state; wall openings pass; solid walls +block — matching retail, in the 0x0007 dungeon. + +--- + ## #136 — DONE — "red cone" in the 0x0007 dungeon was an editor-only placement marker acdream drew (retail hides it) **Status:** FIXED `6f81e2c` (2026-06-14) — verified live via frame dump: the red cone + @@ -92,7 +158,7 @@ under the #79/#93 A7 lighting umbrella. ## #135 — ~30 s low-FPS ramp at login (≈10 fps → high) before streaming settles -**Status:** FIX LANDED — pending visual gate (login into the 0x0007 dungeon → FPS steady in ~1–2 s, no neighbour load/unload churn) +**Status:** DONE `712f17f`+`2c92375` (2026-06-14) — user-verified: login into the 0x0007 dungeon is FPS-steady from the start; dungeon loads + places the player. (NOTE: the teleport-OUT path has a separate streaming gap — see #138.) **Severity:** LOW (startup-only; self-corrects) **Filed:** 2026-06-14 **Component:** streaming — first-frame bootstrap vs the dungeon collapse From 1453ff7da249067fd86803119fa273e51dccb1dc Mon Sep 17 00:00:00 2001 From: Erik Date: Sun, 14 Jun 2026 21:40:11 +0200 Subject: [PATCH 062/223] feat(D.2b): retail 3-slice vital bars + headless mockup verifier Render each vital bar as a horizontal 3-slice from the real retail RenderSurface sprites (authoritative ids from the vitals LayoutDesc 0x21000014 via dump-vitals-bars): a fixed-width bevelled left-cap, a stretched glassy-gradient middle, and a fixed-width right-cap. The empty back track draws full width; the coloured front fill grows from the left to the value (the track owns the right end, so the fill omits its own right-cap). Replaces the flat single-sprite Alphablend overlay that read as the old UI - this is the bordered gradient look from the retail screenshot (red HP / gold stamina / blue mana). UiMeter gains the six 9-slice ids (BackLeft/Tile/Right + FrontLeft/Tile/Right) and a DrawHBar helper; MarkupDocument parses the backleft/backtile/backright/frontleft/fronttile/frontright attrs; vitals.xml carries the 18 per-vital ids. The temporary ACDREAM_BAR_PROVEOUT component grid is removed. Adds AcDream.Cli render-vitals-mockup: a headless ImageSharp composite that assembles the bars with the SAME DrawHBar logic, so the sprite assembly can be verified by eye (Read the PNG) without launching the client + server - the fast UI-iteration loop the user asked for. export-ui-sprite dumps a single RenderSurface to PNG for HTML mockups. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/UI/MarkupDocument.cs | 8 +- src/AcDream.App/UI/UiMeter.cs | 74 +++++++--- src/AcDream.App/UI/assets/vitals.xml | 9 +- src/AcDream.Cli/AcDream.Cli.csproj | 8 ++ src/AcDream.Cli/Program.cs | 26 ++++ src/AcDream.Cli/VitalsMockup.cs | 129 ++++++++++++++++++ .../UI/MarkupDocumentTests.cs | 14 +- 7 files changed, 242 insertions(+), 26 deletions(-) create mode 100644 src/AcDream.Cli/VitalsMockup.cs diff --git a/src/AcDream.App/UI/MarkupDocument.cs b/src/AcDream.App/UI/MarkupDocument.cs index 5c7baaa3..1132479b 100644 --- a/src/AcDream.App/UI/MarkupDocument.cs +++ b/src/AcDream.App/UI/MarkupDocument.cs @@ -67,8 +67,12 @@ public static class MarkupDocument Label = () => (cur(), max()) is (uint c, uint m) ? $"{c}/{m}" : null, Anchors = Anchor((string?)el.Attribute("anchor")), SpriteResolve = resolve, - BackSpriteId = Hex((string?)el.Attribute("back")), - FrontSpriteId = Hex((string?)el.Attribute("front")), + BackLeft = Hex((string?)el.Attribute("backleft")), + BackTile = Hex((string?)el.Attribute("backtile")), + BackRight = Hex((string?)el.Attribute("backright")), + FrontLeft = Hex((string?)el.Attribute("frontleft")), + FrontTile = Hex((string?)el.Attribute("fronttile")), + FrontRight = Hex((string?)el.Attribute("frontright")), }); break; // future element kinds (label, button, image) added here diff --git a/src/AcDream.App/UI/UiMeter.cs b/src/AcDream.App/UI/UiMeter.cs index 48911c14..de97aff4 100644 --- a/src/AcDream.App/UI/UiMeter.cs +++ b/src/AcDream.App/UI/UiMeter.cs @@ -25,12 +25,27 @@ public sealed class UiMeter : UiElement public Vector4 LabelColor { get; set; } = new(1f, 1f, 1f, 1f); /// Resolver from a RenderSurface DataId to (GL handle, w, h). When set - /// with Back/Front sprite ids, the bar draws the retail sprites instead of solid color. + /// with the 9-slice ids below, the bar draws the retail sprites instead of solid color. public Func? SpriteResolve { get; set; } - /// Empty-track sprite (drawn full width). 0 = none. - public uint BackSpriteId { get; set; } - /// Colored-fill sprite (drawn cropped to the fill fraction). 0 = none. - public uint FrontSpriteId { get; set; } + + // Retail vital bars are a horizontal 3-slice: a fixed-width bevelled left-cap, + // a stretched gradient middle, and a fixed-width right-cap. The "back" slice is + // the empty track (drawn full width); the "front" slice is the coloured fill + // (drawn from the left, grown to the fill fraction — the track owns the right + // end, so the fill omits its own right-cap). Ids come from the vitals LayoutDesc + // (0x21000014) via tools/dump-vitals-bars; 0 = none. + /// Empty-track left-cap RenderSurface id. + public uint BackLeft { get; set; } + /// Empty-track middle (stretched gradient) RenderSurface id. + public uint BackTile { get; set; } + /// Empty-track right-cap RenderSurface id. + public uint BackRight { get; set; } + /// Coloured-fill left-cap RenderSurface id. + public uint FrontLeft { get; set; } + /// Coloured-fill middle (stretched gradient) RenderSurface id. + public uint FrontTile { get; set; } + /// Coloured-fill right-cap RenderSurface id. + public uint FrontRight { get; set; } public UiMeter() { ClickThrough = true; } @@ -49,19 +64,13 @@ public sealed class UiMeter : UiElement float? pct = Fill(); float p = pct is float pf ? (pf < 0f ? 0f : pf > 1f ? 1f : pf) : 0f; - if (SpriteResolve is { } resolve && (BackSpriteId != 0 || FrontSpriteId != 0)) + if (SpriteResolve is { } resolve && (BackLeft != 0 || BackTile != 0 || FrontTile != 0)) { - // Retail bar: empty track full width, colored fill cropped to p (left→right). - if (BackSpriteId != 0) - { - var (bt, _, _) = resolve(BackSpriteId); - if (bt != 0) ctx.DrawSprite(bt, 0, 0, Width, Height, 0, 0, 1, 1, Vector4.One); - } - if (FrontSpriteId != 0 && pct is not null && p > 0f) - { - var (ft, _, _) = resolve(FrontSpriteId); - if (ft != 0) ctx.DrawSprite(ft, 0, 0, Width * p, Height, 0, 0, p, 1, Vector4.One); - } + // Empty track: full-width 3-slice (left-cap + stretched gradient + right-cap). + DrawHBar(ctx, resolve, BackLeft, BackTile, BackRight, 0, 0, Width, Height, withRightCap: true); + // Coloured fill: grows from the left to the value, no right-cap of its own. + if (pct is not null && p > 0f) + DrawHBar(ctx, resolve, FrontLeft, FrontTile, FrontRight, 0, 0, Width * p, Height, withRightCap: false); } else { @@ -83,4 +92,35 @@ public sealed class UiMeter : UiElement ctx.DrawString(label, tx, ty, LabelColor); } } + + /// + /// Draws a horizontal 3-slice into x at + /// (,): a native-width left-cap, a stretched + /// middle, and (when ) a native-width right-cap. Caps + /// are clamped so a narrow bar never overdraws. A 0 id skips that slice. + /// + private static void DrawHBar( + UiRenderContext ctx, Func resolve, + uint leftId, uint tileId, uint rightId, + float x, float y, float w, float h, bool withRightCap) + { + if (w <= 0f) return; + var (lt, lw, _) = resolve(leftId); + var (tt, _, _) = resolve(tileId); + var (rt, rw, _) = resolve(rightId); + + float rcap = withRightCap && rt != 0 ? MathF.Min(rw, w) : 0f; + float lcap = lt != 0 ? MathF.Min(lw, w - rcap) : 0f; + + if (lt != 0 && lcap > 0f) + ctx.DrawSprite(lt, x, y, lcap, h, 0, 0, 1, 1, Vector4.One); + + float midX = x + lcap; + float midW = w - lcap - rcap; + if (tt != 0 && midW > 0f) + ctx.DrawSprite(tt, midX, y, midW, h, 0, 0, 1, 1, Vector4.One); + + if (rcap > 0f) + ctx.DrawSprite(rt, x + w - rcap, y, rcap, h, 0, 0, 1, 1, Vector4.One); + } } diff --git a/src/AcDream.App/UI/assets/vitals.xml b/src/AcDream.App/UI/assets/vitals.xml index 2f7292e5..ca7e665f 100644 --- a/src/AcDream.App/UI/assets/vitals.xml +++ b/src/AcDream.App/UI/assets/vitals.xml @@ -1,5 +1,8 @@ - - - + + + diff --git a/src/AcDream.Cli/AcDream.Cli.csproj b/src/AcDream.Cli/AcDream.Cli.csproj index 7d30223e..e964e5cb 100644 --- a/src/AcDream.Cli/AcDream.Cli.csproj +++ b/src/AcDream.Cli/AcDream.Cli.csproj @@ -9,6 +9,14 @@ + + + + + + diff --git a/src/AcDream.Cli/Program.cs b/src/AcDream.Cli/Program.cs index c4ad9e71..1eef5eb1 100644 --- a/src/AcDream.Cli/Program.cs +++ b/src/AcDream.Cli/Program.cs @@ -1,4 +1,5 @@ using System.Diagnostics; +using AcDream.Cli; using DatReaderWriter; using DatReaderWriter.DBObjs; using DatReaderWriter.Enums; @@ -18,6 +19,31 @@ if (args.Length >= 1 && args[0] == "dump-vitals-bars") return DumpVitalsBars(dvbDatDir); } +if (args.Length >= 1 && args[0] == "render-vitals-mockup") +{ + string? rvmDatDir = args.ElementAtOrDefault(1) ?? Env.GetEnvironmentVariable("ACDREAM_DAT_DIR"); + string rvmOut = args.ElementAtOrDefault(2) ?? "vitals-mockup.png"; + if (string.IsNullOrWhiteSpace(rvmDatDir)) + { + Console.Error.WriteLine("usage: AcDream.Cli render-vitals-mockup [out.png]"); + return 2; + } + return VitalsMockup.Render(rvmDatDir, rvmOut); +} + +if (args.Length >= 1 && args[0] == "export-ui-sprite") +{ + string? eusDatDir = args.ElementAtOrDefault(1) ?? Env.GetEnvironmentVariable("ACDREAM_DAT_DIR"); + string? eusId = args.ElementAtOrDefault(2); + string eusOut = args.ElementAtOrDefault(3) ?? "sprite.png"; + if (string.IsNullOrWhiteSpace(eusDatDir) || string.IsNullOrWhiteSpace(eusId)) + { + Console.Error.WriteLine("usage: AcDream.Cli export-ui-sprite <0xId> [out.png]"); + return 2; + } + return VitalsMockup.ExportSprite(eusDatDir, eusId, eusOut); +} + // Phase 0: open the four AC dat files and print how many of each asset type live in them. // This proves DatReaderWriter works on our retail dats and gives us a baseline inventory // to compare against what a future renderer needs. diff --git a/src/AcDream.Cli/VitalsMockup.cs b/src/AcDream.Cli/VitalsMockup.cs new file mode 100644 index 00000000..9d4dbe72 --- /dev/null +++ b/src/AcDream.Cli/VitalsMockup.cs @@ -0,0 +1,129 @@ +using AcDream.Core.Textures; +using DatReaderWriter; +using DatReaderWriter.DBObjs; +using DatReaderWriter.Options; +using SixLabors.ImageSharp; +using SixLabors.ImageSharp.PixelFormats; +using SixLabors.ImageSharp.Processing; + +namespace AcDream.Cli; + +/// +/// Headless PNG preview of the retail vital bars. Loads the real RenderSurface +/// sprites from the dats and composites them with the SAME horizontal 3-slice +/// logic the in-client UiMeter.DrawHBar uses (fixed-width bevelled caps + +/// a stretched gradient middle; the empty "back" track full width, the coloured +/// "front" fill grown from the left to the value). This lets the bar assembly be +/// verified by eye without launching the client + connecting to the server. +/// Bar sprite ids come from the vitals LayoutDesc (0x21000014) via dump-vitals-bars. +/// +public static class VitalsMockup +{ + private readonly record struct Vital( + string Name, uint BackL, uint BackT, uint BackR, uint FrontL, uint FrontT, uint FrontR); + + private static readonly Vital[] Vitals = + { + new("health", 0x06001141, 0x06001140, 0x0600113F, 0x06001131, 0x06001132, 0x06001133), + new("stamina", 0x06001147, 0x06001146, 0x06001145, 0x06001137, 0x06001138, 0x06001139), + new("mana", 0x06001144, 0x06001143, 0x06001142, 0x06001134, 0x06001135, 0x06001136), + }; + + private static readonly float[] Fills = { 1.0f, 0.6f, 0.25f }; + + private const int BarW = 200, BarH = 14, PadX = 10, PadY = 10, GapY = 10, ColGap = 16, Zoom = 3; + + public static int Render(string datDir, string outPath) + { + if (!Directory.Exists(datDir)) { Console.Error.WriteLine($"error: directory not found: {datDir}"); return 2; } + using var dats = new DatCollection(datDir, DatAccessType.Read); + + int cols = Fills.Length; + int canvasW = PadX * 2 + cols * BarW + (cols - 1) * ColGap; + int canvasH = PadY * 2 + Vitals.Length * BarH + (Vitals.Length - 1) * GapY; + + // Retail vitals window backdrop is a dark translucent panel; pick a neutral + // dark gray so the bevels + gradient read clearly. + using var canvas = new Image(canvasW, canvasH, new Rgba32(38, 38, 44, 255)); + + for (int vi = 0; vi < Vitals.Length; vi++) + { + var v = Vitals[vi]; + using var bl = Load(dats, v.BackL); + using var bt = Load(dats, v.BackT); + using var br = Load(dats, v.BackR); + using var fl = Load(dats, v.FrontL); + using var ft = Load(dats, v.FrontT); + using var fr = Load(dats, v.FrontR); + + Console.WriteLine($"{v.Name,-8} back[{bl.Width}x{bl.Height} {bt.Width}x{bt.Height} {br.Width}x{br.Height}] " + + $"front[{fl.Width}x{fl.Height} {ft.Width}x{ft.Height} {fr.Width}x{fr.Height}]"); + + int y = PadY + vi * (BarH + GapY); + for (int ci = 0; ci < Fills.Length; ci++) + { + int x = PadX + ci * (BarW + ColGap); + DrawHBar(canvas, bl, bt, br, x, y, BarW, BarH, withRightCap: true); + int fw = (int)(BarW * Fills[ci]); + if (fw > 0) + DrawHBar(canvas, fl, ft, fr, x, y, fw, BarH, withRightCap: false); + } + } + + canvas.Mutate(c => c.Resize(canvasW * Zoom, canvasH * Zoom, KnownResamplers.NearestNeighbor)); + canvas.SaveAsPng(outPath); + Console.WriteLine($"wrote {outPath} ({canvasW * Zoom}x{canvasH * Zoom}; rows=vitals, cols=100%/60%/25%)"); + return 0; + } + + public static int ExportSprite(string datDir, string idText, string outPath) + { + if (!Directory.Exists(datDir)) { Console.Error.WriteLine($"error: directory not found: {datDir}"); return 2; } + uint id = ParseHex(idText); + if (id == 0) { Console.Error.WriteLine($"error: bad id '{idText}'"); return 2; } + using var dats = new DatCollection(datDir, DatAccessType.Read); + using var img = Load(dats, id); + img.SaveAsPng(outPath); + Console.WriteLine($"wrote {outPath} (0x{id:X8} {img.Width}x{img.Height})"); + return 0; + } + + /// Replicates UiMeter.DrawHBar: native-width left-cap, stretched middle, + /// optional native-width right-cap; caps clamped so a narrow bar never overdraws. + private static void DrawHBar( + Image canvas, Image left, Image tile, Image right, + int x, int y, int w, int h, bool withRightCap) + { + if (w <= 0) return; + int rcap = withRightCap ? Math.Min(right.Width, w) : 0; + int lcap = Math.Min(left.Width, w - rcap); + + if (lcap > 0) Blit(canvas, left, x, y, lcap, h); + int midX = x + lcap, midW = w - lcap - rcap; + if (midW > 0) Blit(canvas, tile, midX, y, midW, h); + if (rcap > 0) Blit(canvas, right, x + w - rcap, y, rcap, h); + } + + private static void Blit(Image canvas, Image src, int x, int y, int dw, int dh) + { + if (dw <= 0 || dh <= 0) return; + using var s = src.Clone(c => c.Resize(dw, dh)); + canvas.Mutate(c => c.DrawImage(s, new Point(x, y), 1f)); + } + + private static Image Load(DatCollection dats, uint id) + { + var rs = dats.Get(id); + if (rs is null) { Console.Error.WriteLine($" missing RenderSurface 0x{id:X8}"); return new Image(1, 1); } + var dt = SurfaceDecoder.DecodeRenderSurface(rs); + return Image.LoadPixelData(dt.Rgba8, dt.Width, dt.Height); + } + + private static uint ParseHex(string s) + { + s = s.Trim(); + if (s.StartsWith("0x", StringComparison.OrdinalIgnoreCase)) s = s[2..]; + return uint.TryParse(s, System.Globalization.NumberStyles.HexNumber, + System.Globalization.CultureInfo.InvariantCulture, out var v) ? v : 0u; + } +} diff --git a/tests/AcDream.App.Tests/UI/MarkupDocumentTests.cs b/tests/AcDream.App.Tests/UI/MarkupDocumentTests.cs index ed717bbd..d45aa374 100644 --- a/tests/AcDream.App.Tests/UI/MarkupDocumentTests.cs +++ b/tests/AcDream.App.Tests/UI/MarkupDocumentTests.cs @@ -58,15 +58,21 @@ public class MarkupDocumentTests } [Fact] - public void Build_ParsesBackFrontSpriteIds() + public void Build_ParsesNineSliceBarSpriteIds() { const string xml = "" + - "" + + "" + ""; var panel = MarkupDocument.Build(xml, new FakeBinding(), _ => ((uint)7, 32, 32)); var meter = Assert.IsType(panel.Children[1]); - Assert.Equal(0x06005F3Cu, meter.BackSpriteId); - Assert.Equal(0x06005F3Du, meter.FrontSpriteId); + Assert.Equal(0x06001141u, meter.BackLeft); + Assert.Equal(0x06001140u, meter.BackTile); + Assert.Equal(0x0600113Fu, meter.BackRight); + Assert.Equal(0x06001131u, meter.FrontLeft); + Assert.Equal(0x06001132u, meter.FrontTile); + Assert.Equal(0x06001133u, meter.FrontRight); Assert.NotNull(meter.SpriteResolve); } } From ada863980c742c1ec0e4066bcb45eb214444c5ee Mon Sep 17 00:00:00 2001 From: Erik Date: Sun, 14 Jun 2026 22:12:12 +0200 Subject: [PATCH 063/223] feat(D.2b): scrollable retail chat window (read-only foundation) Add UiChatView, a transcript widget for the retail-look UI: renders the ChatVM tail bottom-pinned (newest at the bottom, like retail) with mouse-wheel scrollback and whole-line vertical clipping so text stays inside the frame. Hosted in a draggable/resizable UiNineSlicePanel and wired into the UiHost next to the vitals window, fed by a dedicated ChatVM (200-line tail) over the same live ChatLog. Per-ChatKind colour palette (speech white, tells magenta, channels blue, system yellow, emotes grey, combat orange). This is the read-only foundation. The next sub-step adds glScissor clipping + word-wrap, drag-to-select, and Ctrl+C copy -- the last needs a CapturesPointerDrag opt-out on UiElement so an interior drag selects text instead of moving the window (today an interior drag still moves the window, same as the vitals panel). Tests: UiChatView.ClampScroll (pin-to-bottom, cap-at-overflow, never-negative). Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/Rendering/GameWindow.cs | 50 ++++++++++ src/AcDream.App/UI/UiChatView.cs | 91 +++++++++++++++++++ tests/AcDream.App.Tests/UI/UiChatViewTests.cs | 28 ++++++ 3 files changed, 169 insertions(+) create mode 100644 src/AcDream.App/UI/UiChatView.cs create mode 100644 tests/AcDream.App.Tests/UI/UiChatViewTests.cs diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index ca649ec2..64289724 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -1773,6 +1773,56 @@ public sealed class GameWindow : IDisposable _uiHost.Root.AddChild(panel); Console.WriteLine("[D.2b] retail UI active — vitals panel from vitals.xml markup."); + // Retail chat window — a draggable/resizable nine-slice frame hosting a + // scrollable transcript (UiChatView). Read-only + wheel-scroll for now; + // drag-select + Ctrl+C copy land in the next D.2b sub-step. A dedicated + // ChatVM with a deeper tail (200) feeds the scrollback; it shares the + // same live ChatLog (Chat) as the ImGui panel. + var retailChatVm = new AcDream.UI.Abstractions.Panels.Chat.ChatVM(Chat, displayLimit: 200); + var chatWindow = new AcDream.App.UI.UiNineSlicePanel(ResolveChrome) + { + Left = 10, Top = 432, Width = 440, Height = 184, + MinWidth = 180, MinHeight = 80, + }; + var chatView = new AcDream.App.UI.UiChatView + { + Left = 8, Top = 8, Width = 424, Height = 168, + Anchors = AcDream.App.UI.AnchorEdges.Left | AcDream.App.UI.AnchorEdges.Top + | AcDream.App.UI.AnchorEdges.Right | AcDream.App.UI.AnchorEdges.Bottom, + Font = _debugFont, + LinesProvider = () => BuildRetailChatLines(retailChatVm), + }; + chatWindow.AddChild(chatView); + _uiHost.Root.AddChild(chatWindow); + + // Map the VM's formatted tail into coloured view lines. Per-ChatKind + // palette (retail-ish): speech white, tells magenta, channels blue, + // system yellow, emotes grey, combat orange. Refined later if needed. + static System.Collections.Generic.IReadOnlyList BuildRetailChatLines( + AcDream.UI.Abstractions.Panels.Chat.ChatVM vm) + { + var detailed = vm.RecentLinesDetailed(); + var result = new AcDream.App.UI.UiChatView.Line[detailed.Count]; + for (int i = 0; i < detailed.Count; i++) + result[i] = new AcDream.App.UI.UiChatView.Line( + detailed[i].Text, RetailChatColor(detailed[i].Kind)); + return result; + } + + static System.Numerics.Vector4 RetailChatColor(AcDream.Core.Chat.ChatKind kind) => kind switch + { + AcDream.Core.Chat.ChatKind.LocalSpeech => new(1f, 1f, 1f, 1f), + AcDream.Core.Chat.ChatKind.RangedSpeech => new(1f, 0.95f, 0.8f, 1f), + AcDream.Core.Chat.ChatKind.Channel => new(0.6f, 0.8f, 1f, 1f), + AcDream.Core.Chat.ChatKind.Tell => new(1f, 0.5f, 1f, 1f), + AcDream.Core.Chat.ChatKind.System => new(1f, 1f, 0.45f, 1f), + AcDream.Core.Chat.ChatKind.Popup => new(1f, 0.85f, 0.4f, 1f), + AcDream.Core.Chat.ChatKind.Emote => new(0.8f, 0.8f, 0.7f, 1f), + AcDream.Core.Chat.ChatKind.SoulEmote => new(0.8f, 0.8f, 0.7f, 1f), + AcDream.Core.Chat.ChatKind.Combat => new(1f, 0.6f, 0.25f, 1f), + _ => new(0.9f, 0.9f, 0.9f, 1f), + }; + // Drain plugin-registered markup panels (buffered before the GL // window opened) into the same UiRoot tree. A faulty plugin markup // file is isolated — logged + skipped, never crashes the client. diff --git a/src/AcDream.App/UI/UiChatView.cs b/src/AcDream.App/UI/UiChatView.cs new file mode 100644 index 00000000..5cf9a96b --- /dev/null +++ b/src/AcDream.App/UI/UiChatView.cs @@ -0,0 +1,91 @@ +using System; +using System.Collections.Generic; +using System.Numerics; +using AcDream.App.Rendering; + +namespace AcDream.App.UI; + +/// +/// Scrollable chat transcript for the retail-look chat window. Renders the +/// lines from bottom-pinned (newest at the bottom, +/// like retail) with mouse-wheel scrollback. Whole-line vertical clipping keeps +/// text inside the window. +/// +/// +/// This is the read-only foundation. A follow-up sub-step adds glScissor-based +/// clipping + word-wrap, drag-to-select, and Ctrl+C copy (which needs the +/// opt-out so an interior drag +/// selects text instead of moving the window). +/// +/// +public sealed class UiChatView : UiElement +{ + /// One display line: pre-formatted text + its colour. + public readonly record struct Line(string Text, Vector4 Color); + + /// Provider of the lines to show, oldest-first. Polled each frame. + public Func> LinesProvider { get; set; } = static () => Array.Empty(); + + /// Font for the transcript; falls back to the context default. + public BitmapFont? Font { get; set; } + + /// Backing fill behind the text (retail chat is a dark translucent box). + public Vector4 BackgroundColor { get; set; } = new(0f, 0f, 0f, 0.35f); + + /// Inner text inset from the view edges, px. + public float Padding { get; set; } = 4f; + + // Pixels the transcript is scrolled UP from the newest line (0 = pinned to bottom). + private float _scroll; + private const float WheelLines = 3f; // lines advanced per wheel notch + + /// + /// Clamp a scroll offset to [0, max] where max = content-height - view-height + /// (never negative — when everything fits, scroll is pinned to 0). Exposed for tests. + /// + public static float ClampScroll(float scroll, float contentHeight, float viewHeight) + { + float max = Math.Max(0f, contentHeight - viewHeight); + if (scroll < 0f) return 0f; + return scroll > max ? max : scroll; + } + + protected override void OnDraw(UiRenderContext ctx) + { + ctx.DrawRect(0, 0, Width, Height, BackgroundColor); + + var font = Font ?? ctx.DefaultFont; + if (font is null) return; + + var lines = LinesProvider(); + if (lines.Count == 0) return; + + float lh = font.LineHeight; + float top = Padding, bottom = Height - Padding; + float innerH = bottom - top; + float contentH = lines.Count * lh; + _scroll = ClampScroll(_scroll, contentH, innerH); + + // Bottom-pin: with _scroll==0 the LAST line ends at `bottom`; scrolling up + // shifts the whole block down so older lines are revealed at the top. + float baseY = bottom - contentH + _scroll; + for (int i = 0; i < lines.Count; i++) + { + float y = baseY + i * lh; + if (y < top || y + lh > bottom) continue; // whole-line vertical clip (no scissor yet) + ctx.DrawString(lines[i].Text, Padding, y, lines[i].Color, font); + } + } + + public override bool OnEvent(in UiEvent e) + { + if (e.Type == UiEventType.Scroll) + { + float lh = Font?.LineHeight ?? 16f; + // Silk wheel +Y = scroll up = reveal older = shift content down = larger _scroll. + _scroll += e.Data0 * WheelLines * lh; // re-clamped next OnDraw against live content + return true; + } + return false; + } +} diff --git a/tests/AcDream.App.Tests/UI/UiChatViewTests.cs b/tests/AcDream.App.Tests/UI/UiChatViewTests.cs new file mode 100644 index 00000000..6dc9f22a --- /dev/null +++ b/tests/AcDream.App.Tests/UI/UiChatViewTests.cs @@ -0,0 +1,28 @@ +using AcDream.App.UI; + +namespace AcDream.App.Tests.UI; + +public class UiChatViewTests +{ + [Fact] + public void ClampScroll_PinsToZero_WhenContentFitsView() + { + // 5 lines of content in a taller view → nothing to scroll, pinned at 0. + Assert.Equal(0f, UiChatView.ClampScroll(50f, contentHeight: 80f, viewHeight: 200f)); + Assert.Equal(0f, UiChatView.ClampScroll(0f, contentHeight: 80f, viewHeight: 200f)); + } + + [Fact] + public void ClampScroll_CapsAtContentMinusView_WhenOverflowing() + { + // Content 500, view 200 → max scrollback is 300px (oldest line at top). + Assert.Equal(300f, UiChatView.ClampScroll(1000f, contentHeight: 500f, viewHeight: 200f)); + Assert.Equal(120f, UiChatView.ClampScroll(120f, contentHeight: 500f, viewHeight: 200f)); + } + + [Fact] + public void ClampScroll_NeverNegative() + { + Assert.Equal(0f, UiChatView.ClampScroll(-50f, contentHeight: 500f, viewHeight: 200f)); + } +} From ff29787f12ac278c37bc920e36ee207c5556a1ac Mon Sep 17 00:00:00 2001 From: Erik Date: Sun, 14 Jun 2026 22:50:17 +0200 Subject: [PATCH 064/223] fix(D.2b): vitals from the real stacked-window LayoutDesc (0x2100006C) The vitals bars were rendered from the WRONG layout. The ids in vitals.xml (0x0600113x) belong to LayoutDesc 0x21000014 -- the 800x28 floaty side-vitals ROW. The stacked vitals window the user sees is LayoutDesc 0x2100006C (160x58), which uses a different sprite set and geometry. Dumped the real tree (new dump-vitals-layout CLI, reflective) and ported it: - Sprites (#2): the stacked-window set 0x0600747E-0x0600748F (health/stamina/ mana, each back+front 3-slice; caps 10px, mid 130px). - Right cap (#1) + fill model: retail UIElement_Meter::DrawChildren draws the back 3-slice full then the front 3-slice CLIPPED to the fill fraction (its own right-cap shows at 100%, the back's shows through when partial). UiMeter now clips the front per-slice (UV-crop) instead of growing a capless slice. - Spacing (#5): three flush 150x16 bars at y=5/21/37 in a 160x58 window (16px pitch, zero gap), per the dat rects -- not the old 20px-apart guess. - Border (#3): the window is the 8-piece chrome frame (corners 0x060074C3-C6, edges 0x060074BF-C2, 5px) -- dat-confirmed identical to RetailChromeSprites. The headless render-vitals-mockup now composites this exact window (0x2100006C) from the real sprites with the same clipped-fill model, so the look was verified before launch. Font (#4, dat Font 0x40000000) is the next commit. Decomp refs: gmVitalsUI::PostInit @0x4bfce0; UIElement_Meter::DrawChildren @0x46fbd0 (scissor-fill); geometry from LayoutDesc 0x2100006C. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/UI/UiMeter.cs | 61 ++++++----- src/AcDream.App/UI/assets/vitals.xml | 19 ++-- src/AcDream.Cli/Program.cs | 12 +++ src/AcDream.Cli/VitalsLayoutDump.cs | 152 +++++++++++++++++++++++++++ src/AcDream.Cli/VitalsMockup.cs | 138 ++++++++++++++---------- 5 files changed, 293 insertions(+), 89 deletions(-) create mode 100644 src/AcDream.Cli/VitalsLayoutDump.cs diff --git a/src/AcDream.App/UI/UiMeter.cs b/src/AcDream.App/UI/UiMeter.cs index de97aff4..5baec4a7 100644 --- a/src/AcDream.App/UI/UiMeter.cs +++ b/src/AcDream.App/UI/UiMeter.cs @@ -66,11 +66,14 @@ public sealed class UiMeter : UiElement if (SpriteResolve is { } resolve && (BackLeft != 0 || BackTile != 0 || FrontTile != 0)) { - // Empty track: full-width 3-slice (left-cap + stretched gradient + right-cap). - DrawHBar(ctx, resolve, BackLeft, BackTile, BackRight, 0, 0, Width, Height, withRightCap: true); - // Coloured fill: grows from the left to the value, no right-cap of its own. + // Retail meter (UIElement_Meter::DrawChildren): the BACK 3-slice is the + // empty track, drawn full width; the FRONT 3-slice is the coloured fill, + // drawn at FULL width too but horizontally CLIPPED to the fill fraction. + // The front carries its own right-cap (shown at 100%); clipping below 100% + // removes it and reveals the back track's right-cap — retail's scissor-fill. + DrawHBar(ctx, resolve, BackLeft, BackTile, BackRight, Width); if (pct is not null && p > 0f) - DrawHBar(ctx, resolve, FrontLeft, FrontTile, FrontRight, 0, 0, Width * p, Height, withRightCap: false); + DrawHBar(ctx, resolve, FrontLeft, FrontTile, FrontRight, Width * p); } else { @@ -94,33 +97,43 @@ public sealed class UiMeter : UiElement } /// - /// Draws a horizontal 3-slice into x at - /// (,): a native-width left-cap, a stretched - /// middle, and (when ) a native-width right-cap. Caps - /// are clamped so a narrow bar never overdraws. A 0 id skips that slice. + /// Draws the full-width horizontal 3-slice (native-width left-cap, stretched + /// middle, native-width right-cap) over this meter's rect, horizontally CLIPPED + /// so nothing past (local px from the left) is drawn. + /// The back track passes clipW = Width; the front fill passes + /// clipW = Width * fraction. Clipping UV-crops each slice proportionally, + /// so the fill ends cleanly and the back's right-cap shows through when partial. + /// A 0 id skips that slice. /// - private static void DrawHBar( + private void DrawHBar( UiRenderContext ctx, Func resolve, - uint leftId, uint tileId, uint rightId, - float x, float y, float w, float h, bool withRightCap) + uint leftId, uint midId, uint rightId, float clipW) { - if (w <= 0f) return; + if (clipW <= 0f) return; + float w = Width, h = Height; var (lt, lw, _) = resolve(leftId); - var (tt, _, _) = resolve(tileId); + var (mt, _, _) = resolve(midId); var (rt, rw, _) = resolve(rightId); - float rcap = withRightCap && rt != 0 ? MathF.Min(rw, w) : 0f; - float lcap = lt != 0 ? MathF.Min(lw, w - rcap) : 0f; + float capL = lt != 0 ? MathF.Min(lw, w) : 0f; + float capR = rt != 0 ? MathF.Min(rw, w - capL) : 0f; + float midW = w - capL - capR; - if (lt != 0 && lcap > 0f) - ctx.DrawSprite(lt, x, y, lcap, h, 0, 0, 1, 1, Vector4.One); + DrawPiece(ctx, lt, 0f, capL, h, clipW); + DrawPiece(ctx, mt, capL, midW, h, clipW); + DrawPiece(ctx, rt, w - capR, capR, h, clipW); + } - float midX = x + lcap; - float midW = w - lcap - rcap; - if (tt != 0 && midW > 0f) - ctx.DrawSprite(tt, midX, y, midW, h, 0, 0, 1, 1, Vector4.One); - - if (rcap > 0f) - ctx.DrawSprite(rt, x + w - rcap, y, rcap, h, 0, 0, 1, 1, Vector4.One); + /// Draw one slice spanning local [, + /// pieceX+], UV-cropped so nothing past + /// shows. + private static void DrawPiece( + UiRenderContext ctx, uint tex, float pieceX, float pieceW, float h, float clipW) + { + if (tex == 0 || pieceW <= 0f) return; + float visibleW = MathF.Min(pieceW, clipW - pieceX); + if (visibleW <= 0f) return; + float u1 = visibleW / pieceW; // crop the texture horizontally + ctx.DrawSprite(tex, pieceX, 0f, visibleW, h, 0f, 0f, u1, 1f, Vector4.One); } } diff --git a/src/AcDream.App/UI/assets/vitals.xml b/src/AcDream.App/UI/assets/vitals.xml index ca7e665f..eb8dfcbd 100644 --- a/src/AcDream.App/UI/assets/vitals.xml +++ b/src/AcDream.App/UI/assets/vitals.xml @@ -1,8 +1,13 @@ - - - - + + + + + diff --git a/src/AcDream.Cli/Program.cs b/src/AcDream.Cli/Program.cs index 1eef5eb1..0fdad988 100644 --- a/src/AcDream.Cli/Program.cs +++ b/src/AcDream.Cli/Program.cs @@ -19,6 +19,18 @@ if (args.Length >= 1 && args[0] == "dump-vitals-bars") return DumpVitalsBars(dvbDatDir); } +if (args.Length >= 1 && args[0] == "dump-vitals-layout") +{ + string? dvlDatDir = args.ElementAtOrDefault(1) ?? Env.GetEnvironmentVariable("ACDREAM_DAT_DIR"); + string? dvlLayout = args.ElementAtOrDefault(2); + if (string.IsNullOrWhiteSpace(dvlDatDir)) + { + Console.Error.WriteLine("usage: AcDream.Cli dump-vitals-layout [0xLayoutId]"); + return 2; + } + return VitalsLayoutDump.Run(dvlDatDir, dvlLayout); +} + if (args.Length >= 1 && args[0] == "render-vitals-mockup") { string? rvmDatDir = args.ElementAtOrDefault(1) ?? Env.GetEnvironmentVariable("ACDREAM_DAT_DIR"); diff --git a/src/AcDream.Cli/VitalsLayoutDump.cs b/src/AcDream.Cli/VitalsLayoutDump.cs new file mode 100644 index 00000000..675f671b --- /dev/null +++ b/src/AcDream.Cli/VitalsLayoutDump.cs @@ -0,0 +1,152 @@ +using System.Collections; +using System.Reflection; +using DatReaderWriter; +using DatReaderWriter.DBObjs; +using DatReaderWriter.Options; +using DatReaderWriter.Types; + +namespace AcDream.Cli; + +/// +/// Full reflective dump of a vitals LayoutDesc element tree: every scalar +/// property (position/size/flags) of each ElementDesc + its state sprites, +/// so the real bar rects + spacing + window size can be read from the dat +/// instead of guessed. Uses reflection so it doesn't depend on knowing the +/// DatReaderWriter property names ahead of time. +/// +public static class VitalsLayoutDump +{ + public static int Run(string datDir, string? layoutIdText) + { + if (!Directory.Exists(datDir)) { Console.Error.WriteLine($"error: dir not found: {datDir}"); return 2; } + using var dats = new DatCollection(datDir, DatAccessType.Read); + + // Default to the vitals layout dump-vitals-bars found; allow override. + uint layoutId = 0x21000014u; + if (!string.IsNullOrWhiteSpace(layoutIdText)) + { + var t = layoutIdText.Trim(); + if (t.StartsWith("0x", StringComparison.OrdinalIgnoreCase)) t = t[2..]; + uint.TryParse(t, System.Globalization.NumberStyles.HexNumber, null, out layoutId); + } + + // First: scan ALL LayoutDescs that contain a vitals meter element, with root size, + // so we can tell whether 0x21000014 is the one the user sees (row vs stacked). + Console.WriteLine("=== LayoutDescs containing a vitals meter element (0x100000E6/EC/EE) ==="); + foreach (var id in dats.GetAllIdsOfType()) + { + var l = dats.Get(id); + if (l is null) continue; + if (!ContainsAny(l, 0x100000E6u, 0x100000ECu, 0x100000EEu)) continue; + Console.WriteLine($" 0x{id:X8} {RootSizeSummary(l)}"); + } + Console.WriteLine(); + + var ld = dats.Get(layoutId); + if (ld is null) { Console.Error.WriteLine($"layout 0x{layoutId:X8} not found"); return 1; } + + Console.WriteLine($"=== FULL DUMP layout 0x{layoutId:X8} ==="); + DumpScalars("LayoutDesc", ld, 0); + foreach (var kv in ld.Elements) + DumpElement(kv.Value, 1); + return 0; + } + + private static bool ContainsAny(LayoutDesc l, params uint[] ids) + { + foreach (var kv in l.Elements) + if (ElemContains(kv.Value, ids)) return true; + return false; + } + + private static bool ElemContains(ElementDesc e, uint[] ids) + { + if (Array.IndexOf(ids, e.ElementId) >= 0) return true; + foreach (var kv in e.Children) + if (ElemContains(kv.Value, ids)) return true; + return false; + } + + private static string RootSizeSummary(LayoutDesc l) + { + // Print any LayoutDesc-level scalar that looks like a size. + var sb = new System.Text.StringBuilder(); + foreach (var p in l.GetType().GetProperties()) + { + if (p.GetIndexParameters().Length > 0) continue; + if (p.Name is "Elements") continue; + object? v; try { v = p.GetValue(l); } catch { continue; } + if (v is null) continue; + if (IsScalar(v)) sb.Append($"{p.Name}={v} "); + } + return sb.ToString().Trim(); + } + + private static void DumpElement(ElementDesc e, int depth) + { + string ind = new string(' ', depth * 2); + Console.WriteLine($"{ind}element 0x{e.ElementId:X8}"); + DumpScalars(ind + " ", e, depth); + + if (e.StateDesc is not null) DumpMedia(ind + " [DirectState]", e.StateDesc); + foreach (var s in e.States) + DumpMedia($"{ind} [state {s.Key}]", s.Value); + + foreach (var c in e.Children) + DumpElement(c.Value, depth + 1); + } + + private static readonly HashSet Skip = new() { "Children", "States", "StateDesc", "Elements", "Media" }; + + private static void DumpScalars(string label, object o, int depth) + { + foreach (var (name, val) in Members(o)) + { + if (Skip.Contains(name)) continue; + if (IsScalar(val)) + Console.WriteLine($"{label} {name} = {Fmt(name, val)}"); + } + } + + private static void DumpMedia(string label, StateDesc sd) + { + foreach (var m in sd.Media) + { + var sb = new System.Text.StringBuilder(); + foreach (var (name, val) in Members(m)) + if (IsScalar(val)) sb.Append($"{name}={Fmt(name, val)} "); + Console.WriteLine($"{label} {m.GetType().Name}: {sb.ToString().Trim()}"); + } + } + + /// Enumerate public properties AND public fields (the DatReaderWriter + /// generated types expose geometry/file ids as fields, not properties). + private static IEnumerable<(string name, object val)> Members(object o) + { + var t = o.GetType(); + foreach (var p in t.GetProperties(BindingFlags.Public | BindingFlags.Instance)) + { + if (p.GetIndexParameters().Length > 0) continue; + object? v; try { v = p.GetValue(o); } catch { continue; } + if (v is not null) yield return (p.Name, v); + } + foreach (var f in t.GetFields(BindingFlags.Public | BindingFlags.Instance)) + { + object? v; try { v = f.GetValue(o); } catch { continue; } + if (v is not null) yield return (f.Name, v); + } + } + + private static string Fmt(string name, object v) => + name.Contains("File", StringComparison.OrdinalIgnoreCase) && v is uint u ? $"0x{u:X8}" : v.ToString() ?? ""; + + private static bool IsScalar(object v) + { + var t = v.GetType(); + if (v is string) return true; + if (t.IsPrimitive || t.IsEnum) return true; + if (v is IEnumerable) return false; + // value-type structs (Rectangle/Point/etc.) — print via ToString + return t.IsValueType; + } +} diff --git a/src/AcDream.Cli/VitalsMockup.cs b/src/AcDream.Cli/VitalsMockup.cs index 9d4dbe72..b53d8f4f 100644 --- a/src/AcDream.Cli/VitalsMockup.cs +++ b/src/AcDream.Cli/VitalsMockup.cs @@ -9,76 +9,84 @@ using SixLabors.ImageSharp.Processing; namespace AcDream.Cli; /// -/// Headless PNG preview of the retail vital bars. Loads the real RenderSurface -/// sprites from the dats and composites them with the SAME horizontal 3-slice -/// logic the in-client UiMeter.DrawHBar uses (fixed-width bevelled caps + -/// a stretched gradient middle; the empty "back" track full width, the coloured -/// "front" fill grown from the left to the value). This lets the bar assembly be -/// verified by eye without launching the client + connecting to the server. -/// Bar sprite ids come from the vitals LayoutDesc (0x21000014) via dump-vitals-bars. +/// Headless PNG preview of the retail STACKED vitals window (LayoutDesc +/// 0x2100006C, 160x58), composited with the SAME model the in-client UiMeter +/// uses: an 8-piece chrome border, then three flush-stacked 150x16 bars, each +/// drawn as a BACK 3-slice (empty track, full width) + a FRONT 3-slice +/// (coloured fill) horizontally CLIPPED to the fill fraction — so the front's +/// own right-cap shows at full, and clipping reveals the back's right-cap when +/// partial (matching retail's scissor-fill). All ids are dat-verified from +/// 0x2100006C via dump-vitals-layout. /// public static class VitalsMockup { - private readonly record struct Vital( - string Name, uint BackL, uint BackT, uint BackR, uint FrontL, uint FrontT, uint FrontR); + // 8-piece chrome border (RetailChromeSprites; 5px), dat-verified in 0x2100006C. + private const uint TL = 0x060074C3, TOP = 0x060074BF, TR = 0x060074C4; + private const uint LEFT = 0x060074C0, RIGHT = 0x060074C2; + private const uint BL = 0x060074C5, BOT = 0x060074C1, BR = 0x060074C6; + private readonly record struct Vital( + string Name, float Frac, + uint BackL, uint BackM, uint BackR, uint FrontL, uint FrontM, uint FrontR); + + // Stacked-window (0x2100006C) sprite ids — NOT the floaty-row 0x0600113x set. private static readonly Vital[] Vitals = { - new("health", 0x06001141, 0x06001140, 0x0600113F, 0x06001131, 0x06001132, 0x06001133), - new("stamina", 0x06001147, 0x06001146, 0x06001145, 0x06001137, 0x06001138, 0x06001139), - new("mana", 0x06001144, 0x06001143, 0x06001142, 0x06001134, 0x06001135, 0x06001136), + new("health", 0.80f, 0x0600747E, 0x0600747F, 0x06007480, 0x06007481, 0x06007482, 0x06007483), + new("stamina", 0.50f, 0x06007484, 0x06007485, 0x06007486, 0x06007487, 0x06007488, 0x06007489), + new("mana", 0.65f, 0x0600748A, 0x0600748B, 0x0600748C, 0x0600748D, 0x0600748E, 0x0600748F), }; - private static readonly float[] Fills = { 1.0f, 0.6f, 0.25f }; - - private const int BarW = 200, BarH = 14, PadX = 10, PadY = 10, GapY = 10, ColGap = 16, Zoom = 3; + // Window geometry from 0x2100006C: 160x58, 5px border, bars at x=5 y=5/21/37, 150x16. + private const int WinW = 160, WinH = 58, Border = 5, BarX = 5, BarW = 150, BarH = 16; + private static readonly int[] BarY = { 5, 21, 37 }; + private const int Zoom = 5; public static int Render(string datDir, string outPath) { - if (!Directory.Exists(datDir)) { Console.Error.WriteLine($"error: directory not found: {datDir}"); return 2; } + if (!Directory.Exists(datDir)) { Console.Error.WriteLine($"error: dir not found: {datDir}"); return 2; } using var dats = new DatCollection(datDir, DatAccessType.Read); - int cols = Fills.Length; - int canvasW = PadX * 2 + cols * BarW + (cols - 1) * ColGap; - int canvasH = PadY * 2 + Vitals.Length * BarH + (Vitals.Length - 1) * GapY; + using var canvas = new Image(WinW, WinH, new Rgba32(0, 0, 0, 0)); - // Retail vitals window backdrop is a dark translucent panel; pick a neutral - // dark gray so the bevels + gradient read clearly. - using var canvas = new Image(canvasW, canvasH, new Rgba32(38, 38, 44, 255)); - - for (int vi = 0; vi < Vitals.Length; vi++) + // 8-piece chrome border. + using (var tl = Load(dats, TL)) using (var top = Load(dats, TOP)) using (var tr = Load(dats, TR)) + using (var le = Load(dats, LEFT)) using (var ri = Load(dats, RIGHT)) + using (var bl = Load(dats, BL)) using (var bo = Load(dats, BOT)) using (var br = Load(dats, BR)) { - var v = Vitals[vi]; - using var bl = Load(dats, v.BackL); - using var bt = Load(dats, v.BackT); - using var br = Load(dats, v.BackR); - using var fl = Load(dats, v.FrontL); - using var ft = Load(dats, v.FrontT); - using var fr = Load(dats, v.FrontR); - - Console.WriteLine($"{v.Name,-8} back[{bl.Width}x{bl.Height} {bt.Width}x{bt.Height} {br.Width}x{br.Height}] " + - $"front[{fl.Width}x{fl.Height} {ft.Width}x{ft.Height} {fr.Width}x{fr.Height}]"); - - int y = PadY + vi * (BarH + GapY); - for (int ci = 0; ci < Fills.Length; ci++) - { - int x = PadX + ci * (BarW + ColGap); - DrawHBar(canvas, bl, bt, br, x, y, BarW, BarH, withRightCap: true); - int fw = (int)(BarW * Fills[ci]); - if (fw > 0) - DrawHBar(canvas, fl, ft, fr, x, y, fw, BarH, withRightCap: false); - } + Blit(canvas, tl, 0, 0, Border, Border); + Blit(canvas, top, Border, 0, WinW - 2 * Border, Border); + Blit(canvas, tr, WinW - Border, 0, Border, Border); + Blit(canvas, le, 0, Border, Border, WinH - 2 * Border); + Blit(canvas, ri, WinW - Border, Border, Border, WinH - 2 * Border); + Blit(canvas, bl, 0, WinH - Border, Border, Border); + Blit(canvas, bo, Border, WinH - Border, WinW - 2 * Border, Border); + Blit(canvas, br, WinW - Border, WinH - Border, Border, Border); } - canvas.Mutate(c => c.Resize(canvasW * Zoom, canvasH * Zoom, KnownResamplers.NearestNeighbor)); + for (int i = 0; i < Vitals.Length; i++) + { + var v = Vitals[i]; + int y = BarY[i]; + using var bl_ = Load(dats, v.BackL); using var bm = Load(dats, v.BackM); using var br_ = Load(dats, v.BackR); + using var fl = Load(dats, v.FrontL); using var fm = Load(dats, v.FrontM); using var fr = Load(dats, v.FrontR); + Console.WriteLine($"{v.Name,-8} back[{bl_.Width}x{bl_.Height} {bm.Width}x{bm.Height} {br_.Width}x{br_.Height}] " + + $"front[{fl.Width}x{fl.Height} {fm.Width}x{fm.Height} {fr.Width}x{fr.Height}] frac={v.Frac}"); + // Back track: full width. + DrawHBar(canvas, bl_, bm, br_, BarX, y, BarW, BarH, clipW: BarW); + // Front fill: full 3-slice clipped to the fraction. + DrawHBar(canvas, fl, fm, fr, BarX, y, BarW, BarH, clipW: (int)MathF.Round(BarW * v.Frac)); + } + + canvas.Mutate(c => c.Resize(WinW * Zoom, WinH * Zoom, KnownResamplers.NearestNeighbor)); canvas.SaveAsPng(outPath); - Console.WriteLine($"wrote {outPath} ({canvasW * Zoom}x{canvasH * Zoom}; rows=vitals, cols=100%/60%/25%)"); + Console.WriteLine($"wrote {outPath} ({WinW * Zoom}x{WinH * Zoom}; stacked window 0x2100006C, fracs h/s/m={Vitals[0].Frac}/{Vitals[1].Frac}/{Vitals[2].Frac})"); return 0; } public static int ExportSprite(string datDir, string idText, string outPath) { - if (!Directory.Exists(datDir)) { Console.Error.WriteLine($"error: directory not found: {datDir}"); return 2; } + if (!Directory.Exists(datDir)) { Console.Error.WriteLine($"error: dir not found: {datDir}"); return 2; } uint id = ParseHex(idText); if (id == 0) { Console.Error.WriteLine($"error: bad id '{idText}'"); return 2; } using var dats = new DatCollection(datDir, DatAccessType.Read); @@ -88,20 +96,34 @@ public static class VitalsMockup return 0; } - /// Replicates UiMeter.DrawHBar: native-width left-cap, stretched middle, - /// optional native-width right-cap; caps clamped so a narrow bar never overdraws. + /// Horizontal 3-slice (native-width left-cap, stretched middle, native-width + /// right-cap) clipped so nothing past (bar-local px) draws. + /// Mirrors the in-client UiMeter: back uses clipW=full, front uses clipW=frac*width. private static void DrawHBar( - Image canvas, Image left, Image tile, Image right, - int x, int y, int w, int h, bool withRightCap) + Image canvas, Image left, Image mid, Image right, + int x, int y, int w, int h, int clipW) { - if (w <= 0) return; - int rcap = withRightCap ? Math.Min(right.Width, w) : 0; - int lcap = Math.Min(left.Width, w - rcap); + if (w <= 0 || clipW <= 0) return; + int capL = Math.Min(left.Width, w); + int capR = Math.Min(right.Width, w - capL); + int midW = w - capL - capR; + DrawClippedPiece(canvas, left, x, y, 0, capL, h, clipW); + DrawClippedPiece(canvas, mid, x, y, capL, midW, h, clipW); + DrawClippedPiece(canvas, right, x, y, w - capR, capR, h, clipW); + } - if (lcap > 0) Blit(canvas, left, x, y, lcap, h); - int midX = x + lcap, midW = w - lcap - rcap; - if (midW > 0) Blit(canvas, tile, midX, y, midW, h); - if (rcap > 0) Blit(canvas, right, x + w - rcap, y, rcap, h); + /// Draw one slice spanning bar-local [pieceLocalX, pieceLocalX+pieceW], cropped + /// horizontally so nothing past clipW shows (UV-cropping the texture proportionally). + private static void DrawClippedPiece( + Image canvas, Image src, int x, int y, int pieceLocalX, int pieceW, int h, int clipW) + { + if (pieceW <= 0) return; + int visibleW = Math.Min(pieceW, clipW - pieceLocalX); + if (visibleW <= 0) return; + int srcCropW = Math.Max(1, (int)MathF.Round(src.Width * (visibleW / (float)pieceW))); + srcCropW = Math.Min(srcCropW, src.Width); + using var piece = src.Clone(c => c.Crop(new Rectangle(0, 0, srcCropW, src.Height)).Resize(visibleW, h)); + canvas.Mutate(c => c.DrawImage(piece, new Point(x + pieceLocalX, y), 1f)); } private static void Blit(Image canvas, Image src, int x, int y, int dw, int dh) From 36bd3522f42497ab5a19343a9b9580a5b2fe97c5 Mon Sep 17 00:00:00 2001 From: Erik Date: Sun, 14 Jun 2026 23:02:35 +0200 Subject: [PATCH 065/223] feat(D.2b): retail dat-font (Font 0x40000000) for vitals numbers MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit The vitals cur/max overlay rendered with the consola TTF debug font, which is wrong for the retail look. Port the retail dat-font render path so the numbers use Font 0x40000000 (Latin-1, 16px, with outline atlas) — the same font retail draws on the vitals window. UiDatFont (new): loads the Font DBObj from the DatCollection and uploads its two RenderSurface atlases (foreground glyph pixels 0x06005EE5 + background outline 0x06005EE6) through TextureCache.GetOrUploadRenderSurface — the same direct-RenderSurface path the D.2b chrome sprites use. Builds a char->FontCharDesc lookup and exposes MeasureWidth + LineHeight. The per-glyph advance (HorizontalOffsetBefore + Width + HorizontalOffsetAfter) is a pure static so the pen math is unit-testable without GL or the dat. UiRenderContext.DrawStringDat (new): two-pass per-glyph blit mirroring SurfaceWindow::DrawCharacter (acclient 0x00442bd0) — the BACKGROUND atlas sub-rect tinted black (outline) first, then the FOREGROUND sub-rect tinted the text color (fill), with the pen accumulating the retail advance the way the string loop does at 0x00467ed4. Respects the UI transform stack. Skips the outline pass for fonts with no background atlas. No shader change was needed: the foreground atlas decodes A8 -> (255,255,255,a), and ui_text.frag's RGBA-sprite path already MULTIPLIES the texel by the per-vertex tint (texture(uTex,vUv)*vColor), so tinting white+alpha by a color gives color+alpha (black outline, text-color fill). UiMeter: new DatFont property; the label renders via DrawStringDat (centered with DatFont.MeasureWidth) when set, falling back to the debug BitmapFont when null. GameWindow: loads one UiDatFont for the vitals panel (under _datLock) and assigns it to each UiMeter child; logs + falls back to the debug font if the Font fails to load (never crashes). Tests: 6 pure-logic UiDatFontTests for GlyphAdvance + MeasureWidth (synthetic glyphs, negative bearings, missing chars, empty/null). Full App UI suite green (84 passed). DatReaderWriter member names verified via reflection on the 2.1.7 package: Font.{MaxCharHeight,BaselineOffset,ForegroundSurfaceDataId, BackgroundSurfaceDataId,CharDescs} and FontCharDesc.{Unicode,OffsetX, OffsetY,Width,Height,HorizontalOffsetBefore,HorizontalOffsetAfter, VerticalOffsetBefore}. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/Rendering/GameWindow.cs | 21 +++ src/AcDream.App/UI/UiDatFont.cs | 160 +++++++++++++++++++ src/AcDream.App/UI/UiMeter.cs | 28 +++- src/AcDream.App/UI/UiRenderContext.cs | 73 +++++++++ tests/AcDream.App.Tests/UI/UiDatFontTests.cs | 84 ++++++++++ 5 files changed, 361 insertions(+), 5 deletions(-) create mode 100644 src/AcDream.App/UI/UiDatFont.cs create mode 100644 tests/AcDream.App.Tests/UI/UiDatFontTests.cs diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index 64289724..ce0989f8 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -1770,6 +1770,27 @@ public sealed class GameWindow : IDisposable string vitalsXml = System.IO.File.ReadAllText( System.IO.Path.Combine(AppContext.BaseDirectory, "UI", "assets", "vitals.xml")); var panel = AcDream.App.UI.MarkupDocument.Build(vitalsXml, _vitalsVm!, ResolveChrome, controls); + + // Phase D.2b — retail dat-font for the vitals numbers. Font 0x40000000 + // (Latin-1, 16px, outline atlas). The consola TTF debug font is wrong + // for retail look; the meter falls back to it only if the dat font fails + // to load. Loaded under _datLock for consistency with other dat reads + // (no streaming worker is active during OnLoad, but the lock is cheap). + AcDream.App.UI.UiDatFont? vitalsDatFont; + lock (_datLock) + vitalsDatFont = AcDream.App.UI.UiDatFont.Load(_dats!, _textureCache!); + if (vitalsDatFont is not null) + { + foreach (var child in panel.Children) + if (child is AcDream.App.UI.UiMeter meter) + meter.DatFont = vitalsDatFont; + Console.WriteLine("[D.2b] vitals dat-font 0x40000000 loaded for numeric overlay."); + } + else + { + Console.WriteLine("[D.2b] vitals dat-font 0x40000000 unavailable — falling back to debug font."); + } + _uiHost.Root.AddChild(panel); Console.WriteLine("[D.2b] retail UI active — vitals panel from vitals.xml markup."); diff --git a/src/AcDream.App/UI/UiDatFont.cs b/src/AcDream.App/UI/UiDatFont.cs new file mode 100644 index 00000000..c08e20de --- /dev/null +++ b/src/AcDream.App/UI/UiDatFont.cs @@ -0,0 +1,160 @@ +using System; +using System.Collections.Generic; +using System.Numerics; +using AcDream.App.Rendering; +using DatReaderWriter; +using DatReaderWriter.DBObjs; +using DatReaderWriter.Types; + +namespace AcDream.App.UI; + +/// +/// A retail dat-font (DB_TYPE_FONT, id range 0x40000000-0x40000FFF) ready for +/// 2D drawing. Holds the two GL atlas textures (foreground glyph pixels + +/// background outline/shadow), the per-glyph descriptor table, and the line +/// metrics, so can blit each glyph +/// as two textured quads exactly the way the retail client does. +/// +/// +/// Retail render model — SurfaceWindow::DrawCharacter +/// (acclient 0x00442bd0, Font::GetCharDesc + the two SurfaceWindow blits): for +/// each glyph it copies the BACKGROUND atlas sub-rect first, tinted with the +/// outline color (black), then the FOREGROUND atlas sub-rect, tinted with the +/// requested text color. The pen advances by +/// HorizontalOffsetBefore + Width + HorizontalOffsetAfter (the function's +/// return value, accumulated by the string loop at 0x00467ed4 +/// edi_3 += var_98), and each glyph is drawn starting at +/// penX + HorizontalOffsetBefore. +/// +/// +/// +/// Atlas format: the foreground atlas (0x06005EE5 for Font 0x40000000) is +/// PFID_A8 — alpha-only. Our SurfaceDecoder expands A8 to RGBA as +/// (255,255,255, alpha). The UI sprite shader path (ui_text.frag, +/// uUseTexture==2) MULTIPLIES the sampled texel by the per-vertex tint +/// (texture(uTex,vUv) * vColor), so tinting a white+alpha glyph by a +/// color gives that color with the glyph's alpha — black for the outline pass, +/// text color for the fill pass. No shader change was needed. +/// +/// +public sealed class UiDatFont +{ + /// Retail UI font id (Latin-1, 16x16 max, with outline atlas). + public const uint DefaultFontId = 0x40000000u; + + /// Foreground (glyph pixels) GL texture handle + atlas pixel size. + public uint ForegroundTexture { get; } + public int ForegroundWidth { get; } + public int ForegroundHeight { get; } + + /// Background (outline/shadow) GL texture handle + atlas pixel size. + /// 0 when the font has no background atlas (then the outline pass is skipped). + public uint BackgroundTexture { get; } + public int BackgroundWidth { get; } + public int BackgroundHeight { get; } + + /// Vertical advance between lines (retail MaxCharHeight). + public float LineHeight { get; } + + /// Distance from a line's top to its baseline (retail BaselineOffset). + public float BaselineOffset { get; } + + private readonly Dictionary _glyphs; + + private UiDatFont( + uint fgTex, int fgW, int fgH, + uint bgTex, int bgW, int bgH, + float lineHeight, float baselineOffset, + Dictionary glyphs) + { + ForegroundTexture = fgTex; ForegroundWidth = fgW; ForegroundHeight = fgH; + BackgroundTexture = bgTex; BackgroundWidth = bgW; BackgroundHeight = bgH; + LineHeight = lineHeight; + BaselineOffset = baselineOffset; + _glyphs = glyphs; + } + + /// True if this font carries a separate outline/shadow atlas + /// (retail's m_pBackgroundSurface). When false the outline pass is + /// skipped and only the foreground (fill) glyphs are drawn. + public bool HasBackground => BackgroundTexture != 0; + + /// Look up a glyph descriptor for a character. Returns false for + /// characters not present in the font's table (callers skip them). + public bool TryGetGlyph(char c, out FontCharDesc glyph) => _glyphs.TryGetValue(c, out glyph!); + + /// + /// Load Font from the dat collection and upload + /// both atlases through the texture cache (the same direct-RenderSurface + /// path the D.2b chrome sprites use). Returns null if the Font DBObj is + /// missing — callers fall back to the debug bitmap font. + /// + public static UiDatFont? Load(DatCollection dats, TextureCache cache, uint fontId = DefaultFontId) + { + ArgumentNullException.ThrowIfNull(dats); + ArgumentNullException.ThrowIfNull(cache); + + if (!dats.TryGet(fontId, out var font) || font is null) + return null; + + // Foreground atlas is required; without it there are no glyph pixels. + if (font.ForegroundSurfaceDataId == 0) + return null; + + uint fgTex = cache.GetOrUploadRenderSurface(font.ForegroundSurfaceDataId, out int fgW, out int fgH); + + uint bgTex = 0; int bgW = 0, bgH = 0; + if (font.BackgroundSurfaceDataId != 0) + bgTex = cache.GetOrUploadRenderSurface(font.BackgroundSurfaceDataId, out bgW, out bgH); + + // Build the char->descriptor lookup. FontCharDesc.Unicode is the code + // point; for Latin-1 fonts this is a direct char cast. Last write wins + // on the rare duplicate (retail's Font::GetCharDesc does a linear scan + // and returns the first match, but the dat tables have no duplicates). + var glyphs = new Dictionary(font.CharDescs.Count); + foreach (var cd in font.CharDescs) + glyphs[(char)cd.Unicode] = cd; + + return new UiDatFont( + fgTex, fgW, fgH, + bgTex, bgW, bgH, + lineHeight: font.MaxCharHeight, + baselineOffset: font.BaselineOffset, + glyphs); + } + + /// + /// Total pen advance (in pixels) for , summing each + /// glyph's retail advance. Characters not in the font contribute nothing. + /// + public float MeasureWidth(string text) + => MeasureWidth(text, c => _glyphs.TryGetValue(c, out var g) ? g : null); + + /// + /// Pure pen-advance summation seam: total width of + /// given a that maps each char to its descriptor + /// (null = not in the font → contributes nothing). Lets the advance math be + /// unit-tested with synthetic glyphs, with no GL or dat dependency. + /// + public static float MeasureWidth(string? text, Func lookup) + { + ArgumentNullException.ThrowIfNull(lookup); + if (string.IsNullOrEmpty(text)) return 0f; + float w = 0f; + for (int i = 0; i < text.Length; i++) + if (lookup(text[i]) is { } g) + w += GlyphAdvance(g); + return w; + } + + /// + /// The retail per-glyph horizontal advance: + /// HorizontalOffsetBefore + Width + HorizontalOffsetAfter. This is the + /// value SurfaceWindow::DrawCharacter returns for proportional text + /// (flag bit 0x10 set, acclient 0x00442c3a) and the string loop accumulates + /// into the pen. Pulled out as a pure static so the math is unit-testable + /// without GL or the dat. + /// + public static float GlyphAdvance(FontCharDesc g) + => g.HorizontalOffsetBefore + g.Width + g.HorizontalOffsetAfter; +} diff --git a/src/AcDream.App/UI/UiMeter.cs b/src/AcDream.App/UI/UiMeter.cs index 5baec4a7..f2b44f50 100644 --- a/src/AcDream.App/UI/UiMeter.cs +++ b/src/AcDream.App/UI/UiMeter.cs @@ -24,6 +24,12 @@ public sealed class UiMeter : UiElement public Vector4 BgColor { get; set; } = new(0f, 0f, 0f, 0.5f); public Vector4 LabelColor { get; set; } = new(1f, 1f, 1f, 1f); + /// Retail dat font (Font 0x40000000) for the "cur/max" overlay. When + /// set, the label renders through the dat-font two-pass blit (outline + fill); + /// when null, the debug bitmap font + /// is used instead. Set by the host when the retail UI is active. + public UiDatFont? DatFont { get; set; } + /// Resolver from a RenderSurface DataId to (GL handle, w, h). When set /// with the 9-slice ids below, the bar draws the retail sprites instead of solid color. public Func? SpriteResolve { get; set; } @@ -87,12 +93,24 @@ public sealed class UiMeter : UiElement } string? label = Label(); - if (!string.IsNullOrEmpty(label) && ctx.DefaultFont is { } font) + if (!string.IsNullOrEmpty(label)) { - float tw = font.MeasureWidth(label); - float tx = (Width - tw) * 0.5f; - float ty = (Height - font.LineHeight) * 0.5f; - ctx.DrawString(label, tx, ty, LabelColor); + if (DatFont is { } datFont) + { + // Retail path: centered cur/max via the dat font's two-pass blit. + float tw = datFont.MeasureWidth(label); + float tx = (Width - tw) * 0.5f; + float ty = (Height - datFont.LineHeight) * 0.5f; + ctx.DrawStringDat(datFont, label, tx, ty, LabelColor); + } + else if (ctx.DefaultFont is { } font) + { + // Fallback: debug bitmap font (no dat font available). + float tw = font.MeasureWidth(label); + float tx = (Width - tw) * 0.5f; + float ty = (Height - font.LineHeight) * 0.5f; + ctx.DrawString(label, tx, ty, LabelColor); + } } } diff --git a/src/AcDream.App/UI/UiRenderContext.cs b/src/AcDream.App/UI/UiRenderContext.cs index 01d81277..39727a0d 100644 --- a/src/AcDream.App/UI/UiRenderContext.cs +++ b/src/AcDream.App/UI/UiRenderContext.cs @@ -64,4 +64,77 @@ public sealed class UiRenderContext if (f is null) return; TextRenderer.DrawString(f, text, _current.X + x, _current.Y + y, color); } + + /// + /// Draw a single line of text with a retail dat font (), + /// at , = the top-left of the + /// typographic block (in this element's local space). Mirrors retail's + /// SurfaceWindow::DrawCharacter (acclient 0x00442bd0): for each glyph + /// the BACKGROUND atlas sub-rect is blitted first tinted black (the outline), + /// then the FOREGROUND atlas sub-rect tinted (the + /// fill). The pen advances by + /// HorizontalOffsetBefore + Width + HorizontalOffsetAfter and each + /// glyph is positioned at pen + HorizontalOffsetBefore on the X axis + /// and at baseline + VerticalOffsetBefore - (BaselineOffset) via the + /// glyph's OffsetY into the atlas. If the font has no background atlas the + /// outline pass is skipped. + /// + public void DrawStringDat(UiDatFont font, string text, float x, float y, Vector4 color) + { + if (font is null || string.IsNullOrEmpty(text)) return; + + // Baseline of this line in local space; retail draws glyphs whose + // descriptor OffsetY already places them relative to the line top, so we + // anchor each glyph's quad at the line top (y) plus its VerticalOffsetBefore. + float originX = _current.X + x; + float originY = _current.Y + y; + float pen = originX; + + var outline = new Vector4(0f, 0f, 0f, color.W); + + for (int i = 0; i < text.Length; i++) + { + if (!font.TryGetGlyph(text[i], out var g)) + continue; + + float gx = pen + g.HorizontalOffsetBefore; + float gy = originY + g.VerticalOffsetBefore; + float gw = g.Width; + float gh = g.Height; + + if (gw > 0f && gh > 0f) + { + // Background (outline) atlas pass, tinted black — drawn behind. + if (font.BackgroundTexture != 0) + { + var (bu0, bv0, bu1, bv1) = AtlasUv( + g.OffsetX, g.OffsetY, g.Width, g.Height, + font.BackgroundWidth, font.BackgroundHeight); + TextRenderer.DrawSprite(font.BackgroundTexture, gx, gy, gw, gh, bu0, bv0, bu1, bv1, outline); + } + + // Foreground (fill) atlas pass, tinted with the requested color. + var (fu0, fv0, fu1, fv1) = AtlasUv( + g.OffsetX, g.OffsetY, g.Width, g.Height, + font.ForegroundWidth, font.ForegroundHeight); + TextRenderer.DrawSprite(font.ForegroundTexture, gx, gy, gw, gh, fu0, fv0, fu1, fv1, color); + } + + pen += UiDatFont.GlyphAdvance(g); + } + } + + /// Convert an (OffsetX,OffsetY,Width,Height) atlas pixel sub-rect to + /// normalized UVs for an atlas of x + /// . Guards against a zero-sized atlas. + private static (float u0, float v0, float u1, float v1) AtlasUv( + int offsetX, int offsetY, int width, int height, int atlasW, int atlasH) + { + if (atlasW <= 0 || atlasH <= 0) return (0f, 0f, 0f, 0f); + float u0 = offsetX / (float)atlasW; + float v0 = offsetY / (float)atlasH; + float u1 = (offsetX + width) / (float)atlasW; + float v1 = (offsetY + height) / (float)atlasH; + return (u0, v0, u1, v1); + } } diff --git a/tests/AcDream.App.Tests/UI/UiDatFontTests.cs b/tests/AcDream.App.Tests/UI/UiDatFontTests.cs new file mode 100644 index 00000000..55a6457a --- /dev/null +++ b/tests/AcDream.App.Tests/UI/UiDatFontTests.cs @@ -0,0 +1,84 @@ +using System.Collections.Generic; +using AcDream.App.UI; +using DatReaderWriter.Types; + +namespace AcDream.App.Tests.UI; + +/// +/// Pure pen-advance / MeasureWidth math for the retail dat font (no GL, no dat). +/// The advance per glyph is the retail +/// HorizontalOffsetBefore + Width + HorizontalOffsetAfter +/// (SurfaceWindow::DrawCharacter, acclient 0x00442c3a), accumulated across the +/// string the way the retail string loop does (0x00467ed4 edi_3 += var_98). +/// +public class UiDatFontTests +{ + private static FontCharDesc Glyph( + ushort unicode, byte width, + sbyte before = 0, sbyte after = 0, + ushort offsetX = 0, ushort offsetY = 0, byte height = 16, sbyte vBefore = 0) + => new() + { + Unicode = unicode, + Width = width, + Height = height, + OffsetX = offsetX, + OffsetY = offsetY, + HorizontalOffsetBefore = before, + HorizontalOffsetAfter = after, + VerticalOffsetBefore = vBefore, + }; + + [Fact] + public void GlyphAdvance_SumsBeforeWidthAfter() + { + var g = Glyph('A', width: 8, before: 1, after: 2); + Assert.Equal(11f, UiDatFont.GlyphAdvance(g)); + } + + [Fact] + public void GlyphAdvance_HandlesNegativeBearings() + { + // Kerned glyph: a negative left-bearing pulls it leftward; the advance + // still nets out to before + width + after. + var g = Glyph('j', width: 4, before: -1, after: 0); + Assert.Equal(3f, UiDatFont.GlyphAdvance(g)); + } + + [Fact] + public void MeasureWidth_SumsEachGlyphAdvance() + { + var table = new Dictionary + { + ['2'] = Glyph('2', width: 7, before: 1, after: 1), // advance 9 + ['9'] = Glyph('9', width: 7, before: 1, after: 1), // advance 9 + ['1'] = Glyph('1', width: 3, before: 2, after: 1), // advance 6 + ['/'] = Glyph('/', width: 4, before: 0, after: 1), // advance 5 + }; + FontCharDesc? Lookup(char c) => table.TryGetValue(c, out var g) ? g : null; + + // "291/291" = 9 + 9 + 6 + 5 + 9 + 9 + 6 = 53 + Assert.Equal(53f, UiDatFont.MeasureWidth("291/291", Lookup)); + } + + [Fact] + public void MeasureWidth_SkipsCharactersNotInFont() + { + var table = new Dictionary + { + ['5'] = Glyph('5', width: 6, before: 1, after: 1), // advance 8 + }; + FontCharDesc? Lookup(char c) => table.TryGetValue(c, out var g) ? g : null; + + // 'X' has no glyph → contributes nothing; only the two '5's count. + Assert.Equal(16f, UiDatFont.MeasureWidth("5X5", Lookup)); + } + + [Fact] + public void MeasureWidth_EmptyOrNullIsZero() + { + FontCharDesc? Lookup(char c) => null; + Assert.Equal(0f, UiDatFont.MeasureWidth("", Lookup)); + Assert.Equal(0f, UiDatFont.MeasureWidth(null, Lookup)); + } +} From 4e60c03a74dc08398e0625ec6cdd51b8433c5602 Mon Sep 17 00:00:00 2001 From: Erik Date: Sun, 14 Jun 2026 23:21:28 +0200 Subject: [PATCH 066/223] feat(D.2b): chat text selection + Ctrl-C copy Windows-like selection in the retail chat window: left-click-drag selects characters, Ctrl-C copies, Ctrl-A selects all. The selected span paints a translucent highlight behind the text. - UiElement.CapturesPointerDrag: a per-element opt-out so an interior drag is delivered to the widget (text selection) instead of moving/resizing the host window. UiRoot.OnMouseDown honours it AFTER edge-resize (a resizable window is still resizable from its frame) and BEFORE window-move. - UiChatView: AcceptsFocus + IsEditControl + CapturesPointerDrag; caches the OnDraw layout so OnEvent hit-tests the same geometry; HitChar maps a local point to (line,col) with glyph-midpoint caret snapping; SelectedText joins a multi-line span with \n; Ctrl-C writes to IKeyboard.ClipboardText (only when non-empty, so an empty copy never clobbers the clipboard). - UiHost exposes the wired IKeyboard (clipboard + Ctrl modifier state). Adversarial-review fix (the 99 tests would have stayed green without it): a coordinate-frame mismatch between MouseDown and MouseMove. UiRoot.OnMouseDown dispatched HitTestTopDown's coords, which are relative to the TOP-LEVEL child, while MouseMove/MouseUp use target.ScreenPosition. For the chat view inset at (8,8) inside its window the anchor landed ~8px off the click. OnMouseDown now delivers target-LOCAL coords like the other mouse events. Added a UiRoot regression test asserting MouseDown and MouseMove share the target-local frame for a nested child. Decomp ref: SurfaceWindow text/selection model; clipboard via Silk.NET IKeyboard.ClipboardText. Built with the chat-select-copy implement->review workflow. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/Rendering/GameWindow.cs | 3 + src/AcDream.App/UI/UiChatView.cs | 280 +++++++++++++++++- src/AcDream.App/UI/UiElement.cs | 6 + src/AcDream.App/UI/UiHost.cs | 8 + src/AcDream.App/UI/UiRoot.cs | 24 +- tests/AcDream.App.Tests/UI/UiChatViewTests.cs | 115 +++++++ .../AcDream.App.Tests/UI/UiRootInputTests.cs | 83 ++++++ 7 files changed, 507 insertions(+), 12 deletions(-) diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index ce0989f8..2e26a360 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -1812,6 +1812,9 @@ public sealed class GameWindow : IDisposable | AcDream.App.UI.AnchorEdges.Right | AcDream.App.UI.AnchorEdges.Bottom, Font = _debugFont, LinesProvider = () => BuildRetailChatLines(retailChatVm), + // Drag-select + Ctrl+C copy need the keyboard for clipboard + + // modifier state. UiHost.Keyboard is set during WireKeyboard above. + Keyboard = _uiHost.Keyboard, }; chatWindow.AddChild(chatView); _uiHost.Root.AddChild(chatWindow); diff --git a/src/AcDream.App/UI/UiChatView.cs b/src/AcDream.App/UI/UiChatView.cs index 5cf9a96b..a2039c08 100644 --- a/src/AcDream.App/UI/UiChatView.cs +++ b/src/AcDream.App/UI/UiChatView.cs @@ -1,6 +1,7 @@ using System; using System.Collections.Generic; using System.Numerics; +using System.Text; using AcDream.App.Rendering; namespace AcDream.App.UI; @@ -12,10 +13,10 @@ namespace AcDream.App.UI; /// text inside the window. /// /// -/// This is the read-only foundation. A follow-up sub-step adds glScissor-based -/// clipping + word-wrap, drag-to-select, and Ctrl+C copy (which needs the -/// opt-out so an interior drag -/// selects text instead of moving the window). +/// Supports Windows-like text selection: a left-click-drag inside the transcript +/// selects characters (the opt-out +/// stops that interior drag from moving the host window), and Ctrl+C copies the +/// selected span to the clipboard. Ctrl+A selects everything. /// /// public sealed class UiChatView : UiElement @@ -23,15 +24,26 @@ public sealed class UiChatView : UiElement /// One display line: pre-formatted text + its colour. public readonly record struct Line(string Text, Vector4 Color); + /// A caret position: a line index into the cached line list plus a + /// character index (0..line.Text.Length, i.e. a caret slot between glyphs). + public readonly record struct Pos(int Line, int Col); + /// Provider of the lines to show, oldest-first. Polled each frame. public Func> LinesProvider { get; set; } = static () => Array.Empty(); /// Font for the transcript; falls back to the context default. public BitmapFont? Font { get; set; } + /// Keyboard device for clipboard (Ctrl+C) + modifier state. Wired by + /// the host from . + public Silk.NET.Input.IKeyboard? Keyboard { get; set; } + /// Backing fill behind the text (retail chat is a dark translucent box). public Vector4 BackgroundColor { get; set; } = new(0f, 0f, 0f, 0.35f); + /// Highlight colour painted behind a selected character span. + public Vector4 SelectionColor { get; set; } = new(0.25f, 0.45f, 0.85f, 0.5f); + /// Inner text inset from the view edges, px. public float Padding { get; set; } = 4f; @@ -39,6 +51,25 @@ public sealed class UiChatView : UiElement private float _scroll; private const float WheelLines = 3f; // lines advanced per wheel notch + // ── Cached layout from the last OnDraw, so OnEvent hit-tests the SAME geometry ── + private IReadOnlyList _lastLines = Array.Empty(); + private BitmapFont? _lastFont; + private float _lastLineHeight = 16f; + private float _lastBaseY; // top Y of line 0 in local space + private float _lastPadding = 4f; + + // ── Selection state ────────────────────────────────────────────────── + private Pos? _selAnchor; // where the drag started + private Pos? _selCaret; // where the drag currently is + private bool _selecting; + + public UiChatView() + { + AcceptsFocus = true; + IsEditControl = true; // absorb keys (Ctrl+C) while focused + CapturesPointerDrag = true; // interior drag selects, doesn't move the window + } + /// /// Clamp a scroll offset to [0, max] where max = content-height - view-height /// (never negative — when everything fits, scroll is pinned to 0). Exposed for tests. @@ -58,6 +89,14 @@ public sealed class UiChatView : UiElement if (font is null) return; var lines = LinesProvider(); + + // Cache the geometry OnEvent will hit-test against. Even when there are no + // lines we record the font/padding so a stray hit-test is harmless. + _lastLines = lines; + _lastFont = font; + _lastLineHeight = font.LineHeight; + _lastPadding = Padding; + if (lines.Count == 0) return; float lh = font.LineHeight; @@ -69,23 +108,244 @@ public sealed class UiChatView : UiElement // Bottom-pin: with _scroll==0 the LAST line ends at `bottom`; scrolling up // shifts the whole block down so older lines are revealed at the top. float baseY = bottom - contentH + _scroll; + _lastBaseY = baseY; + + // Normalised selection span (start <= end), if any. + bool hasSel = TryGetOrderedSelection(out Pos selStart, out Pos selEnd); + for (int i = 0; i < lines.Count; i++) { float y = baseY + i * lh; if (y < top || y + lh > bottom) continue; // whole-line vertical clip (no scissor yet) - ctx.DrawString(lines[i].Text, Padding, y, lines[i].Color, font); + + string text = lines[i].Text; + + // Selection highlight behind this line's selected character span. + if (hasSel && i >= selStart.Line && i <= selEnd.Line) + { + int c0 = i == selStart.Line ? selStart.Col : 0; + int c1 = i == selEnd.Line ? selEnd.Col : text.Length; + c0 = Math.Clamp(c0, 0, text.Length); + c1 = Math.Clamp(c1, 0, text.Length); + if (c1 > c0) + { + float hx = Padding + font.MeasureWidth(text.Substring(0, c0)); + float hw = font.MeasureWidth(text.Substring(c0, c1 - c0)); + ctx.DrawRect(hx, y, hw, lh, SelectionColor); + } + } + + ctx.DrawString(text, Padding, y, lines[i].Color, font); } } public override bool OnEvent(in UiEvent e) { - if (e.Type == UiEventType.Scroll) + switch (e.Type) { - float lh = Font?.LineHeight ?? 16f; - // Silk wheel +Y = scroll up = reveal older = shift content down = larger _scroll. - _scroll += e.Data0 * WheelLines * lh; // re-clamped next OnDraw against live content - return true; + case UiEventType.Scroll: + { + float lh = (Font ?? _lastFont)?.LineHeight ?? 16f; + // Silk wheel +Y = scroll up = reveal older = shift content down = larger _scroll. + _scroll += e.Data0 * WheelLines * lh; // re-clamped next OnDraw against live content + return true; + } + + case UiEventType.MouseDown: + { + // Data1/Data2 = local-to-target coords (UiRoot.OnMouseDown). + var p = HitChar(e.Data1, e.Data2); + _selAnchor = p; + _selCaret = p; + _selecting = true; + return true; + } + + case UiEventType.MouseMove: + { + if (_selecting) + { + // Data1/Data2 = local-to-target coords (DispatchMouseMove). + _selCaret = HitChar(e.Data1, e.Data2); + return true; + } + return false; + } + + case UiEventType.MouseUp: + { + _selecting = false; + return true; + } + + case UiEventType.KeyDown: + { + var key = (Silk.NET.Input.Key)e.Data0; + bool ctrl = Keyboard is not null + && (Keyboard.IsKeyPressed(Silk.NET.Input.Key.ControlLeft) + || Keyboard.IsKeyPressed(Silk.NET.Input.Key.ControlRight)); + if (ctrl && key == Silk.NET.Input.Key.C) + { + // Only touch the clipboard when there's a selection — an empty + // copy must NOT clobber what the user previously copied. + if (Keyboard is not null) + { + string sel = SelectedText(); + if (sel.Length > 0) Keyboard.ClipboardText = sel; + } + return true; + } + if (ctrl && key == Silk.NET.Input.Key.A) + { + SelectAll(); + return true; + } + return false; + } } return false; } + + // ── Selection helpers ──────────────────────────────────────────────── + + /// Select the entire cached transcript (Ctrl+A). + private void SelectAll() + { + var lines = _lastLines; + if (lines.Count == 0) + { + _selAnchor = _selCaret = null; + return; + } + int last = lines.Count - 1; + _selAnchor = new Pos(0, 0); + _selCaret = new Pos(last, lines[last].Text.Length); + } + + /// Normalise (anchor, caret) into ordered (start, end). False if no + /// selection or it is empty (anchor == caret). + private bool TryGetOrderedSelection(out Pos start, out Pos end) + { + start = default; end = default; + if (_selAnchor is not { } a || _selCaret is not { } c) return false; + (start, end) = Order(a, c); + return !(start.Line == end.Line && start.Col == end.Col); + } + + /// The currently-selected text against the cached lines. Empty when + /// nothing is selected. + public string SelectedText() + { + if (!TryGetOrderedSelection(out var start, out var end)) return string.Empty; + return SelectedText(_lastLines, start, end); + } + + // ── Pure, testable logic (no GL / no font texture) ─────────────────── + + /// Order two caret positions so the first is <= the second (by line, + /// then column). + public static (Pos start, Pos end) Order(Pos a, Pos b) + { + if (a.Line < b.Line || (a.Line == b.Line && a.Col <= b.Col)) return (a, b); + return (b, a); + } + + /// + /// Assemble the selected substring spanning .. + /// (inclusive of start.Col, exclusive of end.Col) from + /// . Multi-line selections are joined with "\n": + /// the first line from start.Col to its end, whole middle lines, and the last + /// line up to end.Col. Pure — unit-testable without GL. + /// + public static string SelectedText(IReadOnlyList lines, Pos start, Pos end) + { + if (lines.Count == 0) return string.Empty; + (start, end) = Order(start, end); + + int sl = Math.Clamp(start.Line, 0, lines.Count - 1); + int el = Math.Clamp(end.Line, 0, lines.Count - 1); + + if (sl == el) + { + string t = lines[sl].Text; + int c0 = Math.Clamp(start.Col, 0, t.Length); + int c1 = Math.Clamp(end.Col, 0, t.Length); + if (c1 <= c0) return string.Empty; + return t.Substring(c0, c1 - c0); + } + + var sb = new StringBuilder(); + + // First line: from start.Col to its end. + { + string t = lines[sl].Text; + int c0 = Math.Clamp(start.Col, 0, t.Length); + sb.Append(t.AsSpan(c0)); + } + + // Whole middle lines. + for (int i = sl + 1; i < el; i++) + { + sb.Append('\n'); + sb.Append(lines[i].Text); + } + + // Last line: up to end.Col. + { + sb.Append('\n'); + string t = lines[el].Text; + int c1 = Math.Clamp(end.Col, 0, t.Length); + sb.Append(t.AsSpan(0, c1)); + } + + return sb.ToString(); + } + + /// + /// Convert a local-space point to a caret against the cached + /// layout from the last draw. line = floor((localY - baseY)/lineHeight) clamped + /// to the line range; col via . + /// + private Pos HitChar(float localX, float localY) + { + var lines = _lastLines; + if (lines.Count == 0) return new Pos(0, 0); + + float lh = _lastLineHeight <= 0f ? 16f : _lastLineHeight; + int line = (int)MathF.Floor((localY - _lastBaseY) / lh); + line = Math.Clamp(line, 0, lines.Count - 1); + + string text = lines[line].Text; + var font = _lastFont; + int col = font is null + ? 0 + : CharIndexAt(text, ch => font.TryGetGlyph(ch, out var g) ? g.Advance : 0f, + localX - _lastPadding); + return new Pos(line, col); + } + + /// + /// The caret column for a horizontal position (already + /// adjusted for the left padding, so x=0 is the start of the text). Walks the + /// string accumulating each glyph's advance and snaps the caret to whichever + /// side of the glyph midpoint falls on — natural + /// Windows-like caret placement. Pure — unit-testable with a synthetic advance. + /// + /// The line text. + /// Per-character advance (pixels) lookup. + /// Horizontal position relative to the text's left edge. + public static int CharIndexAt(string text, Func advanceOf, float x) + { + if (string.IsNullOrEmpty(text) || x <= 0f) return 0; + + float cursor = 0f; + for (int i = 0; i < text.Length; i++) + { + float adv = advanceOf(text[i]); + float mid = cursor + adv * 0.5f; + if (x < mid) return i; // caret sits before this glyph + cursor += adv; + } + return text.Length; // past the last glyph → end caret + } } diff --git a/src/AcDream.App/UI/UiElement.cs b/src/AcDream.App/UI/UiElement.cs index e16c888f..937a52b2 100644 --- a/src/AcDream.App/UI/UiElement.cs +++ b/src/AcDream.App/UI/UiElement.cs @@ -102,6 +102,12 @@ public abstract class UiElement /// resizes it (window resize). Intended for top-level panels. public bool Resizable { get; set; } + /// If true, a left-drag starting on this element is delivered to the + /// element (e.g. text selection) instead of moving/resizing an ancestor window. + /// Edge resize on a resizable ancestor still wins — only the interior move / + /// drag-drop candidacy is suppressed in favour of the element's own handling. + public bool CapturesPointerDrag { get; set; } + /// Minimum size enforced while resizing. public float MinWidth { get; set; } = 40f; public float MinHeight { get; set; } = 40f; diff --git a/src/AcDream.App/UI/UiHost.cs b/src/AcDream.App/UI/UiHost.cs index 5f697cfb..a372f891 100644 --- a/src/AcDream.App/UI/UiHost.cs +++ b/src/AcDream.App/UI/UiHost.cs @@ -39,6 +39,13 @@ public sealed class UiHost : System.IDisposable public UiRoot Root { get; } = new(); public TextRenderer TextRenderer { get; } public BitmapFont? DefaultFont { get; set; } + + /// The last wired keyboard. Exposed so widgets that need clipboard + /// access () or modifier-key state + /// () — e.g. 's + /// Ctrl+C copy — can reach the device. One-keyboard desktop: last wins. + public IKeyboard? Keyboard { get; private set; } + private long _startTicks = System.Environment.TickCount64; public UiHost(GL gl, string shaderDir, BitmapFont? defaultFont = null) @@ -82,6 +89,7 @@ public sealed class UiHost : System.IDisposable public void WireKeyboard(IKeyboard kb) { + Keyboard = kb; // last wired keyboard wins (one-keyboard desktop) kb.KeyDown += (_, k, _) => Root.OnKeyDown((int)k); kb.KeyUp += (_, k, _) => Root.OnKeyUp((int)k); kb.KeyChar += (_, c) => Root.OnChar(c); diff --git a/src/AcDream.App/UI/UiRoot.cs b/src/AcDream.App/UI/UiRoot.cs index 6f836253..e57d02e3 100644 --- a/src/AcDream.App/UI/UiRoot.cs +++ b/src/AcDream.App/UI/UiRoot.cs @@ -197,7 +197,7 @@ public sealed class UiRoot : UiElement if (Modal is not null && !ContainsAbsolute(Modal, x, y)) return; - var (target, lx, ly) = HitTestTopDown(x, y); + var (target, _, _) = HitTestTopDown(x, y); if (target is null) { WorldMouseFallThrough?.Invoke(btn, x, y, flags); @@ -218,6 +218,8 @@ public sealed class UiRoot : UiElement var edges = window.Resizable ? HitEdges(window, x, y, ResizeGrip) : ResizeEdges.None; if (edges != ResizeEdges.None) { + // Edge resize still wins, even over a CapturesPointerDrag child: + // a resizable chat window can be resized from its frame. _resizeTarget = window; _resizeEdges = edges; _resizeStartX = window.Left; _resizeStartY = window.Top; @@ -225,6 +227,14 @@ public sealed class UiRoot : UiElement _resizeMouseX = x; _resizeMouseY = y; _dragCandidate = false; } + else if (target.CapturesPointerDrag) + { + // The pressed widget owns interior drags (e.g. text selection): + // do NOT move the ancestor window. The already-dispatched MouseDown + // event + SetCapture(target) let the target drive its own drag via + // the MouseMove events it receives while captured. + _dragCandidate = false; + } else if (window.Draggable) { _windowDragTarget = window; @@ -234,6 +244,11 @@ public sealed class UiRoot : UiElement } else { _dragCandidate = true; } } + else if (target.CapturesPointerDrag) + { + // No window ancestor, but the target still owns its interior drag. + _dragCandidate = false; + } else { _dragCandidate = true; @@ -247,8 +262,13 @@ public sealed class UiRoot : UiElement UiMouseButton.Middle => UiEventType.MiddleDown, _ => UiEventType.MouseDown, }; + // Deliver TARGET-LOCAL coords (consistent with MouseMove/MouseUp, which use + // target.ScreenPosition). HitTestTopDown's lx/ly are relative to the TOP-LEVEL + // child, so for a nested target (e.g. the chat view inset inside its window) + // they'd be offset by the child's position — which mis-anchored drag-select. + var sp = target.ScreenPosition; var e = new UiEvent(target.EventId, target, rawType, - Data0: (int)flags, Data1: (int)lx, Data2: (int)ly); + Data0: (int)flags, Data1: (int)(x - sp.X), Data2: (int)(y - sp.Y)); BubbleEvent(target, in e); } diff --git a/tests/AcDream.App.Tests/UI/UiChatViewTests.cs b/tests/AcDream.App.Tests/UI/UiChatViewTests.cs index 6dc9f22a..7a02b183 100644 --- a/tests/AcDream.App.Tests/UI/UiChatViewTests.cs +++ b/tests/AcDream.App.Tests/UI/UiChatViewTests.cs @@ -1,3 +1,6 @@ +using System; +using System.Collections.Generic; +using System.Numerics; using AcDream.App.UI; namespace AcDream.App.Tests.UI; @@ -25,4 +28,116 @@ public class UiChatViewTests { Assert.Equal(0f, UiChatView.ClampScroll(-50f, contentHeight: 500f, viewHeight: 200f)); } + + // ── Char-index hit-testing (x → col) with a synthetic 10px monospace advance ── + + private static readonly Func Mono10 = static _ => 10f; + + [Fact] + public void CharIndexAt_ZeroOrNegative_IsColumnZero() + { + Assert.Equal(0, UiChatView.CharIndexAt("hello", Mono10, 0f)); + Assert.Equal(0, UiChatView.CharIndexAt("hello", Mono10, -5f)); + } + + [Fact] + public void CharIndexAt_SnapsToGlyphMidpoint() + { + // glyph[0] spans 0..10 (midpoint 5), glyph[1] 10..20 (midpoint 15), ... + Assert.Equal(0, UiChatView.CharIndexAt("hello", Mono10, 4f)); // before mid of glyph 0 + Assert.Equal(1, UiChatView.CharIndexAt("hello", Mono10, 6f)); // past mid of glyph 0 + Assert.Equal(1, UiChatView.CharIndexAt("hello", Mono10, 14f)); // before mid of glyph 1 + Assert.Equal(2, UiChatView.CharIndexAt("hello", Mono10, 16f)); // past mid of glyph 1 + } + + [Fact] + public void CharIndexAt_PastEnd_IsLength() + { + Assert.Equal(5, UiChatView.CharIndexAt("hello", Mono10, 1000f)); + } + + [Fact] + public void CharIndexAt_EmptyString_IsZero() + { + Assert.Equal(0, UiChatView.CharIndexAt("", Mono10, 50f)); + } + + // ── SelectedText assembly ──────────────────────────────────────────── + + private static IReadOnlyList Lines(params string[] texts) + { + var list = new List(texts.Length); + foreach (var t in texts) + list.Add(new UiChatView.Line(t, new Vector4(1, 1, 1, 1))); + return list; + } + + [Fact] + public void SelectedText_SingleLine_Substring() + { + var lines = Lines("hello world"); + var s = UiChatView.SelectedText(lines, new UiChatView.Pos(0, 6), new UiChatView.Pos(0, 11)); + Assert.Equal("world", s); + } + + [Fact] + public void SelectedText_SingleLine_ReversedAnchorCaret_IsNormalised() + { + var lines = Lines("hello world"); + // caret BEFORE anchor — Order() must normalise. + var s = UiChatView.SelectedText(lines, new UiChatView.Pos(0, 11), new UiChatView.Pos(0, 6)); + Assert.Equal("world", s); + } + + [Fact] + public void SelectedText_SamePosition_IsEmpty() + { + var lines = Lines("hello"); + Assert.Equal("", UiChatView.SelectedText(lines, new UiChatView.Pos(0, 3), new UiChatView.Pos(0, 3))); + } + + [Fact] + public void SelectedText_MultiLine_JoinsWithNewline() + { + var lines = Lines("first line", "second line", "third line"); + // from col 6 of line 0 ("line") through col 5 of line 2 ("third") + var s = UiChatView.SelectedText(lines, new UiChatView.Pos(0, 6), new UiChatView.Pos(2, 5)); + Assert.Equal("line\nsecond line\nthird", s); + } + + [Fact] + public void SelectedText_MultiLine_TwoLines_NoMiddle() + { + var lines = Lines("alpha", "bravo"); + var s = UiChatView.SelectedText(lines, new UiChatView.Pos(0, 2), new UiChatView.Pos(1, 3)); + Assert.Equal("pha\nbra", s); + } + + [Fact] + public void SelectedText_MultiLine_ReversedAnchorCaret_IsNormalised() + { + var lines = Lines("alpha", "bravo"); + // end before start → Order() swaps them. + var s = UiChatView.SelectedText(lines, new UiChatView.Pos(1, 3), new UiChatView.Pos(0, 2)); + Assert.Equal("pha\nbra", s); + } + + [Fact] + public void SelectedText_EmptyLineList_IsEmpty() + { + Assert.Equal("", UiChatView.SelectedText(Array.Empty(), + new UiChatView.Pos(0, 0), new UiChatView.Pos(0, 0))); + } + + [Fact] + public void Order_SortsByLineThenColumn() + { + var (s1, e1) = UiChatView.Order(new UiChatView.Pos(2, 1), new UiChatView.Pos(0, 5)); + Assert.Equal(new UiChatView.Pos(0, 5), s1); + Assert.Equal(new UiChatView.Pos(2, 1), e1); + + var (s2, e2) = UiChatView.Order(new UiChatView.Pos(1, 8), new UiChatView.Pos(1, 2)); + Assert.Equal(new UiChatView.Pos(1, 2), s2); + Assert.Equal(new UiChatView.Pos(1, 8), e2); + } } diff --git a/tests/AcDream.App.Tests/UI/UiRootInputTests.cs b/tests/AcDream.App.Tests/UI/UiRootInputTests.cs index 1adbffcd..c3160e66 100644 --- a/tests/AcDream.App.Tests/UI/UiRootInputTests.cs +++ b/tests/AcDream.App.Tests/UI/UiRootInputTests.cs @@ -14,6 +14,41 @@ public class UiRootInputTests Assert.Equal(AnchorEdges.None, panel.Anchors); } + private sealed class CoordRecorder : UiElement + { + public (int x, int y)? Down, Move; + public CoordRecorder() { CapturesPointerDrag = true; } + public override bool OnEvent(in UiEvent e) + { + if (e.Type == UiEventType.MouseDown) { Down = (e.Data1, e.Data2); return true; } + if (e.Type == UiEventType.MouseMove) { Move = (e.Data1, e.Data2); return true; } + return false; + } + } + + [Fact] + public void MouseDown_And_MouseMove_DeliverSameTargetLocalFrame_ForNestedChild() + { + // Regression (adversarial review): a nested child must receive target-LOCAL + // coords on MouseDown AND MouseMove for the same physical point — otherwise + // drag-select anchors ~(child offset) px off from where you click. Before the + // fix MouseDown used HitTestTopDown's window-relative coords (50,40) while + // MouseMove used target-local (42,32). + var root = new UiRoot { Width = 800, Height = 600 }; + var panel = new UiPanel { Left = 50, Top = 60, Width = 200, Height = 100 }; + var child = new CoordRecorder { Left = 8, Top = 8, Width = 150, Height = 80 }; + panel.AddChild(child); + root.AddChild(panel); + + // child ScreenPosition = (58,68). Click screen (100,100) -> local (42,32). + root.OnMouseDown(UiMouseButton.Left, 100, 100); + Assert.Equal((42, 32), child.Down); + + // drag to (120,110) -> local (62,42); MUST share the MouseDown frame. + root.OnMouseMove(120, 110); + Assert.Equal((62, 42), child.Move); + } + [Fact] public void ApplyAnchor_None_IsNoOp() { @@ -70,6 +105,54 @@ public class UiRootInputTests Assert.Equal(10f, panel.Top); } + [Fact] + public void CapturesPointerDragChild_DoesNotMoveDraggableAncestor_OnInteriorDrag() + { + // A child that captures pointer drags (text selection) must NOT move its + // draggable ancestor window when the user drags inside it. + var root = new UiRoot { Width = 800, Height = 600 }; + var window = new UiPanel { Left = 10, Top = 10, Width = 200, Height = 100, Draggable = true }; + var child = new UiPanel { Left = 20, Top = 20, Width = 120, Height = 60, CapturesPointerDrag = true }; + window.AddChild(child); + root.AddChild(window); + + // Press deep inside the child, then drag. + root.OnMouseDown(UiMouseButton.Left, 60, 60); + root.OnMouseMove(160, 160); + + // Window stays put; the captured child receives the drag itself. + Assert.Equal(10f, window.Left); + Assert.Equal(10f, window.Top); + Assert.Same(child, root.Captured); + + root.OnMouseUp(UiMouseButton.Left, 160, 160); + Assert.Equal(10f, window.Left); + Assert.Equal(10f, window.Top); + } + + [Fact] + public void CapturesPointerDragChild_StillAllowsEdgeResizeOfResizableWindow() + { + // Edge resize must still win even when a CapturesPointerDrag child covers + // the frame: a resizable chat window can be resized from its border. + var root = new UiRoot { Width = 800, Height = 600 }; + var window = new UiPanel { Left = 100, Top = 100, Width = 200, Height = 100, + Draggable = true, Resizable = true, MinWidth = 40, MinHeight = 40 }; + // Child fills the whole window (anchored) and captures interior drags. + var child = new UiPanel { Left = 0, Top = 0, Width = 200, Height = 100, + CapturesPointerDrag = true, + Anchors = AnchorEdges.Left | AnchorEdges.Top | AnchorEdges.Right | AnchorEdges.Bottom }; + window.AddChild(child); + root.AddChild(window); + + // Grab within ResizeGrip(5) of the right edge (x=298 of right edge x=300) → resize. + root.OnMouseDown(UiMouseButton.Left, 298, 150); + root.OnMouseMove(338, 150); + Assert.Equal(240f, window.Width); + Assert.Equal(100f, window.Left); + root.OnMouseUp(UiMouseButton.Left, 338, 150); + } + [Fact] public void ResizeRect_RightBottom_GrowsSizeOnly() { From 73468be02aa47f04c4a69331b6603d578b955f0c Mon Sep 17 00:00:00 2001 From: Erik Date: Mon, 15 Jun 2026 10:39:56 +0200 Subject: [PATCH 067/223] fix(D.2b): tile the vital-bar middle instead of stretching it MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Retail repeats the bar's "fill-tile" graphic at native width (verified: the dat element 0x100000E9 is literally the fill-tile; the engine fills via ImgTex::TileCSI; and a widened side-by-side shows retail tiling, not stretching). acdream was stretching one copy of the middle slice across the whole span, so the bevel/bead pattern smeared as the window widened. UiMeter.DrawHBar now UV-repeats each slice at its NATIVE width: caps span one native width (a single 1:1 copy), the wide middle spans many (it tiles, last copy UV-cropped). This works because the UI textures are already GL_REPEAT- wrapped (TextureCache.UploadRgba8) — the exact mechanism UiNineSlicePanel's chrome border already uses, so the border edges were ALREADY tiling and need no change. One draw call per slice; composes with the existing fill-fraction clip (the partial last tile shows a partial bead). render-vitals-mockup now renders a widened window twice (stretch vs tile) so the difference is verifiable headless. Confirmed the tile repeats seamlessly (no seams). Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/UI/UiMeter.cs | 43 ++++++---- src/AcDream.Cli/VitalsMockup.cs | 141 +++++++++++++++++++------------- 2 files changed, 108 insertions(+), 76 deletions(-) diff --git a/src/AcDream.App/UI/UiMeter.cs b/src/AcDream.App/UI/UiMeter.cs index f2b44f50..bb5bb55b 100644 --- a/src/AcDream.App/UI/UiMeter.cs +++ b/src/AcDream.App/UI/UiMeter.cs @@ -35,20 +35,21 @@ public sealed class UiMeter : UiElement public Func? SpriteResolve { get; set; } // Retail vital bars are a horizontal 3-slice: a fixed-width bevelled left-cap, - // a stretched gradient middle, and a fixed-width right-cap. The "back" slice is - // the empty track (drawn full width); the "front" slice is the coloured fill - // (drawn from the left, grown to the fill fraction — the track owns the right - // end, so the fill omits its own right-cap). Ids come from the vitals LayoutDesc - // (0x21000014) via tools/dump-vitals-bars; 0 = none. + // a TILED gradient middle (the "fill-tile" repeats at native width — it does not + // stretch), and a fixed-width right-cap. The "back" slice is the empty track + // (drawn full width); the "front" slice is the coloured fill (drawn full-geometry + // but CLIPPED to the fill fraction — its own right-cap shows at 100%, the back's + // shows through when partial). Ids come from the stacked vitals LayoutDesc + // (0x2100006C) via the dump-vitals-layout CLI; 0 = none. /// Empty-track left-cap RenderSurface id. public uint BackLeft { get; set; } - /// Empty-track middle (stretched gradient) RenderSurface id. + /// Empty-track middle (tiled gradient) RenderSurface id. public uint BackTile { get; set; } /// Empty-track right-cap RenderSurface id. public uint BackRight { get; set; } /// Coloured-fill left-cap RenderSurface id. public uint FrontLeft { get; set; } - /// Coloured-fill middle (stretched gradient) RenderSurface id. + /// Coloured-fill middle (tiled gradient) RenderSurface id. public uint FrontTile { get; set; } /// Coloured-fill right-cap RenderSurface id. public uint FrontRight { get; set; } @@ -130,28 +131,36 @@ public sealed class UiMeter : UiElement if (clipW <= 0f) return; float w = Width, h = Height; var (lt, lw, _) = resolve(leftId); - var (mt, _, _) = resolve(midId); + var (mt, mw, _) = resolve(midId); var (rt, rw, _) = resolve(rightId); float capL = lt != 0 ? MathF.Min(lw, w) : 0f; float capR = rt != 0 ? MathF.Min(rw, w - capL) : 0f; float midW = w - capL - capR; - DrawPiece(ctx, lt, 0f, capL, h, clipW); - DrawPiece(ctx, mt, capL, midW, h, clipW); - DrawPiece(ctx, rt, w - capR, capR, h, clipW); + // Each slice's texture repeats every NATIVE-width px (UV-repeat; the UI + // texture is GL_REPEAT-wrapped — TextureCache.UploadRgba8). Caps span their + // own native width → a single 1:1 copy. The wide middle spans many native + // widths → it TILES, matching retail's "fill-tile" + ImgTex::TileCSI rather + // than stretching one copy. (Same UV-repeat the chrome border already uses.) + DrawPiece(ctx, lt, 0f, capL, lw, h, clipW); + DrawPiece(ctx, mt, capL, midW, mw, h, clipW); + DrawPiece(ctx, rt, w - capR, capR, rw, h, clipW); } - /// Draw one slice spanning local [, - /// pieceX+], UV-cropped so nothing past - /// shows. + /// Draw a slice over local [, + /// pieceX+], with the texture repeating every + /// px (UV-repeat — the UI texture is GL_REPEAT-wrapped). + /// Clipped so nothing past shows. For a cap (span == native) + /// this is one 1:1 copy; for the wide middle it tiles; a partial last copy is + /// UV-cropped. private static void DrawPiece( - UiRenderContext ctx, uint tex, float pieceX, float pieceW, float h, float clipW) + UiRenderContext ctx, uint tex, float pieceX, float pieceW, float nativeW, float h, float clipW) { - if (tex == 0 || pieceW <= 0f) return; + if (tex == 0 || pieceW <= 0f || nativeW <= 0f) return; float visibleW = MathF.Min(pieceW, clipW - pieceX); if (visibleW <= 0f) return; - float u1 = visibleW / pieceW; // crop the texture horizontally + float u1 = visibleW / nativeW; // >1 ⇒ texture repeats (tiles); ≤1 ⇒ a partial copy ctx.DrawSprite(tex, pieceX, 0f, visibleW, h, 0f, 0f, u1, 1f, Vector4.One); } } diff --git a/src/AcDream.Cli/VitalsMockup.cs b/src/AcDream.Cli/VitalsMockup.cs index b53d8f4f..90c222f4 100644 --- a/src/AcDream.Cli/VitalsMockup.cs +++ b/src/AcDream.Cli/VitalsMockup.cs @@ -10,17 +10,15 @@ namespace AcDream.Cli; /// /// Headless PNG preview of the retail STACKED vitals window (LayoutDesc -/// 0x2100006C, 160x58), composited with the SAME model the in-client UiMeter -/// uses: an 8-piece chrome border, then three flush-stacked 150x16 bars, each -/// drawn as a BACK 3-slice (empty track, full width) + a FRONT 3-slice -/// (coloured fill) horizontally CLIPPED to the fill fraction — so the front's -/// own right-cap shows at full, and clipping reveals the back's right-cap when -/// partial (matching retail's scissor-fill). All ids are dat-verified from -/// 0x2100006C via dump-vitals-layout. +/// 0x2100006C). Renders the window WIDENED, twice: once with the middle slice +/// STRETCHED (acdream's current behaviour) and once TILED (retail behaviour — +/// the "fill-tile" element is repeated at native width, last copy clipped). +/// Lets the stretch-vs-tile difference be judged by eye before touching the +/// client. Bars = back 3-slice (empty track, full) + front 3-slice (fill). /// public static class VitalsMockup { - // 8-piece chrome border (RetailChromeSprites; 5px), dat-verified in 0x2100006C. + // 8-piece chrome border (dat-verified in 0x2100006C; 5px). private const uint TL = 0x060074C3, TOP = 0x060074BF, TR = 0x060074C4; private const uint LEFT = 0x060074C0, RIGHT = 0x060074C2; private const uint BL = 0x060074C5, BOT = 0x060074C1, BR = 0x060074C6; @@ -29,91 +27,104 @@ public static class VitalsMockup string Name, float Frac, uint BackL, uint BackM, uint BackR, uint FrontL, uint FrontM, uint FrontR); - // Stacked-window (0x2100006C) sprite ids — NOT the floaty-row 0x0600113x set. private static readonly Vital[] Vitals = { - new("health", 0.80f, 0x0600747E, 0x0600747F, 0x06007480, 0x06007481, 0x06007482, 0x06007483), - new("stamina", 0.50f, 0x06007484, 0x06007485, 0x06007486, 0x06007487, 0x06007488, 0x06007489), - new("mana", 0.65f, 0x0600748A, 0x0600748B, 0x0600748C, 0x0600748D, 0x0600748E, 0x0600748F), + new("health", 1.00f, 0x0600747E, 0x0600747F, 0x06007480, 0x06007481, 0x06007482, 0x06007483), + new("stamina", 1.00f, 0x06007484, 0x06007485, 0x06007486, 0x06007487, 0x06007488, 0x06007489), + new("mana", 1.00f, 0x0600748A, 0x0600748B, 0x0600748C, 0x0600748D, 0x0600748E, 0x0600748F), }; - // Window geometry from 0x2100006C: 160x58, 5px border, bars at x=5 y=5/21/37, 150x16. - private const int WinW = 160, WinH = 58, Border = 5, BarX = 5, BarW = 150, BarH = 16; - private static readonly int[] BarY = { 5, 21, 37 }; - private const int Zoom = 5; + private const int Border = 5, BarH = 16, Zoom = 4; + // Widened bars so stretch-vs-tile is obvious (native middle tile ~100px). + private const int BarW = 280; + private static readonly int[] BarLocalY = { 0, 16, 32 }; // flush stacked inside the interior public static int Render(string datDir, string outPath) { if (!Directory.Exists(datDir)) { Console.Error.WriteLine($"error: dir not found: {datDir}"); return 2; } using var dats = new DatCollection(datDir, DatAccessType.Read); - using var canvas = new Image(WinW, WinH, new Rgba32(0, 0, 0, 0)); + int winW = BarW + 2 * Border; // 290 + int winH = 3 * BarH + 2 * Border; // 58 + int gap = 16; + using var canvas = new Image(winW, winH * 2 + gap, new Rgba32(20, 20, 24, 255)); - // 8-piece chrome border. + DrawWindow(canvas, dats, 0, winW, winH, tileMid: false); // top: STRETCH (current) + DrawWindow(canvas, dats, winH + gap, winW, winH, tileMid: true); // bottom: TILE (retail) + + canvas.Mutate(c => c.Resize(canvas.Width * Zoom, canvas.Height * Zoom, KnownResamplers.NearestNeighbor)); + canvas.SaveAsPng(outPath); + Console.WriteLine($"wrote {outPath} ({canvas.Width}x{canvas.Height}) — TOP=stretch(current) BOTTOM=tile(retail), widened {BarW}px bars"); + return 0; + } + + private static void DrawWindow(Image canvas, DatCollection dats, int offY, int winW, int winH, bool tileMid) + { + // 8-piece chrome border (kept identical in both rows; only the bar fill varies). using (var tl = Load(dats, TL)) using (var top = Load(dats, TOP)) using (var tr = Load(dats, TR)) using (var le = Load(dats, LEFT)) using (var ri = Load(dats, RIGHT)) using (var bl = Load(dats, BL)) using (var bo = Load(dats, BOT)) using (var br = Load(dats, BR)) { - Blit(canvas, tl, 0, 0, Border, Border); - Blit(canvas, top, Border, 0, WinW - 2 * Border, Border); - Blit(canvas, tr, WinW - Border, 0, Border, Border); - Blit(canvas, le, 0, Border, Border, WinH - 2 * Border); - Blit(canvas, ri, WinW - Border, Border, Border, WinH - 2 * Border); - Blit(canvas, bl, 0, WinH - Border, Border, Border); - Blit(canvas, bo, Border, WinH - Border, WinW - 2 * Border, Border); - Blit(canvas, br, WinW - Border, WinH - Border, Border, Border); + Blit(canvas, tl, 0, offY, Border, Border); + Blit(canvas, top, Border, offY, winW - 2 * Border, Border); + Blit(canvas, tr, winW - Border, offY, Border, Border); + Blit(canvas, le, 0, offY + Border, Border, winH - 2 * Border); + Blit(canvas, ri, winW - Border, offY + Border, Border, winH - 2 * Border); + Blit(canvas, bl, 0, offY + winH - Border, Border, Border); + Blit(canvas, bo, Border, offY + winH - Border, winW - 2 * Border, Border); + Blit(canvas, br, winW - Border, offY + winH - Border, Border, Border); } for (int i = 0; i < Vitals.Length; i++) { var v = Vitals[i]; - int y = BarY[i]; + int y = offY + Border + BarLocalY[i]; using var bl_ = Load(dats, v.BackL); using var bm = Load(dats, v.BackM); using var br_ = Load(dats, v.BackR); using var fl = Load(dats, v.FrontL); using var fm = Load(dats, v.FrontM); using var fr = Load(dats, v.FrontR); - Console.WriteLine($"{v.Name,-8} back[{bl_.Width}x{bl_.Height} {bm.Width}x{bm.Height} {br_.Width}x{br_.Height}] " + - $"front[{fl.Width}x{fl.Height} {fm.Width}x{fm.Height} {fr.Width}x{fr.Height}] frac={v.Frac}"); - // Back track: full width. - DrawHBar(canvas, bl_, bm, br_, BarX, y, BarW, BarH, clipW: BarW); - // Front fill: full 3-slice clipped to the fraction. - DrawHBar(canvas, fl, fm, fr, BarX, y, BarW, BarH, clipW: (int)MathF.Round(BarW * v.Frac)); + DrawHBar(canvas, bl_, bm, br_, Border, y, BarW, BarH, BarW, tileMid); + int fw = (int)MathF.Round(BarW * v.Frac); + if (fw > 0) DrawHBar(canvas, fl, fm, fr, Border, y, BarW, BarH, fw, tileMid); } - - canvas.Mutate(c => c.Resize(WinW * Zoom, WinH * Zoom, KnownResamplers.NearestNeighbor)); - canvas.SaveAsPng(outPath); - Console.WriteLine($"wrote {outPath} ({WinW * Zoom}x{WinH * Zoom}; stacked window 0x2100006C, fracs h/s/m={Vitals[0].Frac}/{Vitals[1].Frac}/{Vitals[2].Frac})"); - return 0; } - public static int ExportSprite(string datDir, string idText, string outPath) - { - if (!Directory.Exists(datDir)) { Console.Error.WriteLine($"error: dir not found: {datDir}"); return 2; } - uint id = ParseHex(idText); - if (id == 0) { Console.Error.WriteLine($"error: bad id '{idText}'"); return 2; } - using var dats = new DatCollection(datDir, DatAccessType.Read); - using var img = Load(dats, id); - img.SaveAsPng(outPath); - Console.WriteLine($"wrote {outPath} (0x{id:X8} {img.Width}x{img.Height})"); - return 0; - } - - /// Horizontal 3-slice (native-width left-cap, stretched middle, native-width - /// right-cap) clipped so nothing past (bar-local px) draws. - /// Mirrors the in-client UiMeter: back uses clipW=full, front uses clipW=frac*width. + /// Horizontal 3-slice: native-width left-cap, middle (STRETCHED or TILED + /// per ), native-width right-cap; clipped to clipW. private static void DrawHBar( Image canvas, Image left, Image mid, Image right, - int x, int y, int w, int h, int clipW) + int x, int y, int w, int h, int clipW, bool tileMid) { if (w <= 0 || clipW <= 0) return; int capL = Math.Min(left.Width, w); int capR = Math.Min(right.Width, w - capL); int midW = w - capL - capR; - DrawClippedPiece(canvas, left, x, y, 0, capL, h, clipW); - DrawClippedPiece(canvas, mid, x, y, capL, midW, h, clipW); - DrawClippedPiece(canvas, right, x, y, w - capR, capR, h, clipW); + + DrawClippedPiece(canvas, left, x, y, 0, capL, h, clipW); // left cap (once, native) + if (tileMid) TileMiddle(canvas, mid, x, y, capL, midW, h, clipW); // repeat native-width copies + else DrawClippedPiece(canvas, mid, x, y, capL, midW, h, clipW); // stretch across the span + DrawClippedPiece(canvas, right, x, y, w - capR, capR, h, clipW); // right cap (once, native) } - /// Draw one slice spanning bar-local [pieceLocalX, pieceLocalX+pieceW], cropped - /// horizontally so nothing past clipW shows (UV-cropping the texture proportionally). + /// Fill [midLocalX, midLocalX+midW] by repeating the native-width tile at + /// 1:1 (no horizontal scaling), clipping the final partial copy and honouring clipW. + private static void TileMiddle( + Image canvas, Image mid, int x, int y, int midLocalX, int midW, int h, int clipW) + { + int tileW = Math.Max(1, mid.Width); + for (int mx = 0; mx < midW; mx += tileW) + { + int localX = midLocalX + mx; + int segW = Math.Min(tileW, midW - mx); // last copy may be partial + int visible = Math.Min(segW, clipW - localX); // fill-fraction clip + if (visible <= 0) break; + // 1:1 — crop the source to `visible` px (no resize-stretch), draw at native scale. + int cropW = Math.Min(visible, mid.Width); + using var seg = mid.Clone(c => c.Crop(new Rectangle(0, 0, cropW, mid.Height)).Resize(visible, h)); + canvas.Mutate(c => c.DrawImage(seg, new Point(x + localX, y), 1f)); + } + } + + /// Draw one slice spanning [pieceLocalX, +pieceW] STRETCHED to fill, UV-cropped + /// (proportionally) so nothing past clipW shows. private static void DrawClippedPiece( Image canvas, Image src, int x, int y, int pieceLocalX, int pieceW, int h, int clipW) { @@ -133,6 +144,18 @@ public static class VitalsMockup canvas.Mutate(c => c.DrawImage(s, new Point(x, y), 1f)); } + public static int ExportSprite(string datDir, string idText, string outPath) + { + if (!Directory.Exists(datDir)) { Console.Error.WriteLine($"error: dir not found: {datDir}"); return 2; } + uint id = ParseHex(idText); + if (id == 0) { Console.Error.WriteLine($"error: bad id '{idText}'"); return 2; } + using var dats = new DatCollection(datDir, DatAccessType.Read); + using var img = Load(dats, id); + img.SaveAsPng(outPath); + Console.WriteLine($"wrote {outPath} (0x{id:X8} {img.Width}x{img.Height})"); + return 0; + } + private static Image Load(DatCollection dats, uint id) { var rs = dats.Get(id); From 0f55599ba5ed0115027082cb77d5a3cb7a402db4 Mon Sep 17 00:00:00 2001 From: Erik Date: Mon, 15 Jun 2026 11:05:18 +0200 Subject: [PATCH 068/223] feat(D.2b): draw the window resize-grip overlay (gold ridges + corner studs) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit The retail vitals window border is TWO layers, not one: the bevel chrome (0x060074BF-C6) PLUS a resize-grip overlay on top — gold ridged edge strips and a square corner stud at each corner. acdream only drew the bevel, so the border looked plainer than retail and the corners lacked the little square sprite the user spotted. The overlay ids come from the vitals LayoutDesc 0x2100006C (elements 0x1000063B-0x10000642): corner stud 0x06006129 (same 5x5 at all four corners), edge strips 0x0600612A/2C (top/bottom) and 0x0600612B/2D (left/right). They have transparent gaps so the bevel shows through — both layers are drawn. UiNineSlicePanel now draws the grip overlay (edges tiled via the existing UV-repeat, corner studs 1:1) after the bevel, so every retail-chrome window (vitals + chat) gets it. Verified the grip sprites + the composited result headlessly: dump-sprite-sheet (new CLI: composite arbitrary sprite ids magnified) showed 0x06006129 is a gold stud and 0x0600612A-D are gold ridged strips; render-vitals-mockup now renders the faithful default window with the overlay. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/UI/RetailChromeSprites.cs | 18 ++++++ src/AcDream.App/UI/UiNineSlicePanel.cs | 13 ++++ src/AcDream.Cli/Program.cs | 13 ++++ src/AcDream.Cli/VitalsMockup.cs | 74 +++++++++++++++++++---- 4 files changed, 105 insertions(+), 13 deletions(-) diff --git a/src/AcDream.App/UI/RetailChromeSprites.cs b/src/AcDream.App/UI/RetailChromeSprites.cs index 70a8cb4e..f2a80fd7 100644 --- a/src/AcDream.App/UI/RetailChromeSprites.cs +++ b/src/AcDream.App/UI/RetailChromeSprites.cs @@ -45,4 +45,22 @@ public static class RetailChromeSprites /// Border thickness in pixels = the corner/edge sprite size (5px). public const int Border = 5; + + // ── Resize-grip overlay ────────────────────────────────────────────── + // A second 8-piece layer drawn ON TOP of the bevel above: the gold ridged + // accents + square corner studs that frame a resizable retail window. From + // the vitals LayoutDesc 0x2100006C (elements 0x1000063B–0x10000642): each + // corner is the same 5×5 stud (0x06006129); the edges are gold double-line + // strips tiled along each side. These have transparent gaps, so the bevel + // shows through — both layers are needed. + /// Corner grip stud, all four corners (5×5). + public const uint GripCorner = 0x06006129; + /// Top edge grip (10×5, tiled across). + public const uint GripTop = 0x0600612A; + /// Left edge grip (5×10, tiled down). + public const uint GripLeft = 0x0600612B; + /// Bottom edge grip (10×5). + public const uint GripBottom = 0x0600612C; + /// Right edge grip (5×10). + public const uint GripRight = 0x0600612D; } diff --git a/src/AcDream.App/UI/UiNineSlicePanel.cs b/src/AcDream.App/UI/UiNineSlicePanel.cs index 2e4465a1..9c18f095 100644 --- a/src/AcDream.App/UI/UiNineSlicePanel.cs +++ b/src/AcDream.App/UI/UiNineSlicePanel.cs @@ -72,6 +72,19 @@ public sealed class UiNineSlicePanel : UiPanel DrawStretched(ctx, RetailChromeSprites.CornerTR, r.TR); DrawStretched(ctx, RetailChromeSprites.CornerBL, r.BL); DrawStretched(ctx, RetailChromeSprites.CornerBR, r.BR); + + // Resize-grip overlay (gold ridged edges + square corner studs) drawn on + // top of the bevel — the second border layer the vitals LayoutDesc carries + // (0x1000063B–0x10000642). Edges tile; the corner stud is the same sprite + // at all four corners. + DrawTiled(ctx, RetailChromeSprites.GripTop, r.Top); + DrawTiled(ctx, RetailChromeSprites.GripBottom, r.Bottom); + DrawTiled(ctx, RetailChromeSprites.GripLeft, r.Left); + DrawTiled(ctx, RetailChromeSprites.GripRight, r.Right); + DrawStretched(ctx, RetailChromeSprites.GripCorner, r.TL); + DrawStretched(ctx, RetailChromeSprites.GripCorner, r.TR); + DrawStretched(ctx, RetailChromeSprites.GripCorner, r.BL); + DrawStretched(ctx, RetailChromeSprites.GripCorner, r.BR); } private void DrawTiled(UiRenderContext ctx, uint id, Rect d) diff --git a/src/AcDream.Cli/Program.cs b/src/AcDream.Cli/Program.cs index 0fdad988..6be503c4 100644 --- a/src/AcDream.Cli/Program.cs +++ b/src/AcDream.Cli/Program.cs @@ -43,6 +43,19 @@ if (args.Length >= 1 && args[0] == "render-vitals-mockup") return VitalsMockup.Render(rvmDatDir, rvmOut); } +if (args.Length >= 1 && args[0] == "dump-sprite-sheet") +{ + string? dssDir = args.ElementAtOrDefault(1) ?? Env.GetEnvironmentVariable("ACDREAM_DAT_DIR"); + string? dssIds = args.ElementAtOrDefault(2); + string dssOut = args.ElementAtOrDefault(3) ?? "sprite-sheet.png"; + if (string.IsNullOrWhiteSpace(dssDir) || string.IsNullOrWhiteSpace(dssIds)) + { + Console.Error.WriteLine("usage: AcDream.Cli dump-sprite-sheet <0xId,0xId,...> [out.png]"); + return 2; + } + return VitalsMockup.ExportSheet(dssDir, dssIds, dssOut); +} + if (args.Length >= 1 && args[0] == "export-ui-sprite") { string? eusDatDir = args.ElementAtOrDefault(1) ?? Env.GetEnvironmentVariable("ACDREAM_DAT_DIR"); diff --git a/src/AcDream.Cli/VitalsMockup.cs b/src/AcDream.Cli/VitalsMockup.cs index 90c222f4..445a918b 100644 --- a/src/AcDream.Cli/VitalsMockup.cs +++ b/src/AcDream.Cli/VitalsMockup.cs @@ -29,14 +29,14 @@ public static class VitalsMockup private static readonly Vital[] Vitals = { - new("health", 1.00f, 0x0600747E, 0x0600747F, 0x06007480, 0x06007481, 0x06007482, 0x06007483), - new("stamina", 1.00f, 0x06007484, 0x06007485, 0x06007486, 0x06007487, 0x06007488, 0x06007489), - new("mana", 1.00f, 0x0600748A, 0x0600748B, 0x0600748C, 0x0600748D, 0x0600748E, 0x0600748F), + new("health", 0.80f, 0x0600747E, 0x0600747F, 0x06007480, 0x06007481, 0x06007482, 0x06007483), + new("stamina", 0.50f, 0x06007484, 0x06007485, 0x06007486, 0x06007487, 0x06007488, 0x06007489), + new("mana", 0.65f, 0x0600748A, 0x0600748B, 0x0600748C, 0x0600748D, 0x0600748E, 0x0600748F), }; - private const int Border = 5, BarH = 16, Zoom = 4; - // Widened bars so stretch-vs-tile is obvious (native middle tile ~100px). - private const int BarW = 280; + private const uint CenterFill = 0x06004CC2; // dark interior panel (UiNineSlicePanel draws this) + private const int Border = 5, BarH = 16, Zoom = 6; + private const int BarW = 150; // default vitals window bar width (0x2100006C) private static readonly int[] BarLocalY = { 0, 16, 32 }; // flush stacked inside the interior public static int Render(string datDir, string outPath) @@ -44,23 +44,25 @@ public static class VitalsMockup if (!Directory.Exists(datDir)) { Console.Error.WriteLine($"error: dir not found: {datDir}"); return 2; } using var dats = new DatCollection(datDir, DatAccessType.Read); - int winW = BarW + 2 * Border; // 290 + int winW = BarW + 2 * Border; // 160 int winH = 3 * BarH + 2 * Border; // 58 - int gap = 16; - using var canvas = new Image(winW, winH * 2 + gap, new Rgba32(20, 20, 24, 255)); + using var canvas = new Image(winW, winH, new Rgba32(20, 20, 24, 255)); - DrawWindow(canvas, dats, 0, winW, winH, tileMid: false); // top: STRETCH (current) - DrawWindow(canvas, dats, winH + gap, winW, winH, tileMid: true); // bottom: TILE (retail) + DrawWindow(canvas, dats, 0, winW, winH, tileMid: true); canvas.Mutate(c => c.Resize(canvas.Width * Zoom, canvas.Height * Zoom, KnownResamplers.NearestNeighbor)); canvas.SaveAsPng(outPath); - Console.WriteLine($"wrote {outPath} ({canvas.Width}x{canvas.Height}) — TOP=stretch(current) BOTTOM=tile(retail), widened {BarW}px bars"); + Console.WriteLine($"wrote {outPath} ({canvas.Width}x{canvas.Height}) — faithful default vitals window 0x2100006C"); return 0; } private static void DrawWindow(Image canvas, DatCollection dats, int offY, int winW, int winH, bool tileMid) { - // 8-piece chrome border (kept identical in both rows; only the bar fill varies). + // Dark interior fill (matches UiNineSlicePanel's CenterFill behind the bars). + using (var cf = Load(dats, CenterFill)) + Blit(canvas, cf, Border, offY + Border, winW - 2 * Border, winH - 2 * Border); + + // 8-piece chrome border (corners native 5x5, edges stretched for this preview). using (var tl = Load(dats, TL)) using (var top = Load(dats, TOP)) using (var tr = Load(dats, TR)) using (var le = Load(dats, LEFT)) using (var ri = Load(dats, RIGHT)) using (var bl = Load(dats, BL)) using (var bo = Load(dats, BOT)) using (var br = Load(dats, BR)) @@ -75,6 +77,23 @@ public static class VitalsMockup Blit(canvas, br, winW - Border, offY + winH - Border, Border, Border); } + // Resize-grip overlay: gold ridged edge strips + square corner studs, on + // top of the bevel (vitals LayoutDesc 0x1000063B–0x10000642). Edges shown + // stretched here for the preview; the client tiles them via UV-repeat. + using (var gc = Load(dats, 0x06006129)) + using (var gt = Load(dats, 0x0600612A)) using (var gb = Load(dats, 0x0600612C)) + using (var gl = Load(dats, 0x0600612B)) using (var gr = Load(dats, 0x0600612D)) + { + Blit(canvas, gt, Border, offY, winW - 2 * Border, Border); + Blit(canvas, gb, Border, offY + winH - Border, winW - 2 * Border, Border); + Blit(canvas, gl, 0, offY + Border, Border, winH - 2 * Border); + Blit(canvas, gr, winW - Border, offY + Border, Border, winH - 2 * Border); + Blit(canvas, gc, 0, offY, Border, Border); + Blit(canvas, gc, winW - Border, offY, Border, Border); + Blit(canvas, gc, 0, offY + winH - Border, Border, Border); + Blit(canvas, gc, winW - Border, offY + winH - Border, Border, Border); + } + for (int i = 0; i < Vitals.Length; i++) { var v = Vitals[i]; @@ -144,6 +163,35 @@ public static class VitalsMockup canvas.Mutate(c => c.DrawImage(s, new Point(x, y), 1f)); } + /// Composite a comma-separated list of sprite ids into one row, magnified, + /// on a neutral background — so the exact chrome/bar graphics can be eyeballed. + public static int ExportSheet(string datDir, string idsCsv, string outPath) + { + if (!Directory.Exists(datDir)) { Console.Error.WriteLine($"error: dir not found: {datDir}"); return 2; } + using var dats = new DatCollection(datDir, DatAccessType.Read); + + var ids = idsCsv.Split(',', StringSplitOptions.RemoveEmptyEntries | StringSplitOptions.TrimEntries) + .Select(ParseHex).Where(x => x != 0).ToArray(); + if (ids.Length == 0) { Console.Error.WriteLine("no valid ids"); return 2; } + + var imgs = ids.Select(id => Load(dats, id)).ToArray(); + const int pad = 6, zoom = 10; + int totalW = pad + imgs.Sum(i => i.Width + pad); + int maxH = imgs.Max(i => i.Height); + using var canvas = new Image(totalW, maxH + 2 * pad, new Rgba32(64, 64, 72, 255)); + int x = pad; + foreach (var im in imgs) + { + canvas.Mutate(c => c.DrawImage(im, new Point(x, pad), 1f)); + x += im.Width + pad; + } + canvas.Mutate(c => c.Resize(canvas.Width * zoom, canvas.Height * zoom, KnownResamplers.NearestNeighbor)); + canvas.SaveAsPng(outPath); + Console.WriteLine("order (L→R): " + string.Join(" ", ids.Zip(imgs, (id, im) => $"0x{id:X8}={im.Width}x{im.Height}"))); + foreach (var im in imgs) im.Dispose(); + return 0; + } + public static int ExportSprite(string datDir, string idText, string outPath) { if (!Directory.Exists(datDir)) { Console.Error.WriteLine($"error: dir not found: {datDir}"); return 2; } From 64146bfc2aa8bf451b8a9cdbbd36d7bfa0b77251 Mon Sep 17 00:00:00 2001 From: Erik Date: Mon, 15 Jun 2026 12:38:34 +0200 Subject: [PATCH 069/223] docs(D.2b): LayoutDesc importer design spec (data-driven retail windows) --- .../2026-06-15-layoutdesc-importer-design.md | 216 ++++++++++++++++++ 1 file changed, 216 insertions(+) create mode 100644 docs/superpowers/specs/2026-06-15-layoutdesc-importer-design.md diff --git a/docs/superpowers/specs/2026-06-15-layoutdesc-importer-design.md b/docs/superpowers/specs/2026-06-15-layoutdesc-importer-design.md new file mode 100644 index 00000000..1fb36f07 --- /dev/null +++ b/docs/superpowers/specs/2026-06-15-layoutdesc-importer-design.md @@ -0,0 +1,216 @@ +# LayoutDesc Importer — Design + +**Date:** 2026-06-15 +**Status:** Approved (brainstorm) — pending spec review → implementation plan +**Track:** D.2b retail UI engine (next sub-phase; register the phase id in the roadmap before implementation) +**Supersedes nothing. Deletes nothing.** Coexists with the existing hand-authored path. + +## Context + +D.2b shipped a working retail vitals window and a scrollable chat window, but each was +built by **hand**: dump the dat `LayoutDesc`, transcribe sprite ids + rects into +`vitals.xml` / `UiMeter` / `UiNineSlicePanel`, then discover-and-patch missing details +(the bar fill model, the dat-font, the tiling, the resize-grip overlay) one at a time. +That archaeology does not scale to AC's dozens of windows, and it keeps *missing* details +that are already in the dat (the grip overlay was found only because the user spotted it). + +The `LayoutDesc` dat is a **complete, declarative description of every window** — element +tree, positions, sizes, anchors, sprites per state, draw-modes, fonts, borders, grips, +meters, labels, inheritance. It is retail's "HTML for windows." The fix is to **render the +dat** with one faithful interpreter rather than transcribe it per window. + +## Goal + +Build a faithful `LayoutDesc` interpreter that reads a retail layout from the dat and +produces a `UiElement` tree the existing toolkit renders — so opening any retail window is +one call, with **no per-window graphics/layout code**. The only per-window code is live +**data wiring** (which is inherently per-window and tiny). + +### Non-goals + +- Re-porting Keystone's C++ framework (its own renderer, string/container classes, vtable + dispatch, D3D blits). We port retail's **render algorithms**, not its framework — that is + what Silk.NET + .NET already provide. (See "Decisions → Structure".) +- Deleting or rewriting the existing toolkit/widgets/markup. They are reused. + +## Decisions (from brainstorm 2026-06-15) + +1. **Proof target = re-drive vitals.** Point the importer at the vitals `LayoutDesc` + (`0x2100006C`) and make it reproduce the hand-built window. Known-good baseline → clean + pass/fail. The hand-authored vitals path stays as the reference until the importer matches. +2. **Scope = full faithful interpreter.** Interpret the *complete* `LayoutDesc` format + (every element type, full `BaseElement`/`BaseLayoutId` inheritance, all draw-modes, + states, properties) — not just the slice vitals uses. Matches the project's + "behavior is retail" ethos. +3. **Structure = hybrid (Approach C).** Port each element type's render **algorithm** + verbatim from the decomp, onto our modern draw primitives. A single generic renderer + handles the trivial "stamp the sprite per draw-mode" types (the long tail, including + types not yet catalogued); dedicated widgets handle types with real behavior (meter, + text, scrollbar/chat, button). The decomp's render method for each type *decides* which + bucket it falls in — we do not guess. Faithfulness comes from porting the algorithms; + the hybrid is only about C# packaging. +4. **Coexistence, don't-delete.** `MarkupDocument` stays as the path for plugin/custom + panels (no dat layout). The existing widgets (`UiMeter`, `UiNineSlicePanel`, + `UiChatView`, `UiDatFont`) and primitives (tiling, scissor-fill, dat-font, nine-slice) + become the importer's behavioral renderers. + +## Architecture & data flow + +``` +RETAIL WINDOWS (data-driven from the dat) + client_portal.dat ─► LayoutImporter ─► UiElement tree ─► UiRoot ─► renderers ─► screen + (LayoutDesc 0x21..) │ (UiDatElement + + │ behavioral widgets) + ├─ resolve BaseElement / BaseLayoutId inheritance + ├─ walk ElementDesc tree → widget (hybrid factory) + └─ apply rect / anchors / states / media / props from the dat + + per-window Controller ─► binds LIVE data to elements by id (mirrors retail gm*UI) + WindowManager ─► open/close by layout id, z-order, focus, position persistence + +PLUGIN / CUSTOM PANELS (hand-authored, unchanged) + *.xml ─► MarkupDocument ─► UiElement tree ─► (same UiRoot + renderers) +``` + +Two input paths (dat importer for retail windows, markup for custom/plugin), one rendering +toolkit. Nothing in the bottom (`UiHost`/`UiRoot`/`UiElement`) or the render primitives +changes. + +## Components + +### 1. Format enumeration (Step 0 — foundational groundwork) + +Because we chose "full faithful," the first deliverable is a **documented map** of the +complete format, not code. Sources, cross-checked against each other: + +- **DatReaderWriter types** — `ElementDesc`, `StateDesc`, `MediaDesc*` and their enums + (`Type`, `DrawMode`, media kinds, state keys). Reflect/inspect as `dump-vitals-layout` + already does (props **and** fields). +- **Retail decomp** — the `UIElement_*` class hierarchy + each type's render method; the + property-key meanings; the **KSML keyword registrations** (the parser registers every + property name — the canonical vocabulary, e.g. `KW_DRAWMODE`, `KW_DURATION`, …). +- **Real layouts** — scan a sample of `LayoutDesc`s to confirm which Types/properties + actually occur and catch anything the above missed. + +Output: a reference doc mapping each `Type` → meaning + render method, each property key → +meaning, each `DrawMode` → behavior, and the inheritance rules. This doc drives every other +component and is committed alongside the importer. + +### 2. `LayoutImporter` + +Reads a `LayoutDesc` by id and returns a `UiElement` subtree: +- Walk the `ElementDesc` tree. +- For each element: resolve inheritance (§3), pick a widget via the factory (§4), set its + rect (`X/Y/W/H`), anchors (edge flags → `AnchorEdges`), z-order, states, media, and + properties from the (resolved) element. +- Recurse into children. +- Expose `FindElement(uint id)` on the result so controllers wire by id. + +Depends on: `DatCollection` (read layouts), the factory, the inheritance resolver, +`TextureCache.GetOrUploadRenderSurface` (sprites), `UiDatFont` (text). No GL itself — it +builds `UiElement`s; rendering stays in the toolkit. + +### 3. Inheritance resolution + +An element with `BaseElement`/`BaseLayoutId` inherits the base element's properties / states +/ media; the derived element overrides. Resolve by loading the base layout, finding the base +element, and merging (base first, then derived overrides) **before** instantiating. +Required even for vitals: the number-text element inherits its font/style from base layout +`0x2100003F`. Cycle-guard the resolution. + +### 4. Hybrid widget factory (`Type` → renderer) + +- **Behavioral** types → dedicated widgets (verbatim-algorithm ports): meter → `UiMeter`, + text → dat-font label, scrollable/list region → `UiChatView`/list widget, button → + `UiButton`, resizable window root → `UiNineSlicePanel`. +- **Trivial** types (image, container, border piece, grip) → `UiDatElement` (generic). +- **Unknown** type → `UiDatElement` (faithful fallback — still draws its media). + +The Step-0 enumeration assigns each `Type` to a bucket by reading its retail render method +(trivial blit → generic; real algorithm → widget). + +### 5. `UiDatElement` (generic renderer) + +A `UiElement` holding the resolved element's active-state media + draw-mode + rect. Its +`OnDraw` ports retail's base blit branch: +- `Normal` → **tile** at native size (UV-repeat; the UI texture is `GL_REPEAT`-wrapped) — + the mechanism already proven for the bars + chrome. +- `Alphablend` → blended overlay. +- `Stretch` (if present) → scale. +- image → sprite; cursor → hover cursor. +Reuses the tiling, dat-font, nine-slice draw primitives. + +### 6. Per-window controllers (live-data binding) + +Mirror retail's `gm*UI` classes. A small controller per window grabs elements by id from the +imported tree and pushes live data in: `VitalsController` binds `HealthPercent` → meter fill, +`cur/max` → number text; `ChatController` binds the chat tail → the chat region. **This is +the only per-window code, and it is data wiring, not graphics.** Retail-faithful: e.g. +`gmVitalsUI::PostInit` grabs child meter elements by id and sets attribute `0x69` (fill). + +### 7. `WindowManager` + +`OpenWindow(layoutId, controller)` → import + attach to `UiRoot`, place at the dat's default +position (then persist user move/resize), manage z-order / focus / close. Orchestrates the +focus/drag/resize mechanics `UiRoot` already provides. + +### 8. States / expand / hover + +Each element carries its named states (`HideDetail`/`ShowDetail`, normal/hover/pressed) from +the dat; the active state selects which media draws. A click or hover flips the active state. +Click-to-expand and hover highlight fall out generically — no per-window code. + +## Rollout order (milestones) + +1. **Enumerate the format** (§1) → reference doc. +2. **`LayoutImporter`** + **inheritance resolution** (read + resolve + walk). +3. **`UiDatElement`** generic renderer (port the draw-mode blit branch). +4. **Hybrid factory** (Type → widget/generic). +5. **`VitalsController`** (bind by id). +6. **Re-drive vitals → diff against the current window.** ✅ conformance gate. +7. **`WindowManager`** (open/close/persist). +8. **Extend** to chat (`ChatController`), then new windows for free. + +## Testing / conformance + +- **Golden tree checks** — the importer-built vitals tree has the expected element rects, + resolved sprites, and active states (assert against the known `0x2100006C` values). +- **Inheritance unit tests** — base+override merge, cycle-guard. +- **Draw-mode unit tests** — the UV math for tile vs stretch vs the partial last tile. +- **Bind-by-id unit tests** — controller wires the right element. +- **Headless visual diff** — `render-vitals-mockup` / a tree-render comparison vs the + hand-built reference (no live server needed). +- **Final** — in-client visual verification (the user) once the gate passes. + +## Coexistence / don't-delete (restated) + +- `MarkupDocument` + `*.xml` stay for plugin/custom panels. +- `UiMeter`, `UiNineSlicePanel`, `UiChatView`, `UiDatFont`, the tiling/scissor-fill/dat-font/ + nine-slice primitives stay — reused as the importer's behavioral renderers. +- The hand-authored vitals path stays as the conformance reference until the importer + matches it; only then is vitals flipped to the importer. + +## Risks & open questions + +- **The format enumeration is the foundational unknown.** If a Type/property/draw-mode is + mis-mapped, faithfulness breaks. Mitigation: Step 0 cross-checks three sources + real + layouts; the vitals conformance gate catches regressions. +- **Some behavioral types may need new widgets** (list, scrollbar, edit box). These are + generic, written once — not per-window. The generic fallback means an un-widgeted type + still renders its sprites in the meantime. +- **Position persistence** scope (per-window saved rects) — minimal at first (dat default + + in-session move/resize); durable persistence can follow. +- **Phase id** — register this as the next D.2b sub-phase in the roadmap before implementing. + +## Reference anchors + +- **Dat layouts:** vitals (stacked) `0x2100006C`; floaty row `0x21000014`; horizontal row + `0x21000075`; vitals number-text base layout `0x2100003F`. +- **Decomp:** `gmVitalsUI::PostInit` @`0x4bfce0` (bind by id), `UIElement_Meter::DrawChildren` + @`0x46fbd0` (scissor-fill), `SurfaceWindow::DrawCharacter` @`0x442bd0` (dat-font), + `ImgTex::TileCSI` @`0x53e740` (tiling), `UIRegion::DrawHere` @`0x69fa30` (element draw order), + the KSML keyword registrations (~`0x71b540`+). +- **Tools:** `AcDream.Cli dump-vitals-layout` (reflective full tree dump), + `dump-sprite-sheet` (composite sprite ids), `render-vitals-mockup` (headless window render). +- **Memory:** `project_d2b_retail_ui.md` (the two-layout lesson, sprite ids, render model, + dat-font, tools). From a7875cde225ca855b2dbafdab423d55e19047c82 Mon Sep 17 00:00:00 2001 From: Erik Date: Mon, 15 Jun 2026 12:46:55 +0200 Subject: [PATCH 070/223] =?UTF-8?q?docs(D.2b):=20LayoutDesc=20importer=20i?= =?UTF-8?q?mplementation=20plan=20(Plan=201=20=E2=80=94=20vitals=20conform?= =?UTF-8?q?ance)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../plans/2026-06-15-layoutdesc-importer.md | 756 ++++++++++++++++++ 1 file changed, 756 insertions(+) create mode 100644 docs/superpowers/plans/2026-06-15-layoutdesc-importer.md diff --git a/docs/superpowers/plans/2026-06-15-layoutdesc-importer.md b/docs/superpowers/plans/2026-06-15-layoutdesc-importer.md new file mode 100644 index 00000000..f5a6b4d6 --- /dev/null +++ b/docs/superpowers/plans/2026-06-15-layoutdesc-importer.md @@ -0,0 +1,756 @@ +# LayoutDesc Importer — Implementation Plan (Plan 1: foundation + vitals conformance) + +> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking. + +**Goal:** Read the retail vitals `LayoutDesc` (`0x2100006C`) from the dat and build a `UiElement` tree that reproduces the hand-built vitals window — proving a data-driven importer that needs no per-window graphics code. + +**Architecture:** A `LayoutImporter` reads a layout, resolves `BaseElement`/`BaseLayoutId` inheritance, and walks the `ElementDesc` tree. A hybrid factory maps each element's `Type` to either a dedicated behavioral widget (meter → `UiMeter`, text → dat-font label) or a generic `UiDatElement` that draws any element's media by draw-mode (reusing the proven tiling primitive). A per-window `VitalsController` binds live data to elements by id, mirroring retail's `gmVitalsUI`. Everything renders through the existing `UiRoot` + primitives — nothing is deleted. + +**Tech Stack:** C# .NET 10, Silk.NET, `Chorizite.DatReaderWriter` 2.1.7, xUnit. Spec: `docs/superpowers/specs/2026-06-15-layoutdesc-importer-design.md`. + +**Scope of Plan 1:** rollout steps 1–6 (enumeration → importer → inheritance → generic renderer → factory → vitals controller → conformance). NOT in Plan 1: window manager, chat re-drive, the full long-tail of element types (Plan 2). The generic renderer's fallback means un-widgeted types still draw their sprites. + +--- + +## File structure + +``` +src/AcDream.App/UI/Layout/ ← new namespace for the importer + ElementReader.cs — typed read of ElementDesc fields + inheritance merge (pure, GL-free) + LayoutImporter.cs — read a LayoutDesc, walk the tree, build the UiElement tree + UiDatElement.cs — generic element: draws its state media by DrawMode (tile/blend) + DatWidgetFactory.cs — Type → widget (UiMeter / dat-font label) else UiDatElement + VitalsController.cs — bind live data to elements by id (mirrors gmVitalsUI) +src/AcDream.App/Rendering/GameWindow.cs ← wire importer under a flag, alongside the existing path +docs/research/2026-06-15-layoutdesc-format.md ← Task 1 enumeration reference +tests/AcDream.App.Tests/UI/Layout/ ← new test folder + ElementReaderTests.cs — inheritance merge, edge-flags → anchors (pure) + DatWidgetFactoryTests.cs— Type → widget mapping + VitalsBindingTests.cs — bind-by-id wiring + LayoutConformanceTests.cs — vitals tree golden checks (uses a committed fixture) +tests/AcDream.App.Tests/UI/Layout/fixtures/ + vitals_2100006C.json — dumped vitals layout tree (so tests need no dats) +``` + +Pure logic (inheritance merge, anchor mapping, factory decision, draw-mode UV) is GL-free and dat-free so it unit-tests without the user's dats. The dat-reading shell is exercised by the headless conformance tool + the committed fixture. + +--- + +### Task 1: Format enumeration reference doc (research) + +Pins down the exact `DatReaderWriter` API and the format vocabulary the later tasks depend on. No production code. + +**Files:** +- Create: `docs/research/2026-06-15-layoutdesc-format.md` + +- [ ] **Step 1: Enumerate the DatReaderWriter types** + +Run (PowerShell), capturing output: +``` +dotnet run --project src\AcDream.Cli\AcDream.Cli.csproj --no-build -- dump-vitals-layout "$env:USERPROFILE\Documents\Asheron's Call" 0x2100006C +``` +From this + the package, record the exact member names/types of `ElementDesc` (confirm `ElementId, Type, X, Y, Width, Height, LeftEdge, TopEdge, RightEdge, BottomEdge, ZLevel, BaseElement, BaseLayoutId, StateDesc, States, Children`), `StateDesc` (its `Media` collection + how properties like font `0x1A` / fill `0x69` are stored), and `MediaDescImage` (`File, DrawMode`) / `MediaDescCursor`. + +- [ ] **Step 2: Enumerate the Type + DrawMode vocabulary from the decomp** + +Grep `docs/research/named-retail/acclient_2013_pseudo_c.txt` for the `UIElement_*` class names + their render methods, the `DrawModeType` values, and the KSML keyword registrations (`KW_*` near `0x71b540`). Record each element `Type` value → meaning + render method, and each `DrawMode` value → behavior (Normal=tile, Alphablend, Stretch, …). + +- [ ] **Step 3: Cross-check against real layouts** + +Dump `0x21000014`, `0x21000075`, and `0x2100003F` (the vitals number-text base layout) and confirm which Types/DrawModes/properties actually occur. Note the inheritance chain for the vitals number-text element. + +- [ ] **Step 4: Write the reference doc** + +Write `docs/research/2026-06-15-layoutdesc-format.md` with sections: ElementDesc API, StateDesc/properties, MediaDesc kinds, the Type table (value → meaning → render method → generic-or-widget bucket), the DrawMode table, and the inheritance rules. Mark which types/draw-modes the vitals window uses (Plan 1 surface) vs the long tail (Plan 2). + +- [ ] **Step 5: Commit** + +``` +git add docs/research/2026-06-15-layoutdesc-format.md +git commit -m "docs(D.2b): LayoutDesc format enumeration (importer groundwork)" +``` + +--- + +### Task 2: ElementReader — inheritance merge + edge-flags → anchors (pure) + +**Files:** +- Create: `src/AcDream.App/UI/Layout/ElementReader.cs` +- Test: `tests/AcDream.App.Tests/UI/Layout/ElementReaderTests.cs` + +`ElementReader` holds the pure, GL-free, dat-free transforms the importer needs. Model the element as a small POCO `ElementInfo` so the pure logic is testable without constructing `DatReaderWriter.ElementDesc`. + +- [ ] **Step 1: Write the failing tests** + +```csharp +using AcDream.App.UI; +using AcDream.App.UI.Layout; +namespace AcDream.App.Tests.UI.Layout; + +public class ElementReaderTests +{ + [Fact] + public void EdgeFlagsToAnchors_LeftRight_Stretches() + { + // Edge flag value 4 = "anchor to that side" per the format doc; left+right both anchored ⇒ width stretches. + var a = ElementReader.ToAnchors(left: 4, top: 1, right: 4, bottom: 1); + Assert.True(a.HasFlag(AnchorEdges.Left)); + Assert.True(a.HasFlag(AnchorEdges.Right)); + Assert.False(a.HasFlag(AnchorEdges.Bottom)); + } + + [Fact] + public void Merge_BaseThenOverride_DerivedWins() + { + var base_ = new ElementInfo { Type = 0, FontDid = 0x40000000, Width = 150, Height = 16 }; + var derived = new ElementInfo { Type = 0, Width = 200 }; // overrides width, inherits font + height + var merged = ElementReader.Merge(base_, derived); + Assert.Equal(200, merged.Width); // override + Assert.Equal(16, merged.Height); // inherited + Assert.Equal(0x40000000u, merged.FontDid);// inherited + } +} +``` + +- [ ] **Step 2: Run to verify failure** + +Run: `dotnet test tests\AcDream.App.Tests --filter "FullyQualifiedName~ElementReaderTests"` +Expected: FAIL — `ElementReader` / `ElementInfo` not defined. + +- [ ] **Step 3: Implement ElementReader + ElementInfo** + +```csharp +namespace AcDream.App.UI.Layout; + +/// GL-free, dat-free snapshot of a resolved layout element. Populated by the +/// importer from DatReaderWriter.ElementDesc (after inheritance); the pure transforms +/// below operate on it so they unit-test without the dats. +public sealed class ElementInfo +{ + public uint Id; + public int Type; + public float X, Y, Width, Height; + public int Left, Top, Right, Bottom; // edge-anchor flags + public uint FontDid; // 0 = none (inherited via Merge) + // sprite per state: state name -> (file, drawMode). "" = DirectState. + public Dictionary StateMedia = new(); +} + +public static class ElementReader +{ + /// Edge-anchor flags → AnchorEdges. Flag value 4 (per format doc) = "pinned + /// to that side"; any other value = not pinned. Left+Right ⇒ width stretches. + public static AnchorEdges ToAnchors(int left, int top, int right, int bottom) + { + var a = AnchorEdges.None; + if (left == 4) a |= AnchorEdges.Left; + if (top == 4) a |= AnchorEdges.Top; + if (right == 4) a |= AnchorEdges.Right; + if (bottom == 4) a |= AnchorEdges.Bottom; + if (a == AnchorEdges.None) a = AnchorEdges.Left | AnchorEdges.Top; // default: pin top-left + return a; + } + + /// Merge a base element with a derived override: start from base, apply any + /// non-default field the derived element sets. Mirrors BaseElement/BaseLayoutId. + public static ElementInfo Merge(ElementInfo base_, ElementInfo derived) + { + var m = new ElementInfo + { + Id = derived.Id != 0 ? derived.Id : base_.Id, + Type = derived.Type != 0 ? derived.Type : base_.Type, + X = derived.X, Y = derived.Y, // position is the derived placement + Width = derived.Width != 0 ? derived.Width : base_.Width, + Height = derived.Height != 0 ? derived.Height : base_.Height, + Left = derived.Left, Top = derived.Top, Right = derived.Right, Bottom = derived.Bottom, + FontDid = derived.FontDid != 0 ? derived.FontDid : base_.FontDid, + StateMedia = new Dictionary(base_.StateMedia), + }; + foreach (var kv in derived.StateMedia) m.StateMedia[kv.Key] = kv.Value; // derived overrides + return m; + } +} +``` +> NOTE: confirm the edge-flag "pinned" value (4) and the font-property key against Task 1's doc; adjust the `== 4` test if the doc says otherwise. + +- [ ] **Step 4: Run to verify pass** + +Run: `dotnet test tests\AcDream.App.Tests --filter "FullyQualifiedName~ElementReaderTests"` +Expected: PASS (2 tests). + +- [ ] **Step 5: Commit** + +``` +git add src/AcDream.App/UI/Layout/ElementReader.cs tests/AcDream.App.Tests/UI/Layout/ElementReaderTests.cs +git commit -m "feat(D.2b): ElementReader — layout inheritance merge + edge-flag anchors" +``` + +--- + +### Task 3: UiDatElement — generic element + draw-mode render + +**Files:** +- Create: `src/AcDream.App/UI/Layout/UiDatElement.cs` + +Generic widget: holds an `ElementInfo` + the active state name, draws that state's media by draw-mode. Reuses the proven tiling render (UV-repeat at native width; UI textures are `GL_REPEAT`-wrapped). + +- [ ] **Step 1: Write the failing test (active-state selection is pure)** + +```csharp +using AcDream.App.UI.Layout; +namespace AcDream.App.Tests.UI.Layout; + +public class UiDatElementTests +{ + [Fact] + public void ActiveMedia_PrefersNamedStateOverDirect() + { + var info = new ElementInfo(); + info.StateMedia[""] = (0x06000001, 0); // DirectState + info.StateMedia["ShowDetail"] = (0x06000002, 1); // named + var e = new UiDatElement(info, (_, _) => (0, 0, 0)) { ActiveState = "ShowDetail" }; + Assert.Equal(0x06000002u, e.ActiveMedia().File); + e.ActiveState = ""; + Assert.Equal(0x06000001u, e.ActiveMedia().File); + } +} +``` + +- [ ] **Step 2: Run to verify failure** + +Run: `dotnet test tests\AcDream.App.Tests --filter "FullyQualifiedName~UiDatElementTests"` +Expected: FAIL — `UiDatElement` not defined. + +- [ ] **Step 3: Implement UiDatElement** + +```csharp +using System; +using System.Numerics; + +namespace AcDream.App.UI.Layout; + +/// Generic dat element: draws its active state's media by DrawMode (Normal=tile, +/// Alphablend=blended overlay). The fallback renderer for every element type without a +/// dedicated behavioral widget; faithful because retail's base element render is exactly +/// "stamp the media per draw-mode". +public sealed class UiDatElement : UiElement +{ + private readonly ElementInfo _info; + private readonly Func _resolve; + public string ActiveState { get; set; } = ""; + + public UiDatElement(ElementInfo info, Func resolve) + { + _info = info; _resolve = resolve; + ClickThrough = true; // generic decoration; behavioral widgets opt back in + } + + public (uint File, int DrawMode) ActiveMedia() + => _info.StateMedia.TryGetValue(ActiveState, out var m) ? m + : _info.StateMedia.TryGetValue("", out var d) ? d + : (0u, 0); + + protected override void OnDraw(UiRenderContext ctx) + { + var (file, drawMode) = ActiveMedia(); + if (file == 0) return; + var (tex, tw, th) = _resolve(file); + if (tex == 0 || tw == 0 || th == 0) return; + // DrawMode 0 = Normal → TILE at native size (UV-repeat; GL_REPEAT-wrapped UI texture), + // matching ImgTex::TileCSI. (Alphablend/others are the same blit with a blend state; + // the sprite shader already alpha-blends, so the quad is identical here.) + ctx.DrawSprite(tex, 0, 0, Width, Height, 0, 0, Width / tw, Height / th, Vector4.One); + } +} +``` +> NOTE: confirm `DrawMode` enum values against Task 1; if a value needs a non-tiled blit (e.g. a true Stretch), branch here. For the vitals surface (Normal + Alphablend) the tiled UV-repeat quad is correct. + +- [ ] **Step 4: Run to verify pass** + +Run: `dotnet test tests\AcDream.App.Tests --filter "FullyQualifiedName~UiDatElementTests"` +Expected: PASS. + +- [ ] **Step 5: Commit** + +``` +git add src/AcDream.App/UI/Layout/UiDatElement.cs tests/AcDream.App.Tests/UI/Layout/UiDatElementTests.cs +git commit -m "feat(D.2b): UiDatElement — generic per-drawmode element renderer" +``` + +--- + +### Task 4: DatWidgetFactory — Type → widget (else generic) + +**Files:** +- Create: `src/AcDream.App/UI/Layout/DatWidgetFactory.cs` +- Test: `tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs` + +- [ ] **Step 1: Write the failing tests** + +```csharp +using AcDream.App.UI; +using AcDream.App.UI.Layout; +namespace AcDream.App.Tests.UI.Layout; + +public class DatWidgetFactoryTests +{ + private static (uint, int, int) NoTex(uint _) => (0, 0, 0); + + [Fact] + public void Type7_Meter_MakesUiMeter() + { + var e = DatWidgetFactory.Create(new ElementInfo { Type = 7, Width = 150, Height = 16 }, NoTex, null); + Assert.IsType(e); + } + + [Fact] + public void UnknownType_FallsBackToGeneric() + { + var e = DatWidgetFactory.Create(new ElementInfo { Type = 999 }, NoTex, null); + Assert.IsType(e); + } +} +``` + +- [ ] **Step 2: Run to verify failure** + +Run: `dotnet test tests\AcDream.App.Tests --filter "FullyQualifiedName~DatWidgetFactoryTests"` +Expected: FAIL — `DatWidgetFactory` not defined. + +- [ ] **Step 3: Implement DatWidgetFactory** + +```csharp +using System; + +namespace AcDream.App.UI.Layout; + +/// Hybrid factory: behavioral element Types map to dedicated widgets (verbatim +/// algorithm ports); everything else (and unknown Types) falls back to UiDatElement. +/// The Type→bucket assignment comes from the format enumeration (Task 1). +public static class DatWidgetFactory +{ + /// RenderSurface id → (GL tex, w, h). + /// Retail UI font for text elements (may be null pre-load). + public static UiElement Create(ElementInfo info, + Func resolve, UiDatFont? datFont) + { + var e = info.Type switch + { + 7 => BuildMeter(info, resolve), // UIElement_Meter + _ => new UiDatElement(info, resolve), + }; + e.Left = info.X; e.Top = info.Y; e.Width = info.Width; e.Height = info.Height; + e.Anchors = ElementReader.ToAnchors(info.Left, info.Top, info.Right, info.Bottom); + return e; + } + + private static UiElement BuildMeter(ElementInfo info, Func resolve) + => new UiMeter { SpriteResolve = resolve }; // back/front slice ids + binding set by the controller +} +``` +> NOTE: text (Type 0) keeps using the generic element for now; the dat-font label binding happens in the controller via `UiDatFont`. Add a dedicated text widget in Plan 2 if the enumeration shows behavior beyond "draw a bound string". + +- [ ] **Step 4: Run to verify pass** + +Run: `dotnet test tests\AcDream.App.Tests --filter "FullyQualifiedName~DatWidgetFactoryTests"` +Expected: PASS. + +- [ ] **Step 5: Commit** + +``` +git add src/AcDream.App/UI/Layout/DatWidgetFactory.cs tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs +git commit -m "feat(D.2b): DatWidgetFactory — Type→widget hybrid mapping" +``` + +--- + +### Task 5: LayoutImporter — read layout, resolve inheritance, build tree + +**Files:** +- Create: `src/AcDream.App/UI/Layout/LayoutImporter.cs` + +Reads a `LayoutDesc` via `DatCollection`, converts each `ElementDesc` to `ElementInfo` (resolving `BaseElement`/`BaseLayoutId` via `ElementReader.Merge`), builds the widget tree via the factory, and recurses into children. Exposes `FindElement(uint id)`. + +- [ ] **Step 1: Write the failing test (uses the committed fixture, no dats)** + +Create `tests/AcDream.App.Tests/UI/Layout/fixtures/vitals_2100006C.json` by serializing the dumped tree (a list of `ElementInfo`-shaped records). Test that the importer's pure `BuildFromInfos` produces the right tree: +```csharp +using AcDream.App.UI; +using AcDream.App.UI.Layout; +namespace AcDream.App.Tests.UI.Layout; + +public class LayoutImporterTests +{ + [Fact] + public void BuildFromInfos_HealthMeter_IsUiMeterAtRect() + { + // health meter element 0x100000E6: X=5,Y=5,150x16,Type=7 + var root = new ElementInfo { Id = 0x100005F9, Type = 3, Width = 160, Height = 58 }; + var health = new ElementInfo { Id = 0x100000E6, Type = 7, X = 5, Y = 5, Width = 150, Height = 16 }; + var tree = LayoutImporter.BuildFromInfos(root, new[] { health }, (_, _) => (0, 0, 0), null); + var found = tree.FindElement(0x100000E6); + Assert.IsType(found); + Assert.Equal(5f, found!.Left); Assert.Equal(150f, found.Width); + } +} +``` + +- [ ] **Step 2: Run to verify failure** + +Run: `dotnet test tests\AcDream.App.Tests --filter "FullyQualifiedName~LayoutImporterTests"` +Expected: FAIL — `LayoutImporter` not defined. + +- [ ] **Step 3: Implement LayoutImporter** + +```csharp +using System; +using System.Collections.Generic; +using DatReaderWriter; +using DatReaderWriter.DBObjs; +using DatReaderWriter.Types; + +namespace AcDream.App.UI.Layout; + +/// Reads a retail LayoutDesc into a UiElement tree. Pure tree-building +/// (BuildFromInfos) is dat-free + testable; Import(dats, id, ...) is the dat shell. +public sealed class ImportedLayout +{ + public required UiElement Root { get; init; } + private readonly Dictionary _byId; + public ImportedLayout(UiElement root, Dictionary byId) { Root = root; _byId = byId; } + public UiElement? FindElement(uint id) => _byId.TryGetValue(id, out var e) ? e : null; +} + +public static class LayoutImporter +{ + /// Dat shell: load the layout, convert ElementDescs to ElementInfo (resolving + /// inheritance), then BuildFromInfos. Returns null if the layout is missing. + public static ImportedLayout? Import(DatCollection dats, uint layoutId, + Func resolve, UiDatFont? datFont) + { + var ld = dats.Get(layoutId); + if (ld is null) return null; + // Convert top-level + nested ElementDescs to resolved ElementInfo. + ElementInfo Convert(ElementDesc d) => Resolve(dats, d); + // Build a synthetic root that holds the top-level elements as children. + var rootInfo = new ElementInfo { Id = 0, Type = 3 }; + var children = new List(); + var nested = new Dictionary(); + foreach (var kv in ld.Elements) { var info = Convert(kv.Value); children.Add(info); nested[info] = kv.Value; } + return BuildFromInfosRecursive(rootInfo, ld, dats, resolve, datFont); + } + + /// Pure builder used by tests + the shell: build a tree from a root info + its + /// direct children infos. (The recursive dat variant handles real nested trees.) + public static ImportedLayout BuildFromInfos(ElementInfo rootInfo, IEnumerable children, + Func resolve, UiDatFont? datFont) + { + var byId = new Dictionary(); + var root = DatWidgetFactory.Create(rootInfo, resolve, datFont); + if (rootInfo.Id != 0) byId[rootInfo.Id] = root; + foreach (var c in children) + { + var w = DatWidgetFactory.Create(c, resolve, datFont); + root.AddChild(w); + if (c.Id != 0) byId[c.Id] = w; + } + return new ImportedLayout(root, byId); + } + + // ---- dat-side helpers ---- + + private static ImportedLayout BuildFromInfosRecursive(ElementInfo rootInfo, LayoutDesc ld, + DatCollection dats, Func resolve, UiDatFont? datFont) + { + var byId = new Dictionary(); + var root = DatWidgetFactory.Create(rootInfo, resolve, datFont); + foreach (var kv in ld.Elements) + AddElement(root, kv.Value, dats, resolve, datFont, byId); + return new ImportedLayout(root, byId); + } + + private static void AddElement(UiElement parent, ElementDesc d, DatCollection dats, + Func resolve, UiDatFont? datFont, Dictionary byId) + { + var info = Resolve(dats, d); + var w = DatWidgetFactory.Create(info, resolve, datFont); + parent.AddChild(w); + if (info.Id != 0) byId[info.Id] = w; + foreach (var kv in d.Children) + AddElement(w, kv.Value, dats, resolve, datFont, byId); + } + + /// ElementDesc → ElementInfo, resolving BaseElement/BaseLayoutId inheritance. + private static ElementInfo Resolve(DatCollection dats, ElementDesc d) + { + var self = ToInfo(d); + if (d.BaseElement != 0 && d.BaseLayoutId != 0) + { + var baseLd = dats.Get(d.BaseLayoutId); + var baseDesc = baseLd is null ? null : FindDesc(baseLd, d.BaseElement); + if (baseDesc is not null) return ElementReader.Merge(Resolve(dats, baseDesc), self); // recursive base chain + } + return self; + } + + private static ElementDesc? FindDesc(LayoutDesc ld, uint id) + { + foreach (var kv in ld.Elements) { var f = FindDescIn(kv.Value, id); if (f is not null) return f; } + return null; + } + private static ElementDesc? FindDescIn(ElementDesc d, uint id) + { + if (d.ElementId == id) return d; + foreach (var kv in d.Children) { var f = FindDescIn(kv.Value, id); if (f is not null) return f; } + return null; + } + + /// Read the verified ElementDesc fields into ElementInfo (no inheritance). + private static ElementInfo ToInfo(ElementDesc d) + { + var info = new ElementInfo + { + Id = d.ElementId, Type = (int)d.Type, + X = d.X, Y = d.Y, Width = d.Width, Height = d.Height, + Left = (int)d.LeftEdge, Top = (int)d.TopEdge, Right = (int)d.RightEdge, Bottom = (int)d.BottomEdge, + }; + if (d.StateDesc is not null) ReadState(d.StateDesc, "", info); + foreach (var s in d.States) ReadState(s.Value, s.Key, info); + return info; + } + + private static void ReadState(StateDesc sd, string name, ElementInfo info) + { + foreach (var m in sd.Media) + if (m is MediaDescImage img && img.File != 0) + info.StateMedia[name] = (img.File, (int)img.DrawMode); + // font DID (property 0x1A) read here once the format doc confirms the property API. + } +} +``` +> NOTE: the exact `ElementDesc`/`StateDesc` member access (`d.X`, `d.Type`, `d.States`, `sd.Media`, `img.DrawMode`, the font property) must match Task 1's verified API; `dump-vitals-layout` confirms these members exist. Adjust casts/names to the real API. + +- [ ] **Step 4: Run to verify pass** + +Run: `dotnet test tests\AcDream.App.Tests --filter "FullyQualifiedName~LayoutImporterTests"` +Expected: PASS. + +- [ ] **Step 5: Commit** + +``` +git add src/AcDream.App/UI/Layout/LayoutImporter.cs tests/AcDream.App.Tests/UI/Layout/LayoutImporterTests.cs tests/AcDream.App.Tests/UI/Layout/fixtures/vitals_2100006C.json +git commit -m "feat(D.2b): LayoutImporter — read layout + resolve inheritance + build tree" +``` + +--- + +### Task 6: VitalsController — bind live data by id + +**Files:** +- Create: `src/AcDream.App/UI/Layout/VitalsController.cs` +- Test: `tests/AcDream.App.Tests/UI/Layout/VitalsBindingTests.cs` + +Mirrors `gmVitalsUI`: grab the meter elements by id and wire their fill + numbers + the correct per-vital sprite slice ids (which are dat-driven, but the back/front-slice split + the live data binding are the controller's job). + +- [ ] **Step 1: Write the failing test** + +```csharp +using AcDream.App.UI; +using AcDream.App.UI.Layout; +namespace AcDream.App.Tests.UI.Layout; + +public class VitalsBindingTests +{ + [Fact] + public void Bind_SetsHealthMeterFillFromProvider() + { + var health = new UiMeter(); + var layout = FakeLayout(("0x100000E6", health)); + float hp = 0.42f; + VitalsController.Bind(layout, healthPct: () => hp, staminaPct: () => 1, manaPct: () => 1, + healthText: () => "42/100", staminaText: () => "", manaText: () => ""); + Assert.Equal(0.42f, health.Fill()); + } + + private static ImportedLayout FakeLayout(params (string idHex, UiElement e)[] items) + { + var dict = new System.Collections.Generic.Dictionary(); + var root = new UiPanel(); + foreach (var (idHex, e) in items) + { uint id = System.Convert.ToUInt32(idHex, 16); root.AddChild(e); dict[id] = e; } + return new ImportedLayout(root, dict); + } +} +``` + +- [ ] **Step 2: Run to verify failure** + +Run: `dotnet test tests\AcDream.App.Tests --filter "FullyQualifiedName~VitalsBindingTests"` +Expected: FAIL — `VitalsController` not defined. + +- [ ] **Step 3: Implement VitalsController** + +```csharp +using System; + +namespace AcDream.App.UI.Layout; + +/// Per-window controller for the vitals layout (0x2100006C). Mirrors retail +/// gmVitalsUI::PostInit: grab the meter elements by id and bind live data. The ONLY +/// per-window code — data wiring, not graphics. +public static class VitalsController +{ + public const uint Health = 0x100000E6, Stamina = 0x100000EC, Mana = 0x100000EE; + + public static void Bind(ImportedLayout layout, + Func healthPct, Func staminaPct, Func manaPct, + Func healthText, Func staminaText, Func manaText) + { + BindMeter(layout, Health, healthPct, healthText); + BindMeter(layout, Stamina, staminaPct, staminaText); + BindMeter(layout, Mana, manaPct, manaText); + } + + private static void BindMeter(ImportedLayout layout, uint id, Func pct, Func text) + { + if (layout.FindElement(id) is UiMeter m) + { + m.Fill = () => pct(); + m.Label = () => text(); + } + } +} +``` +> NOTE: the per-vital back/front 3-slice sprite ids live on the meter's child image elements in the dat; the importer sets them on the `UiMeter` (extend `DatWidgetFactory.BuildMeter` to read the meter's `E8/E9/EA` + back/front child sprites once the tree is built). For Plan 1 conformance, the controller binds the dynamic data; the static slice ids come from the dat via the importer. + +- [ ] **Step 4: Run to verify pass** + +Run: `dotnet test tests\AcDream.App.Tests --filter "FullyQualifiedName~VitalsBindingTests"` +Expected: PASS. + +- [ ] **Step 5: Commit** + +``` +git add src/AcDream.App/UI/Layout/VitalsController.cs tests/AcDream.App.Tests/UI/Layout/VitalsBindingTests.cs +git commit -m "feat(D.2b): VitalsController — bind live vitals data by element id" +``` + +--- + +### Task 7: Wire the importer into GameWindow behind a flag + +**Files:** +- Modify: `src/AcDream.App/Rendering/GameWindow.cs` (the `_options.RetailUi` block where the vitals panel is built) +- Modify: `src/AcDream.App/RuntimeOptions.cs` (add `RetailUiImporter` flag from `ACDREAM_RETAIL_UI_IMPORTER`) + +Run the importer-built vitals window when `ACDREAM_RETAIL_UI_IMPORTER=1`, ALONGSIDE the existing hand-authored path (which stays the default). This is the conformance harness + the eventual switch-over. + +- [ ] **Step 1: Add the RuntimeOptions flag** + +In `RuntimeOptions.cs`, add `public bool RetailUiImporter { get; init; }` and read it in `Program.cs` from `ACDREAM_RETAIL_UI_IMPORTER == "1"` (follow the existing `RetailUi` pattern). + +- [ ] **Step 2: Wire the importer in the RetailUi block** + +In `GameWindow.cs`, in the `if (_options.RetailUi)` block, after the existing vitals panel is built, add: +```csharp +if (_options.RetailUiImporter) +{ + var imported = AcDream.App.UI.Layout.LayoutImporter.Import( + _dats, 0x2100006Cu, ResolveChrome, _datFont); + if (imported is not null) + { + AcDream.App.UI.Layout.VitalsController.Bind(imported, + healthPct: () => _vitalsVm!.HealthPercent ?? 0f, + staminaPct: () => _vitalsVm!.StaminaPercent ?? 0f, + manaPct: () => _vitalsVm!.ManaPercent ?? 0f, + healthText: () => $"{_vitalsVm!.HealthCurrent}/{_vitalsVm.HealthMax}", + staminaText: () => $"{_vitalsVm!.StaminaCurrent}/{_vitalsVm.StaminaMax}", + manaText: () => $"{_vitalsVm!.ManaCurrent}/{_vitalsVm.ManaMax}"); + imported.Root.Left = 240; imported.Root.Top = 30; // offset so it sits beside the hand-built one for A/B + _uiHost.Root.AddChild(imported.Root); + Console.WriteLine("[D.2b] importer vitals window active (A/B vs hand-authored)."); + } +} +``` +> NOTE: confirm `_dats` (the `DatCollection`) + `_datFont` (the `UiDatFont`) field names in `GameWindow`; both already exist (the chrome resolve + the dat-font load use them). + +- [ ] **Step 3: Build** + +Run: `dotnet build src\AcDream.App\AcDream.App.csproj -c Debug` +Expected: 0 errors. + +- [ ] **Step 4: Commit** + +``` +git add src/AcDream.App/Rendering/GameWindow.cs src/AcDream.App/RuntimeOptions.cs src/AcDream.App/Program.cs +git commit -m "feat(D.2b): run importer-built vitals window under ACDREAM_RETAIL_UI_IMPORTER (A/B)" +``` + +--- + +### Task 8: Vitals conformance — golden tree checks + headless render diff + +**Files:** +- Create: `tests/AcDream.App.Tests/UI/Layout/LayoutConformanceTests.cs` +- Modify: `src/AcDream.Cli/VitalsMockup.cs` (add an importer-render mode if needed for the visual diff) + +- [ ] **Step 1: Write the golden tree conformance test (against the fixture)** + +```csharp +using AcDream.App.UI; +using AcDream.App.UI.Layout; +namespace AcDream.App.Tests.UI.Layout; + +public class LayoutConformanceTests +{ + [Fact] + public void VitalsTree_HasThreeMetersAtExpectedRects() + { + var layout = FixtureLoader.LoadVitals(); // deserializes vitals_2100006C.json → ImportedLayout via BuildFromInfos + (uint id, float y)[] expected = { (0x100000E6, 5), (0x100000EC, 21), (0x100000EE, 37) }; + foreach (var (id, y) in expected) + { + var m = layout.FindElement(id); + Assert.IsType(m); + Assert.Equal(5f, m!.Left); + Assert.Equal(150f, m.Width); + Assert.Equal(16f, m.Height); + Assert.Equal(y, m.Top); + } + } +} +``` +Add a tiny `FixtureLoader` that reads the committed JSON into `ElementInfo`s and calls `LayoutImporter.BuildFromInfos`. + +- [ ] **Step 2: Run to verify failure, then implement FixtureLoader, then pass** + +Run: `dotnet test tests\AcDream.App.Tests --filter "FullyQualifiedName~LayoutConformanceTests"` +Expected: FAIL → implement `FixtureLoader` → PASS. + +- [ ] **Step 3: Headless visual diff** + +Launch the client with both windows (`ACDREAM_RETAIL_UI=1 ACDREAM_RETAIL_UI_IMPORTER=1`, testaccount2) and confirm the importer window (offset) is pixel-identical to the hand-authored one. (Manual visual gate — the user confirms. No assertion.) + +- [ ] **Step 4: Full test sweep** + +Run: `dotnet test tests\AcDream.App.Tests\AcDream.App.Tests.csproj --filter "FullyQualifiedName~UI"` +Expected: PASS (all prior UI tests + the new Layout tests). + +- [ ] **Step 5: Commit** + +``` +git add tests/AcDream.App.Tests/UI/Layout/LayoutConformanceTests.cs +git commit -m "test(D.2b): vitals importer conformance (golden tree + A/B render gate)" +``` + +--- + +## After Plan 1 + +Once the importer window is pixel-identical to the hand-authored vitals (Task 8 gate), a follow-up commit flips vitals to the importer as the default and the hand-authored `vitals.xml` path is retired (kept in git history). **Plan 2** then covers: the `WindowManager` (open/close/z-order/persist), re-driving the chat window (`ChatController`), and extending the factory/renderer to the full long-tail of element types per the Task 1 enumeration. Register the phase id in `docs/plans/2026-04-11-roadmap.md` before starting Plan 2. + +## Self-review + +- **Spec coverage:** enumeration (Task 1) ✓, importer + inheritance (Tasks 2,5) ✓, generic renderer (Task 3) ✓, hybrid factory (Task 4) ✓, controller/binding (Task 6) ✓, coexistence/flag (Task 7) ✓, conformance (Task 8) ✓. Window manager + chat + full long-tail = explicitly deferred to Plan 2 (spec rollout 7–8). +- **Placeholder scan:** every code step has concrete code; `NOTE`s flag where Task 1's verified API must confirm a member name/value — that's a real dependency, not a vague requirement. +- **Type consistency:** `ElementInfo`, `ImportedLayout`, `LayoutImporter.BuildFromInfos`/`Import`, `DatWidgetFactory.Create`, `UiDatElement.ActiveMedia`, `VitalsController.Bind` are used consistently across tasks; `UiMeter.Fill`/`Label`/`SpriteResolve` match the existing widget. From 67819f35a4507346957e0f09a54db8390ea9e262 Mon Sep 17 00:00:00 2001 From: Erik Date: Mon, 15 Jun 2026 13:05:53 +0200 Subject: [PATCH 071/223] docs(D.2b): LayoutDesc format enumeration (importer groundwork) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Resolves all 6 open unknowns for Tasks 2–6 of the LayoutDesc importer plan: 1. Edge-anchor flags: 1=near-pin, 2=far-pin, 3=float-center, 4=stretch. The plan's assumption of 4="pinned to that side" is corrected — 1 is the near-pin, 4 is stretch (both sides). Revised ToAnchors signature given. 2. ElementDesc members: all are public FIELDS (not properties). X/Y/Width/ Height/LeftEdge/etc. are uint. Type is uint (not enum). States is Dictionary. Children is Dictionary. 3. StateDesc shape: Properties is Dictionary with concrete subclasses (ArrayBaseProperty, DataIdBaseProperty, IntegerBaseProperty, etc.). Font DID (0x1A) is ArrayBaseProperty[ DataIdBaseProperty{Value=0x40000000} ]. Font color (0x1B) is ArrayBaseProperty[ ColorBaseProperty ]. Fill (0x69) is NOT in the dat — pushed at runtime by gmVitalsUI::Update. 4. DrawModeType enum: Undefined=0, Normal=1, Overlay=2, Alphablend=3. No "Stretch" value exists. Vitals uses Normal(1) and Alphablend(3) only. 5. Type values confirmed from RegisterElementClass: 3=Field/container, 7=Meter→UiMeter, 9=Resizebar, 0xC=Text, 2=Dragbar, 12=style prototype (skip). 6. Inheritance chain: vitals text labels (Type=0) inherit from base element 0x10000376 in layout 0x2100003F (Type=12), which carries font DID 0x40000000. The full per-vital sprite id tables for 0x2100006C are confirmed. Co-Authored-By: Claude Sonnet 4.6 --- docs/research/2026-06-15-layoutdesc-format.md | 486 ++++++++++++++++++ 1 file changed, 486 insertions(+) create mode 100644 docs/research/2026-06-15-layoutdesc-format.md diff --git a/docs/research/2026-06-15-layoutdesc-format.md b/docs/research/2026-06-15-layoutdesc-format.md new file mode 100644 index 00000000..867fd0a8 --- /dev/null +++ b/docs/research/2026-06-15-layoutdesc-format.md @@ -0,0 +1,486 @@ +# LayoutDesc Format Enumeration Reference + +**Date:** 2026-06-15 +**Author:** Task 1 of the LayoutDesc Importer plan (`docs/superpowers/plans/2026-06-15-layoutdesc-importer.md`) +**Sources:** +- Dat dumps: `dump-vitals-layout` on `0x2100006C`, `0x21000014`, `0x21000075`, `0x2100003F` +- Retail decomp: `docs/research/named-retail/acclient_2013_pseudo_c.txt` (Sept 2013 EoR PDB) +- DatReaderWriter 2.1.7 reflection probe (deleted after use) + +This doc is the ground-truth API table for Tasks 2–6. Where it corrects a plan assumption, the correction is called out in **§ Corrections to plan assumptions** at the end. + +--- + +## 1. `ElementDesc` — exact API + +All members are **public fields** (not properties), except `ElementId`, `Type`, `BaseElement`, `BaseLayoutId`, `DefaultState`, `ReadOrder` which are also fields. There are no `ElementDesc` properties used by the importer. + +| Member | Kind | Type | Notes | +|--------|------|------|-------| +| `ElementId` | **field** | `uint` | unique element id (e.g. `0x100000E6`) | +| `Type` | **field** | `uint` | element class id — **not an enum in DRW**; raw uint | +| `BaseElement` | **field** | `uint` | base element id in base layout (0 = no base) | +| `BaseLayoutId` | **field** | `uint` | layout id where base element lives (0 = no base) | +| `DefaultState` | **field** | `UIStateId` (enum) | the element's initial active state | +| `ReadOrder` | **field** | `uint` | draw order within parent | +| `X` | **field** | `uint` | left position within parent, in pixels | +| `Y` | **field** | `uint` | top position within parent, in pixels | +| `Width` | **field** | `uint` | pixel width | +| `Height` | **field** | `uint` | pixel height | +| `ZLevel` | **field** | `uint` | z-order (0 in all vitals elements) | +| `LeftEdge` | **field** | `uint` | left anchor flag (see §4) | +| `TopEdge` | **field** | `uint` | top anchor flag (see §4) | +| `RightEdge` | **field** | `uint` | right anchor flag (see §4) | +| `BottomEdge` | **field** | `uint` | bottom anchor flag (see §4) | +| `StateDesc` | **field** | `StateDesc?` | the element's "DirectState" (no name); null if absent | +| `States` | **field** | `Dictionary` | named states (e.g. `HideDetail`, `ShowDetail`) | +| `Children` | **field** | `Dictionary` | child elements keyed by their `ElementId` | + +**Important:** `X`, `Y`, `Width`, `Height`, `LeftEdge`, etc. are all `uint`, not `int` or `float`. Cast to `float`/`int` when constructing `ElementInfo`. + +The dump tool iterates both properties and fields; the scalars (`X`, `Y`, etc.) are found as **fields**. + +--- + +## 2. `StateDesc` — exact API + +| Member | Kind | Type | Notes | +|--------|------|------|-------| +| `StateId` | **field** | `uint` | redundant with the dict key | +| `PassToChildren` | **field** | `bool` | | +| `IncorporationFlags` | **field** | `IncorporationFlags` | | +| `Properties` | **field** | `Dictionary` | keyed by property-id (uint); see §3 | +| `Media` | **field** | `List` | polymorphic list of media items | + +### States dictionary key type + +`ElementDesc.States` is `Dictionary`. The dump shows string names like `"HideDetail"` and `"ShowDetail"` because the dump tool calls `.Key.ToString()` on the `UIStateId` enum values. The actual key is a `UIStateId` enum: + +```csharp +// Key: UIStateId.HideDetail = 268435462 (0x10000006) +// Key: UIStateId.ShowDetail = 268435463 (0x10000007) +``` + +See §6 for the full `UIStateId` enum. + +**Iterating in code:** +```csharp +foreach (var s in d.States) + ReadState(s.Value, s.Key.ToString(), info); // s.Key is UIStateId; .ToString() gives "HideDetail" etc. +``` + +--- + +## 3. Properties (`StateDesc.Properties`) — how font DID and fill are stored + +`StateDesc.Properties` is `Dictionary`. The `BaseProperty` base class has: +- `BasePropertyType PropertyType` (enum) +- `uint MasterPropertyId` +- `bool ShouldPackMasterPropertyId` + +Concrete subclasses (`DatReaderWriter.Types.*`): + +| Subclass | Field | Type | Notes | +|----------|-------|------|-------| +| `BoolBaseProperty` | `Value` | `bool` | | +| `IntegerBaseProperty` | `Value` | `int` | | +| `FloatBaseProperty` | `Value` | `float` | | +| `EnumBaseProperty` | `Value` | `uint` | | +| `DataIdBaseProperty` | `Value` | `uint` | a dat object DID | +| `ArrayBaseProperty` | `Value` | `List` | array of sub-properties | +| `ColorBaseProperty` | `Value` | `ColorARGB` | `struct { byte Blue, Green, Red, Alpha }` | +| `StringInfoBaseProperty` | `Value` | `StringInfo` | | +| `VectorBaseProperty` | `Value` | `Vector3` | | +| `Bitfield32BaseProperty` | `Value` | `uint` | | +| `Bitfield64BaseProperty` | `Value` | `ulong` | | +| `InstanceIdBaseProperty` | `Value` | `uint` | | +| `StructBaseProperty` | `Value` | `Dictionary` | | + +### Property key meanings (confirmed from decomp + dat inspection) + +| Key | Type found in dat | Meaning | Decomp ref | +|-----|-------------------|---------|-----------| +| `0x1A` | `ArrayBaseProperty` (contains `DataIdBaseProperty`) | **Font DID** — array with one item; the inner `DataIdBaseProperty.Value` is the font dat object id | `UIElement_Text::SetFontDIDHelper(this, 0x1a, ...)` @`0x46829e` | +| `0x1B` | `ArrayBaseProperty` (contains `ColorBaseProperty`) | **Font color** — array with one item; `ColorARGB {R,G,B,A}` | `UIElement_Text::SetFontColorHelper(this, 0x1b, ...)` @`0x4682c2` | +| `0x14` | `EnumBaseProperty` | **Horizontal justification** | `UIElement_Text::SetHorizontalJustification` @`0x467200` | +| `0x15` | `EnumBaseProperty` | **Vertical justification** | `UIElement_Text::SetVerticalJustification` @`0x467230` | +| `0x1C` / `0x1D` | `ArrayBaseProperty` | Tag font color / tag font | (secondary font style for in-text tags) | +| `0x16` | `BoolBaseProperty` | Some text flag | | +| `0x21` | `BoolBaseProperty` | One-line mode | | +| `0x23` | `IntegerBaseProperty` | Left margin | | +| `0x24` | `IntegerBaseProperty` | Top margin | | +| `0x25` | `IntegerBaseProperty` | Right margin | | +| `0x26` | `IntegerBaseProperty` | Bottom margin | | +| `0x27` | `BoolBaseProperty` | Some text option | | +| `0x20` | `BoolBaseProperty` | Some text option | | +| `0x69` | — (NOT in dat) | **Fill percent** — set at runtime via `UIElement::SetAttribute_Float(meter, 0x69, fillRatio)` | `gmVitalsUI::Update` @`0x4bff2a` | +| `0xCB` | `BoolBaseProperty` | Some text option | | + +**Critical point for font DID extraction:** +Property `0x1A` is an `ArrayBaseProperty` containing ONE `DataIdBaseProperty`. To read the font DID: +```csharp +if (sd.Properties.TryGetValue(0x1Au, out var raw) && raw is ArrayBaseProperty arr && arr.Value.Count > 0) + if (arr.Value[0] is DataIdBaseProperty did) + fontDid = did.Value; // e.g. 0x40000000 +``` + +**Confirmed for element `0x10000376` (the vitals text prototype):** +- Property `0x1A` → `DataIdBaseProperty.Value = 0x40000000` (font DID) +- Property `0x1B` → `ColorBaseProperty.Value = {B=255,G=255,R=255,A=255}` (white) + +**The fill (`0x69`) is NOT in the dat.** It is pushed at runtime by `gmVitalsUI::Update` calling `UIElement::SetAttribute_Float(meter, 0x69, ratio)`. The importer does not read this from the dat — the `VitalsController` sets it via `UiMeter.Fill` after binding. + +--- + +## 4. Edge-anchor flags (`LeftEdge`/`TopEdge`/`RightEdge`/`BottomEdge`) + +These are `uint` fields on `ElementDesc`. The values found across all four vitals layouts are: + +| Value | Meaning | Where observed | +|-------|---------|---------------| +| `0` | Not present / no constraint | Base layout `0x2100003F` (zero-size elements) | +| `1` | **Pinned to near edge** (left for LeftEdge, top for TopEdge) | Everywhere in vitals | +| `2` | **Pinned to far edge** (right for LeftEdge, bottom for TopEdge) | Corners/bottom elements | +| `3` | **Centered / pinned to both far edges** (floated, centered between two sides) | The expand-detail overlay child `0x100004A9` | +| `4` | **Stretch / pinned to BOTH sides** | Meter elements in `0x21000014`/`0x21000075`; means the element stretches with parent resize | + +### Anchor logic (correcting the plan's assumption) + +**The plan assumed value `4` = "pinned to that side."** The correct semantics are: + +- `1` = pinned to the **near** edge of that axis (left, or top) +- `2` = pinned to the **far** edge (right, or bottom) +- `3` = pinned to BOTH far edges (centered/floating between the two anchors on that axis) +- `4` = stretch anchor: pinned to BOTH the near AND far edges simultaneously (element stretches) +- `0` = no anchor (zero-size elements used as font/style prototypes in the base layout) + +Evidence from the `0x21000014` dump: the health meter (`0x100000E6`) has `LeftEdge=1, RightEdge=4` meaning "pin left edge, stretch right" — the meter fills from the left to the window's right edge. The stamina meter (`0x100000EC`) has `LeftEdge=4, RightEdge=4` meaning it stretches on both sides (centered at 270px, fills width with parent). + +**Revised `ToAnchors` logic:** +```csharp +public static AnchorEdges ToAnchors(uint left, uint top, uint right, uint bottom) +{ + // 1 = near-pin, 2 = far-pin, 3 = both-far (floating center), 4 = stretch (both sides) + var a = AnchorEdges.None; + if (left == 1 || left == 4) a |= AnchorEdges.Left; + if (top == 1 || top == 4) a |= AnchorEdges.Top; + if (right == 2 || right == 4) a |= AnchorEdges.Right; + if (bottom == 2 || bottom == 4) a |= AnchorEdges.Bottom; + if (a == AnchorEdges.None) a = AnchorEdges.Left | AnchorEdges.Top; // default: pin top-left + return a; +} +``` +Value `3` (floating center) is a "pin far but not near" on both axes — maps to Right+Bottom anchors but NOT Left+Top. This shows up only on the hide/show-detail overlay child (`0x100004A9`) which is visually centered in the bar. + +--- + +## 5. `MediaDesc` kinds + +`StateDesc.Media` is `List`. The concrete types found across the vitals layouts: + +| Subclass | Fields | Used in vitals? | Notes | +|----------|--------|----------------|-------| +| `MediaDescImage` | `uint File`, `DrawModeType DrawMode`, `MediaType Type` | YES — all sprite images | The primary media type | +| `MediaDescCursor` | `uint File`, `uint XHotspot`, `uint YHotspot`, `MediaType Type` | YES — grip/dragbar cursor | Sets the mouse cursor when hovering the element | +| `MediaDescAnimation` | `float Duration`, `DrawModeType DrawMode`, `List Frames`, `MediaType Type` | not in vitals | Animated sprite | +| `MediaDescAlpha` | `uint File`, `MediaType Type` | not in vitals | Alpha overlay | +| `MediaDescFade` | `float StartAlpha, EndAlpha, Duration`, `MediaType Type` | not in vitals | Fade transition | +| `MediaDescSound` | `uint File`, ... | not in vitals | | +| `MediaDescState` | `UIStateId StateId`, ... | not in vitals | State transition | +| `MediaDescJump` | `uint JumpItemIndex`, ... | not in vitals | | +| `MediaDescMessage` | `uint Id`, ... | not in vitals | | +| `MediaDescPause` | `float MinDuration, MaxDuration`, ... | not in vitals | | +| `MediaDescMovie` | `PStringBase FileName`, ... | not in vitals | | + +Elements can have **multiple media items** in the same `StateDesc.Media` list — e.g. a grip element has both a `MediaDescImage` (the sprite) and a `MediaDescCursor` (the cursor shape). Iterate all items; for rendering pick the `MediaDescImage`; for cursor behavior pick `MediaDescCursor`. + +--- + +## 6. `DrawModeType` enum (confirmed from reflection) + +`DatReaderWriter.Enums.DrawModeType` (the type on `MediaDescImage.DrawMode`): + +| Name | Value | Behavior | Used in vitals? | +|------|-------|----------|----------------| +| `Undefined` | 0 | (not used) | no | +| `Normal` | 1 | **Tile at native width** (UV-repeat; matches `ImgTex::TileCSI` @`0x53e740`) | YES — all bar sprites, chrome | +| `Overlay` | 2 | Blended overlay (not observed in vitals) | no | +| `Alphablend` | 3 | **Blended overlay** — used for the "ShowDetail" expand panels | YES — `ShowDetail` state sprites | + +**The vitals window uses only `Normal` (1) and `Alphablend` (3).** No `Stretch` value exists in `DrawModeType` — the plan's mention of a "Stretch" draw-mode is NOT a value in this enum. There is a `MediaType.Stretch = 12` in a separate enum but that refers to a different concept (animation sequence? not a blit mode). Do not branch on `Stretch` in `UiDatElement`. + +--- + +## 7. `UIStateId` enum (key type for `ElementDesc.States`) + +`DatReaderWriter.Enums.UIStateId`. Key values relevant to the vitals window: + +| Name | Value | +|------|-------| +| `Undef` | 0 | +| `Normal` | 1 | +| `HideDetail` | 268435462 (= `0x10000006`) | +| `ShowDetail` | 268435463 (= `0x10000007`) | +| `IsCharacter` | 268435542 (= `0x10000056`) | +| `IsAccount` | 268435543 (= `0x10000057`) | + +The dump prints these as strings ("HideDetail", "ShowDetail") via `UIStateId.ToString()`. When iterating `d.States`, `s.Key.ToString()` gives the readable name. + +--- + +## 8. Type → meaning → render method → widget bucket + +From `UIElement::RegisterElementClass` calls in the decomp. The mapping is CONFIRMED by retail: + +| Type (uint) | Class registered | Render method | Widget bucket | Vitals? | +|-------------|-----------------|---------------|---------------|---------| +| 0 | — (no registration) | text label; inherits from `UIElement_Text` behavior via `UIElement_Scrollable` | **behavioral** → dat-font label widget | YES — the text overlay (e.g. `0x100000EB/ED/EF`) | +| 1 | `UIElement_Button::Register()` | `UIRegion::DrawHere` (vtable) | **behavioral** → button widget | no | +| 2 | `UIElement_Dragbar::Register()` | `UIRegion::DrawHere` | **generic** → `UiDatElement` (drag region) | YES — top/bottom drag bars | +| 3 | `UIElement_Field::Register()` | `UIRegion::DrawHere` | **generic** → `UiDatElement` | YES — container/group elements, chrome corners/edges | +| 4 | (unregistered in stdlib; may be custom) | — | generic fallback | no | +| 5 | `UIElement_ListBox::Register()` | `UIRegion::DrawHere` | **behavioral** → list widget | no | +| 6 | `UIElement_Menu::Register()` | `UIRegion::DrawHere` | **behavioral** → menu widget | no | +| **7** | `UIElement_Meter::Register()` | **`UIElement_Meter::DrawChildren`** @`0x46fbd0` | **behavioral** → `UiMeter` | **YES — the three vitals bars** | +| 8 | `UIElement_Panel::Register()` | `UIRegion::DrawHere` | generic → `UiDatElement` | no | +| 9 | `UIElement_Resizebar::Register()` | `UIRegion::DrawHere` | **generic** → `UiDatElement` (grip) | YES — resize grips (corners + edges) | +| 0xB | `UIElement_Scrollbar::Register()` | `UIRegion::DrawHere` | **behavioral** → scrollbar | no | +| **0xC** | `UIElement_Text::Register()` | `UIElement_Text::DrawSelf` @`0x467aa0` | **behavioral** → dat-font label | YES — Type=0 elements have BaseElement which resolves to a Type=0x0C in the base | +| 0xD | `UIElement_Viewport::Register()` | — | behavioral → 3D viewport | no | +| 0xE | `UIElement_Browser::Register()` | — | behavioral → browser | no | +| 0x10 | `UIElement_ColorPicker::Register()` | — | behavioral → color picker | no | +| 0x11 | `UIElement_GroupBox::Register()` | — | behavioral → group box | no | +| **0x12** | — (Type=12 in base layout) | No render method registered — these are **style prototypes** (zero-size elements used as `BaseElement` sources, never instantiated directly) | skip/omit | YES — `0x2100003F` is full of Type=12 elements | +| 0x13–0x19 | `ConfirmationDialog*` / `MessageDialog*` / etc. | dialog widgets | behavioral → dialog | no | +| 0x1000xxxx | `gmVitalsUI`, `gmAttributeUI`, etc. | game-specific custom classes | **custom widget** (registered with high ids) | YES — the stacked vitals window root `0x100005F9` has `Type=268435533=0x10000009`; the floaty row root has Type=`268435465=0x10000009`… actually see below | + +### Root element types in the vitals layouts + +- `0x2100006C` root element `0x100005F9`: `Type = 268435533 = 0x10000009` → `gmVitalsUI::Register` registers type `0x10000009` +- `0x21000014` root element `0x100000E5`: `Type = 268435465 = 0x10000009` — wait, `268435465 = 0x10000009` ✓ + +Actually: `268435533 = 0x1000000D` (not 9). Let me recompute: +- `268435533 decimal`: `268435456 + 77 = 0x10000000 + 0x4D = 0x1000004D` — that's `gmVitalsUI`-ish but a different id. +- `268435465`: `268435456 + 9 = 0x10000009` — confirmed `gmVitalsUI` type. + +The correct decomp cross-check: `UIElement::RegisterElementClass(0x10000009, gmVitalsUI::Create)` @`0x4bfe1a`. The stacked vitals window root `0x100005F9` has `Type=268435533`. `268435533 = 0x1000004D` which would be a different registered type. The floaty row root `0x100000E5` has `Type=268435465 = 0x10000009` = confirmed `gmVitalsUI`. + +The key observation: **the root element's Type selects the `gmVitalsUI` C++ class**, which is the window-level controller. In our importer, we don't need to match this: the `LayoutImporter` walks children, and the `VitalsController` binds the meter elements by id directly — the root type is irrelevant to Plan 1. + +**Plan 1 relevant types (vitals window only):** + +| Type | Role | Bucket | +|------|------|--------| +| 0 | text overlay label (BaseElement → Type 12 for font, but the element itself renders as text) | behavioral → dat-font label | +| 2 | drag bar (top/bottom) | generic | +| 3 | container / chrome edge / corner (no children hierarchy in vitals) | generic | +| 7 | meter | behavioral → `UiMeter` | +| 9 | resize grip (corners + edges) | generic | +| 12 | style prototype — zero-size, never directly rendered | skip | +| 0x10000009 | `gmVitalsUI` root — the window itself | behavioral → window root (use as container) | +| 0x1000004D | the stacked-window root | same | + +--- + +## 9. `LayoutDesc` fields + +| Member | Kind | Type | Notes | +|--------|------|------|-------| +| `Id` | property | `uint` | dat object id | +| `HeaderFlags` | property | `DBObjHeaderFlags` | | +| `DBObjType` | property | `DBObjType` | always `LayoutDesc` | +| `DataCategory` | property | `uint` | | +| `Width` | **field** | `uint` | screen-space width context (800 in all observed layouts) | +| `Height` | **field** | `uint` | screen-space height context (600 in all observed layouts) | +| `Elements` | **field** | `HashTable` (DRW-internal type) | top-level elements, keyed by `ElementId`. Iterable with `foreach (var kv in ld.Elements)`. | + +--- + +## 10. Inheritance chain for vitals number-text elements + +All three vitals text labels (`0x100000EB` health, `0x100000ED` stamina, `0x100000EF` mana) share: +- `Type = 0` (text element, no render registration — renders via inherited machinery) +- `BaseElement = 268436342 = 0x10000376` +- `BaseLayoutId = 553648191 = 0x2100003F` + +The base element `0x10000376` in `0x2100003F`: +- `Type = 12` (style prototype — zero-size, never rendered directly) +- `StateDesc.Properties`: + - `0x1A` → `ArrayBaseProperty[ DataIdBaseProperty{Value=0x40000000} ]` — **font DID = `0x40000000`** + - `0x1B` → `ArrayBaseProperty[ ColorBaseProperty{R=255,G=255,B=255,A=255} ]` — white + - `0x14` → `EnumBaseProperty{Value=1}` — horizontal justification = 1 + - `0x15` → `EnumBaseProperty{Value=1}` — vertical justification = 1 + - `0x23`, `0x25` → `IntegerBaseProperty{Value=0}` — margins + +The inheritance chain for the text element in the importer is: +``` +derived (Type=0, no StateDesc media, no font prop itself) + inherits from base 0x10000376 in layout 0x2100003F (Type=12) + → font DID = 0x40000000 (from property 0x1A) + → font color = white ARGB(255,255,255,255) (from property 0x1B) +``` + +The derived text element overrides `Width/Height/X/Y` (from the dat element's fields) but inherits the font DID and color from the base element's `Properties`. + +**There is no `StateDesc.Media` on the text elements** — the text is rendered by the `UIElement_Text::DrawSelf` algorithm using the font DID from properties, not a sprite. In Plan 1, the text elements render as `UiDatElement` (generic fallback) until a dedicated text widget is implemented in Plan 2. + +--- + +## 11. Vitals window `0x2100006C` — confirmed element map + +Root: `0x100005F9` (160×58, Type=`0x1000004D`, LeftEdge=1, TopEdge=1, RightEdge=1, BottomEdge=2) + +### Chrome (all Type=3, `DrawMode=Normal`) + +| Id | X | Y | W | H | LeftEdge | TopEdge | RightEdge | BottomEdge | Sprite | +|----|---|---|---|---|----------|---------|-----------|------------|--------| +| `0x10000633` | 0 | 0 | 5 | 5 | 1 | 1 | 2 | 2 | `0x060074C3` (TL corner) | +| `0x10000634` | 5 | 0 | 150 | 5 | 1 | 1 | 1 | 2 | `0x060074BF` (top edge) | +| `0x10000635` | 155 | 0 | 5 | 5 | 2 | 1 | 1 | 2 | `0x060074C4` (TR corner) | +| `0x10000636` | 0 | 5 | 5 | 48 | 1 | 1 | 2 | 1 | `0x060074C0` (left edge) | +| `0x10000637` | 0 | 53 | 5 | 5 | 1 | 2 | 2 | 1 | `0x060074C5` (BL corner) | +| `0x10000638` | 5 | 53 | 150 | 5 | 1 | 2 | 1 | 1 | `0x060074C1` (bottom edge) | +| `0x10000639` | 155 | 53 | 5 | 5 | 2 | 2 | 1 | 1 | `0x060074C6` (BR corner) | +| `0x1000063A` | 155 | 5 | 5 | 48 | 2 | 1 | 1 | 1 | `0x060074C2` (right edge) | + +### Drag bars (Type=2) + +| Id | X | Y | W | H | Notes | +|----|---|---|---|---|-------| +| `0x1000063C` | 5 | 0 | 150 | 5 | top drag bar; also has `MediaDescCursor` cursor `0x06006119` | +| `0x10000640` | 5 | 53 | 150 | 5 | bottom drag bar; same cursor | + +### Resize grips (Type=9 — corners + edges) + +| Id | X | Y | W | H | Corner/Edge | +|----|---|---|---|---|-------------| +| `0x1000063B` | 0 | 0 | 5 | 5 | TL grip | +| `0x1000063D` | 155 | 0 | 5 | 5 | TR grip | +| `0x1000063E` | 0 | 5 | 5 | 48 | left grip | +| `0x1000063F` | 0 | 53 | 5 | 5 | BL grip | +| `0x10000641` | 155 | 53 | 5 | 5 | BR grip | +| `0x10000642` | 155 | 5 | 5 | 48 | right grip | + +Each grip has a `MediaDescImage` + a `MediaDescCursor` in its `StateDesc.Media` list. + +### Meter elements (Type=7 — `UiMeter`) + +| Id | X | Y | W | H | Purpose | +|----|---|---|---|---|---------| +| `0x100000E6` | 5 | 5 | 150 | 16 | Health meter | +| `0x100000EC` | 5 | 21 | 150 | 16 | Stamina meter | +| `0x100000EE` | 5 | 37 | 150 | 16 | Mana meter | + +Each meter has: +- Child `0x100000E7` (back layer, Type=3): three sub-children `E8`/`E9`/`EA` (left/center/right slices, back sprites) + - `E8` has `RightEdge=2` (pin far right), `EA` has `LeftEdge=2` (pin far left) — the classic 3-slice anchor pattern +- Child `0x00000002` (front layer container, Type=3): three sub-children `E8`/`E9`/`EA` (front sprites), plus child `0x100004A9` (expand detail overlay, HideDetail/ShowDetail states) +- Child `0x100000EB/ED/EF` (text label, Type=0): BaseElement=`0x10000376`, BaseLayoutId=`0x2100003F` → inherits font `0x40000000` + +### Sprite ids confirmed from dump + +**Health bar** (back=`E7` layer / front=`00000002.E8-EA` layer): +- Back left: `0x0600747E`, center: `0x0600747F`, right: `0x06007480` +- Front left: `0x06007481`, center: `0x06007482`, right: `0x06007483` +- ShowDetail overlay: `0x06007490` (back) / `0x06007491` (front) + +**Stamina bar:** +- Back left: `0x06007484`, center: `0x06007485`, right: `0x06007486` +- Front left: `0x06007487`, center: `0x06007488`, right: `0x06007489` +- ShowDetail: `0x06007492` / `0x06007493` + +**Mana bar:** +- Back left: `0x0600748A`, center: `0x0600748B`, right: `0x0600748C` +- Front left: `0x0600748D`, center: `0x0600748E`, right: `0x0600748F` +- ShowDetail: `0x06007494` / `0x06007495` + +--- + +## 12. Inheritance resolution rules + +1. If `d.BaseElement != 0 && d.BaseLayoutId != 0`: load base layout, find base element, call `Resolve()` recursively on it, then `Merge(base, derived)`. +2. Merge semantics: **derived overrides, base is the default**. `Width`/`Height`/`X`/`Y` come from the derived element's fields (even if zero — zero is a valid override for prototypes). `FontDid` is inherited if the derived element's base chain provides it and the derived doesn't explicitly set it. +3. Type=12 elements in the base layout (`0x2100003F`) are pure property stores — **never render them**. They exist only to be referenced as `BaseElement`. +4. Cycle-guard: track already-visited `(BaseLayoutId, BaseElement)` pairs to avoid infinite loops. + +--- + +## § Corrections to plan assumptions + +### 1. Edge-flag "pinned" value is NOT simply `4` + +**Plan assumed:** `if (left == 4) a |= AnchorEdges.Left;` +**Correct semantics:** + +| Edge value | Meaning | +|-----------|---------| +| 0 | no anchor (prototype-only elements) | +| 1 | pinned to **near** edge (left/top) | +| 2 | pinned to **far** edge (right/bottom) | +| 3 | pinned to BOTH far edges (centered/floating) | +| 4 | stretch: pinned to BOTH near AND far edges simultaneously | + +**Fix for Task 2:** +```csharp +public static AnchorEdges ToAnchors(uint left, uint top, uint right, uint bottom) +{ + var a = AnchorEdges.None; + if (left == 1 || left == 4) a |= AnchorEdges.Left; + if (top == 1 || top == 4) a |= AnchorEdges.Top; + if (right == 2 || right == 4) a |= AnchorEdges.Right; + if (bottom == 2 || bottom == 4) a |= AnchorEdges.Bottom; + if (a == AnchorEdges.None) a = AnchorEdges.Left | AnchorEdges.Top; + return a; +} +``` + +Also: the `ElementReader.ToAnchors` signature in the plan uses `(int left, ...)` but the fields are `uint`. Use `(uint left, ...)` or cast at call site. + +### 2. `X`, `Y`, `Width`, `Height`, `LeftEdge`, etc. are `uint`, not `float` or `int` + +The plan's `ToInfo()` code uses `d.X, d.Y` etc. as though they are already numeric-assignable. They are `uint`, so the assignment `X = d.X` etc. requires an explicit cast `(float)d.X` in the `ElementInfo` struct. + +### 3. `ElementDesc.Type` is `uint`, not an enum + +The plan writes `(int)d.Type`. `d.Type` is `uint`, so `(int)d.Type` is valid C# (checked context would overflow for values > `int.MaxValue`, but the registered types are all small or `0x10000009` which fits in int). Better: store `Type` as `uint` in `ElementInfo` to avoid signed overflow on game-specific ids like `0x1000004D`. + +### 4. `DrawModeType` has no `Stretch` value + +The plan mentions handling `Stretch` in `UiDatElement`. The `DrawModeType` enum has only `{Undefined=0, Normal=1, Overlay=2, Alphablend=3}`. There is no `Stretch` draw mode in this enum. Drop the `Stretch` branch. + +### 5. `d.States` key is `UIStateId`, not `string` + +The plan writes `foreach (var s in d.States) ReadState(s.Value, s.Key, info);` treating `s.Key` as a string. The key is `UIStateId` (an enum). Use `s.Key.ToString()` for the string name, or compare directly via `UIStateId.HideDetail` etc. + +### 6. Font DID is in `ArrayBaseProperty`, not a direct property + +The plan's `// font DID (property 0x1A) read here once the format doc confirms the property API.` comment is the right place. The actual read is: +```csharp +if (sd.Properties.TryGetValue(0x1Au, out var raw) && raw is ArrayBaseProperty arr && arr.Value.Count > 0) + if (arr.Value[0] is DataIdBaseProperty did) + info.FontDid = did.Value; +``` + +### 7. Fill (`0x69`) is NOT in the dat + +The plan says `SetAttribute_Float(meter, 0x69, fillRatio)` is a runtime operation. Confirmed: property `0x69` does not appear in any dat layout. The fill is set at runtime by the controller. The importer should not attempt to read it. + +### 8. Type=12 elements are style prototypes — skip them entirely + +Elements with `Type=12` in the base layout `0x2100003F` are zero-size property bags used as `BaseElement` sources. They should not be instantiated as widgets. The `DatWidgetFactory` switch should have a `12 => null` (skip) case, or the importer should skip top-level elements with `Width==0 && Height==0 && Type==12` — though the safest check is just `Type == 12`. + +--- + +## § Plan 1 surface vs long tail + +**Plan 1 (vitals conformance) uses:** +- Types: 2, 3, 7, 9, 12 (skip), 0 (text, generic fallback), 0x10000009/0x1000004D (root window — treat as container) +- DrawModes: `Normal` (1), `Alphablend` (3) +- Media: `MediaDescImage`, `MediaDescCursor` +- Properties: `0x1A` (font DID, from inheritance), `0x1B` (font color, from inheritance) +- States: `HideDetail`, `ShowDetail` + +**Plan 2 (long tail):** +- Types: 1 (button), 5 (listbox), 6 (menu), 8 (panel), 0xB (scrollbar), 0xC (text widget proper), 0xD (viewport), 0x10 (color picker), 0x11 (groupbox), dialog types (0x13–0x19), all `gm*UI` custom types +- DrawModes: `Overlay` (2), any future additions +- Media: `MediaDescAnimation`, `MediaDescFade`, `MediaDescSound`, `MediaDescState`, etc. From f73422a79a2e608899876632c7730b520c8f52f5 Mon Sep 17 00:00:00 2001 From: Erik Date: Mon, 15 Jun 2026 13:20:23 +0200 Subject: [PATCH 072/223] =?UTF-8?q?feat(D.2b):=20ElementReader=20=E2=80=94?= =?UTF-8?q?=20layout=20inheritance=20merge=20+=20edge-flag=20anchors?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Implements Task 2 of the LayoutDesc Importer (Plan 1 — vitals conformance). - ElementInfo POCO: GL-free/dat-free snapshot of a resolved layout element. Shape matches the plan spec exactly (Id, Type as uint, X/Y/Width/Height as float, raw Left/Top/Right/Bottom uint edge flags, ReadOrder, FontDid, StateMedia dict, Children list). Tasks 3–6 depend on this shape. - ElementReader.ToAnchors(uint,uint,uint,uint): maps dat edge-flag values (0=none, 1=near-pin, 2=far-pin, 3=floating-center, 4=stretch) to AnchorEdges bit flags. Corrects the plan's stale assumption that value 4 was the only anchor trigger; the verified format doc §4 shows 1→Left/Top, 2→Right/Bottom, 4→both. All-zero falls back to Left|Top (default pin top-left). - ElementReader.Merge(base_, derived): inheritance merge mirroring BaseElement/ BaseLayoutId. Derived scalars win when non-zero; position/edge-flags/ReadOrder always from derived; StateMedia merged (base defaults, derived overrides); Children from derived only. TDD: tests written first (9 tests covering ToAnchors near-pin/far-pin/stretch/ zero/value-3, Merge scalar override/font inheritance/StateMedia merge/children). All 9 pass; dotnet build 0 errors 0 warnings. Co-Authored-By: Claude Sonnet 4.6 --- src/AcDream.App/UI/Layout/ElementReader.cs | 165 ++++++++++++++++++ .../UI/Layout/ElementReaderTests.cs | 139 +++++++++++++++ 2 files changed, 304 insertions(+) create mode 100644 src/AcDream.App/UI/Layout/ElementReader.cs create mode 100644 tests/AcDream.App.Tests/UI/Layout/ElementReaderTests.cs diff --git a/src/AcDream.App/UI/Layout/ElementReader.cs b/src/AcDream.App/UI/Layout/ElementReader.cs new file mode 100644 index 00000000..e1a5272e --- /dev/null +++ b/src/AcDream.App/UI/Layout/ElementReader.cs @@ -0,0 +1,165 @@ +using System.Collections.Generic; + +namespace AcDream.App.UI.Layout; + +/// +/// GL-free, dat-free snapshot of a resolved layout element. +/// Populated by the LayoutDesc importer from DatReaderWriter.ElementDesc +/// after inheritance is applied. The pure transforms on +/// operate on this type so they can be unit-tested without the dats or OpenGL. +/// +/// IMPORTANT: Tasks 3–6 depend on this shape exactly. Do not add members without +/// updating the plan spec and downstream consumers. +/// +public sealed class ElementInfo +{ + /// Dat element id (e.g. 0x100000E6). + public uint Id; + + /// + /// Raw element class id as a uint. + /// Game-specific ids like 0x1000004D (gmVitalsUI root) and 0x10000009 + /// overflow int when treated as signed, so this stays uint. + /// Known values: 0=text, 2=dragbar, 3=container/chrome, 7=meter, + /// 9=resize-grip, 12=style-prototype (skip), 0x10000009/0x1000004D=window root. + /// + public uint Type; + + /// Position and size within the parent, in pixels (cast from dat uint fields). + public float X, Y, Width, Height; + + /// + /// Raw edge-anchor flag values from the dat (LeftEdge, TopEdge, + /// RightEdge, BottomEdge fields of ElementDesc). + /// Values 0–4; map to bit-flags via + /// . + /// + public uint Left, Top, Right, Bottom; + + /// Draw order within the parent (lower = drawn first / behind). + public uint ReadOrder; + + /// + /// Font dat object id inherited from the base element's Properties[0x1A] + /// (ArrayBaseProperty → DataIdBaseProperty). 0 = none / not inherited. + /// + public uint FontDid; + + /// + /// Sprite per state: state name → (RenderSurface file id, DrawMode int). + /// The "" key represents the unnamed DirectState (ElementDesc.StateDesc). + /// Named states use the UIStateId.ToString() value as the key + /// (e.g. "HideDetail", "ShowDetail"). + /// + public Dictionary StateMedia = new(); + + /// + /// Resolved child elements (populated by the importer in Task 5). + /// Children come from the derived element's own tree, not the base element's. + /// + public List Children = new(); +} + +/// +/// Pure, GL-free, dat-free transforms for the LayoutDesc importer. +/// All methods are static and operate on POCOs. +/// No OpenGL, no DatReaderWriter types, no rendering dependencies beyond +/// the bit-flag enum from AcDream.App.UI. +/// +public static class ElementReader +{ + /// + /// Maps the four raw edge-anchor flag values from ElementDesc to the + /// bit-flag used by the UI layout engine. + /// + /// + /// The dat stores one uint per edge with these semantics (§4 of the + /// LayoutDesc format reference, 2026-06-15): + /// + /// 0 = no anchor (prototype-only elements — zero-size style stores) + /// 1 = pinned to the near edge (left for LeftEdge, top for TopEdge) + /// 2 = pinned to the far edge (right for RightEdge, bottom for BottomEdge) + /// 3 = floating / centered between both far edges (maps to neither Left nor Right) + /// 4 = stretch: pinned to BOTH near AND far edges simultaneously (element stretches with parent) + /// + /// + /// + /// + /// Default when no flags resolve: Left | Top (pin top-left, fixed size). + /// This matches elements whose all-zero edge flags indicate a no-reflow prototype. + /// + /// + /// LeftEdge dat field value (0–4). + /// TopEdge dat field value (0–4). + /// RightEdge dat field value (0–4). + /// BottomEdge dat field value (0–4). + public static AnchorEdges ToAnchors(uint left, uint top, uint right, uint bottom) + { + // 1 = near-pin, 2 = far-pin, 3 = both-far (floating center), 4 = stretch (both sides). + // Only 1 and 4 contribute the NEAR (Left/Top) anchor. + // Only 2 and 4 contribute the FAR (Right/Bottom) anchor. + // Value 3 contributes neither (floating center is handled by the UI engine differently). + var a = AnchorEdges.None; + if (left == 1 || left == 4) a |= AnchorEdges.Left; + if (top == 1 || top == 4) a |= AnchorEdges.Top; + if (right == 2 || right == 4) a |= AnchorEdges.Right; + if (bottom == 2 || bottom == 4) a |= AnchorEdges.Bottom; + if (a == AnchorEdges.None) a = AnchorEdges.Left | AnchorEdges.Top; // default: pin top-left + return a; + } + + /// + /// Merges a base element snapshot with a derived element snapshot, mirroring + /// the BaseElement / BaseLayoutId inheritance chain in the dat. + /// + /// + /// Rules: + /// + /// + /// Scalar fields (, , + /// , , + /// ): derived wins if non-zero; otherwise + /// inherited from base. + /// + /// + /// Position (, ) and + /// edge flags ( etc.) and + /// : always taken from the derived element + /// (derived placement, not the base prototype's geometry). + /// + /// + /// : base entries are the default; derived + /// entries override (or add) per state name key. + /// + /// + /// : come from the derived element's own tree only. + /// + /// + /// + /// + public static ElementInfo Merge(ElementInfo base_, ElementInfo derived) + { + var m = new ElementInfo + { + Id = derived.Id != 0 ? derived.Id : base_.Id, + Type = derived.Type != 0 ? derived.Type : base_.Type, + X = derived.X, + Y = derived.Y, + Width = derived.Width != 0 ? derived.Width : base_.Width, + Height = derived.Height != 0 ? derived.Height : base_.Height, + Left = derived.Left, + Top = derived.Top, + Right = derived.Right, + Bottom = derived.Bottom, + ReadOrder = derived.ReadOrder, + FontDid = derived.FontDid != 0 ? derived.FontDid : base_.FontDid, + // Children come from the derived element's own tree, not the base prototype's. + Children = derived.Children, + }; + // Start with base StateMedia as defaults, then let derived entries override. + m.StateMedia = new Dictionary(base_.StateMedia); + foreach (var kv in derived.StateMedia) + m.StateMedia[kv.Key] = kv.Value; + return m; + } +} diff --git a/tests/AcDream.App.Tests/UI/Layout/ElementReaderTests.cs b/tests/AcDream.App.Tests/UI/Layout/ElementReaderTests.cs new file mode 100644 index 00000000..90b1a995 --- /dev/null +++ b/tests/AcDream.App.Tests/UI/Layout/ElementReaderTests.cs @@ -0,0 +1,139 @@ +using AcDream.App.UI; +using AcDream.App.UI.Layout; +namespace AcDream.App.Tests.UI.Layout; + +public class ElementReaderTests +{ + // ── ToAnchors ──────────────────────────────────────────────────────────── + + /// + /// Edge value 4 = stretch (pinned to BOTH near AND far sides simultaneously). + /// LeftEdge=4 → Left anchor; RightEdge=4 → Right anchor. + /// TopEdge=1 → Top only (near-pin); BottomEdge=1 → near-pin (left/top axis), NOT Bottom. + /// + [Fact] + public void EdgeFlagsToAnchors_LeftRight_Stretches() + { + // left=4 (stretch ⇒ Left), top=1 (near-pin ⇒ Top), right=4 (stretch ⇒ Right), bottom=1 (near-pin of bottom axis ⇒ not Bottom) + var a = ElementReader.ToAnchors(left: 4, top: 1, right: 4, bottom: 1); + Assert.True(a.HasFlag(AnchorEdges.Left)); + Assert.True(a.HasFlag(AnchorEdges.Right)); + Assert.False(a.HasFlag(AnchorEdges.Bottom)); + } + + /// + /// Edge value 1 = pinned to the NEAR edge of that axis. + /// For LeftEdge: near = Left. For TopEdge: near = Top. + /// For RightEdge: value 1 means near-pin of the right axis → does NOT map to Right anchor. + /// For BottomEdge: value 1 means near-pin of the bottom axis → does NOT map to Bottom anchor. + /// + [Fact] + public void EdgeFlagsToAnchors_AllOnes_PinsTopLeftOnly() + { + // 1 everywhere: only Left and Top anchors set (near-pins). Right/Bottom are far edges and value 1 is near-pin. + var a = ElementReader.ToAnchors(left: 1, top: 1, right: 1, bottom: 1); + Assert.True(a.HasFlag(AnchorEdges.Left)); + Assert.True(a.HasFlag(AnchorEdges.Top)); + Assert.False(a.HasFlag(AnchorEdges.Right)); + Assert.False(a.HasFlag(AnchorEdges.Bottom)); + } + + /// + /// Edge value 2 = pinned to the FAR edge of that axis. + /// For RightEdge: far = Right anchor. For BottomEdge: far = Bottom anchor. + /// For LeftEdge: value 2 means far-pin of the left axis → does NOT map to Left anchor. + /// For TopEdge: value 2 means far-pin of the top axis → does NOT map to Top anchor. + /// + [Fact] + public void EdgeFlagsToAnchors_AllTwos_PinsRightBottomOnly() + { + // 2 everywhere: only Right and Bottom anchors set (far-pins). + var a = ElementReader.ToAnchors(left: 2, top: 2, right: 2, bottom: 2); + Assert.False(a.HasFlag(AnchorEdges.Left)); + Assert.False(a.HasFlag(AnchorEdges.Top)); + Assert.True(a.HasFlag(AnchorEdges.Right)); + Assert.True(a.HasFlag(AnchorEdges.Bottom)); + } + + /// + /// All-zero edge flags (prototype-only elements) fall back to Left|Top default. + /// + [Fact] + public void EdgeFlagsToAnchors_AllZero_DefaultsToTopLeft() + { + var a = ElementReader.ToAnchors(left: 0, top: 0, right: 0, bottom: 0); + Assert.Equal(AnchorEdges.Left | AnchorEdges.Top, a); + } + + /// + /// Value 3 = floating/centered between both far edges on that axis. + /// Both LeftEdge=3 and RightEdge=3 → neither Left nor Right are set by the + /// near/stretch rules. The result is only Right+Bottom (the "far" semantics). + /// Specifically: left=3 → not Left (3 is not 1 or 4); right=3 → Right (3 is not 2 or 4, skip). + /// Wait — value 3 means "pinned to BOTH far edges" per format doc §4. Re-check the + /// mapping rule: Right anchor fires on right==2 || right==4, NOT on right==3. + /// So value 3 on LeftEdge, TopEdge, RightEdge, BottomEdge → no flags set → default Left|Top. + /// This test covers that corner case (element 0x100004A9 — expand-detail overlay). + /// + [Fact] + public void EdgeFlagsToAnchors_ValueThree_FallsBackToTopLeft() + { + // value 3 doesn't match any anchor rule; falls back to Left|Top default. + var a = ElementReader.ToAnchors(left: 3, top: 3, right: 3, bottom: 3); + Assert.Equal(AnchorEdges.Left | AnchorEdges.Top, a); + } + + // ── Merge ──────────────────────────────────────────────────────────────── + + [Fact] + public void Merge_BaseThenOverride_DerivedWins() + { + var base_ = new ElementInfo { Type = 0, FontDid = 0x40000000, Width = 150, Height = 16 }; + var derived = new ElementInfo { Type = 0, Width = 200 }; // overrides width, inherits font + height + var merged = ElementReader.Merge(base_, derived); + Assert.Equal(200, merged.Width); // override + Assert.Equal(16, merged.Height); // inherited + Assert.Equal(0x40000000u, merged.FontDid);// inherited + } + + [Fact] + public void Merge_DerivedHasFontDid_OverridesBase() + { + var base_ = new ElementInfo { FontDid = 0x40000000, Width = 100, Height = 10 }; + var derived = new ElementInfo { FontDid = 0x40000001, Width = 100 }; + var merged = ElementReader.Merge(base_, derived); + Assert.Equal(0x40000001u, merged.FontDid); + } + + [Fact] + public void Merge_DerivedStateMediaOverridesBase() + { + var base_ = new ElementInfo(); + base_.StateMedia[""] = (0x06001000u, 1); + base_.StateMedia["HideDetail"] = (0x06001001u, 1); + + var derived = new ElementInfo(); + derived.StateMedia[""] = (0x06002000u, 3); // overrides base default state + + var merged = ElementReader.Merge(base_, derived); + // derived's "" overrides base's "" + Assert.Equal((0x06002000u, 3), merged.StateMedia[""]); + // base's "HideDetail" is kept (derived didn't provide it) + Assert.Equal((0x06001001u, 1), merged.StateMedia["HideDetail"]); + } + + [Fact] + public void Merge_ChildrenComeFromDerived() + { + var base_ = new ElementInfo(); + base_.Children.Add(new ElementInfo { Id = 0x1u }); + + var derived = new ElementInfo(); + derived.Children.Add(new ElementInfo { Id = 0x2u }); + + var merged = ElementReader.Merge(base_, derived); + // children must come from derived only + Assert.Single(merged.Children); + Assert.Equal(0x2u, merged.Children[0].Id); + } +} From 55239575e6320a1d8f43a289dadfbea99bfdc339 Mon Sep 17 00:00:00 2001 From: Erik Date: Mon, 15 Jun 2026 13:25:44 +0200 Subject: [PATCH 073/223] =?UTF-8?q?refactor(D.2b):=20ElementReader=20revie?= =?UTF-8?q?w=20fixes=20=E2=80=94=20defensive=20Children=20copy=20+=20senti?= =?UTF-8?q?nel=20doc?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit - Merge: defensive copy `new List(derived.Children)` so a later mutation of the merged result or the input can't corrupt the other - Merge: add comment on Width/Height 0-sentinel (Plan-1 safe; Plan-2 limitation and float?-upgrade path documented inline) - Test: replace mid-sentence "Wait —" authoring trace in EdgeFlagsToAnchors_ValueThree_FallsBackToTopLeft with a clean conclusion-first summary of the value-3 mapping rule 9/9 ElementReaderTests pass; 0 build errors. Co-Authored-By: Claude Sonnet 4.6 --- src/AcDream.App/UI/Layout/ElementReader.cs | 10 +++++++++- .../UI/Layout/ElementReaderTests.cs | 12 +++++------- 2 files changed, 14 insertions(+), 8 deletions(-) diff --git a/src/AcDream.App/UI/Layout/ElementReader.cs b/src/AcDream.App/UI/Layout/ElementReader.cs index e1a5272e..c5087b99 100644 --- a/src/AcDream.App/UI/Layout/ElementReader.cs +++ b/src/AcDream.App/UI/Layout/ElementReader.cs @@ -145,6 +145,11 @@ public static class ElementReader Type = derived.Type != 0 ? derived.Type : base_.Type, X = derived.X, Y = derived.Y, + // NOTE: 0 is the "not set, inherit from base" sentinel for Width/Height. This + // diverges from the format doc §12 rule 2 ("derived W/H win even if zero") but is + // indistinguishable for Plan 1 (all base elements are zero-size Type-12 prototypes). + // If a real zero-size derived element ever needs to override a non-zero base in + // Plan 2, switch Width/Height to float? + null-coalescing (and update Tasks 3-5). Width = derived.Width != 0 ? derived.Width : base_.Width, Height = derived.Height != 0 ? derived.Height : base_.Height, Left = derived.Left, @@ -154,7 +159,10 @@ public static class ElementReader ReadOrder = derived.ReadOrder, FontDid = derived.FontDid != 0 ? derived.FontDid : base_.FontDid, // Children come from the derived element's own tree, not the base prototype's. - Children = derived.Children, + // Defensive copy: prevent a later mutation of either the merged result or the input + // from corrupting the other. Safe for the Task-5 flow (derived.Children is fully + // populated by the recursive importer BEFORE Merge is called and never mutated after). + Children = new List(derived.Children), }; // Start with base StateMedia as defaults, then let derived entries override. m.StateMedia = new Dictionary(base_.StateMedia); diff --git a/tests/AcDream.App.Tests/UI/Layout/ElementReaderTests.cs b/tests/AcDream.App.Tests/UI/Layout/ElementReaderTests.cs index 90b1a995..c489f88c 100644 --- a/tests/AcDream.App.Tests/UI/Layout/ElementReaderTests.cs +++ b/tests/AcDream.App.Tests/UI/Layout/ElementReaderTests.cs @@ -66,13 +66,11 @@ public class ElementReaderTests } /// - /// Value 3 = floating/centered between both far edges on that axis. - /// Both LeftEdge=3 and RightEdge=3 → neither Left nor Right are set by the - /// near/stretch rules. The result is only Right+Bottom (the "far" semantics). - /// Specifically: left=3 → not Left (3 is not 1 or 4); right=3 → Right (3 is not 2 or 4, skip). - /// Wait — value 3 means "pinned to BOTH far edges" per format doc §4. Re-check the - /// mapping rule: Right anchor fires on right==2 || right==4, NOT on right==3. - /// So value 3 on LeftEdge, TopEdge, RightEdge, BottomEdge → no flags set → default Left|Top. + /// Value 3 = floating/centered between both far edges on that axis (format doc §4). + /// The anchor mapping fires on near-pin (1) and stretch (4) for Left/Top, and on + /// far-pin (2) and stretch (4) for Right/Bottom — value 3 matches none of these rules. + /// Therefore all-3 edge flags contribute no anchor bits and fall through to the + /// Left|Top default (pin top-left, fixed size). /// This test covers that corner case (element 0x100004A9 — expand-detail overlay). /// [Fact] From cc4de3ef77e7e105e371d3feb18774bb8daac584 Mon Sep 17 00:00:00 2001 From: Erik Date: Mon, 15 Jun 2026 13:29:16 +0200 Subject: [PATCH 074/223] =?UTF-8?q?feat(D.2b):=20UiDatElement=20=E2=80=94?= =?UTF-8?q?=20generic=20per-drawmode=20element=20renderer?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Generic fallback widget for every LayoutDesc element type without a dedicated behavioral widget (chrome corners/edges, drag bars, resize grips). Holds an ElementInfo + active-state name; draws that state's media by tiling (UV-repeat on both S+T axes, matching ImgTex::TileCSI). DrawMode constants documented per format spec §6 (Undefined=0, Normal=1, Overlay=2, Alphablend=3 — no Stretch mode). Plan 1: all modes render as the same alpha-blended tiled quad; per-mode branches deferred to Plan 2. Co-Authored-By: Claude Sonnet 4.6 --- src/AcDream.App/UI/Layout/UiDatElement.cs | 87 +++++++++++++++++++ .../UI/Layout/UiDatElementTests.cs | 17 ++++ 2 files changed, 104 insertions(+) create mode 100644 src/AcDream.App/UI/Layout/UiDatElement.cs create mode 100644 tests/AcDream.App.Tests/UI/Layout/UiDatElementTests.cs diff --git a/src/AcDream.App/UI/Layout/UiDatElement.cs b/src/AcDream.App/UI/Layout/UiDatElement.cs new file mode 100644 index 00000000..892f053a --- /dev/null +++ b/src/AcDream.App/UI/Layout/UiDatElement.cs @@ -0,0 +1,87 @@ +using System; +using System.Numerics; + +namespace AcDream.App.UI.Layout; + +/// +/// Generic dat element: draws its active state's media by DrawMode (Normal=tile, +/// Alphablend/Overlay=blended overlay). The fallback renderer for every element type +/// without a dedicated behavioral widget (chrome corners/edges, drag bars, resize grips); +/// faithful because retail's base element render is exactly "stamp the media per draw-mode". +/// +/// +/// For Plan 1, all observed draw modes produce the same alpha-blended tiled quad — the +/// sprite shader already alpha-blends, so no per-mode branch is needed here. The named +/// constants document the real enum for Plan 2. +/// +/// +/// +/// DrawModeType (DatReaderWriter.Enums), stored as int in to +/// keep this dat-free. See docs/research/2026-06-15-layoutdesc-format.md §6: +/// Undefined=0, Normal=1, Overlay=2, Alphablend=3. There is no Stretch mode. +/// +/// +/// +/// Tiling uses UV-repeat on BOTH axes (Width/tw, Height/th) so vertical +/// chrome edges (e.g. a 5×10 sprite drawn over a 5×48 rect) tile vertically too. +/// sets +/// GL_REPEAT on both S and T, so vertical tiling is always active. +/// +/// +public sealed class UiDatElement : UiElement +{ + // DrawModeType enum values from DatReaderWriter.Enums. + // See docs/research/2026-06-15-layoutdesc-format.md §6. +#pragma warning disable IDE0051 // private constants kept for documentation / Plan 2 + private const int DrawUndefined = 0; + private const int DrawNormal = 1; + private const int DrawOverlay = 2; + private const int DrawAlphablend = 3; +#pragma warning restore IDE0051 + + private readonly ElementInfo _info; + private readonly Func _resolve; + + /// Which state name to render. "" = the unnamed DirectState. + /// Falls back to DirectState if the named state is absent. + public string ActiveState { get; set; } = ""; + + /// Merged for this element. + /// Dat file-id → (GL texture handle, native px width, native px height). + /// Returns (0,0,0) when the texture is not yet uploaded. + public UiDatElement(ElementInfo info, Func resolve) + { + _info = info; + _resolve = resolve; + ClickThrough = true; // generic decoration; behavioral widgets opt back in + } + + /// + /// Returns the (File, DrawMode) for the current , + /// falling back to the DirectState ("" key) if the named state is absent. + /// Returns (0, 0) if neither exists. + /// + public (uint File, int DrawMode) ActiveMedia() + => _info.StateMedia.TryGetValue(ActiveState, out var m) ? m + : _info.StateMedia.TryGetValue("", out var d) ? d + : (0u, 0); + + protected override void OnDraw(UiRenderContext ctx) + { + var (file, drawMode) = ActiveMedia(); + if (file == 0) return; + + var (tex, tw, th) = _resolve(file); + if (tex == 0 || tw == 0 || th == 0) return; + + // Normal → TILE at native size on both axes (UV-repeat; GL_REPEAT-wrapped UI texture), + // matching ImgTex::TileCSI. Overlay/Alphablend are the same blit with a blend state; the + // sprite shader already alpha-blends, so the quad is identical for all draw modes in Plan 1. + // (No Stretch mode exists in DatReaderWriter.Enums.DrawModeType.) + // drawMode is not yet branched here — Plan 2 can add per-mode behavior if needed. + _ = drawMode; // suppress unused-variable warning until Plan 2 adds per-mode branches + float u1 = Width / tw; + float v1 = Height / th; + ctx.DrawSprite(tex, 0, 0, Width, Height, 0, 0, u1, v1, Vector4.One); + } +} diff --git a/tests/AcDream.App.Tests/UI/Layout/UiDatElementTests.cs b/tests/AcDream.App.Tests/UI/Layout/UiDatElementTests.cs new file mode 100644 index 00000000..91f66d49 --- /dev/null +++ b/tests/AcDream.App.Tests/UI/Layout/UiDatElementTests.cs @@ -0,0 +1,17 @@ +using AcDream.App.UI.Layout; +namespace AcDream.App.Tests.UI.Layout; + +public class UiDatElementTests +{ + [Fact] + public void ActiveMedia_PrefersNamedStateOverDirect() + { + var info = new ElementInfo(); + info.StateMedia[""] = (0x06000001, 1); // DirectState (DrawMode Normal=1) + info.StateMedia["ShowDetail"] = (0x06000002, 3); // named (Alphablend=3) + var e = new UiDatElement(info, _ => (0, 0, 0)) { ActiveState = "ShowDetail" }; + Assert.Equal(0x06000002u, e.ActiveMedia().File); + e.ActiveState = ""; + Assert.Equal(0x06000001u, e.ActiveMedia().File); + } +} From 70dc391c41c94627b5dda6e2f2e618a6b45b9101 Mon Sep 17 00:00:00 2001 From: Erik Date: Mon, 15 Jun 2026 13:34:50 +0200 Subject: [PATCH 075/223] =?UTF-8?q?test(D.2b):=20UiDatElement=20=E2=80=94?= =?UTF-8?q?=20cover=20DrawMode=20passthrough=20+=20media=20fallbacks?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit - Assert DrawMode values (not just File) in the existing named-vs-direct test - Add ActiveMedia_NoMedia_ReturnsZero: empty StateMedia → (0,0) - Add ActiveMedia_MissingNamedState_FallsBackToDirect: absent named key → DirectState - OnDraw: replace `var (file, drawMode) = ...; _ = drawMode;` with idiomatic `var (file, _) = ...` - Add `// exposed for unit testing` comment above ActiveMedia() Co-Authored-By: Claude Sonnet 4.6 --- src/AcDream.App/UI/Layout/UiDatElement.cs | 6 +++--- .../UI/Layout/UiDatElementTests.cs | 19 +++++++++++++++++++ 2 files changed, 22 insertions(+), 3 deletions(-) diff --git a/src/AcDream.App/UI/Layout/UiDatElement.cs b/src/AcDream.App/UI/Layout/UiDatElement.cs index 892f053a..0da6a067 100644 --- a/src/AcDream.App/UI/Layout/UiDatElement.cs +++ b/src/AcDream.App/UI/Layout/UiDatElement.cs @@ -61,6 +61,7 @@ public sealed class UiDatElement : UiElement /// falling back to the DirectState ("" key) if the named state is absent. /// Returns (0, 0) if neither exists. /// + // exposed for unit testing public (uint File, int DrawMode) ActiveMedia() => _info.StateMedia.TryGetValue(ActiveState, out var m) ? m : _info.StateMedia.TryGetValue("", out var d) ? d @@ -68,7 +69,7 @@ public sealed class UiDatElement : UiElement protected override void OnDraw(UiRenderContext ctx) { - var (file, drawMode) = ActiveMedia(); + var (file, _) = ActiveMedia(); if (file == 0) return; var (tex, tw, th) = _resolve(file); @@ -78,8 +79,7 @@ public sealed class UiDatElement : UiElement // matching ImgTex::TileCSI. Overlay/Alphablend are the same blit with a blend state; the // sprite shader already alpha-blends, so the quad is identical for all draw modes in Plan 1. // (No Stretch mode exists in DatReaderWriter.Enums.DrawModeType.) - // drawMode is not yet branched here — Plan 2 can add per-mode behavior if needed. - _ = drawMode; // suppress unused-variable warning until Plan 2 adds per-mode branches + // DrawMode is not yet branched here — Plan 2 can add per-mode behavior if needed. float u1 = Width / tw; float v1 = Height / th; ctx.DrawSprite(tex, 0, 0, Width, Height, 0, 0, u1, v1, Vector4.One); diff --git a/tests/AcDream.App.Tests/UI/Layout/UiDatElementTests.cs b/tests/AcDream.App.Tests/UI/Layout/UiDatElementTests.cs index 91f66d49..366f51c0 100644 --- a/tests/AcDream.App.Tests/UI/Layout/UiDatElementTests.cs +++ b/tests/AcDream.App.Tests/UI/Layout/UiDatElementTests.cs @@ -11,7 +11,26 @@ public class UiDatElementTests info.StateMedia["ShowDetail"] = (0x06000002, 3); // named (Alphablend=3) var e = new UiDatElement(info, _ => (0, 0, 0)) { ActiveState = "ShowDetail" }; Assert.Equal(0x06000002u, e.ActiveMedia().File); + Assert.Equal(3, e.ActiveMedia().DrawMode); e.ActiveState = ""; Assert.Equal(0x06000001u, e.ActiveMedia().File); + Assert.Equal(1, e.ActiveMedia().DrawMode); + } + + [Fact] + public void ActiveMedia_NoMedia_ReturnsZero() + { + var e = new UiDatElement(new ElementInfo(), _ => (0, 0, 0)); + Assert.Equal(0u, e.ActiveMedia().File); + Assert.Equal(0, e.ActiveMedia().DrawMode); + } + + [Fact] + public void ActiveMedia_MissingNamedState_FallsBackToDirect() + { + var info = new ElementInfo(); + info.StateMedia[""] = (0x06000005, 1); + var e = new UiDatElement(info, _ => (0, 0, 0)) { ActiveState = "NoSuchState" }; + Assert.Equal(0x06000005u, e.ActiveMedia().File); } } From 38855e7a7bdb00f07914aa0baf741e1e58f91259 Mon Sep 17 00:00:00 2001 From: Erik Date: Mon, 15 Jun 2026 13:39:31 +0200 Subject: [PATCH 076/223] =?UTF-8?q?feat(D.2b):=20DatWidgetFactory=20?= =?UTF-8?q?=E2=80=94=20Type=E2=86=92widget=20hybrid=20+=20meter=20slice=20?= =?UTF-8?q?extraction?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Hybrid factory mapping ElementInfo.Type to a behavioral widget or the UiDatElement generic fallback. Type 7 (UIElement_Meter) → UiMeter with back/front 3-slice ids populated from grandchild image elements; Type 12 (style prototypes / BaseElement stores) → null so the importer skips them; all other types → UiDatElement. Rect + anchors are set on every returned widget via ElementReader.ToAnchors. BuildMeter walks two levels of the element tree: the two Type-3 slice containers ordered by ReadOrder (back behind, front on top), then within each container the image children that carry a DirectState ("" key) ordered by X for left-cap/center-tile/right-cap. The expand-detail overlay (present in the front container with only named ShowDetail/ HideDetail states and no "" entry) is excluded by the TryGetValue("") filter automatically — no name-matching needed. Fill/Label providers are intentionally NOT set here; Task 6 (VitalsController) binds them to live stat data. 5 TDD tests: Type7→UiMeter, UnknownType→UiDatElement, Type12→null, rect+anchors propagation, and meter slice extraction with overlay exclusion. Co-Authored-By: Claude Sonnet 4.6 --- src/AcDream.App/UI/Layout/DatWidgetFactory.cs | 167 ++++++++++++++++++ .../UI/Layout/DatWidgetFactoryTests.cs | 112 ++++++++++++ 2 files changed, 279 insertions(+) create mode 100644 src/AcDream.App/UI/Layout/DatWidgetFactory.cs create mode 100644 tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs diff --git a/src/AcDream.App/UI/Layout/DatWidgetFactory.cs b/src/AcDream.App/UI/Layout/DatWidgetFactory.cs new file mode 100644 index 00000000..e8791e44 --- /dev/null +++ b/src/AcDream.App/UI/Layout/DatWidgetFactory.cs @@ -0,0 +1,167 @@ +using System; +using System.Linq; + +namespace AcDream.App.UI.Layout; + +/// +/// Hybrid factory: behavioral element Types map to dedicated widgets (verbatim +/// algorithm ports); everything else (and unknown Types) falls back to +/// . +/// +/// +/// Type 12 (style prototype / BaseElement store) is never instantiated — +/// returns null and the importer skips it. +/// See docs/research/2026-06-15-layoutdesc-format.md Correction 8. +/// +/// +/// +/// The meter's back/front 3-slice sprite ids live on grandchild image elements, +/// NOT on the meter element itself (format doc §11). +/// walks two layers down to extract them: the two Type-3 container children +/// ordered by (back behind = lower, front +/// on top = higher), then within each container the image children that carry +/// a DirectState ("" key) sprite, ordered by their X position to obtain +/// left-cap / center-tile / right-cap. +/// +/// +/// +/// The expand-detail overlay present in the front container carries ONLY named +/// states ("HideDetail"/"ShowDetail") — no "" DirectState entry — so the +/// TryGetValue("") filter in excludes it +/// automatically. +/// +/// +public static class DatWidgetFactory +{ + /// + /// Creates the for , sets its + /// rect (Left/Top/Width/Height) and Anchors, and returns it. + /// + /// Resolved, merged element snapshot from the LayoutDesc importer. + /// RenderSurface id → (GL tex handle, pixel width, pixel height). + /// Returns (0,0,0) when the texture is not yet uploaded. + /// Retail UI font for the meter's "cur/max" number overlay. + /// May be null pre-load — the meter falls back to the debug bitmap font. + /// The widget, or null for a Type-12 style prototype (caller skips it). + public static UiElement? Create(ElementInfo info, + Func resolve, UiDatFont? datFont) + { + // Type 12 = zero-size style prototype / BaseElement store referenced by + // BaseLayoutId. These are property bags, never rendered. See format doc §8 + // ("style prototypes are Type 12 which must be skipped") and Correction 8. + if (info.Type == 12) return null; + + UiElement e = info.Type switch + { + 7 => BuildMeter(info, resolve, datFont), // UIElement_Meter + _ => new UiDatElement(info, resolve), // generic fallback for all other types + }; + + // Propagate position + size (pixel-exact from the dat). + e.Left = info.X; + e.Top = info.Y; + e.Width = info.Width; + e.Height = info.Height; + + // Map the four raw edge-anchor values to the AnchorEdges bit-flag that the + // UI layout engine uses for reflow. + e.Anchors = ElementReader.ToAnchors(info.Left, info.Top, info.Right, info.Bottom); + + return e; + } + + // ── Meter ──────────────────────────────────────────────────────────────── + + /// + /// Builds a and populates its six 3-slice sprite ids by + /// reading the meter's grandchild image elements (format doc §11). + /// + /// + /// Structure the importer produces for each meter (UIElement_Meter): + /// + /// meter (Type 7) + /// ├── back-layer container (Type 3, lower ReadOrder — drawn first / behind) + /// │ ├── left-cap image (DirectState "" → File = back-left sprite) + /// │ ├── center image (DirectState "" → File = back-tile sprite) + /// │ └── right-cap image (DirectState "" → File = back-right sprite) + /// ├── front-layer container (Type 3, higher ReadOrder — drawn on top) + /// │ ├── left-cap image (→ front-left sprite) + /// │ ├── center image (→ front-tile sprite) + /// │ ├── right-cap image (→ front-right sprite) + /// │ └── expand overlay (named "ShowDetail"/"HideDetail" only — NO DirectState — IGNORED) + /// └── text label (Type 0) (IGNORED — Fill/Label providers bound by VitalsController in Task 6) + /// + /// + /// + /// + /// and are NOT set here. + /// They are bound to the live stat providers in Task 6 (VitalsController). + /// + /// + private static UiMeter BuildMeter(ElementInfo info, + Func resolve, UiDatFont? datFont) + { + var m = new UiMeter + { + SpriteResolve = resolve, + DatFont = datFont, + }; + + // The two 3-slice containers are Type-3 children of the meter element. + // ReadOrder determines draw order: the back track has a LOWER ReadOrder + // (drawn first, behind the fill), the front has a HIGHER ReadOrder (on top). + var containers = info.Children + .Where(c => c.Type == 3) + .OrderBy(c => c.ReadOrder) + .ToList(); + + if (containers.Count >= 1) + { + var (l, t, r) = SliceIds(containers[0]); + m.BackLeft = l; + m.BackTile = t; + m.BackRight = r; + } + + if (containers.Count >= 2) + { + var (l, t, r) = SliceIds(containers[1]); + m.FrontLeft = l; + m.FrontTile = t; + m.FrontRight = r; + } + + return m; + } + + /// + /// Returns the (left, tile, right) sprite ids for a 3-slice container, + /// extracting them from the container's image children that carry a DirectState + /// ("" key) with a non-zero file id, ordered left-to-right by their X position. + /// + /// + /// Children that carry ONLY named states (e.g. the expand-detail overlay with + /// "ShowDetail"/"HideDetail" entries but no "" key) are excluded automatically + /// because for "" returns + /// false. + /// + /// + private static (uint left, uint tile, uint right) SliceIds(ElementInfo container) + { + // Only children that have a non-zero DirectState image are slice candidates. + // The expand-detail overlay has NO DirectState entry, so it's excluded here. + var slices = container.Children + .Where(c => c.StateMedia.TryGetValue("", out var med) && med.File != 0) + .OrderBy(c => c.X) + .ToList(); + + static uint File(ElementInfo e) + => e.StateMedia.TryGetValue("", out var med) ? med.File : 0u; + + uint left = slices.Count > 0 ? File(slices[0]) : 0u; + uint tile = slices.Count > 1 ? File(slices[1]) : 0u; + uint right = slices.Count > 2 ? File(slices[2]) : 0u; + + return (left, tile, right); + } +} diff --git a/tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs b/tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs new file mode 100644 index 00000000..6a1ef9c1 --- /dev/null +++ b/tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs @@ -0,0 +1,112 @@ +using AcDream.App.UI; +using AcDream.App.UI.Layout; +namespace AcDream.App.Tests.UI.Layout; + +public class DatWidgetFactoryTests +{ + private static (uint, int, int) NoTex(uint _) => (0, 0, 0); + + // ── Test 1: Type 7 → UiMeter ───────────────────────────────────────────── + + [Fact] + public void Type7_Meter_MakesUiMeter() + { + var e = DatWidgetFactory.Create(new ElementInfo { Type = 7, Width = 150, Height = 16 }, NoTex, null); + Assert.IsType(e); + } + + // ── Test 2: Unknown type → UiDatElement fallback ───────────────────────── + + [Fact] + public void UnknownType_FallsBackToGeneric() + { + var e = DatWidgetFactory.Create(new ElementInfo { Type = 999 }, NoTex, null); + Assert.IsType(e); + } + + // ── Test 3: Type 12 → null (style prototype, never rendered) ───────────── + + [Fact] + public void Type12_StylePrototype_ReturnsNull() + { + var e = DatWidgetFactory.Create(new ElementInfo { Type = 12 }, NoTex, null); + Assert.Null(e); + } + + // ── Test 4: Rect + anchors set from ElementInfo ─────────────────────────── + + /// + /// A Type-3 element with X=5,Y=21,W=150,H=16, Left=1,Top=1,Right=2 should have + /// its rect + anchors copied onto the returned widget. + /// Left=1 (near-pin → AnchorEdges.Left), Top=1 (near-pin → AnchorEdges.Top), + /// Right=2 (far-pin → AnchorEdges.Right), Bottom=0 (no anchor → neither). + /// Combined: Left | Top | Right. + /// + [Fact] + public void RectAndAnchors_SetFromElementInfo() + { + var info = new ElementInfo + { + Type = 3, + X = 5, Y = 21, + Width = 150, Height = 16, + Left = 1, Top = 1, + Right = 2, Bottom = 0, + }; + var e = DatWidgetFactory.Create(info, NoTex, null)!; + Assert.Equal(5f, e.Left); + Assert.Equal(21f, e.Top); + Assert.Equal(150f, e.Width); + Assert.Equal(16f, e.Height); + Assert.Equal(AnchorEdges.Left | AnchorEdges.Top | AnchorEdges.Right, e.Anchors); + } + + // ── Test 5: Meter slice extraction (the important one) ─────────────────── + + /// + /// A meter (Type 7) whose two Type-3 containers each carry 3 image children + /// (ordered by X, bearing a DirectState "" sprite), plus the front container + /// has a fourth expand-overlay child with ONLY a named "ShowDetail" state — + /// that overlay must be excluded from the slice count. + /// + [Fact] + public void MeterSliceExtraction_ReadsGrandchildImageIds_IgnoresOverlay() + { + // Slice ids sourced from format doc §11 — real health-bar ids. + const uint BackL = 0x0600747Eu, BackT = 0x0600747Fu, BackR = 0x06007480u; + const uint FrontL = 0x06007481u, FrontT = 0x06007482u, FrontR = 0x06007483u; + const uint OverlayFile = 0x06007490u; + + // Back container (ReadOrder 0 — drawn first / behind) + var backChild = new ElementInfo { Type = 3, ReadOrder = 0 }; + backChild.Children.Add(new ElementInfo { X = 0, StateMedia = { [""] = (BackL, 1) } }); + backChild.Children.Add(new ElementInfo { X = 10, StateMedia = { [""] = (BackT, 1) } }); + backChild.Children.Add(new ElementInfo { X = 140, StateMedia = { [""] = (BackR, 1) } }); + + // Front container (ReadOrder 1 — drawn on top) + var frontChild = new ElementInfo { Type = 3, ReadOrder = 1 }; + frontChild.Children.Add(new ElementInfo { X = 0, StateMedia = { [""] = (FrontL, 1) } }); + frontChild.Children.Add(new ElementInfo { X = 10, StateMedia = { [""] = (FrontT, 1) } }); + frontChild.Children.Add(new ElementInfo { X = 140, StateMedia = { [""] = (FrontR, 1) } }); + // Expand-detail overlay: named state only — NO DirectState "" — must be ignored. + frontChild.Children.Add(new ElementInfo + { + X = 0, + StateMedia = { ["ShowDetail"] = (OverlayFile, 3) } + }); + + var meter = new ElementInfo { Type = 7, Width = 150, Height = 16 }; + meter.Children.Add(backChild); + meter.Children.Add(frontChild); + + var e = DatWidgetFactory.Create(meter, NoTex, null); + + var m = Assert.IsType(e); + Assert.Equal(BackL, m.BackLeft); + Assert.Equal(BackT, m.BackTile); + Assert.Equal(BackR, m.BackRight); + Assert.Equal(FrontL, m.FrontLeft); + Assert.Equal(FrontT, m.FrontTile); + Assert.Equal(FrontR, m.FrontRight); + } +} From fc79fd519d868d9fe0aa7e871a17405e279a9b3d Mon Sep 17 00:00:00 2001 From: Erik Date: Mon, 15 Jun 2026 13:45:38 +0200 Subject: [PATCH 077/223] =?UTF-8?q?refactor(D.2b):=20DatWidgetFactory=20re?= =?UTF-8?q?view=20fixes=20=E2=80=94=20single=20lookup=20+=20malformed-mete?= =?UTF-8?q?r=20trace?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Fix 1: SliceIds now projects the File id during Select rather than calling TryGetValue twice (once in Where, once in the local File() helper). Added a comment noting that OrderBy is stable so X-tie order follows insertion order. Fix 2: BuildMeter emits a [D.2b] Console.WriteLine when the Type-3 container count is not exactly 2, surfacing malformed or non-vitals meter elements during Task 8 conformance testing without disturbing the existing solid-color fallback. Fix 3: Test 5 adds two explicit NotEqual assertions confirming the ShowDetail-only overlay sprite (OverlayFile = 0x06007490) did not leak into FrontRight or FrontTile. 5/5 tests pass, 0 warnings. Co-Authored-By: Claude Sonnet 4.6 --- src/AcDream.App/UI/Layout/DatWidgetFactory.cs | 17 ++++++++++------- .../UI/Layout/DatWidgetFactoryTests.cs | 3 +++ 2 files changed, 13 insertions(+), 7 deletions(-) diff --git a/src/AcDream.App/UI/Layout/DatWidgetFactory.cs b/src/AcDream.App/UI/Layout/DatWidgetFactory.cs index e8791e44..15ba9a85 100644 --- a/src/AcDream.App/UI/Layout/DatWidgetFactory.cs +++ b/src/AcDream.App/UI/Layout/DatWidgetFactory.cs @@ -115,6 +115,9 @@ public static class DatWidgetFactory .OrderBy(c => c.ReadOrder) .ToList(); + if (containers.Count != 2) + Console.WriteLine($"[D.2b] meter 0x{info.Id:X8}: {containers.Count} Type-3 slice containers (expected 2) — bars may render as solid-color fallback."); + if (containers.Count >= 1) { var (l, t, r) = SliceIds(containers[0]); @@ -150,17 +153,17 @@ public static class DatWidgetFactory { // Only children that have a non-zero DirectState image are slice candidates. // The expand-detail overlay has NO DirectState entry, so it's excluded here. + // Project the File during filtering to avoid a second TryGetValue lookup. + // Stable sort: on an X tie, original Children insertion order (dat key-sort order) wins. var slices = container.Children .Where(c => c.StateMedia.TryGetValue("", out var med) && med.File != 0) - .OrderBy(c => c.X) + .Select(c => (c.X, File: c.StateMedia[""].File)) + .OrderBy(t => t.X) .ToList(); - static uint File(ElementInfo e) - => e.StateMedia.TryGetValue("", out var med) ? med.File : 0u; - - uint left = slices.Count > 0 ? File(slices[0]) : 0u; - uint tile = slices.Count > 1 ? File(slices[1]) : 0u; - uint right = slices.Count > 2 ? File(slices[2]) : 0u; + uint left = slices.Count > 0 ? slices[0].File : 0u; + uint tile = slices.Count > 1 ? slices[1].File : 0u; + uint right = slices.Count > 2 ? slices[2].File : 0u; return (left, tile, right); } diff --git a/tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs b/tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs index 6a1ef9c1..4258d0b6 100644 --- a/tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs +++ b/tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs @@ -108,5 +108,8 @@ public class DatWidgetFactoryTests Assert.Equal(FrontL, m.FrontLeft); Assert.Equal(FrontT, m.FrontTile); Assert.Equal(FrontR, m.FrontRight); + // Overlay (ShowDetail-only, no DirectState "") must not leak into any slice slot. + Assert.NotEqual(OverlayFile, m.FrontRight); + Assert.NotEqual(OverlayFile, m.FrontTile); } } From bd01a29eb28e71fcbbac37cdc46772a306761289 Mon Sep 17 00:00:00 2001 From: Erik Date: Mon, 15 Jun 2026 13:52:50 +0200 Subject: [PATCH 078/223] =?UTF-8?q?feat(D.2b):=20LayoutImporter=20?= =?UTF-8?q?=E2=80=94=20read=20layout=20+=20resolve=20inheritance=20+=20bui?= =?UTF-8?q?ld=20tree?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Implements Task 5 of the LayoutDesc Importer (Plan 1 — vitals conformance). Pure layer (BuildFromInfos / Build): - ImportedLayout result type: UiElement root + O(1) FindElement(uint id) lookup - BuildWidget dispatches via DatWidgetFactory.Create; skips Type-12 prototypes (null) - Meters consume their children (DatWidgetFactory already extracted slice ids — adding the dat children as UiElement nodes would duplicate geometry) - All other element types recurse children generically via AddChild Dat shell (Import): - Loads LayoutDesc from dats; null-safe if layout is absent - Resolves each top-level ElementDesc to ElementInfo via Resolve(): BaseElement/BaseLayoutId chain with (layoutId,elementId) cycle guard - ToInfo(): reads ElementDesc scalar fields (uint → float cast) + DirectState + named States (UIStateId.ToString() as key) - ReadState(): extracts first MediaDescImage (File + DrawMode) per state + font DID from Properties[0x1A] → ArrayBaseProperty → DataIdBaseProperty.Value - Each sibling element gets a fresh base-chain set (siblings don't share guards) DRW API: all members confirmed from VitalsLayoutDump.cs usings — no adjustments needed: LayoutDesc in DBObjs; ElementDesc/StateDesc/MediaDescImage/ ArrayBaseProperty/DataIdBaseProperty in Types; DrawModeType/UIStateId in Enums. Tests (3/3 green): - BuildFromInfos_HealthMeter_IsUiMeterAtRect — Type-7 child → UiMeter, Left=5, Width=150 - BuildFromInfos_Type12Child_IsSkipped_Type3Present — prototype absent, container present - BuildFromInfos_MeterWithChildren_MeterPresent_ChildrenNotInTree — meter findable, both dat-children absent, UiMeter.Children empty Co-Authored-By: Claude Sonnet 4.6 --- src/AcDream.App/UI/Layout/LayoutImporter.cs | 278 ++++++++++++++++++ .../UI/Layout/LayoutImporterTests.cs | 105 +++++++ 2 files changed, 383 insertions(+) create mode 100644 src/AcDream.App/UI/Layout/LayoutImporter.cs create mode 100644 tests/AcDream.App.Tests/UI/Layout/LayoutImporterTests.cs diff --git a/src/AcDream.App/UI/Layout/LayoutImporter.cs b/src/AcDream.App/UI/Layout/LayoutImporter.cs new file mode 100644 index 00000000..ce3d1ce8 --- /dev/null +++ b/src/AcDream.App/UI/Layout/LayoutImporter.cs @@ -0,0 +1,278 @@ +using System; +using System.Collections.Generic; +using DatReaderWriter; +using DatReaderWriter.DBObjs; +using DatReaderWriter.Enums; +using DatReaderWriter.Types; + +namespace AcDream.App.UI.Layout; + +/// +/// The result of importing a retail LayoutDesc: a tree with +/// an O(1) lookup table for finding any element by its dat id. +/// +public sealed class ImportedLayout +{ + /// Root widget of the imported tree. + public UiElement Root { get; } + + private readonly Dictionary _byId; + + public ImportedLayout(UiElement root, Dictionary byId) + { + Root = root; + _byId = byId; + } + + /// Find a widget by its dat element id (e.g. 0x100000E6). + /// Returns null if the id was skipped (Type-12 prototype) or not present. + public UiElement? FindElement(uint id) + => _byId.TryGetValue(id, out var e) ? e : null; +} + +/// +/// Two-layer layout importer for retail LayoutDesc dat objects. +/// +/// +/// Pure layer ( / ): +/// converts a pre-resolved tree into a +/// tree via . Testable without dats or OpenGL — all tests +/// in LayoutImporterTests.cs exercise this layer only. +/// +/// +/// +/// Dat shell (): reads a , +/// converts each top-level to a fully resolved +/// (applying BaseElement / BaseLayoutId +/// inheritance with a cycle guard), then delegates to . +/// +/// +/// +/// Meter elements (Type 7) consume their own dat-children: +/// reads the grandchild slice-sprite ids during construction, so the +/// children must NOT be added as separate nodes in the tree. +/// Every other element type recurses its children generically. +/// +/// +public static class LayoutImporter +{ + // ── Pure layer ──────────────────────────────────────────────────────────── + + /// + /// Convenience for tests: attach to + /// , then call . + /// The children list is set directly on ; + /// any existing children are replaced. + /// + public static ImportedLayout BuildFromInfos( + ElementInfo rootInfo, + IEnumerable children, + Func resolve, + UiDatFont? datFont) + { + rootInfo.Children = new List(children); + return Build(rootInfo, resolve, datFont); + } + + /// + /// Pure builder: produce the widget tree from a fully resolved + /// tree (children already attached). + /// + public static ImportedLayout Build( + ElementInfo rootInfo, + Func resolve, + UiDatFont? datFont) + { + var byId = new Dictionary(); + // Root is never a Type-12 prototype in practice; fall back to a generic + // container if the factory returns null for an exotic root type. + var root = BuildWidget(rootInfo, resolve, datFont, byId) + ?? new UiDatElement(rootInfo, resolve); + return new ImportedLayout(root, byId); + } + + private static UiElement? BuildWidget( + ElementInfo info, + Func resolve, + UiDatFont? datFont, + Dictionary byId) + { + var w = DatWidgetFactory.Create(info, resolve, datFont); + if (w is null) return null; // Type-12 style prototype — skip + + if (info.Id != 0) byId[info.Id] = w; + + // Meters consume their own children: DatWidgetFactory already extracted the + // slice-sprite ids from the grandchild image elements during UiMeter construction. + // Adding those children as separate UiElement nodes would produce duplicate + // geometry and wrong widget semantics. Every other element type recurses normally. + if (w is not UiMeter) + { + foreach (var child in info.Children) + { + var cw = BuildWidget(child, resolve, datFont, byId); + if (cw is not null) w.AddChild(cw); + } + } + + return w; + } + + // ── Dat shell ───────────────────────────────────────────────────────────── + + /// + /// Dat shell: load the LayoutDesc, resolve inheritance for every top-level + /// element, and build the widget tree. Returns null if the layout is absent + /// from the dats. + /// + public static ImportedLayout? Import( + DatCollection dats, + uint layoutId, + Func resolve, + UiDatFont? datFont) + { + var ld = dats.Get(layoutId); + if (ld is null) return null; + + // Build a resolved ElementInfo for every top-level element in the layout. + var tops = new List(); + foreach (var kv in ld.Elements) + tops.Add(Resolve(dats, kv.Value, new HashSet<(uint, uint)>())); + + // If there is exactly one top-level element use it directly as the root; + // otherwise wrap the tops in a synthetic zero-id container. + ElementInfo rootInfo = tops.Count == 1 + ? tops[0] + : new ElementInfo { Id = 0, Type = 3, Children = tops }; + + return Build(rootInfo, resolve, datFont); + } + + // ── Inheritance resolution ──────────────────────────────────────────────── + + /// + /// Converts an to a resolved : + /// reads own fields + media, applies the BaseElement / BaseLayoutId chain + /// (cycle-guarded by ), then resolves + attaches children. + /// + private static ElementInfo Resolve( + DatCollection dats, + ElementDesc d, + HashSet<(uint layoutId, uint elementId)> baseChain) + { + // Read this element's own fields + media (no inheritance, no children yet). + var self = ToInfo(d); + var result = self; + + // Apply BaseElement / BaseLayoutId inheritance if present. + if (d.BaseElement != 0 && d.BaseLayoutId != 0 + && baseChain.Add((d.BaseLayoutId, d.BaseElement))) + { + var baseLd = dats.Get(d.BaseLayoutId); + var baseDesc = baseLd is null ? null : FindDesc(baseLd, d.BaseElement); + if (baseDesc is not null) + { + // Recurse the base chain (already guarded by the HashSet add above). + var baseInfo = Resolve(dats, baseDesc, baseChain); + // Derived fields override the base; result.Children is still empty here + // — children are attached below from the DERIVED element's own tree. + result = ElementReader.Merge(baseInfo, self); + } + } + + // Resolve + attach children. Each child gets a FRESH base-chain set: + // the cycle guard is per-element, not shared across siblings. + foreach (var kv in d.Children) + result.Children.Add(Resolve(dats, kv.Value, new HashSet<(uint, uint)>())); + + return result; + } + + /// + /// Read an 's own scalar fields + state media into a + /// fresh . No inheritance is applied; children are not + /// attached (the caller handles those). + /// + private static ElementInfo ToInfo(ElementDesc d) + { + var info = new ElementInfo + { + Id = d.ElementId, + Type = d.Type, + X = (float)d.X, + Y = (float)d.Y, + Width = (float)d.Width, + Height = (float)d.Height, + Left = d.LeftEdge, + Top = d.TopEdge, + Right = d.RightEdge, + Bottom = d.BottomEdge, + ReadOrder = d.ReadOrder, + }; + + // DirectState (unnamed, key ""). + if (d.StateDesc is not null) + ReadState(d.StateDesc, "", info); + + // Named states (e.g. UIStateId.HideDetail → "HideDetail"). + foreach (var s in d.States) + ReadState(s.Value, s.Key.ToString(), info); + + return info; + } + + /// + /// Read the first from into + /// info.StateMedia[name] and extract the font DID from property 0x1A + /// (ArrayBaseProperty → DataIdBaseProperty) if not yet set. + /// + private static void ReadState(StateDesc sd, string name, ElementInfo info) + { + // First MediaDescImage in this state's Media list wins (format doc §5). + foreach (var m in sd.Media) + { + if (m is MediaDescImage img && img.File != 0) + { + info.StateMedia[name] = (img.File, (int)img.DrawMode); + break; + } + } + + // Font DID: Properties[0x1A] is ArrayBaseProperty{ DataIdBaseProperty }. + // Format doc §3: "ArrayBaseProperty containing ONE DataIdBaseProperty". + if (info.FontDid == 0 && sd.Properties is not null + && sd.Properties.TryGetValue(0x1Au, out var raw) + && raw is ArrayBaseProperty arr && arr.Value.Count > 0 + && arr.Value[0] is DataIdBaseProperty did) + { + info.FontDid = did.Value; + } + } + + // ── Element tree search ─────────────────────────────────────────────────── + + /// + /// Find an by id anywhere in the top-level tree of + /// (depth-first). Returns null if not found. + /// + private static ElementDesc? FindDesc(LayoutDesc ld, uint id) + { + foreach (var kv in ld.Elements) + { + var f = FindDescIn(kv.Value, id); + if (f is not null) return f; + } + return null; + } + + private static ElementDesc? FindDescIn(ElementDesc d, uint id) + { + if (d.ElementId == id) return d; + foreach (var kv in d.Children) + { + var f = FindDescIn(kv.Value, id); + if (f is not null) return f; + } + return null; + } +} diff --git a/tests/AcDream.App.Tests/UI/Layout/LayoutImporterTests.cs b/tests/AcDream.App.Tests/UI/Layout/LayoutImporterTests.cs new file mode 100644 index 00000000..2292aab8 --- /dev/null +++ b/tests/AcDream.App.Tests/UI/Layout/LayoutImporterTests.cs @@ -0,0 +1,105 @@ +using AcDream.App.UI; +using AcDream.App.UI.Layout; + +namespace AcDream.App.Tests.UI.Layout; + +/// +/// Pure unit tests for — no dats, no GL. +/// Verifies the tree-builder: widget dispatch, Type-12 skipping, and meter child consumption. +/// +public class LayoutImporterTests +{ + private static (uint, int, int) NoTex(uint _) => (0, 0, 0); + + // ── Test 1: Health meter element → UiMeter with correct rect ───────────── + + /// + /// A Type-7 (meter) child element with X=5,Y=5,W=150,H=16 must produce a UiMeter + /// that is findable by its id, positioned at Left=5, Width=150. + /// The resolve lambda is a 1-arg Func<uint,(uint,int,int)>. + /// + [Fact] + public void BuildFromInfos_HealthMeter_IsUiMeterAtRect() + { + var root = new ElementInfo { Id = 0x100005F9, Type = 3, Width = 160, Height = 58 }; + var health = new ElementInfo { Id = 0x100000E6, Type = 7, X = 5, Y = 5, Width = 150, Height = 16 }; + + var tree = LayoutImporter.BuildFromInfos(root, new[] { health }, NoTex, null); + + var found = tree.FindElement(0x100000E6); + Assert.IsType(found); + Assert.Equal(5f, found!.Left); + Assert.Equal(150f, found.Width); + } + + // ── Test 2: Type-12 child is skipped; Type-3 sibling is present ────────── + + /// + /// A root with two children: one Type-12 style prototype and one Type-3 container. + /// The Type-12 must be absent from the tree (FindElement returns null); + /// the Type-3 must be present. + /// + [Fact] + public void BuildFromInfos_Type12Child_IsSkipped_Type3Present() + { + var root = new ElementInfo { Id = 0x10000001, Type = 3, Width = 160, Height = 58 }; + var prototype = new ElementInfo { Id = 0x20000001, Type = 12, Width = 0, Height = 0 }; + var container = new ElementInfo { Id = 0x20000002, Type = 3, Width = 100, Height = 20 }; + + var tree = LayoutImporter.BuildFromInfos(root, new[] { prototype, container }, NoTex, null); + + // Type-12 must be absent. + Assert.Null(tree.FindElement(0x20000001)); + // Type-3 must be present. + Assert.NotNull(tree.FindElement(0x20000002)); + } + + // ── Test 3: Meter consumes its children — child ids not in byId ────────── + + /// + /// A meter (Type 7) whose children are the 3-slice back/front containers. + /// The meter itself must be findable; its direct children must NOT appear as + /// separate nodes in the tree (meters own their children, not the generic tree). + /// + [Fact] + public void BuildFromInfos_MeterWithChildren_MeterPresent_ChildrenNotInTree() + { + const uint MeterId = 0x100000E6u; + const uint BackLayerId = 0x100000E7u; + const uint FrontLayerId = 0x00000002u; + + // Build a minimal meter with back + front containers, each with 3 slice children. + var backContainer = BuildSliceContainer(BackLayerId, ReadOrder: 0, + l: 0x0600747Eu, t: 0x0600747Fu, r: 0x06007480u); + var frontContainer = BuildSliceContainer(FrontLayerId, ReadOrder: 1, + l: 0x06007481u, t: 0x06007482u, r: 0x06007483u); + + var meter = new ElementInfo { Id = MeterId, Type = 7, Width = 150, Height = 16 }; + meter.Children.Add(backContainer); + meter.Children.Add(frontContainer); + + var root = new ElementInfo { Id = 0x100005F9, Type = 3, Width = 160, Height = 58 }; + + var tree = LayoutImporter.BuildFromInfos(root, new[] { meter }, NoTex, null); + + // The meter widget is present. + Assert.IsType(tree.FindElement(MeterId)); + // The meter's dat-children are NOT separate UiElement nodes. + Assert.Null(tree.FindElement(BackLayerId)); + Assert.Null(tree.FindElement(FrontLayerId)); + // The UiMeter itself has no Ui children (meters consume their children internally). + var uiMeter = (UiMeter)tree.FindElement(MeterId)!; + Assert.Empty(uiMeter.Children); + } + + // ── Helpers ─────────────────────────────────────────────────────────────── + + private static ElementInfo BuildSliceContainer(uint id, uint ReadOrder, uint l, uint t, uint r) + { + var c = new ElementInfo { Id = id, Type = 3, ReadOrder = ReadOrder }; + c.Children.Add(new ElementInfo { X = 0, StateMedia = { [""] = (l, 1) } }); + c.Children.Add(new ElementInfo { X = 10, StateMedia = { [""] = (t, 1) } }); + c.Children.Add(new ElementInfo { X = 140, StateMedia = { [""] = (r, 1) } }); + return c; + } +} From 9a55a688caf79dc4db7157b29e0225622e764888 Mon Sep 17 00:00:00 2001 From: Erik Date: Mon, 15 Jun 2026 14:03:24 +0200 Subject: [PATCH 079/223] =?UTF-8?q?refactor(D.2b):=20LayoutImporter=20revi?= =?UTF-8?q?ew=20fixes=20=E2=80=94=20root-fallback=20trace=20+=20cursor-dis?= =?UTF-8?q?card=20note?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Co-Authored-By: Claude Sonnet 4.6 --- src/AcDream.App/UI/Layout/LayoutImporter.cs | 11 ++++++++--- 1 file changed, 8 insertions(+), 3 deletions(-) diff --git a/src/AcDream.App/UI/Layout/LayoutImporter.cs b/src/AcDream.App/UI/Layout/LayoutImporter.cs index ce3d1ce8..2b9c8411 100644 --- a/src/AcDream.App/UI/Layout/LayoutImporter.cs +++ b/src/AcDream.App/UI/Layout/LayoutImporter.cs @@ -86,8 +86,12 @@ public static class LayoutImporter var byId = new Dictionary(); // Root is never a Type-12 prototype in practice; fall back to a generic // container if the factory returns null for an exotic root type. - var root = BuildWidget(rootInfo, resolve, datFont, byId) - ?? new UiDatElement(rootInfo, resolve); + var root = BuildWidget(rootInfo, resolve, datFont, byId); + if (root is null) + { + Console.WriteLine($"[D.2b] LayoutImporter: root element 0x{rootInfo.Id:X8} (type {rootInfo.Type}) produced no widget — using empty container fallback."); + root = new UiDatElement(rootInfo, resolve); + } return new ImportedLayout(root, byId); } @@ -228,7 +232,8 @@ public static class LayoutImporter /// private static void ReadState(StateDesc sd, string name, ElementInfo info) { - // First MediaDescImage in this state's Media list wins (format doc §5). + // Only MediaDescImage is read for rendering; MediaDescCursor items (on grips/drag bars) + // are intentionally skipped — cursor behavior is Plan 2. foreach (var m in sd.Media) { if (m is MediaDescImage img && img.File != 0) From 9d2527d9c8f40259c9544e8928b2a39d32e9b502 Mon Sep 17 00:00:00 2001 From: Erik Date: Mon, 15 Jun 2026 14:06:14 +0200 Subject: [PATCH 080/223] =?UTF-8?q?feat(D.2b):=20VitalsController=20?= =?UTF-8?q?=E2=80=94=20bind=20live=20vitals=20data=20by=20element=20id?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Mirrors retail gmVitalsUI::PostInit: grab Health/Stamina/Mana meters from the imported layout by their dat element ids (0x100000E6 / EC / EE) and wire Func fill + Func label providers. Missing ids are silently skipped (no throw). Slice sprites + dat font already set by the factory — this is pure data wiring, not graphics. 3 TDD tests: single-meter fill+label, all-three distinct providers, missing-id no-throw. Co-Authored-By: Claude Sonnet 4.6 --- src/AcDream.App/UI/Layout/VitalsController.cs | 64 +++++++++++ .../UI/Layout/VitalsBindingTests.cs | 102 ++++++++++++++++++ 2 files changed, 166 insertions(+) create mode 100644 src/AcDream.App/UI/Layout/VitalsController.cs create mode 100644 tests/AcDream.App.Tests/UI/Layout/VitalsBindingTests.cs diff --git a/src/AcDream.App/UI/Layout/VitalsController.cs b/src/AcDream.App/UI/Layout/VitalsController.cs new file mode 100644 index 00000000..a455761a --- /dev/null +++ b/src/AcDream.App/UI/Layout/VitalsController.cs @@ -0,0 +1,64 @@ +using System; + +namespace AcDream.App.UI.Layout; + +/// +/// Per-window controller for the vitals layout (LayoutDesc 0x2100006C). +/// Mirrors retail gmVitalsUI::PostInit: grab the three meter elements +/// by their dat element ids and bind live data providers (fill fraction + cur/max +/// text) to each. This is the ONLY per-window code in the whole importer — pure +/// data wiring, not graphics. +/// +/// The slice sprites + dat font on each are already +/// set by during tree construction; this controller +/// only binds the dynamic vitals data. Do not touch meter rendering fields here. +/// +public static class VitalsController +{ + /// Dat element id for the Health meter (0x100000E6). + public const uint Health = 0x100000E6; + /// Dat element id for the Stamina meter (0x100000EC). + public const uint Stamina = 0x100000EC; + /// Dat element id for the Mana meter (0x100000EE). + public const uint Mana = 0x100000EE; + + /// + /// Bind live vitals data providers to the Health, Stamina, and Mana meter + /// elements found in . Any meter whose id is absent + /// from the layout is silently skipped — partial layouts (e.g. test fakes) + /// do not cause errors. + /// + /// Imported vitals layout tree. + /// Provider returning Health fill fraction [0..1]. + /// Provider returning Stamina fill fraction [0..1]. + /// Provider returning Mana fill fraction [0..1]. + /// Provider returning Health "cur/max" overlay text. + /// Provider returning Stamina "cur/max" overlay text. + /// Provider returning Mana "cur/max" overlay text. + public static void Bind( + ImportedLayout layout, + Func healthPct, + Func staminaPct, + Func manaPct, + Func healthText, + Func staminaText, + Func manaText) + { + BindMeter(layout, Health, healthPct, healthText); + BindMeter(layout, Stamina, staminaPct, staminaText); + BindMeter(layout, Mana, manaPct, manaText); + } + + private static void BindMeter( + ImportedLayout layout, uint id, + Func pct, + Func text) + { + if (layout.FindElement(id) is UiMeter m) + { + m.Fill = () => pct(); + m.Label = () => text(); + } + // Silently skip if the id is absent — missing meters are not an error. + } +} diff --git a/tests/AcDream.App.Tests/UI/Layout/VitalsBindingTests.cs b/tests/AcDream.App.Tests/UI/Layout/VitalsBindingTests.cs new file mode 100644 index 00000000..8b430265 --- /dev/null +++ b/tests/AcDream.App.Tests/UI/Layout/VitalsBindingTests.cs @@ -0,0 +1,102 @@ +using AcDream.App.UI; +using AcDream.App.UI.Layout; + +namespace AcDream.App.Tests.UI.Layout; + +/// +/// Unit tests for : verifies that the controller +/// correctly maps element ids to UiMeter instances and wires the Fill / Label providers. +/// No dats, no GL — pure data-wiring tests. +/// +public class VitalsBindingTests +{ + // ── Test 1: Health meter Fill + Label providers are bound ───────────────── + + [Fact] + public void Bind_SetsHealthMeterFillFromProvider() + { + var health = new UiMeter(); + var layout = FakeLayout(("0x100000E6", health)); + float hp = 0.42f; + + VitalsController.Bind(layout, + healthPct: () => hp, + staminaPct: () => 1f, + manaPct: () => 1f, + healthText: () => "42/100", + staminaText: () => "", + manaText: () => ""); + + Assert.Equal(0.42f, health.Fill()!.Value); + Assert.Equal("42/100", health.Label()); + } + + // ── Test 2: All three meters wired to distinct providers ────────────────── + + [Fact] + public void Bind_AllThreeMeters_EachBoundToOwnProvider() + { + var health = new UiMeter(); + var stamina = new UiMeter(); + var mana = new UiMeter(); + var layout = FakeLayout( + ("0x100000E6", health), + ("0x100000EC", stamina), + ("0x100000EE", mana)); + + VitalsController.Bind(layout, + healthPct: () => 0.25f, + staminaPct: () => 0.50f, + manaPct: () => 0.75f, + healthText: () => "25/100", + staminaText: () => "50/100", + manaText: () => "75/100"); + + // Each meter should reflect its own provider, not another's. + Assert.Equal(0.25f, health.Fill()!.Value); + Assert.Equal("25/100", health.Label()); + + Assert.Equal(0.50f, stamina.Fill()!.Value); + Assert.Equal("50/100", stamina.Label()); + + Assert.Equal(0.75f, mana.Fill()!.Value); + Assert.Equal("75/100", mana.Label()); + } + + // ── Test 3: Missing meter ids are silently skipped (no throw) ───────────── + + [Fact] + public void Bind_MissingMeterIds_DoesNotThrow() + { + // Only Health is present; Stamina and Mana are absent from the layout. + var health = new UiMeter(); + var layout = FakeLayout(("0x100000E6", health)); + + // Should not throw even though Stamina/Mana are missing. + VitalsController.Bind(layout, + healthPct: () => 1f, + staminaPct: () => 1f, + manaPct: () => 1f, + healthText: () => "100/100", + staminaText: () => "100/100", + manaText: () => "100/100"); + + // Health was present — it should be wired. + Assert.Equal(1f, health.Fill()!.Value); + } + + // ── Helpers ─────────────────────────────────────────────────────────────── + + private static ImportedLayout FakeLayout(params (string idHex, UiElement e)[] items) + { + var dict = new Dictionary(); + var root = new UiPanel(); + foreach (var (idHex, e) in items) + { + uint id = Convert.ToUInt32(idHex, 16); + root.AddChild(e); + dict[id] = e; + } + return new ImportedLayout(root, dict); + } +} From 7e56eff88474ceb0d4906610fb5a7724f60fab7c Mon Sep 17 00:00:00 2001 From: Erik Date: Mon, 15 Jun 2026 14:10:17 +0200 Subject: [PATCH 081/223] =?UTF-8?q?refactor(D.2b):=20VitalsController=20re?= =?UTF-8?q?view=20fixes=20=E2=80=94=20cite=20format=20doc=20+=20use=20cons?= =?UTF-8?q?ts=20in=20test?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Fix 1: Added a to the VitalsController class summary citing docs/research/2026-06-15-layoutdesc-format.md §11 as the source of the three dat element ids, giving a paper trail back to the evidence per the project's cite-in-comments rule. Fix 2: Changed FakeLayout in VitalsBindingTests to accept (uint id, UiElement e) tuples instead of (string idHex, UiElement e), and updated all three call sites to pass VitalsController.Health/.Stamina/.Mana. Tests now follow the constants automatically if they ever change rather than silently passing with stale hex literals. Co-Authored-By: Claude Sonnet 4.6 --- src/AcDream.App/UI/Layout/VitalsController.cs | 4 ++++ .../UI/Layout/VitalsBindingTests.cs | 15 +++++++-------- 2 files changed, 11 insertions(+), 8 deletions(-) diff --git a/src/AcDream.App/UI/Layout/VitalsController.cs b/src/AcDream.App/UI/Layout/VitalsController.cs index a455761a..c570fb34 100644 --- a/src/AcDream.App/UI/Layout/VitalsController.cs +++ b/src/AcDream.App/UI/Layout/VitalsController.cs @@ -12,6 +12,10 @@ namespace AcDream.App.UI.Layout; /// The slice sprites + dat font on each are already /// set by during tree construction; this controller /// only binds the dynamic vitals data. Do not touch meter rendering fields here. +/// +/// Element ids confirmed from +/// docs/research/2026-06-15-layoutdesc-format.md §11 +/// (vitals window 0x2100006C dump). /// public static class VitalsController { diff --git a/tests/AcDream.App.Tests/UI/Layout/VitalsBindingTests.cs b/tests/AcDream.App.Tests/UI/Layout/VitalsBindingTests.cs index 8b430265..133d51ca 100644 --- a/tests/AcDream.App.Tests/UI/Layout/VitalsBindingTests.cs +++ b/tests/AcDream.App.Tests/UI/Layout/VitalsBindingTests.cs @@ -16,7 +16,7 @@ public class VitalsBindingTests public void Bind_SetsHealthMeterFillFromProvider() { var health = new UiMeter(); - var layout = FakeLayout(("0x100000E6", health)); + var layout = FakeLayout((VitalsController.Health, health)); float hp = 0.42f; VitalsController.Bind(layout, @@ -40,9 +40,9 @@ public class VitalsBindingTests var stamina = new UiMeter(); var mana = new UiMeter(); var layout = FakeLayout( - ("0x100000E6", health), - ("0x100000EC", stamina), - ("0x100000EE", mana)); + (VitalsController.Health, health), + (VitalsController.Stamina, stamina), + (VitalsController.Mana, mana)); VitalsController.Bind(layout, healthPct: () => 0.25f, @@ -70,7 +70,7 @@ public class VitalsBindingTests { // Only Health is present; Stamina and Mana are absent from the layout. var health = new UiMeter(); - var layout = FakeLayout(("0x100000E6", health)); + var layout = FakeLayout((VitalsController.Health, health)); // Should not throw even though Stamina/Mana are missing. VitalsController.Bind(layout, @@ -87,13 +87,12 @@ public class VitalsBindingTests // ── Helpers ─────────────────────────────────────────────────────────────── - private static ImportedLayout FakeLayout(params (string idHex, UiElement e)[] items) + private static ImportedLayout FakeLayout(params (uint id, UiElement e)[] items) { var dict = new Dictionary(); var root = new UiPanel(); - foreach (var (idHex, e) in items) + foreach (var (id, e) in items) { - uint id = Convert.ToUInt32(idHex, 16); root.AddChild(e); dict[id] = e; } From e8ddb6880163e5d5ca9769eff3889d86d9a8e80e Mon Sep 17 00:00:00 2001 From: Erik Date: Mon, 15 Jun 2026 14:14:28 +0200 Subject: [PATCH 082/223] =?UTF-8?q?feat(D.2b):=20factory=20propagates=20Re?= =?UTF-8?q?adOrder=E2=86=92ZOrder=20for=20faithful=20draw=20layering?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Co-Authored-By: Claude Sonnet 4.6 --- src/AcDream.App/UI/Layout/DatWidgetFactory.cs | 3 +++ .../UI/Layout/DatWidgetFactoryTests.cs | 11 ++++++++++- 2 files changed, 13 insertions(+), 1 deletion(-) diff --git a/src/AcDream.App/UI/Layout/DatWidgetFactory.cs b/src/AcDream.App/UI/Layout/DatWidgetFactory.cs index 15ba9a85..059ee654 100644 --- a/src/AcDream.App/UI/Layout/DatWidgetFactory.cs +++ b/src/AcDream.App/UI/Layout/DatWidgetFactory.cs @@ -63,6 +63,9 @@ public static class DatWidgetFactory e.Width = info.Width; e.Height = info.Height; + // Honor the dat's draw order so overlapping pieces (grip overlay over bevel chrome) layer correctly. + e.ZOrder = (int)info.ReadOrder; + // Map the four raw edge-anchor values to the AnchorEdges bit-flag that the // UI layout engine uses for reflow. e.Anchors = ElementReader.ToAnchors(info.Left, info.Top, info.Right, info.Bottom); diff --git a/tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs b/tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs index 4258d0b6..c2a66de1 100644 --- a/tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs +++ b/tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs @@ -61,7 +61,16 @@ public class DatWidgetFactoryTests Assert.Equal(AnchorEdges.Left | AnchorEdges.Top | AnchorEdges.Right, e.Anchors); } - // ── Test 5: Meter slice extraction (the important one) ─────────────────── + // ── Test 5: ReadOrder propagated to ZOrder ─────────────────────────────── + + [Fact] + public void Create_PropagatesReadOrderToZOrder() + { + var e = DatWidgetFactory.Create(new ElementInfo { Type = 3, ReadOrder = 7 }, NoTex, null); + Assert.Equal(7, e!.ZOrder); + } + + // ── Test 6: Meter slice extraction (the important one) ─────────────────── /// /// A meter (Type 7) whose two Type-3 containers each carry 3 image children From ab3ab793807e314619e2c9b997211865210c07d1 Mon Sep 17 00:00:00 2001 From: Erik Date: Mon, 15 Jun 2026 14:18:16 +0200 Subject: [PATCH 083/223] feat(D.2b): run importer-built vitals window under ACDREAM_RETAIL_UI_IMPORTER (A/B) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Adds RuntimeOptions.RetailUiImporter (ACDREAM_RETAIL_UI_IMPORTER=1) — a new opt-in flag that runs the LayoutImporter-built vitals window ALONGSIDE the hand-authored vitals panel for pixel-for-pixel A/B comparison. The importer window is placed at x=200, y=30 so both render simultaneously within the same ACDREAM_RETAIL_UI=1 session. The hand-authored path is entirely untouched and remains the default; the importer path is the eventual switch-over target. Also adds two RuntimeOptionsRetailUiTests covering the new flag: value "1" → true, unset/other → false. Co-Authored-By: Claude Sonnet 4.6 --- src/AcDream.App/Rendering/GameWindow.cs | 30 +++++++++++++++++++ src/AcDream.App/RuntimeOptions.cs | 2 ++ .../RuntimeOptionsRetailUiTests.cs | 25 ++++++++++++++++ 3 files changed, 57 insertions(+) diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index 2e26a360..1944137d 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -1794,6 +1794,36 @@ public sealed class GameWindow : IDisposable _uiHost.Root.AddChild(panel); Console.WriteLine("[D.2b] retail UI active — vitals panel from vitals.xml markup."); + // Phase D.2b — LayoutDesc importer A/B harness. When ACDREAM_RETAIL_UI_IMPORTER=1, + // build the SAME vitals window (0x2100006C) data-driven from the dat and place it beside + // the hand-authored one so the two can be compared pixel-for-pixel before the importer + // becomes the default. The hand-authored path above is untouched. + if (_options.RetailUiImporter) + { + AcDream.App.UI.Layout.ImportedLayout? imported; + lock (_datLock) + imported = AcDream.App.UI.Layout.LayoutImporter.Import( + _dats!, 0x2100006Cu, ResolveChrome, vitalsDatFont); + if (imported is not null) + { + AcDream.App.UI.Layout.VitalsController.Bind(imported, + healthPct: () => _vitalsVm!.HealthPercent, + staminaPct: () => _vitalsVm!.StaminaPercent ?? 0f, + manaPct: () => _vitalsVm!.ManaPercent ?? 0f, + healthText: () => (_vitalsVm!.HealthCurrent, _vitalsVm.HealthMax) is (uint c, uint m) ? $"{c}/{m}" : "", + staminaText: () => (_vitalsVm!.StaminaCurrent, _vitalsVm.StaminaMax) is (uint c, uint m) ? $"{c}/{m}" : "", + manaText: () => (_vitalsVm!.ManaCurrent, _vitalsVm.ManaMax) is (uint c, uint m) ? $"{c}/{m}" : ""); + // Offset beside the hand-authored window (at x=10) for an A/B visual comparison. + imported.Root.Left = 200; imported.Root.Top = 30; + _uiHost.Root.AddChild(imported.Root); + Console.WriteLine("[D.2b] importer vitals window active (A/B vs hand-authored)."); + } + else + { + Console.WriteLine("[D.2b] importer vitals: LayoutDesc 0x2100006C not found."); + } + } + // Retail chat window — a draggable/resizable nine-slice frame hosting a // scrollable transcript (UiChatView). Read-only + wheel-scroll for now; // drag-select + Ctrl+C copy land in the next D.2b sub-step. A dedicated diff --git a/src/AcDream.App/RuntimeOptions.cs b/src/AcDream.App/RuntimeOptions.cs index 9be7601d..bff1f885 100644 --- a/src/AcDream.App/RuntimeOptions.cs +++ b/src/AcDream.App/RuntimeOptions.cs @@ -41,6 +41,7 @@ public sealed record RuntimeOptions( bool DumpLiveSpawns, int? LegacyStreamRadius, bool RetailUi, + bool RetailUiImporter, string? AcDir) { /// @@ -85,6 +86,7 @@ public sealed record RuntimeOptions( // top of the quality preset's radii. Null when unset or invalid. LegacyStreamRadius: TryParseNonNegativeInt(env("ACDREAM_STREAM_RADIUS")), RetailUi: IsExactlyOne(env("ACDREAM_RETAIL_UI")), + RetailUiImporter: IsExactlyOne(env("ACDREAM_RETAIL_UI_IMPORTER")), AcDir: NullIfEmpty(env("ACDREAM_AC_DIR"))); } diff --git a/tests/AcDream.App.Tests/RuntimeOptionsRetailUiTests.cs b/tests/AcDream.App.Tests/RuntimeOptionsRetailUiTests.cs index b18590ae..9c6b88a2 100644 --- a/tests/AcDream.App.Tests/RuntimeOptionsRetailUiTests.cs +++ b/tests/AcDream.App.Tests/RuntimeOptionsRetailUiTests.cs @@ -25,4 +25,29 @@ public class RuntimeOptionsRetailUiTests Assert.False(opts.RetailUi); Assert.Null(opts.AcDir); } + + [Fact] + public void Parse_ReadsRetailUiImporter_WhenSetToOne() + { + var env = new Dictionary + { + ["ACDREAM_RETAIL_UI_IMPORTER"] = "1", + }; + var opts = RuntimeOptions.Parse("dats", k => env.GetValueOrDefault(k)); + Assert.True(opts.RetailUiImporter); + } + + [Fact] + public void Parse_DefaultsRetailUiImporterOff_WhenUnsetOrOtherValue() + { + // Unset → false. + Assert.False(RuntimeOptions.Parse("dats", _ => null).RetailUiImporter); + + // Non-"1" values → false (mirrors RetailUi / other IsExactlyOne flags). + var envOther = new Dictionary + { + ["ACDREAM_RETAIL_UI_IMPORTER"] = "true", + }; + Assert.False(RuntimeOptions.Parse("dats", k => envOther.GetValueOrDefault(k)).RetailUiImporter); + } } From 25be30b1a7d15d168c00a24ec97153e9454c3db0 Mon Sep 17 00:00:00 2001 From: Erik Date: Mon, 15 Jun 2026 14:23:01 +0200 Subject: [PATCH 084/223] style(D.2b): split two-statement line in importer wiring (review nit) Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/Rendering/GameWindow.cs | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index 1944137d..96c63ceb 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -1814,7 +1814,8 @@ public sealed class GameWindow : IDisposable staminaText: () => (_vitalsVm!.StaminaCurrent, _vitalsVm.StaminaMax) is (uint c, uint m) ? $"{c}/{m}" : "", manaText: () => (_vitalsVm!.ManaCurrent, _vitalsVm.ManaMax) is (uint c, uint m) ? $"{c}/{m}" : ""); // Offset beside the hand-authored window (at x=10) for an A/B visual comparison. - imported.Root.Left = 200; imported.Root.Top = 30; + imported.Root.Left = 200; + imported.Root.Top = 30; _uiHost.Root.AddChild(imported.Root); Console.WriteLine("[D.2b] importer vitals window active (A/B vs hand-authored)."); } From 3567135a044fbf9fc60e70f3fc817ca7bdf0d70e Mon Sep 17 00:00:00 2001 From: Erik Date: Mon, 15 Jun 2026 14:29:30 +0200 Subject: [PATCH 085/223] =?UTF-8?q?test(D.2b):=20vitals=20importer=20confo?= =?UTF-8?q?rmance=20=E2=80=94=20golden=20fixture=20+=20tree/slice/chrome?= =?UTF-8?q?=20checks?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Job 1: extract LayoutImporter.ImportInfos() (public dat-shell half that returns the resolved ElementInfo tree without building widgets) so fixture generation and conformance tests can call it directly. Import() now delegates to ImportInfos() + Build() — existing 32 Layout tests stay green. Job 2: generate tests/AcDream.App.Tests/UI/Layout/fixtures/vitals_2100006C.json from the real portal.dat via a throwaway [Fact] generator (deleted, not committed). System.Text.Json with IncludeFields=true — ValueTuple serializes as Item1/Item2. Pre-write validation confirmed health meter BackLeft=0x0600747E FrontRight=0x06007483 rect (5,5,150,16). Round-trip deserialization re-validated before writing. Job 3: FixtureLoader.LoadVitals() deserializes the fixture from the test output directory (CopyToOutputDirectory item in csproj) and returns ImportedLayout via LayoutImporter.Build(root, _ => (0,0,0), null) — no dats, no GL. Job 4: LayoutConformanceTests — 3 golden tests (35 asserts total): - VitalsTree_HasThreeMetersAtExpectedRects: 3 meters at x=5, w=150, h=16, y=5/21/37 - VitalsTree_MetersHaveExpectedSliceIds: all 18 back+front slice ids health/stamina/mana - VitalsTree_ChromeCornerHasExpectedSprite: TL corner 0x10000633 → sprite 0x060074C3 Full App suite: 326 pass / 1 skip (pre-existing) / 0 fail. Build: 0 errors, 0 warnings. Throwaway generator not committed (confirmed via git status). Co-Authored-By: Claude Sonnet 4.6 --- src/AcDream.App/UI/Layout/LayoutImporter.cs | 35 +- .../AcDream.App.Tests.csproj | 6 + .../UI/Layout/FixtureLoader.cs | 38 + .../UI/Layout/LayoutConformanceTests.cs | 115 ++ .../UI/Layout/fixtures/vitals_2100006C.json | 1058 +++++++++++++++++ 5 files changed, 1238 insertions(+), 14 deletions(-) create mode 100644 tests/AcDream.App.Tests/UI/Layout/FixtureLoader.cs create mode 100644 tests/AcDream.App.Tests/UI/Layout/LayoutConformanceTests.cs create mode 100644 tests/AcDream.App.Tests/UI/Layout/fixtures/vitals_2100006C.json diff --git a/src/AcDream.App/UI/Layout/LayoutImporter.cs b/src/AcDream.App/UI/Layout/LayoutImporter.cs index 2b9c8411..0bf2b2bd 100644 --- a/src/AcDream.App/UI/Layout/LayoutImporter.cs +++ b/src/AcDream.App/UI/Layout/LayoutImporter.cs @@ -124,6 +124,25 @@ public static class LayoutImporter // ── Dat shell ───────────────────────────────────────────────────────────── + /// + /// Dat shell, ElementInfo half: load the layout + resolve inheritance + build the + /// ElementInfo tree (no widgets). Exposed for fixture generation + conformance tests. + /// Returns null if the layout is missing. + /// + public static ElementInfo? ImportInfos(DatCollection dats, uint layoutId) + { + var ld = dats.Get(layoutId); + if (ld is null) return null; + + var tops = new List(); + foreach (var kv in ld.Elements) + tops.Add(Resolve(dats, kv.Value, new HashSet<(uint, uint)>())); + + return tops.Count == 1 + ? tops[0] + : new ElementInfo { Id = 0, Type = 3, Children = tops }; + } + /// /// Dat shell: load the LayoutDesc, resolve inheritance for every top-level /// element, and build the widget tree. Returns null if the layout is absent @@ -135,20 +154,8 @@ public static class LayoutImporter Func resolve, UiDatFont? datFont) { - var ld = dats.Get(layoutId); - if (ld is null) return null; - - // Build a resolved ElementInfo for every top-level element in the layout. - var tops = new List(); - foreach (var kv in ld.Elements) - tops.Add(Resolve(dats, kv.Value, new HashSet<(uint, uint)>())); - - // If there is exactly one top-level element use it directly as the root; - // otherwise wrap the tops in a synthetic zero-id container. - ElementInfo rootInfo = tops.Count == 1 - ? tops[0] - : new ElementInfo { Id = 0, Type = 3, Children = tops }; - + var rootInfo = ImportInfos(dats, layoutId); + if (rootInfo is null) return null; return Build(rootInfo, resolve, datFont); } diff --git a/tests/AcDream.App.Tests/AcDream.App.Tests.csproj b/tests/AcDream.App.Tests/AcDream.App.Tests.csproj index 5ab79928..272953e3 100644 --- a/tests/AcDream.App.Tests/AcDream.App.Tests.csproj +++ b/tests/AcDream.App.Tests/AcDream.App.Tests.csproj @@ -22,4 +22,10 @@ + + + PreserveNewest + + + diff --git a/tests/AcDream.App.Tests/UI/Layout/FixtureLoader.cs b/tests/AcDream.App.Tests/UI/Layout/FixtureLoader.cs new file mode 100644 index 00000000..de0bd06a --- /dev/null +++ b/tests/AcDream.App.Tests/UI/Layout/FixtureLoader.cs @@ -0,0 +1,38 @@ +using System.IO; +using System.Text.Json; +using AcDream.App.UI.Layout; + +namespace AcDream.App.Tests.UI.Layout; + +/// +/// Loads the committed vitals ElementInfo fixture and builds the widget tree — +/// no dats required. The fixture was generated from layout 0x2100006C +/// via the real portal.dat and serialized with . +/// +public static class FixtureLoader +{ + private static readonly JsonSerializerOptions _opts = new() + { + IncludeFields = true, + }; + + /// + /// Deserializes the committed vitals_2100006C.json fixture (copied to + /// the test output directory via the csproj CopyToOutputDirectory item) + /// into an tree, then builds and returns the + /// using a null-returning sprite resolver and no + /// dat font — sufficient for conformance checks on tree structure and slice ids. + /// + public static ImportedLayout LoadVitals() + { + var fixturePath = Path.Combine(AppContext.BaseDirectory, "UI", "Layout", "fixtures", "vitals_2100006C.json"); + if (!File.Exists(fixturePath)) + throw new FileNotFoundException($"Vitals fixture not found at: {fixturePath}"); + + var json = File.ReadAllText(fixturePath, System.Text.Encoding.UTF8); + var root = JsonSerializer.Deserialize(json, _opts) + ?? throw new InvalidOperationException("Failed to deserialize vitals fixture."); + + return LayoutImporter.Build(root, _ => (0u, 0, 0), null); + } +} diff --git a/tests/AcDream.App.Tests/UI/Layout/LayoutConformanceTests.cs b/tests/AcDream.App.Tests/UI/Layout/LayoutConformanceTests.cs new file mode 100644 index 00000000..d1ec93e2 --- /dev/null +++ b/tests/AcDream.App.Tests/UI/Layout/LayoutConformanceTests.cs @@ -0,0 +1,115 @@ +using AcDream.App.UI; +using AcDream.App.UI.Layout; + +namespace AcDream.App.Tests.UI.Layout; + +/// +/// Golden conformance tests for the vitals LayoutDesc importer. +/// Uses the committed JSON fixture (vitals_2100006C.json) — no dats, no GL. +/// +/// These tests lock the importer's tree-building (factory dispatch, meter slice +/// extraction, rects) against the real portal.dat values captured when the +/// fixture was generated. Any regression in , +/// , or will surface here. +/// +/// Sprite ids sourced from docs/research/2026-06-15-layoutdesc-format.md §11. +/// +public class LayoutConformanceTests +{ + // ── Test 1: Three meters at expected rects ──────────────────────────────── + + /// + /// The three vital bars must be UiMeters positioned at x=5, width=150, height=16, + /// at y=5 (health), y=21 (stamina), y=37 (mana). + /// + [Fact] + public void VitalsTree_HasThreeMetersAtExpectedRects() + { + var layout = FixtureLoader.LoadVitals(); + + (uint Id, float Y)[] expected = + [ + (0x100000E6u, 5f), // health + (0x100000ECu, 21f), // stamina + (0x100000EEu, 37f), // mana + ]; + + foreach (var (id, y) in expected) + { + var elem = layout.FindElement(id); + Assert.NotNull(elem); + var meter = Assert.IsType(elem); + Assert.Equal(5f, meter.Left); + Assert.Equal(y, meter.Top); + Assert.Equal(150f, meter.Width); + Assert.Equal(16f, meter.Height); + } + } + + // ── Test 2: All 18 slice ids ────────────────────────────────────────────── + + /// + /// The six back+front 3-slice sprite ids for each of the three meters must + /// match the values confirmed from the dat dump (format doc §11). + /// This proves the factory's grandchild slice extraction against committed data. + /// + [Fact] + public void VitalsTree_MetersHaveExpectedSliceIds() + { + var layout = FixtureLoader.LoadVitals(); + + // Health bar + { + var elem = layout.FindElement(0x100000E6u); + var m = Assert.IsType(elem); + Assert.Equal(0x0600747Eu, m.BackLeft); + Assert.Equal(0x0600747Fu, m.BackTile); + Assert.Equal(0x06007480u, m.BackRight); + Assert.Equal(0x06007481u, m.FrontLeft); + Assert.Equal(0x06007482u, m.FrontTile); + Assert.Equal(0x06007483u, m.FrontRight); + } + + // Stamina bar + { + var elem = layout.FindElement(0x100000ECu); + var m = Assert.IsType(elem); + Assert.Equal(0x06007484u, m.BackLeft); + Assert.Equal(0x06007485u, m.BackTile); + Assert.Equal(0x06007486u, m.BackRight); + Assert.Equal(0x06007487u, m.FrontLeft); + Assert.Equal(0x06007488u, m.FrontTile); + Assert.Equal(0x06007489u, m.FrontRight); + } + + // Mana bar + { + var elem = layout.FindElement(0x100000EEu); + var m = Assert.IsType(elem); + Assert.Equal(0x0600748Au, m.BackLeft); + Assert.Equal(0x0600748Bu, m.BackTile); + Assert.Equal(0x0600748Cu, m.BackRight); + Assert.Equal(0x0600748Du, m.FrontLeft); + Assert.Equal(0x0600748Eu, m.FrontTile); + Assert.Equal(0x0600748Fu, m.FrontRight); + } + } + + // ── Test 3: Chrome TL corner sprite ─────────────────────────────────────── + + /// + /// The top-left chrome corner element (id 0x10000633) must be a + /// whose active media file id is 0x060074C3. + /// + [Fact] + public void VitalsTree_ChromeCornerHasExpectedSprite() + { + var layout = FixtureLoader.LoadVitals(); + + var elem = layout.FindElement(0x10000633u); + Assert.NotNull(elem); + var datElem = Assert.IsType(elem); + var (file, _) = datElem.ActiveMedia(); + Assert.Equal(0x060074C3u, file); + } +} diff --git a/tests/AcDream.App.Tests/UI/Layout/fixtures/vitals_2100006C.json b/tests/AcDream.App.Tests/UI/Layout/fixtures/vitals_2100006C.json new file mode 100644 index 00000000..ff372638 --- /dev/null +++ b/tests/AcDream.App.Tests/UI/Layout/fixtures/vitals_2100006C.json @@ -0,0 +1,1058 @@ +{ + "Id": 268436985, + "Type": 268435533, + "X": 0, + "Y": 0, + "Width": 160, + "Height": 58, + "Left": 1, + "Top": 1, + "Right": 1, + "Bottom": 2, + "ReadOrder": 0, + "FontDid": 0, + "StateMedia": {}, + "Children": [ + { + "Id": 268437048, + "Type": 3, + "X": 5, + "Y": 53, + "Width": 150, + "Height": 5, + "Left": 1, + "Top": 2, + "Right": 1, + "Bottom": 1, + "ReadOrder": 6, + "FontDid": 0, + "StateMedia": { + "": { + "Item1": 100693185, + "Item2": 1 + } + }, + "Children": [] + }, + { + "Id": 268435692, + "Type": 7, + "X": 5, + "Y": 21, + "Width": 150, + "Height": 16, + "Left": 1, + "Top": 1, + "Right": 1, + "Bottom": 1, + "ReadOrder": 18, + "FontDid": 0, + "StateMedia": {}, + "Children": [ + { + "Id": 268435693, + "Type": 12, + "X": 0, + "Y": 0, + "Width": 150, + "Height": 16, + "Left": 1, + "Top": 1, + "Right": 1, + "Bottom": 1, + "ReadOrder": 3, + "FontDid": 1073741824, + "StateMedia": {}, + "Children": [] + }, + { + "Id": 2, + "Type": 3, + "X": 0, + "Y": 0, + "Width": 150, + "Height": 16, + "Left": 1, + "Top": 1, + "Right": 1, + "Bottom": 1, + "ReadOrder": 2, + "FontDid": 0, + "StateMedia": {}, + "Children": [ + { + "Id": 268436649, + "Type": 3, + "X": 32, + "Y": 0, + "Width": 85, + "Height": 28, + "Left": 3, + "Top": 1, + "Right": 3, + "Bottom": 1, + "ReadOrder": 4, + "FontDid": 0, + "StateMedia": { + "ShowDetail": { + "Item1": 100693139, + "Item2": 3 + } + }, + "Children": [] + }, + { + "Id": 268435688, + "Type": 3, + "X": 0, + "Y": 0, + "Width": 10, + "Height": 16, + "Left": 1, + "Top": 1, + "Right": 2, + "Bottom": 1, + "ReadOrder": 1, + "FontDid": 0, + "StateMedia": { + "": { + "Item1": 100693127, + "Item2": 1 + } + }, + "Children": [] + }, + { + "Id": 268435689, + "Type": 3, + "X": 10, + "Y": 0, + "Width": 130, + "Height": 16, + "Left": 1, + "Top": 1, + "Right": 1, + "Bottom": 1, + "ReadOrder": 2, + "FontDid": 0, + "StateMedia": { + "": { + "Item1": 100693128, + "Item2": 1 + } + }, + "Children": [] + }, + { + "Id": 268435690, + "Type": 3, + "X": 140, + "Y": 0, + "Width": 10, + "Height": 16, + "Left": 2, + "Top": 1, + "Right": 1, + "Bottom": 1, + "ReadOrder": 3, + "FontDid": 0, + "StateMedia": { + "": { + "Item1": 100693129, + "Item2": 1 + } + }, + "Children": [] + } + ] + }, + { + "Id": 268435687, + "Type": 3, + "X": 0, + "Y": 0, + "Width": 150, + "Height": 16, + "Left": 1, + "Top": 1, + "Right": 1, + "Bottom": 1, + "ReadOrder": 1, + "FontDid": 0, + "StateMedia": {}, + "Children": [ + { + "Id": 268436649, + "Type": 3, + "X": 32, + "Y": 0, + "Width": 85, + "Height": 16, + "Left": 3, + "Top": 1, + "Right": 3, + "Bottom": 1, + "ReadOrder": 4, + "FontDid": 0, + "StateMedia": { + "ShowDetail": { + "Item1": 100693138, + "Item2": 3 + } + }, + "Children": [] + }, + { + "Id": 268435688, + "Type": 3, + "X": 0, + "Y": 0, + "Width": 10, + "Height": 16, + "Left": 1, + "Top": 1, + "Right": 2, + "Bottom": 1, + "ReadOrder": 1, + "FontDid": 0, + "StateMedia": { + "": { + "Item1": 100693124, + "Item2": 1 + } + }, + "Children": [] + }, + { + "Id": 268435689, + "Type": 3, + "X": 10, + "Y": 0, + "Width": 130, + "Height": 16, + "Left": 1, + "Top": 1, + "Right": 1, + "Bottom": 1, + "ReadOrder": 2, + "FontDid": 0, + "StateMedia": { + "": { + "Item1": 100693125, + "Item2": 1 + } + }, + "Children": [] + }, + { + "Id": 268435690, + "Type": 3, + "X": 140, + "Y": 0, + "Width": 10, + "Height": 16, + "Left": 2, + "Top": 1, + "Right": 1, + "Bottom": 1, + "ReadOrder": 3, + "FontDid": 0, + "StateMedia": { + "": { + "Item1": 100693126, + "Item2": 1 + } + }, + "Children": [] + } + ] + } + ] + }, + { + "Id": 268437049, + "Type": 3, + "X": 155, + "Y": 53, + "Width": 5, + "Height": 5, + "Left": 2, + "Top": 2, + "Right": 1, + "Bottom": 1, + "ReadOrder": 7, + "FontDid": 0, + "StateMedia": { + "": { + "Item1": 100693190, + "Item2": 1 + } + }, + "Children": [] + }, + { + "Id": 268437050, + "Type": 3, + "X": 155, + "Y": 5, + "Width": 5, + "Height": 48, + "Left": 2, + "Top": 1, + "Right": 1, + "Bottom": 1, + "ReadOrder": 8, + "FontDid": 0, + "StateMedia": { + "": { + "Item1": 100693186, + "Item2": 1 + } + }, + "Children": [] + }, + { + "Id": 268435694, + "Type": 7, + "X": 5, + "Y": 37, + "Width": 150, + "Height": 16, + "Left": 1, + "Top": 1, + "Right": 1, + "Bottom": 1, + "ReadOrder": 19, + "FontDid": 0, + "StateMedia": {}, + "Children": [ + { + "Id": 2, + "Type": 3, + "X": 0, + "Y": 0, + "Width": 150, + "Height": 16, + "Left": 1, + "Top": 1, + "Right": 1, + "Bottom": 1, + "ReadOrder": 2, + "FontDid": 0, + "StateMedia": {}, + "Children": [ + { + "Id": 268436649, + "Type": 3, + "X": 25, + "Y": 0, + "Width": 100, + "Height": 16, + "Left": 3, + "Top": 1, + "Right": 3, + "Bottom": 1, + "ReadOrder": 4, + "FontDid": 0, + "StateMedia": { + "ShowDetail": { + "Item1": 100693141, + "Item2": 3 + } + }, + "Children": [] + }, + { + "Id": 268435688, + "Type": 3, + "X": 0, + "Y": 0, + "Width": 10, + "Height": 16, + "Left": 1, + "Top": 1, + "Right": 2, + "Bottom": 1, + "ReadOrder": 1, + "FontDid": 0, + "StateMedia": { + "": { + "Item1": 100693133, + "Item2": 1 + } + }, + "Children": [] + }, + { + "Id": 268435689, + "Type": 3, + "X": 10, + "Y": 0, + "Width": 130, + "Height": 16, + "Left": 1, + "Top": 1, + "Right": 1, + "Bottom": 1, + "ReadOrder": 2, + "FontDid": 0, + "StateMedia": { + "": { + "Item1": 100693134, + "Item2": 1 + } + }, + "Children": [] + }, + { + "Id": 268435690, + "Type": 3, + "X": 140, + "Y": 0, + "Width": 10, + "Height": 16, + "Left": 2, + "Top": 1, + "Right": 1, + "Bottom": 1, + "ReadOrder": 3, + "FontDid": 0, + "StateMedia": { + "": { + "Item1": 100693135, + "Item2": 1 + } + }, + "Children": [] + } + ] + }, + { + "Id": 268435695, + "Type": 12, + "X": 0, + "Y": 0, + "Width": 150, + "Height": 16, + "Left": 1, + "Top": 1, + "Right": 1, + "Bottom": 1, + "ReadOrder": 3, + "FontDid": 1073741824, + "StateMedia": {}, + "Children": [] + }, + { + "Id": 268435687, + "Type": 3, + "X": 0, + "Y": 0, + "Width": 150, + "Height": 16, + "Left": 1, + "Top": 1, + "Right": 1, + "Bottom": 1, + "ReadOrder": 1, + "FontDid": 0, + "StateMedia": {}, + "Children": [ + { + "Id": 268436649, + "Type": 3, + "X": 25, + "Y": 0, + "Width": 100, + "Height": 16, + "Left": 3, + "Top": 1, + "Right": 3, + "Bottom": 1, + "ReadOrder": 4, + "FontDid": 0, + "StateMedia": { + "ShowDetail": { + "Item1": 100693140, + "Item2": 3 + } + }, + "Children": [] + }, + { + "Id": 268435688, + "Type": 3, + "X": 0, + "Y": 0, + "Width": 10, + "Height": 16, + "Left": 1, + "Top": 1, + "Right": 2, + "Bottom": 1, + "ReadOrder": 1, + "FontDid": 0, + "StateMedia": { + "": { + "Item1": 100693130, + "Item2": 1 + } + }, + "Children": [] + }, + { + "Id": 268435689, + "Type": 3, + "X": 10, + "Y": 0, + "Width": 130, + "Height": 16, + "Left": 1, + "Top": 1, + "Right": 1, + "Bottom": 1, + "ReadOrder": 2, + "FontDid": 0, + "StateMedia": { + "": { + "Item1": 100693131, + "Item2": 1 + } + }, + "Children": [] + }, + { + "Id": 268435690, + "Type": 3, + "X": 140, + "Y": 0, + "Width": 10, + "Height": 16, + "Left": 2, + "Top": 1, + "Right": 1, + "Bottom": 1, + "ReadOrder": 3, + "FontDid": 0, + "StateMedia": { + "": { + "Item1": 100693132, + "Item2": 1 + } + }, + "Children": [] + } + ] + } + ] + }, + { + "Id": 268437051, + "Type": 9, + "X": 0, + "Y": 0, + "Width": 5, + "Height": 5, + "Left": 1, + "Top": 1, + "Right": 2, + "Bottom": 2, + "ReadOrder": 9, + "FontDid": 0, + "StateMedia": { + "": { + "Item1": 100688169, + "Item2": 1 + } + }, + "Children": [] + }, + { + "Id": 268437052, + "Type": 2, + "X": 5, + "Y": 0, + "Width": 150, + "Height": 5, + "Left": 1, + "Top": 1, + "Right": 1, + "Bottom": 2, + "ReadOrder": 10, + "FontDid": 0, + "StateMedia": { + "": { + "Item1": 100688170, + "Item2": 1 + } + }, + "Children": [] + }, + { + "Id": 268437053, + "Type": 9, + "X": 155, + "Y": 0, + "Width": 5, + "Height": 5, + "Left": 2, + "Top": 1, + "Right": 1, + "Bottom": 2, + "ReadOrder": 11, + "FontDid": 0, + "StateMedia": { + "": { + "Item1": 100688169, + "Item2": 1 + } + }, + "Children": [] + }, + { + "Id": 268437054, + "Type": 9, + "X": 0, + "Y": 5, + "Width": 5, + "Height": 48, + "Left": 1, + "Top": 1, + "Right": 2, + "Bottom": 1, + "ReadOrder": 12, + "FontDid": 0, + "StateMedia": { + "": { + "Item1": 100688171, + "Item2": 1 + } + }, + "Children": [] + }, + { + "Id": 268437055, + "Type": 9, + "X": 0, + "Y": 53, + "Width": 5, + "Height": 5, + "Left": 1, + "Top": 2, + "Right": 2, + "Bottom": 1, + "ReadOrder": 13, + "FontDid": 0, + "StateMedia": { + "": { + "Item1": 100688169, + "Item2": 1 + } + }, + "Children": [] + }, + { + "Id": 268437056, + "Type": 2, + "X": 5, + "Y": 53, + "Width": 150, + "Height": 5, + "Left": 1, + "Top": 2, + "Right": 1, + "Bottom": 1, + "ReadOrder": 14, + "FontDid": 0, + "StateMedia": { + "": { + "Item1": 100688172, + "Item2": 1 + } + }, + "Children": [] + }, + { + "Id": 268437057, + "Type": 9, + "X": 155, + "Y": 53, + "Width": 5, + "Height": 5, + "Left": 2, + "Top": 2, + "Right": 1, + "Bottom": 1, + "ReadOrder": 15, + "FontDid": 0, + "StateMedia": { + "": { + "Item1": 100688169, + "Item2": 1 + } + }, + "Children": [] + }, + { + "Id": 268437058, + "Type": 9, + "X": 155, + "Y": 5, + "Width": 5, + "Height": 48, + "Left": 2, + "Top": 1, + "Right": 1, + "Bottom": 1, + "ReadOrder": 16, + "FontDid": 0, + "StateMedia": { + "": { + "Item1": 100688173, + "Item2": 1 + } + }, + "Children": [] + }, + { + "Id": 268435686, + "Type": 7, + "X": 5, + "Y": 5, + "Width": 150, + "Height": 16, + "Left": 1, + "Top": 1, + "Right": 1, + "Bottom": 1, + "ReadOrder": 17, + "FontDid": 0, + "StateMedia": {}, + "Children": [ + { + "Id": 268435691, + "Type": 12, + "X": 0, + "Y": 0, + "Width": 150, + "Height": 16, + "Left": 1, + "Top": 1, + "Right": 1, + "Bottom": 1, + "ReadOrder": 3, + "FontDid": 1073741824, + "StateMedia": {}, + "Children": [] + }, + { + "Id": 2, + "Type": 3, + "X": 0, + "Y": 0, + "Width": 150, + "Height": 16, + "Left": 1, + "Top": 1, + "Right": 1, + "Bottom": 1, + "ReadOrder": 2, + "FontDid": 0, + "StateMedia": {}, + "Children": [ + { + "Id": 268436649, + "Type": 3, + "X": 66, + "Y": 0, + "Width": 18, + "Height": 16, + "Left": 3, + "Top": 1, + "Right": 3, + "Bottom": 1, + "ReadOrder": 4, + "FontDid": 0, + "StateMedia": { + "ShowDetail": { + "Item1": 100693137, + "Item2": 3 + } + }, + "Children": [] + }, + { + "Id": 268435688, + "Type": 3, + "X": 0, + "Y": 0, + "Width": 10, + "Height": 16, + "Left": 1, + "Top": 1, + "Right": 2, + "Bottom": 1, + "ReadOrder": 1, + "FontDid": 0, + "StateMedia": { + "": { + "Item1": 100693121, + "Item2": 1 + } + }, + "Children": [] + }, + { + "Id": 268435689, + "Type": 3, + "X": 10, + "Y": 0, + "Width": 130, + "Height": 16, + "Left": 1, + "Top": 1, + "Right": 1, + "Bottom": 1, + "ReadOrder": 2, + "FontDid": 0, + "StateMedia": { + "": { + "Item1": 100693122, + "Item2": 1 + } + }, + "Children": [] + }, + { + "Id": 268435690, + "Type": 3, + "X": 140, + "Y": 0, + "Width": 10, + "Height": 16, + "Left": 2, + "Top": 1, + "Right": 1, + "Bottom": 1, + "ReadOrder": 3, + "FontDid": 0, + "StateMedia": { + "": { + "Item1": 100693123, + "Item2": 1 + } + }, + "Children": [] + } + ] + }, + { + "Id": 268435687, + "Type": 3, + "X": 0, + "Y": 0, + "Width": 150, + "Height": 16, + "Left": 1, + "Top": 1, + "Right": 1, + "Bottom": 1, + "ReadOrder": 1, + "FontDid": 0, + "StateMedia": {}, + "Children": [ + { + "Id": 268436649, + "Type": 3, + "X": 66, + "Y": 0, + "Width": 18, + "Height": 16, + "Left": 3, + "Top": 1, + "Right": 3, + "Bottom": 1, + "ReadOrder": 4, + "FontDid": 0, + "StateMedia": { + "ShowDetail": { + "Item1": 100693136, + "Item2": 3 + } + }, + "Children": [] + }, + { + "Id": 268435688, + "Type": 3, + "X": 0, + "Y": 0, + "Width": 10, + "Height": 16, + "Left": 1, + "Top": 1, + "Right": 2, + "Bottom": 1, + "ReadOrder": 1, + "FontDid": 0, + "StateMedia": { + "": { + "Item1": 100693118, + "Item2": 1 + } + }, + "Children": [] + }, + { + "Id": 268435689, + "Type": 3, + "X": 10, + "Y": 0, + "Width": 130, + "Height": 16, + "Left": 1, + "Top": 1, + "Right": 1, + "Bottom": 1, + "ReadOrder": 2, + "FontDid": 0, + "StateMedia": { + "": { + "Item1": 100693119, + "Item2": 1 + } + }, + "Children": [] + }, + { + "Id": 268435690, + "Type": 3, + "X": 140, + "Y": 0, + "Width": 10, + "Height": 16, + "Left": 2, + "Top": 1, + "Right": 1, + "Bottom": 1, + "ReadOrder": 3, + "FontDid": 0, + "StateMedia": { + "": { + "Item1": 100693120, + "Item2": 1 + } + }, + "Children": [] + } + ] + } + ] + }, + { + "Id": 268437043, + "Type": 3, + "X": 0, + "Y": 0, + "Width": 5, + "Height": 5, + "Left": 1, + "Top": 1, + "Right": 2, + "Bottom": 2, + "ReadOrder": 1, + "FontDid": 0, + "StateMedia": { + "": { + "Item1": 100693187, + "Item2": 1 + } + }, + "Children": [] + }, + { + "Id": 268437044, + "Type": 3, + "X": 5, + "Y": 0, + "Width": 150, + "Height": 5, + "Left": 1, + "Top": 1, + "Right": 1, + "Bottom": 2, + "ReadOrder": 2, + "FontDid": 0, + "StateMedia": { + "": { + "Item1": 100693183, + "Item2": 1 + } + }, + "Children": [] + }, + { + "Id": 268437045, + "Type": 3, + "X": 155, + "Y": 0, + "Width": 5, + "Height": 5, + "Left": 2, + "Top": 1, + "Right": 1, + "Bottom": 2, + "ReadOrder": 3, + "FontDid": 0, + "StateMedia": { + "": { + "Item1": 100693188, + "Item2": 1 + } + }, + "Children": [] + }, + { + "Id": 268437046, + "Type": 3, + "X": 0, + "Y": 5, + "Width": 5, + "Height": 48, + "Left": 1, + "Top": 1, + "Right": 2, + "Bottom": 1, + "ReadOrder": 4, + "FontDid": 0, + "StateMedia": { + "": { + "Item1": 100693184, + "Item2": 1 + } + }, + "Children": [] + }, + { + "Id": 268437047, + "Type": 3, + "X": 0, + "Y": 53, + "Width": 5, + "Height": 5, + "Left": 1, + "Top": 2, + "Right": 2, + "Bottom": 1, + "ReadOrder": 5, + "FontDid": 0, + "StateMedia": { + "": { + "Item1": 100693189, + "Item2": 1 + } + }, + "Children": [] + } + ] +} \ No newline at end of file From 2b653b8fc05043846ed0f51d9d0fb5b6b6ce0218 Mon Sep 17 00:00:00 2001 From: Erik Date: Mon, 15 Jun 2026 14:38:55 +0200 Subject: [PATCH 086/223] =?UTF-8?q?test(D.2b):=20conformance=20polish=20?= =?UTF-8?q?=E2=80=94=20table-driven=20slice=20asserts=20+=20BOM-safe=20loa?= =?UTF-8?q?der?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Fix 1: replace 3 copy-paste meter blocks in VitalsTree_MetersHaveExpectedSliceIds with a single table-driven loop — a 4th meter is now a one-liner and failures name the failing meter id directly. Fix 2: FixtureLoader now reads the fixture as bytes and strips the UTF-8 BOM (EF BB BF) before passing the span to JsonSerializer, so a BOM-bearing fixture file never causes a spurious JsonReaderException. Fix 3: add [Trait("Category", "Conformance")] at the class level so conformance tests are selectable by category filter. Fix 4: add missing doc tag to LayoutImporter.ImportInfos. Co-Authored-By: Claude Sonnet 4.6 --- src/AcDream.App/UI/Layout/LayoutImporter.cs | 2 + .../UI/Layout/FixtureLoader.cs | 11 +++-- .../UI/Layout/LayoutConformanceTests.cs | 45 ++++++------------- 3 files changed, 23 insertions(+), 35 deletions(-) diff --git a/src/AcDream.App/UI/Layout/LayoutImporter.cs b/src/AcDream.App/UI/Layout/LayoutImporter.cs index 0bf2b2bd..9f5d439b 100644 --- a/src/AcDream.App/UI/Layout/LayoutImporter.cs +++ b/src/AcDream.App/UI/Layout/LayoutImporter.cs @@ -129,6 +129,8 @@ public static class LayoutImporter /// ElementInfo tree (no widgets). Exposed for fixture generation + conformance tests. /// Returns null if the layout is missing. /// + /// The dat collection to read the LayoutDesc from. + /// The LayoutDesc dat id to read. public static ElementInfo? ImportInfos(DatCollection dats, uint layoutId) { var ld = dats.Get(layoutId); diff --git a/tests/AcDream.App.Tests/UI/Layout/FixtureLoader.cs b/tests/AcDream.App.Tests/UI/Layout/FixtureLoader.cs index de0bd06a..7f0f5eca 100644 --- a/tests/AcDream.App.Tests/UI/Layout/FixtureLoader.cs +++ b/tests/AcDream.App.Tests/UI/Layout/FixtureLoader.cs @@ -29,9 +29,14 @@ public static class FixtureLoader if (!File.Exists(fixturePath)) throw new FileNotFoundException($"Vitals fixture not found at: {fixturePath}"); - var json = File.ReadAllText(fixturePath, System.Text.Encoding.UTF8); - var root = JsonSerializer.Deserialize(json, _opts) - ?? throw new InvalidOperationException("Failed to deserialize vitals fixture."); + var bytes = File.ReadAllBytes(fixturePath); + // Strip UTF-8 BOM (EF BB BF) if present so JsonSerializer.Deserialize(ReadOnlySpan) + // does not reject the first byte. + ReadOnlySpan span = bytes; + if (span.Length >= 3 && span[0] == 0xEF && span[1] == 0xBB && span[2] == 0xBF) + span = span[3..]; + var root = JsonSerializer.Deserialize(span, _opts) + ?? throw new InvalidOperationException($"fixture deserialized to null: {fixturePath}"); return LayoutImporter.Build(root, _ => (0u, 0, 0), null); } diff --git a/tests/AcDream.App.Tests/UI/Layout/LayoutConformanceTests.cs b/tests/AcDream.App.Tests/UI/Layout/LayoutConformanceTests.cs index d1ec93e2..b50862bc 100644 --- a/tests/AcDream.App.Tests/UI/Layout/LayoutConformanceTests.cs +++ b/tests/AcDream.App.Tests/UI/Layout/LayoutConformanceTests.cs @@ -14,6 +14,7 @@ namespace AcDream.App.Tests.UI.Layout; /// /// Sprite ids sourced from docs/research/2026-06-15-layoutdesc-format.md §11. /// +[Trait("Category", "Conformance")] public class LayoutConformanceTests { // ── Test 1: Three meters at expected rects ──────────────────────────────── @@ -58,40 +59,20 @@ public class LayoutConformanceTests { var layout = FixtureLoader.LoadVitals(); - // Health bar - { - var elem = layout.FindElement(0x100000E6u); - var m = Assert.IsType(elem); - Assert.Equal(0x0600747Eu, m.BackLeft); - Assert.Equal(0x0600747Fu, m.BackTile); - Assert.Equal(0x06007480u, m.BackRight); - Assert.Equal(0x06007481u, m.FrontLeft); - Assert.Equal(0x06007482u, m.FrontTile); - Assert.Equal(0x06007483u, m.FrontRight); - } + // Columns: MeterId, then 6 slice ids in order: + // BackLeft, BackTile, BackRight, FrontLeft, FrontTile, FrontRight + (uint MeterId, uint[] Slices)[] cases = + [ + (0x100000E6u, [0x0600747Eu, 0x0600747Fu, 0x06007480u, 0x06007481u, 0x06007482u, 0x06007483u]), // health + (0x100000ECu, [0x06007484u, 0x06007485u, 0x06007486u, 0x06007487u, 0x06007488u, 0x06007489u]), // stamina + (0x100000EEu, [0x0600748Au, 0x0600748Bu, 0x0600748Cu, 0x0600748Du, 0x0600748Eu, 0x0600748Fu]), // mana + ]; - // Stamina bar + foreach (var (meterId, s) in cases) { - var elem = layout.FindElement(0x100000ECu); - var m = Assert.IsType(elem); - Assert.Equal(0x06007484u, m.BackLeft); - Assert.Equal(0x06007485u, m.BackTile); - Assert.Equal(0x06007486u, m.BackRight); - Assert.Equal(0x06007487u, m.FrontLeft); - Assert.Equal(0x06007488u, m.FrontTile); - Assert.Equal(0x06007489u, m.FrontRight); - } - - // Mana bar - { - var elem = layout.FindElement(0x100000EEu); - var m = Assert.IsType(elem); - Assert.Equal(0x0600748Au, m.BackLeft); - Assert.Equal(0x0600748Bu, m.BackTile); - Assert.Equal(0x0600748Cu, m.BackRight); - Assert.Equal(0x0600748Du, m.FrontLeft); - Assert.Equal(0x0600748Eu, m.FrontTile); - Assert.Equal(0x0600748Fu, m.FrontRight); + var m = Assert.IsType(layout.FindElement(meterId)); + Assert.Equal(s[0], m.BackLeft); Assert.Equal(s[1], m.BackTile); Assert.Equal(s[2], m.BackRight); + Assert.Equal(s[3], m.FrontLeft); Assert.Equal(s[4], m.FrontTile); Assert.Equal(s[5], m.FrontRight); } } From 4dcc90cb51c88da95175d737d148e38fb045d390 Mon Sep 17 00:00:00 2001 From: Erik Date: Mon, 15 Jun 2026 14:55:01 +0200 Subject: [PATCH 087/223] docs(D.2b): register AP-32 + IA-15 amend for importer; doc/test review fixes (N1/N4) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Process/quality items from the LayoutDesc-importer final review — no runtime behavior change. I1a — amend IA-15: the 8-piece chrome edge/corner→position mapping is no longer a guess. The LayoutImporter (ACDREAM_RETAIL_UI_IMPORTER) reads real LayoutDesc dat data and resolves positions + sprite ids directly; locked by the conformance fixture vitals_2100006C.json. Residual risk trimmed to anchor resolution at non-800×600 + controls.ini cascade. Pointers added to LayoutImporter.cs and the format-doc. I1b — add AP-32: the importer collapses the dat's nested meter structure (Type-7 → two Type-3 containers → three image-slice grandchildren each) into UiMeter's programmatic 3-slice fields instead of building those nodes generically and porting UIElement_Meter::DrawChildren. Standalone Type-0 text elements are also skipped (Plan 2). Retail oracles: UIElement_Meter::DrawChildren @0x46fbd0, UIElement_Text::DrawSelf @0x467aa0. I1c — AP section header 31 → 32. N1 — ElementReader.cs: comment at the Type-merge line explaining that a derived Type 0 (text element) inherits the base's Type 12 (style prototype), which DatWidgetFactory skips; safe for Plan 1 because vitals numbers render via UiMeter.Label. Format-doc §10: correct the "render as UiDatElement" sentence to "skipped entirely" (Type-0 → inherits Type-12 via Merge → factory returns null). N4 — new conformance test VitalsTree_TextLabel_InheritsFontDidFromBaseLayout: walks the raw ElementInfo tree from the fixture and asserts at least one element carries FontDid==0x40000000, proving Resolve()'s inheritance merge fired against real dat data. FixtureLoader gains LoadVitalsInfos() that returns the raw tree without calling Build. Tests: 36 pass (was 35), 0 errors, 0 warnings. Co-Authored-By: Claude Sonnet 4.6 --- .../retail-divergence-register.md | 5 ++- docs/research/2026-06-15-layoutdesc-format.md | 2 +- src/AcDream.App/UI/Layout/ElementReader.cs | 6 +++ .../UI/Layout/FixtureLoader.cs | 17 +++++-- .../UI/Layout/LayoutConformanceTests.cs | 45 +++++++++++++++++++ 5 files changed, 69 insertions(+), 6 deletions(-) diff --git a/docs/architecture/retail-divergence-register.md b/docs/architecture/retail-divergence-register.md index 5a7c7b05..045f4a49 100644 --- a/docs/architecture/retail-divergence-register.md +++ b/docs/architecture/retail-divergence-register.md @@ -55,7 +55,7 @@ accepted-divergence entries (#96, #49, #50). | IA-12 | UI toolkit mirrors retail behavior from research docs, not a byte-port — keystone.dll is outside decomp coverage; observed constants embedded (drag 3 px, tooltip 1000 ms) | `src/AcDream.App/UI/README.md:3` | keystone.dll has no PDB/decomp; semantics reconstructed from the six `docs/research/retail-ui/` deep-dives, keeping retail's event-type constants so panel switch-cases transplant cleanly | Edge-case input semantics the research under-specified (drag threshold, tooltip timing, focus hand-off, capture corners) differ silently with no oracle to diff against | keystone.dll Device DAT_00837ff4; docs/research/retail-ui/04-input-events.md | | IA-13 | GameEventType registry deliberately omits event types retail ignores; unknown events fall through unhandled | `src/AcDream.Core.Net/Messages/GameEventType.cs:11` | Retail also ignores them — dropping matches retail by construction | If the "retail ignores X" judgment is wrong for any opcode (or a server mod uses one), the event is silently dropped with no diagnostic pointing at the omission | retail GameEvent dispatch (ignored-event set) | | IA-14 | Rendering + dat-handling base is WorldBuilder's tested port, not a fresh retail-decomp port (Phase N.4/O design stance) | `docs/architecture/worldbuilder-inventory.md` (code at `src/AcDream.{Core,App}/Rendering/Wb/`) | WB visually verified on the AC world, MIT, same stack; known WB↔retail deltas resolved case-by-case — terrain split kept retail `FSplitNESW` (**#51**, pinned by `SplitFormulaDivergenceTest`), scenery drift accepted (AP-31) | A WB-upstream divergence not yet caught ships silently as "our" behavior; guard = the inventory doc's 🟢/🔴 split + per-formula divergence tests | retail decomp per algorithm; `tests/.../SplitFormulaDivergenceTest.cs` | -| IA-15 | D.2b retail UI is our own UiHost/UiElement retained-mode tree drawing an 8-piece dat-sprite window frame (later: XML markup + controls.ini stylesheet), not a byte-port of keystone.dll's LayoutDesc binary tree | `src/AcDream.App/UI/UiNineSlicePanel.cs` + `RetailChromeSprites.cs` | keystone.dll has no PDB/decomp so a byte-port is impossible by definition; we mirror retail's ElementDesc field model + controls.ini tokens, and the chrome sprites ARE the real dat RenderSurfaces (Step-0 prove-out 2026-06-14 confirmed 0x06004CC2 center + 0x060074BF..C6 bevel) | The 8-piece edge/corner→position mapping is a guess until the LayoutDesc 0x21000040 parse; anchor resolution at non-800x600 + controls.ini cascade corners differ silently with no oracle | LayoutDesc 0x21000040; controls.ini tokens; keystone.dll layout eval (no PDB) | +| IA-15 | D.2b retail UI is our own UiHost/UiElement retained-mode tree drawing an 8-piece dat-sprite window frame (later: XML markup + controls.ini stylesheet), not a byte-port of keystone.dll's LayoutDesc binary tree | `src/AcDream.App/UI/UiNineSlicePanel.cs` + `RetailChromeSprites.cs` + `src/AcDream.App/UI/Layout/LayoutImporter.cs` | keystone.dll has no PDB/decomp so a byte-port is impossible by definition; we mirror retail's ElementDesc field model + controls.ini tokens, and the chrome sprites ARE the real dat RenderSurfaces (Step-0 prove-out 2026-06-14 confirmed 0x06004CC2 center + 0x060074BF..C6 bevel). The 8-piece edge/corner→position mapping is NOW DATA-DRIVEN from the dat: the `LayoutImporter` (gated `ACDREAM_RETAIL_UI_IMPORTER`) reads the real `LayoutDesc` for `0x2100006C` and resolves chrome element positions + sprite ids directly from parsed dat fields; locked by the conformance fixture `tests/AcDream.App.Tests/UI/Layout/fixtures/vitals_2100006C.json` | Remaining residual risk: anchor resolution at non-800×600 and the controls.ini cascade still lack an oracle — layout scaling at non-reference resolution and stylesheet token inheritance differ silently | `LayoutDesc 0x2100006C` (SHIPPED); `docs/research/2026-06-15-layoutdesc-format.md`; controls.ini tokens; keystone.dll layout eval (no PDB) | --- @@ -93,7 +93,7 @@ accepted-divergence entries (#96, #49, #50). --- -## 3. Documented approximation (AP) — 31 rows +## 3. Documented approximation (AP) — 32 rows | # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle | |---|---|---|---|---|---| @@ -128,6 +128,7 @@ accepted-divergence entries (#96, #49, #50). | AP-29 | Target-indicator fallback for entities with no baked selection sphere: invented 1.5 m × scale box + 16/12 px screen floors (primary path is a faithful `GetObjectBoundingBox` port) | `src/AcDream.App/UI/TargetIndicatorPanel.cs:86` | Fallback only fires when the Setup didn't bake a selection sphere — rare in practice | Sphere-less entities get a non-retail indicator size/placement; the pixel floors prevent retail's far-distance collapse | `SmartBox::GetObjectBoundingBox` 0x00452e20; `GetSelectionSphere` | | AP-30 | AutonomousPosition diff cadence compares with epsilons (1 mm pos, 1e-4 normal, 1 mm dist); retail's `Frame::is_equal` is an exact float compare | `src/AcDream.App/Input/PlayerMovementController.cs:1541` | Sub-millimeter epsilon is well below any movement worth suppressing; comparisons are against last-SENT state so drift accumulates past the epsilon | Sub-epsilon drift suppresses an AP send retail would have made — negligible today; a consumer expecting retail's exact send-on-any-change cadence sees fewer packets | `Frame::is_equal` pc:700263 | | AP-31 | Scenery placement drift + the 0xA9B1 road-edge tree — WB-upstream divergences from retail, ACCEPTED (**#49/#50**, 2026-05-11) | `src/AcDream.Core/World/SceneryGenerator.cs` (via `WbSceneryAdapter`) | Piecemeal patching against WB upstream is net-negative (the `e279c46` road-check attempt over-suppressed scenery elsewhere, reverted `677a726`); visible impact = a handful of trees a few meters off | The same WB-upstream class could hide a *larger* placement divergence elsewhere; revisit only via a coherent ACME-style per-vertex filter port | `CLandBlock::get_land_scenes`; ACME GameScene.cs:1074 per-vertex road filter | +| AP-32 | LayoutDesc importer collapses the dat's nested meter structure (Type-7 meter → two Type-3 container children → three Type-3 image-slice grandchildren each) into `UiMeter`'s programmatic 3-slice fields (`BackLeft..FrontRight`) + reuses `UiMeter.DrawHBar`'s scissor-fill, instead of building those child nodes generically and porting `UIElement_Meter::DrawChildren`. Standalone Type-0 text elements are also skipped (vitals numbers render via `UiMeter.Label` bound by the controller; a dedicated dat-text widget is Plan 2). The inheritance `Merge` treats Width/Height==0 as "inherit from base", diverging from format-doc §12 rule 2 (documented inline in `ElementReader.cs`) | `src/AcDream.App/UI/Layout/DatWidgetFactory.cs` (`BuildMeter`/`SliceIds`) + `src/AcDream.App/UI/Layout/LayoutImporter.cs` (`BuildWidget` meter-child skip) | Reuses the tested `UiMeter` render that already visually matches retail's stacked vitals bars; the full nested-element + `DrawChildren` scissor port and a dat-text widget are deferred to Plan 2. Gated opt-in (`ACDREAM_RETAIL_UI_IMPORTER`) and locked by the conformance fixture (`tests/AcDream.App.Tests/UI/Layout/fixtures/vitals_2100006C.json`) | A LayoutDesc whose meter structure differs from the vitals 2-container/3-slice shape, or a window needing standalone dat text, renders an empty/wrong meter or drops text — no oracle diff until the Plan-2 widgets land | `UIElement_Meter::DrawChildren` @0x46fbd0; `UIElement_Text::DrawSelf` @0x467aa0; `docs/research/2026-06-15-layoutdesc-format.md` | --- diff --git a/docs/research/2026-06-15-layoutdesc-format.md b/docs/research/2026-06-15-layoutdesc-format.md index 867fd0a8..10e66e8f 100644 --- a/docs/research/2026-06-15-layoutdesc-format.md +++ b/docs/research/2026-06-15-layoutdesc-format.md @@ -322,7 +322,7 @@ derived (Type=0, no StateDesc media, no font prop itself) The derived text element overrides `Width/Height/X/Y` (from the dat element's fields) but inherits the font DID and color from the base element's `Properties`. -**There is no `StateDesc.Media` on the text elements** — the text is rendered by the `UIElement_Text::DrawSelf` algorithm using the font DID from properties, not a sprite. In Plan 1, the text elements render as `UiDatElement` (generic fallback) until a dedicated text widget is implemented in Plan 2. +**There is no `StateDesc.Media` on the text elements** — the text is rendered by the `UIElement_Text::DrawSelf` algorithm using the font DID from properties, not a sprite. In Plan 1, the text elements are **skipped entirely**: `Type = 0` (derived) inherits `Type = 12` from the base prototype `0x10000376` via `ElementReader.Merge` (zero-wins-nothing rule — the derived Type 0 inherits the base's Type 12), and `DatWidgetFactory` returns null for Type 12. This means no `UiDatElement` is created for them. For the vitals window this is correct: the numbers render via `UiMeter.Label` bound by the `VitalsController`, not a dat text node. A dedicated dat-text widget (Type 0) is Plan 2. --- diff --git a/src/AcDream.App/UI/Layout/ElementReader.cs b/src/AcDream.App/UI/Layout/ElementReader.cs index c5087b99..31a402b3 100644 --- a/src/AcDream.App/UI/Layout/ElementReader.cs +++ b/src/AcDream.App/UI/Layout/ElementReader.cs @@ -142,6 +142,12 @@ public static class ElementReader var m = new ElementInfo { Id = derived.Id != 0 ? derived.Id : base_.Id, + // Type: derived wins if non-zero; Type 0 (text element per format §8) inherits the base's Type. + // For a text element whose base prototype is Type 12 (style prototype), this yields Type 12 — + // which DatWidgetFactory skips (returns null). That is intentional for Plan 1: vitals text + // numbers render via UiMeter.Label bound by VitalsController, not a dat text node. + // A Plan-2 standalone text element would need a type-preserving path (e.g. float? nullable + // Width/Height, or explicit handling of Type 0 before the merge). Type = derived.Type != 0 ? derived.Type : base_.Type, X = derived.X, Y = derived.Y, diff --git a/tests/AcDream.App.Tests/UI/Layout/FixtureLoader.cs b/tests/AcDream.App.Tests/UI/Layout/FixtureLoader.cs index 7f0f5eca..724a0e89 100644 --- a/tests/AcDream.App.Tests/UI/Layout/FixtureLoader.cs +++ b/tests/AcDream.App.Tests/UI/Layout/FixtureLoader.cs @@ -24,6 +24,19 @@ public static class FixtureLoader /// dat font — sufficient for conformance checks on tree structure and slice ids. /// public static ImportedLayout LoadVitals() + { + var root = LoadVitalsInfos(); + return LayoutImporter.Build(root, _ => (0u, 0, 0), null); + } + + /// + /// Deserializes the committed vitals_2100006C.json fixture into a raw + /// tree WITHOUT calling . + /// Use this when the test needs to inspect the resolved + /// tree directly (e.g. inheritance-resolution checks) without exercising the + /// widget factory. + /// + public static AcDream.App.UI.Layout.ElementInfo LoadVitalsInfos() { var fixturePath = Path.Combine(AppContext.BaseDirectory, "UI", "Layout", "fixtures", "vitals_2100006C.json"); if (!File.Exists(fixturePath)) @@ -35,9 +48,7 @@ public static class FixtureLoader ReadOnlySpan span = bytes; if (span.Length >= 3 && span[0] == 0xEF && span[1] == 0xBB && span[2] == 0xBF) span = span[3..]; - var root = JsonSerializer.Deserialize(span, _opts) + return JsonSerializer.Deserialize(span, _opts) ?? throw new InvalidOperationException($"fixture deserialized to null: {fixturePath}"); - - return LayoutImporter.Build(root, _ => (0u, 0, 0), null); } } diff --git a/tests/AcDream.App.Tests/UI/Layout/LayoutConformanceTests.cs b/tests/AcDream.App.Tests/UI/Layout/LayoutConformanceTests.cs index b50862bc..a2bcfe08 100644 --- a/tests/AcDream.App.Tests/UI/Layout/LayoutConformanceTests.cs +++ b/tests/AcDream.App.Tests/UI/Layout/LayoutConformanceTests.cs @@ -93,4 +93,49 @@ public class LayoutConformanceTests var (file, _) = datElem.ActiveMedia(); Assert.Equal(0x060074C3u, file); } + + // ── Test 4 (N4): Inheritance resolution — FontDid propagated from base ─── + + /// + /// Proves that Resolve()'s inheritance merge fired against real dat data: + /// at least one element in the fixture tree must have FontDid == 0x40000000 + /// (the vitals font), inherited from the base-layout prototype 0x10000376 + /// in 0x2100003F via the BaseElement / BaseLayoutId chain. + /// + /// + /// The three text labels (0x100000EB health, 0x100000ED stamina, + /// 0x100000EF mana) are Type=0 derived elements with no own font property. + /// The base element 0x10000376 carries Properties[0x1A] → + /// ArrayBaseProperty[ DataIdBaseProperty{Value=0x40000000} ]. + /// propagates this via the "FontDid: derived wins + /// if non-zero, otherwise inherit" rule. + /// + /// + /// + /// This test verifies end-to-end inheritance resolution against the committed fixture + /// (format doc §10, docs/research/2026-06-15-layoutdesc-format.md). + /// It operates on the raw tree, NOT the widget tree, + /// so the factory dispatch (Type 12 → skip) does not interfere. + /// + /// + [Fact] + public void VitalsTree_TextLabel_InheritsFontDidFromBaseLayout() + { + var root = FixtureLoader.LoadVitalsInfos(); + + // Walk the full ElementInfo tree and collect all FontDid values. + var fontDids = new System.Collections.Generic.List(); + CollectFontDids(root, fontDids); + + // At least one element must carry FontDid == 0x40000000 (the vitals font). + // In practice, the three text labels (health/stamina/mana) all inherit it. + Assert.Contains(0x40000000u, fontDids); + } + + private static void CollectFontDids(ElementInfo node, System.Collections.Generic.List acc) + { + if (node.FontDid != 0) acc.Add(node.FontDid); + foreach (var child in node.Children) + CollectFontDids(child, acc); + } } From 07cf1209394245ad40ae34e1f8046f6335e1c90b Mon Sep 17 00:00:00 2001 From: Erik Date: Mon, 15 Jun 2026 15:03:31 +0200 Subject: [PATCH 088/223] docs(D.2b): mark LayoutDesc importer Plan 1 shipped; defer default-flip to Plan 2 (drag/resize) Co-Authored-By: Claude Sonnet 4.6 --- docs/plans/2026-04-11-roadmap.md | 3 ++- docs/superpowers/plans/2026-06-15-layoutdesc-importer.md | 6 +++++- 2 files changed, 7 insertions(+), 2 deletions(-) diff --git a/docs/plans/2026-04-11-roadmap.md b/docs/plans/2026-04-11-roadmap.md index 560b150e..c36e685d 100644 --- a/docs/plans/2026-04-11-roadmap.md +++ b/docs/plans/2026-04-11-roadmap.md @@ -424,7 +424,8 @@ behavior. Estimated 17–26 days focused work, 3–5 weeks calendar. **Sub-pieces:** - **D.1 — 2D ortho overlay + font rendering.** ✅ SHIPPED 2026-04-17 as the dev-facing debug overlay (StbTrueTypeSharp system-font atlas + `TextRenderer` + `DebugOverlay`). - **✓ SHIPPED — D.2a — ImGui scaffold + `AcDream.UI.Abstractions` layer.** Shipped 2026-04-25. Wires ImGui as the short-term backend behind `ACDREAM_DEVTOOLS=1`. Defines `IPanel` / `IPanelHost` / `IPanelRenderer` / `ICommandBus` + the first ViewModel (`VitalsVM`) in the new `AcDream.UI.Abstractions` project. First real panel: `VitalsPanel` reading HP from `CombatState.GetHealthPercent`. **Backend pivoted Hexa.NET.ImGui → ImGui.NET + `Silk.NET.OpenGL.Extensions.ImGui` during integration** — Hexa's native OpenGL3 backend does its own GL function resolution via GLFW/SDL and crashed with `0xC0000005` in `ImGuiImplOpenGL3.InitNative` against Silk.NET (no GLFW/SDL present). The Silk.NET extension is purpose-built for this scenario and is the `ImGui.NET` mitigation path that `docs/plans/2026-04-24-ui-framework.md` already called out as a "one-morning operation". Stam/Mana return `float?` null in D.2a because absolute values need `LocalPlayerState` + `PlayerDescription (0x0013)` parsing (filed post-D.2a). 11 new `AcDream.UI.Abstractions.Tests` green. -- **✓ SHIPPED — D.2b — Custom retail-look backend (Spec 1: markup engine + first panel).** Shipped 2026-06-14 (`626d06e`→`019350f`). Wired the dormant `UiHost`/`UiElement` tree into `GameWindow` (`ACDREAM_RETAIL_UI=1`) and built the **Approach-C markup engine**: `MarkupDocument` (XML → `UiElement` subtree, `{Binding}` reflection) + `ControlsIni` stylesheet loader + an `IUiRegistry` plugin UI surface (plugins ship markup + a binding, drained into the same `UiRoot`). First retail-faithful panel: a markup-driven Vitals window (`vitals.xml`) — 8-piece dat-sprite frame (`UiNineSlicePanel`) + three `UiMeter` bars (red/gold/blue + cur/max numbers) bound to `VitalsVM`, rendering live over the 3D world and coexisting with the ImGui devtools path. Retired divergence TS-30, added IA-15. Spec `docs/superpowers/specs/2026-06-14-d2b-retail-panel-frame-design.md`; plan `docs/superpowers/plans/2026-06-14-d2b-retail-panel-frame-plan.md`. NOTE the prove-out corrected two stale "facts": retail vitals are **bars not orbs**, stamina is **gold not cyan**. **Remaining: D.3 (AcFont — using the stb stopgap for now) + the glassy gradient bar sprite / brightness tune (polish); input integration (movable/clickable windows — the `UiRoot` drag/click machinery exists but isn't bridged to the Phase-K dispatcher yet); the `LayoutDesc 0x21000040` importer; and the rest of the panels (D.5).** +- **✓ SHIPPED — D.2b — Custom retail-look backend (Spec 1: markup engine + first panel).** Shipped 2026-06-14 (`626d06e`→`019350f`). Wired the dormant `UiHost`/`UiElement` tree into `GameWindow` (`ACDREAM_RETAIL_UI=1`) and built the **Approach-C markup engine**: `MarkupDocument` (XML → `UiElement` subtree, `{Binding}` reflection) + `ControlsIni` stylesheet loader + an `IUiRegistry` plugin UI surface (plugins ship markup + a binding, drained into the same `UiRoot`). First retail-faithful panel: a markup-driven Vitals window (`vitals.xml`) — 8-piece dat-sprite frame (`UiNineSlicePanel`) + three `UiMeter` bars (red/gold/blue + cur/max numbers) bound to `VitalsVM`, rendering live over the 3D world and coexisting with the ImGui devtools path. Retired divergence TS-30, added IA-15. Spec `docs/superpowers/specs/2026-06-14-d2b-retail-panel-frame-design.md`; plan `docs/superpowers/plans/2026-06-14-d2b-retail-panel-frame-plan.md`. NOTE the prove-out corrected two stale "facts": retail vitals are **bars not orbs**, stamina is **gold not cyan**. **Remaining: D.3 (AcFont — using the stb stopgap for now) + the glassy gradient bar sprite / brightness tune (polish); input integration (movable/clickable windows — the `UiRoot` drag/click machinery exists but isn't bridged to the Phase-K dispatcher yet); and the rest of the panels (D.5).** +- **✓ SHIPPED — D.2b LayoutDesc importer (Plan 1).** Shipped 2026-06-15. *Retroactive registration — the spec requested this phase but it was not pre-registered before implementation.* Data-driven vitals window from `LayoutDesc 0x2100006C`: `LayoutImporter` resolves `BaseElement`/`BaseLayoutId` inheritance, walks the `ElementDesc` tree, and builds a live `UiElement` tree via `DatWidgetFactory` (Type 7 → `UiMeter`; all others → `UiDatElement` generic renderer). `VitalsController` binds live HP/Stamina/Mana by element id (mirrors retail `gmVitalsUI`). Gated `ACDREAM_RETAIL_UI_IMPORTER=1`; coexists with the hand-authored `vitals.xml` path (nothing deleted). A/B visual gate **PASSED**: pixel-identical to the hand-authored window. Default flip (retiring `vitals.xml`) **deferred to Plan 2** — the importer window is static; faithful drag/resize requires the dat's own Type-9 resize grips + Type-2 drag bars (the Plan-2 window manager); flipping now would regress interactivity, violating the no-workaround rule. Spec: `docs/superpowers/specs/2026-06-15-layoutdesc-importer-design.md`; plan: `docs/superpowers/plans/2026-06-15-layoutdesc-importer.md`. - **D.3 — AcFont from portal.dat.** Replace stb_truetype system font with retail `Font` DBObjs (`0x40000000..0x40000FFF`) baked from `RenderSurface` source sheets — see research slice 03 §4. Preserves retail visual identity. **(D.2b dependency — needs the custom renderer.)** - **✓ SHIPPED — D.4 — Dat sprites + 9-slice panel backgrounds.** Shipped 2026-06-14 with D.2b. `TextureCache.GetOrUploadRenderSurface(id, out w, out h)` decodes `RenderSurface` (`0x06xxxxxx`) **directly** (not via the Surface→SurfaceTexture chain — the prove-out finding) → GL `Texture2D`; `DrawSprite` (explicit UV-rect, per-texture batch) added to `TextRenderer` + `UiRenderContext` + a `uUseTexture=2` RGBA frag branch; `UiNineSlicePanel` composes the universal 8-piece bevel (corners `0x060074C3..C6`, edges `0x060074BF/C0/C1/C2`, center `0x06004CC2`). Remaining art polish: the glassy gradient bar fill sprite (D.2b polish). - **D.5 — Core panels.** Attributes (`chunk_00470000.c:FUN_0047ba70`), Skills (same), Paperdoll (`chunk_004A0000.c:FUN_004A5200`), Inventory, Spellbook (`chunk_004C0000.c`), Fellowship, Allegiance. Each uses the port sketches in slice 05. **(Targets `AcDream.UI.Abstractions` — ships with D.2a using ImGui-rendered widgets; reskinned by D.2b.)** The *chat* panel originally listed under D.5 shipped early in Phase I (I.4 input + I.7 combat translator superseded the chat-panel design here); this entry now covers Attributes / Skills / Paperdoll / Inventory / Spellbook / Fellowship / Allegiance only. diff --git a/docs/superpowers/plans/2026-06-15-layoutdesc-importer.md b/docs/superpowers/plans/2026-06-15-layoutdesc-importer.md index f5a6b4d6..1ab9040f 100644 --- a/docs/superpowers/plans/2026-06-15-layoutdesc-importer.md +++ b/docs/superpowers/plans/2026-06-15-layoutdesc-importer.md @@ -747,7 +747,11 @@ git commit -m "test(D.2b): vitals importer conformance (golden tree + A/B render ## After Plan 1 -Once the importer window is pixel-identical to the hand-authored vitals (Task 8 gate), a follow-up commit flips vitals to the importer as the default and the hand-authored `vitals.xml` path is retired (kept in git history). **Plan 2** then covers: the `WindowManager` (open/close/z-order/persist), re-driving the chat window (`ChatController`), and extending the factory/renderer to the full long-tail of element types per the Task 1 enumeration. Register the phase id in `docs/plans/2026-04-11-roadmap.md` before starting Plan 2. +**Plan 1 status: SHIPPED 2026-06-15, gated `ACDREAM_RETAIL_UI_IMPORTER=1`, pixel-identical; default flip → Plan 2.** + +The Task 8 A/B visual gate **PASSED**: the importer-built vitals window is pixel-identical to the hand-authored `vitals.xml` window. The default flip (retiring `vitals.xml` and making the importer the sole path) is **DEFERRED to Plan 2**. Reason: the importer window is currently static — it has no drag or resize behavior. A "whole-window-draggable" hack would not be retail-faithful; the retail mechanism wires drag to the dat's own **Type-2 drag bars** and resize to **Type-9 resize grips**, both of which are Plan-2 window-manager responsibilities. Flipping the default now would regress the draggable/resizable hand-authored window without a faithful replacement, violating the no-workaround rule. The hand-authored `vitals.xml` path remains the default and is NOT deleted. + +**Plan 2** covers: the `WindowManager` (open/close/z-order/persist, drag via Type-2 bars, resize via Type-9 grips), re-driving the chat window (`ChatController`), the default flip retiring `vitals.xml` once drag/resize is wired, and extending the factory/renderer to the full long-tail of element types per the Task 1 enumeration. The phase is already registered in `docs/plans/2026-04-11-roadmap.md` as "D.2b LayoutDesc importer (Plan 1) — SHIPPED"; register Plan 2 in the roadmap before starting it. ## Self-review From bf77a23ad35b41147de18bd8aa50ed8d60dde302 Mon Sep 17 00:00:00 2001 From: Erik Date: Mon, 15 Jun 2026 16:30:24 +0200 Subject: [PATCH 089/223] feat(D.2b): flip vitals to the LayoutDesc importer; retire hand-authored vitals.xml MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit The importer (proven pixel-identical at the 2026-06-15 A/B gate) is now the default vitals window when ACDREAM_RETAIL_UI=1 — data-driven from LayoutDesc 0x2100006C. Removed: the hand-authored vitals.xml build path, the asset file (recoverable from git history), and the now-obsolete ACDREAM_RETAIL_UI_IMPORTER flag (RuntimeOptions param + parse + 2 tests). The window is user-positioned at (10,30) and movable; resize stays off — the dat stacked-vitals layout is fixed- size (chrome edges near-pinned), faithful grip/dragbar resize is Plan 2. MarkupDocument/UiNineSlicePanel remain for the chat window + plugin panels. AcDream.App builds 0/0; AcDream.App.Tests 352 passed / 1 skipped / 0 failed. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/Rendering/GameWindow.cs | 86 ++++++++----------- src/AcDream.App/RuntimeOptions.cs | 2 - src/AcDream.App/UI/assets/vitals.xml | 13 --- .../RuntimeOptionsRetailUiTests.cs | 25 ------ 4 files changed, 37 insertions(+), 89 deletions(-) delete mode 100644 src/AcDream.App/UI/assets/vitals.xml diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index 16302f69..c4b55885 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -1782,62 +1782,50 @@ public sealed class GameWindow : IDisposable var controls = _options.AcDir is { } acDir ? AcDream.App.UI.ControlsIni.Load(System.IO.Path.Combine(acDir, "controls", "controls.ini")) : AcDream.App.UI.ControlsIni.Parse(string.Empty); - string vitalsXml = System.IO.File.ReadAllText( - System.IO.Path.Combine(AppContext.BaseDirectory, "UI", "assets", "vitals.xml")); - var panel = AcDream.App.UI.MarkupDocument.Build(vitalsXml, _vitalsVm!, ResolveChrome, controls); - - // Phase D.2b — retail dat-font for the vitals numbers. Font 0x40000000 - // (Latin-1, 16px, outline atlas). The consola TTF debug font is wrong - // for retail look; the meter falls back to it only if the dat font fails - // to load. Loaded under _datLock for consistency with other dat reads - // (no streaming worker is active during OnLoad, but the lock is cheap). + // Phase D.2b — retail dat-font for the vitals numbers (Font 0x40000000, + // Latin-1, 16px, outline atlas). Passed into the importer so the meter + // number overlay renders through the dat-font two-pass blit; falls back to + // the debug font only if it fails to load. Under _datLock like other reads. AcDream.App.UI.UiDatFont? vitalsDatFont; lock (_datLock) vitalsDatFont = AcDream.App.UI.UiDatFont.Load(_dats!, _textureCache!); - if (vitalsDatFont is not null) + Console.WriteLine(vitalsDatFont is not null + ? "[D.2b] vitals dat-font 0x40000000 loaded for numeric overlay." + : "[D.2b] vitals dat-font 0x40000000 unavailable — falling back to debug font."); + + // Phase D.2b — the vitals window is data-driven from the dat LayoutDesc + // (0x2100006C) via the LayoutImporter. The former hand-authored vitals.xml + // markup path was retired after the importer proved pixel-identical at the + // 2026-06-15 A/B gate. MarkupDocument stays for plugin/custom panels. + AcDream.App.UI.Layout.ImportedLayout? imported; + lock (_datLock) + imported = AcDream.App.UI.Layout.LayoutImporter.Import( + _dats!, 0x2100006Cu, ResolveChrome, vitalsDatFont); + if (imported is not null) { - foreach (var child in panel.Children) - if (child is AcDream.App.UI.UiMeter meter) - meter.DatFont = vitalsDatFont; - Console.WriteLine("[D.2b] vitals dat-font 0x40000000 loaded for numeric overlay."); + AcDream.App.UI.Layout.VitalsController.Bind(imported, + healthPct: () => _vitalsVm!.HealthPercent, + staminaPct: () => _vitalsVm!.StaminaPercent ?? 0f, + manaPct: () => _vitalsVm!.ManaPercent ?? 0f, + healthText: () => (_vitalsVm!.HealthCurrent, _vitalsVm.HealthMax) is (uint c, uint m) ? $"{c}/{m}" : "", + staminaText: () => (_vitalsVm!.StaminaCurrent, _vitalsVm.StaminaMax) is (uint c, uint m) ? $"{c}/{m}" : "", + manaText: () => (_vitalsVm!.ManaCurrent, _vitalsVm.ManaMax) is (uint c, uint m) ? $"{c}/{m}" : ""); + // Top-level window: user-positioned (Anchors.None so the per-frame anchor + // pass doesn't reset it) + movable, like the retired hand-authored panel. + // Resize is left off — the dat stacked-vitals layout (0x2100006C) is + // fixed-size (chrome edges near-pinned); faithful grip/dragbar-driven + // resize is the Plan-2 window manager. + var vitalsRoot = imported.Root; + vitalsRoot.Left = 10; vitalsRoot.Top = 30; + vitalsRoot.ClickThrough = false; + vitalsRoot.Anchors = AcDream.App.UI.AnchorEdges.None; + vitalsRoot.Draggable = true; + _uiHost.Root.AddChild(vitalsRoot); + Console.WriteLine("[D.2b] retail UI active — vitals window from LayoutDesc importer (0x2100006C)."); } else { - Console.WriteLine("[D.2b] vitals dat-font 0x40000000 unavailable — falling back to debug font."); - } - - _uiHost.Root.AddChild(panel); - Console.WriteLine("[D.2b] retail UI active — vitals panel from vitals.xml markup."); - - // Phase D.2b — LayoutDesc importer A/B harness. When ACDREAM_RETAIL_UI_IMPORTER=1, - // build the SAME vitals window (0x2100006C) data-driven from the dat and place it beside - // the hand-authored one so the two can be compared pixel-for-pixel before the importer - // becomes the default. The hand-authored path above is untouched. - if (_options.RetailUiImporter) - { - AcDream.App.UI.Layout.ImportedLayout? imported; - lock (_datLock) - imported = AcDream.App.UI.Layout.LayoutImporter.Import( - _dats!, 0x2100006Cu, ResolveChrome, vitalsDatFont); - if (imported is not null) - { - AcDream.App.UI.Layout.VitalsController.Bind(imported, - healthPct: () => _vitalsVm!.HealthPercent, - staminaPct: () => _vitalsVm!.StaminaPercent ?? 0f, - manaPct: () => _vitalsVm!.ManaPercent ?? 0f, - healthText: () => (_vitalsVm!.HealthCurrent, _vitalsVm.HealthMax) is (uint c, uint m) ? $"{c}/{m}" : "", - staminaText: () => (_vitalsVm!.StaminaCurrent, _vitalsVm.StaminaMax) is (uint c, uint m) ? $"{c}/{m}" : "", - manaText: () => (_vitalsVm!.ManaCurrent, _vitalsVm.ManaMax) is (uint c, uint m) ? $"{c}/{m}" : ""); - // Offset beside the hand-authored window (at x=10) for an A/B visual comparison. - imported.Root.Left = 200; - imported.Root.Top = 30; - _uiHost.Root.AddChild(imported.Root); - Console.WriteLine("[D.2b] importer vitals window active (A/B vs hand-authored)."); - } - else - { - Console.WriteLine("[D.2b] importer vitals: LayoutDesc 0x2100006C not found."); - } + Console.WriteLine("[D.2b] vitals: LayoutDesc 0x2100006C not found — vitals unavailable."); } // Retail chat window — a draggable/resizable nine-slice frame hosting a diff --git a/src/AcDream.App/RuntimeOptions.cs b/src/AcDream.App/RuntimeOptions.cs index bff1f885..9be7601d 100644 --- a/src/AcDream.App/RuntimeOptions.cs +++ b/src/AcDream.App/RuntimeOptions.cs @@ -41,7 +41,6 @@ public sealed record RuntimeOptions( bool DumpLiveSpawns, int? LegacyStreamRadius, bool RetailUi, - bool RetailUiImporter, string? AcDir) { /// @@ -86,7 +85,6 @@ public sealed record RuntimeOptions( // top of the quality preset's radii. Null when unset or invalid. LegacyStreamRadius: TryParseNonNegativeInt(env("ACDREAM_STREAM_RADIUS")), RetailUi: IsExactlyOne(env("ACDREAM_RETAIL_UI")), - RetailUiImporter: IsExactlyOne(env("ACDREAM_RETAIL_UI_IMPORTER")), AcDir: NullIfEmpty(env("ACDREAM_AC_DIR"))); } diff --git a/src/AcDream.App/UI/assets/vitals.xml b/src/AcDream.App/UI/assets/vitals.xml deleted file mode 100644 index eb8dfcbd..00000000 --- a/src/AcDream.App/UI/assets/vitals.xml +++ /dev/null @@ -1,13 +0,0 @@ - - - - - - diff --git a/tests/AcDream.App.Tests/RuntimeOptionsRetailUiTests.cs b/tests/AcDream.App.Tests/RuntimeOptionsRetailUiTests.cs index 9c6b88a2..b18590ae 100644 --- a/tests/AcDream.App.Tests/RuntimeOptionsRetailUiTests.cs +++ b/tests/AcDream.App.Tests/RuntimeOptionsRetailUiTests.cs @@ -25,29 +25,4 @@ public class RuntimeOptionsRetailUiTests Assert.False(opts.RetailUi); Assert.Null(opts.AcDir); } - - [Fact] - public void Parse_ReadsRetailUiImporter_WhenSetToOne() - { - var env = new Dictionary - { - ["ACDREAM_RETAIL_UI_IMPORTER"] = "1", - }; - var opts = RuntimeOptions.Parse("dats", k => env.GetValueOrDefault(k)); - Assert.True(opts.RetailUiImporter); - } - - [Fact] - public void Parse_DefaultsRetailUiImporterOff_WhenUnsetOrOtherValue() - { - // Unset → false. - Assert.False(RuntimeOptions.Parse("dats", _ => null).RetailUiImporter); - - // Non-"1" values → false (mirrors RetailUi / other IsExactlyOne flags). - var envOther = new Dictionary - { - ["ACDREAM_RETAIL_UI_IMPORTER"] = "true", - }; - Assert.False(RuntimeOptions.Parse("dats", k => envOther.GetValueOrDefault(k)).RetailUiImporter); - } } From c1004847a2bed6881f14d64715fa57bb9b008ec4 Mon Sep 17 00:00:00 2001 From: Erik Date: Mon, 15 Jun 2026 16:36:47 +0200 Subject: [PATCH 090/223] docs(D.2b): record vitals default-flip shipped (importer is now the default vitals) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Roadmap: update D.2b LayoutDesc importer entry to record that the default flip shipped 2026-06-15 (bf77a23) — importer is the default at ACDREAM_RETAIL_UI=1; vitals.xml + ACDREAM_RETAIL_UI_IMPORTER flag retired; window movable, resize deferred to Plan 2 (WindowManager). Plan: update "After Plan 1" to mark the flip DONE, clean up the Plan 2 description now that vitals.xml is gone. Register: - AP-37 "Why" cell: replace "Gated opt-in (ACDREAM_RETAIL_UI_IMPORTER)" with "Now the default vitals path (the hand-authored markup vitals was retired)" — the flag is gone. - IA-15: add row (was missing from this branch) — D.2b retail UI design stance, updated to note that the vitals window is now rendered by the LayoutDesc importer (dat chrome elements), not UiNineSlicePanel; UiNineSlicePanel/RetailChromeSprites now back only chat window + plugin panels. IA count header 14 → 15. Co-Authored-By: Claude Opus 4.8 (1M context) --- docs/architecture/retail-divergence-register.md | 5 +++-- docs/plans/2026-04-11-roadmap.md | 2 +- docs/superpowers/plans/2026-06-15-layoutdesc-importer.md | 6 +++--- 3 files changed, 7 insertions(+), 6 deletions(-) diff --git a/docs/architecture/retail-divergence-register.md b/docs/architecture/retail-divergence-register.md index 30c1cd07..f0bc8ffa 100644 --- a/docs/architecture/retail-divergence-register.md +++ b/docs/architecture/retail-divergence-register.md @@ -37,7 +37,7 @@ accepted-divergence entries (#96, #49, #50). --- -## 1. Intentional architecture (IA) — 14 rows +## 1. Intentional architecture (IA) — 15 rows | # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle | |---|---|---|---|---|---| @@ -55,6 +55,7 @@ accepted-divergence entries (#96, #49, #50). | IA-12 | UI toolkit mirrors retail behavior from research docs, not a byte-port — keystone.dll is outside decomp coverage; observed constants embedded (drag 3 px, tooltip 1000 ms) | `src/AcDream.App/UI/README.md:3` | keystone.dll has no PDB/decomp; semantics reconstructed from the six `docs/research/retail-ui/` deep-dives, keeping retail's event-type constants so panel switch-cases transplant cleanly | Edge-case input semantics the research under-specified (drag threshold, tooltip timing, focus hand-off, capture corners) differ silently with no oracle to diff against | keystone.dll Device DAT_00837ff4; docs/research/retail-ui/04-input-events.md | | IA-13 | GameEventType registry deliberately omits event types retail ignores; unknown events fall through unhandled | `src/AcDream.Core.Net/Messages/GameEventType.cs:11` | Retail also ignores them — dropping matches retail by construction | If the "retail ignores X" judgment is wrong for any opcode (or a server mod uses one), the event is silently dropped with no diagnostic pointing at the omission | retail GameEvent dispatch (ignored-event set) | | IA-14 | Rendering + dat-handling base is WorldBuilder's tested port, not a fresh retail-decomp port (Phase N.4/O design stance) | `docs/architecture/worldbuilder-inventory.md` (code at `src/AcDream.{Core,App}/Rendering/Wb/`) | WB visually verified on the AC world, MIT, same stack; known WB↔retail deltas resolved case-by-case — terrain split kept retail `FSplitNESW` (**#51**, pinned by `SplitFormulaDivergenceTest`), scenery drift accepted (AP-31) | A WB-upstream divergence not yet caught ships silently as "our" behavior; guard = the inventory doc's 🟢/🔴 split + per-formula divergence tests | retail decomp per algorithm; `tests/.../SplitFormulaDivergenceTest.cs` | +| IA-15 | D.2b retail UI is our own UiHost/UiElement retained-mode tree drawing dat-sprite window frames, not a byte-port of keystone.dll's LayoutDesc binary tree. The vitals window is now rendered by the LayoutDesc importer (dat chrome elements read directly from `LayoutDesc 0x2100006C`), not `UiNineSlicePanel`; `UiNineSlicePanel`/`RetailChromeSprites` now back only the chat window + plugin panels | `src/AcDream.App/UI/Layout/LayoutImporter.cs` (vitals) + `src/AcDream.App/UI/UiNineSlicePanel.cs` (chat/plugins) | keystone.dll has no PDB/decomp so a byte-port is impossible by definition; we mirror retail's ElementDesc field model + controls.ini tokens, and the chrome sprites ARE the real dat RenderSurfaces (Step-0 prove-out 2026-06-14 confirmed 0x06004CC2 center + 0x060074BF..C6 bevel). The 8-piece edge/corner→position mapping is DATA-DRIVEN from the dat: the `LayoutImporter` reads `LayoutDesc 0x2100006C` and resolves chrome element positions + sprite ids directly from parsed dat fields; locked by the conformance fixture `tests/AcDream.App.Tests/UI/Layout/fixtures/vitals_2100006C.json` | Remaining residual risk: anchor resolution at non-800×600 and the controls.ini cascade still lack an oracle — layout scaling at non-reference resolution and stylesheet token inheritance differ silently | `LayoutDesc 0x2100006C` (SHIPPED); `docs/research/2026-06-15-layoutdesc-format.md`; controls.ini tokens; keystone.dll layout eval (no PDB) | --- @@ -132,7 +133,7 @@ accepted-divergence entries (#96, #49, #50). | AP-34 | Landscape-stage alpha deferral is a TWO-PHASE slice split (statics-early / dynamics+particles+weather-late around the **#124** look-ins) + outdoor-root attached scene emitters moved to the post-frame pass, not retail's single deferred alpha flush. Residual: building exteriors' / outside-stage dynamics' own translucent MESH batches still draw within their stage draw call (before later stage content) | `src/AcDream.App/Rendering/RetailPViewRenderer.cs` (`DrawLandscapeThroughOutsideView` late loop) + `GameWindow` post-frame Scene pass | The MDI dispatcher draws translucency inside each Draw call; a faithful FlushAlphaList port needs a global deferred alpha list across all landscape draws — the split covers the user-visible cases (#131 portal swirl, #132 candle flame indoors + outdoors) | Translucent landscape content drawn early and screen-overlapped by content drawn later in the stage gets overpainted (no depth self-protection) — the portal-swirl/candle-flame class re-appears in the residual configurations | `D3DPolyRender::FlushAlphaList` (DrawCells pc:432722) | | AP-36 | Dungeon streaming gate triggers on the player's CURRENT cell being a sealed EnvCell (`CurrCell.IsEnv && !SeenOutside`), an approximation of ACE's full landblock `IsDungeon` (all-heights-zero + NumCells>0 + Buildings.Count==0). The retail BEHAVIOR (a dungeon loads no adjacent landblocks) is faithful — only the runtime TRIGGER is the cheap cell predicate instead of classifying the center landblock. **#135 pre-collapse:** at login/teleport the same collapse is triggered EARLY (the instant the streaming center is recentered onto the spawn/dest cell) via `IsSealedDungeonCell` reading the EnvCell **dat** `SeenOutside` flag — because the physics `CurrCell` is null until placement, which waits for hydration; without the early trigger the full 25×25 ocean-grid window loads then unloads (the ~30 s login FPS ramp) | `src/AcDream.App/Rendering/GameWindow.cs:6895` (per-frame predicate) + `:IsSealedDungeonCell` + `:OnLiveEntitySpawnedLocked`/`:OnLivePositionUpdated` (login/teleport pre-collapse hooks) + `src/AcDream.App/Streaming/StreamingController.cs` (collapse/expand/`PreCollapseToDungeon`) | The predicate is already computed for sun/sky gating (playerInsideCell) and exactly matches for sealed dungeons vs windowed building interiors (SeenOutside=true → not gated); no landblock re-classification needed. The dat-flag read is the same `EnvCellFlags.SeenOutside` the hydrated `ObjCell.SeenOutside` is built from (`EnvCell.cs:72`/`PhysicsDataCache.cs:224`), so the pre-collapse decision matches the eventual per-frame gate exactly | A dungeon cell that reports SeenOutside (an entrance cell open to the surface) briefly un-collapses and re-streams the window; a hypothetical windowless building back-room (IsEnv && !SeenOutside but HasBuildings) would wrongly collapse its outdoor neighbors; a sealed-dungeon entrance cell that is itself SeenOutside is simply MISSED by the early trigger and falls back to the existing late collapse (no worse than before #135) | ACE `LandblockManager.GetAdjacentIDs` (dungeons→empty) Landblock.cs:577-582; `IsDungeon` Landblock.cs:1264-1277 | | AP-35 | Point/spot lights use a single PER-PIXEL accumulation that ports `calc_point_light`'s `(1 − dist/falloff_eff)` LINEAR ramp (falloff_eff = Falloff × static_light_factor 1.3) + standard Lambert `N·L`; retail's path is PER-VERTEX Gouraud and additionally applies a half-Lambert wrap (`0.5·dist + N·L_vec`, lights surfaces down to `N·L ≥ −0.5`) and an x87-obscured normalization factor, neither ported | `src/AcDream.App/Rendering/Shaders/mesh_modern.frag:52` (+ `mesh.frag`; `LightInfoLoader.cs:81` folds 1.3 into Range) | The linear ramp is the user-visible fix (kills the hard-disc "spotlight" edge, #133 A7); the dropped wrap/normalization only re-shade the gradient slightly, and per-pixel vs per-vertex Gouraud chiefly differs on coarse geometry. Half-Lambert wrap + factor are an x87-decompile refinement (same artifact class as GetPowerBarLevel AP-24) | Surfaces facing slightly away from a torch (`−0.5 ≤ N·L < 0`) stay dark where retail's wrap lights them faintly; near-light gradient shading differs subtly from retail's per-vertex bake | `calc_point_light` 0x0059c8b0 (line 0x0059c9a2 ramp; 0x0059c925 wrap); static_light_factor 0x00820e24 | -| AP-37 | LayoutDesc importer collapses the dat's nested meter structure (Type-7 meter → two Type-3 container children → three Type-3 image-slice grandchildren each) into `UiMeter`'s programmatic 3-slice fields (`BackLeft..FrontRight`) + reuses `UiMeter.DrawHBar`'s scissor-fill, instead of building those child nodes generically and porting `UIElement_Meter::DrawChildren`. Standalone Type-0 text elements are also skipped (vitals numbers render via `UiMeter.Label` bound by the controller; a dedicated dat-text widget is Plan 2). The inheritance `Merge` treats Width/Height==0 as "inherit from base", diverging from format-doc §12 rule 2 (documented inline in `ElementReader.cs`) | `src/AcDream.App/UI/Layout/DatWidgetFactory.cs` (`BuildMeter`/`SliceIds`) + `src/AcDream.App/UI/Layout/LayoutImporter.cs` (`BuildWidget` meter-child skip) | Reuses the tested `UiMeter` render that already visually matches retail's stacked vitals bars; the full nested-element + `DrawChildren` scissor port and a dat-text widget are deferred to Plan 2. Gated opt-in (`ACDREAM_RETAIL_UI_IMPORTER`) and locked by the conformance fixture (`tests/AcDream.App.Tests/UI/Layout/fixtures/vitals_2100006C.json`) | A LayoutDesc whose meter structure differs from the vitals 2-container/3-slice shape, or a window needing standalone dat text, renders an empty/wrong meter or drops text — no oracle diff until the Plan-2 widgets land | `UIElement_Meter::DrawChildren` @0x46fbd0; `UIElement_Text::DrawSelf` @0x467aa0; `docs/research/2026-06-15-layoutdesc-format.md` | +| AP-37 | LayoutDesc importer collapses the dat's nested meter structure (Type-7 meter → two Type-3 container children → three Type-3 image-slice grandchildren each) into `UiMeter`'s programmatic 3-slice fields (`BackLeft..FrontRight`) + reuses `UiMeter.DrawHBar`'s scissor-fill, instead of building those child nodes generically and porting `UIElement_Meter::DrawChildren`. Standalone Type-0 text elements are also skipped (vitals numbers render via `UiMeter.Label` bound by the controller; a dedicated dat-text widget is Plan 2). The inheritance `Merge` treats Width/Height==0 as "inherit from base", diverging from format-doc §12 rule 2 (documented inline in `ElementReader.cs`) | `src/AcDream.App/UI/Layout/DatWidgetFactory.cs` (`BuildMeter`/`SliceIds`) + `src/AcDream.App/UI/Layout/LayoutImporter.cs` (`BuildWidget` meter-child skip) | Reuses the tested `UiMeter` render that already visually matches retail's stacked vitals bars; the full nested-element + `DrawChildren` scissor port and a dat-text widget are deferred to Plan 2. Now the default vitals path (the hand-authored markup vitals was retired) and locked by the conformance fixture (`tests/AcDream.App.Tests/UI/Layout/fixtures/vitals_2100006C.json`) | A LayoutDesc whose meter structure differs from the vitals 2-container/3-slice shape, or a window needing standalone dat text, renders an empty/wrong meter or drops text — no oracle diff until the Plan-2 widgets land | `UIElement_Meter::DrawChildren` @0x46fbd0; `UIElement_Text::DrawSelf` @0x467aa0; `docs/research/2026-06-15-layoutdesc-format.md` | --- diff --git a/docs/plans/2026-04-11-roadmap.md b/docs/plans/2026-04-11-roadmap.md index c36e685d..dea685ef 100644 --- a/docs/plans/2026-04-11-roadmap.md +++ b/docs/plans/2026-04-11-roadmap.md @@ -425,7 +425,7 @@ behavior. Estimated 17–26 days focused work, 3–5 weeks calendar. - **D.1 — 2D ortho overlay + font rendering.** ✅ SHIPPED 2026-04-17 as the dev-facing debug overlay (StbTrueTypeSharp system-font atlas + `TextRenderer` + `DebugOverlay`). - **✓ SHIPPED — D.2a — ImGui scaffold + `AcDream.UI.Abstractions` layer.** Shipped 2026-04-25. Wires ImGui as the short-term backend behind `ACDREAM_DEVTOOLS=1`. Defines `IPanel` / `IPanelHost` / `IPanelRenderer` / `ICommandBus` + the first ViewModel (`VitalsVM`) in the new `AcDream.UI.Abstractions` project. First real panel: `VitalsPanel` reading HP from `CombatState.GetHealthPercent`. **Backend pivoted Hexa.NET.ImGui → ImGui.NET + `Silk.NET.OpenGL.Extensions.ImGui` during integration** — Hexa's native OpenGL3 backend does its own GL function resolution via GLFW/SDL and crashed with `0xC0000005` in `ImGuiImplOpenGL3.InitNative` against Silk.NET (no GLFW/SDL present). The Silk.NET extension is purpose-built for this scenario and is the `ImGui.NET` mitigation path that `docs/plans/2026-04-24-ui-framework.md` already called out as a "one-morning operation". Stam/Mana return `float?` null in D.2a because absolute values need `LocalPlayerState` + `PlayerDescription (0x0013)` parsing (filed post-D.2a). 11 new `AcDream.UI.Abstractions.Tests` green. - **✓ SHIPPED — D.2b — Custom retail-look backend (Spec 1: markup engine + first panel).** Shipped 2026-06-14 (`626d06e`→`019350f`). Wired the dormant `UiHost`/`UiElement` tree into `GameWindow` (`ACDREAM_RETAIL_UI=1`) and built the **Approach-C markup engine**: `MarkupDocument` (XML → `UiElement` subtree, `{Binding}` reflection) + `ControlsIni` stylesheet loader + an `IUiRegistry` plugin UI surface (plugins ship markup + a binding, drained into the same `UiRoot`). First retail-faithful panel: a markup-driven Vitals window (`vitals.xml`) — 8-piece dat-sprite frame (`UiNineSlicePanel`) + three `UiMeter` bars (red/gold/blue + cur/max numbers) bound to `VitalsVM`, rendering live over the 3D world and coexisting with the ImGui devtools path. Retired divergence TS-30, added IA-15. Spec `docs/superpowers/specs/2026-06-14-d2b-retail-panel-frame-design.md`; plan `docs/superpowers/plans/2026-06-14-d2b-retail-panel-frame-plan.md`. NOTE the prove-out corrected two stale "facts": retail vitals are **bars not orbs**, stamina is **gold not cyan**. **Remaining: D.3 (AcFont — using the stb stopgap for now) + the glassy gradient bar sprite / brightness tune (polish); input integration (movable/clickable windows — the `UiRoot` drag/click machinery exists but isn't bridged to the Phase-K dispatcher yet); and the rest of the panels (D.5).** -- **✓ SHIPPED — D.2b LayoutDesc importer (Plan 1).** Shipped 2026-06-15. *Retroactive registration — the spec requested this phase but it was not pre-registered before implementation.* Data-driven vitals window from `LayoutDesc 0x2100006C`: `LayoutImporter` resolves `BaseElement`/`BaseLayoutId` inheritance, walks the `ElementDesc` tree, and builds a live `UiElement` tree via `DatWidgetFactory` (Type 7 → `UiMeter`; all others → `UiDatElement` generic renderer). `VitalsController` binds live HP/Stamina/Mana by element id (mirrors retail `gmVitalsUI`). Gated `ACDREAM_RETAIL_UI_IMPORTER=1`; coexists with the hand-authored `vitals.xml` path (nothing deleted). A/B visual gate **PASSED**: pixel-identical to the hand-authored window. Default flip (retiring `vitals.xml`) **deferred to Plan 2** — the importer window is static; faithful drag/resize requires the dat's own Type-9 resize grips + Type-2 drag bars (the Plan-2 window manager); flipping now would regress interactivity, violating the no-workaround rule. Spec: `docs/superpowers/specs/2026-06-15-layoutdesc-importer-design.md`; plan: `docs/superpowers/plans/2026-06-15-layoutdesc-importer.md`. +- **✓ SHIPPED — D.2b LayoutDesc importer (Plan 1 + default flip).** Plan 1 shipped 2026-06-15. *Retroactive registration — the spec requested this phase but it was not pre-registered before implementation.* Data-driven vitals window from `LayoutDesc 0x2100006C`: `LayoutImporter` resolves `BaseElement`/`BaseLayoutId` inheritance, walks the `ElementDesc` tree, and builds a live `UiElement` tree via `DatWidgetFactory` (Type 7 → `UiMeter`; all others → `UiDatElement` generic renderer). `VitalsController` binds live HP/Stamina/Mana by element id (mirrors retail `gmVitalsUI`). A/B visual gate **PASSED**: pixel-identical to the hand-authored window. **Default flip shipped 2026-06-15 (`bf77a23`):** the importer is now the default vitals window at `ACDREAM_RETAIL_UI=1`; the hand-authored `vitals.xml` and the `ACDREAM_RETAIL_UI_IMPORTER` flag were retired (`vitals.xml` recoverable from git history). The window is movable (Anchors=None + Draggable) but NOT resizable — the dat stacked-vitals layout is fixed-size (chrome edges near-pinned); faithful grip/dragbar resize for the whole toolkit is Plan 2. `MarkupDocument`/`UiNineSlicePanel` remain for the chat window + plugin panels. Spec: `docs/superpowers/specs/2026-06-15-layoutdesc-importer-design.md`; plan: `docs/superpowers/plans/2026-06-15-layoutdesc-importer.md`. - **D.3 — AcFont from portal.dat.** Replace stb_truetype system font with retail `Font` DBObjs (`0x40000000..0x40000FFF`) baked from `RenderSurface` source sheets — see research slice 03 §4. Preserves retail visual identity. **(D.2b dependency — needs the custom renderer.)** - **✓ SHIPPED — D.4 — Dat sprites + 9-slice panel backgrounds.** Shipped 2026-06-14 with D.2b. `TextureCache.GetOrUploadRenderSurface(id, out w, out h)` decodes `RenderSurface` (`0x06xxxxxx`) **directly** (not via the Surface→SurfaceTexture chain — the prove-out finding) → GL `Texture2D`; `DrawSprite` (explicit UV-rect, per-texture batch) added to `TextRenderer` + `UiRenderContext` + a `uUseTexture=2` RGBA frag branch; `UiNineSlicePanel` composes the universal 8-piece bevel (corners `0x060074C3..C6`, edges `0x060074BF/C0/C1/C2`, center `0x06004CC2`). Remaining art polish: the glassy gradient bar fill sprite (D.2b polish). - **D.5 — Core panels.** Attributes (`chunk_00470000.c:FUN_0047ba70`), Skills (same), Paperdoll (`chunk_004A0000.c:FUN_004A5200`), Inventory, Spellbook (`chunk_004C0000.c`), Fellowship, Allegiance. Each uses the port sketches in slice 05. **(Targets `AcDream.UI.Abstractions` — ships with D.2a using ImGui-rendered widgets; reskinned by D.2b.)** The *chat* panel originally listed under D.5 shipped early in Phase I (I.4 input + I.7 combat translator superseded the chat-panel design here); this entry now covers Attributes / Skills / Paperdoll / Inventory / Spellbook / Fellowship / Allegiance only. diff --git a/docs/superpowers/plans/2026-06-15-layoutdesc-importer.md b/docs/superpowers/plans/2026-06-15-layoutdesc-importer.md index 1ab9040f..cf4c734f 100644 --- a/docs/superpowers/plans/2026-06-15-layoutdesc-importer.md +++ b/docs/superpowers/plans/2026-06-15-layoutdesc-importer.md @@ -747,11 +747,11 @@ git commit -m "test(D.2b): vitals importer conformance (golden tree + A/B render ## After Plan 1 -**Plan 1 status: SHIPPED 2026-06-15, gated `ACDREAM_RETAIL_UI_IMPORTER=1`, pixel-identical; default flip → Plan 2.** +**Plan 1 status: SHIPPED 2026-06-15, pixel-identical.** -The Task 8 A/B visual gate **PASSED**: the importer-built vitals window is pixel-identical to the hand-authored `vitals.xml` window. The default flip (retiring `vitals.xml` and making the importer the sole path) is **DEFERRED to Plan 2**. Reason: the importer window is currently static — it has no drag or resize behavior. A "whole-window-draggable" hack would not be retail-faithful; the retail mechanism wires drag to the dat's own **Type-2 drag bars** and resize to **Type-9 resize grips**, both of which are Plan-2 window-manager responsibilities. Flipping the default now would regress the draggable/resizable hand-authored window without a faithful replacement, violating the no-workaround rule. The hand-authored `vitals.xml` path remains the default and is NOT deleted. +**Default flip DONE 2026-06-15 (`bf77a23`):** the importer is now the default vitals window at `ACDREAM_RETAIL_UI=1`. The hand-authored `vitals.xml` and the `ACDREAM_RETAIL_UI_IMPORTER` flag were retired (`vitals.xml` is recoverable from git history). The window is movable (Anchors=None + Draggable) but NOT resizable — the dat stacked-vitals layout (`0x2100006C`) is fixed-size (chrome edges near-pinned); faithful grip/dragbar resize for the whole toolkit is Plan 2. `MarkupDocument`/`UiNineSlicePanel` remain for the chat window + plugin panels. -**Plan 2** covers: the `WindowManager` (open/close/z-order/persist, drag via Type-2 bars, resize via Type-9 grips), re-driving the chat window (`ChatController`), the default flip retiring `vitals.xml` once drag/resize is wired, and extending the factory/renderer to the full long-tail of element types per the Task 1 enumeration. The phase is already registered in `docs/plans/2026-04-11-roadmap.md` as "D.2b LayoutDesc importer (Plan 1) — SHIPPED"; register Plan 2 in the roadmap before starting it. +**Plan 2** covers: the `WindowManager` (open/close/z-order/persist, drag via Type-2 drag bars, resize via Type-9 resize grips for the whole toolkit), re-driving the chat window (`ChatController`), and extending the factory/renderer to the full long-tail of element types per the Task 1 enumeration. Register Plan 2 in the roadmap before starting it. ## Self-review From 825536a2bd94c60eddcde26e84e1e9ca6362293f Mon Sep 17 00:00:00 2001 From: Erik Date: Mon, 15 Jun 2026 16:41:41 +0200 Subject: [PATCH 091/223] docs(D.2b): re-retire TS-30 in register (restore branch state lost in --theirs merge) The earlier 'git checkout --theirs' resolution of the register merge conflict took main's whole file, which reverted two branch-only changes: IA-15 (re-added in c100484) and the TS-30 retirement. TS-30 (flat-rect UI panels) was retired by D.2b Spec 1 when UiNineSlicePanel shipped the 8-piece chrome and is doubly moot now that vitals draw the dat chrome via the importer. Removed the TS-30 row + its phase-gated reference; TS count 30->29. All section counts now match actual rows (IA 15 / AD 27 / AP 37 / TS 29 / UN 5). Co-Authored-By: Claude Opus 4.8 (1M context) --- docs/architecture/retail-divergence-register.md | 7 +++---- 1 file changed, 3 insertions(+), 4 deletions(-) diff --git a/docs/architecture/retail-divergence-register.md b/docs/architecture/retail-divergence-register.md index f0bc8ffa..86152c4c 100644 --- a/docs/architecture/retail-divergence-register.md +++ b/docs/architecture/retail-divergence-register.md @@ -137,7 +137,7 @@ accepted-divergence entries (#96, #49, #50). --- -## 4. Temporary stopgap (TS) — 30 rows +## 4. Temporary stopgap (TS) — 29 rows | # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle | |---|---|---|---|---|---| @@ -170,7 +170,6 @@ accepted-divergence entries (#96, #49, #50). | TS-27 | Retransmit handling absent: `RetransmitRequests`/`RejectRetransmit` parsed, but nothing re-sends lost outbound or requests missing inbound sequences (class-doc gap list otherwise stale — ack/position/chat exist) | `src/AcDream.Core.Net/WorldSession.cs:29` | Deferred since the one-shot test harness; dev loop is loopback (no loss) | On any lossy link a dropped fragment is gone forever — entities never spawn, chat vanishes, reassembly stalls; server retransmit requests ignored until session timeout. Stale doc list also misleads readers | PacketHeaderFlags RequestRetransmit 0x1000 / Retransmission 0x1 | | TS-28 | LoginComplete sent on PlayerCreate (0xF746) arrival; retail sends it after the portal-space transition animation finishes (no such animation exists yet) | `src/AcDream.Core.Net/Messages/GameActionLoginComplete.cs:30` | acdream has no portal-space animation; "InWorld" phrasing in the file is slightly stale (trigger is PlayerCreate) | Server flips the character out of the loading state and pushes initial updates while the client may still be streaming — server logic assuming retail's load-screen duration fires against a half-initialized client | retail post-EnterWorld flow (holtburger messages.rs:391-422) | | TS-29 | Background music (MIDI) + ambient loops not ported: PlayMusic/StopMusic no-op; StartAmbient reserves a handle that never plays | `src/AcDream.App/Audio/OpenAlAudioEngine.cs:331` | Explicitly outside R5 audio-phase scope; a landblock-attached ambient system is planned separately | Silent world where retail has music/atmosphere; code trusting StartAmbient's handle to mean "playing" is already subtly wrong (StopAmbient looks up a never-created source) | retail MIDI + ambient system (r05) | -| TS-30 | UI panels drawn as flat translucent rectangles + 1 px border; retail composes 9-slice dat sprite backgrounds via LayoutDesc trees | `src/AcDream.App/UI/UiPanel.cs:10` | Development visibility until the D.2b retail-look toolkit consumes the dat assets | Purely visual until D.2b — but pixel-position assumptions built against the placeholder (hit regions, layout constants) may not survive the swap to retail sprite metrics | RenderSurface 0x06xxxxxx 9-slice; LayoutDesc 0x21xxxxxx | --- @@ -217,8 +216,8 @@ M2 combat must land TS-2 (BspOnlyDispatch terms), TS-5 (CanJump gating), TS-23 (PK bits), TS-25 (stance in MoveToState), TS-17 (AttackConditions), and revisit AP-13 (ComputeDamage) + AP-24 (jump-charge constant via the 0x0056ADE0 decompile). Emote work must land TS-24 (command-list packing). -Membership Stage 2 must land TS-18 (BuildingCellId). D.2b lands TS-30; -the audio phase lands TS-9/TS-29; the animation-hook layer lands +Membership Stage 2 must land TS-18 (BuildingCellId). +The audio phase lands TS-9/TS-29; the animation-hook layer lands TS-10/TS-11/TS-12/TS-13/TS-14. --- From 8aa643f3e069a31ab73fd5ae986fba1f13bb2179 Mon Sep 17 00:00:00 2001 From: Erik Date: Mon, 15 Jun 2026 17:05:04 +0200 Subject: [PATCH 092/223] fix(D.2b): correct edge-anchor mapping (RightEdge==1=stretch) + enable vitals horizontal resize ToAnchors was inverted vs retail UIElement::UpdateForParentSizeChange @0x00462640: stretch is RightEdge==1 (not ==2/==4), LeftEdge==2 = track-right. Verified against all 19 vitals fixture pieces. Enables Resizable/ResizeX on the importer vitals root (the prior 'dat is fixed-size' conclusion was wrong). At-rest render unchanged (anchors only fire on resize). Added a 160->200 resize conformance test. Also fixed DatWidgetFactoryTests.RectAndAnchors_SetFromElementInfo which encoded the old inverted model (Right=2 expecting Right anchor; corrected to Right=1). Co-Authored-By: Claude Sonnet 4.6 --- docs/research/2026-06-15-layoutdesc-format.md | 75 ++++++++------- src/AcDream.App/Rendering/GameWindow.cs | 15 ++- src/AcDream.App/UI/Layout/ElementReader.cs | 39 ++------ .../UI/Layout/DatWidgetFactoryTests.cs | 9 +- .../UI/Layout/ElementReaderTests.cs | 91 ++++++++++++------- .../UI/Layout/LayoutConformanceTests.cs | 50 ++++++++++ 6 files changed, 174 insertions(+), 105 deletions(-) diff --git a/docs/research/2026-06-15-layoutdesc-format.md b/docs/research/2026-06-15-layoutdesc-format.md index 10e66e8f..e3fb8b45 100644 --- a/docs/research/2026-06-15-layoutdesc-format.md +++ b/docs/research/2026-06-15-layoutdesc-format.md @@ -139,38 +139,40 @@ These are `uint` fields on `ElementDesc`. The values found across all four vital | Value | Meaning | Where observed | |-------|---------|---------------| | `0` | Not present / no constraint | Base layout `0x2100003F` (zero-size elements) | -| `1` | **Pinned to near edge** (left for LeftEdge, top for TopEdge) | Everywhere in vitals | -| `2` | **Pinned to far edge** (right for LeftEdge, bottom for TopEdge) | Corners/bottom elements | -| `3` | **Centered / pinned to both far edges** (floated, centered between two sides) | The expand-detail overlay child `0x100004A9` | -| `4` | **Stretch / pinned to BOTH sides** | Meter elements in `0x21000014`/`0x21000075`; means the element stretches with parent resize | +| `1` | **Stretch / track-far** — for LeftEdge: pin left (near); for RightEdge: stretch (track parent's right edge); for TopEdge: pin top; for BottomEdge: stretch (track parent's bottom) | Most vitals pieces | +| `2` | **Track-right (for LeftEdge) / fixed-far (for RightEdge)** — LeftEdge=2 means the element's LEFT side tracks the parent's RIGHT edge (fixed-width piece that moves right); RightEdge=2 means the right edge is fixed relative to the parent right (no stretch) | Corners/right-side pieces | +| `3` | **Centered / floating** — contributes no anchor on that axis | The expand-detail overlay child `0x100004A9` | +| `4` | **Both-sides** — both near AND far edges fire simultaneously | Seen in child layout meter elements | -### Anchor logic (correcting the plan's assumption) +### Anchor logic (retail-faithful, per `UIElement::UpdateForParentSizeChange @0x00462640`) -**The plan assumed value `4` = "pinned to that side."** The correct semantics are: +The **far-axis fields** (RightEdge, BottomEdge) drive stretch: +- **RightEdge==1** ⇒ the right edge tracks the parent's right edge (**STRETCH**; designRight+delta) +- **RightEdge==2** ⇒ designRight is fixed (no stretch) +- **LeftEdge==2** ⇒ a fixed-width piece's left side tracks the parent's right edge (it **moves right**) +- **LeftEdge==1** ⇒ pin left at designX (near-pin) +- **value==4** ⇒ both near AND far fire simultaneously (stretch + keep near) +- **value==3** ⇒ centered / floating (no anchor on that axis) +- **value==0** ⇒ no anchor (prototype-only) -- `1` = pinned to the **near** edge of that axis (left, or top) -- `2` = pinned to the **far** edge (right, or bottom) -- `3` = pinned to BOTH far edges (centered/floating between the two anchors on that axis) -- `4` = stretch anchor: pinned to BOTH the near AND far edges simultaneously (element stretches) -- `0` = no anchor (zero-size elements used as font/style prototypes in the base layout) +This is the INVERSE of the earlier §Corrections reading ("1=near, 2=far"), which was wrong. The decomp is authoritative: `UIElement::UpdateForParentSizeChange @0x00462640` in `docs/research/named-retail/acclient_2013_pseudo_c.txt` lines 108459–108668. -Evidence from the `0x21000014` dump: the health meter (`0x100000E6`) has `LeftEdge=1, RightEdge=4` meaning "pin left edge, stretch right" — the meter fills from the left to the window's right edge. The stamina meter (`0x100000EC`) has `LeftEdge=4, RightEdge=4` meaning it stretches on both sides (centered at 270px, fills width with parent). - -**Revised `ToAnchors` logic:** +**Correct `ToAnchors` logic (as implemented in `ElementReader.cs`):** ```csharp +// Per UIElement::UpdateForParentSizeChange @0x00462640 public static AnchorEdges ToAnchors(uint left, uint top, uint right, uint bottom) { - // 1 = near-pin, 2 = far-pin, 3 = both-far (floating center), 4 = stretch (both sides) var a = AnchorEdges.None; - if (left == 1 || left == 4) a |= AnchorEdges.Left; - if (top == 1 || top == 4) a |= AnchorEdges.Top; - if (right == 2 || right == 4) a |= AnchorEdges.Right; - if (bottom == 2 || bottom == 4) a |= AnchorEdges.Bottom; + if (left == 1 || left == 4) a |= AnchorEdges.Left; + if (right == 1 || right == 4 || left == 2) a |= AnchorEdges.Right; + if (top == 1 || top == 4) a |= AnchorEdges.Top; + if (bottom == 1 || bottom == 4 || top == 2) a |= AnchorEdges.Bottom; if (a == AnchorEdges.None) a = AnchorEdges.Left | AnchorEdges.Top; // default: pin top-left return a; } ``` -Value `3` (floating center) is a "pin far but not near" on both axes — maps to Right+Bottom anchors but NOT Left+Top. This shows up only on the hide/show-detail overlay child (`0x100004A9`) which is visually centered in the bar. + +**Verified against all 19 vitals pieces** (format doc §11). At-rest render (no resize) is pixel-identical — anchors only fire on resize. Value `3` contributes no anchor on its axis and falls through to the Left|Top default only when all four values are 3 or 0. --- @@ -407,28 +409,31 @@ Each meter has: ## § Corrections to plan assumptions -### 1. Edge-flag "pinned" value is NOT simply `4` +### 1. Edge-flag semantics are INVERTED from the earlier §4 reading -**Plan assumed:** `if (left == 4) a |= AnchorEdges.Left;` -**Correct semantics:** +**Original §4 reading (Task 2 shipped):** `1=near, 2=far, 4=stretch` → `right==2||right==4` for Right anchor. +**That was wrong.** The correct semantics, per `UIElement::UpdateForParentSizeChange @0x00462640`: -| Edge value | Meaning | -|-----------|---------| -| 0 | no anchor (prototype-only elements) | -| 1 | pinned to **near** edge (left/top) | -| 2 | pinned to **far** edge (right/bottom) | -| 3 | pinned to BOTH far edges (centered/floating) | -| 4 | stretch: pinned to BOTH near AND far edges simultaneously | +| Edge value | LeftEdge meaning | RightEdge meaning | +|-----------|-----------------|------------------| +| 0 | no anchor | no anchor | +| 1 | pin left (near) → **Left** | track parent's right edge (stretch) → **Right** | +| 2 | track parent's right edge (moves right) → **Right** | fixed right (no stretch) | +| 3 | centered / floating (no anchor) | centered / floating (no anchor) | +| 4 | both-sides → **Left + Right** | both-sides → **Left + Right** | -**Fix for Task 2:** +The far-axis field (RightEdge, BottomEdge) value `1` means **stretch** (track the parent's far edge), NOT "near-pin." This is the INVERSE of what was documented in the original §4. + +**Correct `ToAnchors` (as fixed in `ElementReader.cs` 2026-06-15):** ```csharp +// Per UIElement::UpdateForParentSizeChange @0x00462640 public static AnchorEdges ToAnchors(uint left, uint top, uint right, uint bottom) { var a = AnchorEdges.None; - if (left == 1 || left == 4) a |= AnchorEdges.Left; - if (top == 1 || top == 4) a |= AnchorEdges.Top; - if (right == 2 || right == 4) a |= AnchorEdges.Right; - if (bottom == 2 || bottom == 4) a |= AnchorEdges.Bottom; + if (left == 1 || left == 4) a |= AnchorEdges.Left; + if (right == 1 || right == 4 || left == 2) a |= AnchorEdges.Right; + if (top == 1 || top == 4) a |= AnchorEdges.Top; + if (bottom == 1 || bottom == 4 || top == 2) a |= AnchorEdges.Bottom; if (a == AnchorEdges.None) a = AnchorEdges.Left | AnchorEdges.Top; return a; } diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index c4b55885..d4c33d71 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -1810,16 +1810,21 @@ public sealed class GameWindow : IDisposable healthText: () => (_vitalsVm!.HealthCurrent, _vitalsVm.HealthMax) is (uint c, uint m) ? $"{c}/{m}" : "", staminaText: () => (_vitalsVm!.StaminaCurrent, _vitalsVm.StaminaMax) is (uint c, uint m) ? $"{c}/{m}" : "", manaText: () => (_vitalsVm!.ManaCurrent, _vitalsVm.ManaMax) is (uint c, uint m) ? $"{c}/{m}" : ""); - // Top-level window: user-positioned (Anchors.None so the per-frame anchor - // pass doesn't reset it) + movable, like the retired hand-authored panel. - // Resize is left off — the dat stacked-vitals layout (0x2100006C) is - // fixed-size (chrome edges near-pinned); faithful grip/dragbar-driven - // resize is the Plan-2 window manager. + // Top-level retail window: user-positioned (Anchors.None so the per-frame + // anchor pass doesn't reset it), movable, and horizontally resizable like + // retail. On a width change the dat edge-anchors reflow the pieces + // (UIElement::UpdateForParentSizeChange @0x00462640): top/bottom edges + + // the three bars stretch, corners stay 5px, the right edge/corners track + // the right side. Vertical resize is off (the layout has no vertical stretch). var vitalsRoot = imported.Root; vitalsRoot.Left = 10; vitalsRoot.Top = 30; vitalsRoot.ClickThrough = false; vitalsRoot.Anchors = AcDream.App.UI.AnchorEdges.None; vitalsRoot.Draggable = true; + vitalsRoot.Resizable = true; + vitalsRoot.ResizeX = true; + vitalsRoot.ResizeY = false; + vitalsRoot.MinWidth = 40f; _uiHost.Root.AddChild(vitalsRoot); Console.WriteLine("[D.2b] retail UI active — vitals window from LayoutDesc importer (0x2100006C)."); } diff --git a/src/AcDream.App/UI/Layout/ElementReader.cs b/src/AcDream.App/UI/Layout/ElementReader.cs index 31a402b3..061d59e9 100644 --- a/src/AcDream.App/UI/Layout/ElementReader.cs +++ b/src/AcDream.App/UI/Layout/ElementReader.cs @@ -68,42 +68,23 @@ public sealed class ElementInfo /// public static class ElementReader { - /// - /// Maps the four raw edge-anchor flag values from ElementDesc to the - /// bit-flag used by the UI layout engine. - /// - /// - /// The dat stores one uint per edge with these semantics (§4 of the - /// LayoutDesc format reference, 2026-06-15): - /// - /// 0 = no anchor (prototype-only elements — zero-size style stores) - /// 1 = pinned to the near edge (left for LeftEdge, top for TopEdge) - /// 2 = pinned to the far edge (right for RightEdge, bottom for BottomEdge) - /// 3 = floating / centered between both far edges (maps to neither Left nor Right) - /// 4 = stretch: pinned to BOTH near AND far edges simultaneously (element stretches with parent) - /// - /// - /// - /// - /// Default when no flags resolve: Left | Top (pin top-left, fixed size). - /// This matches elements whose all-zero edge flags indicate a no-reflow prototype. - /// - /// + /// Edge-anchor flags → AnchorEdges, per retail UIElement::UpdateForParentSizeChange + /// @0x00462640. The far-axis fields drive stretch: RightEdge==1 ⇒ the right edge tracks the + /// parent's right edge (stretch); LeftEdge==2 ⇒ a fixed-width element's left tracks the right + /// edge (it moves right). ==4 (not present in the vitals layout) = both-sides stretch; ==3 = + /// centered (no edge anchor → falls back to pin-top-left). This is the INVERSE of the earlier + /// format-doc §4 reading, which was wrong (it made every piece fixed-width). /// LeftEdge dat field value (0–4). /// TopEdge dat field value (0–4). /// RightEdge dat field value (0–4). /// BottomEdge dat field value (0–4). public static AnchorEdges ToAnchors(uint left, uint top, uint right, uint bottom) { - // 1 = near-pin, 2 = far-pin, 3 = both-far (floating center), 4 = stretch (both sides). - // Only 1 and 4 contribute the NEAR (Left/Top) anchor. - // Only 2 and 4 contribute the FAR (Right/Bottom) anchor. - // Value 3 contributes neither (floating center is handled by the UI engine differently). var a = AnchorEdges.None; - if (left == 1 || left == 4) a |= AnchorEdges.Left; - if (top == 1 || top == 4) a |= AnchorEdges.Top; - if (right == 2 || right == 4) a |= AnchorEdges.Right; - if (bottom == 2 || bottom == 4) a |= AnchorEdges.Bottom; + if (left == 1 || left == 4) a |= AnchorEdges.Left; + if (right == 1 || right == 4 || left == 2) a |= AnchorEdges.Right; + if (top == 1 || top == 4) a |= AnchorEdges.Top; + if (bottom == 1 || bottom == 4 || top == 2) a |= AnchorEdges.Bottom; if (a == AnchorEdges.None) a = AnchorEdges.Left | AnchorEdges.Top; // default: pin top-left return a; } diff --git a/tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs b/tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs index c2a66de1..15dc8355 100644 --- a/tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs +++ b/tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs @@ -36,10 +36,11 @@ public class DatWidgetFactoryTests // ── Test 4: Rect + anchors set from ElementInfo ─────────────────────────── /// - /// A Type-3 element with X=5,Y=21,W=150,H=16, Left=1,Top=1,Right=2 should have + /// A Type-3 element with X=5,Y=21,W=150,H=16, Left=1,Top=1,Right=1 should have /// its rect + anchors copied onto the returned widget. - /// Left=1 (near-pin → AnchorEdges.Left), Top=1 (near-pin → AnchorEdges.Top), - /// Right=2 (far-pin → AnchorEdges.Right), Bottom=0 (no anchor → neither). + /// Per UIElement::UpdateForParentSizeChange @0x00462640: + /// Left=1 → AnchorEdges.Left (near-pin); Top=1 → AnchorEdges.Top; + /// Right=1 → AnchorEdges.Right (stretch / track parent right); Bottom=0 → neither. /// Combined: Left | Top | Right. /// [Fact] @@ -51,7 +52,7 @@ public class DatWidgetFactoryTests X = 5, Y = 21, Width = 150, Height = 16, Left = 1, Top = 1, - Right = 2, Bottom = 0, + Right = 1, Bottom = 0, }; var e = DatWidgetFactory.Create(info, NoTex, null)!; Assert.Equal(5f, e.Left); diff --git a/tests/AcDream.App.Tests/UI/Layout/ElementReaderTests.cs b/tests/AcDream.App.Tests/UI/Layout/ElementReaderTests.cs index c489f88c..9d79f58d 100644 --- a/tests/AcDream.App.Tests/UI/Layout/ElementReaderTests.cs +++ b/tests/AcDream.App.Tests/UI/Layout/ElementReaderTests.cs @@ -4,34 +4,33 @@ namespace AcDream.App.Tests.UI.Layout; public class ElementReaderTests { - // ── ToAnchors ──────────────────────────────────────────────────────────── + // ── ToAnchors (decomp-backed: UIElement::UpdateForParentSizeChange @0x00462640) ───────────── /// - /// Edge value 4 = stretch (pinned to BOTH near AND far sides simultaneously). - /// LeftEdge=4 → Left anchor; RightEdge=4 → Right anchor. - /// TopEdge=1 → Top only (near-pin); BottomEdge=1 → near-pin (left/top axis), NOT Bottom. + /// Top edge (L=1,T=1,R=1,B=2): LeftEdge==1 → Left; RightEdge==1 → Right (stretch); + /// TopEdge==1 → Top; BottomEdge==2 (not 1/4, top≠2) → no Bottom. + /// This is the top chrome edge — it pins left, stretches width, pins top, fixed height. + /// Real vitals values from format doc §11 (0x10000634). /// [Fact] - public void EdgeFlagsToAnchors_LeftRight_Stretches() + public void ToAnchors_TopEdge_StretchesWidth() { - // left=4 (stretch ⇒ Left), top=1 (near-pin ⇒ Top), right=4 (stretch ⇒ Right), bottom=1 (near-pin of bottom axis ⇒ not Bottom) - var a = ElementReader.ToAnchors(left: 4, top: 1, right: 4, bottom: 1); + var a = ElementReader.ToAnchors(left: 1, top: 1, right: 1, bottom: 2); Assert.True(a.HasFlag(AnchorEdges.Left)); + Assert.True(a.HasFlag(AnchorEdges.Top)); Assert.True(a.HasFlag(AnchorEdges.Right)); Assert.False(a.HasFlag(AnchorEdges.Bottom)); } /// - /// Edge value 1 = pinned to the NEAR edge of that axis. - /// For LeftEdge: near = Left. For TopEdge: near = Top. - /// For RightEdge: value 1 means near-pin of the right axis → does NOT map to Right anchor. - /// For BottomEdge: value 1 means near-pin of the bottom axis → does NOT map to Bottom anchor. + /// TL corner (L=1,T=1,R=2,B=2): LeftEdge==1 → Left; RightEdge==2 (not 1/4), left≠2 → no Right; + /// TopEdge==1 → Top; BottomEdge==2, top≠2 → no Bottom. Fixed size, pinned top-left. + /// Real vitals values from format doc §11 (0x10000633). /// [Fact] - public void EdgeFlagsToAnchors_AllOnes_PinsTopLeftOnly() + public void ToAnchors_TlCorner_PinsTopLeftFixed() { - // 1 everywhere: only Left and Top anchors set (near-pins). Right/Bottom are far edges and value 1 is near-pin. - var a = ElementReader.ToAnchors(left: 1, top: 1, right: 1, bottom: 1); + var a = ElementReader.ToAnchors(left: 1, top: 1, right: 2, bottom: 2); Assert.True(a.HasFlag(AnchorEdges.Left)); Assert.True(a.HasFlag(AnchorEdges.Top)); Assert.False(a.HasFlag(AnchorEdges.Right)); @@ -39,18 +38,46 @@ public class ElementReaderTests } /// - /// Edge value 2 = pinned to the FAR edge of that axis. - /// For RightEdge: far = Right anchor. For BottomEdge: far = Bottom anchor. - /// For LeftEdge: value 2 means far-pin of the left axis → does NOT map to Left anchor. - /// For TopEdge: value 2 means far-pin of the top axis → does NOT map to Top anchor. + /// TR corner (L=2,T=1,R=1,B=2): LeftEdge==2 → triggers Right (track-right); RightEdge==1 → Right; + /// left≠1 → no Left; TopEdge==1 → Top; BottomEdge==2, top≠2 → no Bottom. + /// Fixed-width element whose left and right both track the parent's right edge. + /// Real vitals values from format doc §11 (0x10000635). /// [Fact] - public void EdgeFlagsToAnchors_AllTwos_PinsRightBottomOnly() + public void ToAnchors_TrCorner_TracksRight() { - // 2 everywhere: only Right and Bottom anchors set (far-pins). - var a = ElementReader.ToAnchors(left: 2, top: 2, right: 2, bottom: 2); + var a = ElementReader.ToAnchors(left: 2, top: 1, right: 1, bottom: 2); Assert.False(a.HasFlag(AnchorEdges.Left)); - Assert.False(a.HasFlag(AnchorEdges.Top)); + Assert.True(a.HasFlag(AnchorEdges.Top)); + Assert.True(a.HasFlag(AnchorEdges.Right)); + Assert.False(a.HasFlag(AnchorEdges.Bottom)); + } + + /// + /// Left edge (L=1,T=1,R=2,B=1): LeftEdge==1 → Left; RightEdge==2, left≠2 → no Right; + /// TopEdge==1 → Top; BottomEdge==1 → Bottom. Pins left+top+bottom, fixed width, stretches height. + /// Real vitals values from format doc §11 (0x10000636). + /// + [Fact] + public void ToAnchors_LeftEdge_StretchesHeight() + { + var a = ElementReader.ToAnchors(left: 1, top: 1, right: 2, bottom: 1); + Assert.True(a.HasFlag(AnchorEdges.Left)); + Assert.True(a.HasFlag(AnchorEdges.Top)); + Assert.False(a.HasFlag(AnchorEdges.Right)); + Assert.True(a.HasFlag(AnchorEdges.Bottom)); + } + + /// + /// All-ones (L=1,T=1,R=1,B=1): all four flags fire — Left, Right, Top, Bottom. + /// A piece pinned to all four sides stretches both horizontally and vertically. + /// + [Fact] + public void ToAnchors_Meter_StretchesBoth() + { + var a = ElementReader.ToAnchors(left: 1, top: 1, right: 1, bottom: 1); + Assert.True(a.HasFlag(AnchorEdges.Left)); + Assert.True(a.HasFlag(AnchorEdges.Top)); Assert.True(a.HasFlag(AnchorEdges.Right)); Assert.True(a.HasFlag(AnchorEdges.Bottom)); } @@ -66,19 +93,19 @@ public class ElementReaderTests } /// - /// Value 3 = floating/centered between both far edges on that axis (format doc §4). - /// The anchor mapping fires on near-pin (1) and stretch (4) for Left/Top, and on - /// far-pin (2) and stretch (4) for Right/Bottom — value 3 matches none of these rules. - /// Therefore all-3 edge flags contribute no anchor bits and fall through to the - /// Left|Top default (pin top-left, fixed size). - /// This test covers that corner case (element 0x100004A9 — expand-detail overlay). + /// Value 3 on left and right axes contributes no Left/Right anchor; + /// TopEdge==1 → Top; BottomEdge==1 → Bottom. + /// left=3 (not 1/4) → no Left; right=3 (not 1/4), left≠2 → no Right; + /// top=1 → Top; bottom=1 → Bottom. Result: Top|Bottom. /// [Fact] - public void EdgeFlagsToAnchors_ValueThree_FallsBackToTopLeft() + public void EdgeFlagsToAnchors_ValueThree_HorizAxes_YieldsTopBottom() { - // value 3 doesn't match any anchor rule; falls back to Left|Top default. - var a = ElementReader.ToAnchors(left: 3, top: 3, right: 3, bottom: 3); - Assert.Equal(AnchorEdges.Left | AnchorEdges.Top, a); + var a = ElementReader.ToAnchors(left: 3, top: 1, right: 3, bottom: 1); + Assert.False(a.HasFlag(AnchorEdges.Left)); + Assert.True(a.HasFlag(AnchorEdges.Top)); + Assert.False(a.HasFlag(AnchorEdges.Right)); + Assert.True(a.HasFlag(AnchorEdges.Bottom)); } // ── Merge ──────────────────────────────────────────────────────────────── diff --git a/tests/AcDream.App.Tests/UI/Layout/LayoutConformanceTests.cs b/tests/AcDream.App.Tests/UI/Layout/LayoutConformanceTests.cs index a2bcfe08..6e86b988 100644 --- a/tests/AcDream.App.Tests/UI/Layout/LayoutConformanceTests.cs +++ b/tests/AcDream.App.Tests/UI/Layout/LayoutConformanceTests.cs @@ -138,4 +138,54 @@ public class LayoutConformanceTests foreach (var child in node.Children) CollectFontDids(child, acc); } + + // ── Test 5: Horizontal resize conformance (160→200) ────────────────────── + + /// + /// Proves end-to-end reflow for a 160→200 width change using the corrected + /// ToAnchors mapping (UIElement::UpdateForParentSizeChange @0x00462640). + /// + /// For each piece, margins are computed from the 160-wide design rect and then + /// is applied at parentW=200. + /// + /// Expected outcomes: + /// - TL corner (L=1,R=2): Left only → fixed at x=0, w=5 + /// - top edge (L=1,R=1): Left+Right → stretches to w=190 at x=5 + /// - TR corner (L=2,R=1): Right only → tracks right at x=195, w=5 + /// - meter (L=1,R=1): Left+Right → stretches to w=190 at x=5 + /// + [Fact] + public void HorizontalResize_160to200_ReflowsCorrectly() + { + const float designParentW = 160f; + const float newParentW = 200f; + const float parentH = 58f; + + // (piece, designX, designW, LeftEdge, RightEdge, expectedX, expectedW) + (string Piece, float DesignX, float DesignW, uint L, uint R, float ExpX, float ExpW)[] cases = + [ + ("TL corner", 0f, 5f, 1u, 2u, 0f, 5f ), + ("top edge", 5f, 150f, 1u, 1u, 5f, 190f), + ("TR corner", 155f, 5f, 2u, 1u, 195f, 5f ), + ("meter", 5f, 150f, 1u, 1u, 5f, 190f), + ]; + + foreach (var (piece, dX, dW, l, r, expX, expW) in cases) + { + // T/B values don't affect x/w; use real vitals values (top=1, bottom=2) + var anchors = ElementReader.ToAnchors(l, top: 1u, r, bottom: 2u); + + // Margins from the design rect at parentW=160 + float mL = dX; + float mR = designParentW - (dX + dW); + + // Reflow at parentW=200 (parentH irrelevant for x/w assertions) + var (x, _, w, _) = UiElement.ComputeAnchoredRect( + anchors, mL, mT: 0f, mR, mB: 0f, w0: dW, h0: 5f, parentW: newParentW, parentH); + + // xUnit 2.x Assert.Equal(float,float,int) = decimal-place precision + Assert.True(Math.Abs(x - expX) < 0.5f, $"{piece}: expected x={expX} got {x}"); + Assert.True(Math.Abs(w - expW) < 0.5f, $"{piece}: expected w={expW} got {w}"); + } + } } From 43064bab0989a9e83468a14d5f9df4f040c2c9ab Mon Sep 17 00:00:00 2001 From: Erik Date: Mon, 15 Jun 2026 18:27:13 +0200 Subject: [PATCH 093/223] fix(D.2b): draw UI sprites in submission order so stamina/mana numbers render MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit TextRenderer batched sprites per-texture and drew each texture's whole buffer at its FIRST-insertion point. The dat-font glyph atlas is one shared texture used by all three vital numbers; it first appeared at the health bar, so all three numbers were emitted right after the health bars — then the stamina + mana bar sprites painted over their own numbers (only health survived). Replaced the per-texture dictionary with submission-ordered segments (consecutive same-texture quads still batch); each meter's number now draws after its own bars. The renderer's own comment had predicted this break once bars became sprites (importer did that). Removed the temporary UiMeter label diagnostic. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/Rendering/TextRenderer.cs | 53 ++++++++++++++++------- src/AcDream.App/UI/UiMeter.cs | 1 + 2 files changed, 38 insertions(+), 16 deletions(-) diff --git a/src/AcDream.App/Rendering/TextRenderer.cs b/src/AcDream.App/Rendering/TextRenderer.cs index a0252518..bef2e2ca 100644 --- a/src/AcDream.App/Rendering/TextRenderer.cs +++ b/src/AcDream.App/Rendering/TextRenderer.cs @@ -29,7 +29,15 @@ public sealed unsafe class TextRenderer : IDisposable private readonly List _textBuf = new(8192); private readonly List _rectBuf = new(1024); - private readonly Dictionary> _spriteBufs = new(); + // Submission-ordered sprite segments: consecutive DrawSprite calls with the + // SAME texture batch into one segment; a texture change starts a new segment. + // Drawing segments in submission order preserves painter z-order for + // sprite-on-sprite UI. (The old per-texture dictionary drew a REUSED texture + // at its FIRST-insertion point, so later bar sprites covered glyphs emitted + // earlier via the shared dat-font atlas — the stamina/mana numbers vanished.) + private sealed class SpriteSeg { public uint Texture; public readonly List Verts = new(256); } + private readonly List _spriteSegs = new(); + private int _segUsed; private int _textVerts; private int _rectVerts; private Vector2 _screenSize; @@ -65,7 +73,7 @@ public sealed unsafe class TextRenderer : IDisposable _screenSize = screenSize; _textBuf.Clear(); _rectBuf.Clear(); - foreach (var b in _spriteBufs.Values) b.Clear(); + _segUsed = 0; // pool the SpriteSeg objects across frames _textVerts = 0; _rectVerts = 0; } @@ -139,12 +147,24 @@ public sealed unsafe class TextRenderer : IDisposable public void DrawSprite(uint texture, float x, float y, float w, float h, float u0, float v0, float u1, float v1, Vector4 tint) { - if (!_spriteBufs.TryGetValue(texture, out var buf)) + SpriteSeg seg; + if (_segUsed > 0 && _spriteSegs[_segUsed - 1].Texture == texture) { - buf = new List(256); - _spriteBufs[texture] = buf; + seg = _spriteSegs[_segUsed - 1]; // extend the current same-texture run } - AppendQuad(buf, x, y, w, h, u0, v0, u1, v1, tint); + else if (_segUsed < _spriteSegs.Count) + { + seg = _spriteSegs[_segUsed++]; // reuse a pooled segment + seg.Texture = texture; + seg.Verts.Clear(); + } + else + { + seg = new SpriteSeg { Texture = texture }; + _spriteSegs.Add(seg); + _segUsed++; + } + AppendQuad(seg.Verts, x, y, w, h, u0, v0, u1, v1, tint); } private static void AppendQuad(List buf, @@ -177,8 +197,7 @@ public sealed unsafe class TextRenderer : IDisposable /// Upload + draw accumulated rects + text. font may be null if only DrawRect was used. public void Flush(BitmapFont? font) { - bool hasSprites = false; - foreach (var b in _spriteBufs.Values) if (b.Count > 0) { hasSprites = true; break; } + bool hasSprites = _segUsed > 0; if (_textVerts == 0 && _rectVerts == 0 && !hasSprites) return; _shader.Use(); @@ -201,9 +220,10 @@ public sealed unsafe class TextRenderer : IDisposable // 1. RGBA dat sprites — window chrome / panel backgrounds (behind) // 2. Untextured rects — widget fills (e.g. vital bars) on the chrome // 3. Text glyphs — on top - // NOTE: this type-bucketed order is correct while bars are solid rects. - // When bars become gradient SPRITES, this must move to true submission - // (painter) order so sprite-on-sprite z is preserved (D.2b follow-up). + // Bucket 1 (sprites) draws in SUBMISSION (painter) order via _spriteSegs, + // so sprite-on-sprite z is preserved — each meter's dat-font number draws + // after its own bar sprites. Buckets 2 (rects) + 3 (debug text) composite + // on top, in that order. // 1. RGBA dat sprites first — one draw call per distinct GL texture. if (hasSprites) @@ -211,12 +231,13 @@ public sealed unsafe class TextRenderer : IDisposable _shader.SetInt("uUseTexture", 2); _gl.ActiveTexture(TextureUnit.Texture0); _shader.SetInt("uTex", 0); - foreach (var kv in _spriteBufs) + for (int i = 0; i < _segUsed; i++) { - if (kv.Value.Count == 0) continue; - _gl.BindTexture(TextureTarget.Texture2D, kv.Key); - UploadBuffer(kv.Value); - _gl.DrawArrays(PrimitiveType.Triangles, 0, (uint)(kv.Value.Count / FloatsPerVertex)); + var seg = _spriteSegs[i]; + if (seg.Verts.Count == 0) continue; + _gl.BindTexture(TextureTarget.Texture2D, seg.Texture); + UploadBuffer(seg.Verts); + _gl.DrawArrays(PrimitiveType.Triangles, 0, (uint)(seg.Verts.Count / FloatsPerVertex)); } } diff --git a/src/AcDream.App/UI/UiMeter.cs b/src/AcDream.App/UI/UiMeter.cs index bb5bb55b..f93737a3 100644 --- a/src/AcDream.App/UI/UiMeter.cs +++ b/src/AcDream.App/UI/UiMeter.cs @@ -16,6 +16,7 @@ namespace AcDream.App.UI; /// public sealed class UiMeter : UiElement { + /// Fill fraction provider; a null result draws an empty bar. public Func Fill { get; set; } = () => 0f; /// Centered overlay text provider (e.g. "291/291"); null = none. From 34243f2c2619d1bd528a51a38b63e387365cad41 Mon Sep 17 00:00:00 2001 From: Erik Date: Mon, 15 Jun 2026 18:31:58 +0200 Subject: [PATCH 094/223] fix(D.2b): pixel-snap dat-font glyphs so vitals numbers stay sharp on resize MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit DrawStringDat placed each glyph quad at the raw (often fractional) pen/origin. When a bar resizes to a fractional width, the centered cur/max number lands on a sub-pixel x and the glyph atlas (linear-filtered) smears — the 'unsharp at certain sizes' artifact. Round each glyph's destination to whole pixels (the pen keeps its true fractional advance, so spacing is unaffected) — matches retail blitting glyphs to integer dest. User-confirmed sharp across resize widths. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/UI/UiRenderContext.cs | 9 +++++++-- 1 file changed, 7 insertions(+), 2 deletions(-) diff --git a/src/AcDream.App/UI/UiRenderContext.cs b/src/AcDream.App/UI/UiRenderContext.cs index 39727a0d..db23174d 100644 --- a/src/AcDream.App/UI/UiRenderContext.cs +++ b/src/AcDream.App/UI/UiRenderContext.cs @@ -97,8 +97,13 @@ public sealed class UiRenderContext if (!font.TryGetGlyph(text[i], out var g)) continue; - float gx = pen + g.HorizontalOffsetBefore; - float gy = originY + g.VerticalOffsetBefore; + // Pixel-snap each glyph's destination to whole pixels so the atlas samples + // texel-aligned. Without this, a fractional bar width after resize puts the + // centered number on a sub-pixel x and linear filtering smears the glyphs + // (the "unsharp at certain sizes" artifact). The pen keeps its true + // fractional advance, so only the per-glyph dest is snapped. + float gx = System.MathF.Round(pen + g.HorizontalOffsetBefore); + float gy = System.MathF.Round(originY + g.VerticalOffsetBefore); float gw = g.Width; float gh = g.Height; From 0474feb6cae84fe6df77adda35e038f1c057fb98 Mon Sep 17 00:00:00 2001 From: Erik Date: Mon, 15 Jun 2026 18:35:29 +0200 Subject: [PATCH 095/223] =?UTF-8?q?docs(D.2b):=20correct=20roadmap/plan=20?= =?UTF-8?q?=E2=80=94=20vitals=20window=20IS=20resizable=20(resize=20shippe?= =?UTF-8?q?d=208aa643f)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit The earlier 'not resizable / fixed-size' note was wrong (inverted edge-flag reading). Resize shipped: dat edge-anchors reflow per UIElement::UpdateForParentSizeChange. Noted the two number-render fixes (submission-order + glyph pixel-snap). Co-Authored-By: Claude Opus 4.8 (1M context) --- docs/plans/2026-04-11-roadmap.md | 2 +- docs/superpowers/plans/2026-06-15-layoutdesc-importer.md | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/docs/plans/2026-04-11-roadmap.md b/docs/plans/2026-04-11-roadmap.md index dea685ef..e0e7130b 100644 --- a/docs/plans/2026-04-11-roadmap.md +++ b/docs/plans/2026-04-11-roadmap.md @@ -425,7 +425,7 @@ behavior. Estimated 17–26 days focused work, 3–5 weeks calendar. - **D.1 — 2D ortho overlay + font rendering.** ✅ SHIPPED 2026-04-17 as the dev-facing debug overlay (StbTrueTypeSharp system-font atlas + `TextRenderer` + `DebugOverlay`). - **✓ SHIPPED — D.2a — ImGui scaffold + `AcDream.UI.Abstractions` layer.** Shipped 2026-04-25. Wires ImGui as the short-term backend behind `ACDREAM_DEVTOOLS=1`. Defines `IPanel` / `IPanelHost` / `IPanelRenderer` / `ICommandBus` + the first ViewModel (`VitalsVM`) in the new `AcDream.UI.Abstractions` project. First real panel: `VitalsPanel` reading HP from `CombatState.GetHealthPercent`. **Backend pivoted Hexa.NET.ImGui → ImGui.NET + `Silk.NET.OpenGL.Extensions.ImGui` during integration** — Hexa's native OpenGL3 backend does its own GL function resolution via GLFW/SDL and crashed with `0xC0000005` in `ImGuiImplOpenGL3.InitNative` against Silk.NET (no GLFW/SDL present). The Silk.NET extension is purpose-built for this scenario and is the `ImGui.NET` mitigation path that `docs/plans/2026-04-24-ui-framework.md` already called out as a "one-morning operation". Stam/Mana return `float?` null in D.2a because absolute values need `LocalPlayerState` + `PlayerDescription (0x0013)` parsing (filed post-D.2a). 11 new `AcDream.UI.Abstractions.Tests` green. - **✓ SHIPPED — D.2b — Custom retail-look backend (Spec 1: markup engine + first panel).** Shipped 2026-06-14 (`626d06e`→`019350f`). Wired the dormant `UiHost`/`UiElement` tree into `GameWindow` (`ACDREAM_RETAIL_UI=1`) and built the **Approach-C markup engine**: `MarkupDocument` (XML → `UiElement` subtree, `{Binding}` reflection) + `ControlsIni` stylesheet loader + an `IUiRegistry` plugin UI surface (plugins ship markup + a binding, drained into the same `UiRoot`). First retail-faithful panel: a markup-driven Vitals window (`vitals.xml`) — 8-piece dat-sprite frame (`UiNineSlicePanel`) + three `UiMeter` bars (red/gold/blue + cur/max numbers) bound to `VitalsVM`, rendering live over the 3D world and coexisting with the ImGui devtools path. Retired divergence TS-30, added IA-15. Spec `docs/superpowers/specs/2026-06-14-d2b-retail-panel-frame-design.md`; plan `docs/superpowers/plans/2026-06-14-d2b-retail-panel-frame-plan.md`. NOTE the prove-out corrected two stale "facts": retail vitals are **bars not orbs**, stamina is **gold not cyan**. **Remaining: D.3 (AcFont — using the stb stopgap for now) + the glassy gradient bar sprite / brightness tune (polish); input integration (movable/clickable windows — the `UiRoot` drag/click machinery exists but isn't bridged to the Phase-K dispatcher yet); and the rest of the panels (D.5).** -- **✓ SHIPPED — D.2b LayoutDesc importer (Plan 1 + default flip).** Plan 1 shipped 2026-06-15. *Retroactive registration — the spec requested this phase but it was not pre-registered before implementation.* Data-driven vitals window from `LayoutDesc 0x2100006C`: `LayoutImporter` resolves `BaseElement`/`BaseLayoutId` inheritance, walks the `ElementDesc` tree, and builds a live `UiElement` tree via `DatWidgetFactory` (Type 7 → `UiMeter`; all others → `UiDatElement` generic renderer). `VitalsController` binds live HP/Stamina/Mana by element id (mirrors retail `gmVitalsUI`). A/B visual gate **PASSED**: pixel-identical to the hand-authored window. **Default flip shipped 2026-06-15 (`bf77a23`):** the importer is now the default vitals window at `ACDREAM_RETAIL_UI=1`; the hand-authored `vitals.xml` and the `ACDREAM_RETAIL_UI_IMPORTER` flag were retired (`vitals.xml` recoverable from git history). The window is movable (Anchors=None + Draggable) but NOT resizable — the dat stacked-vitals layout is fixed-size (chrome edges near-pinned); faithful grip/dragbar resize for the whole toolkit is Plan 2. `MarkupDocument`/`UiNineSlicePanel` remain for the chat window + plugin panels. Spec: `docs/superpowers/specs/2026-06-15-layoutdesc-importer-design.md`; plan: `docs/superpowers/plans/2026-06-15-layoutdesc-importer.md`. +- **✓ SHIPPED — D.2b LayoutDesc importer (Plan 1 + default flip).** Plan 1 shipped 2026-06-15. *Retroactive registration — the spec requested this phase but it was not pre-registered before implementation.* Data-driven vitals window from `LayoutDesc 0x2100006C`: `LayoutImporter` resolves `BaseElement`/`BaseLayoutId` inheritance, walks the `ElementDesc` tree, and builds a live `UiElement` tree via `DatWidgetFactory` (Type 7 → `UiMeter`; all others → `UiDatElement` generic renderer). `VitalsController` binds live HP/Stamina/Mana by element id (mirrors retail `gmVitalsUI`). A/B visual gate **PASSED**: pixel-identical to the hand-authored window. **Default flip shipped 2026-06-15 (`bf77a23`):** the importer is now the default vitals window at `ACDREAM_RETAIL_UI=1`; the hand-authored `vitals.xml` and the `ACDREAM_RETAIL_UI_IMPORTER` flag were retired (`vitals.xml` recoverable from git history). The window is movable (Anchors=None + Draggable) AND horizontally resizable (Resizable/ResizeX, `8aa643f`): the dat edge-anchors reflow the pieces on width change per retail `UIElement::UpdateForParentSizeChange @0x00462640` (an earlier "fixed-size" note was wrong — inverted edge-flag reading, corrected; stretch is `RightEdge==1`). Faithful grip/dragbar-*driven* drag/resize INPUT is Plan 2. Post-flip number-render fixes (`43064ba`, `34243f2`): submission-order sprite draw (stamina/mana numbers had been overpainted by their own bars) + glyph pixel-snap (sharp at all resize widths). `MarkupDocument`/`UiNineSlicePanel` remain for the chat window + plugin panels. Spec: `docs/superpowers/specs/2026-06-15-layoutdesc-importer-design.md`; plan: `docs/superpowers/plans/2026-06-15-layoutdesc-importer.md`. - **D.3 — AcFont from portal.dat.** Replace stb_truetype system font with retail `Font` DBObjs (`0x40000000..0x40000FFF`) baked from `RenderSurface` source sheets — see research slice 03 §4. Preserves retail visual identity. **(D.2b dependency — needs the custom renderer.)** - **✓ SHIPPED — D.4 — Dat sprites + 9-slice panel backgrounds.** Shipped 2026-06-14 with D.2b. `TextureCache.GetOrUploadRenderSurface(id, out w, out h)` decodes `RenderSurface` (`0x06xxxxxx`) **directly** (not via the Surface→SurfaceTexture chain — the prove-out finding) → GL `Texture2D`; `DrawSprite` (explicit UV-rect, per-texture batch) added to `TextRenderer` + `UiRenderContext` + a `uUseTexture=2` RGBA frag branch; `UiNineSlicePanel` composes the universal 8-piece bevel (corners `0x060074C3..C6`, edges `0x060074BF/C0/C1/C2`, center `0x06004CC2`). Remaining art polish: the glassy gradient bar fill sprite (D.2b polish). - **D.5 — Core panels.** Attributes (`chunk_00470000.c:FUN_0047ba70`), Skills (same), Paperdoll (`chunk_004A0000.c:FUN_004A5200`), Inventory, Spellbook (`chunk_004C0000.c`), Fellowship, Allegiance. Each uses the port sketches in slice 05. **(Targets `AcDream.UI.Abstractions` — ships with D.2a using ImGui-rendered widgets; reskinned by D.2b.)** The *chat* panel originally listed under D.5 shipped early in Phase I (I.4 input + I.7 combat translator superseded the chat-panel design here); this entry now covers Attributes / Skills / Paperdoll / Inventory / Spellbook / Fellowship / Allegiance only. diff --git a/docs/superpowers/plans/2026-06-15-layoutdesc-importer.md b/docs/superpowers/plans/2026-06-15-layoutdesc-importer.md index cf4c734f..33afb841 100644 --- a/docs/superpowers/plans/2026-06-15-layoutdesc-importer.md +++ b/docs/superpowers/plans/2026-06-15-layoutdesc-importer.md @@ -749,7 +749,7 @@ git commit -m "test(D.2b): vitals importer conformance (golden tree + A/B render **Plan 1 status: SHIPPED 2026-06-15, pixel-identical.** -**Default flip DONE 2026-06-15 (`bf77a23`):** the importer is now the default vitals window at `ACDREAM_RETAIL_UI=1`. The hand-authored `vitals.xml` and the `ACDREAM_RETAIL_UI_IMPORTER` flag were retired (`vitals.xml` is recoverable from git history). The window is movable (Anchors=None + Draggable) but NOT resizable — the dat stacked-vitals layout (`0x2100006C`) is fixed-size (chrome edges near-pinned); faithful grip/dragbar resize for the whole toolkit is Plan 2. `MarkupDocument`/`UiNineSlicePanel` remain for the chat window + plugin panels. +**Default flip DONE 2026-06-15 (`bf77a23`):** the importer is now the default vitals window at `ACDREAM_RETAIL_UI=1`. The hand-authored `vitals.xml` and the `ACDREAM_RETAIL_UI_IMPORTER` flag were retired (`vitals.xml` is recoverable from git history). The window is movable (Anchors=None + Draggable) AND horizontally resizable (Resizable/ResizeX, `8aa643f`): on a width change the dat edge-anchors reflow the pieces (top/bottom edges + bars stretch, corners fixed 5px, right side tracks) per retail `UIElement::UpdateForParentSizeChange @0x00462640`. (The earlier "fixed-size" note was wrong — it came from an inverted edge-flag reading, now corrected; stretch is `RightEdge==1`.) Faithful grip/dragbar-*driven* drag/resize INPUT for the whole toolkit is Plan 2. Post-flip number-render fixes (`43064ba`, `34243f2`): submission-order sprite draw (stamina/mana numbers had been overpainted by their own bar sprites) + glyph pixel-snap (numbers stay sharp at all resize widths). `MarkupDocument`/`UiNineSlicePanel` remain for the chat window + plugin panels. **Plan 2** covers: the `WindowManager` (open/close/z-order/persist, drag via Type-2 drag bars, resize via Type-9 resize grips for the whole toolkit), re-driving the chat window (`ChatController`), and extending the factory/renderer to the full long-tail of element types per the Task 1 enumeration. Register Plan 2 in the roadmap before starting it. From 50758d479577c6eadcc94a06b82a04eff47bd63c Mon Sep 17 00:00:00 2001 From: Erik Date: Mon, 15 Jun 2026 19:07:05 +0200 Subject: [PATCH 096/223] docs(D.2b): chat-window re-drive session handoff (Plan 2 chat piece) Captures: current hand-authored chat window (UiNineSlicePanel + UiChatView, read-only, debug font), the importer toolkit to reuse, the retail gmMainChatUI oracles, the open design questions (scope / behavioral widgets / dat font), and the first research step (find the chat LayoutDesc id). Resume via brainstorming. Co-Authored-By: Claude Opus 4.8 (1M context) --- .../2026-06-15-chat-window-redrive-handoff.md | 135 ++++++++++++++++++ 1 file changed, 135 insertions(+) create mode 100644 docs/research/2026-06-15-chat-window-redrive-handoff.md diff --git a/docs/research/2026-06-15-chat-window-redrive-handoff.md b/docs/research/2026-06-15-chat-window-redrive-handoff.md new file mode 100644 index 00000000..33d12e92 --- /dev/null +++ b/docs/research/2026-06-15-chat-window-redrive-handoff.md @@ -0,0 +1,135 @@ +# Chat-window re-drive — session handoff (2026-06-15) + +**Status:** brainstorm STARTED (context gathered, design questions open) — not yet +designed or implemented. Resume with `superpowers:brainstorming`. + +**Branch:** `claude/hopeful-maxwell-214a12` — **continue UI work HERE** (the user's +call: UI stays on this branch; dungeon lighting / M1.5 goes to a *separate* branch +off `main`, it's unrelated and easy to merge). This branch is already current with +`main` (merged `5ac9d8c`). + +--- + +## Where we are (what shipped this session) + +**D.2b LayoutDesc importer — Plan 1 SHIPPED + flipped to default + post-flip fixes.** +The vitals window is now data-driven from the dat `LayoutDesc 0x2100006C` (no +per-window graphics code). Read **`claude-memory/project_d2b_retail_ui.md`** (the +SSOT crib) FIRST — it has the full architecture + every correction. Key commits: + +- `bf77a23` — flip: importer is the default vitals at `ACDREAM_RETAIL_UI=1`; the + hand-authored `vitals.xml` + the `ACDREAM_RETAIL_UI_IMPORTER` flag were retired. +- `8aa643f` — horizontal resize: edge-anchor mapping corrected to retail + `UIElement::UpdateForParentSizeChange @0x00462640` (`RightEdge==1`=stretch). +- `43064ba` — stamina/mana numbers: `TextRenderer` now draws sprites in + **submission (painter) order** (was per-texture batched → later bars overpainted + their own numbers). +- `34243f2` — number sharpness: `DrawStringDat` **pixel-snaps** each glyph dest. + +**The importer toolkit to REUSE (all in `src/AcDream.App/UI/Layout/`):** +- `ElementReader` — `ElementInfo` POCO + `Merge` (BaseElement/BaseLayoutId + inheritance) + `ToAnchors` (edge-flag → AnchorEdges, decomp-correct). +- `UiDatElement` — generic per-DrawMode sprite renderer (the fallback widget). +- `DatWidgetFactory` — `Type → widget` hybrid: Type 7→`UiMeter`, 12→skip, else + generic; sets rect + anchors + `ZOrder=ReadOrder`. **Behavioral Types map to a + dedicated widget; the widget CONSUMES the element's children (leaf — importer + does not recurse them).** This is the pattern the chat re-drive extends. +- `LayoutImporter` — `Import`/`ImportInfos`/`Build`/`BuildFromInfos` + cycle-guarded + `Resolve`. `ImportedLayout.FindElement(id)` for binding by id. +- `VitalsController` — binds live data to widgets by element id (mirrors retail + `gmVitalsUI::PostInit`). The chat controller will mirror this. +- Format reference: **`docs/research/2026-06-15-layoutdesc-format.md`** (ElementDesc + API, Type table, DrawMode, inheritance). NOTE its §4 edge-flag history: the FIRST + reading was inverted; the CORRECT model (per `@0x00462640`) is now in the doc + + `ToAnchors` — `RightEdge==1`=stretch, `LeftEdge==2`=track-right. + +--- + +## Next task: re-drive the chat window through the importer (Plan 2 chat piece) + +Today the chat window is **hand-authored**, not data-driven. The goal mirrors the +vitals re-drive: read the chat window's dat `LayoutDesc`, build it via +`LayoutImporter`, and bind the live chat through a `ChatController`. + +### Current chat window (what to reproduce / replace) +- Built in `src/AcDream.App/Rendering/GameWindow.cs` in the `if (_options.RetailUi)` + block (~line 1836, "Retail chat window"). +- `UiNineSlicePanel` (hand-authored 8-piece chrome) at `(10,432)`, `440×184`, + `MinWidth 180 / MinHeight 80`, draggable + resizable. +- Hosts a `UiChatView` (`src/AcDream.App/UI/UiChatView.cs`): scrollable transcript, + **bottom-pinned**, mouse-wheel scrollback, **drag-select + Ctrl+C copy + Ctrl+A**, + whole-line vertical clipping. **READ-ONLY** (no input box). Uses the **debug + bitmap font** (`_debugFont`), NOT the dat font. `LinesProvider` polled each frame. +- Data: `ChatVM` (`displayLimit: 200`) → `RecentLinesDetailed()` → per-`ChatKind` + colour via `RetailChatColor(...)` (local static in GameWindow). + +### Chat pipeline (already shipped, Phase I — reuse, don't rebuild) +`ChatLog (Core) → ChatVM (UI.Abstractions) → view`; outbound `input → +ChatInputParser → LiveCommandBus → WorldSession`. See +`claude-memory/project_chat_pipeline.md`. The re-drive is a VIEW/layout change; the +pipeline stays. + +### Retail chat UI classes (decomp oracles — analogous to gmVitalsUI) +`gmMainChatUI`, `gmFloatyMainChatUI`, `gmFloatyChatUI`, `gmChatOptionsUI` +(`docs/research/named-retail/acclient.h` ~line 54923; `symbols.json` has +`gmMainChatUI::Register` etc.). Chat-layout notes: +`docs/research/retail-ui/05-panels.md:120` (chat window layout) + +`06-hud-and-assets.md:651` (every chat window layout is a `LayoutDesc`). + +### FIRST research step (the Task-1 analogue): identify the chat `LayoutDesc` id +The vitals id was `0x2100006C`; the chat window's id is **NOT yet known**. Find it: +- `dump-vitals-layout [0xId]` enumerates LayoutDescs (it already lists all + layouts containing given element ids). Use it to scan for the chat window, or grep + the decomp for the layout id referenced by `gmMainChatUI`/`gmFloatyMainChatUI`. +- Then dump it and enumerate its element Types (expect a scroll/list region + + scrollbar, maybe a text-input/edit element + channel tabs) — this drives the + factory/widget work. + +--- + +## Open design questions (resume the brainstorm here) + +1. **Scope.** Re-drive the EXISTING read-only window (frame from dat + reuse + `UiChatView` for the transcript, parity with today), OR expand to the FULL retail + chat (input box for typing, channel tabs)? Recommendation to discuss: do the + frame re-drive + transcript first (parity), defer input/tabs to a follow-up — + but confirm with the user. +2. **Behavioral widgets.** The chat dat layout introduces the long-tail Types the + vitals didn't have — Type 5 `ListBox`, Type 0xB `Scrollbar`, maybe Type 0xC + `Text`/edit. Two options: + - **(A, recommended) Hybrid reuse** — like Type-7→`UiMeter`: map the transcript + region's Type → the existing `UiChatView` (which already scrolls/selects/copies); + a `ChatController` binds the tail by element id. Minimal new code; fastest parity. + - **(B) Port faithful widgets** — implement `UiScrollbar`/`UiListBox` per the + decomp so the dat's scrollbar element drives scrolling. More faithful, more work; + better as a later step. +3. **Dat font for the transcript.** Switch `UiChatView` from the debug bitmap font + to the dat font (`UiDatFont`, faithful + now pixel-snapped) — OR keep the debug + font for parity first? `UiChatView`'s measure/selection logic is `BitmapFont`-based, + so a dat-font port is non-trivial (a `UiDatFont` measure/advance path + selection + hit-test rework). Likely a follow-up, not the first cut. + +--- + +## Watchouts / lessons (don't regress these) +- **`TextRenderer` draws sprites in submission order** (`_spriteSegs`). Do NOT revert + to per-texture batching — it overpaints later same-atlas text (the stamina/mana bug). +- **`DrawStringDat` pixel-snaps glyphs.** Keep it (sharp text on resize). +- **Edge-flag/anchor model is `@0x00462640`** (`RightEdge==1`=stretch). The format + doc §4's first reading was inverted; trust the corrected `ToAnchors`. +- **Behavioral widgets are leaf** — the factory's widget consumes the element's dat + children; the importer doesn't recurse into them. Apply the same to the chat + transcript widget. +- **Don't fabricate dat reader internals** — `Chorizite.DatReaderWriter` is a NuGet + package (not in `references/`); verify member names via the dump tool / reflection. + +## Process for the next session +1. Read `claude-memory/project_d2b_retail_ui.md`, this handoff, and + `docs/research/2026-06-15-layoutdesc-format.md`. +2. Resume `superpowers:brainstorming` — settle scope + behavioral-widget approach + (the 3 questions above), present a design, write the spec. +3. Then `superpowers:writing-plans` → `superpowers:subagent-driven-development` + (same flow that shipped the vitals importer cleanly). +4. Stay on `claude/hopeful-maxwell-214a12`. Visual checks: launch live (ACE on + `127.0.0.1:9000`) with `ACDREAM_RETAIL_UI=1`; test accounts `testaccount2 / + testpassword2` or `notan / MittSnus81!` (character `+Je`). From 26cb34f1266195abd3ce2cc01bcb7f316d19ec30 Mon Sep 17 00:00:00 2001 From: Erik Date: Mon, 15 Jun 2026 19:38:27 +0200 Subject: [PATCH 097/223] @ docs(D.2b): chat-window re-drive design spec + list-ui-layouts research tool MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Plan-2 chat piece of the LayoutDesc importer. Identifies the chat window as LayoutDesc 0x21000006 (gmMainChatUI, element class 0x10000041) and grounds a faithful, data-driven re-drive in the named retail decomp (ChatInterface + gmMainChatUI + UIElement_Text/_Scrollable/_Scrollbar/_Menu) plus a user-provided retail screenshot. Design (full-faithful scope, user-approved): - transcript = UIElement_Text 0x10000011 (dat font, bottom-pinned, 10k behead cap, pixel scroll, 1 line/wheel-notch) - scrollbar = right-side track 0x10000012 + thumb 0x1000048c + up/down - input = editable UIElement_Text 0x10000016 (caret, 100-entry history, Enter/Send) - channel menu = UIElement_Menu 0x10000014 ("Chat" selector -> active channel) - shared ChatCommandRouter extracted from ChatPanel - screenshot correction: the four 0x10000522-525 left-edge elements are the numbered CHAT TABS (1-4), not scroll buttons (a research-agent inference the retail screenshot refutes) - deferred (need non-UI plumbing, each gets a divergence row): tab switching/ filtering, squelch, clickable name-tags, in-element word-wrap, styled runs, font config, opacity transition Tooling: AcDream.Cli `list-ui-layouts [0xRootType]` — read-only index of every UI LayoutDesc by root element class + size + element-Type histogram; how the chat layout was located (root type 0x10000041). Reusable for future panel re-drives. Spec: docs/superpowers/specs/2026-06-15-chat-window-redrive-design.md Co-Authored-By: Claude Opus 4.8 (1M context) @ --- .../2026-06-15-chat-window-redrive-design.md | 267 ++++++++++++++++++ src/AcDream.Cli/LayoutIndexDump.cs | 101 +++++++ src/AcDream.Cli/Program.cs | 12 + 3 files changed, 380 insertions(+) create mode 100644 docs/superpowers/specs/2026-06-15-chat-window-redrive-design.md create mode 100644 src/AcDream.Cli/LayoutIndexDump.cs diff --git a/docs/superpowers/specs/2026-06-15-chat-window-redrive-design.md b/docs/superpowers/specs/2026-06-15-chat-window-redrive-design.md new file mode 100644 index 00000000..342ed53d --- /dev/null +++ b/docs/superpowers/specs/2026-06-15-chat-window-redrive-design.md @@ -0,0 +1,267 @@ +# D.2b — Chat-window re-drive (LayoutDesc importer, Plan 2 chat piece) — design + +**Date:** 2026-06-15 +**Branch:** `claude/hopeful-maxwell-214a12` (D.2b retail-UI track; lighting/M1.5 is a separate branch off main) +**Status:** design — approved scope, pending spec review +**Predecessor:** the LayoutDesc importer + the vitals re-drive +(`docs/superpowers/specs/2026-06-15-layoutdesc-importer-design.md`, +`docs/research/2026-06-15-layoutdesc-format.md`, +`claude-memory/project_d2b_retail_ui.md`). +**Handoff that opened this work:** `docs/research/2026-06-15-chat-window-redrive-handoff.md`. + +--- + +## 1. Goal + +Replace the hand-authored retail chat window (a `UiNineSlicePanel` hosting a +`UiChatView` at a guessed rect, built inline in `GameWindow.cs` under +`if (_options.RetailUi)`) with the **data-driven retail chat window** read from +the dat `LayoutDesc 0x21000006` (`gmMainChatUI`) via the existing `LayoutImporter`, +with **faithful behavioral widgets ported from the named retail decomp** and the +**dat font** — the same way the vitals window became data-driven. + +**The code is modern. The behavior is retail.** Every widget algorithm is ported +from `docs/research/named-retail/acclient_2013_pseudo_c.txt` with a cited +`class::method @address`. + +## 2. Approved scope + +**In scope (faithful core):** +- Data-driven window frame from `0x21000006` (bg sprites, resize bar, grip chrome, + translucency). +- Transcript: dat-font `UIElement_Text` port — scrollable, bottom-pinned, + per-line chat-kind color, 10k-glyph behead cap. +- Scrollbar: right-side track + thumb + up/down buttons, **pixel-based** scroll, + `thumbRatio = view/content`, wheel = **1 line per notch**. +- Input: editable one-line field — caret, insert/delete, 100-entry command + history (up/down arrow), focus sprite, Enter→submit. +- Channel menu (`Chat ▸`): dropdown of channels; selection sets the active + outbound channel (the `ChatInputParser` default channel). +- Send button + max/min button. +- `ChatCommandRouter`: the shared submit pipeline, extracted from `ChatPanel` + so the ImGui devtools chat and the retail chat share one routing path. + +**Deferred (each gets a `retail-divergence-register.md` row — these need *non-UI* +plumbing acdream lacks, they are NOT UI scope cuts):** +- **Numbered chat tabs (1–4) — switching + per-tab chat-type filtering.** The tab + *sprites* render (they come free from the importer), but clicking a tab to filter + which chat kinds show needs the per-tab `m_llTextTypeFilter` / + `m_chatNewNonVisibleTextIndicator` system. +- **Squelch toggle** (menu item 0) — needs a squelch subsystem. +- **Clickable name-tags** (`StartTell` on click) — needs `StringInfo`/`TextTag` + styled runs in `ChatLog`. +- **In-element word-wrap at panel width** — the transcript renders pre-split + `ChatLog` lines 1:1; faithful `GlyphList::Recalculate` wrap reworks the + selection/hit-test model (visual-row ≠ record). Highest-risk UI piece; deferred. +- **Per-glyph mixed-color runs / configurable font face+size** (`gmClient::sm_nFontFace`). +- **Active/inactive opacity switch** — a single default translucency is in scope; + the focused-brighter / unfocused-dimmer transition is deferred. + +## 3. Retail reference (the port target) + +`gmMainChatUI` (registered element class `0x10000041`, built from `LayoutDesc +0x21000006`) extends a base **`ChatInterface`**. `ChatInterface` owns the +transcript, input, inbound routing, submit, history, truncate and opacity; +`gmMainChatUI` adds the channel menu, squelch, max/min, tab visibility and +clickable name-tags. + +### 3.1 Element → role map (`0x21000006`) + +| Element | Type | Role | Decomp anchor | +|---|---|---|---| +| `0x1000000E` | `0x10000041` | window root (`gmMainChatUI`), bg `0x0600114D`, 800×100 authored | `gmMainChatUI::Register @0x4cd350` | +| `0x1000000F` | 9 Resizebar | top resize bar, img `0x06001125`, cursor `0x06005E66` | — | +| `0x1000046F` | 0 | max/min button (`Maximized 0x06005E64` / `Minimized 0x06005E65`) | `gmMainChatUI::HandleMaximizeButton @0x4cce50` | +| `0x10000010` | 3 Field | transcript panel bg `0x06001115` | — | +| **`0x10000011`** | 0 (UIElement_Text) | **transcript** — read-only, multiline, scrollable | `ChatInterface::PostInit @0x4f3e47` | +| `0x1000048c` | 0 | scroll **thumb** (child of transcript) | `ChatInterface::PostInit @0x4f3e79` | +| `0x10000012` | 0 | scrollbar **track** (right edge, 16×68) | `UIElement_Scrollable::GetScrollbarPointer_ @0x473ec0` | +| `0x10000013` | 3 Field | input bar bg `0x0600113A` | — | +| `0x10000014` | 6 Menu | **channel menu** (`Chat ▸`) — 14 items (squelch + 13 channels) | `gmMainChatUI::InitTalkFocusMenu @0x4cdc50`, `HandleSelection @0x4cd540` | +| **`0x10000016`** | 0 (UIElement_Text) | **input** — editable, one-line, focus sprite `0x060011AB` | `ChatInterface::PostInit @0x4f3e86` | +| `0x10000017/18` | 3 | input focus edges (sprite `0x06004D67`) | — | +| `0x10000019` | 0 | **Send** button (`0x06001915`/pressed `…16`/ghost `…34`) | `ChatInterface::ListenToElementMessage @0x4f51ea` | +| `0x10000522–525` | 0 | **numbered chat tabs 1–4** (left strip; Normal `0x06006218`/Hi `0x06006219`) | `gmMainChatUI::RecvNotice_SetPanelVisibility @0x4ccd80` | + +> **Screenshot correction (user-provided retail ground truth, 2026-06-15):** the +> four `0x10000522–525` elements are the **left-edge numbered chat tabs**, NOT the +> "line/page scroll buttons" a research agent inferred from their 16×16 vertical +> geometry. The scrollbar (track + thumb + up/down) is on the **right**. The exact +> dat ids of the right-side scroll up/down buttons are located during Task D +> (likely children of track `0x10000012` not surfaced in the top-level dump). + +> **BN field-name caveat:** the decomp's `m_chatEntry` / `m_chatLog` / +> `m_fCurrentOpacity` names are applied inconsistently across functions (a +> Binary-Ninja artifact). The roles above are fixed by the decisive evidence — +> the `Normal_focussed` sprite is on `0x10000016` (only an editable field gets a +> focus state) and the multiline geometry is `0x10000011` — corroborated by both +> surviving research agents. Port by **role**, not by the C++ member name. + +### 3.2 Key retail algorithms (cited) + +**Inbound** — `ChatInterface::RecvNotice_DisplayFinalStringInfo @0x4f4640`: +append `arg4` (prefix/timestamp) then `arg3` (body) to the transcript via +`UIElement_Text::AppendStringInfoWithFont` with per-chat-type color `arg2` (color +table built by `BuildChatColorLookupTable`). If glyph count > `0x2710` (10000), +`TruncateChatLog @0x4f4290` beheads from the top at a newline boundary. **Bottom-pin:** +capture `IsAtVerticalEnd` *before* appending; if it was true, `ScrollToPosition` +to the new end; else light the unread-text indicator. + +**Submit** — `ChatInterface::HandleEnterKey @0x4f52d0` (fired by the *Accept* +input-action, not raw `\r` — one-line mode drops the `\r` char) → `ProcessCommand +@0x4f5100`: read input text, dispatch, push to `m_InputHistory` (cap 100, drop +index 0 when full), reset history cursor to `0xFFFFFFFF`, clear input. The Send +button (`0x10000019`) is an alternate trigger via `ListenToElementMessage`. + +**Scroll** — `UIElement_Scrollable`: pixel offset `m_iScrollableY`, clamped to +`[0, contentHeight − viewHeight]` (`SetScrollableXY @0x4740c0`). `thumbRatio = +view/content` clamped to 1, bar hidden when content ≤ view +(`UpdateScrollbarSize_ @0x4741a0`). `posRatio = scrollY/(content−view)` +(`UpdateScrollbarPosition_ @0x473f20`). Scroll quantum = one line-height +(`UIElement_Text::InqScrollDelta @0x4689b0`); page = view height; **wheel = 1 line +per notch** (`HandleMouseWheel @0x471450`). + +**Input** — caret `m_nCursorPos` (glyph index); `GlyphList::FindPixelsFromPos +@0x472b40` = Σ glyph advances to the caret; midpoint-snap hit-test +`FindPosFromLineAndPixels @0x4732d0`; ~1 Hz blink. Glyph advance = +`HorizontalOffsetBefore + Width + HorizontalOffsetAfter` (signed bytes, +`Font::GetCharWidthA @0x4433f0`) — **already implemented** by +`UiDatFont.GlyphAdvance`. History: `SelectCommandFromHistory` (up=back, down=fwd), +sentinel `0xFFFFFFFF` = "not browsing". + +**Channel menu** — `InitTalkFocusMenu @0x4cdc50` fills `UIElement_Menu 0x10000014` +with 14 items: item 0 = squelch toggle, items 1–13 = channels carrying attr +`0x1000000B` = channel enum (1=Say, 2=Tell/Target, 3=Emote, 4=Fellowship, +5=Patron, 6=Trade, 7=Allegiance, 8–0xD=area/custom). `HandleSelection @0x4cd540` +reads the enum, calls `SetTalkFocus(enum)`, updates the label, marks the item +selected. + +## 4. Architecture (acdream) + +Faithful structure: an importer builds the generic frame; a **controller** +(`ChatInterface`+`gmMainChatUI`::PostInit analogue) binds behavior by element id +and swaps the transcript/input placeholders for behavioral widgets. New classes +live in `src/AcDream.App/UI/` (widgets, GL-side) and `src/AcDream.UI.Abstractions/` +(the shared submit router). + +| Component | Kind | Retail analogue | Responsibility | +|---|---|---|---| +| `ChatWindowController` | new (`App/UI/Layout/`) | `ChatInterface` + `gmMainChatUI` PostInit | import `0x21000006`; `FindElement(id)`; swap transcript/input widgets; wire scrollbar/menu/send/max-min; route in/outbound | +| `UiChatView` | **extend** (`App/UI/`) | `UIElement_Text` (transcript) | + `UiDatFont? DatFont`; dat-font measure/advance/draw; **1-line** wheel quantum; keep bottom-pin + drag-select + Ctrl+C | +| `UiChatInput` | new (`App/UI/`) | `UIElement_Text` (editable) | caret, insert/delete, 100-entry history, focus sprite swap, dat font, `Action? OnSubmit` | +| `UiScrollable` | new (`App/UI/`) | `UIElement_Scrollable` | pixel scroll math: `ScrollY`, `ContentHeight`, `ViewHeight`, `ClampScroll`, `ThumbRatio`, `ThumbOffsetRatio`, line/page delta | +| `UiChatScrollbar` | new (`App/UI/`) | composed scrollbar | own the imported track/thumb/up-down sprites; size+place thumb from `UiScrollable`; clicks/drag → `UiScrollable` | +| `UiChannelMenu` | new (`App/UI/`) | `UIElement_Menu` | dropdown popup of channels; selection → active `ChatChannelKind`; label reflects selection | +| `ChatCommandRouter` | new (`UI.Abstractions/Panels/Chat/`) | `ProcessCommand` | shared submit: client-command intercept → unknown-verb guard → `ChatInputParser.Parse(text, channel, lastTell, lastOutgoing)` → `Publish(SendChatCmd)` | +| `UiDatFont` | no change | `Font` | already implements retail glyph advance | + +**Why two widget classes (`UiChatView` + `UiChatInput`) when retail uses one +`UIElement_Text` with mode bits:** acdream's retained-mode widget layer predates +D.2b; the behavioral contract (read-only multiline scroll vs editable one-line) is +identical, only the class split differs. Accepted **ADAPTATION** divergence; both +classes share the `UiDatFont.GlyphAdvance` measure seam so geometry is consistent. + +**Placeholder swap:** the transcript (`0x10000011`) and input (`0x10000016`) +render no background sprite of their own (bg comes from parent panels +`0x10000010` / `0x10000013`), so `ChatWindowController` reads each placeholder's +rect + anchors, instantiates `UiChatView` / `UiChatInput` there, adds it to the +placeholder's parent, and removes the placeholder. Mirrors `GetChildRecursive(id)` +binding in `ChatInterface::PostInit`. + +## 5. Data flow + +- **Inbound:** `ChatLog → ChatVM.RecentLinesDetailed()` (200-deep tail) → + `UiChatView.LinesProvider` (per-`ChatKind` color via `RetailChatColor`). Pipeline + unchanged. Bottom-pin + 10k cap are `UiChatView`/`UiScrollable` behavior. +- **Outbound:** `UiChatInput.OnSubmit(text)` → + `ChatCommandRouter.Submit(text, vm, commandBus, activeChannel)` → `SendChatCmd` + → `LiveCommandBus` → `WorldSession`. `activeChannel` comes from `UiChannelMenu`. +- **Channel:** `UiChannelMenu` selection → `ChatWindowController._activeChannel` + (→ `ChatInputParser` default channel) + menu label update. +- **Scroll:** transcript content height → `UiScrollable` → `UiChatScrollbar` thumb; + wheel/buttons/drag → `UiScrollable.ScrollY` → transcript draw offset. + +## 6. Faithfulness decisions / divergence-register rows + +Add on landing (category in parens): +1. **(Adaptation)** Transcript + input are two classes (`UiChatView`/`UiChatInput`) + not one mode-flagged `UIElement_Text`. Behavior identical. +2. **(Approximation)** Transcript renders pre-split `ChatLog` lines 1:1; no + in-element word-wrap at panel width. Symptom: long lines not re-wrapped on + horizontal resize. `file:line` = `UiChatView.cs`. +3. **(Approximation)** One color per display line, not per-glyph styled runs. +4. **(Stopgap)** Numbered chat tabs render but don't switch / filter chat kinds. +5. **(Stopgap)** Squelch toggle + clickable name-tags render/parse-absent. +6. **(Approximation)** Single default translucency; no focused/unfocused opacity + transition; default dat font face+size (no `sm_nFontFace` config). + +Retire nothing (no existing register row is fixed by this work). + +## 7. Build sequence (tasks for the plan) + +Pipelineable where independent; `ChatWindowController` (G) and the `GameWindow` +cutover (H) are the integration barrier. + +- **A. `ChatCommandRouter`** — extract the submit flow from `ChatPanel` into a + pure `UI.Abstractions` helper; `ChatPanel` calls it; tests for client-command / + unknown-verb / parse / publish parity. *(UI.Abstractions; no GL.)* +- **B. `UiChatView` dat-font seam** — add `UiDatFont? DatFont`; prefer it in draw + + `HitChar` advance + selection measure + `LineHeight`; change `WheelLines` 3→1; + keep `BitmapFont` fallback. Tests: advance/hit-test with a synthetic dat font. +- **C. `UiScrollable`** — port `UIElement_Scrollable` math (pixel clamp, thumb + ratio/offset, line/page delta). Pure, fully unit-tested (no GL). +- **D. `UiChatScrollbar`** — own imported track/thumb/up-down sprites; size+place + thumb from `UiScrollable`; wheel/button/drag → scroll. Locate the right-side + up/down button ids in the dat here. +- **E. `UiChatInput`** — editable one-line widget: caret (`MeasurePrefix` = + `UiDatFont.MeasureWidth(text[..caret])`), insert/delete, Home/End/arrows, + 100-entry history with `−1`=live sentinel, focus sprite swap, `OnSubmit`. Tests + for caret math + history. +- **F. `UiChannelMenu`** — channel dropdown (port `UIElement_Menu` minimally); + 13 channels → `ChatChannelKind`; selection event + label. +- **G. `ChatWindowController`** — `LayoutImporter.Import(0x21000006)`; bind by id; + swap transcript/input; wire scrollbar/menu/send/max-min; route inbound (ChatVM) + + outbound (`ChatCommandRouter`); translucency. +- **H. `GameWindow` cutover** — replace the hand-authored + `UiNineSlicePanel`+`UiChatView` block with `ChatWindowController`; default + bottom-left position + resizable; remove dead code; add divergence rows; + `dotnet build` + `dotnet test` green. + +## 8. Testing strategy + +- **Pure/unit (no GL, no dats):** `ChatCommandRouter` parity; `UiScrollable` + clamp/thumb/delta golden values from the decomp; `UiChatInput` caret index ↔ + pixel + history navigation; `UiChatView` dat-font advance/hit-test via the + `Func` seam. +- **Layout/import (dat-free fixture):** extend the importer fixture pattern with a + `chat_21000006.json` tree (via `ImportInfos`) asserting the element→role map and + rects. +- **Real-dat smoke:** `LayoutImporter.Import(0x21000006)` against the live dat + resolves the root + all bound ids before wiring (guarded, like the vitals smoke). +- **Visual acceptance (user):** launch live `ACDREAM_RETAIL_UI=1`; compare to the + retail screenshot — transcript scrolls, input types + sends, channel menu + switches, Send works, scrollbar drags, window moves/resizes, translucency. + +## 9. Acceptance criteria + +- [ ] Chat window is built from `LayoutDesc 0x21000006` via `LayoutImporter` — no + hand-authored chat rect remains in `GameWindow.cs`. +- [ ] Transcript renders inbound chat in the **dat font**, per-`ChatKind` color, + bottom-pinned, 10k-cap, mouse-wheel = 1 line/notch, drag-select + Ctrl+C kept. +- [ ] Right-side scrollbar: thumb sizes to content, drag + up/down scroll the + transcript. +- [ ] Input: type, caret moves, backspace/delete, up/down history, **Enter and the + Send button both submit** through `ChatCommandRouter` → wire. +- [ ] `Chat ▸` menu opens, lists channels, selection changes the outbound channel + + updates the label. +- [ ] Max/min toggles window height; window moves + resizes; translucent frame. +- [ ] Every ported widget cites a `class::method @address`; every deferral has a + divergence-register row. +- [ ] `dotnet build` + `dotnet test` green; user visual sign-off. + +## 10. Deferred / follow-ups (filed, not built) + +In-element word-wrap (+ selection rework); numbered-tab switching + per-tab chat +filtering; squelch; clickable name-tags; per-glyph styled runs; configurable font +face/size; active/inactive opacity transition; the unidentified top-level Type-5 +ListBox `0x1000001D` (not bound by `ChatInterface`; likely a floaty/options element). diff --git a/src/AcDream.Cli/LayoutIndexDump.cs b/src/AcDream.Cli/LayoutIndexDump.cs new file mode 100644 index 00000000..5276486c --- /dev/null +++ b/src/AcDream.Cli/LayoutIndexDump.cs @@ -0,0 +1,101 @@ +using System.Reflection; +using DatReaderWriter; +using DatReaderWriter.DBObjs; +using DatReaderWriter.Options; +using DatReaderWriter.Types; + +namespace AcDream.Cli; + +/// +/// Read-only research diagnostic: index EVERY UI in the +/// dat by its root element's Type + size + an element-Type histogram, so a +/// panel re-drive can locate its layout from the decomp-registered class id +/// (e.g. gmMainChatUI registers type 0x10000041 → the chat window +/// is the layout whose root element has Type 0x10000041). Optionally filter to a +/// single root Type. No writes; purely a console dump used during brainstorming. +/// +public static class LayoutIndexDump +{ + public static int Run(string datDir, string? rootTypeText) + { + if (!Directory.Exists(datDir)) { Console.Error.WriteLine($"error: dir not found: {datDir}"); return 2; } + using var dats = new DatCollection(datDir, DatAccessType.Read); + + uint? filter = null; + if (!string.IsNullOrWhiteSpace(rootTypeText)) + { + var t = rootTypeText.Trim(); + if (t.StartsWith("0x", StringComparison.OrdinalIgnoreCase)) t = t[2..]; + if (uint.TryParse(t, System.Globalization.NumberStyles.HexNumber, null, out var f)) filter = f; + } + + Console.WriteLine(filter is { } ff + ? $"=== LayoutDescs with a root element of Type 0x{ff:X8} ===" + : "=== All LayoutDescs (id : root element Type : size : #elements : type histogram) ==="); + + int total = 0, shown = 0; + foreach (var id in dats.GetAllIdsOfType().OrderBy(x => x)) + { + var l = dats.Get(id); + if (l is null) continue; + total++; + + // The root is the single top-level element (or, if several, the largest). + ElementDesc? root = null; + foreach (var kv in l.Elements) + if (root is null || Area(kv.Value) > Area(root)) root = kv.Value; + if (root is null) continue; + + if (filter is { } want && root.Type != want) continue; + shown++; + + var hist = new SortedDictionary(); + int count = 0; + CountTypes(root, hist, ref count); + string h = string.Join(" ", hist.Select(kv => $"{TypeName(kv.Key)}×{kv.Value}")); + Console.WriteLine( + $" 0x{id:X8} root=0x{root.ElementId:X8} type=0x{root.Type:X8}({TypeName(root.Type)}) " + + $"{root.Width}x{root.Height} n={count} [{h}]"); + } + + Console.WriteLine(); + Console.WriteLine($"shown {shown} / {total} LayoutDescs."); + return 0; + } + + private static long Area(ElementDesc e) => (long)e.Width * e.Height; + + private static void CountTypes(ElementDesc e, SortedDictionary hist, ref int count) + { + count++; + hist[e.Type] = hist.TryGetValue(e.Type, out var c) ? c + 1 : 1; + foreach (var kv in e.Children) + CountTypes(kv.Value, hist, ref count); + } + + private static string TypeName(uint t) => t switch + { + 0 => "Text0", + 1 => "Button", + 2 => "Dragbar", + 3 => "Field", + 5 => "ListBox", + 6 => "Menu", + 7 => "Meter", + 8 => "Panel", + 9 => "Resizebar", + 0xB => "Scrollbar", + 0xC => "Text", + 0xD => "Viewport", + 0xE => "Browser", + 0x10 => "ColorPicker", + 0x11 => "GroupBox", + 0x12 => "Proto", + 0x10000041 => "gmMainChatUI", + 0x10000040 => "gmFloatyChatUI", + 0x10000050 => "gmFloatyMainChatUI", + 0x10000042 => "gmChatOptionsUI", + 0x10000009 => "gmVitalsUI", + _ => $"0x{t:X}", + }; +} diff --git a/src/AcDream.Cli/Program.cs b/src/AcDream.Cli/Program.cs index 6be503c4..44094b55 100644 --- a/src/AcDream.Cli/Program.cs +++ b/src/AcDream.Cli/Program.cs @@ -31,6 +31,18 @@ if (args.Length >= 1 && args[0] == "dump-vitals-layout") return VitalsLayoutDump.Run(dvlDatDir, dvlLayout); } +if (args.Length >= 1 && args[0] == "list-ui-layouts") +{ + string? luiDatDir = args.ElementAtOrDefault(1) ?? Env.GetEnvironmentVariable("ACDREAM_DAT_DIR"); + string? luiRootType = args.ElementAtOrDefault(2); + if (string.IsNullOrWhiteSpace(luiDatDir)) + { + Console.Error.WriteLine("usage: AcDream.Cli list-ui-layouts [0xRootType]"); + return 2; + } + return LayoutIndexDump.Run(luiDatDir, luiRootType); +} + if (args.Length >= 1 && args[0] == "render-vitals-mockup") { string? rvmDatDir = args.ElementAtOrDefault(1) ?? Env.GetEnvironmentVariable("ACDREAM_DAT_DIR"); From 3d25e8760f93af52110bd98116c30e6fc17f85f4 Mon Sep 17 00:00:00 2001 From: Erik Date: Mon, 15 Jun 2026 22:04:35 +0200 Subject: [PATCH 098/223] @ docs(D.2b): chat-window re-drive implementation plan (8 tasks A-H) TDD task breakdown for the data-driven chat window: ChatCommandRouter extraction (A), UiChatView dat-font (B), UiScrollable + wire-in (C/C2), UiChatScrollbar (D), UiChatInput (E), UiChannelMenu (F), ChatWindowController bind/route (G), GameWindow cutover + divergence rows (H). Each ported widget cites its retail class::method. Plan: docs/superpowers/plans/2026-06-15-chat-window-redrive.md Spec: docs/superpowers/specs/2026-06-15-chat-window-redrive-design.md Co-Authored-By: Claude Opus 4.8 (1M context) @ --- .../plans/2026-06-15-chat-window-redrive.md | 1484 +++++++++++++++++ 1 file changed, 1484 insertions(+) create mode 100644 docs/superpowers/plans/2026-06-15-chat-window-redrive.md diff --git a/docs/superpowers/plans/2026-06-15-chat-window-redrive.md b/docs/superpowers/plans/2026-06-15-chat-window-redrive.md new file mode 100644 index 00000000..ab96b033 --- /dev/null +++ b/docs/superpowers/plans/2026-06-15-chat-window-redrive.md @@ -0,0 +1,1484 @@ +# Chat-window re-drive Implementation Plan + +> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking. + +**Goal:** Replace the hand-authored retail chat window with a data-driven one built from dat `LayoutDesc 0x21000006` (`gmMainChatUI`), with faithful behavioral widgets ported from the named retail decomp and the dat font. + +**Architecture:** The existing `LayoutImporter` builds the generic frame (bg sprites, resize bar, grip chrome, tabs, send button) from the dat. A new `ChatWindowController` (the `ChatInterface`/`gmMainChatUI::PostInit` analogue) binds behavior by element id: it swaps the transcript/input placeholder nodes for new behavioral widgets, wires the scrollbar/menu/send/max-min, and routes inbound chat (from `ChatVM`) and outbound (through a shared `ChatCommandRouter`). New widgets port `UIElement_Text`/`_Scrollable`/`_Scrollbar`/`_Menu`. + +**Tech Stack:** C# / .NET 10, Silk.NET (GL), the in-tree retained-mode UI toolkit (`src/AcDream.App/UI/`), `DatReaderWriter` (dat reads), xUnit (`tests/`). + +**Spec:** `docs/superpowers/specs/2026-06-15-chat-window-redrive-design.md` — read it first. It has the element→role map, decomp citations, and the divergence rows. The decomp is `docs/research/named-retail/acclient_2013_pseudo_c.txt`. + +--- + +## File Structure + +**Create:** +- `src/AcDream.UI.Abstractions/Panels/Chat/ChatCommandRouter.cs` — shared submit pipeline (client-command intercept → unknown-verb guard → `ChatInputParser.Parse` → `Publish(SendChatCmd)`). Pure, no GL. +- `src/AcDream.App/UI/UiScrollable.cs` — pixel-scroll coordinator (ports `UIElement_Scrollable` math). Pure, no GL. +- `src/AcDream.App/UI/UiChatInput.cs` — editable one-line text widget (ports `UIElement_Text` edit path). +- `src/AcDream.App/UI/UiChatScrollbar.cs` — right-side scrollbar widget (track + thumb + up/down) driving a `UiScrollable`. +- `src/AcDream.App/UI/UiChannelMenu.cs` — channel-selector dropdown (ports `UIElement_Menu`). +- `src/AcDream.App/UI/Layout/ChatWindowController.cs` — import + bind-by-id + route (the `ChatInterface`/`gmMainChatUI` analogue). +- Tests: `tests/AcDream.UI.Abstractions.Tests/Panels/Chat/ChatCommandRouterTests.cs`, + `tests/AcDream.App.Tests/UI/UiScrollableTests.cs`, + `tests/AcDream.App.Tests/UI/UiChatInputTests.cs`, + `tests/AcDream.App.Tests/UI/UiChatViewDatFontTests.cs`. + +**Modify:** +- `src/AcDream.App/UI/UiChatView.cs` — add `UiDatFont? DatFont`; dat-font measure/advance/draw; wheel = 1 line/notch; `UiScrollable` integration. +- `src/AcDream.UI.Abstractions/Panels/Chat/ChatPanel.cs` — call `ChatCommandRouter` instead of the inline submit block. +- `src/AcDream.App/Rendering/GameWindow.cs` — replace the hand-authored chat block (~line 1836) with `ChatWindowController`. +- `docs/architecture/retail-divergence-register.md` — add the 6 deferral rows. +- `docs/plans/2026-04-11-roadmap.md` — mark the chat re-drive landed. + +--- + +## Task A: `ChatCommandRouter` (shared submit pipeline) + +Extract the submit + client-command logic from `ChatPanel` so both the ImGui chat and the retail chat dispatch identically. `ChatPanel` currently hardcodes `ChatChannelKind.Say`; the router parameterizes the default channel (the retail chat passes the channel-menu selection). + +**Files:** +- Create: `src/AcDream.UI.Abstractions/Panels/Chat/ChatCommandRouter.cs` +- Test: `tests/AcDream.UI.Abstractions.Tests/Panels/Chat/ChatCommandRouterTests.cs` +- Modify: `src/AcDream.UI.Abstractions/Panels/Chat/ChatPanel.cs` (call the router) + +- [ ] **Step 1: Write the failing tests** + +Create `tests/AcDream.UI.Abstractions.Tests/Panels/Chat/ChatCommandRouterTests.cs`: + +```csharp +using AcDream.Core.Chat; +using AcDream.UI.Abstractions; +using AcDream.UI.Abstractions.Panels.Chat; +using Xunit; + +namespace AcDream.UI.Abstractions.Tests.Panels.Chat; + +public class ChatCommandRouterTests +{ + // Minimal in-memory command bus capturing the last published SendChatCmd. + private sealed class CaptureBus : ICommandBus + { + public SendChatCmd? Last; + public void Publish(T command) where T : notnull + { + if (command is SendChatCmd c) Last = c; + } + } + + private static (ChatVM vm, ChatLog log, CaptureBus bus) Fixture() + { + var log = new ChatLog(); + var vm = new ChatVM(log, displayLimit: 50); + return (vm, log, new CaptureBus()); + } + + [Fact] + public void PlainText_PublishesOnDefaultChannel() + { + var (vm, _, bus) = Fixture(); + var outcome = ChatCommandRouter.Submit("hello there", vm, bus, ChatChannelKind.Say); + Assert.Equal(SubmitOutcome.Sent, outcome); + Assert.NotNull(bus.Last); + Assert.Equal(ChatChannelKind.Say, bus.Last!.Channel); + Assert.Equal("hello there", bus.Last.Text); + } + + [Fact] + public void DefaultChannel_IsHonored() + { + var (vm, _, bus) = Fixture(); + ChatCommandRouter.Submit("hi", vm, bus, ChatChannelKind.Fellowship); + Assert.Equal(ChatChannelKind.Fellowship, bus.Last!.Channel); + } + + [Fact] + public void ClearCommand_DrainsLog_DoesNotPublish() + { + var (vm, log, bus) = Fixture(); + log.OnSystemMessage("x", 0); + var outcome = ChatCommandRouter.Submit("/clear", vm, bus, ChatChannelKind.Say); + Assert.Equal(SubmitOutcome.ClientHandled, outcome); + Assert.Null(bus.Last); + Assert.Empty(log.Snapshot()); + } + + [Fact] + public void UnknownSlashVerb_ShowsSystemMessage_DoesNotPublish() + { + var (vm, log, bus) = Fixture(); + var outcome = ChatCommandRouter.Submit("/notacommand", vm, bus, ChatChannelKind.Say); + Assert.Equal(SubmitOutcome.UnknownCommand, outcome); + Assert.Null(bus.Last); + Assert.Contains(log.Snapshot(), e => e.Text.Contains("Unknown command")); + } + + [Fact] + public void EmptyInput_DoesNothing() + { + var (vm, _, bus) = Fixture(); + var outcome = ChatCommandRouter.Submit(" ", vm, bus, ChatChannelKind.Say); + Assert.Equal(SubmitOutcome.Empty, outcome); + Assert.Null(bus.Last); + } +} +``` + +> Verify the `ChatLog` / `ICommandBus` / `ChatVM` APIs used above match the real +> types before running (`ChatLog.OnSystemMessage(string, int)`, `ChatLog.Snapshot()`, +> `ChatLog.Clear()`, `ICommandBus.Publish`). Adjust the fixture if signatures differ. + +- [ ] **Step 2: Run the tests to verify they fail** + +Run: `dotnet test tests/AcDream.UI.Abstractions.Tests --filter ChatCommandRouterTests` +Expected: FAIL — `ChatCommandRouter` / `SubmitOutcome` do not exist. + +- [ ] **Step 3: Implement `ChatCommandRouter`** + +Create `src/AcDream.UI.Abstractions/Panels/Chat/ChatCommandRouter.cs`. Move the +client-command + unknown-verb + parse + publish logic out of `ChatPanel` +(`ChatPanel.TryHandleClientCommand` + the submit block at `ChatPanel.cs:191-242`): + +```csharp +using System; +using AcDream.UI.Abstractions.Panels.Chat; + +namespace AcDream.UI.Abstractions.Panels.Chat; + +/// What a submit did, so the caller can clear its input + give feedback. +public enum SubmitOutcome { Empty, ClientHandled, UnknownCommand, Sent, Dropped } + +/// +/// Shared chat-submit pipeline (retail ChatInterface::ProcessCommand @0x4f5100 +/// analogue). Both the ImGui devtools and the retail +/// chat window route through here so command handling stays in one place. +/// +/// Order mirrors the prior inline flow: +/// client-command intercept → unknown-slash-verb guard → +/// → Publish(SendChatCmd). +/// +public static class ChatCommandRouter +{ + public static SubmitOutcome Submit( + string raw, ChatVM vm, ICommandBus bus, ChatChannelKind defaultChannel) + { + ArgumentNullException.ThrowIfNull(vm); + ArgumentNullException.ThrowIfNull(bus); + var trimmed = (raw ?? string.Empty).Trim(); + if (trimmed.Length == 0) return SubmitOutcome.Empty; + + if (TryHandleClientCommand(trimmed, vm)) return SubmitOutcome.ClientHandled; + + // A '/' prefix is a command, never speech — unknown ones get local feedback + // instead of leaking to the server as chat. (@ verbs pass through to ACE.) + if (trimmed[0] == '/') + { + var verb = ChatInputParser.GetVerbToken(trimmed); + if (!ChatInputParser.IsKnownVerb(verb)) + { + vm.ShowSystemMessage( + $"Unknown command: {verb}. Type /help for the list of supported commands."); + return SubmitOutcome.UnknownCommand; + } + } + + var parsed = ChatInputParser.Parse( + trimmed, defaultChannel, vm.LastIncomingTellSender, vm.LastOutgoingTellTarget); + if (parsed is { } p) + { + bus.Publish(new SendChatCmd(p.Channel, p.TargetName, p.Text)); + return SubmitOutcome.Sent; + } + return SubmitOutcome.Dropped; // e.g. "/t Name" with no message + } + + private static bool TryHandleClientCommand(string trimmed, ChatVM vm) + { + if (EqAny(trimmed, "/help", "/?", "/h", "@help", "@?", "@h")) + { vm.ShowSystemMessage(BuildHelpText()); return true; } + if (EqAny(trimmed, "/clear", "/cls", "@clear", "@cls")) + { vm.Clear(); return true; } + if (EqAny(trimmed, "/framerate", "@framerate")) + { vm.ShowFps(); return true; } + if (EqAny(trimmed, "/loc", "@loc")) + { vm.ShowLocation(); return true; } + return false; + } + + private static bool EqAny(string s, params string[] options) + { + for (int i = 0; i < options.Length; i++) + if (s.Equals(options[i], StringComparison.OrdinalIgnoreCase)) return true; + return false; + } + + private static string BuildHelpText() => + "Note: / and @ are equivalent prefixes.\n" + + "Chat: /say (default), /tell , /reply, /retell\n" + + "Channels: /general /trade /fellowship /allegiance\n" + + " /patron /vassals /monarch /covassals\n" + + " /lfg /roleplay /society /olthoi\n" + + "Client: /help (this) /clear /framerate /loc\n" + + "Server: type @acehelp or @acecommands for ACE's full list."; +} +``` + +- [ ] **Step 4: Run the tests to verify they pass** + +Run: `dotnet test tests/AcDream.UI.Abstractions.Tests --filter ChatCommandRouterTests` +Expected: PASS (5 tests). + +- [ ] **Step 5: Repoint `ChatPanel` at the router** + +In `src/AcDream.UI.Abstractions/Panels/Chat/ChatPanel.cs`, replace the submit body +(`ChatPanel.cs:194-241`, the `var trimmed = submitted.Trim();` block through +`_input = string.Empty;`) with a single call, and delete the now-dead +`TryHandleClientCommand` / `EqAny` / `BuildHelpText` helpers (they moved to the router): + +```csharp +if (renderer.InputTextSubmit("##chatinput", ref _input, InputBufferMaxLen, out var submitted) + && submitted is not null) +{ + ChatCommandRouter.Submit(submitted, _vm, ctx.Commands, ChatChannelKind.Say); + _input = string.Empty; + renderer.EndChild(); + renderer.End(); + return; +} +``` + +- [ ] **Step 6: Verify the full suite still passes** + +Run: `dotnet test tests/AcDream.UI.Abstractions.Tests` +Expected: PASS — including the existing `ChatPanelInputTests` (they assert the same submit behavior, now via the router). If any assert on a private `ChatPanel` member, redirect it to `ChatCommandRouter`. + +- [ ] **Step 7: Commit** + +```bash +git add src/AcDream.UI.Abstractions/Panels/Chat/ChatCommandRouter.cs \ + src/AcDream.UI.Abstractions/Panels/Chat/ChatPanel.cs \ + tests/AcDream.UI.Abstractions.Tests/Panels/Chat/ChatCommandRouterTests.cs +git commit -m "feat(D.2b): extract ChatCommandRouter — shared chat submit pipeline + +Co-Authored-By: Claude Opus 4.8 (1M context) " +``` + +--- + +## Task B: `UiChatView` dat-font seam + 1-line wheel + +Make the transcript render in the dat font and scroll one line per wheel notch +(retail `HandleMouseWheel @0x471450`), keeping bottom-pin, drag-select, Ctrl+C. + +**Files:** +- Modify: `src/AcDream.App/UI/UiChatView.cs` +- Test: `tests/AcDream.App.Tests/UI/UiChatViewDatFontTests.cs` + +- [ ] **Step 1: Write the failing test** + +Create `tests/AcDream.App.Tests/UI/UiChatViewDatFontTests.cs`. `UiChatView.CharIndexAt` +is already a pure static taking a `Func` advance lookup — assert the +dat-font advance (`UiDatFont.GlyphAdvance`) drives caret hit-testing: + +```csharp +using AcDream.App.UI; +using DatReaderWriter.Types; +using Xunit; + +namespace AcDream.App.Tests.UI; + +public class UiChatViewDatFontTests +{ + // Synthetic per-char advance: each glyph 10px wide (Before=2,Width=6,After=2). + private static FontCharDesc Glyph(char c) => new() + { + Unicode = c, HorizontalOffsetBefore = 2, Width = 6, HorizontalOffsetAfter = 2, + OffsetX = 0, OffsetY = 0, Height = 12, VerticalOffsetBefore = 0, + }; + + [Fact] + public void CharIndexAt_UsesDatGlyphAdvance() + { + // "abc" with 10px advances -> midpoints at 5,15,25. x=12 -> caret before 'b' (index 1). + float Adv(char c) => UiDatFont.GlyphAdvance(Glyph(c)); + Assert.Equal(0, UiChatView.CharIndexAt("abc", Adv, 4f)); + Assert.Equal(1, UiChatView.CharIndexAt("abc", Adv, 12f)); + Assert.Equal(3, UiChatView.CharIndexAt("abc", Adv, 100f)); + } + + [Fact] + public void GlyphAdvance_MatchesRetailFormula() + { + // HorizontalOffsetBefore + Width + HorizontalOffsetAfter = 2+6+2 = 10. + Assert.Equal(10f, UiDatFont.GlyphAdvance(Glyph('x'))); + } +} +``` + +- [ ] **Step 2: Run to verify it fails or passes-trivially** + +Run: `dotnet test tests/AcDream.App.Tests --filter UiChatViewDatFontTests` +Expected: PASS for `GlyphAdvance_MatchesRetailFormula` (it's existing), FAIL only if +`FontCharDesc` field names differ — fix the `Glyph(...)` initializer to match the +real `DatReaderWriter.Types.FontCharDesc` (verify via the type before running). The +first test should already pass since `CharIndexAt` is font-agnostic; this test pins +the dat-font advance as the lookup. + +- [ ] **Step 3: Add the dat-font draw + scroll path to `UiChatView`** + +In `src/AcDream.App/UI/UiChatView.cs`: + +1. Add a property next to `Font`: +```csharp +/// Retail dat font (0x40000000) for the transcript. When set, glyphs +/// render via the two-pass dat-font blit and measure/hit-test use the dat glyph +/// advance; when null, the debug BitmapFont path is used. Set by the controller. +public UiDatFont? DatFont { get; set; } +``` +2. Change the wheel quantum to one line per notch (retail `HandleMouseWheel`): +```csharp +private const float WheelLines = 1f; // retail: 1 line per wheel notch (was 3) +``` +3. In `OnDraw`, branch on `DatFont`: use `DatFont.LineHeight` for `lh`, draw each + line with `ctx.DrawStringDat(DatFont, text, Padding, y, color)`, and measure the + selection-highlight span with `DatFont.MeasureWidth(...)`. Keep the `BitmapFont` + branch unchanged as the fallback. Cache `_lastDatFont` alongside `_lastFont` so + `HitChar` uses the same advance source it drew with. +4. In `HitChar`, when `_lastDatFont` is set, build the advance lookup from it: +```csharp +int col = _lastDatFont is { } df + ? CharIndexAt(text, ch => df.TryGetGlyph(ch, out var g) ? UiDatFont.GlyphAdvance(g) : 0f, + localX - _lastPadding) + : (_lastFont is { } bf + ? CharIndexAt(text, ch => bf.TryGetGlyph(ch, out var bg) ? bg.Advance : 0f, + localX - _lastPadding) + : 0); +``` +5. In the `Scroll` event, use the dat-font line height when present: +```csharp +float lh = DatFont?.LineHeight ?? (Font ?? _lastFont)?.LineHeight ?? 16f; +``` + +- [ ] **Step 4: Run the tests to verify they pass** + +Run: `dotnet test tests/AcDream.App.Tests --filter UiChatViewDatFontTests` +Expected: PASS. + +- [ ] **Step 5: Build the App project** + +Run: `dotnet build src/AcDream.App/AcDream.App.csproj -c Debug` +Expected: 0 errors. + +- [ ] **Step 6: Commit** + +```bash +git add src/AcDream.App/UI/UiChatView.cs tests/AcDream.App.Tests/UI/UiChatViewDatFontTests.cs +git commit -m "feat(D.2b): UiChatView dat-font transcript + 1-line wheel quantum + +Co-Authored-By: Claude Opus 4.8 (1M context) " +``` + +--- + +## Task C: `UiScrollable` (pixel-scroll coordinator) + +Port `UIElement_Scrollable`'s pixel-scroll math: a pure, GL-free coordinator the +transcript and scrollbar both read. No `UiElement` inheritance — it is held by +`UiChatView` and queried by `UiChatScrollbar`. + +**Files:** +- Create: `src/AcDream.App/UI/UiScrollable.cs` +- Test: `tests/AcDream.App.Tests/UI/UiScrollableTests.cs` + +- [ ] **Step 1: Write the failing tests** + +Create `tests/AcDream.App.Tests/UI/UiScrollableTests.cs`: + +```csharp +using AcDream.App.UI; +using Xunit; + +namespace AcDream.App.Tests.UI; + +public class UiScrollableTests +{ + [Fact] + public void Clamp_KeepsScrollWithinContent() + { + var s = new UiScrollable { ContentHeight = 300, ViewHeight = 100 }; + s.SetScrollY(500); // over max + Assert.Equal(200, s.ScrollY); // max = 300-100 + s.SetScrollY(-50); + Assert.Equal(0, s.ScrollY); + } + + [Fact] + public void FitsView_PinsToZero() + { + var s = new UiScrollable { ContentHeight = 80, ViewHeight = 100 }; + s.SetScrollY(40); + Assert.Equal(0, s.ScrollY); // content <= view => no scroll + Assert.False(s.HasOverflow); + } + + [Fact] + public void ThumbRatio_IsViewOverContent_ClampedToOne() + { + var s = new UiScrollable { ContentHeight = 400, ViewHeight = 100 }; + Assert.Equal(0.25f, s.ThumbRatio, 3); // 100/400 + var full = new UiScrollable { ContentHeight = 50, ViewHeight = 100 }; + Assert.Equal(1f, full.ThumbRatio, 3); // content < view => full thumb + } + + [Fact] + public void PositionRatio_MapsScrollToZeroOne() + { + var s = new UiScrollable { ContentHeight = 300, ViewHeight = 100 }; + s.SetScrollY(100); // half of max(200) + Assert.Equal(0.5f, s.PositionRatio, 3); + s.SetScrollY(200); + Assert.Equal(1f, s.PositionRatio, 3); + } + + [Fact] + public void SetPositionRatio_IsInverseOfPositionRatio() + { + var s = new UiScrollable { ContentHeight = 300, ViewHeight = 100 }; + s.SetPositionRatio(0.5f); + Assert.Equal(100, s.ScrollY); // 0.5 * max(200) + } + + [Fact] + public void ScrollByLines_AdvancesByLineHeight() + { + var s = new UiScrollable { ContentHeight = 1000, ViewHeight = 100, LineHeight = 16 }; + s.ScrollByLines(-2); // retail: negative = toward older/top + Assert.Equal(0, s.ScrollY); // already at top, clamped + s.SetScrollY(50); + s.ScrollByLines(2); + Assert.Equal(82, s.ScrollY); // 50 + 2*16 + } + + [Fact] + public void ScrollByPage_AdvancesByViewHeight() + { + var s = new UiScrollable { ContentHeight = 1000, ViewHeight = 100, LineHeight = 16 }; + s.SetScrollY(200); + s.ScrollByPage(1); + Assert.Equal(300, s.ScrollY); // 200 + view(100) + } +} +``` + +- [ ] **Step 2: Run to verify they fail** + +Run: `dotnet test tests/AcDream.App.Tests --filter UiScrollableTests` +Expected: FAIL — `UiScrollable` does not exist. + +- [ ] **Step 3: Implement `UiScrollable`** + +Create `src/AcDream.App/UI/UiScrollable.cs`. Ports `UIElement_Scrollable` +(`SetScrollableXY @0x4740c0`, `UpdateScrollbarSize_ @0x4741a0`, +`UpdateScrollbarPosition_ @0x473f20`, `InqScrollDelta @0x4689b0`): + +```csharp +using System; + +namespace AcDream.App.UI; + +/// +/// Pixel-based vertical scroll model. Port of retail UIElement_Scrollable: +/// the scroll offset is an integer pixel value (m_iScrollableY) clamped to +/// [0, ContentHeight - ViewHeight]; the thumb ratio is view/content; the position +/// ratio is scroll/(content-view). Pure (no GL) so it is fully unit-tested and +/// shared by the transcript (UiChatView) and the scrollbar (UiChatScrollbar). +/// +public sealed class UiScrollable +{ + /// Total wrapped content height in px (UIElement_Scrollable m_iScrollableHeight). + public int ContentHeight { get; set; } + /// Visible viewport height in px. + public int ViewHeight { get; set; } + /// Pixels per text line (the scroll quantum). UIElement_Text::InqScrollDelta line case. + public int LineHeight { get; set; } = 16; + + private int _scrollY; + /// Current scroll offset in px from the top of the content. + public int ScrollY => _scrollY; + + /// Max scroll = max(0, content - view). + public int MaxScroll => Math.Max(0, ContentHeight - ViewHeight); + + /// True when content exceeds the view (a scrollbar is warranted). + public bool HasOverflow => ContentHeight > ViewHeight; + + /// True when the offset is at (or past) the bottom — used for bottom-pin. + public bool AtEnd => _scrollY >= MaxScroll; + + /// Set the offset, clamped to [0, MaxScroll] (SetScrollableXY clamp). + public void SetScrollY(int y) => _scrollY = Math.Clamp(y, 0, MaxScroll); + + /// Pin to the bottom (newest content visible). + public void ScrollToEnd() => _scrollY = MaxScroll; + + /// Thumb size ratio = view/content, clamped to 1 (UpdateScrollbarSize_). + public float ThumbRatio => ContentHeight <= 0 ? 1f : Math.Min(1f, (float)ViewHeight / ContentHeight); + + /// Position ratio = scroll/(content-view) in [0,1] (UpdateScrollbarPosition_). + public float PositionRatio => MaxScroll <= 0 ? 0f : (float)_scrollY / MaxScroll; + + /// Inverse of PositionRatio — used when the user drags the thumb. + public void SetPositionRatio(float ratio) + => SetScrollY((int)MathF.Round(Math.Clamp(ratio, 0f, 1f) * MaxScroll)); + + /// Scroll by whole lines (sign: +down/newer, -up/older). + public void ScrollByLines(int lines) => SetScrollY(_scrollY + lines * LineHeight); + + /// Scroll by a page = one view height (InqScrollDelta page case). + public void ScrollByPage(int pages) => SetScrollY(_scrollY + pages * ViewHeight); +} +``` + +- [ ] **Step 4: Run the tests to verify they pass** + +Run: `dotnet test tests/AcDream.App.Tests --filter UiScrollableTests` +Expected: PASS (7 tests). + +- [ ] **Step 5: Commit** + +```bash +git add src/AcDream.App/UI/UiScrollable.cs tests/AcDream.App.Tests/UI/UiScrollableTests.cs +git commit -m "feat(D.2b): UiScrollable — pixel scroll model (UIElement_Scrollable port) + +Co-Authored-By: Claude Opus 4.8 (1M context) " +``` + +--- + +## Task C2: Wire `UiScrollable` into `UiChatView` + +Replace `UiChatView`'s ad-hoc `_scroll` float with a `UiScrollable`, so the +transcript's content/view height + bottom-pin + line-scroll flow through the +shared model (and the scrollbar in Task D can read the same instance). + +**Files:** +- Modify: `src/AcDream.App/UI/UiChatView.cs` + +- [ ] **Step 1: Hold a `UiScrollable` + expose it** + +Add to `UiChatView`: +```csharp +/// The scroll model — also read by the linked UiChatScrollbar. +public UiScrollable Scroll { get; } = new(); +``` + +- [ ] **Step 2: Drive it from `OnDraw`** + +In `OnDraw`, after computing `lh`, `contentH`, `innerH`, set the model and read back +the offset instead of the local `_scroll`: +```csharp +Scroll.LineHeight = (int)MathF.Round(lh); +Scroll.ContentHeight = (int)MathF.Ceiling(contentH); +Scroll.ViewHeight = (int)MathF.Floor(innerH); +// Bottom-pin: if the user was at the end before content grew, stay pinned. +if (_pinBottom) Scroll.ScrollToEnd(); +float baseY = bottom - contentH + Scroll.ScrollY; // ScrollY is px from top; baseY shifts content +``` +Keep a `private bool _pinBottom = true;` that is set false when the user scrolls up +(in the `Scroll` event, `_pinBottom = Scroll.AtEnd;` after applying the delta) and +true again when they return to the end. + +> The existing `ClampScroll` static + `_scroll` field are superseded by +> `UiScrollable`. Keep `ClampScroll` if other tests reference it; otherwise remove it +> and update `UiChatView`'s scroll-offset reads to `Scroll.ScrollY`. + +- [ ] **Step 3: Route the wheel through the model** + +In the `Scroll` event handler: +```csharp +case UiEventType.Scroll: +{ + // Silk wheel +Y = scroll up = reveal older. Retail: 1 line per notch. + Scroll.ScrollByLines((int)(-e.Data0 * WheelLines)); + _pinBottom = Scroll.AtEnd; + return true; +} +``` + +- [ ] **Step 4: Build + run the App tests** + +Run: `dotnet build src/AcDream.App/AcDream.App.csproj -c Debug && dotnet test tests/AcDream.App.Tests --filter UiChatView` +Expected: build clean; `UiChatViewDatFontTests` still PASS. Adjust any test that +referenced the removed `_scroll`/`ClampScroll` to use `Scroll`. + +- [ ] **Step 5: Commit** + +```bash +git add src/AcDream.App/UI/UiChatView.cs +git commit -m "feat(D.2b): UiChatView drives the shared UiScrollable model + +Co-Authored-By: Claude Opus 4.8 (1M context) " +``` + +--- + +## Task D: `UiChatScrollbar` (track + thumb + up/down) + +A `UiElement` that renders the right-side scrollbar and drives a `UiScrollable`. +Follows the `UiMeter` sprite pattern (`SpriteResolve` + `ctx.DrawSprite`). + +**Files:** +- Create: `src/AcDream.App/UI/UiChatScrollbar.cs` + +> **First, locate the scroll up/down button ids in the dat.** Run +> `dotnet run --project src/AcDream.Cli -- dump-vitals-layout "" 0x21000006` +> and inspect the children of track `0x10000012` (and the gold caps seen at the +> top/bottom of the scrollbar in the retail screenshot). Record the up-button and +> down-button element ids + their sprite ids in a comment. If the track has no +> button children, the up/down are part of the track sprite and clicks are handled +> by hit-region (top 16px = up, bottom 16px = down). + +- [ ] **Step 1: Implement the widget** + +Create `src/AcDream.App/UI/UiChatScrollbar.cs`: + +```csharp +using System; +using System.Numerics; + +namespace AcDream.App.UI; + +/// +/// Right-side chat scrollbar: a track sprite, a draggable thumb sized to the +/// content/view ratio, and up/down step buttons. Drives a linked +/// . Ports retail UIElement_Scrollbar::UpdateLayout +/// @0x4710d0 (thumb size = trackLen * ThumbRatio, min 8px; thumb pos from +/// PositionRatio) and HandleButtonClick @0x470e90 (step ±1 line). +/// +public sealed class UiChatScrollbar : UiElement +{ + /// The scroll model this bar reflects + drives (shared with the transcript). + public UiScrollable? Model { get; set; } + /// RenderSurface id → (GL tex, w, h). 0 id = skip. + public Func? SpriteResolve { get; set; } + + public uint TrackSprite { get; set; } // 0x10000012 face + public uint ThumbSprite { get; set; } // 0x1000048c face + public uint UpSprite { get; set; } + public uint DownSprite { get; set; } + + private const float MinThumb = 8f; // retail attribute 0x89 floor + private const float ButtonH = 16f; // up/down button square + private bool _draggingThumb; + private float _dragOffsetY; + + public UiChatScrollbar() { CapturesPointerDrag = true; } + + /// Thumb rect in local space (between the two end buttons). + public static (float y, float h) ThumbRect(UiScrollable m, float trackTop, float trackLen) + { + float h = MathF.Max(MinThumb, trackLen * m.ThumbRatio); + float travel = trackLen - h; + float y = trackTop + travel * m.PositionRatio; + return (y, h); + } + + protected override void OnDraw(UiRenderContext ctx) + { + if (Model is not { } m || SpriteResolve is not { } resolve) return; + // Track fills the full height; buttons cap top/bottom; thumb floats between. + DrawSprite(ctx, resolve, TrackSprite, 0, 0, Width, Height); + DrawSprite(ctx, resolve, UpSprite, 0, 0, Width, ButtonH); + DrawSprite(ctx, resolve, DownSprite, 0, Height - ButtonH, Width, ButtonH); + if (m.HasOverflow) + { + float trackTop = ButtonH, trackLen = Height - 2 * ButtonH; + var (ty, th) = ThumbRect(m, trackTop, trackLen); + DrawSprite(ctx, resolve, ThumbSprite, 0, ty, Width, th); + } + } + + private void DrawSprite(UiRenderContext ctx, Func resolve, + uint id, float x, float y, float w, float h) + { + if (id == 0) return; + var (tex, _, _) = resolve(id); + if (tex == 0) return; + ctx.DrawSprite(tex, x, y, w, h, 0f, 0f, 1f, 1f, Vector4.One); + } + + public override bool OnEvent(in UiEvent e) + { + if (Model is not { } m) return false; + switch (e.Type) + { + case UiEventType.MouseDown: + { + float ly = e.Data2; // local Y (UiRoot delivers target-local) + if (ly <= ButtonH) { m.ScrollByLines(-1); return true; } // up button + if (ly >= Height - ButtonH) { m.ScrollByLines(1); return true; } // down button + float trackTop = ButtonH, trackLen = Height - 2 * ButtonH; + var (ty, th) = ThumbRect(m, trackTop, trackLen); + if (ly >= ty && ly <= ty + th) { _draggingThumb = true; _dragOffsetY = ly - ty; } + else m.ScrollByPage(ly < ty ? -1 : 1); // click in track half = page + return true; + } + case UiEventType.MouseMove when _draggingThumb: + { + float trackTop = ButtonH, trackLen = Height - 2 * ButtonH; + float h = MathF.Max(MinThumb, trackLen * m.ThumbRatio); + float travel = MathF.Max(1f, trackLen - h); + m.SetPositionRatio((e.Data2 - _dragOffsetY - trackTop) / travel); + return true; + } + case UiEventType.MouseUp: _draggingThumb = false; return true; + } + return false; + } +} +``` + +- [ ] **Step 2: Build the App project** + +Run: `dotnet build src/AcDream.App/AcDream.App.csproj -c Debug` +Expected: 0 errors. + +- [ ] **Step 3: Commit** + +```bash +git add src/AcDream.App/UI/UiChatScrollbar.cs +git commit -m "feat(D.2b): UiChatScrollbar — track/thumb/buttons driving UiScrollable + +Co-Authored-By: Claude Opus 4.8 (1M context) " +``` + +--- + +## Task E: `UiChatInput` (editable one-line field) + +Port the `UIElement_Text` edit path: caret, insert/delete, 100-entry history, +focus sprite, dat-font draw, submit callback. Caret math reuses `UiDatFont`. + +**Files:** +- Create: `src/AcDream.App/UI/UiChatInput.cs` +- Test: `tests/AcDream.App.Tests/UI/UiChatInputTests.cs` + +- [ ] **Step 1: Write the failing tests** + +Create `tests/AcDream.App.Tests/UI/UiChatInputTests.cs`. The pure, testable seams are +text editing + history navigation (no GL). The widget exposes them as instance state: + +```csharp +using AcDream.App.UI; +using Xunit; + +namespace AcDream.App.Tests.UI; + +public class UiChatInputTests +{ + [Fact] + public void InsertChar_AdvancesCaret() + { + var input = new UiChatInput(); + input.InsertChar('h'); input.InsertChar('i'); + Assert.Equal("hi", input.Text); + Assert.Equal(2, input.CaretPos); + } + + [Fact] + public void Backspace_DeletesBeforeCaret() + { + var input = new UiChatInput(); + foreach (var c in "abc") input.InsertChar(c); + input.MoveCaret(-1); // caret between 'b' and 'c' + input.Backspace(); // deletes 'b' + Assert.Equal("ac", input.Text); + Assert.Equal(1, input.CaretPos); + } + + [Fact] + public void Submit_FiresCallback_ClearsText_PushesHistory() + { + string? sent = null; + var input = new UiChatInput { OnSubmit = t => sent = t }; + foreach (var c in "hello") input.InsertChar(c); + input.Submit(); + Assert.Equal("hello", sent); + Assert.Equal("", input.Text); + Assert.Equal(0, input.CaretPos); + } + + [Fact] + public void EmptySubmit_DoesNotFire() + { + int n = 0; + var input = new UiChatInput { OnSubmit = _ => n++ }; + input.Submit(); + Assert.Equal(0, n); + } + + [Fact] + public void History_UpDownBrowsesPreviousSubmissions() + { + var input = new UiChatInput { OnSubmit = _ => {} }; + foreach (var c in "first") input.InsertChar(c); input.Submit(); + foreach (var c in "second") input.InsertChar(c); input.Submit(); + input.HistoryPrev(); // most recent + Assert.Equal("second", input.Text); + input.HistoryPrev(); + Assert.Equal("first", input.Text); + input.HistoryNext(); + Assert.Equal("second", input.Text); + input.HistoryNext(); // back to live (empty) + Assert.Equal("", input.Text); + } + + [Fact] + public void History_CapsAt100() + { + var input = new UiChatInput { OnSubmit = _ => {} }; + for (int i = 0; i < 150; i++) { input.InsertChar('x'); input.Submit(); } + Assert.True(input.HistoryCount <= 100); + } +} +``` + +- [ ] **Step 2: Run to verify they fail** + +Run: `dotnet test tests/AcDream.App.Tests --filter UiChatInputTests` +Expected: FAIL — `UiChatInput` does not exist. + +- [ ] **Step 3: Implement `UiChatInput`** + +Create `src/AcDream.App/UI/UiChatInput.cs`. Ports `UIElement_Text` editable mode +(`CharacterHandler`, `MoveCursor @0x468d00`, `FindPixelsFromPos @0x472b40`) + +`ChatInterface` history (`ProcessCommand @0x4f5100`, `SelectCommandFromHistory`, +sentinel `-1` = live): + +```csharp +using System; +using System.Collections.Generic; +using System.Numerics; + +namespace AcDream.App.UI; + +/// +/// Editable one-line chat input. Port of retail UIElement_Text in editable +/// one-line mode + ChatInterface's 100-entry command history. Caret is a +/// glyph index; the caret pixel-X is Σ glyph advances (UiDatFont) to the caret. +/// Submit (Enter / Send) fires , clears, and pushes history. +/// +public sealed class UiChatInput : UiElement +{ + public UiDatFont? DatFont { get; set; } + public BitmapFont? Font { get; set; } + public Vector4 TextColor { get; set; } = new(1f, 1f, 1f, 1f); + public Vector4 BackgroundColor { get; set; } = new(0f, 0f, 0f, 0.35f); + public float Padding { get; set; } = 4f; + public int MaxCharacters { get; set; } = 0xFFFF; // retail m_nMaxCharacters default + + /// Called on Enter/Send with the (non-empty) text. The widget clears after. + public Action? OnSubmit { get; set; } + + private string _text = ""; + private int _caret; + public string Text => _text; + public int CaretPos => _caret; + + private readonly List _history = new(); + private int _historyIndex = -1; // -1 = live line (not browsing) + public int HistoryCount => _history.Count; + + public UiChatInput() + { + AcceptsFocus = true; + IsEditControl = true; + CapturesPointerDrag = true; + } + + // ── Pure editing seams (unit-tested) ───────────────────────────────── + public void InsertChar(char c) + { + if (c < 0x20 || c == 0x7F) return; // skip controls (retail CharacterHandler) + if (_text.Length >= MaxCharacters) return; + _text = _text.Insert(_caret, c.ToString()); + _caret++; + _historyIndex = -1; // editing returns to the live line + } + + public void Backspace() + { + if (_caret == 0) return; + _text = _text.Remove(_caret - 1, 1); + _caret--; + } + + public void DeleteForward() + { + if (_caret >= _text.Length) return; + _text = _text.Remove(_caret, 1); + } + + public void MoveCaret(int delta) => _caret = Math.Clamp(_caret + delta, 0, _text.Length); + public void CaretHome() => _caret = 0; + public void CaretEnd() => _caret = _text.Length; + + public void Submit() + { + var t = _text; + if (t.Trim().Length == 0) { Clear(); return; } + OnSubmit?.Invoke(t); + PushHistory(t); + Clear(); + } + + private void Clear() { _text = ""; _caret = 0; _historyIndex = -1; } + + private void PushHistory(string t) + { + _history.Add(t); + if (_history.Count > 100) _history.RemoveAt(0); // retail cap 100, drop oldest + _historyIndex = -1; + } + + public void HistoryPrev() // Up arrow — toward older + { + if (_history.Count == 0) return; + _historyIndex = _historyIndex < 0 ? _history.Count - 1 : Math.Max(0, _historyIndex - 1); + SetTextFromHistory(); + } + + public void HistoryNext() // Down arrow — toward newer, then live + { + if (_historyIndex < 0) return; + _historyIndex++; + if (_historyIndex >= _history.Count) { _historyIndex = -1; Clear(); return; } + SetTextFromHistory(); + } + + private void SetTextFromHistory() + { + _text = _history[_historyIndex]; + _caret = _text.Length; + } + + /// Caret pixel-X from the text start (FindPixelsFromPos): Σ advances to caret. + public float CaretPixelX() + => DatFont is { } df ? df.MeasureWidth(_text.Substring(0, _caret)) + : Font is { } bf ? bf.MeasureWidth(_text.Substring(0, _caret)) : 0f; + + // ── Rendering + input ──────────────────────────────────────────────── + protected override void OnDraw(UiRenderContext ctx) + { + ctx.DrawRect(0, 0, Width, Height, BackgroundColor); + float ty = (Height - (DatFont?.LineHeight ?? Font?.LineHeight ?? 14f)) * 0.5f; + if (DatFont is { } df) ctx.DrawStringDat(df, _text, Padding, ty, TextColor); + else if (Font is not null || ctx.DefaultFont is not null) ctx.DrawString(_text, Padding, ty, TextColor, Font); + + // Caret: 1px vertical line at the caret X (blink left to a follow-up; draw solid for now). + if (HasKeyboardFocus()) + { + float cx = Padding + CaretPixelX(); + float ch = DatFont?.LineHeight ?? Font?.LineHeight ?? 14f; + ctx.DrawRect(cx, ty, 1f, ch, TextColor); + } + } + + private bool HasKeyboardFocus() + => (Parent is not null) && FindRoot()?.KeyboardFocus == this; + + private UiRoot? FindRoot() + { + UiElement? e = this; + while (e is not null) { if (e is UiRoot r) return r; e = e.Parent; } + return null; + } + + public override bool OnEvent(in UiEvent e) + { + switch (e.Type) + { + case UiEventType.Char: + InsertChar((char)e.Data0); + return true; + case UiEventType.KeyDown: + { + var key = (Silk.NET.Input.Key)e.Data0; + switch (key) + { + case Silk.NET.Input.Key.Enter: + case Silk.NET.Input.Key.KeypadEnter: Submit(); return true; + case Silk.NET.Input.Key.Backspace: Backspace(); return true; + case Silk.NET.Input.Key.Delete: DeleteForward(); return true; + case Silk.NET.Input.Key.Left: MoveCaret(-1); return true; + case Silk.NET.Input.Key.Right: MoveCaret(1); return true; + case Silk.NET.Input.Key.Home: CaretHome(); return true; + case Silk.NET.Input.Key.End: CaretEnd(); return true; + case Silk.NET.Input.Key.Up: HistoryPrev(); return true; + case Silk.NET.Input.Key.Down: HistoryNext(); return true; + } + return false; + } + } + return false; + } +} +``` + +> **Note on focus access:** the snippet walks to the `UiRoot` to read `KeyboardFocus`. +> If `UiRoot.KeyboardFocus` is not reachable that way at runtime, add a +> `bool Focused` flag set from `UiEventType.FocusGained`/`FocusLost` in `OnEvent` +> instead (the `UiElement` event model delivers both — see `UiRoot.SetKeyboardFocus`). + +- [ ] **Step 4: Run the tests to verify they pass** + +Run: `dotnet test tests/AcDream.App.Tests --filter UiChatInputTests` +Expected: PASS (6 tests). + +- [ ] **Step 5: Build the App project** + +Run: `dotnet build src/AcDream.App/AcDream.App.csproj -c Debug` +Expected: 0 errors. (If `e.Data0` for `Char` is the codepoint per `UiRoot.OnChar`, +the `(char)e.Data0` cast is correct.) + +- [ ] **Step 6: Commit** + +```bash +git add src/AcDream.App/UI/UiChatInput.cs tests/AcDream.App.Tests/UI/UiChatInputTests.cs +git commit -m "feat(D.2b): UiChatInput — editable field, caret, 100-entry history (UIElement_Text port) + +Co-Authored-By: Claude Opus 4.8 (1M context) " +``` + +--- + +## Task F: `UiChannelMenu` (channel selector) + +The `Chat ▸` selector: a button showing the active channel; clicking opens a popup +list of channels; selecting one fires a channel-changed callback. Ports +`UIElement_Menu` minimally (a button + a popup item list). + +**Files:** +- Create: `src/AcDream.App/UI/UiChannelMenu.cs` + +- [ ] **Step 1: Implement the widget** + +Create `src/AcDream.App/UI/UiChannelMenu.cs`. The 13 channels map to +`ChatChannelKind` (retail `InitTalkFocusMenu @0x4cdc50` enum: 1=Say, 4=Fellowship, +5=Patron, 6=Trade, 7=Allegiance, …). The popup is a vertical list drawn on click; +selection updates `Selected` + fires `OnChannelChanged`. + +```csharp +using System; +using System.Collections.Generic; +using System.Numerics; +using AcDream.UI.Abstractions; + +namespace AcDream.App.UI; + +/// +/// Chat channel selector (the "Chat ▸" button). Port of retail +/// UIElement_Menu as used by gmMainChatUI::InitTalkFocusMenu @0x4cdc50: +/// a button whose label is the active channel; clicking opens a popup of channels; +/// selecting one calls SetTalkFocus (here: ). +/// +public sealed class UiChannelMenu : UiElement +{ + public readonly record struct Item(string Label, ChatChannelKind Channel); + + /// Retail talk-focus channels (subset acdream's ChatInputParser routes). + public static readonly Item[] Channels = + { + new("Say", ChatChannelKind.Say), + new("General", ChatChannelKind.General), + new("Trade", ChatChannelKind.Trade), + new("LFG", ChatChannelKind.Lfg), + new("Fellowship", ChatChannelKind.Fellowship), + new("Allegiance", ChatChannelKind.Allegiance), + new("Patron", ChatChannelKind.Patron), + new("Vassals", ChatChannelKind.Vassals), + new("Monarch", ChatChannelKind.Monarch), + new("Roleplay", ChatChannelKind.Roleplay), + new("Society", ChatChannelKind.Society), + new("Olthoi", ChatChannelKind.Olthoi), + }; + + public ChatChannelKind Selected { get; private set; } = ChatChannelKind.Say; + public Action? OnChannelChanged { get; set; } + + public UiDatFont? DatFont { get; set; } + public BitmapFont? Font { get; set; } + public Func? SpriteResolve { get; set; } + public uint NormalSprite { get; set; } // 0x06004D65 + public uint PressedSprite { get; set; } // 0x06004D66 + public Vector4 TextColor { get; set; } = new(1f, 0.85f, 0.4f, 1f); + + private bool _open; + private const float ItemH = 16f; + + public UiChannelMenu() { CapturesPointerDrag = true; } + + private string Label => FindLabel(Selected); + private static string FindLabel(ChatChannelKind k) + { + foreach (var it in Channels) if (it.Channel == k) return it.Label; + return "Chat"; + } + + protected override void OnDraw(UiRenderContext ctx) + { + // Button face. + if (SpriteResolve is { } resolve) + { + var (tex, _, _) = resolve(_open ? PressedSprite : NormalSprite); + if (tex != 0) ctx.DrawSprite(tex, 0, 0, Width, Height, 0f, 0f, 1f, 1f, Vector4.One); + } + DrawLabel(ctx, Label + " >", 2f, (Height - LineH()) * 0.5f); + + // Popup list above the button (chat is at screen bottom). + if (_open) + { + float h = Channels.Length * ItemH; + float top = -h; + ctx.DrawRect(0, top, MathF.Max(Width, 90f), h, new(0f, 0f, 0f, 0.85f)); + for (int i = 0; i < Channels.Length; i++) + DrawLabel(ctx, Channels[i].Label, 2f, top + i * ItemH); + } + } + + private float LineH() => DatFont?.LineHeight ?? Font?.LineHeight ?? 14f; + private void DrawLabel(UiRenderContext ctx, string s, float x, float y) + { + if (DatFont is { } df) ctx.DrawStringDat(df, s, x, y, TextColor); + else ctx.DrawString(s, x, y, TextColor, Font); + } + + protected override bool OnHitTest(float lx, float ly) + => _open ? (lx >= 0 && lx < MathF.Max(Width, 90f) && ly >= -Channels.Length * ItemH && ly < Height) + : base.OnHitTest(lx, ly); + + public override bool OnEvent(in UiEvent e) + { + if (e.Type == UiEventType.MouseDown) + { + float ly = e.Data2; + if (_open && ly < 0) // clicked an item in the popup + { + int idx = (int)((ly + Channels.Length * ItemH) / ItemH); + if (idx >= 0 && idx < Channels.Length) + { + Selected = Channels[idx].Channel; + OnChannelChanged?.Invoke(Selected); + } + _open = false; + return true; + } + _open = !_open; // toggle on button click + return true; + } + return false; + } +} +``` + +- [ ] **Step 2: Build the App project** + +Run: `dotnet build src/AcDream.App/AcDream.App.csproj -c Debug` +Expected: 0 errors. (Verify `ChatChannelKind` has the members used; adjust the +`Channels` table to the real enum names if any differ.) + +- [ ] **Step 3: Commit** + +```bash +git add src/AcDream.App/UI/UiChannelMenu.cs +git commit -m "feat(D.2b): UiChannelMenu — channel selector popup (UIElement_Menu port) + +Co-Authored-By: Claude Opus 4.8 (1M context) " +``` + +--- + +## Task G: `ChatWindowController` (import + bind + route) + +The `ChatInterface`/`gmMainChatUI::PostInit` analogue: import `0x21000006`, bind by +id, swap the transcript/input placeholders for the behavioral widgets, wire the +scrollbar/menu/send/max-min, and route inbound (`ChatVM`) + outbound +(`ChatCommandRouter`). + +**Files:** +- Create: `src/AcDream.App/UI/Layout/ChatWindowController.cs` + +- [ ] **Step 1: Implement the controller** + +Create `src/AcDream.App/UI/Layout/ChatWindowController.cs`: + +```csharp +using System; +using AcDream.UI.Abstractions; +using AcDream.UI.Abstractions.Panels.Chat; + +namespace AcDream.App.UI.Layout; + +/// +/// Binds the imported chat LayoutDesc (0x21000006) to live behavior — the acdream +/// analogue of retail ChatInterface + gmMainChatUI::PostInit. It +/// FindElement(id)s each role, swaps the transcript/input placeholders for the +/// behavioral widgets, wires the scrollbar/menu/send/max-min, and routes chat. +/// +public sealed class ChatWindowController +{ + public const uint LayoutId = 0x21000006u; + public const uint TranscriptId = 0x10000011u; + public const uint InputId = 0x10000016u; + public const uint TrackId = 0x10000012u; + public const uint ThumbId = 0x1000048Cu; + public const uint MenuId = 0x10000014u; + public const uint SendId = 0x10000019u; + public const uint MaxMinId = 0x1000046Fu; + + public UiChatView Transcript { get; private set; } = null!; + public UiChatInput Input { get; private set; } = null!; + public UiChatScrollbar Scrollbar { get; private set; } = null!; + public UiChannelMenu Menu { get; private set; } = null!; + + /// Bind an imported chat layout. Returns the controller, or null if the + /// required role elements are missing. + public static ChatWindowController? Bind( + ImportedLayout layout, ChatVM vm, ICommandBus bus, + UiDatFont? datFont, BitmapFont? debugFont, + Func resolve) + { + var transcriptPh = layout.FindElement(TranscriptId); + var inputPh = layout.FindElement(InputId); + if (transcriptPh is null || inputPh is null) return null; + + var c = new ChatWindowController(); + + // Transcript — swap placeholder for UiChatView at the same rect/anchors. + c.Transcript = new UiChatView + { + Left = transcriptPh.Left, Top = transcriptPh.Top, + Width = transcriptPh.Width, Height = transcriptPh.Height, + Anchors = transcriptPh.Anchors, + DatFont = datFont, Font = debugFont, + LinesProvider = () => BuildLines(vm), + }; + ReplaceInParent(transcriptPh, c.Transcript); + + // Input — swap placeholder for UiChatInput. + c.Input = new UiChatInput + { + Left = inputPh.Left, Top = inputPh.Top, + Width = inputPh.Width, Height = inputPh.Height, + Anchors = inputPh.Anchors, + DatFont = datFont, Font = debugFont, + }; + ReplaceInParent(inputPh, c.Input); + + // Menu — swap placeholder for UiChannelMenu (label tracks the active channel). + var menuPh = layout.FindElement(MenuId); + c.Menu = new UiChannelMenu { DatFont = datFont, Font = debugFont, SpriteResolve = resolve }; + if (menuPh is not null) + { + c.Menu.Left = menuPh.Left; c.Menu.Top = menuPh.Top; + c.Menu.Width = menuPh.Width; c.Menu.Height = menuPh.Height; + c.Menu.Anchors = menuPh.Anchors; + ReplaceInParent(menuPh, c.Menu); + } + + // Scrollbar — swap the track placeholder for the scrollbar widget driving the + // transcript's UiScrollable. + var trackPh = layout.FindElement(TrackId); + c.Scrollbar = new UiChatScrollbar { Model = c.Transcript.Scroll, SpriteResolve = resolve }; + if (trackPh is not null) + { + c.Scrollbar.Left = trackPh.Left; c.Scrollbar.Top = trackPh.Top; + c.Scrollbar.Width = trackPh.Width; c.Scrollbar.Height = trackPh.Height; + c.Scrollbar.Anchors = trackPh.Anchors; + // Sprite ids: read from the imported track/thumb nodes (TrackSprite, ThumbSprite). + ReplaceInParent(trackPh, c.Scrollbar); + } + + // Routing: input submit -> ChatCommandRouter with the menu's active channel. + c.Input.OnSubmit = text => + ChatCommandRouter.Submit(text, vm, bus, c.Menu.Selected); + c.Menu.OnChannelChanged = _ => { /* active channel read live from Menu.Selected */ }; + + // Send button -> submit (alternate trigger, retail ListenToElementMessage 0x10000019). + var send = layout.FindElement(SendId); + if (send is not null) send.ClickThrough = false; // ensure it receives clicks + // (wire send click -> c.Input.Submit() in the controller's event hook or via a + // small click handler subclass; if FindElement returns a UiDatElement, attach + // an OnClick delegate — add one to UiDatElement if absent.) + + return c; + } + + private static void ReplaceInParent(UiElement placeholder, UiElement widget) + { + var parent = placeholder.Parent; + if (parent is null) return; + parent.RemoveChild(placeholder); + parent.AddChild(widget); + } + + private static System.Collections.Generic.IReadOnlyList BuildLines(ChatVM vm) + { + var detailed = vm.RecentLinesDetailed(); + var result = new UiChatView.Line[detailed.Count]; + for (int i = 0; i < detailed.Count; i++) + result[i] = new UiChatView.Line(detailed[i].Text, RetailChatColor(detailed[i].Kind)); + return result; + } + + // Per-ChatKind palette (moved from GameWindow.RetailChatColor in Task H). + private static System.Numerics.Vector4 RetailChatColor(AcDream.Core.Chat.ChatKind kind) => kind switch + { + AcDream.Core.Chat.ChatKind.LocalSpeech => new(1f, 1f, 1f, 1f), + AcDream.Core.Chat.ChatKind.RangedSpeech => new(1f, 0.95f, 0.8f, 1f), + AcDream.Core.Chat.ChatKind.Channel => new(0.6f, 0.8f, 1f, 1f), + AcDream.Core.Chat.ChatKind.Tell => new(1f, 0.5f, 1f, 1f), + AcDream.Core.Chat.ChatKind.System => new(1f, 1f, 0.45f, 1f), + AcDream.Core.Chat.ChatKind.Popup => new(1f, 0.85f, 0.4f, 1f), + AcDream.Core.Chat.ChatKind.Emote => new(0.8f, 0.8f, 0.7f, 1f), + AcDream.Core.Chat.ChatKind.SoulEmote => new(0.8f, 0.8f, 0.7f, 1f), + AcDream.Core.Chat.ChatKind.Combat => new(1f, 0.6f, 0.25f, 1f), + _ => new(0.9f, 0.9f, 0.9f, 1f), + }; +} +``` + +> **Send-button + max/min click wiring:** `LayoutImporter` builds those as +> `UiDatElement` sprite nodes. If `UiDatElement` has no click hook, add an +> `Action? OnClick` invoked from `OnEvent(UiEventType.Click)` (small change, generic +> + reusable). Wire `send.OnClick = () => Input.Submit();` and +> `maxmin.OnClick = ToggleMaximize;`. The max/min toggle ports +> `gmMainChatUI::HandleMaximizeButton @0x4cce50` (swap between authored height and +> full-parent height, storing old Y/height). If that grows large, file it as a +> follow-up and leave the button inert this pass (note in a divergence row). + +- [ ] **Step 2: Build the App project** + +Run: `dotnet build src/AcDream.App/AcDream.App.csproj -c Debug` +Expected: 0 errors. Resolve the sprite-id reads for the scrollbar (`TrackSprite`/ +`ThumbSprite`) by pulling them from the imported track/thumb `ElementInfo.StateMedia` +(or `UiDatElement`), following the `DatWidgetFactory.SliceIds` pattern. + +- [ ] **Step 3: Commit** + +```bash +git add src/AcDream.App/UI/Layout/ChatWindowController.cs +git commit -m "feat(D.2b): ChatWindowController — bind chat LayoutDesc, route in/outbound + +Co-Authored-By: Claude Opus 4.8 (1M context) " +``` + +--- + +## Task H: `GameWindow` cutover + register + roadmap + +Replace the hand-authored chat block with the controller; default placement; remove +dead code; add divergence rows; mark the work landed. + +**Files:** +- Modify: `src/AcDream.App/Rendering/GameWindow.cs` +- Modify: `docs/architecture/retail-divergence-register.md` +- Modify: `docs/plans/2026-04-11-roadmap.md` + +- [ ] **Step 1: Swap the chat block in `GameWindow`** + +In `src/AcDream.App/Rendering/GameWindow.cs`, in the `if (_options.RetailUi)` block, +replace the "Retail chat window" section (`GameWindow.cs:1836-1887`, the +`retailChatVm` + `UiNineSlicePanel` + `UiChatView` + `BuildRetailChatLines` + +`RetailChatColor` block) with: + +```csharp +// Retail chat window — data-driven from LayoutDesc 0x21000006 (gmMainChatUI), +// the same importer path as vitals. ChatWindowController binds the transcript, +// input, scrollbar and channel menu and routes through ChatVM + ChatCommandRouter. +var retailChatVm = new AcDream.UI.Abstractions.Panels.Chat.ChatVM(Chat, displayLimit: 200); +AcDream.App.UI.Layout.ImportedLayout? chatLayout; +lock (_datLock) + chatLayout = AcDream.App.UI.Layout.LayoutImporter.Import( + _dats!, AcDream.App.UI.Layout.ChatWindowController.LayoutId, ResolveChrome, vitalsDatFont); +if (chatLayout is not null) +{ + var chatController = AcDream.App.UI.Layout.ChatWindowController.Bind( + chatLayout, retailChatVm, _commandBus, vitalsDatFont, _debugFont, ResolveChrome); + if (chatController is not null) + { + var chatRoot = chatLayout.Root; + chatRoot.Left = 10; chatRoot.Top = 432; // bottom-left default; user adjusts visually + chatRoot.Anchors = AcDream.App.UI.AnchorEdges.None; + chatRoot.Draggable = true; + chatRoot.Resizable = true; + chatRoot.MinWidth = 200f; chatRoot.MinHeight = 80f; + _uiHost.Root.AddChild(chatRoot); + Console.WriteLine("[D.2b] retail chat window from LayoutDesc importer (0x21000006)."); + } + else Console.WriteLine("[D.2b] chat: required role elements missing in 0x21000006."); +} +else Console.WriteLine("[D.2b] chat: LayoutDesc 0x21000006 not found."); +``` + +> `_commandBus` must be the live `ICommandBus` the chat `SendChatCmd` handler is +> registered on. Confirm the field name in `GameWindow` (grep `ICommandBus` / +> `LiveCommandBus` — it is the same bus the ImGui `ChatPanel` publishes to). If the +> chat window root needs `vitalsDatFont` loaded first, this block already runs after +> the vitals block where `vitalsDatFont` is created — keep that ordering. + +- [ ] **Step 2: Build + run the full suite** + +Run: `dotnet build && dotnet test` +Expected: build clean; all tests green. Remove any now-unused `using`/helpers left in +`GameWindow` (the old `BuildRetailChatLines`/`RetailChatColor` local statics). + +- [ ] **Step 3: Add divergence-register rows** + +In `docs/architecture/retail-divergence-register.md`, add one row each (cite +`file:line`): (1) two-class transcript/input split [Adaptation]; (2) no in-element +word-wrap [Approximation]; (3) one color per line [Approximation]; (4) chat tabs +render but don't switch/filter [Stopgap]; (5) squelch + name-tags absent [Stopgap]; +(6) single default opacity, default font face/size [Approximation]. + +- [ ] **Step 4: Visual verification (user)** + +Launch live and confirm against the retail screenshot: +```powershell +$env:ACDREAM_DAT_DIR="$env:USERPROFILE\Documents\Asheron's Call"; $env:ACDREAM_LIVE="1" +$env:ACDREAM_TEST_HOST="127.0.0.1"; $env:ACDREAM_TEST_PORT="9000" +$env:ACDREAM_TEST_USER="testaccount"; $env:ACDREAM_TEST_PASS="testpassword" +$env:ACDREAM_RETAIL_UI="1" +dotnet run --project src\AcDream.App\AcDream.App.csproj --no-build -c Debug 2>&1 | Tee-Object -FilePath chat-redrive.log +``` +Confirm: transcript scrolls in the dat font; scrollbar thumb sizes + drags; type + +Enter/Send dispatch; channel menu switches; window moves/resizes; translucent frame. + +- [ ] **Step 5: Update the roadmap + commit** + +Mark the chat re-drive landed in `docs/plans/2026-04-11-roadmap.md` (D.2b importer +Plan 2 — chat). Commit: +```bash +git add src/AcDream.App/Rendering/GameWindow.cs \ + docs/architecture/retail-divergence-register.md docs/plans/2026-04-11-roadmap.md +git commit -m "feat(D.2b): cut GameWindow over to the data-driven chat window + +Co-Authored-By: Claude Opus 4.8 (1M context) " +``` + +--- + +## Self-Review checklist (done while writing) + +- **Spec coverage:** §4 components ↔ Tasks A–H (router→A, transcript dat-font→B, + scrollable→C/C2, scrollbar→D, input→E, menu→F, controller→G, cutover→H). Deferred + items (§2/§6) → register rows in H Step 3. ✓ +- **Placeholders:** the two forward-discoveries (scroll up/down button ids in D; send/ + max-min click hook in G) are explicit, scoped implementation tasks with a fallback, + not hand-waves. ✓ +- **Type consistency:** `UiScrollable` API (`ScrollY`, `ThumbRatio`, `PositionRatio`, + `SetPositionRatio`, `ScrollByLines/Page`) used consistently in C, C2, D. `UiChatView.Scroll` + exposed in C2, consumed in D/G. `ChatCommandRouter.Submit(raw, vm, bus, channel)` defined + in A, called in E-wiring/G. `UiChatInput.OnSubmit`/`Submit()` consistent E↔G. ✓ From 50883e445b209c5c058fd10e3e2c970c1649b968 Mon Sep 17 00:00:00 2001 From: Erik Date: Mon, 15 Jun 2026 22:09:27 +0200 Subject: [PATCH 099/223] =?UTF-8?q?feat(D.2b):=20extract=20ChatCommandRout?= =?UTF-8?q?er=20=E2=80=94=20shared=20chat=20submit=20pipeline?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Both the ImGui devtools ChatPanel and the upcoming retail chat window now route through ChatCommandRouter.Submit so command handling lives in one place. The ChatPanel inline block (TryHandleClientCommand / EqAny / BuildHelpText) is deleted; ChatCommandRouter carries the same logic verbatim. ChatPanel.Render becomes a 2-line delegate. Co-Authored-By: Claude Opus 4.8 (1M context) --- .../Panels/Chat/ChatCommandRouter.cs | 78 +++++++++++ .../Panels/Chat/ChatPanel.cs | 123 +----------------- .../Panels/Chat/ChatCommandRouterTests.cs | 74 +++++++++++ 3 files changed, 153 insertions(+), 122 deletions(-) create mode 100644 src/AcDream.UI.Abstractions/Panels/Chat/ChatCommandRouter.cs create mode 100644 tests/AcDream.UI.Abstractions.Tests/Panels/Chat/ChatCommandRouterTests.cs diff --git a/src/AcDream.UI.Abstractions/Panels/Chat/ChatCommandRouter.cs b/src/AcDream.UI.Abstractions/Panels/Chat/ChatCommandRouter.cs new file mode 100644 index 00000000..9158d2d0 --- /dev/null +++ b/src/AcDream.UI.Abstractions/Panels/Chat/ChatCommandRouter.cs @@ -0,0 +1,78 @@ +using System; + +namespace AcDream.UI.Abstractions.Panels.Chat; + +/// What a submit did, so the caller can clear its input + give feedback. +public enum SubmitOutcome { Empty, ClientHandled, UnknownCommand, Sent, Dropped } + +/// +/// Shared chat-submit pipeline (retail ChatInterface::ProcessCommand @0x4f5100 +/// analogue). Both the ImGui devtools and the retail +/// chat window route through here so command handling stays in one place. +/// +/// Order mirrors the prior inline flow: +/// client-command intercept → unknown-slash-verb guard → +/// → Publish(SendChatCmd). +/// +public static class ChatCommandRouter +{ + public static SubmitOutcome Submit( + string raw, ChatVM vm, ICommandBus bus, ChatChannelKind defaultChannel) + { + ArgumentNullException.ThrowIfNull(vm); + ArgumentNullException.ThrowIfNull(bus); + var trimmed = (raw ?? string.Empty).Trim(); + if (trimmed.Length == 0) return SubmitOutcome.Empty; + + if (TryHandleClientCommand(trimmed, vm)) return SubmitOutcome.ClientHandled; + + if (trimmed[0] == '/') + { + var verb = ChatInputParser.GetVerbToken(trimmed); + if (!ChatInputParser.IsKnownVerb(verb)) + { + vm.ShowSystemMessage( + $"Unknown command: {verb}. Type /help for the list of supported commands."); + return SubmitOutcome.UnknownCommand; + } + } + + var parsed = ChatInputParser.Parse( + trimmed, defaultChannel, vm.LastIncomingTellSender, vm.LastOutgoingTellTarget); + if (parsed is { } p) + { + bus.Publish(new SendChatCmd(p.Channel, p.TargetName, p.Text)); + return SubmitOutcome.Sent; + } + return SubmitOutcome.Dropped; + } + + private static bool TryHandleClientCommand(string trimmed, ChatVM vm) + { + if (EqAny(trimmed, "/help", "/?", "/h", "@help", "@?", "@h")) + { vm.ShowSystemMessage(BuildHelpText()); return true; } + if (EqAny(trimmed, "/clear", "/cls", "@clear", "@cls")) + { vm.Clear(); return true; } + if (EqAny(trimmed, "/framerate", "@framerate")) + { vm.ShowFps(); return true; } + if (EqAny(trimmed, "/loc", "@loc")) + { vm.ShowLocation(); return true; } + return false; + } + + private static bool EqAny(string s, params string[] options) + { + for (int i = 0; i < options.Length; i++) + if (s.Equals(options[i], StringComparison.OrdinalIgnoreCase)) return true; + return false; + } + + private static string BuildHelpText() => + "Note: / and @ are equivalent prefixes.\n" + + "Chat: /say (default), /tell , /reply, /retell\n" + + "Channels: /general /trade /fellowship /allegiance\n" + + " /patron /vassals /monarch /covassals\n" + + " /lfg /roleplay /society /olthoi\n" + + "Client: /help (this) /clear /framerate /loc\n" + + "Server: type @acehelp or @acecommands for ACE's full list."; +} diff --git a/src/AcDream.UI.Abstractions/Panels/Chat/ChatPanel.cs b/src/AcDream.UI.Abstractions/Panels/Chat/ChatPanel.cs index c8ece999..9cb8cb1f 100644 --- a/src/AcDream.UI.Abstractions/Panels/Chat/ChatPanel.cs +++ b/src/AcDream.UI.Abstractions/Panels/Chat/ChatPanel.cs @@ -191,53 +191,7 @@ public sealed class ChatPanel : IPanel if (renderer.InputTextSubmit("##chatinput", ref _input, InputBufferMaxLen, out var submitted) && submitted is not null) { - var trimmed = submitted.Trim(); - // Phase J follow-up: client-side commands intercepted before - // the server-bound parse path. Avoids the /help round-trip - // that produced "Unknown command: help" duplicates from - // ACE's command-error replies, AND gives users a discoverable - // local cheat-sheet of acdream's own slash prefixes. - if (TryHandleClientCommand(trimmed)) - { - _input = string.Empty; - renderer.EndChild(); // outer ##chatbody - renderer.End(); - return; - } - - // Phase J Tier 4: any /-prefixed input that ISN'T one of our - // known verbs gets a local "Unknown command" message instead - // of being broadcast to the server as plain speech. The - // user reported "/ls" / "/mp /path" leaking out as chat — - // a / prefix is a command, never speech. (@-prefixed unknown - // verbs still pass through to ACE because ACE's - // CommandManager intercepts @ server-side and replies with - // its own "Unknown command" / valid command output.) - if (trimmed.Length > 0 && trimmed[0] == '/') - { - string verb = ChatInputParser.GetVerbToken(trimmed); - if (!ChatInputParser.IsKnownVerb(verb)) - { - _vm.ShowSystemMessage( - $"Unknown command: {verb}. Type /help for the list of supported commands."); - _input = string.Empty; - renderer.EndChild(); // outer ##chatbody - renderer.End(); - return; - } - } - - var parsed = ChatInputParser.Parse( - trimmed, - ChatChannelKind.Say, - _vm.LastIncomingTellSender, - _vm.LastOutgoingTellTarget); - if (parsed is { } p) - { - ctx.Commands.Publish(new SendChatCmd(p.Channel, p.TargetName, p.Text)); - } - // Defensive: if the backend ever forgot to clear on submit, - // do it here. Cheap; no harm if already empty. + ChatCommandRouter.Submit(submitted, _vm, ctx.Commands, ChatChannelKind.Say); _input = string.Empty; } @@ -258,79 +212,4 @@ public sealed class ChatPanel : IPanel _ => new Vector4(1f, 1f, 1f, 1f), }; - /// - /// Phase J follow-up: handle client-side slash commands before - /// the parser passes anything to the server bus. Returns true - /// when the input was consumed (and the caller should clear the - /// buffer + skip the SendChatCmd path); false otherwise. - /// - /// - /// Recognised client-side commands: - /// - /// /help, /?, /h — render the slash-prefix - /// cheat-sheet locally. Avoids the server's "Unknown command" - /// round-trip when the user just wants to know what they can - /// type. - /// /clear, /cls — drain the chat log so the - /// panel starts empty. - /// - /// - private bool TryHandleClientCommand(string trimmed) - { - if (trimmed.Length == 0) return false; - - // /help, /?, /h — also @help, @?, @h per ACE's "/ ↔ @" equivalence. - if (EqAny(trimmed, "/help", "/?", "/h", "@help", "@?", "@h")) - { - _vm.ShowSystemMessage(BuildHelpText()); - return true; - } - - // /clear, /cls — also @clear, @cls. - if (EqAny(trimmed, "/clear", "/cls", "@clear", "@cls")) - { - _vm.Clear(); - return true; - } - - // /framerate — also @framerate. Prints current FPS to chat. - if (EqAny(trimmed, "/framerate", "@framerate")) - { - _vm.ShowFps(); - return true; - } - - // /loc — also @loc. Prints current player position to chat. - // ACE has a server-side @loc too; client-side wins here - // (instantaneous + uses our local interpolated position). - if (EqAny(trimmed, "/loc", "@loc")) - { - _vm.ShowLocation(); - return true; - } - - return false; - } - - /// Case-insensitive multi-string equality test. - private static bool EqAny(string s, params string[] options) - { - for (int i = 0; i < options.Length; i++) - if (s.Equals(options[i], StringComparison.OrdinalIgnoreCase)) return true; - return false; - } - - /// - /// Multi-line cheat-sheet text rendered by /help. ImGui's - /// Text path flows embedded newlines naturally so this lands - /// as one ChatLog entry that visually wraps to several lines. - /// - private static string BuildHelpText() => - "Note: / and @ are equivalent prefixes.\n" + - "Chat: /say (default), /tell , /reply, /retell\n" + - "Channels: /general /trade /fellowship /allegiance\n" + - " /patron /vassals /monarch /covassals\n" + - " /lfg /roleplay /society /olthoi\n" + - "Client: /help (this) /clear /framerate /loc\n" + - "Server: type @acehelp or @acecommands for ACE's full list."; } diff --git a/tests/AcDream.UI.Abstractions.Tests/Panels/Chat/ChatCommandRouterTests.cs b/tests/AcDream.UI.Abstractions.Tests/Panels/Chat/ChatCommandRouterTests.cs new file mode 100644 index 00000000..e0f1daad --- /dev/null +++ b/tests/AcDream.UI.Abstractions.Tests/Panels/Chat/ChatCommandRouterTests.cs @@ -0,0 +1,74 @@ +using AcDream.Core.Chat; +using AcDream.UI.Abstractions; +using AcDream.UI.Abstractions.Panels.Chat; +using Xunit; + +namespace AcDream.UI.Abstractions.Tests.Panels.Chat; + +public class ChatCommandRouterTests +{ + private sealed class CaptureBus : ICommandBus + { + public SendChatCmd? Last; + public void Publish(T command) where T : notnull + { + if (command is SendChatCmd c) Last = c; + } + } + + private static (ChatVM vm, ChatLog log, CaptureBus bus) Fixture() + { + var log = new ChatLog(); + var vm = new ChatVM(log, displayLimit: 50); + return (vm, log, new CaptureBus()); + } + + [Fact] + public void PlainText_PublishesOnDefaultChannel() + { + var (vm, _, bus) = Fixture(); + var outcome = ChatCommandRouter.Submit("hello there", vm, bus, ChatChannelKind.Say); + Assert.Equal(SubmitOutcome.Sent, outcome); + Assert.NotNull(bus.Last); + Assert.Equal(ChatChannelKind.Say, bus.Last!.Channel); + Assert.Equal("hello there", bus.Last.Text); + } + + [Fact] + public void DefaultChannel_IsHonored() + { + var (vm, _, bus) = Fixture(); + ChatCommandRouter.Submit("hi", vm, bus, ChatChannelKind.Fellowship); + Assert.Equal(ChatChannelKind.Fellowship, bus.Last!.Channel); + } + + [Fact] + public void ClearCommand_DrainsLog_DoesNotPublish() + { + var (vm, log, bus) = Fixture(); + log.OnSystemMessage("x", chatType: 0); + var outcome = ChatCommandRouter.Submit("/clear", vm, bus, ChatChannelKind.Say); + Assert.Equal(SubmitOutcome.ClientHandled, outcome); + Assert.Null(bus.Last); + Assert.Empty(log.Snapshot()); + } + + [Fact] + public void UnknownSlashVerb_ShowsSystemMessage_DoesNotPublish() + { + var (vm, log, bus) = Fixture(); + var outcome = ChatCommandRouter.Submit("/notacommand", vm, bus, ChatChannelKind.Say); + Assert.Equal(SubmitOutcome.UnknownCommand, outcome); + Assert.Null(bus.Last); + Assert.Contains(log.Snapshot(), e => e.Text.Contains("Unknown command")); + } + + [Fact] + public void EmptyInput_DoesNothing() + { + var (vm, _, bus) = Fixture(); + var outcome = ChatCommandRouter.Submit(" ", vm, bus, ChatChannelKind.Say); + Assert.Equal(SubmitOutcome.Empty, outcome); + Assert.Null(bus.Last); + } +} From 7552dcba3972b3f4b66b08a96eac36ec275bc028 Mon Sep 17 00:00:00 2001 From: Erik Date: Mon, 15 Jun 2026 22:14:56 +0200 Subject: [PATCH 100/223] feat(D.2b): UiChatView dat-font transcript + 1-line wheel quantum MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit - Add `DatFont` property (UiDatFont?): when set, OnDraw uses ctx.DrawStringDat + datFont.MeasureWidth for all transcript lines; BitmapFont path unchanged as fallback when DatFont is null. - Cache `_lastDatFont` alongside `_lastFont` so HitChar hit-tests the same advance source that drew the last frame. - HitChar prefers `_lastDatFont` (via UiDatFont.GlyphAdvance) over `_lastFont` (via bf.Advance) for column resolution, keeping drag-select and Ctrl+C accurate with the dat font. - Scroll event handler uses DatFont?.LineHeight first, so the wheel quantum stays correct when the dat font has a different line height. - WheelLines 3f → 1f: retail UIElement_Text::HandleMouseWheel (@0x471450) advances one line per notch; our 3-line quantum was wrong. - Add UiChatViewDatFontTests: pins GlyphAdvance formula (Before+Width+After = 10) and CharIndexAt dat-advance integration. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/UI/UiChatView.cs | 53 +++++++++++++------ .../UI/UiChatViewDatFontTests.cs | 30 +++++++++++ 2 files changed, 68 insertions(+), 15 deletions(-) create mode 100644 tests/AcDream.App.Tests/UI/UiChatViewDatFontTests.cs diff --git a/src/AcDream.App/UI/UiChatView.cs b/src/AcDream.App/UI/UiChatView.cs index a2039c08..1392c26f 100644 --- a/src/AcDream.App/UI/UiChatView.cs +++ b/src/AcDream.App/UI/UiChatView.cs @@ -34,6 +34,11 @@ public sealed class UiChatView : UiElement /// Font for the transcript; falls back to the context default. public BitmapFont? Font { get; set; } + /// Retail dat font (0x40000000) for the transcript. When set, glyphs + /// render via the two-pass dat-font blit and measure/hit-test use the dat glyph + /// advance; when null, the debug BitmapFont path is used. Set by the controller. + public UiDatFont? DatFont { get; set; } + /// Keyboard device for clipboard (Ctrl+C) + modifier state. Wired by /// the host from . public Silk.NET.Input.IKeyboard? Keyboard { get; set; } @@ -49,11 +54,12 @@ public sealed class UiChatView : UiElement // Pixels the transcript is scrolled UP from the newest line (0 = pinned to bottom). private float _scroll; - private const float WheelLines = 3f; // lines advanced per wheel notch + private const float WheelLines = 1f; // lines advanced per wheel notch (retail = 1 line per notch) // ── Cached layout from the last OnDraw, so OnEvent hit-tests the SAME geometry ── private IReadOnlyList _lastLines = Array.Empty(); private BitmapFont? _lastFont; + private UiDatFont? _lastDatFont; private float _lastLineHeight = 16f; private float _lastBaseY; // top Y of line 0 in local space private float _lastPadding = 4f; @@ -85,21 +91,24 @@ public sealed class UiChatView : UiElement { ctx.DrawRect(0, 0, Width, Height, BackgroundColor); - var font = Font ?? ctx.DefaultFont; - if (font is null) return; + // Prefer the retail dat font when set; fall back to BitmapFont. + var datFont = DatFont; + var bitmapFont = datFont is null ? (Font ?? ctx.DefaultFont) : null; + if (datFont is null && bitmapFont is null) return; var lines = LinesProvider(); // Cache the geometry OnEvent will hit-test against. Even when there are no // lines we record the font/padding so a stray hit-test is harmless. _lastLines = lines; - _lastFont = font; - _lastLineHeight = font.LineHeight; + _lastDatFont = datFont; + _lastFont = bitmapFont; + _lastLineHeight = datFont is not null ? datFont.LineHeight : bitmapFont!.LineHeight; _lastPadding = Padding; if (lines.Count == 0) return; - float lh = font.LineHeight; + float lh = _lastLineHeight; float top = Padding, bottom = Height - Padding; float innerH = bottom - top; float contentH = lines.Count * lh; @@ -129,13 +138,25 @@ public sealed class UiChatView : UiElement c1 = Math.Clamp(c1, 0, text.Length); if (c1 > c0) { - float hx = Padding + font.MeasureWidth(text.Substring(0, c0)); - float hw = font.MeasureWidth(text.Substring(c0, c1 - c0)); + float hx, hw; + if (datFont is not null) + { + hx = Padding + datFont.MeasureWidth(text.Substring(0, c0)); + hw = datFont.MeasureWidth(text.Substring(c0, c1 - c0)); + } + else + { + hx = Padding + bitmapFont!.MeasureWidth(text.Substring(0, c0)); + hw = bitmapFont.MeasureWidth(text.Substring(c0, c1 - c0)); + } ctx.DrawRect(hx, y, hw, lh, SelectionColor); } } - ctx.DrawString(text, Padding, y, lines[i].Color, font); + if (datFont is not null) + ctx.DrawStringDat(datFont, text, Padding, y, lines[i].Color); + else + ctx.DrawString(text, Padding, y, lines[i].Color, bitmapFont); } } @@ -145,7 +166,7 @@ public sealed class UiChatView : UiElement { case UiEventType.Scroll: { - float lh = (Font ?? _lastFont)?.LineHeight ?? 16f; + float lh = DatFont?.LineHeight ?? (Font ?? _lastFont)?.LineHeight ?? 16f; // Silk wheel +Y = scroll up = reveal older = shift content down = larger _scroll. _scroll += e.Data0 * WheelLines * lh; // re-clamped next OnDraw against live content return true; @@ -316,11 +337,13 @@ public sealed class UiChatView : UiElement line = Math.Clamp(line, 0, lines.Count - 1); string text = lines[line].Text; - var font = _lastFont; - int col = font is null - ? 0 - : CharIndexAt(text, ch => font.TryGetGlyph(ch, out var g) ? g.Advance : 0f, - localX - _lastPadding); + int col = _lastDatFont is { } df + ? CharIndexAt(text, ch => df.TryGetGlyph(ch, out var g) ? UiDatFont.GlyphAdvance(g) : 0f, + localX - _lastPadding) + : (_lastFont is { } bf + ? CharIndexAt(text, ch => bf.TryGetGlyph(ch, out var bg) ? bg.Advance : 0f, + localX - _lastPadding) + : 0); return new Pos(line, col); } diff --git a/tests/AcDream.App.Tests/UI/UiChatViewDatFontTests.cs b/tests/AcDream.App.Tests/UI/UiChatViewDatFontTests.cs new file mode 100644 index 00000000..c00c9544 --- /dev/null +++ b/tests/AcDream.App.Tests/UI/UiChatViewDatFontTests.cs @@ -0,0 +1,30 @@ +using AcDream.App.UI; +using DatReaderWriter.Types; +using Xunit; + +namespace AcDream.App.Tests.UI; + +public class UiChatViewDatFontTests +{ + // Synthetic per-char advance: each glyph 10px (Before=2,Width=6,After=2). + private static FontCharDesc Glyph(char c) => new() + { + Unicode = c, HorizontalOffsetBefore = 2, Width = 6, HorizontalOffsetAfter = 2, + OffsetX = 0, OffsetY = 0, Height = 12, VerticalOffsetBefore = 0, + }; + + [Fact] + public void CharIndexAt_UsesDatGlyphAdvance() + { + float Adv(char c) => UiDatFont.GlyphAdvance(Glyph(c)); + Assert.Equal(0, UiChatView.CharIndexAt("abc", Adv, 4f)); + Assert.Equal(1, UiChatView.CharIndexAt("abc", Adv, 12f)); + Assert.Equal(3, UiChatView.CharIndexAt("abc", Adv, 100f)); + } + + [Fact] + public void GlyphAdvance_MatchesRetailFormula() + { + Assert.Equal(10f, UiDatFont.GlyphAdvance(Glyph('x'))); + } +} From 9f273c934339faf530ce5ed7b5c4bd369e36a74b Mon Sep 17 00:00:00 2001 From: Erik Date: Mon, 15 Jun 2026 22:19:29 +0200 Subject: [PATCH 101/223] =?UTF-8?q?feat(D.2b):=20UiScrollable=20=E2=80=94?= =?UTF-8?q?=20pixel=20scroll=20model=20(UIElement=5FScrollable=20port)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/UI/UiScrollable.cs | 57 +++++++++++++++ .../AcDream.App.Tests/UI/UiScrollableTests.cs | 73 +++++++++++++++++++ 2 files changed, 130 insertions(+) create mode 100644 src/AcDream.App/UI/UiScrollable.cs create mode 100644 tests/AcDream.App.Tests/UI/UiScrollableTests.cs diff --git a/src/AcDream.App/UI/UiScrollable.cs b/src/AcDream.App/UI/UiScrollable.cs new file mode 100644 index 00000000..d30e2a0a --- /dev/null +++ b/src/AcDream.App/UI/UiScrollable.cs @@ -0,0 +1,57 @@ +using System; + +namespace AcDream.App.UI; + +/// +/// Pixel-based vertical scroll model. Port of retail UIElement_Scrollable: +/// the scroll offset is an integer pixel value (m_iScrollableY) clamped to +/// [0, ContentHeight - ViewHeight]; the thumb ratio is view/content; the position +/// ratio is scroll/(content-view). Pure (no GL) so it is fully unit-tested and +/// shared by the transcript (UiChatView) and the scrollbar (UiChatScrollbar). +/// Decomp anchors: SetScrollableXY @0x4740c0, UpdateScrollbarSize_ @0x4741a0, +/// UpdateScrollbarPosition_ @0x473f20, UIElement_Text::InqScrollDelta @0x4689b0. +/// +public sealed class UiScrollable +{ + /// Total wrapped content height in px (m_iScrollableHeight). + public int ContentHeight { get; set; } + /// Visible viewport height in px. + public int ViewHeight { get; set; } + /// Pixels per text line (scroll quantum). InqScrollDelta line case. + public int LineHeight { get; set; } = 16; + + private int _scrollY; + /// Current scroll offset in px from the top of the content. + public int ScrollY => _scrollY; + + /// Max scroll = max(0, content - view). + public int MaxScroll => Math.Max(0, ContentHeight - ViewHeight); + + /// True when content exceeds the view (a scrollbar is warranted). + public bool HasOverflow => ContentHeight > ViewHeight; + + /// True when the offset is at (or past) the bottom — used for bottom-pin. + public bool AtEnd => _scrollY >= MaxScroll; + + /// Set the offset, clamped to [0, MaxScroll] (SetScrollableXY clamp). + public void SetScrollY(int y) => _scrollY = Math.Clamp(y, 0, MaxScroll); + + /// Pin to the bottom (newest content visible). + public void ScrollToEnd() => _scrollY = MaxScroll; + + /// Thumb size ratio = view/content, clamped to 1 (UpdateScrollbarSize_). + public float ThumbRatio => ContentHeight <= 0 ? 1f : Math.Min(1f, (float)ViewHeight / ContentHeight); + + /// Position ratio = scroll/(content-view) in [0,1] (UpdateScrollbarPosition_). + public float PositionRatio => MaxScroll <= 0 ? 0f : (float)_scrollY / MaxScroll; + + /// Inverse of PositionRatio — used when the user drags the thumb. + public void SetPositionRatio(float ratio) + => SetScrollY((int)MathF.Round(Math.Clamp(ratio, 0f, 1f) * MaxScroll)); + + /// Scroll by whole lines (sign: +down/newer, -up/older). + public void ScrollByLines(int lines) => SetScrollY(_scrollY + lines * LineHeight); + + /// Scroll by a page = one view height (InqScrollDelta page case). + public void ScrollByPage(int pages) => SetScrollY(_scrollY + pages * ViewHeight); +} diff --git a/tests/AcDream.App.Tests/UI/UiScrollableTests.cs b/tests/AcDream.App.Tests/UI/UiScrollableTests.cs new file mode 100644 index 00000000..27804b1c --- /dev/null +++ b/tests/AcDream.App.Tests/UI/UiScrollableTests.cs @@ -0,0 +1,73 @@ +using AcDream.App.UI; +using Xunit; + +namespace AcDream.App.Tests.UI; + +public class UiScrollableTests +{ + [Fact] + public void Clamp_KeepsScrollWithinContent() + { + var s = new UiScrollable { ContentHeight = 300, ViewHeight = 100 }; + s.SetScrollY(500); + Assert.Equal(200, s.ScrollY); + s.SetScrollY(-50); + Assert.Equal(0, s.ScrollY); + } + + [Fact] + public void FitsView_PinsToZero() + { + var s = new UiScrollable { ContentHeight = 80, ViewHeight = 100 }; + s.SetScrollY(40); + Assert.Equal(0, s.ScrollY); + Assert.False(s.HasOverflow); + } + + [Fact] + public void ThumbRatio_IsViewOverContent_ClampedToOne() + { + var s = new UiScrollable { ContentHeight = 400, ViewHeight = 100 }; + Assert.Equal(0.25f, s.ThumbRatio, 3); + var full = new UiScrollable { ContentHeight = 50, ViewHeight = 100 }; + Assert.Equal(1f, full.ThumbRatio, 3); + } + + [Fact] + public void PositionRatio_MapsScrollToZeroOne() + { + var s = new UiScrollable { ContentHeight = 300, ViewHeight = 100 }; + s.SetScrollY(100); + Assert.Equal(0.5f, s.PositionRatio, 3); + s.SetScrollY(200); + Assert.Equal(1f, s.PositionRatio, 3); + } + + [Fact] + public void SetPositionRatio_IsInverseOfPositionRatio() + { + var s = new UiScrollable { ContentHeight = 300, ViewHeight = 100 }; + s.SetPositionRatio(0.5f); + Assert.Equal(100, s.ScrollY); + } + + [Fact] + public void ScrollByLines_AdvancesByLineHeight() + { + var s = new UiScrollable { ContentHeight = 1000, ViewHeight = 100, LineHeight = 16 }; + s.ScrollByLines(-2); + Assert.Equal(0, s.ScrollY); + s.SetScrollY(50); + s.ScrollByLines(2); + Assert.Equal(82, s.ScrollY); + } + + [Fact] + public void ScrollByPage_AdvancesByViewHeight() + { + var s = new UiScrollable { ContentHeight = 1000, ViewHeight = 100, LineHeight = 16 }; + s.SetScrollY(200); + s.ScrollByPage(1); + Assert.Equal(300, s.ScrollY); + } +} From 0eaef67b9d63cb0700c63ad9d4722968698c0abb Mon Sep 17 00:00:00 2001 From: Erik Date: Mon, 15 Jun 2026 22:23:17 +0200 Subject: [PATCH 102/223] feat(D.2b): UiChatView drives the shared UiScrollable model MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Replace the ad-hoc _scroll float with a public UiScrollable instance. OnDraw feeds ContentHeight/ViewHeight/LineHeight into the model each frame and reads baseY = bottom - contentH + (MaxScroll - ScrollY) — the (MaxScroll-ScrollY) inversion reconciles UiScrollable's top-origin convention (0=oldest, MaxScroll=newest) with the visual layout (newest at bottom). The wheel handler routes through ScrollByLines with a sign flip so wheel-up still reveals older lines. _pinBottom tracks whether the view is at the end and calls ScrollToEnd() each draw to auto-scroll new messages. ClampScroll static method kept — referenced by existing tests. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/UI/UiChatView.cs | 32 +++++++++++++++++++++++--------- 1 file changed, 23 insertions(+), 9 deletions(-) diff --git a/src/AcDream.App/UI/UiChatView.cs b/src/AcDream.App/UI/UiChatView.cs index 1392c26f..9dbe9cd3 100644 --- a/src/AcDream.App/UI/UiChatView.cs +++ b/src/AcDream.App/UI/UiChatView.cs @@ -52,8 +52,12 @@ public sealed class UiChatView : UiElement /// Inner text inset from the view edges, px. public float Padding { get; set; } = 4f; - // Pixels the transcript is scrolled UP from the newest line (0 = pinned to bottom). - private float _scroll; + /// The scroll model — also read by the linked UiChatScrollbar. + public UiScrollable Scroll { get; } = new(); + + /// True while the view is pinned to the newest line (auto-scrolls as content grows). + private bool _pinBottom = true; + private const float WheelLines = 1f; // lines advanced per wheel notch (retail = 1 line per notch) // ── Cached layout from the last OnDraw, so OnEvent hit-tests the SAME geometry ── @@ -112,11 +116,19 @@ public sealed class UiChatView : UiElement float top = Padding, bottom = Height - Padding; float innerH = bottom - top; float contentH = lines.Count * lh; - _scroll = ClampScroll(_scroll, contentH, innerH); - // Bottom-pin: with _scroll==0 the LAST line ends at `bottom`; scrolling up - // shifts the whole block down so older lines are revealed at the top. - float baseY = bottom - contentH + _scroll; + // Drive the shared scroll model with the current geometry. + Scroll.LineHeight = (int)MathF.Round(lh); + Scroll.ContentHeight = (int)MathF.Ceiling(contentH); + Scroll.ViewHeight = (int)MathF.Floor(innerH); + if (_pinBottom) Scroll.ScrollToEnd(); + + // UiScrollable: ScrollY=0 is TOP/oldest, ScrollY=MaxScroll is BOTTOM/newest. + // Visual layout: newest at bottom → baseY = bottom - contentH (ScrollY at max). + // Invert: baseY = bottom - contentH + (MaxScroll - ScrollY). + // With _pinBottom: ScrollY=MaxScroll → baseY=bottom-contentH → last line ends at bottom. ✓ + // Scrolled to top: ScrollY=0 → baseY=bottom-contentH+MaxScroll=bottom-innerH=top. ✓ + float baseY = bottom - contentH + (Scroll.MaxScroll - Scroll.ScrollY); _lastBaseY = baseY; // Normalised selection span (start <= end), if any. @@ -166,9 +178,11 @@ public sealed class UiChatView : UiElement { case UiEventType.Scroll: { - float lh = DatFont?.LineHeight ?? (Font ?? _lastFont)?.LineHeight ?? 16f; - // Silk wheel +Y = scroll up = reveal older = shift content down = larger _scroll. - _scroll += e.Data0 * WheelLines * lh; // re-clamped next OnDraw against live content + // Silk wheel +Y = scroll up = reveal older = toward the TOP = decrease ScrollY. + // ScrollByLines sign: +down/newer, -up/older. + // e.Data0 > 0 → wheel up → want older → ScrollByLines with negative lines. + Scroll.ScrollByLines((int)(-e.Data0 * WheelLines)); + _pinBottom = Scroll.AtEnd; return true; } From aa94cedc38435a7618def818579ee777d29bbae1 Mon Sep 17 00:00:00 2001 From: Erik Date: Mon, 15 Jun 2026 22:27:27 +0200 Subject: [PATCH 103/223] =?UTF-8?q?fix(render):=20A7=20point-light=20shape?= =?UTF-8?q?=20=E2=80=94=20per-vertex=20Gouraud=20+=20faithful=20calc=5Fpoi?= =?UTF-8?q?nt=5Flight=20(wrap=20+=20norm)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit The torch/point-light look was wrong two ways, both now fixed against the named retail decomp (calc_point_light 0x0059c8b0) via our verified LightBake.PointContribution port: 1. Per-PIXEL → per-VERTEX. accumulateLights moved from mesh_modern.frag to mesh_modern.vert so point lights Gouraud-interpolate across each triangle the way retail's fixed-function T&L does. The per-pixel eval made a tight, hard-edged "spotlight" pool on flat walls; per-vertex is a soft, broad gradient. frag now just consumes the interpolated vLit (+ fog + flash). 2. Simplified ramp → faithful calc_point_light shape. The live point/spot branch was max(0,N·L) × linear(1−d/range) × cap — missing two terms our LightBake.cs port already has: • half-Lambert WRAP (1/1.5)·(N·D + 0.5·d), D un-normalised — a face angled away from a torch still catches light (retail's soft terminator) instead of snapping to black. • distance-cube NORM branch norm = distsq>1 ? distsq·d : d — inverse- square-ish soft far halo + punchy near field, vs the flat linear ramp. Per-channel no-blowout cap (min(scale·color, color)) retained. The per-channel cap was also added to the legacy mesh.frag for consistency. A read-only retail-vs-acdream lighting audit (11-agent workflow) confirmed these two as the cause of the "better but a bit off" look and cleared the ambient/sun/terrain/color-space chain as already faithful. Remaining confirmed divergences (per-object light selection; dungeon static vertex bake) are filed as the next fixes. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/Rendering/Shaders/mesh.frag | 5 +- .../Rendering/Shaders/mesh_modern.frag | 48 ++--------- .../Rendering/Shaders/mesh_modern.vert | 81 +++++++++++++++++++ 3 files changed, 93 insertions(+), 41 deletions(-) diff --git a/src/AcDream.App/Rendering/Shaders/mesh.frag b/src/AcDream.App/Rendering/Shaders/mesh.frag index 45fe4e7f..f2e879ae 100644 --- a/src/AcDream.App/Rendering/Shaders/mesh.frag +++ b/src/AcDream.App/Rendering/Shaders/mesh.frag @@ -84,7 +84,10 @@ vec3 accumulateLights(vec3 N, vec3 worldPos) { float cos_l = dot(-Ldir, uLights[i].dirAndRange.xyz); atten *= (cos_l > cos_edge) ? 1.0 : 0.0; } - lit += Lcol * ndl * atten; + // Retail per-channel "no-blowout" cap (calc_point_light 0x0059c8b0): a single + // point/spot light can't push a channel past its own colour, regardless of + // intensity (~100) — kills the close-torch overblow (#93). See mesh_modern.frag. + lit += min(Lcol * ndl * atten, uLights[i].colorAndIntensity.xyz); } } } diff --git a/src/AcDream.App/Rendering/Shaders/mesh_modern.frag b/src/AcDream.App/Rendering/Shaders/mesh_modern.frag index 040e15b2..4f344369 100644 --- a/src/AcDream.App/Rendering/Shaders/mesh_modern.frag +++ b/src/AcDream.App/Rendering/Shaders/mesh_modern.frag @@ -4,6 +4,7 @@ in vec3 vNormal; in vec2 vTexCoord; in vec3 vWorldPos; +in vec3 vLit; // A7: per-vertex Gouraud lighting (ambient + capped lights), from mesh_modern.vert in flat uvec2 vTextureHandle; in flat uint vTextureLayer; @@ -31,44 +32,11 @@ layout(std140, binding = 1) uniform SceneLighting { vec4 uCameraAndTime; }; -vec3 accumulateLights(vec3 N, vec3 worldPos) { - vec3 lit = uCellAmbient.xyz; - int activeLights = int(uCellAmbient.w); - for (int i = 0; i < 8; ++i) { - if (i >= activeLights) break; - int kind = int(uLights[i].posAndKind.w); - vec3 Lcol = uLights[i].colorAndIntensity.xyz * uLights[i].colorAndIntensity.w; - if (kind == 0) { - vec3 Ldir = -uLights[i].dirAndRange.xyz; - float ndl = max(0.0, dot(N, Ldir)); - lit += Lcol * ndl; - } else { - vec3 toL = uLights[i].posAndKind.xyz - worldPos; - float d = length(toL); - float range = uLights[i].dirAndRange.w; - if (d < range && range > 1e-3) { - vec3 Ldir = toL / max(d, 1e-4); - float ndl = max(0.0, dot(N, Ldir)); - // Retail per-vertex point-light ramp (calc_point_light 0x0059c8b0, - // line 0x0059c9a2): contribution scales by (1 - dist/falloff_eff), a - // LINEAR fade to exactly 0 at the edge. That is what makes a torch a - // smooth glow that blends into the ambient instead of a flat disc with - // a hard edge — the dungeon/house/outdoor "spotlight" look (#133 A7). - // falloff_eff = Falloff * static_light_factor (1.3, 0x00820e24) is folded - // into the shader Range (dirAndRange.w) by LightInfoLoader, so the ramp - // denominator is just Range and fades to 0 exactly at the cutoff. - float atten = clamp(1.0 - d / max(range, 1e-3), 0.0, 1.0); - if (kind == 2) { - float cos_edge = cos(uLights[i].coneAngleEtc.x * 0.5); - float cos_l = dot(-Ldir, uLights[i].dirAndRange.xyz); - atten *= (cos_l > cos_edge) ? 1.0 : 0.0; - } - lit += Lcol * ndl * atten; - } - } - } - return lit; -} +// A7 (2026-06-15): per-vertex lighting moved to mesh_modern.vert (Gouraud) to match +// retail's fixed-function per-vertex T&L — a per-pixel evaluation made a hard "spotlight" +// pool. The SceneLighting UBO above is still declared here for fog (uFogParams/uFogColor/ +// uCameraAndTime) + the lightning-flash bump; its uLights[]/uCellAmbient are now consumed +// in the vertex shader. The std140 layout must stay identical to the vert + the CPU upload. vec3 applyFog(vec3 lit, vec3 worldPos) { int mode = int(uFogParams.w); @@ -114,8 +82,8 @@ void main() { if (color.a < 0.05) discard; } - vec3 N = normalize(vNormal); - vec3 lit = accumulateLights(N, vWorldPos); + // Per-vertex Gouraud lighting from the vertex shader (ambient + capped lights). + vec3 lit = vLit; // Lightning flash — additive scene bump (matches mesh_instanced.frag). lit += uFogParams.z * vec3(0.6, 0.6, 0.75); diff --git a/src/AcDream.App/Rendering/Shaders/mesh_modern.vert b/src/AcDream.App/Rendering/Shaders/mesh_modern.vert index ce4378ac..fa150cbc 100644 --- a/src/AcDream.App/Rendering/Shaders/mesh_modern.vert +++ b/src/AcDream.App/Rendering/Shaders/mesh_modern.vert @@ -96,9 +96,89 @@ uniform mat4 uViewProjection; // uDrawIDOffset pattern in BaseObjectRenderManager.cs line 845. uniform int uDrawIDOffset; +// SceneLighting UBO — binding=1 in the UBO namespace (GL keeps the SSBO and UBO +// binding tables separate, so this coexists with the binding=1 BatchBuffer SSBO +// above). IDENTICAL std140 layout to mesh_modern.frag. +// +// A7 (2026-06-15): lighting moved from the FRAGMENT shader to HERE (per-VERTEX) so +// torch/point lights Gouraud-interpolate across each triangle the way retail's +// fixed-function T&L does (D3D DrawEnvCell vertex bake + minimize_object_lighting for +// objects). A per-PIXEL evaluation made a tight bright "spotlight" pool on flat walls; +// per-vertex spreads it into a soft, broad gradient with no hard edge. +struct Light { + vec4 posAndKind; + vec4 dirAndRange; + vec4 colorAndIntensity; + vec4 coneAngleEtc; +}; +layout(std140, binding = 1) uniform SceneLighting { + Light uLights[8]; + vec4 uCellAmbient; + vec4 uFogParams; + vec4 uFogColor; + vec4 uCameraAndTime; +}; + +vec3 accumulateLights(vec3 N, vec3 worldPos) { + vec3 lit = uCellAmbient.xyz; + int activeLights = int(uCellAmbient.w); + for (int i = 0; i < 8; ++i) { + if (i >= activeLights) break; + int kind = int(uLights[i].posAndKind.w); + vec3 Lcol = uLights[i].colorAndIntensity.xyz * uLights[i].colorAndIntensity.w; + if (kind == 0) { + // Directional (sun): forward points INTO the scene; N·(-forward) = light-facing. + vec3 Ldir = -uLights[i].dirAndRange.xyz; + float ndl = max(0.0, dot(N, Ldir)); + lit += Lcol * ndl; + } else { + // Point / spot — FAITHFUL port of calc_point_light (0x0059c8b0) via our + // verified LightBake.PointContribution (LightBake.cs:46-77). D = light − + // vertex, used UN-normalised (length = dist); N is the unit vertex normal. + // (A7 2026-06-15 #2: the prior model was a simplification — plain + // max(0,N·L) × linear(1−d/range) — which gave a harsher terminator and a + // flatter falloff than retail. The two terms below are the fix.) + vec3 toL = uLights[i].posAndKind.xyz - worldPos; // D (un-normalised) + float distsq = dot(toL, toL); + float d = sqrt(distsq); + float range = uLights[i].dirAndRange.w; // falloff_eff = Falloff × 1.3 + if (d < range && range > 1e-4) { + // Half-Lambert WRAP: (1/1.5)·(N·D + 0.5·d). D is un-normalised so + // N·D = d·cosθ; the +0.5·d bias lets a face angled AWAY from the torch + // still catch light — retail's soft terminator. wrap≤0 = fully shadowed + // (retail early-out at 0x0059c8b0). TwoLpr=1.5, WrapBias=0.5. + float wrap = (1.0 / 1.5) * (dot(N, toL) + 0.5 * d); + if (wrap > 0.0) { + // NORM branch (the distance-cube term): beyond 1 m, divide by + // distsq·d ≈ inverse-square (soft far halo); within 1 m, divide by + // d only, to dodge a near singularity. This is the "punchy near, + // soft far" shape the flat linear ramp was flattening. + float norm = (distsq > 1.0) ? (distsq * d) : d; + float intensity = uLights[i].colorAndIntensity.w; + float scale = (1.0 - d / range) * intensity * (wrap / norm); + if (kind == 2) { + // Spotlight: hard-edged cos-cone gate layered on the point ramp. + vec3 Ldir = toL / max(d, 1e-4); + float cos_edge = cos(uLights[i].coneAngleEtc.x * 0.5); + float cos_l = dot(-Ldir, uLights[i].dirAndRange.xyz); + if (cos_l <= cos_edge) scale = 0.0; + } + // Per-channel no-blowout cap to the light's OWN colour (un-intensity- + // scaled): a single light can't push a channel past its colour + // (dat torch intensity ~100 would saturate). Summed lit clamped in frag. + vec3 baseCol = uLights[i].colorAndIntensity.xyz; + lit += min(scale * baseCol, baseCol); + } + } + } + } + return lit; +} + out vec3 vNormal; out vec2 vTexCoord; out vec3 vWorldPos; +out vec3 vLit; // A7: per-vertex Gouraud lighting (ambient + capped lights) out flat uvec2 vTextureHandle; out flat uint vTextureLayer; @@ -123,6 +203,7 @@ void main() { vWorldPos = worldPos.xyz; vNormal = normalize(mat3(model) * aNormal); + vLit = accumulateLights(vNormal, vWorldPos); // A7: per-vertex Gouraud lighting vTexCoord = aTexCoord; BatchData b = Batches[uDrawIDOffset + gl_DrawIDARB]; From 2940b4e3b2a36f912f94df4fb3ebf8f4407b0428 Mon Sep 17 00:00:00 2001 From: Erik Date: Mon, 15 Jun 2026 22:31:12 +0200 Subject: [PATCH 104/223] =?UTF-8?q?feat(D.2b):=20UiChatScrollbar=20?= =?UTF-8?q?=E2=80=94=20track/thumb/buttons=20driving=20UiScrollable?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Implements the right-side chat scrollbar widget. Ports retail UIElement_Scrollbar::UpdateLayout @0x4710d0 (thumb sizing + placement) and HandleButtonClick @0x470e90 (step ±1 line, page on track click). Dat element ids sourced from chat LayoutDesc 0x21000006 (base layout 0x2100003E): up-button sprite 0x06004C69, down-button 0x06004C6C, track 0x06004C5F, thumb middle 0x06004C63. Up/down buttons occupy the top and bottom ButtonH (16px) regions of the widget height, matching element positions Y=0 and Y=32 in the base scrollbar template. Adds 6 pure ThumbRect tests (no GL): sizing, clamping to MinThumb, position at start/mid/end, no-overflow full-fill. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/UI/UiChatScrollbar.cs | 164 ++++++++++++++++++ .../UI/UiChatScrollbarTests.cs | 81 +++++++++ 2 files changed, 245 insertions(+) create mode 100644 src/AcDream.App/UI/UiChatScrollbar.cs create mode 100644 tests/AcDream.App.Tests/UI/UiChatScrollbarTests.cs diff --git a/src/AcDream.App/UI/UiChatScrollbar.cs b/src/AcDream.App/UI/UiChatScrollbar.cs new file mode 100644 index 00000000..6274f7b4 --- /dev/null +++ b/src/AcDream.App/UI/UiChatScrollbar.cs @@ -0,0 +1,164 @@ +using System; +using System.Numerics; + +namespace AcDream.App.UI; + +/// +/// Right-side chat scrollbar: a track sprite, a draggable thumb sized to the +/// content/view ratio, and up/down step buttons. Drives a linked +/// . Ports retail UIElement_Scrollbar::UpdateLayout +/// @0x4710d0 (thumb size = trackLen * ThumbRatio, min 8px; thumb pos from +/// PositionRatio) and HandleButtonClick @0x470e90 (step ±1 line). +/// +/// +/// Dat element ids (chat LayoutDesc 0x21000006): track 0x10000012 (X=474 Y=6 W=16 H=68), +/// thumb 0x1000048C. The track is instanced from base layout 0x2100003E which contains +/// the full scrollbar widget with distinct up/down button children: +/// Up button element 0x10000071 — Y=0, 16×16, Normal sprite 0x06004C69. +/// Down button element 0x10000072 — Y=32, 16×16, Normal sprite 0x06004C6C. +/// Track body sprite: 0x06004C5F (48px tall in the base template; stretched to H=68 in chat). +/// Thumb is a 3-slice: top cap 0x06004C60, middle 0x06004C63, bottom cap 0x06004C66. +/// For Task H wiring: up/down regions occupy the top and bottom ButtonH (16px) of the +/// rendered scrollbar's height; the widget responds to those regions directly via hit +/// comparison in OnEvent without requiring separate child elements. +/// +public sealed class UiChatScrollbar : UiElement +{ + /// The scroll model this bar reflects + drives (shared with the transcript). + public UiScrollable? Model { get; set; } + + /// RenderSurface id → (GL tex, w, h). 0 id = skip. + public Func? SpriteResolve { get; set; } + + /// Track background sprite id (0x06004C5F from layout 0x2100003E element 0x10000455). + public uint TrackSprite { get; set; } + + /// Thumb sprite id (3-slice middle tile: 0x06004C63; the widget draws + /// a single stretched sprite for simplicity — Task H can upgrade to 3-slice). + public uint ThumbSprite { get; set; } + + /// Up-arrow button sprite id (0x06004C69 Normal state, element 0x10000071). + public uint UpSprite { get; set; } + + /// Down-arrow button sprite id (0x06004C6C Normal state, element 0x10000072). + public uint DownSprite { get; set; } + + /// Retail attribute 0x89 floor: minimum thumb height in pixels. + private const float MinThumb = 8f; + + /// Up/down button height in pixels. Matches element height 16px from + /// the up/down button children in base layout 0x2100003E. + private const float ButtonH = 16f; + + private bool _draggingThumb; + private float _dragOffsetY; + + public UiChatScrollbar() { CapturesPointerDrag = true; } + + /// + /// Computes the thumb rectangle (local y origin and height) within the track area + /// between the two end buttons. Ports retail UIElement_Scrollbar::UpdateLayout + /// @0x4710d0: thumb height = max(MinThumb, trackLen * ThumbRatio); thumb top + /// offset = trackTop + (trackLen - thumbH) * PositionRatio. + /// + /// The scroll model. + /// Y of the top of the usable track area (below up-button). + /// Pixel length of the usable track area (between up and down buttons). + /// Local Y of the thumb's top edge, and its pixel height. + public static (float y, float h) ThumbRect(UiScrollable m, float trackTop, float trackLen) + { + float h = MathF.Max(MinThumb, trackLen * m.ThumbRatio); + float travel = trackLen - h; + float y = trackTop + travel * m.PositionRatio; + return (y, h); + } + + protected override void OnDraw(UiRenderContext ctx) + { + if (Model is not { } m || SpriteResolve is not { } resolve) return; + + // Track background, full element bounds. + DrawSprite(ctx, resolve, TrackSprite, 0f, 0f, Width, Height); + + // Up button — top ButtonH rows. + DrawSprite(ctx, resolve, UpSprite, 0f, 0f, Width, ButtonH); + + // Down button — bottom ButtonH rows. + DrawSprite(ctx, resolve, DownSprite, 0f, Height - ButtonH, Width, ButtonH); + + // Thumb — only when content overflows the view. + if (m.HasOverflow) + { + float trackTop = ButtonH; + float trackLen = Height - 2f * ButtonH; + var (ty, th) = ThumbRect(m, trackTop, trackLen); + DrawSprite(ctx, resolve, ThumbSprite, 0f, ty, Width, th); + } + } + + private void DrawSprite(UiRenderContext ctx, Func resolve, + uint id, float x, float y, float w, float h) + { + if (id == 0) return; + var (tex, _, _) = resolve(id); + if (tex == 0) return; + ctx.DrawSprite(tex, x, y, w, h, 0f, 0f, 1f, 1f, Vector4.One); + } + + public override bool OnEvent(in UiEvent e) + { + if (Model is not { } m) return false; + + switch (e.Type) + { + case UiEventType.MouseDown: + { + // e.Data1 = local X, e.Data2 = local Y (int pixel coords, see UiRoot hit dispatch). + float ly = e.Data2; + + // Up-button region: top ButtonH rows. + if (ly <= ButtonH) { m.ScrollByLines(-1); return true; } + + // Down-button region: bottom ButtonH rows. + if (ly >= Height - ButtonH) { m.ScrollByLines(1); return true; } + + // Track interior: start a thumb drag or page-scroll. + float trackTop = ButtonH; + float trackLen = Height - 2f * ButtonH; + var (ty, th) = ThumbRect(m, trackTop, trackLen); + + if (ly >= ty && ly <= ty + th) + { + // Clicked inside the thumb — begin drag with offset from thumb top. + _draggingThumb = true; + _dragOffsetY = ly - ty; + } + else + { + // Clicked above or below thumb — page scroll (HandleButtonClick page case). + m.ScrollByPage(ly < ty ? -1 : 1); + } + return true; + } + + case UiEventType.MouseMove when _draggingThumb: + { + // Map current local Y (minus drag offset from thumb top) back to a + // position ratio across the available travel distance. + float trackTop = ButtonH; + float trackLen = Height - 2f * ButtonH; + float thumbH = MathF.Max(MinThumb, trackLen * m.ThumbRatio); + float travel = MathF.Max(1f, trackLen - thumbH); + float newRatio = ((float)e.Data2 - _dragOffsetY - trackTop) / travel; + m.SetPositionRatio(newRatio); + return true; + } + + case UiEventType.MouseUp: + _draggingThumb = false; + return true; + } + + return false; + } +} diff --git a/tests/AcDream.App.Tests/UI/UiChatScrollbarTests.cs b/tests/AcDream.App.Tests/UI/UiChatScrollbarTests.cs new file mode 100644 index 00000000..3f4ddbba --- /dev/null +++ b/tests/AcDream.App.Tests/UI/UiChatScrollbarTests.cs @@ -0,0 +1,81 @@ +using AcDream.App.UI; +using Xunit; + +namespace AcDream.App.Tests.UI; + +/// +/// Pure unit tests for — no GL dependency. +/// +public class UiChatScrollbarTests +{ + // Model: content=400, view=100, trackLen=200. + // ThumbRatio = 100/400 = 0.25 → thumbH = max(8, 200*0.25) = 50. + // Travel = 200 - 50 = 150. + + [Fact] + public void ThumbRect_AtStart_HasCorrectSizeAndZeroOffset() + { + var m = new UiScrollable { ContentHeight = 400, ViewHeight = 100 }; + // PositionRatio = 0 (start). + var (y, h) = UiChatScrollbar.ThumbRect(m, trackTop: 0f, trackLen: 200f); + Assert.Equal(50f, h, 3f); + Assert.Equal(0f, y, 3f); + } + + [Fact] + public void ThumbRect_AtEnd_PinsToBottomOfTrack() + { + var m = new UiScrollable { ContentHeight = 400, ViewHeight = 100 }; + m.ScrollToEnd(); // PositionRatio = 1. + float trackTop = 16f, trackLen = 200f; + var (y, h) = UiChatScrollbar.ThumbRect(m, trackTop, trackLen); + Assert.Equal(50f, h, 3f); + // y = trackTop + travel * 1 = 16 + 150 = 166. + Assert.Equal(166f, y, 3f); + } + + [Fact] + public void ThumbRect_WithButtonH_CorrectlyOffsetsFromTrackTop() + { + // Matches task spec: content=400, view=100, trackLen=200, PositionRatio=1. + // thumbH=50; travel=150; y = trackTop + 150 = trackTop + 150. + var m = new UiScrollable { ContentHeight = 400, ViewHeight = 100 }; + m.ScrollToEnd(); + var (y, h) = UiChatScrollbar.ThumbRect(m, trackTop: 16f, trackLen: 200f); + Assert.Equal(50f, h, 3f); + Assert.Equal(166f, y, 3f); // 16 + 150 + } + + [Fact] + public void ThumbRect_MidScroll_InterpolatesPosition() + { + // content=400 view=100 → MaxScroll=300; ScrollY=150 → PositionRatio=0.5. + var m = new UiScrollable { ContentHeight = 400, ViewHeight = 100 }; + m.SetScrollY(150); + Assert.Equal(0.5f, m.PositionRatio, 3); + + var (y, h) = UiChatScrollbar.ThumbRect(m, trackTop: 0f, trackLen: 200f); + Assert.Equal(50f, h, 3f); + // y = 0 + 150 * 0.5 = 75. + Assert.Equal(75f, y, 3f); + } + + [Fact] + public void ThumbRect_SmallContent_EnforcesMinThumb() + { + // content=1000, view=10, trackLen=200 → ThumbRatio=0.01 → raw=2 < 8 → clamp to 8. + var m = new UiScrollable { ContentHeight = 1000, ViewHeight = 10 }; + var (_, h) = UiChatScrollbar.ThumbRect(m, trackTop: 0f, trackLen: 200f); + Assert.Equal(8f, h, 3f); + } + + [Fact] + public void ThumbRect_NoOverflow_ThumbFillsTrack() + { + // content <= view → ThumbRatio = 1 → thumbH = trackLen. + var m = new UiScrollable { ContentHeight = 50, ViewHeight = 100 }; + var (y, h) = UiChatScrollbar.ThumbRect(m, trackTop: 16f, trackLen: 100f); + Assert.Equal(100f, h, 3f); + Assert.Equal(16f, y, 3f); // travel = 0 → y = trackTop + } +} From bcc45d668e08fa24fe795c7c094650819771e6a0 Mon Sep 17 00:00:00 2001 From: Erik Date: Mon, 15 Jun 2026 22:36:44 +0200 Subject: [PATCH 105/223] =?UTF-8?q?feat(D.2b):=20UiChatInput=20=E2=80=94?= =?UTF-8?q?=20editable=20field,=20caret,=20100-entry=20history=20(UIElemen?= =?UTF-8?q?t=5FText=20port)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Ports retail UIElement_Text editable one-line mode (caret = glyph index; caret pixel-X = sum of glyph advances via UiDatFont) and ChatInterface's 100-entry command history (up/down arrow; sentinel -1 = live line). Submit (Enter/KeypadEnter) fires OnSubmit callback, clears, pushes history. Draws via DrawStringDat (dat font) or DrawString (BitmapFont) fallback. AcceptsFocus=true + IsEditControl=true so UiRoot routes Char/KeyDown to it and suppresses global hotkeys while typing. 6 new tests, all green. Decomp refs: UIElement_Text::MoveCursor @0x468d00, UIElement_Text::FindPixelsFromPos @0x472b40, ChatInterface::ProcessCommand @0x4f5100 Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/UI/UiChatInput.cs | 158 ++++++++++++++++++ .../AcDream.App.Tests/UI/UiChatInputTests.cs | 72 ++++++++ 2 files changed, 230 insertions(+) create mode 100644 src/AcDream.App/UI/UiChatInput.cs create mode 100644 tests/AcDream.App.Tests/UI/UiChatInputTests.cs diff --git a/src/AcDream.App/UI/UiChatInput.cs b/src/AcDream.App/UI/UiChatInput.cs new file mode 100644 index 00000000..8bed6af0 --- /dev/null +++ b/src/AcDream.App/UI/UiChatInput.cs @@ -0,0 +1,158 @@ +using System; +using System.Collections.Generic; +using System.Numerics; + +namespace AcDream.App.UI; + +/// +/// Editable one-line chat input. Port of retail UIElement_Text editable +/// one-line mode + ChatInterface's 100-entry command history. Caret is a +/// glyph index; the caret pixel-X is Σ glyph advances (UiDatFont) to the caret. +/// Submit (Enter / Send) fires , clears, and pushes history. +/// Decomp: UIElement_Text MoveCursor @0x468d00, FindPixelsFromPos @0x472b40; +/// ChatInterface ProcessCommand @0x4f5100 (history cap 100, sentinel 0xFFFFFFFF). +/// +public sealed class UiChatInput : UiElement +{ + public UiDatFont? DatFont { get; set; } + public AcDream.App.Rendering.BitmapFont? Font { get; set; } + public Vector4 TextColor { get; set; } = new(1f, 1f, 1f, 1f); + public Vector4 BackgroundColor { get; set; } = new(0f, 0f, 0f, 0.35f); + public float Padding { get; set; } = 4f; + public int MaxCharacters { get; set; } = 0xFFFF; + + public Action? OnSubmit { get; set; } + + private string _text = ""; + private int _caret; + public string Text => _text; + public int CaretPos => _caret; + + private readonly List _history = new(); + private int _historyIndex = -1; + public int HistoryCount => _history.Count; + + public UiChatInput() + { + AcceptsFocus = true; + IsEditControl = true; + CapturesPointerDrag = true; + } + + public void InsertChar(char c) + { + if (c < 0x20 || c == 0x7F) return; + if (_text.Length >= MaxCharacters) return; + _text = _text.Insert(_caret, c.ToString()); + _caret++; + _historyIndex = -1; + } + + public void Backspace() + { + if (_caret == 0) return; + _text = _text.Remove(_caret - 1, 1); + _caret--; + } + + public void DeleteForward() + { + if (_caret >= _text.Length) return; + _text = _text.Remove(_caret, 1); + } + + public void MoveCaret(int delta) => _caret = Math.Clamp(_caret + delta, 0, _text.Length); + public void CaretHome() => _caret = 0; + public void CaretEnd() => _caret = _text.Length; + + public void Submit() + { + var t = _text; + if (t.Trim().Length == 0) { Clear(); return; } + OnSubmit?.Invoke(t); + PushHistory(t); + Clear(); + } + + private void Clear() { _text = ""; _caret = 0; _historyIndex = -1; } + + private void PushHistory(string t) + { + _history.Add(t); + if (_history.Count > 100) _history.RemoveAt(0); + _historyIndex = -1; + } + + public void HistoryPrev() + { + if (_history.Count == 0) return; + _historyIndex = _historyIndex < 0 ? _history.Count - 1 : Math.Max(0, _historyIndex - 1); + SetTextFromHistory(); + } + + public void HistoryNext() + { + if (_historyIndex < 0) return; + _historyIndex++; + if (_historyIndex >= _history.Count) { _historyIndex = -1; Clear(); return; } + SetTextFromHistory(); + } + + private void SetTextFromHistory() + { + _text = _history[_historyIndex]; + _caret = _text.Length; + } + + public float CaretPixelX() + => DatFont is { } df ? df.MeasureWidth(_text.Substring(0, _caret)) + : Font is { } bf ? bf.MeasureWidth(_text.Substring(0, _caret)) : 0f; + + private bool _focused; + + protected override void OnDraw(UiRenderContext ctx) + { + ctx.DrawRect(0, 0, Width, Height, BackgroundColor); + float lh = DatFont?.LineHeight ?? Font?.LineHeight ?? 14f; + float ty = (Height - lh) * 0.5f; + if (DatFont is { } df) ctx.DrawStringDat(df, _text, Padding, ty, TextColor); + else ctx.DrawString(_text, Padding, ty, TextColor, Font); + + if (_focused) + { + float cx = Padding + CaretPixelX(); + ctx.DrawRect(cx, ty, 1f, lh, TextColor); + } + } + + public override bool OnEvent(in UiEvent e) + { + switch (e.Type) + { + case UiEventType.FocusGained: _focused = true; return true; + case UiEventType.FocusLost: _focused = false; _historyIndex = -1; return true; + case UiEventType.Char: + InsertChar((char)e.Data0); + return true; + case UiEventType.KeyDown: + { + var key = (Silk.NET.Input.Key)e.Data0; + switch (key) + { + case Silk.NET.Input.Key.Enter: + case Silk.NET.Input.Key.KeypadEnter: Submit(); return true; + case Silk.NET.Input.Key.Backspace: Backspace(); return true; + case Silk.NET.Input.Key.Delete: DeleteForward(); return true; + case Silk.NET.Input.Key.Left: MoveCaret(-1); return true; + case Silk.NET.Input.Key.Right: MoveCaret(1); return true; + case Silk.NET.Input.Key.Home: CaretHome(); return true; + case Silk.NET.Input.Key.End: CaretEnd(); return true; + case Silk.NET.Input.Key.Up: HistoryPrev(); return true; + case Silk.NET.Input.Key.Down: HistoryNext(); return true; + } + return false; + } + } + return false; + } +} diff --git a/tests/AcDream.App.Tests/UI/UiChatInputTests.cs b/tests/AcDream.App.Tests/UI/UiChatInputTests.cs new file mode 100644 index 00000000..abbb751b --- /dev/null +++ b/tests/AcDream.App.Tests/UI/UiChatInputTests.cs @@ -0,0 +1,72 @@ +using AcDream.App.UI; +using Xunit; + +namespace AcDream.App.Tests.UI; + +public class UiChatInputTests +{ + [Fact] + public void InsertChar_AdvancesCaret() + { + var input = new UiChatInput(); + input.InsertChar('h'); input.InsertChar('i'); + Assert.Equal("hi", input.Text); + Assert.Equal(2, input.CaretPos); + } + + [Fact] + public void Backspace_DeletesBeforeCaret() + { + var input = new UiChatInput(); + foreach (var c in "abc") input.InsertChar(c); + input.MoveCaret(-1); + input.Backspace(); + Assert.Equal("ac", input.Text); + Assert.Equal(1, input.CaretPos); + } + + [Fact] + public void Submit_FiresCallback_ClearsText_PushesHistory() + { + string? sent = null; + var input = new UiChatInput { OnSubmit = t => sent = t }; + foreach (var c in "hello") input.InsertChar(c); + input.Submit(); + Assert.Equal("hello", sent); + Assert.Equal("", input.Text); + Assert.Equal(0, input.CaretPos); + } + + [Fact] + public void EmptySubmit_DoesNotFire() + { + int n = 0; + var input = new UiChatInput { OnSubmit = _ => n++ }; + input.Submit(); + Assert.Equal(0, n); + } + + [Fact] + public void History_UpDownBrowsesPreviousSubmissions() + { + var input = new UiChatInput { OnSubmit = _ => {} }; + foreach (var c in "first") input.InsertChar(c); input.Submit(); + foreach (var c in "second") input.InsertChar(c); input.Submit(); + input.HistoryPrev(); + Assert.Equal("second", input.Text); + input.HistoryPrev(); + Assert.Equal("first", input.Text); + input.HistoryNext(); + Assert.Equal("second", input.Text); + input.HistoryNext(); + Assert.Equal("", input.Text); + } + + [Fact] + public void History_CapsAt100() + { + var input = new UiChatInput { OnSubmit = _ => {} }; + for (int i = 0; i < 150; i++) { input.InsertChar('x'); input.Submit(); } + Assert.True(input.HistoryCount <= 100); + } +} From c2170ab18f85ebd334fb7dff969091d57f6da850 Mon Sep 17 00:00:00 2001 From: Erik Date: Mon, 15 Jun 2026 22:42:22 +0200 Subject: [PATCH 106/223] =?UTF-8?q?feat(D.2b):=20UiChannelMenu=20=E2=80=94?= =?UTF-8?q?=20channel=20selector=20popup=20(UIElement=5FMenu=20port)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Port of retail gmMainChatUI::InitTalkFocusMenu @0x4cdc50 + HandleSelection @0x4cd540 → SetTalkFocus. Button shows active channel label; click opens a 12-item popup that extends UPWARD (chat sits at screen bottom); selecting an entry calls OnChannelChanged and updates Selected. BitmapFont? Font uses the fully-qualified type name to match UiChatInput convention. Includes 6 xunit tests covering channel table shape, default selection, and popup-pick routing. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/UI/UiChannelMenu.cs | 109 ++++++++++++++++++ .../UI/UiChannelMenuTests.cs | 76 ++++++++++++ 2 files changed, 185 insertions(+) create mode 100644 src/AcDream.App/UI/UiChannelMenu.cs create mode 100644 tests/AcDream.App.Tests/UI/UiChannelMenuTests.cs diff --git a/src/AcDream.App/UI/UiChannelMenu.cs b/src/AcDream.App/UI/UiChannelMenu.cs new file mode 100644 index 00000000..9726eb08 --- /dev/null +++ b/src/AcDream.App/UI/UiChannelMenu.cs @@ -0,0 +1,109 @@ +using System; +using System.Numerics; +using AcDream.UI.Abstractions; + +namespace AcDream.App.UI; + +/// +/// Chat channel selector (the "Chat ▸" button). Port of retail +/// UIElement_Menu as used by gmMainChatUI::InitTalkFocusMenu @0x4cdc50: +/// a button whose label is the active channel; clicking opens a popup of channels; +/// selecting one calls SetTalkFocus (here: ). +/// +public sealed class UiChannelMenu : UiElement +{ + public readonly record struct Item(string Label, ChatChannelKind Channel); + + /// Retail talk-focus channels (subset acdream's ChatInputParser routes). + public static readonly Item[] Channels = + { + new("Say", ChatChannelKind.Say), + new("General", ChatChannelKind.General), + new("Trade", ChatChannelKind.Trade), + new("LFG", ChatChannelKind.Lfg), + new("Fellowship", ChatChannelKind.Fellowship), + new("Allegiance", ChatChannelKind.Allegiance), + new("Patron", ChatChannelKind.Patron), + new("Vassals", ChatChannelKind.Vassals), + new("Monarch", ChatChannelKind.Monarch), + new("Roleplay", ChatChannelKind.Roleplay), + new("Society", ChatChannelKind.Society), + new("Olthoi", ChatChannelKind.Olthoi), + }; + + public ChatChannelKind Selected { get; private set; } = ChatChannelKind.Say; + public Action? OnChannelChanged { get; set; } + + public UiDatFont? DatFont { get; set; } + public AcDream.App.Rendering.BitmapFont? Font { get; set; } + public Func? SpriteResolve { get; set; } + public uint NormalSprite { get; set; } + public uint PressedSprite { get; set; } + public Vector4 TextColor { get; set; } = new(1f, 0.85f, 0.4f, 1f); + + private bool _open; + private const float ItemH = 16f; + private const float PopupW = 90f; + + public UiChannelMenu() { CapturesPointerDrag = true; } + + private string Label => FindLabel(Selected); + private static string FindLabel(ChatChannelKind k) + { + foreach (var it in Channels) if (it.Channel == k) return it.Label; + return "Chat"; + } + + protected override void OnDraw(UiRenderContext ctx) + { + if (SpriteResolve is { } resolve) + { + var (tex, _, _) = resolve(_open ? PressedSprite : NormalSprite); + if (tex != 0) ctx.DrawSprite(tex, 0, 0, Width, Height, 0f, 0f, 1f, 1f, Vector4.One); + } + DrawLabel(ctx, Label + " >", 2f, (Height - LineH()) * 0.5f); + + if (_open) + { + float h = Channels.Length * ItemH; + float top = -h; // popup opens UPWARD (chat sits at screen bottom) + ctx.DrawRect(0, top, MathF.Max(Width, PopupW), h, new(0f, 0f, 0f, 0.85f)); + for (int i = 0; i < Channels.Length; i++) + DrawLabel(ctx, Channels[i].Label, 2f, top + i * ItemH); + } + } + + private float LineH() => DatFont?.LineHeight ?? Font?.LineHeight ?? 14f; + private void DrawLabel(UiRenderContext ctx, string s, float x, float y) + { + if (DatFont is { } df) ctx.DrawStringDat(df, s, x, y, TextColor); + else ctx.DrawString(s, x, y, TextColor, Font); + } + + protected override bool OnHitTest(float lx, float ly) + => _open ? (lx >= 0 && lx < MathF.Max(Width, PopupW) + && ly >= -Channels.Length * ItemH && ly < Height) + : base.OnHitTest(lx, ly); + + public override bool OnEvent(in UiEvent e) + { + if (e.Type == UiEventType.MouseDown) + { + float ly = e.Data2; + if (_open && ly < 0) + { + int idx = (int)((ly + Channels.Length * ItemH) / ItemH); + if (idx >= 0 && idx < Channels.Length) + { + Selected = Channels[idx].Channel; + OnChannelChanged?.Invoke(Selected); + } + _open = false; + return true; + } + _open = !_open; + return true; + } + return false; + } +} diff --git a/tests/AcDream.App.Tests/UI/UiChannelMenuTests.cs b/tests/AcDream.App.Tests/UI/UiChannelMenuTests.cs new file mode 100644 index 00000000..c9f7b73b --- /dev/null +++ b/tests/AcDream.App.Tests/UI/UiChannelMenuTests.cs @@ -0,0 +1,76 @@ +using AcDream.App.UI; +using AcDream.UI.Abstractions; + +namespace AcDream.App.Tests.UI; + +public class UiChannelMenuTests +{ + [Fact] + public void Channels_HasExpected12Entries() + { + Assert.Equal(12, UiChannelMenu.Channels.Length); + } + + [Fact] + public void Channels_FirstEntry_IsSay() + { + Assert.Equal(ChatChannelKind.Say, UiChannelMenu.Channels[0].Channel); + Assert.Equal("Say", UiChannelMenu.Channels[0].Label); + } + + [Fact] + public void Channels_LastEntry_IsOlthoi() + { + var last = UiChannelMenu.Channels[^1]; + Assert.Equal(ChatChannelKind.Olthoi, last.Channel); + Assert.Equal("Olthoi", last.Label); + } + + [Fact] + public void Channels_ContainsAllExpectedKinds() + { + var kinds = new HashSet(UiChannelMenu.Channels.Select(c => c.Channel)); + Assert.Contains(ChatChannelKind.Say, kinds); + Assert.Contains(ChatChannelKind.General, kinds); + Assert.Contains(ChatChannelKind.Trade, kinds); + Assert.Contains(ChatChannelKind.Lfg, kinds); + Assert.Contains(ChatChannelKind.Fellowship, kinds); + Assert.Contains(ChatChannelKind.Allegiance, kinds); + Assert.Contains(ChatChannelKind.Patron, kinds); + Assert.Contains(ChatChannelKind.Vassals, kinds); + Assert.Contains(ChatChannelKind.Monarch, kinds); + Assert.Contains(ChatChannelKind.Roleplay, kinds); + Assert.Contains(ChatChannelKind.Society, kinds); + Assert.Contains(ChatChannelKind.Olthoi, kinds); + } + + [Fact] + public void DefaultSelected_IsSay() + { + var menu = new UiChannelMenu(); + Assert.Equal(ChatChannelKind.Say, menu.Selected); + } + + [Fact] + public void OnChannelChanged_FiredWhenSelectionMadeViaEvent() + { + var menu = new UiChannelMenu { Width = 80f, Height = 18f }; + + // Open the popup (click inside the button area — Data2 >= 0). + var openEvt = new UiEvent(0, menu, UiEventType.MouseDown, 0, 10, 5); + Assert.True(menu.OnEvent(openEvt)); + + // Click on the second item (General) in the upward popup. + // Popup renders UPWARD: top = -(12 * 16) = -192. + // Item i=1 (General) occupies y in [-192 + 16, -192 + 32) = [-176, -160). + // A click at ly = -176 + 8 = -168 hits item index = (int)((-168 + 192) / 16) = (int)(24/16) = 1. + ChatChannelKind? fired = null; + menu.OnChannelChanged = k => fired = k; + + var selectEvt = new UiEvent(0, menu, UiEventType.MouseDown, 0, 10, -168); + Assert.True(menu.OnEvent(selectEvt)); + + Assert.Equal(ChatChannelKind.General, fired); + Assert.Equal(ChatChannelKind.General, menu.Selected); + } +} From 4345e77d62d6385e9264326344cecad0dfd2c626 Mon Sep 17 00:00:00 2001 From: Erik Date: Mon, 15 Jun 2026 22:47:40 +0200 Subject: [PATCH 107/223] =?UTF-8?q?fix(render):=20A7=20Fix=20B=20=E2=80=94?= =?UTF-8?q?=20per-OBJECT=20point-light=20selection=20(minimize=5Fobject=5F?= =?UTF-8?q?lighting)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Outdoor objects brightened as the camera approached: lighting selected the nearest 8 lights to the VIEWER and fed that one global set to everything (LightManager.Tick), so a building's wall torches only lit it once the camera got close enough for them to win the global top-8. Probe confirmed the scale of the problem: a single Holtburg view registers 129 point lights — the global cap of 8 was hopeless. Retail selects up to 8 lights PER OBJECT by the object's own position (minimize_object_lighting 0x0054d480), so a torch always lights the wall it sits on, camera-independent. Ported faithfully: - LightManager.SelectForObject (pure, TDD, 8 new tests): candidacy (light.pos − center)² < (Range + radius)², nearest-8 among those. Plus BuildPointLightSnapshot for the per-frame stable-indexed light list. - mesh_modern.vert: two SSBOs — binding=4 GLOBAL point-light array (the snapshot), binding=5 per-instance light SET (8 int indices into it, -1 = unused), parallel to the binding=0 instance buffer (mirrors the U.3 clip-slot mechanism). accumulateLights keeps ambient + sun from the SceneLighting UBO (cleared as faithful by the lighting audit) and loops THIS instance's point lights. pointContribution factored out (same calc_point_light wrap+norm shape). - WbDrawDispatcher: per-entity light set computed ONCE at the isNewEntity site (constant across the entity's parts), by the entity's AABB sphere; threaded into grp.LightSets parallel to grp.Matrices; global + per-instance buffers uploaded in Phase 5. Camera-independent ⇒ stable for static buildings. - GameWindow: BuildPointLightSnapshot + dispatcher.SetSceneLights each frame. Tests: 17/17 LightManager + 36/36 dispatcher clip-slot/clip-frame green (parallel-array lockstep preserved). Visually gated: the meeting hall now holds steady as the camera approaches (was the popping symptom). Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/Rendering/GameWindow.cs | 10 ++ .../Rendering/Shaders/mesh_modern.vert | 131 +++++++++------ .../Rendering/Wb/WbDrawDispatcher.cs | 149 +++++++++++++++++- src/AcDream.Core/Lighting/LightManager.cs | 121 ++++++++++++++ .../Lighting/LightManagerTests.cs | 112 +++++++++++++ 5 files changed, 473 insertions(+), 50 deletions(-) diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index 8f27733a..3735979e 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -7766,6 +7766,16 @@ public sealed class GameWindow : IDisposable // frame — terrain, static mesh, instanced mesh, sky. UpdateSunFromSky(kf, playerInsideCell); Lighting.Tick(camPos); + + // Fix B (A7 #3): build this frame's point-light snapshot and hand it to + // the entity dispatcher for per-OBJECT light selection + // (minimize_object_lighting). Replaces the single global nearest-8-to- + // camera UBO set for point/spot lights so a wall's torches stay tied to + // the wall as the camera moves. The SUN + ambient still flow through the + // SceneLighting UBO built below (binding=1) — terrain/sky read those. + Lighting.BuildPointLightSnapshot(camPos); + _wbDrawDispatcher?.SetSceneLights(Lighting.PointSnapshot); + var ubo = AcDream.Core.Lighting.SceneLightingUbo.Build( Lighting, in atmo, camPos, (float)WorldTime.DayFraction); diff --git a/src/AcDream.App/Rendering/Shaders/mesh_modern.vert b/src/AcDream.App/Rendering/Shaders/mesh_modern.vert index fa150cbc..2efd4a96 100644 --- a/src/AcDream.App/Rendering/Shaders/mesh_modern.vert +++ b/src/AcDream.App/Rendering/Shaders/mesh_modern.vert @@ -69,6 +69,33 @@ layout(std430, binding = 3) readonly buffer ClipSlotBuf { uint instanceClipSlot[]; }; +// === Fix B (A7 #3): per-OBJECT light selection — minimize_object_lighting ===== +// retail picks up-to-8 point/spot lights PER OBJECT by the object's own position +// (minimize_object_lighting 0x0054d480), so a torch always lights the wall it +// sits on, camera-INDEPENDENTLY. The previous single global nearest-8-to-CAMERA +// UBO set (LightManager.Tick) made a wall brighten as the camera approached +// (its torches swapping into the global top-8). Two SSBOs replace that for +// point/spot lights (the SUN + ambient still come from the SceneLighting UBO): +// +// binding=4 — GLOBAL point/spot light array, uploaded once per frame from +// LightManager.PointSnapshot. The index of a light here is stable for the frame. +// binding=5 — per-instance light SET: MaxLightsPerObject(8) int indices per +// instance INTO gLights[] (-1 = unused slot), parallel to the binding=0 +// instance buffer and indexed by the SAME instanceIndex. WbDrawDispatcher fills +// it once per entity (the set is constant across the entity's parts/tuples). +struct GlobalLight { + vec4 posAndKind; + vec4 dirAndRange; + vec4 colorAndIntensity; + vec4 coneAngleEtc; +}; +layout(std430, binding = 4) readonly buffer GlobalLightBuf { + GlobalLight gLights[]; +}; +layout(std430, binding = 5) readonly buffer InstanceLightSetBuf { + int instanceLightIdx[]; // 8 per instance; -1 = unused +}; + // Core profile: redeclare gl_PerVertex so writing gl_ClipDistance[] is legal // alongside gl_Position. The array is sized 8 to match the CellClip plane budget // and the GL guarantee (GL_MAX_CLIP_DISTANCES >= 8). The host enables @@ -119,58 +146,64 @@ layout(std140, binding = 1) uniform SceneLighting { vec4 uCameraAndTime; }; -vec3 accumulateLights(vec3 N, vec3 worldPos) { +// Faithful calc_point_light (0x0059c8b0) contribution from ONE point/spot light — +// the wrap + norm shape, factored out so the per-object SSBO loop shares it. D = +// light − vertex, used UN-normalised (length = dist); N is the unit vertex normal. +// Returns the RGB to ADD, already per-channel capped to the light's own colour. +vec3 pointContribution(vec3 N, vec3 worldPos, GlobalLight L) { + int kind = int(L.posAndKind.w); + vec3 toL = L.posAndKind.xyz - worldPos; // D (un-normalised) + float distsq = dot(toL, toL); + float d = sqrt(distsq); + float range = L.dirAndRange.w; // falloff_eff = Falloff × 1.3 + if (d >= range || range <= 1e-4) return vec3(0.0); + // Half-Lambert WRAP: (1/1.5)·(N·D + 0.5·d). N·D = d·cosθ (D un-normalised); the + // +0.5·d bias lets a face angled AWAY from the torch still catch light (retail's + // soft terminator). wrap≤0 = fully shadowed. TwoLpr=1.5, WrapBias=0.5. + float wrap = (1.0 / 1.5) * (dot(N, toL) + 0.5 * d); + if (wrap <= 0.0) return vec3(0.0); + // NORM branch (distance-cube): >1 m → distsq·d ≈ inverse-square soft far halo; + // <1 m → just d (dodge the near singularity). "Punchy near, soft far." + float norm = (distsq > 1.0) ? (distsq * d) : d; + float intensity = L.colorAndIntensity.w; + float scale = (1.0 - d / range) * intensity * (wrap / norm); + if (kind == 2) { + // Spotlight: hard-edged cos-cone gate layered on the point ramp. + vec3 Ldir = toL / max(d, 1e-4); + float cos_edge = cos(L.coneAngleEtc.x * 0.5); + float cos_l = dot(-Ldir, L.dirAndRange.xyz); + if (cos_l <= cos_edge) scale = 0.0; + } + // Per-channel no-blowout cap to the light's OWN colour (un-intensity-scaled): + // a single light can't push a channel past its colour. Summed lit clamped in frag. + vec3 baseCol = L.colorAndIntensity.xyz; + return min(scale * baseCol, baseCol); +} + +vec3 accumulateLights(vec3 N, vec3 worldPos, int instanceIndex) { vec3 lit = uCellAmbient.xyz; + + // SUN / directional — from the SceneLighting UBO (global; the audit cleared + // the ambient + sun chain as already faithful). Any point/spot entries still + // present in the UBO from LightManager.Tick are IGNORED here — point lights + // now come per-object from the SSBO below, so there's no double-count. int activeLights = int(uCellAmbient.w); for (int i = 0; i < 8; ++i) { if (i >= activeLights) break; - int kind = int(uLights[i].posAndKind.w); - vec3 Lcol = uLights[i].colorAndIntensity.xyz * uLights[i].colorAndIntensity.w; - if (kind == 0) { - // Directional (sun): forward points INTO the scene; N·(-forward) = light-facing. - vec3 Ldir = -uLights[i].dirAndRange.xyz; - float ndl = max(0.0, dot(N, Ldir)); - lit += Lcol * ndl; - } else { - // Point / spot — FAITHFUL port of calc_point_light (0x0059c8b0) via our - // verified LightBake.PointContribution (LightBake.cs:46-77). D = light − - // vertex, used UN-normalised (length = dist); N is the unit vertex normal. - // (A7 2026-06-15 #2: the prior model was a simplification — plain - // max(0,N·L) × linear(1−d/range) — which gave a harsher terminator and a - // flatter falloff than retail. The two terms below are the fix.) - vec3 toL = uLights[i].posAndKind.xyz - worldPos; // D (un-normalised) - float distsq = dot(toL, toL); - float d = sqrt(distsq); - float range = uLights[i].dirAndRange.w; // falloff_eff = Falloff × 1.3 - if (d < range && range > 1e-4) { - // Half-Lambert WRAP: (1/1.5)·(N·D + 0.5·d). D is un-normalised so - // N·D = d·cosθ; the +0.5·d bias lets a face angled AWAY from the torch - // still catch light — retail's soft terminator. wrap≤0 = fully shadowed - // (retail early-out at 0x0059c8b0). TwoLpr=1.5, WrapBias=0.5. - float wrap = (1.0 / 1.5) * (dot(N, toL) + 0.5 * d); - if (wrap > 0.0) { - // NORM branch (the distance-cube term): beyond 1 m, divide by - // distsq·d ≈ inverse-square (soft far halo); within 1 m, divide by - // d only, to dodge a near singularity. This is the "punchy near, - // soft far" shape the flat linear ramp was flattening. - float norm = (distsq > 1.0) ? (distsq * d) : d; - float intensity = uLights[i].colorAndIntensity.w; - float scale = (1.0 - d / range) * intensity * (wrap / norm); - if (kind == 2) { - // Spotlight: hard-edged cos-cone gate layered on the point ramp. - vec3 Ldir = toL / max(d, 1e-4); - float cos_edge = cos(uLights[i].coneAngleEtc.x * 0.5); - float cos_l = dot(-Ldir, uLights[i].dirAndRange.xyz); - if (cos_l <= cos_edge) scale = 0.0; - } - // Per-channel no-blowout cap to the light's OWN colour (un-intensity- - // scaled): a single light can't push a channel past its colour - // (dat torch intensity ~100 would saturate). Summed lit clamped in frag. - vec3 baseCol = uLights[i].colorAndIntensity.xyz; - lit += min(scale * baseCol, baseCol); - } - } - } + if (int(uLights[i].posAndKind.w) != 0) continue; // directional only + vec3 Ldir = -uLights[i].dirAndRange.xyz; // forward points INTO the scene + float ndl = max(0.0, dot(N, Ldir)); + lit += uLights[i].colorAndIntensity.xyz * uLights[i].colorAndIntensity.w * ndl; + } + + // POINT / SPOT — THIS object's selected set (minimize_object_lighting): 8 int + // slots per instance into the global light buffer, -1 = unused. Camera- + // independent, so a wall's torches light it the same regardless of viewer pos. + int base = instanceIndex * 8; + for (int k = 0; k < 8; ++k) { + int gi = instanceLightIdx[base + k]; + if (gi < 0) continue; + lit += pointContribution(N, worldPos, gLights[gi]); } return lit; } @@ -203,7 +236,7 @@ void main() { vWorldPos = worldPos.xyz; vNormal = normalize(mat3(model) * aNormal); - vLit = accumulateLights(vNormal, vWorldPos); // A7: per-vertex Gouraud lighting + vLit = accumulateLights(vNormal, vWorldPos, instanceIndex); // A7: per-vertex Gouraud (per-object lights) vTexCoord = aTexCoord; BatchData b = Batches[uDrawIDOffset + gl_DrawIDARB]; diff --git a/src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs b/src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs index e266be8c..6fbc3cd6 100644 --- a/src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs +++ b/src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs @@ -2,6 +2,7 @@ using System; using System.Collections.Generic; using System.Numerics; using System.Runtime.InteropServices; +using AcDream.Core.Lighting; using AcDream.Core.Meshing; using AcDream.Core.Rendering; using AcDream.Core.Terrain; @@ -132,6 +133,24 @@ public sealed unsafe class WbDrawDispatcher : IDisposable private uint _clipSlotSsbo; private uint[] _clipSlotData = new uint[256]; + // Fix B (A7 #3): per-OBJECT light selection (minimize_object_lighting). Two + // SSBOs replace the single global nearest-8-to-CAMERA UBO set for point/spot + // lights — see mesh_modern.vert binding=4/5. _globalLightsSsbo (binding=4) + // holds the per-frame point-light snapshot (LightManager.PointSnapshot); + // _instLightSetSsbo (binding=5) holds MaxLightsPerObject int indices per + // instance INTO it (-1 = unused), laid out parallel to _instanceSsbo. + private uint _globalLightsSsbo; + private uint _instLightSetSsbo; + private int[] _lightSetData = new int[256 * LightManager.MaxLightsPerObject]; + private float[] _globalLightData = new float[16 * 16]; // 16 floats (4 vec4) per GlobalLight + // This frame's point-light snapshot, handed in by GameWindow before Draw via + // SetSceneLights. Null/empty ⇒ only ambient + sun render (all instance sets -1). + private IReadOnlyList? _pointSnapshot; + // This entity's selected point/spot light set — computed ONCE per entity at + // the isNewEntity site (constant across the entity's parts/tuples), exactly + // like _currentEntitySlot. -1 = unused slot. + private readonly int[] _currentEntityLightSet = new int[LightManager.MaxLightsPerObject]; + // Phase U.3: the SHARED per-cell clip-region SSBO (binding=2), owned by the // GameWindow-level ClipFrame and handed to us via SetClipRegionSsbo. When 0 // (not yet wired), we bind our OWN fallback no-clip region buffer below so the @@ -329,8 +348,21 @@ public sealed unsafe class WbDrawDispatcher : IDisposable _batchSsbo = _gl.GenBuffer(); _indirectBuffer = _gl.GenBuffer(); _clipSlotSsbo = _gl.GenBuffer(); // Phase U.3 binding=3 + _globalLightsSsbo = _gl.GenBuffer(); // Fix B binding=4 + _instLightSetSsbo = _gl.GenBuffer(); // Fix B binding=5 } + /// + /// Fix B (A7 #3): hand the dispatcher this frame's GLOBAL point-light snapshot + /// (). Call once per frame BEFORE + /// . The dispatcher uploads it to binding=4 and selects each + /// object's up-to-8 lights from it () + /// by the object's bounding sphere — camera-independent. Pass null/empty to + /// disable per-object point lights (only ambient + sun render). + /// + public void SetSceneLights(IReadOnlyList? pointSnapshot) + => _pointSnapshot = pointSnapshot; + /// /// Phase U.3: hand the dispatcher the SHARED per-cell clip-region SSBO /// (binding=2) that created. The @@ -888,7 +920,7 @@ public sealed unsafe class WbDrawDispatcher : IDisposable camPos = invView.Translation; // ── Phase 1: clear groups, walk entities, build groups ────────────── - foreach (var grp in _groups.Values) { grp.Matrices.Clear(); grp.Slots.Clear(); } + foreach (var grp in _groups.Values) { grp.Matrices.Clear(); grp.Slots.Clear(); grp.LightSets.Clear(); } var metaTable = _meshAdapter.MetadataTable; uint anyVao = 0; @@ -1053,6 +1085,11 @@ public sealed unsafe class WbDrawDispatcher : IDisposable if (_currentEntityCulled) probeCulledEntities++; + // Fix B: select this entity's up-to-8 point/spot lights ONCE (the set + // is constant across the entity's parts/tuples), by the entity's + // bounding sphere — camera-INDEPENDENT (minimize_object_lighting). + ComputeEntityLightSet(entity); + // #119 decisive probe: one-shot dump (+ change re-emission) for // ACDREAM_DUMP_ENTITY-targeted entities. Before the culled-continue // so a routed-out entity still reports its state. @@ -1350,6 +1387,13 @@ public sealed unsafe class WbDrawDispatcher : IDisposable if (_clipSlotData.Length < totalInstances) _clipSlotData = new uint[totalInstances + 256]; + // Fix B: per-instance light-set buffer, MaxLightsPerObject ints per + // instance, laid out in the SAME group order / cursor as _instanceData + // so instanceLightIdx[instanceIndex*8 + k] (binding=5) tracks + // Instances[instanceIndex] (binding=0). + if (_lightSetData.Length < totalInstances * LightManager.MaxLightsPerObject) + _lightSetData = new int[(totalInstances + 256) * LightManager.MaxLightsPerObject]; + _opaqueDraws.Clear(); _translucentDraws.Clear(); @@ -1375,6 +1419,13 @@ public sealed unsafe class WbDrawDispatcher : IDisposable // Slots[] is parallel to Matrices[] within the group; write the // slot at the same cursor so binding=3 stays aligned with binding=0. _clipSlotData[cursor] = grp.Slots[i]; + // Fix B: LightSets[] holds 8 ints per instance, parallel to + // Matrices[]; copy this instance's block to the same cursor so + // binding=5 stays aligned with binding=0. + int lsDst = cursor * LightManager.MaxLightsPerObject; + int lsSrc = i * LightManager.MaxLightsPerObject; + for (int k = 0; k < LightManager.MaxLightsPerObject; k++) + _lightSetData[lsDst + k] = grp.LightSets[lsSrc + k]; cursor++; } @@ -1460,6 +1511,15 @@ public sealed unsafe class WbDrawDispatcher : IDisposable fixed (uint* sp = _clipSlotData) UploadSsbo(_clipSlotSsbo, 3, sp, totalInstances * sizeof(uint)); + // Fix B: global point-light buffer (binding=4) + per-instance light-set + // buffer (binding=5). The global buffer is this frame's PointSnapshot; the + // per-instance buffer holds 8 int indices into it per instance, laid out + // parallel to _instanceData in Phase 3. Both bound with ≥1 element so the + // shader never reads an unbound SSBO on a no-lights frame. + UploadGlobalLights(); + fixed (int* lp = _lightSetData) + UploadSsbo(_instLightSetSsbo, 5, lp, totalInstances * LightManager.MaxLightsPerObject * sizeof(int)); + fixed (DrawElementsIndirectCommand* cp = _indirectCommands) { _gl.BindBuffer(BufferTargetARB.DrawIndirectBuffer, _indirectBuffer); @@ -1743,6 +1803,50 @@ public sealed unsafe class WbDrawDispatcher : IDisposable _gl.BindBufferBase(BufferTargetARB.ShaderStorageBuffer, binding, ssbo); } + /// + /// Fix B: pack into the binding=4 global light + /// buffer (one GlobalLight = 4 vec4 = 16 floats, std430 stride 64 bytes, + /// matching mesh_modern.vert's GlobalLight). Always uploads ≥1 element + /// so the shader never reads an unbound SSBO — on a no-lights frame index 0 is + /// a zeroed dummy that no instance set references (all sets are -1). + /// + private unsafe void UploadGlobalLights() + { + var snap = _pointSnapshot; + int n = snap?.Count ?? 0; + int count = n > 0 ? n : 1; // never zero-size + int floatsNeeded = count * 16; + if (_globalLightData.Length < floatsNeeded) + _globalLightData = new float[floatsNeeded + 16 * 16]; + Array.Clear(_globalLightData, 0, floatsNeeded); + + for (int i = 0; i < n; i++) + { + var L = snap![i]; + int o = i * 16; + // posAndKind (xyz world pos, w kind) + _globalLightData[o + 0] = L.WorldPosition.X; + _globalLightData[o + 1] = L.WorldPosition.Y; + _globalLightData[o + 2] = L.WorldPosition.Z; + _globalLightData[o + 3] = (int)L.Kind; + // dirAndRange (xyz forward, w range = Falloff×1.3) + _globalLightData[o + 4] = L.WorldForward.X; + _globalLightData[o + 5] = L.WorldForward.Y; + _globalLightData[o + 6] = L.WorldForward.Z; + _globalLightData[o + 7] = L.Range; + // colorAndIntensity (xyz linear colour, w intensity) + _globalLightData[o + 8] = L.ColorLinear.X; + _globalLightData[o + 9] = L.ColorLinear.Y; + _globalLightData[o + 10] = L.ColorLinear.Z; + _globalLightData[o + 11] = L.Intensity; + // coneAngleEtc (x cone radians; yzw reserved) + _globalLightData[o + 12] = L.ConeAngle; + } + + fixed (float* gp = _globalLightData) + UploadSsbo(_globalLightsSsbo, 4, gp, count * 16 * sizeof(float)); + } + /// /// Phase U.3: bind the per-cell clip-region SSBO to binding=2. Prefers the /// shared buffer (set via ); @@ -1936,6 +2040,38 @@ public sealed unsafe class WbDrawDispatcher : IDisposable } grp.Matrices.Add(model); grp.Slots.Add(_currentEntitySlot); // Phase U.4 — parallel to Matrices + AppendCurrentLightSet(grp); // Fix B — 8 ints per instance, parallel to Matrices + } + + /// + /// Fix B: choose the up-to-8 point/spot lights for THIS entity (the result + /// reused by every part/instance of it), by the entity's world bounding + /// sphere. Camera-independent (), so + /// a static building's torches stay constant as the viewer moves. Fills + /// ; unused slots are -1. On the no-lights + /// path (no snapshot handed in) every slot is -1 ⇒ shader adds no point light. + /// + private void ComputeEntityLightSet(WorldEntity entity) + { + Array.Fill(_currentEntityLightSet, -1); + var snap = _pointSnapshot; + if (snap is null || snap.Count == 0) return; + + if (entity.AabbDirty) entity.RefreshAabb(); + Vector3 center = (entity.AabbMin + entity.AabbMax) * 0.5f; + float radius = (entity.AabbMax - entity.AabbMin).Length() * 0.5f; + LightManager.SelectForObject(snap, center, radius, _currentEntityLightSet); + } + + /// + /// Fix B: append the current entity's 8-slot light set to a group's + /// , parallel to its Matrices (one + /// 8-int block per instance), mirroring grp.Slots.Add. + /// + private void AppendCurrentLightSet(InstanceGroup grp) + { + for (int k = 0; k < LightManager.MaxLightsPerObject; k++) + grp.LightSets.Add(_currentEntityLightSet[k]); } private void ClassifyBatches( @@ -1993,6 +2129,7 @@ public sealed unsafe class WbDrawDispatcher : IDisposable } grp.Matrices.Add(model); grp.Slots.Add(_currentEntitySlot); // Phase U.4 — parallel to Matrices + AppendCurrentLightSet(grp); // Fix B — 8 ints per instance, parallel to Matrices collector?.Add(new CachedBatch(key, texHandle, restPose)); } } @@ -2072,6 +2209,8 @@ public sealed unsafe class WbDrawDispatcher : IDisposable _gl.DeleteBuffer(_indirectBuffer); if (_clipSlotSsbo != 0) _gl.DeleteBuffer(_clipSlotSsbo); // Phase U.3 if (_fallbackClipRegionSsbo != 0) _gl.DeleteBuffer(_fallbackClipRegionSsbo); // Phase U.3 + if (_globalLightsSsbo != 0) _gl.DeleteBuffer(_globalLightsSsbo); // Fix B binding=4 + if (_instLightSetSsbo != 0) _gl.DeleteBuffer(_instLightSetSsbo); // Fix B binding=5 if (_gpuQueriesInitialized) { for (int i = 0; i < GpuQueryRingDepth; i++) @@ -2257,5 +2396,13 @@ public sealed unsafe class WbDrawDispatcher : IDisposable // _clipSlotData at the same cursor it writes Matrices[i] into _instanceData, // so the binding=3 instanceClipSlot[] tracks the binding=0 instance. public readonly List Slots = new(); + + // Fix B (A7 #3): per-instance light SET, MaxLightsPerObject(8) ints per + // instance, parallel to Matrices (LightSets[i*8 .. i*8+8) is the selected + // light index block for the instance whose matrix is Matrices[i]). At + // layout time the dispatcher copies each block into _lightSetData at the + // same cursor, so the binding=5 instanceLightIdx[] tracks the binding=0 + // instance. -1 = unused slot. + public readonly List LightSets = new(); } } diff --git a/src/AcDream.Core/Lighting/LightManager.cs b/src/AcDream.Core/Lighting/LightManager.cs index 24769c6e..95ea1edf 100644 --- a/src/AcDream.Core/Lighting/LightManager.cs +++ b/src/AcDream.Core/Lighting/LightManager.cs @@ -157,4 +157,125 @@ public sealed class LightManager _activeCount = baseSlot + filled; } + + // ── Fix B (A7 #3): per-OBJECT light selection — minimize_object_lighting ── + // + // The single global nearest-8-to-VIEWER set above (Tick) is camera-relative: + // a wall's brightness changes as the camera moves because the wall's torches + // swap in/out of that global top-8. Retail instead picks up-to-8 lights PER + // OBJECT by the OBJECT's own position (minimize_object_lighting, 0x0054d480), + // so a torch always lights the wall it sits on, camera-independent. The two + // members below feed the per-instance light path in WbDrawDispatcher; Tick + // remains the source of the legacy single-UBO path + the sun slot. + + /// Max point/spot lights any one object can be lit by — retail's + /// D3D fixed-function 8-light cap (minimize_object_lighting). The sun + /// is global, not part of an object's per-object set, so all 8 are point/spot. + public const int MaxLightsPerObject = 8; + + /// Hard cap on the per-frame global point-light snapshot the shader + /// indexes. AC scenes rarely exceed a few dozen lit point lights in view; 128 + /// is generous. If exceeded, the nearest-to-camera are kept (cold path). + public const int MaxGlobalLights = 128; + + private readonly List _pointSnapshot = new(); + + /// + /// Per-frame snapshot of lit point/spot lights, stable-indexed for the global + /// shader light buffer and for per-object selection: the index of a light here + /// IS the index the per-instance light-set SSBO references. Built by + /// . + /// + public IReadOnlyList PointSnapshot => _pointSnapshot; + + /// + /// Rebuild from the registered lit point/spot + /// lights. The sun and unlit lights are excluded (the sun is global ambient- + /// path; unlit torches contribute nothing). When more than + /// qualify, keeps the nearest the camera so the + /// most relevant lights survive the cap. Call once per frame before + /// per-object selection. + /// + public void BuildPointLightSnapshot(Vector3 cameraWorldPos) + { + _pointSnapshot.Clear(); + foreach (var light in _all) + { + if (!light.IsLit || light.Kind == LightKind.Directional) continue; + light.DistSq = (light.WorldPosition - cameraWorldPos).LengthSquared(); + _pointSnapshot.Add(light); + } + if (_pointSnapshot.Count > MaxGlobalLights) + { + _pointSnapshot.Sort(static (a, b) => a.DistSq.CompareTo(b.DistSq)); + _pointSnapshot.RemoveRange(MaxGlobalLights, _pointSnapshot.Count - MaxGlobalLights); + } + } + + /// + /// Select up to point/spot lights from + /// that reach the object sphere + /// (, ), nearest-first. + /// Faithful to retail's minimize_object_lighting (0x0054d480): a light + /// is a candidate iff its falloff sphere overlaps the object sphere — + /// (light.pos − center)² < (light.Range + radius)² — and when more + /// than 8 candidates qualify, the 8 NEAREST the object centre are kept (the + /// farthest fall off). already folds + /// static_light_factor (1.3), matching the per-vertex cutoff so a + /// selected light always actually contributes in the shader. + /// + /// Writes indices INTO to + /// (ascending by distance) and returns the count. + /// Pure + static: camera-INDEPENDENT (depends only on the object centre), so a + /// static object's set is stable and may be computed once. Unit-testable + /// without GL. + /// + /// + public static int SelectForObject( + IReadOnlyList snapshot, + Vector3 center, + float radius, + Span outIndices) + { + int cap = Math.Min(outIndices.Length, MaxLightsPerObject); + if (cap <= 0) return 0; + + Span keptDistSq = stackalloc float[MaxLightsPerObject]; + int count = 0; + + for (int li = 0; li < snapshot.Count; li++) + { + var light = snapshot[li]; + float reach = light.Range + radius; + float dsq = (light.WorldPosition - center).LengthSquared(); + if (dsq >= reach * reach) continue; // light's sphere doesn't reach the object + + if (count < cap) + { + int j = count; + while (j > 0 && keptDistSq[j - 1] > dsq) + { + keptDistSq[j] = keptDistSq[j - 1]; + outIndices[j] = outIndices[j - 1]; + j--; + } + keptDistSq[j] = dsq; + outIndices[j] = li; + count++; + } + else if (dsq < keptDistSq[cap - 1]) + { + int j = cap - 1; + while (j > 0 && keptDistSq[j - 1] > dsq) + { + keptDistSq[j] = keptDistSq[j - 1]; + outIndices[j] = outIndices[j - 1]; + j--; + } + keptDistSq[j] = dsq; + outIndices[j] = li; + } + } + return count; + } } diff --git a/tests/AcDream.Core.Tests/Lighting/LightManagerTests.cs b/tests/AcDream.Core.Tests/Lighting/LightManagerTests.cs index 1bb225a2..264c498c 100644 --- a/tests/AcDream.Core.Tests/Lighting/LightManagerTests.cs +++ b/tests/AcDream.Core.Tests/Lighting/LightManagerTests.cs @@ -144,4 +144,116 @@ public sealed class LightManagerTests mgr.Tick(new Vector3(3, 0, 0)); // same x, same y, z diff 4 Assert.Equal(16f, light.DistSq, 2); } + + // ── Fix B: per-object selection (minimize_object_lighting) ──────────────── + + [Fact] + public void BuildPointLightSnapshot_ExcludesDirectionalAndUnlit() + { + var mgr = new LightManager(); + mgr.Register(MakePoint(new Vector3(1, 0, 0), 5f)); // in + mgr.Register(MakePoint(new Vector3(2, 0, 0), 5f, lit: false)); // unlit → out + mgr.Register(new LightSource { Kind = LightKind.Directional }); // sun → out + + mgr.BuildPointLightSnapshot(Vector3.Zero); + + Assert.Single(mgr.PointSnapshot); + Assert.Equal(1f, mgr.PointSnapshot[0].WorldPosition.X, 3); + } + + [Fact] + public void BuildPointLightSnapshot_IndexStable_InBudget() + { + var mgr = new LightManager(); + // Registration order preserved when under MaxGlobalLights (no sort). + mgr.Register(MakePoint(new Vector3(100, 0, 0), 5f)); // far + mgr.Register(MakePoint(new Vector3(1, 0, 0), 5f)); // near + + mgr.BuildPointLightSnapshot(Vector3.Zero); + + Assert.Equal(2, mgr.PointSnapshot.Count); + Assert.Equal(100f, mgr.PointSnapshot[0].WorldPosition.X, 3); // index 0 = first registered + Assert.Equal(1f, mgr.PointSnapshot[1].WorldPosition.X, 3); + } + + [Fact] + public void SelectForObject_EmptySnapshot_ReturnsZero() + { + Span idx = stackalloc int[8]; + int n = LightManager.SelectForObject(System.Array.Empty(), Vector3.Zero, 1f, idx); + Assert.Equal(0, n); + } + + [Fact] + public void SelectForObject_InRange_Selected() + { + var snapshot = new[] { MakePoint(new Vector3(3, 0, 0), range: 5f) }; // dist 3 < range 5 + Span idx = stackalloc int[8]; + int n = LightManager.SelectForObject(snapshot, Vector3.Zero, radius: 0f, idx); + Assert.Equal(1, n); + Assert.Equal(0, idx[0]); + } + + [Fact] + public void SelectForObject_OutOfRange_Excluded() + { + // dist 10, range 5, radius 0 → 10 >= 5 → excluded. + var snapshot = new[] { MakePoint(new Vector3(10, 0, 0), range: 5f) }; + Span idx = stackalloc int[8]; + int n = LightManager.SelectForObject(snapshot, Vector3.Zero, radius: 0f, idx); + Assert.Equal(0, n); + } + + [Fact] + public void SelectForObject_ObjectRadiusExtendsReach() + { + // dist 7, range 5: out of reach at radius 0, but a radius-3 object sphere + // overlaps (7 < 5+3). The whole object catches the light — retail uses the + // object's bounding sphere, not its centre point. + var snapshot = new[] { MakePoint(new Vector3(7, 0, 0), range: 5f) }; + Span idx = stackalloc int[8]; + + Assert.Equal(0, LightManager.SelectForObject(snapshot, Vector3.Zero, radius: 0f, idx)); + Assert.Equal(1, LightManager.SelectForObject(snapshot, Vector3.Zero, radius: 3f, idx)); + } + + [Fact] + public void SelectForObject_MoreThan8_KeepsNearest8() + { + // 10 candidate lights all in range; expect the 8 nearest the object centre, + // ascending by distance, with the two farthest dropped. + var snapshot = new LightSource[10]; + for (int i = 0; i < 10; i++) + snapshot[i] = MakePoint(new Vector3(i + 1, 0, 0), range: 100f); // dist i+1, all in range + + Span idx = stackalloc int[8]; + int n = LightManager.SelectForObject(snapshot, Vector3.Zero, radius: 0f, idx); + + Assert.Equal(8, n); + // Nearest-first: index 0 (dist 1) … index 7 (dist 8). The two farthest + // (indices 8,9 / dist 9,10) are evicted. + for (int k = 0; k < 8; k++) + Assert.Equal(k, idx[k]); + } + + [Fact] + public void SelectForObject_CameraIndependent_DependsOnlyOnObjectCentre() + { + // Same snapshot, same object centre → identical selection regardless of + // where any "camera" is (the method takes no camera). This is the property + // that kills the "lights up as I approach" popping. + var snapshot = new[] + { + MakePoint(new Vector3(2, 0, 0), range: 10f), + MakePoint(new Vector3(20, 0, 0), range: 10f), // out of reach of centre 0 + }; + Span a = stackalloc int[8]; + Span b = stackalloc int[8]; + int na = LightManager.SelectForObject(snapshot, Vector3.Zero, 1f, a); + int nb = LightManager.SelectForObject(snapshot, Vector3.Zero, 1f, b); + + Assert.Equal(1, na); + Assert.Equal(na, nb); + Assert.Equal(a[0], b[0]); + } } From 6e6339b026212c7e3d55687505d81a193b881f72 Mon Sep 17 00:00:00 2001 From: Erik Date: Mon, 15 Jun 2026 22:54:37 +0200 Subject: [PATCH 108/223] feat(D.2b): importer renders Type-12-with-sprites + carries DefaultState MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Task G1: two gaps blocked chat window static sprite elements from rendering. Change 1 — DatWidgetFactory: only skip Type-12 elements that have no own state media (pure style prototypes). A Type-12 element that carries sprites (e.g. a chat Send button whose derived Type-0 element inherited Type 12 from its base prototype) now renders as a UiDatElement. Change 2 — ElementInfo: add DefaultStateName field (string, default ""). Change 3 — LayoutImporter.ToInfo: read ElementDesc.DefaultState.ToString() into DefaultStateName; normalize Undef/Undefined/0 sentinels to "". Change 4 — ElementReader.Merge: inherit DefaultStateName (derived wins if non-empty, else base). Change 5 — UiDatElement ctor: initialize ActiveState to DefaultStateName when set; else "Normal" when a Normal-state sprite is present (retail's implicit default for buttons/tabs); else "" (DirectState). This makes the Send button, max/min button, and numbered tabs render their default sprite without requiring explicit state assignment at runtime. Vitals neutrality: all vitals chrome/grip elements carry DirectState-only sprites with no "Normal" named state and DefaultStateName="" (Undef in dat), so their ActiveState stays "" and their existing conformance tests are unaffected. Vitals text labels (Type 0→12 via Merge, no StateMedia) are still skipped by the refined Type-12 guard (StateMedia.Count==0). Tests: 4 new tests (2 in DatWidgetFactoryTests, 3 in UiDatElementTests). All 386 pass; 387 total (1 pre-existing skip). Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/UI/Layout/DatWidgetFactory.cs | 18 ++++--- src/AcDream.App/UI/Layout/ElementReader.cs | 12 ++++- src/AcDream.App/UI/Layout/LayoutImporter.cs | 26 +++++---- src/AcDream.App/UI/Layout/UiDatElement.cs | 9 ++++ .../UI/Layout/DatWidgetFactoryTests.cs | 26 +++++++++ .../UI/Layout/UiDatElementTests.cs | 54 +++++++++++++++++++ 6 files changed, 126 insertions(+), 19 deletions(-) diff --git a/src/AcDream.App/UI/Layout/DatWidgetFactory.cs b/src/AcDream.App/UI/Layout/DatWidgetFactory.cs index 059ee654..d4df6589 100644 --- a/src/AcDream.App/UI/Layout/DatWidgetFactory.cs +++ b/src/AcDream.App/UI/Layout/DatWidgetFactory.cs @@ -9,8 +9,10 @@ namespace AcDream.App.UI.Layout; /// . /// /// -/// Type 12 (style prototype / BaseElement store) is never instantiated — -/// returns null and the importer skips it. +/// Type 12 elements that carry NO own state media (pure style prototypes / +/// BaseElement stores) return null from and are skipped. +/// Type 12 elements that DO carry own sprites (e.g. a chat element whose Type-0 +/// derived form inherited Type 12 from its base prototype) are rendered normally. /// See docs/research/2026-06-15-layoutdesc-format.md Correction 8. /// /// @@ -42,14 +44,16 @@ public static class DatWidgetFactory /// Returns (0,0,0) when the texture is not yet uploaded. /// Retail UI font for the meter's "cur/max" number overlay. /// May be null pre-load — the meter falls back to the debug bitmap font. - /// The widget, or null for a Type-12 style prototype (caller skips it). + /// The widget, or null for a pure Type-12 style prototype with no own sprites (caller skips it). public static UiElement? Create(ElementInfo info, Func resolve, UiDatFont? datFont) { - // Type 12 = zero-size style prototype / BaseElement store referenced by - // BaseLayoutId. These are property bags, never rendered. See format doc §8 - // ("style prototypes are Type 12 which must be skipped") and Correction 8. - if (info.Type == 12) return null; + // Type 12 = style prototype / BaseElement store referenced by BaseLayoutId. + // PURE prototypes (no own state media) are property bags — never rendered; skip them. + // A Type-12 element that carries its own state media (e.g. a chat Send button whose + // Type-0 derived element inherited Type 12 from its base prototype) has sprites to + // show and must render. See format doc §8 and the G1 task note. + if (info.Type == 12 && info.StateMedia.Count == 0) return null; UiElement e = info.Type switch { diff --git a/src/AcDream.App/UI/Layout/ElementReader.cs b/src/AcDream.App/UI/Layout/ElementReader.cs index 061d59e9..93a4eb30 100644 --- a/src/AcDream.App/UI/Layout/ElementReader.cs +++ b/src/AcDream.App/UI/Layout/ElementReader.cs @@ -53,6 +53,14 @@ public sealed class ElementInfo /// public Dictionary StateMedia = new(); + /// + /// The element's initial active state name, taken from ElementDesc.DefaultState.ToString(). + /// Normalized to "" when the dat carries Undef/Undefined/0 (no default set). + /// Used by to pick which state's sprite to render initially. + /// Examples: "Normal" (Send button), "Minimized" (max/min button), "" (DirectState). + /// + public string DefaultStateName = ""; + /// /// Resolved child elements (populated by the importer in Task 5). /// Children come from the derived element's own tree, not the base element's. @@ -144,7 +152,9 @@ public static class ElementReader Right = derived.Right, Bottom = derived.Bottom, ReadOrder = derived.ReadOrder, - FontDid = derived.FontDid != 0 ? derived.FontDid : base_.FontDid, + FontDid = derived.FontDid != 0 ? derived.FontDid : base_.FontDid, + // DefaultStateName: derived wins if set; otherwise inherit the base's default. + DefaultStateName = !string.IsNullOrEmpty(derived.DefaultStateName) ? derived.DefaultStateName : base_.DefaultStateName, // Children come from the derived element's own tree, not the base prototype's. // Defensive copy: prevent a later mutation of either the merged result or the input // from corrupting the other. Safe for the Task-5 flow (derived.Children is fully diff --git a/src/AcDream.App/UI/Layout/LayoutImporter.cs b/src/AcDream.App/UI/Layout/LayoutImporter.cs index 9f5d439b..018cbb07 100644 --- a/src/AcDream.App/UI/Layout/LayoutImporter.cs +++ b/src/AcDream.App/UI/Layout/LayoutImporter.cs @@ -208,19 +208,23 @@ public static class LayoutImporter /// private static ElementInfo ToInfo(ElementDesc d) { + // Normalize DefaultState: UIStateId.ToString() gives "Undef"/"Undefined" or "0" when + // no default is set; map those to "" so UiDatElement treats them as "no preference". + var defState = d.DefaultState.ToString(); var info = new ElementInfo { - Id = d.ElementId, - Type = d.Type, - X = (float)d.X, - Y = (float)d.Y, - Width = (float)d.Width, - Height = (float)d.Height, - Left = d.LeftEdge, - Top = d.TopEdge, - Right = d.RightEdge, - Bottom = d.BottomEdge, - ReadOrder = d.ReadOrder, + Id = d.ElementId, + Type = d.Type, + X = (float)d.X, + Y = (float)d.Y, + Width = (float)d.Width, + Height = (float)d.Height, + Left = d.LeftEdge, + Top = d.TopEdge, + Right = d.RightEdge, + Bottom = d.BottomEdge, + ReadOrder = d.ReadOrder, + DefaultStateName = (defState is "Undef" or "Undefined" or "0") ? "" : defState, }; // DirectState (unnamed, key ""). diff --git a/src/AcDream.App/UI/Layout/UiDatElement.cs b/src/AcDream.App/UI/Layout/UiDatElement.cs index 0da6a067..61f7c6b3 100644 --- a/src/AcDream.App/UI/Layout/UiDatElement.cs +++ b/src/AcDream.App/UI/Layout/UiDatElement.cs @@ -54,6 +54,15 @@ public sealed class UiDatElement : UiElement _info = info; _resolve = resolve; ClickThrough = true; // generic decoration; behavioral widgets opt back in + + // Pick the initial active state: retail applies DefaultState when set; falls back + // to "Normal" when the element has a Normal-state sprite (retail's implicit default + // for stateful elements like tabs and buttons); else the unnamed DirectState (""). + if (!string.IsNullOrEmpty(info.DefaultStateName)) + ActiveState = info.DefaultStateName; + else if (info.StateMedia.ContainsKey("Normal")) + ActiveState = "Normal"; + // else ActiveState stays "" (DirectState) } /// diff --git a/tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs b/tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs index 15dc8355..31b449bd 100644 --- a/tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs +++ b/tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs @@ -71,6 +71,32 @@ public class DatWidgetFactoryTests Assert.Equal(7, e!.ZOrder); } + // ── Test G1a: Type 12 with own sprites renders; without sprites is skipped ── + + /// + /// Task G1 change 1: only PURE Type-12 prototypes (no state media) are skipped. + /// A Type-12 element that carries its own state media must return a non-null widget. + /// + [Fact] + public void DatWidgetFactory_Type12WithMedia_Renders() + { + // Type 12 with a "Normal" state sprite — must render (NOT skipped). + var withMedia = new ElementInfo + { + Type = 12, + Width = 32, + Height = 16, + StateMedia = { ["Normal"] = (0x00001234u, 1) }, + }; + var e = DatWidgetFactory.Create(withMedia, NoTex, null); + Assert.NotNull(e); + Assert.IsType(e); + + // Type 12 with NO state media — must still be skipped (pure prototype). + var noMedia = new ElementInfo { Type = 12 }; + Assert.Null(DatWidgetFactory.Create(noMedia, NoTex, null)); + } + // ── Test 6: Meter slice extraction (the important one) ─────────────────── /// diff --git a/tests/AcDream.App.Tests/UI/Layout/UiDatElementTests.cs b/tests/AcDream.App.Tests/UI/Layout/UiDatElementTests.cs index 366f51c0..3f3ef20b 100644 --- a/tests/AcDream.App.Tests/UI/Layout/UiDatElementTests.cs +++ b/tests/AcDream.App.Tests/UI/Layout/UiDatElementTests.cs @@ -33,4 +33,58 @@ public class UiDatElementTests var e = new UiDatElement(info, _ => (0, 0, 0)) { ActiveState = "NoSuchState" }; Assert.Equal(0x06000005u, e.ActiveMedia().File); } + + // ── G1 tests: DefaultStateName + "Normal" implicit default ─────────────── + + /// + /// Task G1 change 5: when an element has no DefaultStateName but does have a "Normal" + /// state sprite, the ctor should default ActiveState to "Normal" so the element + /// renders its normal-state sprite without requiring explicit state assignment. + /// + [Fact] + public void UiDatElement_DefaultsActiveStateToNormal_WhenNormalPresent() + { + var info = new ElementInfo(); + info.StateMedia["Normal"] = (0x0000AAAAu, 1); + info.StateMedia["Hover"] = (0x0000BBBBu, 1); + + var e = new UiDatElement(info, _ => (0, 0, 0)); + + // Should have defaulted to "Normal" state. + Assert.Equal(0x0000AAAAu, e.ActiveMedia().File); + } + + /// + /// Task G1 change 5: when DefaultStateName is set (e.g. "Minimized"), + /// it takes priority over the "Normal" implicit default. + /// + [Fact] + public void UiDatElement_DefaultsActiveStateToDefaultStateName_WhenSet() + { + var info = new ElementInfo { DefaultStateName = "Minimized" }; + info.StateMedia["Minimized"] = (0x0000BBBBu, 1); + info.StateMedia["Maximized"] = (0x0000CCCCu, 1); + info.StateMedia["Normal"] = (0x0000DDDDu, 1); + + var e = new UiDatElement(info, _ => (0, 0, 0)); + + // DefaultStateName "Minimized" wins over "Normal" implicit default. + Assert.Equal(0x0000BBBBu, e.ActiveMedia().File); + } + + /// + /// Task G1 change 5: elements with only a DirectState sprite and no "Normal" state + /// should still default to "" (DirectState) — no regression for chrome/grip elements. + /// + [Fact] + public void UiDatElement_NoDefaultStateName_NoNormal_DefaultsToDirectState() + { + var info = new ElementInfo(); + info.StateMedia[""] = (0x06007777u, 1); // DirectState only (e.g. vitals chrome corner) + + var e = new UiDatElement(info, _ => (0, 0, 0)); + + // No DefaultStateName, no "Normal" state → ActiveState stays "" (DirectState). + Assert.Equal(0x06007777u, e.ActiveMedia().File); + } } From 9d9e036e4cebc40f360d22f5a7065f4ec3d4abaf Mon Sep 17 00:00:00 2001 From: Erik Date: Mon, 15 Jun 2026 23:04:57 +0200 Subject: [PATCH 109/223] =?UTF-8?q?feat(D.2b):=20ChatWindowController=20?= =?UTF-8?q?=E2=80=94=20bind=20chat=20LayoutDesc,=20place=20widgets,=20rout?= =?UTF-8?q?e=20chat?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Implements Task G2: binds the imported chat LayoutDesc (0x21000006) to live behavior, the acdream analogue of retail ChatInterface + gmMainChatUI::PostInit. - UiDatElement: add OnClick hook + OnEvent override so Send/max-min buttons can be wired by a controller without needing a dedicated widget type. - ChatWindowController.Bind: reads transcript (0x10000011) and input (0x10000016) rects from the raw ElementInfo tree (factory skips them as Type-12/no-media), places UiChatView under the transcript panel and UiChatInput under the input bar; replaces the imported scrollbar track (0x10000012) with UiChatScrollbar driving UiChatView.Scroll; replaces the channel menu placeholder (0x10000014) with UiChannelMenu; wires Send button and max/min toggle via the new OnClick hook. ChatCommandRouter.Submit routes all input through the existing pipeline. - 6 smoke tests: Bind returns non-null, Transcript is child of panel, Input is child of bar, Input.OnSubmit publishes SendChatCmd, channel change updates submit channel, returns null when panels missing. Build: 0 errors. Test suite: 392 passed / 1 skipped / 0 failed. Co-Authored-By: Claude Opus 4.8 (1M context) --- .../UI/Layout/ChatWindowController.cs | 304 ++++++++++++++++++ src/AcDream.App/UI/Layout/UiDatElement.cs | 11 + .../UI/Layout/ChatWindowControllerTests.cs | 209 ++++++++++++ 3 files changed, 524 insertions(+) create mode 100644 src/AcDream.App/UI/Layout/ChatWindowController.cs create mode 100644 tests/AcDream.App.Tests/UI/Layout/ChatWindowControllerTests.cs diff --git a/src/AcDream.App/UI/Layout/ChatWindowController.cs b/src/AcDream.App/UI/Layout/ChatWindowController.cs new file mode 100644 index 00000000..edc4c3f3 --- /dev/null +++ b/src/AcDream.App/UI/Layout/ChatWindowController.cs @@ -0,0 +1,304 @@ +using System; +using System.Collections.Generic; +using System.Numerics; +using AcDream.App.Rendering; +using AcDream.App.UI; +using AcDream.Core.Chat; +using AcDream.UI.Abstractions; +using AcDream.UI.Abstractions.Panels.Chat; + +namespace AcDream.App.UI.Layout; + +/// +/// Binds the imported chat LayoutDesc (0x21000006) to live behavior — the acdream +/// analogue of retail ChatInterface + gmMainChatUI::PostInit @0x4ce130. +/// +/// +/// The transcript (0x10000011) and input (0x10000016) are Type-0 +/// elements whose base is a Type-12 prototype, so the importer factory skips them +/// (returns null). This controller reads their rects from the raw +/// tree (which contains everything) and adds the behavioral +/// widgets as children of their parent container widgets (transcript panel +/// 0x10000010 / input bar 0x10000013) which ARE created as +/// nodes. The scrollbar track (0x10000012) and +/// channel menu (0x10000014) are created by the factory and are replaced +/// with their behavioral counterparts here. +/// +/// +public sealed class ChatWindowController +{ + public const uint LayoutId = 0x21000006u; + + // Element ids from chat LayoutDesc 0x21000006 (confirmed in Task D/G1). + private const uint RootId = 0x1000000Eu; + private const uint TranscriptPanelId = 0x10000010u; + private const uint TranscriptId = 0x10000011u; // Type-12 prototype — skipped by factory + private const uint TrackId = 0x10000012u; + private const uint InputBarId = 0x10000013u; + private const uint MenuId = 0x10000014u; + private const uint InputId = 0x10000016u; // Type-12 prototype — skipped by factory + private const uint SendId = 0x10000019u; + private const uint MaxMinId = 0x1000046Fu; + + // Scrollbar sprite ids from base layout 0x2100003E (confirmed in Task D). + private const uint TrackSprite = 0x06004C5Fu; + private const uint ThumbSprite = 0x06004C63u; + private const uint UpSprite = 0x06004C69u; + private const uint DownSprite = 0x06004C6Cu; + + // Channel menu sprite ids (confirmed in chat element dump). + private const uint MenuNormal = 0x06004D65u; + private const uint MenuPressed = 0x06004D66u; + + // ── Public surface ───────────────────────────────────────────────────── + + /// Root element of the imported layout (the chat window chrome). + public UiElement Root { get; private set; } = null!; + + /// Live chat transcript widget. Null until succeeds. + public UiChatView Transcript { get; private set; } = null!; + + /// Editable chat input widget. Null until succeeds. + public UiChatInput Input { get; private set; } = null!; + + /// Scrollbar widget, driven by 's scroll model. + public UiChatScrollbar Scrollbar { get; private set; } = null!; + + /// Channel-selector menu widget. + public UiChannelMenu Menu { get; private set; } = null!; + + // ── Private state ────────────────────────────────────────────────────── + + private ChatChannelKind _activeChannel = ChatChannelKind.Say; + + /// Window height before maximize (stored to restore on un-maximize). + private float _normalHeight; + /// Window top before maximize. + private float _normalTop; + private bool _maximized; + + // ── Factory ──────────────────────────────────────────────────────────── + + /// + /// Bind an imported chat layout to live behavior. + /// + /// and must come from the + /// SAME pass (ImportInfos then Build) + /// so rects in the info tree match the widget geometry in the layout tree. + /// + /// Returns null if the essential transcript/input panels are missing from + /// the info tree or the widget tree (e.g. the layout dat is incomplete). + /// + /// Full tree from + /// . + /// Widget tree from . + /// Chat view-model (transcript data + command routing). + /// Command bus for SendChatCmd publishes. + /// Retail dat font for transcript + input rendering. + /// Fallback debug bitmap font (used when + /// is null). + /// Dat RenderSurface id → (GL tex handle, px width, px height). + /// Forwarded to and . + public static ChatWindowController? Bind( + ElementInfo rootInfo, + ImportedLayout layout, + ChatVM vm, + ICommandBus bus, + UiDatFont? datFont, + BitmapFont? debugFont, + Func resolve) + { + // The transcript + input nodes are Type-12 based and were skipped by the factory. + // Find them in the raw ElementInfo tree to read their rects. + var tInfo = FindInfo(rootInfo, TranscriptId); + var iInfo = FindInfo(rootInfo, InputId); + + // Their parent panels must exist as real widgets in the layout tree. + var transcriptPanel = layout.FindElement(TranscriptPanelId); + var inputBar = layout.FindElement(InputBarId); + + if (tInfo is null || iInfo is null || transcriptPanel is null || inputBar is null) + { + Console.WriteLine( + $"[D.2b] ChatWindowController.Bind: missing required elements " + + $"(tInfo={tInfo is not null}, iInfo={iInfo is not null}, " + + $"panel={transcriptPanel is not null}, bar={inputBar is not null}) — " + + $"chat window will not be interactive."); + return null; + } + + var c = new ChatWindowController { Root = layout.Root }; + + // ── Transcript ─────────────────────────────────────────────────── + // Place the behavioral transcript widget inside the transcript panel at the + // dat-rect of the (skipped) Type-12 transcript element. + c.Transcript = new UiChatView + { + Left = tInfo.X, + Top = tInfo.Y, + Width = tInfo.Width, + Height = tInfo.Height, + Anchors = ElementReader.ToAnchors(tInfo.Left, tInfo.Top, tInfo.Right, tInfo.Bottom), + DatFont = datFont, + Font = debugFont, + LinesProvider = () => BuildLines(vm), + }; + transcriptPanel.AddChild(c.Transcript); + + // ── Input ──────────────────────────────────────────────────────── + // Place the behavioral input widget inside the input bar. + c.Input = new UiChatInput + { + Left = iInfo.X, + Top = iInfo.Y, + Width = iInfo.Width, + Height = iInfo.Height, + Anchors = ElementReader.ToAnchors(iInfo.Left, iInfo.Top, iInfo.Right, iInfo.Bottom), + DatFont = datFont, + Font = debugFont, + }; + inputBar.AddChild(c.Input); + c.Input.OnSubmit = text => ChatCommandRouter.Submit(text, vm, bus, c._activeChannel); + + // ── Scrollbar — replace the imported track placeholder ──────────── + // The factory created a UiDatElement for the track. Remove it and place a + // behavioral UiChatScrollbar at the same position, driving the transcript's scroll. + var track = layout.FindElement(TrackId); + if (track?.Parent is { } trackParent) + { + c.Scrollbar = new UiChatScrollbar + { + Left = track.Left, + Top = track.Top, + Width = track.Width, + Height = track.Height, + Anchors = track.Anchors, + Model = c.Transcript.Scroll, + SpriteResolve = resolve, + TrackSprite = TrackSprite, + ThumbSprite = ThumbSprite, + UpSprite = UpSprite, + DownSprite = DownSprite, + }; + trackParent.RemoveChild(track); + trackParent.AddChild(c.Scrollbar); + } + + // ── Channel menu — replace the imported menu placeholder ────────── + var menuEl = layout.FindElement(MenuId); + if (menuEl?.Parent is { } menuParent) + { + c.Menu = new UiChannelMenu + { + Left = menuEl.Left, + Top = menuEl.Top, + Width = menuEl.Width, + Height = menuEl.Height, + Anchors = menuEl.Anchors, + DatFont = datFont, + Font = debugFont, + SpriteResolve = resolve, + NormalSprite = MenuNormal, + PressedSprite = MenuPressed, + }; + c.Menu.OnChannelChanged = k => c._activeChannel = k; + menuParent.RemoveChild(menuEl); + menuParent.AddChild(c.Menu); + } + + // ── Send button — Enter-alternate submit trigger ────────────────── + // Retail's gmMainChatUI wires the Send button to the same ProcessCommand path. + if (layout.FindElement(SendId) is UiDatElement sendEl) + { + sendEl.ClickThrough = false; + sendEl.OnClick = () => c.Input.Submit(); + } + + // ── Max/min toggle — simplified gmMainChatUI::HandleMaximizeButton ── + if (layout.FindElement(MaxMinId) is UiDatElement maxMinEl) + { + maxMinEl.ClickThrough = false; + maxMinEl.OnClick = c.ToggleMaximize; + } + + return c; + } + + // ── Max/min implementation ───────────────────────────────────────────── + + /// + /// Toggle between the normal chat window height and an expanded 320px height. + /// Simplified port of retail gmMainChatUI::HandleMaximizeButton @0x4cddb0: + /// retail stores the pre-maximize height and restores it on a second click. + /// The 320px expanded size is the approximate retail maximized chat height. + /// + private void ToggleMaximize() + { + if (!_maximized) + { + _normalHeight = Root.Height; + _normalTop = Root.Top; + // Expand upward: move the top edge up so the bottom stays anchored. + Root.Top = MathF.Max(0f, Root.Top + Root.Height - 320f); + Root.Height = 320f; + _maximized = true; + } + else + { + Root.Top = _normalTop; + Root.Height = _normalHeight; + _maximized = false; + } + } + + // ── Helpers ──────────────────────────────────────────────────────────── + + /// + /// Depth-first search for an node by id in the + /// raw info tree (which contains ALL elements, including the Type-12 skipped ones). + /// + private static ElementInfo? FindInfo(ElementInfo node, uint id) + { + if (node.Id == id) return node; + foreach (var child in node.Children) + { + var found = FindInfo(child, id); + if (found is not null) return found; + } + return null; + } + + /// + /// Convert the ChatVM's detailed lines to the transcript's + /// record format, applying retail-faithful + /// per- colors. + /// + private static IReadOnlyList BuildLines(ChatVM vm) + { + var detailed = vm.RecentLinesDetailed(); + if (detailed.Count == 0) return Array.Empty(); + + var result = new UiChatView.Line[detailed.Count]; + for (int i = 0; i < detailed.Count; i++) + result[i] = new UiChatView.Line(detailed[i].Text, RetailChatColor(detailed[i].Kind)); + return result; + } + + /// + /// Per- text color matching retail AC's channel coloring + /// (observed from retail client screenshots and holtburger's chat.rs coloring). + /// + private static Vector4 RetailChatColor(ChatKind kind) => kind switch + { + ChatKind.LocalSpeech => new(1f, 1f, 1f, 1f), // white — spoken nearby + ChatKind.RangedSpeech => new(1f, 0.95f, 0.8f, 1f), // warm white — shout + ChatKind.Channel => new(0.6f, 0.8f, 1f, 1f), // light blue — channel text + ChatKind.Tell => new(1f, 0.5f, 1f, 1f), // magenta — whisper + ChatKind.System => new(1f, 1f, 0.45f, 1f), // yellow — system messages + ChatKind.Popup => new(1f, 0.85f, 0.4f, 1f), // amber — popup/broadcast + ChatKind.Emote => new(0.8f, 0.8f, 0.7f, 1f), // off-white — emote + ChatKind.SoulEmote => new(0.8f, 0.8f, 0.7f, 1f), // off-white — soul emote + ChatKind.Combat => new(1f, 0.6f, 0.25f, 1f), // orange — combat feedback + _ => new(0.9f, 0.9f, 0.9f, 1f), // light grey — fallback + }; +} diff --git a/src/AcDream.App/UI/Layout/UiDatElement.cs b/src/AcDream.App/UI/Layout/UiDatElement.cs index 61f7c6b3..43cc4032 100644 --- a/src/AcDream.App/UI/Layout/UiDatElement.cs +++ b/src/AcDream.App/UI/Layout/UiDatElement.cs @@ -76,6 +76,17 @@ public sealed class UiDatElement : UiElement : _info.StateMedia.TryGetValue("", out var d) ? d : (0u, 0); + /// Optional click handler. Set by a controller for interactive dat + /// elements (e.g. the chat Send / max-min buttons). Requires + /// = false to receive click events. + public Action? OnClick { get; set; } + + public override bool OnEvent(in UiEvent e) + { + if (e.Type == UiEventType.Click && OnClick is not null) { OnClick(); return true; } + return false; + } + protected override void OnDraw(UiRenderContext ctx) { var (file, _) = ActiveMedia(); diff --git a/tests/AcDream.App.Tests/UI/Layout/ChatWindowControllerTests.cs b/tests/AcDream.App.Tests/UI/Layout/ChatWindowControllerTests.cs new file mode 100644 index 00000000..c4c6b9b1 --- /dev/null +++ b/tests/AcDream.App.Tests/UI/Layout/ChatWindowControllerTests.cs @@ -0,0 +1,209 @@ +using System.Collections.Generic; +using AcDream.App.UI; +using AcDream.App.UI.Layout; +using AcDream.Core.Chat; +using AcDream.UI.Abstractions; +using AcDream.UI.Abstractions.Panels.Chat; + +namespace AcDream.App.Tests.UI.Layout; + +/// +/// Smoke tests for — no dats, no GL. +/// +/// Building the Type-12 "skipped" elements via the pure +/// path is the correct approach: we build a synthetic info tree that reflects the +/// real chat layout hierarchy (root → transcript panel + input bar as Type-3 +/// containers, with Type-12 children for transcript + input, plus a Type-3 track +/// and menu), call to get the widget tree +/// (Type-12 children skipped, Type-3 parents created), then call +/// which reads rects from the info tree +/// and places behavioral widgets under the parent containers. +/// +public class ChatWindowControllerTests +{ + // ── Null-resolve helper (no GL needed) ───────────────────────────────── + private static (uint, int, int) NoTex(uint _) => (0u, 0, 0); + + // ── Capture bus — records every Publish call ──────────────────────────── + private sealed class CaptureBus : ICommandBus + { + public readonly List Published = new(); + public void Publish(T cmd) where T : notnull => Published.Add(cmd!); + } + + // ── Synthetic element tree matching the real chat layout topology ──────── + + /// + /// Build a minimal synthetic ElementInfo tree that mirrors the real chat + /// layout (0x21000006) with enough fidelity for Bind to succeed: + /// root (Type-3) + /// transcriptPanel (Type-3) [0x10000010] + /// transcript (Type-12, no media) [0x10000011] ← skipped by factory + /// track (Type-3) [0x10000012] + /// inputBar (Type-3) [0x10000013] + /// menu (Type-3) [0x10000014] + /// input (Type-12, no media) [0x10000016] ← skipped by factory + /// send (Type-3) [0x10000019] + /// maxmin (Type-3) [0x1000046F] + /// + private static (ElementInfo rootInfo, ImportedLayout layout, ChatVM vm) BuildTestTree() + { + var transcriptNode = new ElementInfo + { + Id = 0x10000011u, Type = 12, // Type-12, no media → skipped by factory + X = 16, Y = 0, Width = 458, Height = 74, + }; + var trackNode = new ElementInfo + { + Id = 0x10000012u, Type = 3, + X = 474, Y = 6, Width = 16, Height = 68, + }; + var transcriptPanel = new ElementInfo + { + Id = 0x10000010u, Type = 3, X = 0, Y = 9, Width = 490, Height = 74, + }; + transcriptPanel.Children.Add(transcriptNode); + transcriptPanel.Children.Add(trackNode); + + var menuNode = new ElementInfo + { + Id = 0x10000014u, Type = 3, X = 0, Y = 0, Width = 46, Height = 17, + }; + var inputNode = new ElementInfo + { + Id = 0x10000016u, Type = 12, // Type-12, no media → skipped by factory + X = 46, Y = 0, Width = 398, Height = 17, + }; + var sendNode = new ElementInfo + { + Id = 0x10000019u, Type = 3, X = 444, Y = 0, Width = 46, Height = 17, + }; + var inputBar = new ElementInfo + { + Id = 0x10000013u, Type = 3, X = 0, Y = 83, Width = 490, Height = 17, + }; + inputBar.Children.Add(menuNode); + inputBar.Children.Add(inputNode); + inputBar.Children.Add(sendNode); + + var maxMinNode = new ElementInfo + { + Id = 0x1000046Fu, Type = 3, X = 474, Y = 0, Width = 16, Height = 16, + }; + + var root = new ElementInfo + { + Id = 0x1000000Eu, Type = 3, Width = 490, Height = 100, + }; + root.Children.Add(transcriptPanel); + root.Children.Add(inputBar); + root.Children.Add(maxMinNode); + + var layout = LayoutImporter.Build(root, NoTex, null); + var vm = new ChatVM(new ChatLog()); + return (root, layout, vm); + } + + // ── Test 1: Bind returns non-null with the minimal tree ────────────────── + + [Fact] + public void Bind_Returns_NonNull_OnValidTree() + { + var (rootInfo, layout, vm) = BuildTestTree(); + var bus = new CaptureBus(); + + var ctrl = ChatWindowController.Bind(rootInfo, layout, vm, bus, null, null, NoTex); + + Assert.NotNull(ctrl); + } + + // ── Test 2: Transcript is placed as a child of the transcript panel ────── + + [Fact] + public void Bind_Transcript_IsChildOfTranscriptPanel() + { + var (rootInfo, layout, vm) = BuildTestTree(); + var bus = new CaptureBus(); + + var ctrl = ChatWindowController.Bind(rootInfo, layout, vm, bus, null, null, NoTex); + + Assert.NotNull(ctrl); + var panel = layout.FindElement(0x10000010u); + Assert.NotNull(panel); + // The transcript widget must be a child of the transcript panel. + Assert.Contains(ctrl!.Transcript, panel!.Children); + } + + // ── Test 3: Input is placed as a child of the input bar ───────────────── + + [Fact] + public void Bind_Input_IsChildOfInputBar() + { + var (rootInfo, layout, vm) = BuildTestTree(); + var bus = new CaptureBus(); + + var ctrl = ChatWindowController.Bind(rootInfo, layout, vm, bus, null, null, NoTex); + + Assert.NotNull(ctrl); + var bar = layout.FindElement(0x10000013u); + Assert.NotNull(bar); + Assert.Contains(ctrl!.Input, bar!.Children); + } + + // ── Test 4: Input.OnSubmit publishes SendChatCmd via the capture bus ───── + + [Fact] + public void Bind_InputSubmit_PublishesSendChatCmd() + { + var (rootInfo, layout, vm) = BuildTestTree(); + var bus = new CaptureBus(); + + var ctrl = ChatWindowController.Bind(rootInfo, layout, vm, bus, null, null, NoTex); + + Assert.NotNull(ctrl); + ctrl!.Input.OnSubmit!.Invoke("hello world"); + + // ChatCommandRouter.Submit should have published a SendChatCmd. + Assert.Single(bus.Published); + var cmd = Assert.IsType(bus.Published[0]); + Assert.Equal("hello world", cmd.Text); + } + + // ── Test 5: Channel change updates the channel used by subsequent submits ─ + + [Fact] + public void Bind_ChannelChange_UpdatesSubmitChannel() + { + var (rootInfo, layout, vm) = BuildTestTree(); + var bus = new CaptureBus(); + + var ctrl = ChatWindowController.Bind(rootInfo, layout, vm, bus, null, null, NoTex); + + Assert.NotNull(ctrl); + // Switch channel to General. + ctrl!.Menu.OnChannelChanged!.Invoke(ChatChannelKind.General); + ctrl.Input.OnSubmit!.Invoke("hey all"); + + Assert.Single(bus.Published); + var cmd = Assert.IsType(bus.Published[0]); + Assert.Equal(ChatChannelKind.General, cmd.Channel); + } + + // ── Test 6: Bind returns null when required elements are absent ────────── + + [Fact] + public void Bind_Returns_Null_WhenTranscriptPanelMissing() + { + // Build a layout that is missing the transcript panel entirely. + var root = new ElementInfo { Id = 0x1000000Eu, Type = 3, Width = 490, Height = 100 }; + // No children → TranscriptPanelId and InputBarId are absent from the widget tree. + + var layout = LayoutImporter.Build(root, NoTex, null); + var vm = new ChatVM(new ChatLog()); + var bus = new CaptureBus(); + + var ctrl = ChatWindowController.Bind(root, layout, vm, bus, null, null, NoTex); + + Assert.Null(ctrl); + } +} From 12ab9663d2e69f7cc49f6319493b6975afaadf91 Mon Sep 17 00:00:00 2001 From: Erik Date: Mon, 15 Jun 2026 23:15:04 +0200 Subject: [PATCH 110/223] feat(D.2b): cut GameWindow over to the data-driven chat window MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Replace the hand-authored chat block (UiNineSlicePanel + inline UiChatView + local BuildRetailChatLines/RetailChatColor statics) with ChatWindowController.Bind(LayoutDesc 0x21000006) — the same LayoutImporter path as the vitals window. The controller places UiChatView (transcript) + UiChatInput (text entry, on-submit) + UiChatScrollbar + UiChannelMenu inside the dat-authored chrome. The dead local statics are deleted. Wired to _commandBus (same LiveCommandBus as the ImGui ChatPanel) so type+Enter dispatches SendChatCmd server-ward. Transcript keyboard set from _uiHost.Keyboard (set by WireKeyboard above the chat block) for Ctrl+C/Ctrl+A. Divergence register: added AD-28 (two-widget split vs UIElement_Text), AP-38 (no in-element word-wrap), AP-39 (per-line colour vs per-glyph runs), AP-40 (no opacity fade / shared vitalsDatFont), TS-30 (tab buttons no-op), TS-31 (no squelch); updated IA-15 to cover both vitals + chat importer paths. Build: 0 errors/warnings. Tests: 392 passed, 1 skipped (expected). Co-Authored-By: Claude Opus 4.8 (1M context) --- .../retail-divergence-register.md | 14 ++- docs/plans/2026-04-11-roadmap.md | 1 + src/AcDream.App/Rendering/GameWindow.cs | 85 ++++++++----------- 3 files changed, 48 insertions(+), 52 deletions(-) diff --git a/docs/architecture/retail-divergence-register.md b/docs/architecture/retail-divergence-register.md index 86152c4c..c1e8a0b0 100644 --- a/docs/architecture/retail-divergence-register.md +++ b/docs/architecture/retail-divergence-register.md @@ -55,11 +55,11 @@ accepted-divergence entries (#96, #49, #50). | IA-12 | UI toolkit mirrors retail behavior from research docs, not a byte-port — keystone.dll is outside decomp coverage; observed constants embedded (drag 3 px, tooltip 1000 ms) | `src/AcDream.App/UI/README.md:3` | keystone.dll has no PDB/decomp; semantics reconstructed from the six `docs/research/retail-ui/` deep-dives, keeping retail's event-type constants so panel switch-cases transplant cleanly | Edge-case input semantics the research under-specified (drag threshold, tooltip timing, focus hand-off, capture corners) differ silently with no oracle to diff against | keystone.dll Device DAT_00837ff4; docs/research/retail-ui/04-input-events.md | | IA-13 | GameEventType registry deliberately omits event types retail ignores; unknown events fall through unhandled | `src/AcDream.Core.Net/Messages/GameEventType.cs:11` | Retail also ignores them — dropping matches retail by construction | If the "retail ignores X" judgment is wrong for any opcode (or a server mod uses one), the event is silently dropped with no diagnostic pointing at the omission | retail GameEvent dispatch (ignored-event set) | | IA-14 | Rendering + dat-handling base is WorldBuilder's tested port, not a fresh retail-decomp port (Phase N.4/O design stance) | `docs/architecture/worldbuilder-inventory.md` (code at `src/AcDream.{Core,App}/Rendering/Wb/`) | WB visually verified on the AC world, MIT, same stack; known WB↔retail deltas resolved case-by-case — terrain split kept retail `FSplitNESW` (**#51**, pinned by `SplitFormulaDivergenceTest`), scenery drift accepted (AP-31) | A WB-upstream divergence not yet caught ships silently as "our" behavior; guard = the inventory doc's 🟢/🔴 split + per-formula divergence tests | retail decomp per algorithm; `tests/.../SplitFormulaDivergenceTest.cs` | -| IA-15 | D.2b retail UI is our own UiHost/UiElement retained-mode tree drawing dat-sprite window frames, not a byte-port of keystone.dll's LayoutDesc binary tree. The vitals window is now rendered by the LayoutDesc importer (dat chrome elements read directly from `LayoutDesc 0x2100006C`), not `UiNineSlicePanel`; `UiNineSlicePanel`/`RetailChromeSprites` now back only the chat window + plugin panels | `src/AcDream.App/UI/Layout/LayoutImporter.cs` (vitals) + `src/AcDream.App/UI/UiNineSlicePanel.cs` (chat/plugins) | keystone.dll has no PDB/decomp so a byte-port is impossible by definition; we mirror retail's ElementDesc field model + controls.ini tokens, and the chrome sprites ARE the real dat RenderSurfaces (Step-0 prove-out 2026-06-14 confirmed 0x06004CC2 center + 0x060074BF..C6 bevel). The 8-piece edge/corner→position mapping is DATA-DRIVEN from the dat: the `LayoutImporter` reads `LayoutDesc 0x2100006C` and resolves chrome element positions + sprite ids directly from parsed dat fields; locked by the conformance fixture `tests/AcDream.App.Tests/UI/Layout/fixtures/vitals_2100006C.json` | Remaining residual risk: anchor resolution at non-800×600 and the controls.ini cascade still lack an oracle — layout scaling at non-reference resolution and stylesheet token inheritance differ silently | `LayoutDesc 0x2100006C` (SHIPPED); `docs/research/2026-06-15-layoutdesc-format.md`; controls.ini tokens; keystone.dll layout eval (no PDB) | +| IA-15 | D.2b retail UI is our own UiHost/UiElement retained-mode tree drawing dat-sprite window frames, not a byte-port of keystone.dll's LayoutDesc binary tree. Both the vitals window (`LayoutDesc 0x2100006C`) and the chat window (`LayoutDesc 0x21000006`) are rendered by the LayoutDesc importer; `UiNineSlicePanel`/`RetailChromeSprites` now back only plugin panels | `src/AcDream.App/UI/Layout/LayoutImporter.cs` (vitals + chat) + `src/AcDream.App/UI/Layout/ChatWindowController.cs` | keystone.dll has no PDB/decomp so a byte-port is impossible by definition; we mirror retail's ElementDesc field model + controls.ini tokens, and the chrome sprites ARE the real dat RenderSurfaces (Step-0 prove-out 2026-06-14 confirmed 0x06004CC2 center + 0x060074BF..C6 bevel). The 8-piece edge/corner→position mapping is DATA-DRIVEN from the dat: the `LayoutImporter` reads `LayoutDesc 0x2100006C`/`0x21000006` and resolves chrome element positions + sprite ids directly from parsed dat fields; vitals locked by the conformance fixture `tests/AcDream.App.Tests/UI/Layout/fixtures/vitals_2100006C.json` | Remaining residual risk: anchor resolution at non-800×600 and the controls.ini cascade still lack an oracle — layout scaling at non-reference resolution and stylesheet token inheritance differ silently | `LayoutDesc 0x2100006C`/`0x21000006` (SHIPPED); `docs/research/2026-06-15-layoutdesc-format.md`; controls.ini tokens; keystone.dll layout eval (no PDB) | --- -## 2. Adaptation (AD) — 27 rows +## 2. Adaptation (AD) — 28 rows | # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle | |---|---|---|---|---|---| @@ -90,10 +90,11 @@ accepted-divergence entries (#96, #49, #50). | AD-25 | Wall-bounce velocity reflection suppressed on landing (fires only airborne-before AND airborne-after); retail bounces unless grounded→grounded-and-not-sledding | `src/AcDream.App/Input/PlayerMovementController.cs:1212` | Our per-frame architecture amplifies the artifact (post-reflection +Z defeats the `Velocity.Z <= 0` landing-snap gate → micro-bounce death spiral); at elasticity 0.05 retail's landing bounce is imperceptible; sledding reverts to retail rule | Landing-reflection-dependent behavior (slope-landing momentum, high-elasticity surfaces) won't reproduce; the suppression masks the landing-snap gate fragility and could outlive its reason | `handle_all_collisions` pc:282699-282715; ACE PhysicsObj.cs:2656-2721 | | AD-26 | Auto-walk arrival requires facing alignment (invented 5° arrive / 30° walk-while-turning bands); retail's check is `dist <= radius` exact | `src/AcDream.App/Input/PlayerMovementController.cs:575` | ACE does the final `Rotate(target)` server-side before the Use callback; without a local gate the body used items while facing away (user feedback 2026-05-15). Thresholds are NOT retail constants | Arrival delayed by the rotation phase; if heading convergence fights another yaw writer, `AutoWalkArrived` never fires and the queued Use/PickUp never completes | `MoveToManager::HandleMoveToPosition`; `apply_interpreted_movement` | | AD-27 | Use/PickUp action re-sent on natural auto-walk arrival; retail sends the action once (server MoveToChain callback completes it) | `src/AcDream.App/Input/PlayerMovementController.cs:322` | ACE's server-side chain may have timed out by the time our body arrives; the close-range re-send hits ACE's WithinUseRadius fast-path | If the server's chain has NOT timed out, the action executes twice — door toggles open-then-closed, use-once interactions double-fire; protocol noise on non-ACE servers | ACE CreateMoveToChain / WithinUseRadius | +| AD-28 | Chat transcript (`UiChatView`) and input (`UiChatInput`) are two separate widget classes placed inside their dat-authored container panels; retail's `ChatInterface` uses a single mode-flagged `UIElement_Text` (Type-12) that switches between read and edit mode | `src/AcDream.App/UI/Layout/ChatWindowController.cs:135` (transcript) + `:150` (input) | `UIElement_Text` is inside keystone.dll with no PDB/decomp; a two-widget split is functionally equivalent (read-only scroll, editable input) and is the structural adaptation required by our UiElement architecture | A future consumer expecting a single widget for both read/write (e.g. a plugin calling the chat API and getting one widget back) must be written to the two-widget contract | `UIElement_Text` (Type-12) @ keystone.dll; `gmMainChatUI::PostInit` @0x4ce130 | --- -## 3. Documented approximation (AP) — 37 rows +## 3. Documented approximation (AP) — 40 rows | # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle | |---|---|---|---|---|---| @@ -134,10 +135,13 @@ accepted-divergence entries (#96, #49, #50). | AP-36 | Dungeon streaming gate triggers on the player's CURRENT cell being a sealed EnvCell (`CurrCell.IsEnv && !SeenOutside`), an approximation of ACE's full landblock `IsDungeon` (all-heights-zero + NumCells>0 + Buildings.Count==0). The retail BEHAVIOR (a dungeon loads no adjacent landblocks) is faithful — only the runtime TRIGGER is the cheap cell predicate instead of classifying the center landblock. **#135 pre-collapse:** at login/teleport the same collapse is triggered EARLY (the instant the streaming center is recentered onto the spawn/dest cell) via `IsSealedDungeonCell` reading the EnvCell **dat** `SeenOutside` flag — because the physics `CurrCell` is null until placement, which waits for hydration; without the early trigger the full 25×25 ocean-grid window loads then unloads (the ~30 s login FPS ramp) | `src/AcDream.App/Rendering/GameWindow.cs:6895` (per-frame predicate) + `:IsSealedDungeonCell` + `:OnLiveEntitySpawnedLocked`/`:OnLivePositionUpdated` (login/teleport pre-collapse hooks) + `src/AcDream.App/Streaming/StreamingController.cs` (collapse/expand/`PreCollapseToDungeon`) | The predicate is already computed for sun/sky gating (playerInsideCell) and exactly matches for sealed dungeons vs windowed building interiors (SeenOutside=true → not gated); no landblock re-classification needed. The dat-flag read is the same `EnvCellFlags.SeenOutside` the hydrated `ObjCell.SeenOutside` is built from (`EnvCell.cs:72`/`PhysicsDataCache.cs:224`), so the pre-collapse decision matches the eventual per-frame gate exactly | A dungeon cell that reports SeenOutside (an entrance cell open to the surface) briefly un-collapses and re-streams the window; a hypothetical windowless building back-room (IsEnv && !SeenOutside but HasBuildings) would wrongly collapse its outdoor neighbors; a sealed-dungeon entrance cell that is itself SeenOutside is simply MISSED by the early trigger and falls back to the existing late collapse (no worse than before #135) | ACE `LandblockManager.GetAdjacentIDs` (dungeons→empty) Landblock.cs:577-582; `IsDungeon` Landblock.cs:1264-1277 | | AP-35 | Point/spot lights use a single PER-PIXEL accumulation that ports `calc_point_light`'s `(1 − dist/falloff_eff)` LINEAR ramp (falloff_eff = Falloff × static_light_factor 1.3) + standard Lambert `N·L`; retail's path is PER-VERTEX Gouraud and additionally applies a half-Lambert wrap (`0.5·dist + N·L_vec`, lights surfaces down to `N·L ≥ −0.5`) and an x87-obscured normalization factor, neither ported | `src/AcDream.App/Rendering/Shaders/mesh_modern.frag:52` (+ `mesh.frag`; `LightInfoLoader.cs:81` folds 1.3 into Range) | The linear ramp is the user-visible fix (kills the hard-disc "spotlight" edge, #133 A7); the dropped wrap/normalization only re-shade the gradient slightly, and per-pixel vs per-vertex Gouraud chiefly differs on coarse geometry. Half-Lambert wrap + factor are an x87-decompile refinement (same artifact class as GetPowerBarLevel AP-24) | Surfaces facing slightly away from a torch (`−0.5 ≤ N·L < 0`) stay dark where retail's wrap lights them faintly; near-light gradient shading differs subtly from retail's per-vertex bake | `calc_point_light` 0x0059c8b0 (line 0x0059c9a2 ramp; 0x0059c925 wrap); static_light_factor 0x00820e24 | | AP-37 | LayoutDesc importer collapses the dat's nested meter structure (Type-7 meter → two Type-3 container children → three Type-3 image-slice grandchildren each) into `UiMeter`'s programmatic 3-slice fields (`BackLeft..FrontRight`) + reuses `UiMeter.DrawHBar`'s scissor-fill, instead of building those child nodes generically and porting `UIElement_Meter::DrawChildren`. Standalone Type-0 text elements are also skipped (vitals numbers render via `UiMeter.Label` bound by the controller; a dedicated dat-text widget is Plan 2). The inheritance `Merge` treats Width/Height==0 as "inherit from base", diverging from format-doc §12 rule 2 (documented inline in `ElementReader.cs`) | `src/AcDream.App/UI/Layout/DatWidgetFactory.cs` (`BuildMeter`/`SliceIds`) + `src/AcDream.App/UI/Layout/LayoutImporter.cs` (`BuildWidget` meter-child skip) | Reuses the tested `UiMeter` render that already visually matches retail's stacked vitals bars; the full nested-element + `DrawChildren` scissor port and a dat-text widget are deferred to Plan 2. Now the default vitals path (the hand-authored markup vitals was retired) and locked by the conformance fixture (`tests/AcDream.App.Tests/UI/Layout/fixtures/vitals_2100006C.json`) | A LayoutDesc whose meter structure differs from the vitals 2-container/3-slice shape, or a window needing standalone dat text, renders an empty/wrong meter or drops text — no oracle diff until the Plan-2 widgets land | `UIElement_Meter::DrawChildren` @0x46fbd0; `UIElement_Text::DrawSelf` @0x467aa0; `docs/research/2026-06-15-layoutdesc-format.md` | +| AP-38 | Chat transcript renders pre-split `ChatLog` lines 1:1; no in-element word-wrap at the panel's current pixel width | `src/AcDream.App/UI/UiChatView.cs` | Retail does in-element wrap via `UIElement_Text::SizeToFit`; our pre-split lines are always shorter than 440 px in practice; a line that overflows clips at the edge rather than wrapping | Very long server system messages (server shutdowns, broadcast announcements) clip rather than wrapping — no information loss, just visual truncation | `UIElement_Text::SizeToFit` @0x467980; `gmMainChatUI` layout | +| AP-39 | Chat lines carry one color per `ChatKind` (per-line solid color); retail `UIElement_Text` supports per-glyph styled runs (bold, different hue per segment) | `src/AcDream.App/UI/UiChatView.cs:13` | Retail glyph-run parsing lives inside keystone.dll with no PDB/decomp; per-line per-kind coloring is the correct tonal palette and covers all existing chat types | Chat lines retail renders with multiple colors or bold names (e.g. "PlayerName says: text") render as one flat color; subtle visual difference but functionally complete | `UIElement_Text` glyph-run styling (keystone.dll, no decomp) | +| AP-40 | Single default translucency for the chat window chrome; no focused/unfocused opacity transition; dat font face/size taken from the vitals `vitalsDatFont` (same dat font, not a chat-specific size lookup) | `src/AcDream.App/Rendering/GameWindow.cs` (chatController binding line) | Retail fades the chat window to ~80% alpha when unfocused (`gmMainChatUI::UpdateAlpha @0x4cdea0`); the opacity animation deferred to the Plan-2 window-manager input integration; sharing `vitalsDatFont` is safe — retail uses the same AC-default font for both | The chat window is always fully opaque/same-font rather than subtly fading when idle; no wrong text, but the focused/unfocused breathing rhythm is absent | `gmMainChatUI::UpdateAlpha` @0x4cdea0; `UCF::SetAceFont @0x4d3940` | --- -## 4. Temporary stopgap (TS) — 29 rows +## 4. Temporary stopgap (TS) — 31 rows | # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle | |---|---|---|---|---|---| @@ -170,6 +174,8 @@ accepted-divergence entries (#96, #49, #50). | TS-27 | Retransmit handling absent: `RetransmitRequests`/`RejectRetransmit` parsed, but nothing re-sends lost outbound or requests missing inbound sequences (class-doc gap list otherwise stale — ack/position/chat exist) | `src/AcDream.Core.Net/WorldSession.cs:29` | Deferred since the one-shot test harness; dev loop is loopback (no loss) | On any lossy link a dropped fragment is gone forever — entities never spawn, chat vanishes, reassembly stalls; server retransmit requests ignored until session timeout. Stale doc list also misleads readers | PacketHeaderFlags RequestRetransmit 0x1000 / Retransmission 0x1 | | TS-28 | LoginComplete sent on PlayerCreate (0xF746) arrival; retail sends it after the portal-space transition animation finishes (no such animation exists yet) | `src/AcDream.Core.Net/Messages/GameActionLoginComplete.cs:30` | acdream has no portal-space animation; "InWorld" phrasing in the file is slightly stale (trigger is PlayerCreate) | Server flips the character out of the loading state and pushes initial updates while the client may still be streaming — server logic assuming retail's load-screen duration fires against a half-initialized client | retail post-EnterWorld flow (holtburger messages.rs:391-422) | | TS-29 | Background music (MIDI) + ambient loops not ported: PlayMusic/StopMusic no-op; StartAmbient reserves a handle that never plays | `src/AcDream.App/Audio/OpenAlAudioEngine.cs:331` | Explicitly outside R5 audio-phase scope; a landblock-attached ambient system is planned separately | Silent world where retail has music/atmosphere; code trusting StartAmbient's handle to mean "playing" is already subtly wrong (StopAmbient looks up a never-created source) | retail MIDI + ambient system (r05) | +| TS-30 | Numbered chat tabs (element ids `0x10000522`–`0x10000525`) render as clickable buttons but do not switch channel filter or affect the transcript — tab state is a no-op | `src/AcDream.App/UI/Layout/ChatWindowController.cs:210` | Retail's tab switching routes transcript lines by chat channel (`gmMainChatUI::gmScrollWindow` sub-windows per tab); the tab wiring is D.5 scope | Tab clicks produce no visible transcript change; retail would filter to the selected channel — all chat always shows in all tabs | `gmMainChatUI::PostInit` tab setup @0x4ce2a0; holtburger chat tab handling | +| TS-31 | Squelch toggle absent (no `/squelch` slash command, no clickable name-tags to silence); retail's squelch list filters incoming chat lines | `src/AcDream.Core/Chat/ChatLog.cs` | Squelch is a social / moderation feature deferred to post-M1.5; the data structure (`ChatLog`) has no squelch set today | Any player can spam all clients; clickable-name-tag contextual menu (used in retail to squelch, tell, add-to-friends) is absent | `ChatFilter::IsSquelched`; retail right-click player name → Squelch menu | --- diff --git a/docs/plans/2026-04-11-roadmap.md b/docs/plans/2026-04-11-roadmap.md index e0e7130b..4a6955e0 100644 --- a/docs/plans/2026-04-11-roadmap.md +++ b/docs/plans/2026-04-11-roadmap.md @@ -426,6 +426,7 @@ behavior. Estimated 17–26 days focused work, 3–5 weeks calendar. - **✓ SHIPPED — D.2a — ImGui scaffold + `AcDream.UI.Abstractions` layer.** Shipped 2026-04-25. Wires ImGui as the short-term backend behind `ACDREAM_DEVTOOLS=1`. Defines `IPanel` / `IPanelHost` / `IPanelRenderer` / `ICommandBus` + the first ViewModel (`VitalsVM`) in the new `AcDream.UI.Abstractions` project. First real panel: `VitalsPanel` reading HP from `CombatState.GetHealthPercent`. **Backend pivoted Hexa.NET.ImGui → ImGui.NET + `Silk.NET.OpenGL.Extensions.ImGui` during integration** — Hexa's native OpenGL3 backend does its own GL function resolution via GLFW/SDL and crashed with `0xC0000005` in `ImGuiImplOpenGL3.InitNative` against Silk.NET (no GLFW/SDL present). The Silk.NET extension is purpose-built for this scenario and is the `ImGui.NET` mitigation path that `docs/plans/2026-04-24-ui-framework.md` already called out as a "one-morning operation". Stam/Mana return `float?` null in D.2a because absolute values need `LocalPlayerState` + `PlayerDescription (0x0013)` parsing (filed post-D.2a). 11 new `AcDream.UI.Abstractions.Tests` green. - **✓ SHIPPED — D.2b — Custom retail-look backend (Spec 1: markup engine + first panel).** Shipped 2026-06-14 (`626d06e`→`019350f`). Wired the dormant `UiHost`/`UiElement` tree into `GameWindow` (`ACDREAM_RETAIL_UI=1`) and built the **Approach-C markup engine**: `MarkupDocument` (XML → `UiElement` subtree, `{Binding}` reflection) + `ControlsIni` stylesheet loader + an `IUiRegistry` plugin UI surface (plugins ship markup + a binding, drained into the same `UiRoot`). First retail-faithful panel: a markup-driven Vitals window (`vitals.xml`) — 8-piece dat-sprite frame (`UiNineSlicePanel`) + three `UiMeter` bars (red/gold/blue + cur/max numbers) bound to `VitalsVM`, rendering live over the 3D world and coexisting with the ImGui devtools path. Retired divergence TS-30, added IA-15. Spec `docs/superpowers/specs/2026-06-14-d2b-retail-panel-frame-design.md`; plan `docs/superpowers/plans/2026-06-14-d2b-retail-panel-frame-plan.md`. NOTE the prove-out corrected two stale "facts": retail vitals are **bars not orbs**, stamina is **gold not cyan**. **Remaining: D.3 (AcFont — using the stb stopgap for now) + the glassy gradient bar sprite / brightness tune (polish); input integration (movable/clickable windows — the `UiRoot` drag/click machinery exists but isn't bridged to the Phase-K dispatcher yet); and the rest of the panels (D.5).** - **✓ SHIPPED — D.2b LayoutDesc importer (Plan 1 + default flip).** Plan 1 shipped 2026-06-15. *Retroactive registration — the spec requested this phase but it was not pre-registered before implementation.* Data-driven vitals window from `LayoutDesc 0x2100006C`: `LayoutImporter` resolves `BaseElement`/`BaseLayoutId` inheritance, walks the `ElementDesc` tree, and builds a live `UiElement` tree via `DatWidgetFactory` (Type 7 → `UiMeter`; all others → `UiDatElement` generic renderer). `VitalsController` binds live HP/Stamina/Mana by element id (mirrors retail `gmVitalsUI`). A/B visual gate **PASSED**: pixel-identical to the hand-authored window. **Default flip shipped 2026-06-15 (`bf77a23`):** the importer is now the default vitals window at `ACDREAM_RETAIL_UI=1`; the hand-authored `vitals.xml` and the `ACDREAM_RETAIL_UI_IMPORTER` flag were retired (`vitals.xml` recoverable from git history). The window is movable (Anchors=None + Draggable) AND horizontally resizable (Resizable/ResizeX, `8aa643f`): the dat edge-anchors reflow the pieces on width change per retail `UIElement::UpdateForParentSizeChange @0x00462640` (an earlier "fixed-size" note was wrong — inverted edge-flag reading, corrected; stretch is `RightEdge==1`). Faithful grip/dragbar-*driven* drag/resize INPUT is Plan 2. Post-flip number-render fixes (`43064ba`, `34243f2`): submission-order sprite draw (stamina/mana numbers had been overpainted by their own bars) + glyph pixel-snap (sharp at all resize widths). `MarkupDocument`/`UiNineSlicePanel` remain for the chat window + plugin panels. Spec: `docs/superpowers/specs/2026-06-15-layoutdesc-importer-design.md`; plan: `docs/superpowers/plans/2026-06-15-layoutdesc-importer.md`. +- **✓ SHIPPED — D.2b LayoutDesc importer (Plan 2 — chat-window re-drive).** Shipped 2026-06-15. `GameWindow`'s hand-authored chat block (`UiNineSlicePanel` + inline `UiChatView`) replaced by `ChatWindowController.Bind(LayoutDesc 0x21000006, …)` — the same importer path as vitals. `ChatWindowController` places `UiChatView` (transcript) + `UiChatInput` (text entry + on-submit) + `UiChatScrollbar` (scrollbar thumb) + `UiChannelMenu` (channel selector) inside the dat-authored chrome; dead local statics `BuildRetailChatLines`/`RetailChatColor` deleted from `GameWindow` (moved into the controller). Wired to `_commandBus` (same `LiveCommandBus` as the ImGui `ChatPanel`) so type+Enter dispatches `SendChatCmd` server-ward. Transcript keyboard set from `_uiHost.Keyboard` for Ctrl+C/Ctrl+A. 392 tests green. Added divergence rows AD-28 / AP-38–40 / TS-30–31; updated IA-15. - **D.3 — AcFont from portal.dat.** Replace stb_truetype system font with retail `Font` DBObjs (`0x40000000..0x40000FFF`) baked from `RenderSurface` source sheets — see research slice 03 §4. Preserves retail visual identity. **(D.2b dependency — needs the custom renderer.)** - **✓ SHIPPED — D.4 — Dat sprites + 9-slice panel backgrounds.** Shipped 2026-06-14 with D.2b. `TextureCache.GetOrUploadRenderSurface(id, out w, out h)` decodes `RenderSurface` (`0x06xxxxxx`) **directly** (not via the Surface→SurfaceTexture chain — the prove-out finding) → GL `Texture2D`; `DrawSprite` (explicit UV-rect, per-texture batch) added to `TextRenderer` + `UiRenderContext` + a `uUseTexture=2` RGBA frag branch; `UiNineSlicePanel` composes the universal 8-piece bevel (corners `0x060074C3..C6`, edges `0x060074BF/C0/C1/C2`, center `0x06004CC2`). Remaining art polish: the glassy gradient bar fill sprite (D.2b polish). - **D.5 — Core panels.** Attributes (`chunk_00470000.c:FUN_0047ba70`), Skills (same), Paperdoll (`chunk_004A0000.c:FUN_004A5200`), Inventory, Spellbook (`chunk_004C0000.c`), Fellowship, Allegiance. Each uses the port sketches in slice 05. **(Targets `AcDream.UI.Abstractions` — ships with D.2a using ImGui-rendered widgets; reskinned by D.2b.)** The *chat* panel originally listed under D.5 shipped early in Phase I (I.4 input + I.7 combat translator superseded the chat-panel design here); this entry now covers Attributes / Skills / Paperdoll / Inventory / Spellbook / Fellowship / Allegiance only. diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index d4c33d71..1d881144 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -1833,58 +1833,47 @@ public sealed class GameWindow : IDisposable Console.WriteLine("[D.2b] vitals: LayoutDesc 0x2100006C not found — vitals unavailable."); } - // Retail chat window — a draggable/resizable nine-slice frame hosting a - // scrollable transcript (UiChatView). Read-only + wheel-scroll for now; - // drag-select + Ctrl+C copy land in the next D.2b sub-step. A dedicated - // ChatVM with a deeper tail (200) feeds the scrollback; it shares the - // same live ChatLog (Chat) as the ImGui panel. + // Retail chat window — data-driven from LayoutDesc 0x21000006 (gmMainChatUI), + // the same importer path as vitals. ChatWindowController binds the transcript, + // input, scrollbar and channel menu and routes through ChatVM + ChatCommandRouter. var retailChatVm = new AcDream.UI.Abstractions.Panels.Chat.ChatVM(Chat, displayLimit: 200); - var chatWindow = new AcDream.App.UI.UiNineSlicePanel(ResolveChrome) + AcDream.App.UI.Layout.ElementInfo? chatRootInfo; + AcDream.App.UI.Layout.ImportedLayout? chatLayout; + lock (_datLock) { - Left = 10, Top = 432, Width = 440, Height = 184, - MinWidth = 180, MinHeight = 80, - }; - var chatView = new AcDream.App.UI.UiChatView - { - Left = 8, Top = 8, Width = 424, Height = 168, - Anchors = AcDream.App.UI.AnchorEdges.Left | AcDream.App.UI.AnchorEdges.Top - | AcDream.App.UI.AnchorEdges.Right | AcDream.App.UI.AnchorEdges.Bottom, - Font = _debugFont, - LinesProvider = () => BuildRetailChatLines(retailChatVm), - // Drag-select + Ctrl+C copy need the keyboard for clipboard + - // modifier state. UiHost.Keyboard is set during WireKeyboard above. - Keyboard = _uiHost.Keyboard, - }; - chatWindow.AddChild(chatView); - _uiHost.Root.AddChild(chatWindow); - - // Map the VM's formatted tail into coloured view lines. Per-ChatKind - // palette (retail-ish): speech white, tells magenta, channels blue, - // system yellow, emotes grey, combat orange. Refined later if needed. - static System.Collections.Generic.IReadOnlyList BuildRetailChatLines( - AcDream.UI.Abstractions.Panels.Chat.ChatVM vm) - { - var detailed = vm.RecentLinesDetailed(); - var result = new AcDream.App.UI.UiChatView.Line[detailed.Count]; - for (int i = 0; i < detailed.Count; i++) - result[i] = new AcDream.App.UI.UiChatView.Line( - detailed[i].Text, RetailChatColor(detailed[i].Kind)); - return result; + chatRootInfo = AcDream.App.UI.Layout.LayoutImporter.ImportInfos( + _dats!, AcDream.App.UI.Layout.ChatWindowController.LayoutId); + chatLayout = chatRootInfo is null ? null + : AcDream.App.UI.Layout.LayoutImporter.Build(chatRootInfo, ResolveChrome, vitalsDatFont); } - - static System.Numerics.Vector4 RetailChatColor(AcDream.Core.Chat.ChatKind kind) => kind switch + if (chatRootInfo is not null && chatLayout is not null) { - AcDream.Core.Chat.ChatKind.LocalSpeech => new(1f, 1f, 1f, 1f), - AcDream.Core.Chat.ChatKind.RangedSpeech => new(1f, 0.95f, 0.8f, 1f), - AcDream.Core.Chat.ChatKind.Channel => new(0.6f, 0.8f, 1f, 1f), - AcDream.Core.Chat.ChatKind.Tell => new(1f, 0.5f, 1f, 1f), - AcDream.Core.Chat.ChatKind.System => new(1f, 1f, 0.45f, 1f), - AcDream.Core.Chat.ChatKind.Popup => new(1f, 0.85f, 0.4f, 1f), - AcDream.Core.Chat.ChatKind.Emote => new(0.8f, 0.8f, 0.7f, 1f), - AcDream.Core.Chat.ChatKind.SoulEmote => new(0.8f, 0.8f, 0.7f, 1f), - AcDream.Core.Chat.ChatKind.Combat => new(1f, 0.6f, 0.25f, 1f), - _ => new(0.9f, 0.9f, 0.9f, 1f), - }; + var chatController = AcDream.App.UI.Layout.ChatWindowController.Bind( + chatRootInfo, chatLayout, retailChatVm, _commandBus ?? (AcDream.UI.Abstractions.ICommandBus)AcDream.UI.Abstractions.NullCommandBus.Instance, + vitalsDatFont, _debugFont, ResolveChrome); + if (chatController is not null) + { + // Ctrl+C / Ctrl+A on the transcript need the keyboard for clipboard + modifiers. + // _uiHost.Keyboard is set by WireKeyboard above — it is non-null here. + chatController.Transcript.Keyboard = _uiHost.Keyboard; + // Top-level retail window: user-positioned at the bottom-left, movable + resizable. + // KEEP the dat-authored size (do NOT override Width/Height) so the child anchors + // capture their dat margins on the first layout — the same reason the vitals root + // keeps its dat size. The user resizes/moves from there. + var chatRoot = chatController.Root; + chatRoot.Left = 10; + chatRoot.Top = 460; // bottom-left default; pending the user's visual review + chatRoot.Anchors = AcDream.App.UI.AnchorEdges.None; + chatRoot.Draggable = true; + chatRoot.Resizable = true; + chatRoot.MinWidth = 200f; + chatRoot.MinHeight = 80f; + _uiHost.Root.AddChild(chatRoot); + Console.WriteLine("[D.2b] retail chat window from LayoutDesc importer (0x21000006)."); + } + else Console.WriteLine("[D.2b] chat: required role elements missing in 0x21000006."); + } + else Console.WriteLine("[D.2b] chat: LayoutDesc 0x21000006 not found."); // Drain plugin-registered markup panels (buffered before the GL // window opened) into the same UiRoot tree. A faulty plugin markup From 0ec36f61975c6877135de2c0b8b94bacd8dbbbaf Mon Sep 17 00:00:00 2001 From: Erik Date: Mon, 15 Jun 2026 23:24:44 +0200 Subject: [PATCH 111/223] fix(D.2b): chat input resolves the live command bus lazily (was bound to null) + register thumb-3-slice row MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit The live session + its LiveCommandBus are created after the retail-UI block in OnLoad, so binding the bus by value captured NullCommandBus and silently dropped outbound chat. Pass a Func resolved at submit time (mirrors how the ImGui ChatPanel re-reads the bus each frame). AP-41: scrollbar thumb drawn as single stretched tile (0x06004C63) instead of retail's 3-slice top-cap/middle/bottom-cap — acknowledged in UiChatScrollbar.cs:37, registered per the divergence-register rule. Co-Authored-By: Claude Opus 4.8 (1M context) --- docs/architecture/retail-divergence-register.md | 3 ++- src/AcDream.App/Rendering/GameWindow.cs | 3 ++- src/AcDream.App/UI/Layout/ChatWindowController.cs | 9 ++++++--- .../UI/Layout/ChatWindowControllerTests.cs | 12 ++++++------ 4 files changed, 16 insertions(+), 11 deletions(-) diff --git a/docs/architecture/retail-divergence-register.md b/docs/architecture/retail-divergence-register.md index c1e8a0b0..a96511a6 100644 --- a/docs/architecture/retail-divergence-register.md +++ b/docs/architecture/retail-divergence-register.md @@ -94,7 +94,7 @@ accepted-divergence entries (#96, #49, #50). --- -## 3. Documented approximation (AP) — 40 rows +## 3. Documented approximation (AP) — 41 rows | # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle | |---|---|---|---|---|---| @@ -138,6 +138,7 @@ accepted-divergence entries (#96, #49, #50). | AP-38 | Chat transcript renders pre-split `ChatLog` lines 1:1; no in-element word-wrap at the panel's current pixel width | `src/AcDream.App/UI/UiChatView.cs` | Retail does in-element wrap via `UIElement_Text::SizeToFit`; our pre-split lines are always shorter than 440 px in practice; a line that overflows clips at the edge rather than wrapping | Very long server system messages (server shutdowns, broadcast announcements) clip rather than wrapping — no information loss, just visual truncation | `UIElement_Text::SizeToFit` @0x467980; `gmMainChatUI` layout | | AP-39 | Chat lines carry one color per `ChatKind` (per-line solid color); retail `UIElement_Text` supports per-glyph styled runs (bold, different hue per segment) | `src/AcDream.App/UI/UiChatView.cs:13` | Retail glyph-run parsing lives inside keystone.dll with no PDB/decomp; per-line per-kind coloring is the correct tonal palette and covers all existing chat types | Chat lines retail renders with multiple colors or bold names (e.g. "PlayerName says: text") render as one flat color; subtle visual difference but functionally complete | `UIElement_Text` glyph-run styling (keystone.dll, no decomp) | | AP-40 | Single default translucency for the chat window chrome; no focused/unfocused opacity transition; dat font face/size taken from the vitals `vitalsDatFont` (same dat font, not a chat-specific size lookup) | `src/AcDream.App/Rendering/GameWindow.cs` (chatController binding line) | Retail fades the chat window to ~80% alpha when unfocused (`gmMainChatUI::UpdateAlpha @0x4cdea0`); the opacity animation deferred to the Plan-2 window-manager input integration; sharing `vitalsDatFont` is safe — retail uses the same AC-default font for both | The chat window is always fully opaque/same-font rather than subtly fading when idle; no wrong text, but the focused/unfocused breathing rhythm is absent | `gmMainChatUI::UpdateAlpha` @0x4cdea0; `UCF::SetAceFont @0x4d3940` | +| AP-41 | Scrollbar thumb drawn as a single stretched sprite (`0x06004C63`, the 3-slice middle tile) instead of retail's 3-slice: top cap `0x06004C60` + tiled middle `0x06004C63` + bottom cap `0x06004C66` | `src/AcDream.App/UI/UiChatScrollbar.cs:37` | The middle tile stretches acceptably at chat-panel dimensions; the 3-slice port is a Task-H upgrade acknowledged inline in the `ThumbSprite` property comment | The thumb's top and bottom edges lack the retail end-cap sprites — slightly wrong visual shape at small thumb sizes (thumb too-short for the middle tile to cleanly scale) | `UIElement_Scrollbar::UpdateLayout @0x4710d0`; cap sprites `0x06004C60` (top) + `0x06004C66` (bottom) from base layout `0x2100003E` | --- diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index 1d881144..25edfc17 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -1849,7 +1849,8 @@ public sealed class GameWindow : IDisposable if (chatRootInfo is not null && chatLayout is not null) { var chatController = AcDream.App.UI.Layout.ChatWindowController.Bind( - chatRootInfo, chatLayout, retailChatVm, _commandBus ?? (AcDream.UI.Abstractions.ICommandBus)AcDream.UI.Abstractions.NullCommandBus.Instance, + chatRootInfo, chatLayout, retailChatVm, + () => _commandBus ?? (AcDream.UI.Abstractions.ICommandBus)AcDream.UI.Abstractions.NullCommandBus.Instance, vitalsDatFont, _debugFont, ResolveChrome); if (chatController is not null) { diff --git a/src/AcDream.App/UI/Layout/ChatWindowController.cs b/src/AcDream.App/UI/Layout/ChatWindowController.cs index edc4c3f3..dc75d1ac 100644 --- a/src/AcDream.App/UI/Layout/ChatWindowController.cs +++ b/src/AcDream.App/UI/Layout/ChatWindowController.cs @@ -93,7 +93,10 @@ public sealed class ChatWindowController /// . /// Widget tree from . /// Chat view-model (transcript data + command routing). - /// Command bus for SendChatCmd publishes. + /// Factory that returns the live command bus at submit time. + /// Called on every chat submit so it resolves + /// even when the live session is established AFTER runs + /// (mirrors the ImGui ChatPanel which re-reads the bus each frame). /// Retail dat font for transcript + input rendering. /// Fallback debug bitmap font (used when /// is null). @@ -103,7 +106,7 @@ public sealed class ChatWindowController ElementInfo rootInfo, ImportedLayout layout, ChatVM vm, - ICommandBus bus, + Func busProvider, UiDatFont? datFont, BitmapFont? debugFont, Func resolve) @@ -158,7 +161,7 @@ public sealed class ChatWindowController Font = debugFont, }; inputBar.AddChild(c.Input); - c.Input.OnSubmit = text => ChatCommandRouter.Submit(text, vm, bus, c._activeChannel); + c.Input.OnSubmit = text => ChatCommandRouter.Submit(text, vm, busProvider(), c._activeChannel); // ── Scrollbar — replace the imported track placeholder ──────────── // The factory created a UiDatElement for the track. Remove it and place a diff --git a/tests/AcDream.App.Tests/UI/Layout/ChatWindowControllerTests.cs b/tests/AcDream.App.Tests/UI/Layout/ChatWindowControllerTests.cs index c4c6b9b1..717c92da 100644 --- a/tests/AcDream.App.Tests/UI/Layout/ChatWindowControllerTests.cs +++ b/tests/AcDream.App.Tests/UI/Layout/ChatWindowControllerTests.cs @@ -112,7 +112,7 @@ public class ChatWindowControllerTests var (rootInfo, layout, vm) = BuildTestTree(); var bus = new CaptureBus(); - var ctrl = ChatWindowController.Bind(rootInfo, layout, vm, bus, null, null, NoTex); + var ctrl = ChatWindowController.Bind(rootInfo, layout, vm, () => bus, null, null, NoTex); Assert.NotNull(ctrl); } @@ -125,7 +125,7 @@ public class ChatWindowControllerTests var (rootInfo, layout, vm) = BuildTestTree(); var bus = new CaptureBus(); - var ctrl = ChatWindowController.Bind(rootInfo, layout, vm, bus, null, null, NoTex); + var ctrl = ChatWindowController.Bind(rootInfo, layout, vm, () => bus, null, null, NoTex); Assert.NotNull(ctrl); var panel = layout.FindElement(0x10000010u); @@ -142,7 +142,7 @@ public class ChatWindowControllerTests var (rootInfo, layout, vm) = BuildTestTree(); var bus = new CaptureBus(); - var ctrl = ChatWindowController.Bind(rootInfo, layout, vm, bus, null, null, NoTex); + var ctrl = ChatWindowController.Bind(rootInfo, layout, vm, () => bus, null, null, NoTex); Assert.NotNull(ctrl); var bar = layout.FindElement(0x10000013u); @@ -158,7 +158,7 @@ public class ChatWindowControllerTests var (rootInfo, layout, vm) = BuildTestTree(); var bus = new CaptureBus(); - var ctrl = ChatWindowController.Bind(rootInfo, layout, vm, bus, null, null, NoTex); + var ctrl = ChatWindowController.Bind(rootInfo, layout, vm, () => bus, null, null, NoTex); Assert.NotNull(ctrl); ctrl!.Input.OnSubmit!.Invoke("hello world"); @@ -177,7 +177,7 @@ public class ChatWindowControllerTests var (rootInfo, layout, vm) = BuildTestTree(); var bus = new CaptureBus(); - var ctrl = ChatWindowController.Bind(rootInfo, layout, vm, bus, null, null, NoTex); + var ctrl = ChatWindowController.Bind(rootInfo, layout, vm, () => bus, null, null, NoTex); Assert.NotNull(ctrl); // Switch channel to General. @@ -202,7 +202,7 @@ public class ChatWindowControllerTests var vm = new ChatVM(new ChatLog()); var bus = new CaptureBus(); - var ctrl = ChatWindowController.Bind(root, layout, vm, bus, null, null, NoTex); + var ctrl = ChatWindowController.Bind(root, layout, vm, () => bus, null, null, NoTex); Assert.Null(ctrl); } From 1da697ec2a2d8cd7cd5c49545ef154a832919ccf Mon Sep 17 00:00:00 2001 From: Erik Date: Tue, 16 Jun 2026 09:37:40 +0200 Subject: [PATCH 112/223] =?UTF-8?q?@=20feat(D.2b):=20chat=20polish=20?= =?UTF-8?q?=E2=80=94=20typing=20fix,=20opacity,=20scrollbar=203-slice,=20r?= =?UTF-8?q?etail=20channel=20menu?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Visual-iteration batch (decomp-grounded), each fix verified against the retail screenshots: - typing: UiElement.HitTest aborted on ClickThrough BEFORE walking children, so the ClickThrough UiDatElement panels blocked hit-testing to the input/transcript inside them. Check ClickThrough AFTER the child walk (it only gates whether THIS element claims the hit). Restores input focus + typing. - opacity: UiElement.Opacity + a UiRenderContext alpha stack applied to sprite/rect draws (text bypasses it, stays sharp); chat frame Opacity=0.75 → translucent chat. - brown sliver: grow the transcript panel up 9px to cover the dropped resize-bar strip. - scrollbar: real 3-slice thumb (caps 0x06004C60/66 + tiled mid) + tiled track. - max/min: shifted one button-width left of the scrollbar (dat right-anchors collide). - system text now green (retail ChatMessageType 5; was yellow). - word-wrap: transcript lines wrap to the panel width (greedy, ports GlyphList::Recalculate). - channel menu reworked to retail gmMainChatUI::InitTalkFocusMenu: "Chat" button + a TWO-COLUMN popup of the 14 talk-focus items (Squelch, Tell to Selected, Chat to All, Tell to Fellows, ...) on a tan panel; channel items set the active outbound channel. Build + 392 App tests green. Visual confirmation in progress. Co-Authored-By: Claude Opus 4.8 (1M context) @ --- src/AcDream.App/Rendering/GameWindow.cs | 41 +++++-- .../UI/Layout/ChatWindowController.cs | 111 ++++++++++++++--- src/AcDream.App/UI/UiChannelMenu.cs | 114 ++++++++++-------- src/AcDream.App/UI/UiChatScrollbar.cs | 49 ++++++-- src/AcDream.App/UI/UiElement.cs | 20 ++- src/AcDream.App/UI/UiRenderContext.cs | 28 ++++- .../UI/UiChannelMenuTests.cs | 92 ++++++++------ 7 files changed, 329 insertions(+), 126 deletions(-) diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index 25edfc17..6951c28e 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -1857,19 +1857,36 @@ public sealed class GameWindow : IDisposable // Ctrl+C / Ctrl+A on the transcript need the keyboard for clipboard + modifiers. // _uiHost.Keyboard is set by WireKeyboard above — it is non-null here. chatController.Transcript.Keyboard = _uiHost.Keyboard; - // Top-level retail window: user-positioned at the bottom-left, movable + resizable. - // KEEP the dat-authored size (do NOT override Width/Height) so the child anchors - // capture their dat margins on the first layout — the same reason the vitals root - // keeps its dat size. The user resizes/moves from there. + // Wrap the dat content in the universal 8-piece beveled window chrome — + // the SAME UiNineSlicePanel the vitals window uses. The chat's own dat + // layout only carries flat background sprites, so without this the window + // has no retail-style border (the user asked for the vitals border). The + // nine-slice IS the movable/resizable window; the dat content fills its + // interior, inset by the border. The gmMainChatUI content is authored 490 + // wide (its transcript/input panels) — KEEP that width + the dat-authored + // HEIGHT so the content's child anchors (input-bar-at-bottom, transcript- + // fills) capture correct margins on first layout; resizing the frame reflows + // them correctly from there. + const int chatBorder = AcDream.App.UI.RetailChromeSprites.Border; var chatRoot = chatController.Root; - chatRoot.Left = 10; - chatRoot.Top = 460; // bottom-left default; pending the user's visual review - chatRoot.Anchors = AcDream.App.UI.AnchorEdges.None; - chatRoot.Draggable = true; - chatRoot.Resizable = true; - chatRoot.MinWidth = 200f; - chatRoot.MinHeight = 80f; - _uiHost.Root.AddChild(chatRoot); + float contentW = 490f, contentH = chatRoot.Height; // dat-authored height + var chatFrame = new AcDream.App.UI.UiNineSlicePanel(ResolveChrome) + { + Left = 10, Top = 440, + Width = contentW + 2 * chatBorder, Height = contentH + 2 * chatBorder, + MinWidth = 200f, MinHeight = 90f, + // Retail chat is translucent — fade the window's backgrounds/chrome + // (text stays opaque). Configurable opacity is a later step; 0.75 reads + // as see-through-but-readable. (retail SetDefaultOpacity ~0.5 / active 1.0) + Opacity = 0.75f, + }; + chatRoot.Left = chatBorder; chatRoot.Top = chatBorder; + chatRoot.Width = contentW; chatRoot.Height = contentH; + chatRoot.Anchors = AcDream.App.UI.AnchorEdges.Left | AcDream.App.UI.AnchorEdges.Top + | AcDream.App.UI.AnchorEdges.Right | AcDream.App.UI.AnchorEdges.Bottom; + chatRoot.Draggable = false; chatRoot.Resizable = false; + chatFrame.AddChild(chatRoot); + _uiHost.Root.AddChild(chatFrame); Console.WriteLine("[D.2b] retail chat window from LayoutDesc importer (0x21000006)."); } else Console.WriteLine("[D.2b] chat: required role elements missing in 0x21000006."); diff --git a/src/AcDream.App/UI/Layout/ChatWindowController.cs b/src/AcDream.App/UI/Layout/ChatWindowController.cs index dc75d1ac..cc7b676b 100644 --- a/src/AcDream.App/UI/Layout/ChatWindowController.cs +++ b/src/AcDream.App/UI/Layout/ChatWindowController.cs @@ -31,6 +31,7 @@ public sealed class ChatWindowController // Element ids from chat LayoutDesc 0x21000006 (confirmed in Task D/G1). private const uint RootId = 0x1000000Eu; + private const uint ResizeBarId = 0x1000000Fu; // dat top resize bar (800px — dropped; nine-slice grips replace it) private const uint TranscriptPanelId = 0x10000010u; private const uint TranscriptId = 0x10000011u; // Type-12 prototype — skipped by factory private const uint TrackId = 0x10000012u; @@ -41,10 +42,12 @@ public sealed class ChatWindowController private const uint MaxMinId = 0x1000046Fu; // Scrollbar sprite ids from base layout 0x2100003E (confirmed in Task D). - private const uint TrackSprite = 0x06004C5Fu; - private const uint ThumbSprite = 0x06004C63u; - private const uint UpSprite = 0x06004C69u; - private const uint DownSprite = 0x06004C6Cu; + private const uint TrackSprite = 0x06004C5Fu; + private const uint ThumbSprite = 0x06004C63u; // 3-slice middle tile + private const uint ThumbTopSprite = 0x06004C60u; // 3-slice top cap + private const uint ThumbBotSprite = 0x06004C66u; // 3-slice bottom cap + private const uint UpSprite = 0x06004C69u; + private const uint DownSprite = 0x06004C6Cu; // Channel menu sprite ids (confirmed in chat element dump). private const uint MenuNormal = 0x06004D65u; @@ -130,7 +133,29 @@ public sealed class ChatWindowController return null; } - var c = new ChatWindowController { Root = layout.Root }; + // LayoutDesc 0x21000006 has SEVERAL top-level elements: the gmMainChatUI window + // (RootId 0x1000000E) PLUS stray auxiliary elements that are NOT part of the docked + // window — a separate Field+ListBox (0x1000001C/1D, the floaty scrollback), the + // talk-focus highlight strip (0x1000001E), and a scroll-button prototype (0x10000526). + // LayoutImporter.ImportInfos wraps all top-level elements in a synthetic Type-3 root, + // so using layout.Root would render the strays overlapping the real window (the + // red-striped garbage in the first live render). Use the gmMainChatUI window itself: + // GameWindow adds this to the host, which re-parents it out of the synthetic wrapper, + // orphaning the strays so they never draw. + var window = layout.FindElement(RootId) ?? layout.Root; + var c = new ChatWindowController { Root = window }; + + // Drop the dat top resize bar (0x1000000F): it is authored 800px wide and + // juts out of the content-width window. The host wraps this content in the + // universal nine-slice chrome, whose grips provide the resize affordance. + if (layout.FindElement(ResizeBarId) is { Parent: { } rbParent } resizeBar) + rbParent.RemoveChild(resizeBar); + + // Reclaim the 9px strip the dropped resize bar occupied (rows 0-8 of the root): + // grow the transcript panel up to the window top so its dark bg fills the strip. + // Otherwise the root element's brown bg shows through as a sliver along the top. + transcriptPanel.Top = 0f; + transcriptPanel.Height += 9f; // dat resize-bar height (0x1000000F H=9) // ── Transcript ─────────────────────────────────────────────────── // Place the behavioral transcript widget inside the transcript panel at the @@ -144,7 +169,7 @@ public sealed class ChatWindowController Anchors = ElementReader.ToAnchors(tInfo.Left, tInfo.Top, tInfo.Right, tInfo.Bottom), DatFont = datFont, Font = debugFont, - LinesProvider = () => BuildLines(vm), + LinesProvider = () => BuildLines(vm, c.Transcript, datFont, debugFont), }; transcriptPanel.AddChild(c.Transcript); @@ -178,10 +203,12 @@ public sealed class ChatWindowController Anchors = track.Anchors, Model = c.Transcript.Scroll, SpriteResolve = resolve, - TrackSprite = TrackSprite, - ThumbSprite = ThumbSprite, - UpSprite = UpSprite, - DownSprite = DownSprite, + TrackSprite = TrackSprite, + ThumbSprite = ThumbSprite, + ThumbTopSprite = ThumbTopSprite, + ThumbBotSprite = ThumbBotSprite, + UpSprite = UpSprite, + DownSprite = DownSprite, }; trackParent.RemoveChild(track); trackParent.AddChild(c.Scrollbar); @@ -220,6 +247,11 @@ public sealed class ChatWindowController // ── Max/min toggle — simplified gmMainChatUI::HandleMaximizeButton ── if (layout.FindElement(MaxMinId) is UiDatElement maxMinEl) { + // The dat puts max/min and the scrollbar up-button at the SAME X (both + // right-anchored), so at content width they overlap. Retail shows max/min + // just LEFT of the scrollbar column — shift it one button-width left. + if (track is not null) + maxMinEl.Left = track.Left - maxMinEl.Width; maxMinEl.ClickThrough = false; maxMinEl.OnClick = c.ToggleMaximize; } @@ -276,17 +308,66 @@ public sealed class ChatWindowController /// record format, applying retail-faithful /// per- colors. /// - private static IReadOnlyList BuildLines(ChatVM vm) + private static IReadOnlyList BuildLines( + ChatVM vm, UiChatView view, UiDatFont? datFont, BitmapFont? debugFont) { var detailed = vm.RecentLinesDetailed(); if (detailed.Count == 0) return Array.Empty(); - var result = new UiChatView.Line[detailed.Count]; - for (int i = 0; i < detailed.Count; i++) - result[i] = new UiChatView.Line(detailed[i].Text, RetailChatColor(detailed[i].Kind)); + // Word-wrap each message to the transcript's current pixel width (ports retail + // GlyphList::Recalculate @0x473800 — break at word boundaries when the line would + // exceed wrapWidth). Re-evaluated each frame so wrapping follows window resize. + float maxW = view.Width - 2f * view.Padding; + Func measure = + datFont is { } df ? s => df.MeasureWidth(s) + : debugFont is { } bf ? s => bf.MeasureWidth(s) + : s => s.Length * 7f; + + var result = new List(detailed.Count); + foreach (var d in detailed) + { + var color = RetailChatColor(d.Kind); + foreach (var frag in WrapText(d.Text, maxW, measure)) + result.Add(new UiChatView.Line(frag, color)); + } return result; } + /// + /// Greedy word-wrap: split into fragments that each fit in + /// pixels (per ), breaking at spaces. + /// A single word longer than the width overflows its own line (retail does not + /// hyphenate chat). Mirrors retail GlyphList::Recalculate's per-GlyphLine emission. + /// + public static IEnumerable WrapText(string text, float maxW, Func measure) + { + if (string.IsNullOrEmpty(text) || maxW <= 0f || measure(text) <= maxW) + { + yield return text; + yield break; + } + + var line = new System.Text.StringBuilder(); + foreach (var word in text.Split(' ')) + { + if (line.Length == 0) + { + line.Append(word); + } + else if (measure(line.ToString() + " " + word) > maxW) + { + yield return line.ToString(); + line.Clear(); + line.Append(word); + } + else + { + line.Append(' ').Append(word); + } + } + if (line.Length > 0) yield return line.ToString(); + } + /// /// Per- text color matching retail AC's channel coloring /// (observed from retail client screenshots and holtburger's chat.rs coloring). @@ -297,7 +378,7 @@ public sealed class ChatWindowController ChatKind.RangedSpeech => new(1f, 0.95f, 0.8f, 1f), // warm white — shout ChatKind.Channel => new(0.6f, 0.8f, 1f, 1f), // light blue — channel text ChatKind.Tell => new(1f, 0.5f, 1f, 1f), // magenta — whisper - ChatKind.System => new(1f, 1f, 0.45f, 1f), // yellow — system messages + ChatKind.System => new(0f, 1f, 0f, 1f), // green — system messages (retail ChatMessageType 5; AC2D eGreen {0,255,0}) ChatKind.Popup => new(1f, 0.85f, 0.4f, 1f), // amber — popup/broadcast ChatKind.Emote => new(0.8f, 0.8f, 0.7f, 1f), // off-white — emote ChatKind.SoulEmote => new(0.8f, 0.8f, 0.7f, 1f), // off-white — soul emote diff --git a/src/AcDream.App/UI/UiChannelMenu.cs b/src/AcDream.App/UI/UiChannelMenu.cs index 9726eb08..0d7445c8 100644 --- a/src/AcDream.App/UI/UiChannelMenu.cs +++ b/src/AcDream.App/UI/UiChannelMenu.cs @@ -5,32 +5,44 @@ using AcDream.UI.Abstractions; namespace AcDream.App.UI; /// -/// Chat channel selector (the "Chat ▸" button). Port of retail -/// UIElement_Menu as used by gmMainChatUI::InitTalkFocusMenu @0x4cdc50: -/// a button whose label is the active channel; clicking opens a popup of channels; -/// selecting one calls SetTalkFocus (here: ). +/// Chat channel selector — the "Chat" button + its talk-focus popup. Mirrors retail +/// gmMainChatUI::InitTalkFocusMenu @0x4cdc50: the button is labelled "Chat"; +/// clicking opens a TWO-COLUMN popup of 14 talk-focus items (Squelch, Tell to Selected, +/// Chat to All, Tell to Fellows, …). Selecting a channel item sets the active outbound +/// channel (retail SetTalkFocus; here ). The items +/// are code-populated exactly as retail populates them, not a dat-layout port. /// public sealed class UiChannelMenu : UiElement { - public readonly record struct Item(string Label, ChatChannelKind Channel); + /// One menu row: its label + the channel it selects (null = special/no-op + /// item such as Squelch or Tell-to-Selected, deferred). + public readonly record struct Item(string Label, ChatChannelKind? Channel); - /// Retail talk-focus channels (subset acdream's ChatInputParser routes). - public static readonly Item[] Channels = + /// The 14 retail talk-focus items in retail order — left column rows 0–6, + /// right column rows 7–13 (matching the live retail menu). + public static readonly Item[] Items = { - new("Say", ChatChannelKind.Say), - new("General", ChatChannelKind.General), - new("Trade", ChatChannelKind.Trade), - new("LFG", ChatChannelKind.Lfg), - new("Fellowship", ChatChannelKind.Fellowship), - new("Allegiance", ChatChannelKind.Allegiance), - new("Patron", ChatChannelKind.Patron), - new("Vassals", ChatChannelKind.Vassals), - new("Monarch", ChatChannelKind.Monarch), - new("Roleplay", ChatChannelKind.Roleplay), - new("Society", ChatChannelKind.Society), - new("Olthoi", ChatChannelKind.Olthoi), + new("Squelch (ignore)", null), // 0 special (squelch — deferred) + new("Tell to Selected", null), // 1 special (selected target — deferred) + new("Chat to All", ChatChannelKind.Say), // 2 + new("Tell to Fellows", ChatChannelKind.Fellowship), // 3 + new("Tell to General Chat", ChatChannelKind.General), // 4 + new("Tell to LFG Chat", ChatChannelKind.Lfg), // 5 + new("Tell to Society Chat", ChatChannelKind.Society), // 6 + new("Tell to Monarch", ChatChannelKind.Monarch), // 7 + new("Tell to Patron", ChatChannelKind.Patron), // 8 + new("Tell to Vassals", ChatChannelKind.Vassals), // 9 + new("Tell to Allegiance", ChatChannelKind.Allegiance), // 10 + new("Tell to Trade Chat", ChatChannelKind.Trade), // 11 + new("Tell to Roleplay Chat", ChatChannelKind.Roleplay), // 12 + new("Tell to Olthoi Chat", ChatChannelKind.Olthoi), // 13 }; + private const int Rows = 7; // items per column + private const float ItemH = 16f; // row height + private const float ColW = 150f; // column width (fits "Tell to Roleplay Chat") + + /// The channel the player's typed text currently goes to. public ChatChannelKind Selected { get; private set; } = ChatChannelKind.Say; public Action? OnChannelChanged { get; set; } @@ -39,41 +51,40 @@ public sealed class UiChannelMenu : UiElement public Func? SpriteResolve { get; set; } public uint NormalSprite { get; set; } public uint PressedSprite { get; set; } - public Vector4 TextColor { get; set; } = new(1f, 0.85f, 0.4f, 1f); + public Vector4 TextColor { get; set; } = new(1f, 0.92f, 0.72f, 1f); + /// Popup panel fill — the retail talk-focus menu is a warm tan/orange. + public Vector4 PopupColor { get; set; } = new(0.56f, 0.40f, 0.18f, 0.97f); private bool _open; - private const float ItemH = 16f; - private const float PopupW = 90f; + private static float PopupW => 2 * ColW; + private static float PopupH => Rows * ItemH; public UiChannelMenu() { CapturesPointerDrag = true; } - private string Label => FindLabel(Selected); - private static string FindLabel(ChatChannelKind k) - { - foreach (var it in Channels) if (it.Channel == k) return it.Label; - return "Chat"; - } - protected override void OnDraw(UiRenderContext ctx) { + // Button face + the "Chat" label (retail labels the talk-focus button "Chat"). if (SpriteResolve is { } resolve) { var (tex, _, _) = resolve(_open ? PressedSprite : NormalSprite); if (tex != 0) ctx.DrawSprite(tex, 0, 0, Width, Height, 0f, 0f, 1f, 1f, Vector4.One); } - DrawLabel(ctx, Label + " >", 2f, (Height - LineH()) * 0.5f); + DrawLabel(ctx, "Chat", 4f, (Height - LineH()) * 0.5f); - if (_open) + if (!_open) return; + + // Two-column popup opening UPWARD from the button (chat sits at screen bottom). + float top = -PopupH; + ctx.DrawRect(0, top, PopupW, PopupH, PopupColor); + for (int i = 0; i < Items.Length; i++) { - float h = Channels.Length * ItemH; - float top = -h; // popup opens UPWARD (chat sits at screen bottom) - ctx.DrawRect(0, top, MathF.Max(Width, PopupW), h, new(0f, 0f, 0f, 0.85f)); - for (int i = 0; i < Channels.Length; i++) - DrawLabel(ctx, Channels[i].Label, 2f, top + i * ItemH); + int col = i / Rows, row = i % Rows; + DrawLabel(ctx, Items[i].Label, 4f + col * ColW, top + row * ItemH); } } private float LineH() => DatFont?.LineHeight ?? Font?.LineHeight ?? 14f; + private void DrawLabel(UiRenderContext ctx, string s, float x, float y) { if (DatFont is { } df) ctx.DrawStringDat(df, s, x, y, TextColor); @@ -81,29 +92,30 @@ public sealed class UiChannelMenu : UiElement } protected override bool OnHitTest(float lx, float ly) - => _open ? (lx >= 0 && lx < MathF.Max(Width, PopupW) - && ly >= -Channels.Length * ItemH && ly < Height) + => _open ? (lx >= 0 && lx < PopupW && ly >= -PopupH && ly < Height) : base.OnHitTest(lx, ly); public override bool OnEvent(in UiEvent e) { - if (e.Type == UiEventType.MouseDown) + if (e.Type != UiEventType.MouseDown) return false; + + float lx = e.Data1, ly = e.Data2; + if (_open && ly < 0) // clicked an item in the upward popup { - float ly = e.Data2; - if (_open && ly < 0) + int col = lx < ColW ? 0 : 1; + int row = (int)((ly + PopupH) / ItemH); + int idx = col * Rows + row; + if (row >= 0 && row < Rows && idx >= 0 && idx < Items.Length + && Items[idx].Channel is { } ch) { - int idx = (int)((ly + Channels.Length * ItemH) / ItemH); - if (idx >= 0 && idx < Channels.Length) - { - Selected = Channels[idx].Channel; - OnChannelChanged?.Invoke(Selected); - } - _open = false; - return true; + Selected = ch; + OnChannelChanged?.Invoke(ch); } - _open = !_open; + _open = false; return true; } - return false; + + _open = !_open; // toggle on button click + return true; } } diff --git a/src/AcDream.App/UI/UiChatScrollbar.cs b/src/AcDream.App/UI/UiChatScrollbar.cs index 6274f7b4..8c59f286 100644 --- a/src/AcDream.App/UI/UiChatScrollbar.cs +++ b/src/AcDream.App/UI/UiChatScrollbar.cs @@ -33,10 +33,15 @@ public sealed class UiChatScrollbar : UiElement /// Track background sprite id (0x06004C5F from layout 0x2100003E element 0x10000455). public uint TrackSprite { get; set; } - /// Thumb sprite id (3-slice middle tile: 0x06004C63; the widget draws - /// a single stretched sprite for simplicity — Task H can upgrade to 3-slice). + /// Thumb 3-slice MIDDLE tile sprite id (0x06004C63), tiled between the caps. public uint ThumbSprite { get; set; } + /// Thumb 3-slice TOP cap sprite id (0x06004C60, 3px tall). + public uint ThumbTopSprite { get; set; } + + /// Thumb 3-slice BOTTOM cap sprite id (0x06004C66, 3px tall). + public uint ThumbBotSprite { get; set; } + /// Up-arrow button sprite id (0x06004C69 Normal state, element 0x10000071). public uint UpSprite { get; set; } @@ -46,6 +51,9 @@ public sealed class UiChatScrollbar : UiElement /// Retail attribute 0x89 floor: minimum thumb height in pixels. private const float MinThumb = 8f; + /// Thumb cap height (native sprite height from base layout 0x2100003E). + private const float CapH = 3f; + /// Up/down button height in pixels. Matches element height 16px from /// the up/down button children in base layout 0x2100003E. private const float ButtonH = 16f; @@ -77,34 +85,59 @@ public sealed class UiChatScrollbar : UiElement { if (Model is not { } m || SpriteResolve is not { } resolve) return; - // Track background, full element bounds. - DrawSprite(ctx, resolve, TrackSprite, 0f, 0f, Width, Height); + // Track background — TILED vertically (retail DrawMode=Normal). The native track + // sprite (~16×32) repeats to fill the element height instead of stretch-distorting. + DrawTiled(ctx, resolve, TrackSprite, 0f, 0f, Width, Height); - // Up button — top ButtonH rows. + // Up button — top ButtonH rows (directional arrow art, drawn 1:1). DrawSprite(ctx, resolve, UpSprite, 0f, 0f, Width, ButtonH); // Down button — bottom ButtonH rows. DrawSprite(ctx, resolve, DownSprite, 0f, Height - ButtonH, Width, ButtonH); - // Thumb — only when content overflows the view. + // Thumb — only when content overflows the view. Retail 3-slice: top cap + + // tiled middle + bottom cap (base layout 0x2100003E thumb sub-elements + // 0x10000364/65/66). Falls back to a single tiled middle if the caps are unset + // or the thumb is too short to hold both caps. if (m.HasOverflow) { float trackTop = ButtonH; float trackLen = Height - 2f * ButtonH; var (ty, th) = ThumbRect(m, trackTop, trackLen); - DrawSprite(ctx, resolve, ThumbSprite, 0f, ty, Width, th); + if (ThumbTopSprite != 0 && ThumbBotSprite != 0 && th >= 2f * CapH) + { + DrawSprite(ctx, resolve, ThumbTopSprite, 0f, ty, Width, CapH); + DrawTiled(ctx, resolve, ThumbSprite, 0f, ty + CapH, Width, th - 2f * CapH); + DrawSprite(ctx, resolve, ThumbBotSprite, 0f, ty + th - CapH, Width, CapH); + } + else + { + DrawTiled(ctx, resolve, ThumbSprite, 0f, ty, Width, th); + } } } + /// Draw a sprite stretched 1:1 to the dest rect. private void DrawSprite(UiRenderContext ctx, Func resolve, uint id, float x, float y, float w, float h) { - if (id == 0) return; + if (id == 0 || w <= 0f || h <= 0f) return; var (tex, _, _) = resolve(id); if (tex == 0) return; ctx.DrawSprite(tex, x, y, w, h, 0f, 0f, 1f, 1f, Vector4.One); } + /// Draw a sprite TILED to fill the dest rect (UV-repeat at native size on + /// both axes — the UI texture is GL_REPEAT-wrapped). A native-width axis gives 1:1. + private void DrawTiled(UiRenderContext ctx, Func resolve, + uint id, float x, float y, float w, float h) + { + if (id == 0 || w <= 0f || h <= 0f) return; + var (tex, tw, th) = resolve(id); + if (tex == 0 || tw == 0 || th == 0) return; + ctx.DrawSprite(tex, x, y, w, h, 0f, 0f, w / tw, h / th, Vector4.One); + } + public override bool OnEvent(in UiEvent e) { if (Model is not { } m) return false; diff --git a/src/AcDream.App/UI/UiElement.cs b/src/AcDream.App/UI/UiElement.cs index 937a52b2..a1c5f4ab 100644 --- a/src/AcDream.App/UI/UiElement.cs +++ b/src/AcDream.App/UI/UiElement.cs @@ -93,6 +93,11 @@ public abstract class UiElement /// Painter's-algorithm z-order within siblings. Higher = on top. public int ZOrder { get; set; } + /// Window opacity (0..1) multiplied into this element's and its + /// descendants' background + sprite draws (text stays opaque). 1 = fully opaque. + /// Set on a top-level window (e.g. the chat frame) for retail's translucent chat. + public float Opacity { get; set; } = 1f; + /// If true, a left-drag on this element (or a non-draggable child of /// it) repositions it as a movable window. Intended for top-level panels, /// whose Left/Top are screen coordinates (Root sits at the origin). @@ -179,8 +184,10 @@ public abstract class UiElement { if (!Visible) return; - // Translate into our local space. + // Translate into our local space + push this window's opacity (multiplies into + // descendants' sprite/rect draws; text bypasses the alpha so it stays sharp). ctx.PushTransform(Left, Top); + ctx.PushAlpha(Opacity); try { OnDraw(ctx); @@ -201,6 +208,7 @@ public abstract class UiElement } finally { + ctx.PopAlpha(); ctx.PopTransform(); } } @@ -220,9 +228,14 @@ public abstract class UiElement /// internal UiElement? HitTest(float localX, float localY) { - if (!Visible || !Enabled || ClickThrough) return null; + if (!Visible || !Enabled) return null; - // Children first, in reverse Z-order (topmost first). + // Children first, in reverse Z-order (topmost first). ClickThrough means + // THIS element is transparent to the pointer — but its children are NOT. + // A ClickThrough container (e.g. a UiDatElement panel that hosts the chat + // input / transcript) must still let the pointer reach its behavioral + // children, so the ClickThrough check happens AFTER the child walk, gating + // only whether THIS element claims the hit. if (_children.Count > 0) { var ordered = _children.ToArray(); @@ -235,6 +248,7 @@ public abstract class UiElement } } + if (ClickThrough) return null; return OnHitTest(localX, localY) ? this : null; } diff --git a/src/AcDream.App/UI/UiRenderContext.cs b/src/AcDream.App/UI/UiRenderContext.cs index db23174d..ecda1c1c 100644 --- a/src/AcDream.App/UI/UiRenderContext.cs +++ b/src/AcDream.App/UI/UiRenderContext.cs @@ -22,6 +22,25 @@ public sealed class UiRenderContext private readonly System.Collections.Generic.List _stack = new(); private Vector2 _current; + // Alpha (opacity) stack — a window pushes its Opacity so its background/sprite + // draws fade (retail's translucent-chat effect). Text draws bypass this (they go + // straight to TextRenderer), so text stays sharp over a translucent background. + private readonly System.Collections.Generic.List _alphaStack = new(); + private float _alpha = 1f; + + /// Current cumulative opacity multiplier applied to sprite + rect draws. + public float AlphaMod => _alpha; + + /// Multiply into the running opacity. Pair with . + public void PushAlpha(float a) { _alphaStack.Add(_alpha); _alpha *= a; } + + public void PopAlpha() + { + if (_alphaStack.Count == 0) return; + _alpha = _alphaStack[^1]; + _alphaStack.RemoveAt(_alphaStack.Count - 1); + } + public UiRenderContext(TextRenderer tr, Vector2 screenSize, BitmapFont? defaultFont = null) { TextRenderer = tr; @@ -48,15 +67,18 @@ public sealed class UiRenderContext // ── Pass-through draw helpers (add current translate) ────────────── public void DrawRect(float x, float y, float w, float h, Vector4 color) - => TextRenderer.DrawRect(_current.X + x, _current.Y + y, w, h, color); + => TextRenderer.DrawRect(_current.X + x, _current.Y + y, w, h, ApplyAlpha(color)); public void DrawRectOutline(float x, float y, float w, float h, Vector4 color, float thickness = 1f) - => TextRenderer.DrawRectOutline(_current.X + x, _current.Y + y, w, h, color, thickness); + => TextRenderer.DrawRectOutline(_current.X + x, _current.Y + y, w, h, ApplyAlpha(color), thickness); public void DrawSprite(uint texture, float x, float y, float w, float h, float u0, float v0, float u1, float v1, Vector4 tint) => TextRenderer.DrawSprite(texture, - _current.X + x, _current.Y + y, w, h, u0, v0, u1, v1, tint); + _current.X + x, _current.Y + y, w, h, u0, v0, u1, v1, ApplyAlpha(tint)); + + /// Multiply the current window opacity into a draw color's alpha. + private Vector4 ApplyAlpha(Vector4 c) => _alpha >= 1f ? c : new Vector4(c.X, c.Y, c.Z, c.W * _alpha); public void DrawString(string text, float x, float y, Vector4 color, BitmapFont? font = null) { diff --git a/tests/AcDream.App.Tests/UI/UiChannelMenuTests.cs b/tests/AcDream.App.Tests/UI/UiChannelMenuTests.cs index c9f7b73b..59fe18f9 100644 --- a/tests/AcDream.App.Tests/UI/UiChannelMenuTests.cs +++ b/tests/AcDream.App.Tests/UI/UiChannelMenuTests.cs @@ -1,3 +1,4 @@ +using System.Linq; using AcDream.App.UI; using AcDream.UI.Abstractions; @@ -6,42 +7,40 @@ namespace AcDream.App.Tests.UI; public class UiChannelMenuTests { [Fact] - public void Channels_HasExpected12Entries() + public void Items_HasExpected14Entries() { - Assert.Equal(12, UiChannelMenu.Channels.Length); + // Retail gmMainChatUI::InitTalkFocusMenu: squelch + tell-selected + 12 channels. + Assert.Equal(14, UiChannelMenu.Items.Length); } [Fact] - public void Channels_FirstEntry_IsSay() + public void Items_FirstEntry_IsSquelch_Special() { - Assert.Equal(ChatChannelKind.Say, UiChannelMenu.Channels[0].Channel); - Assert.Equal("Say", UiChannelMenu.Channels[0].Label); + Assert.Equal("Squelch (ignore)", UiChannelMenu.Items[0].Label); + Assert.Null(UiChannelMenu.Items[0].Channel); // special item, no channel } [Fact] - public void Channels_LastEntry_IsOlthoi() + public void Items_LastEntry_IsOlthoi() { - var last = UiChannelMenu.Channels[^1]; + var last = UiChannelMenu.Items[^1]; + Assert.Equal("Tell to Olthoi Chat", last.Label); Assert.Equal(ChatChannelKind.Olthoi, last.Channel); - Assert.Equal("Olthoi", last.Label); } [Fact] - public void Channels_ContainsAllExpectedKinds() + public void Items_ContainAll12ChannelKinds() { - var kinds = new HashSet(UiChannelMenu.Channels.Select(c => c.Channel)); - Assert.Contains(ChatChannelKind.Say, kinds); - Assert.Contains(ChatChannelKind.General, kinds); - Assert.Contains(ChatChannelKind.Trade, kinds); - Assert.Contains(ChatChannelKind.Lfg, kinds); - Assert.Contains(ChatChannelKind.Fellowship, kinds); - Assert.Contains(ChatChannelKind.Allegiance, kinds); - Assert.Contains(ChatChannelKind.Patron, kinds); - Assert.Contains(ChatChannelKind.Vassals, kinds); - Assert.Contains(ChatChannelKind.Monarch, kinds); - Assert.Contains(ChatChannelKind.Roleplay, kinds); - Assert.Contains(ChatChannelKind.Society, kinds); - Assert.Contains(ChatChannelKind.Olthoi, kinds); + var kinds = new HashSet( + UiChannelMenu.Items.Where(i => i.Channel is not null).Select(i => i.Channel!.Value)); + foreach (var k in new[] + { + ChatChannelKind.Say, ChatChannelKind.General, ChatChannelKind.Trade, ChatChannelKind.Lfg, + ChatChannelKind.Fellowship, ChatChannelKind.Allegiance, ChatChannelKind.Patron, + ChatChannelKind.Vassals, ChatChannelKind.Monarch, ChatChannelKind.Roleplay, + ChatChannelKind.Society, ChatChannelKind.Olthoi, + }) + Assert.Contains(k, kinds); } [Fact] @@ -52,25 +51,50 @@ public class UiChannelMenuTests } [Fact] - public void OnChannelChanged_FiredWhenSelectionMadeViaEvent() + public void Select_LeftColumnItem_FiresChannel() { var menu = new UiChannelMenu { Width = 80f, Height = 18f }; - - // Open the popup (click inside the button area — Data2 >= 0). - var openEvt = new UiEvent(0, menu, UiEventType.MouseDown, 0, 10, 5); + var openEvt = new UiEvent(0, menu, UiEventType.MouseDown, 0, 10, 5); // open Assert.True(menu.OnEvent(openEvt)); - // Click on the second item (General) in the upward popup. - // Popup renders UPWARD: top = -(12 * 16) = -192. - // Item i=1 (General) occupies y in [-192 + 16, -192 + 32) = [-176, -160). - // A click at ly = -176 + 8 = -168 hits item index = (int)((-168 + 192) / 16) = (int)(24/16) = 1. ChatChannelKind? fired = null; menu.OnChannelChanged = k => fired = k; - var selectEvt = new UiEvent(0, menu, UiEventType.MouseDown, 0, 10, -168); - Assert.True(menu.OnEvent(selectEvt)); + // PopupH = 7*16 = 112, top = -112. "Chat to All" (Say) is index 2 = left col, row 2: + // y in [-112+32, -112+48) = [-80,-64). Click (lx=10 < ColW, ly=-72) → idx 2 → Say. + var selEvt = new UiEvent(0, menu, UiEventType.MouseDown, 0, 10, -72); + Assert.True(menu.OnEvent(selEvt)); + Assert.Equal(ChatChannelKind.Say, fired); + Assert.Equal(ChatChannelKind.Say, menu.Selected); + } - Assert.Equal(ChatChannelKind.General, fired); - Assert.Equal(ChatChannelKind.General, menu.Selected); + [Fact] + public void Select_RightColumnItem_FiresChannel() + { + var menu = new UiChannelMenu { Width = 80f, Height = 18f }; + Assert.True(menu.OnEvent(new UiEvent(0, menu, UiEventType.MouseDown, 0, 10, 5))); // open + + ChatChannelKind? fired = null; + menu.OnChannelChanged = k => fired = k; + + // "Tell to Monarch" is index 7 = right col (lx >= ColW 150), row 0: + // y in [-112, -96). Click (lx=160, ly=-104) → col 1, row 0 → idx 7 → Monarch. + Assert.True(menu.OnEvent(new UiEvent(0, menu, UiEventType.MouseDown, 0, 160, -104))); + Assert.Equal(ChatChannelKind.Monarch, fired); + Assert.Equal(ChatChannelKind.Monarch, menu.Selected); + } + + [Fact] + public void Select_SpecialItem_DoesNotFire() + { + var menu = new UiChannelMenu { Width = 80f, Height = 18f }; + Assert.True(menu.OnEvent(new UiEvent(0, menu, UiEventType.MouseDown, 0, 10, 5))); // open + + int fired = 0; + menu.OnChannelChanged = _ => fired++; + + // "Squelch (ignore)" is index 0 = left col, row 0: y in [-112, -96). No channel. + Assert.True(menu.OnEvent(new UiEvent(0, menu, UiEventType.MouseDown, 0, 10, -104))); + Assert.Equal(0, fired); // special item is a no-op } } From ccaf188e41f2c2487a54a43f242435cfe4ee1c12 Mon Sep 17 00:00:00 2001 From: Erik Date: Tue, 16 Jun 2026 10:08:42 +0200 Subject: [PATCH 113/223] @ feat(D.2b): exact retail chat colors from a live cdb dump Attached cdb to a live retail acclient (PDB-matched) and read the named RGBAColor constants at acclient 0x81c4a8+ (colorWhite/colorBrightPurple/colorLightBlue/ colorGreen/colorLightRed/colorGrey), used by ChatInterface::BuildChatColorLookupTable @0x4f31c0. Replaced the approximated RetailChatColor palette with the ground-truth values: speech=white, tell=colorBrightPurple(1,.498,1), channel=colorLightBlue (.247,.749,1), system/popup=colorGreen(.5,1,.498), combat=colorLightRed, emote=colorGrey. Capture scripts saved under tools/cdb/. Co-Authored-By: Claude Opus 4.8 (1M context) @ --- .../UI/Layout/ChatWindowController.cs | 28 +++++++++++-------- tools/cdb/chat-colors.cdb | 12 ++++++++ tools/cdb/chat-colors2.cdb | 6 ++++ 3 files changed, 34 insertions(+), 12 deletions(-) create mode 100644 tools/cdb/chat-colors.cdb create mode 100644 tools/cdb/chat-colors2.cdb diff --git a/src/AcDream.App/UI/Layout/ChatWindowController.cs b/src/AcDream.App/UI/Layout/ChatWindowController.cs index cc7b676b..6e8aafa5 100644 --- a/src/AcDream.App/UI/Layout/ChatWindowController.cs +++ b/src/AcDream.App/UI/Layout/ChatWindowController.cs @@ -369,20 +369,24 @@ public sealed class ChatWindowController } /// - /// Per- text color matching retail AC's channel coloring - /// (observed from retail client screenshots and holtburger's chat.rs coloring). + /// Per- text color — the EXACT retail RGBA values read from a + /// live retail client via cdb (the named RGBAColor constants at acclient + /// 0x81c4a8+, e.g. colorWhite/colorBrightPurple/colorLightBlue/ + /// colorGreen, used by ChatInterface::BuildChatColorLookupTable @0x4f31c0). + /// The four common kinds (speech/tell/channel/system) are confirmed by the named + /// symbols + universal AC convention; the rarer kinds map to the nearest named color. /// private static Vector4 RetailChatColor(ChatKind kind) => kind switch { - ChatKind.LocalSpeech => new(1f, 1f, 1f, 1f), // white — spoken nearby - ChatKind.RangedSpeech => new(1f, 0.95f, 0.8f, 1f), // warm white — shout - ChatKind.Channel => new(0.6f, 0.8f, 1f, 1f), // light blue — channel text - ChatKind.Tell => new(1f, 0.5f, 1f, 1f), // magenta — whisper - ChatKind.System => new(0f, 1f, 0f, 1f), // green — system messages (retail ChatMessageType 5; AC2D eGreen {0,255,0}) - ChatKind.Popup => new(1f, 0.85f, 0.4f, 1f), // amber — popup/broadcast - ChatKind.Emote => new(0.8f, 0.8f, 0.7f, 1f), // off-white — emote - ChatKind.SoulEmote => new(0.8f, 0.8f, 0.7f, 1f), // off-white — soul emote - ChatKind.Combat => new(1f, 0.6f, 0.25f, 1f), // orange — combat feedback - _ => new(0.9f, 0.9f, 0.9f, 1f), // light grey — fallback + ChatKind.LocalSpeech => new(1f, 1f, 1f, 1f), // colorWhite + ChatKind.RangedSpeech => new(1f, 1f, 1f, 1f), // colorWhite (shout) + ChatKind.Channel => new(0.247f, 0.749f, 1f, 1f), // colorLightBlue + ChatKind.Tell => new(1f, 0.498f, 1f, 1f), // colorBrightPurple + ChatKind.System => new(0.5f, 1f, 0.498f, 1f), // colorGreen + ChatKind.Popup => new(0.5f, 1f, 0.498f, 1f), // colorGreen (server broadcast) + ChatKind.Emote => new(0.824f, 0.824f, 0.784f, 1f), // colorGrey + ChatKind.SoulEmote => new(0.824f, 0.824f, 0.784f, 1f), // colorGrey + ChatKind.Combat => new(0.96f, 0.459f, 0.447f, 1f), // colorLightRed + _ => new(0.824f, 0.824f, 0.784f, 1f), // colorGrey (fallback) }; } diff --git a/tools/cdb/chat-colors.cdb b/tools/cdb/chat-colors.cdb new file mode 100644 index 00000000..b9010838 --- /dev/null +++ b/tools/cdb/chat-colors.cdb @@ -0,0 +1,12 @@ +.symopt+ 0x40 +.reload /f acclient.exe +.echo ===BASE=== +lm m acclient +.echo ===DISASM_BuildChatColorLookupTable=== +uf acclient!ChatInterface::BuildChatColorLookupTable +.echo ===TABLE_REL_0x41c4a8=== +dd acclient+0x41c4a8 L40 +.echo ===TABLE_ABS_0x81c4a8=== +dd 0x81c4a8 L40 +.echo ===END=== +qd diff --git a/tools/cdb/chat-colors2.cdb b/tools/cdb/chat-colors2.cdb new file mode 100644 index 00000000..24b7a382 --- /dev/null +++ b/tools/cdb/chat-colors2.cdb @@ -0,0 +1,6 @@ +.echo ===COLOR_SYMS=== +x acclient!color* +.echo ===CHATCOLOR_SYMS=== +x acclient!*ChatColor* +.echo ===END=== +qd From 7094a1c84751e7f87cebec94ed2976043e29926c Mon Sep 17 00:00:00 2001 From: Erik Date: Tue, 16 Jun 2026 10:38:56 +0200 Subject: [PATCH 114/223] @ fix(D.2b): channel menu popup opaque + button label tracks selected target - the popup inherited the chat window 0.75 opacity so the transcript bled through; add UiRenderContext.PushAlphaAbsolute and draw the popup at absolute opacity. - the "Chat" button was hardcoded; it now shows the active talk target (retail updates it on selection). Exact textured menu-panel sprite is a follow-up (the popup is a keystone UIElement_Menu construct, not in the chat LayoutDesc). Co-Authored-By: Claude Opus 4.8 (1M context) @ --- src/AcDream.App/UI/UiChannelMenu.cs | 41 +++++++++++++++++++++------ src/AcDream.App/UI/UiRenderContext.cs | 4 +++ 2 files changed, 37 insertions(+), 8 deletions(-) diff --git a/src/AcDream.App/UI/UiChannelMenu.cs b/src/AcDream.App/UI/UiChannelMenu.cs index 0d7445c8..0403527c 100644 --- a/src/AcDream.App/UI/UiChannelMenu.cs +++ b/src/AcDream.App/UI/UiChannelMenu.cs @@ -53,7 +53,7 @@ public sealed class UiChannelMenu : UiElement public uint PressedSprite { get; set; } public Vector4 TextColor { get; set; } = new(1f, 0.92f, 0.72f, 1f); /// Popup panel fill — the retail talk-focus menu is a warm tan/orange. - public Vector4 PopupColor { get; set; } = new(0.56f, 0.40f, 0.18f, 0.97f); + public Vector4 PopupColor { get; set; } = new(0.56f, 0.40f, 0.18f, 1f); private bool _open; private static float PopupW => 2 * ColW; @@ -61,26 +61,51 @@ public sealed class UiChannelMenu : UiElement public UiChannelMenu() { CapturesPointerDrag = true; } + /// The button face label = the active talk target (retail updates the + /// "Chat" button to whichever target you pick). "Chat" = Chat-to-All (Say). + private string ButtonText => Selected switch + { + ChatChannelKind.Say => "Chat", + ChatChannelKind.General => "General", + ChatChannelKind.Trade => "Trade", + ChatChannelKind.Lfg => "LFG", + ChatChannelKind.Fellowship => "Fellow", + ChatChannelKind.Allegiance => "Alleg", + ChatChannelKind.Patron => "Patron", + ChatChannelKind.Vassals => "Vassals", + ChatChannelKind.Monarch => "Monarch", + ChatChannelKind.Roleplay => "Roleplay", + ChatChannelKind.Society => "Society", + ChatChannelKind.Olthoi => "Olthoi", + _ => "Chat", + }; + protected override void OnDraw(UiRenderContext ctx) { - // Button face + the "Chat" label (retail labels the talk-focus button "Chat"). + // Button face + the active-target label (retail updates this to the chosen target). if (SpriteResolve is { } resolve) { var (tex, _, _) = resolve(_open ? PressedSprite : NormalSprite); if (tex != 0) ctx.DrawSprite(tex, 0, 0, Width, Height, 0f, 0f, 1f, 1f, Vector4.One); } - DrawLabel(ctx, "Chat", 4f, (Height - LineH()) * 0.5f); + DrawLabel(ctx, ButtonText, 4f, (Height - LineH()) * 0.5f); if (!_open) return; // Two-column popup opening UPWARD from the button (chat sits at screen bottom). - float top = -PopupH; - ctx.DrawRect(0, top, PopupW, PopupH, PopupColor); - for (int i = 0; i < Items.Length; i++) + // Force OPAQUE: the menu must read solid even though the chat window is translucent. + ctx.PushAlphaAbsolute(1f); + try { - int col = i / Rows, row = i % Rows; - DrawLabel(ctx, Items[i].Label, 4f + col * ColW, top + row * ItemH); + float top = -PopupH; + ctx.DrawRect(0, top, PopupW, PopupH, PopupColor); + for (int i = 0; i < Items.Length; i++) + { + int col = i / Rows, row = i % Rows; + DrawLabel(ctx, Items[i].Label, 4f + col * ColW, top + row * ItemH); + } } + finally { ctx.PopAlpha(); } } private float LineH() => DatFont?.LineHeight ?? Font?.LineHeight ?? 14f; diff --git a/src/AcDream.App/UI/UiRenderContext.cs b/src/AcDream.App/UI/UiRenderContext.cs index ecda1c1c..5b97492e 100644 --- a/src/AcDream.App/UI/UiRenderContext.cs +++ b/src/AcDream.App/UI/UiRenderContext.cs @@ -34,6 +34,10 @@ public sealed class UiRenderContext /// Multiply into the running opacity. Pair with . public void PushAlpha(float a) { _alphaStack.Add(_alpha); _alpha *= a; } + /// Push an ABSOLUTE opacity (replaces, not multiplies) — for popups/overlays + /// that must stay opaque even inside a translucent window. Pair with . + public void PushAlphaAbsolute(float a) { _alphaStack.Add(_alpha); _alpha = a; } + public void PopAlpha() { if (_alphaStack.Count == 0) return; From bb983ae850a3a9bf42d39382fe6352c272715b9a Mon Sep 17 00:00:00 2001 From: Erik Date: Tue, 16 Jun 2026 11:33:38 +0200 Subject: [PATCH 115/223] @ feat(D.2b): data-driven channel menu chrome + greying + scroll-arrow fix MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Investigation found the menu popup is fully dat-driven (UIElement_Menu::MakePopup @0x46d310 reads LayoutDesc 0x21000006 elements 0x1000001C/1D/1E — the "stray" top-level elements). Render the popup from the real sprites instead of a flat rect: - panel 0x0600124C, item row 0x0600124E, selected row 0x0600124D; 191x17 rows, 2 cols. - drawing rows as SPRITES also fixes the z-order (a DrawRect bg composited OVER the labels; sprites share the labels submission bucket so text lands on top). - item greying: available channels white, unavailable salmon (colorPink) — static approximation (Say/General/Trade/LFG) with an AvailabilityProvider hook for live TurbineChat state; unavailable items are inert on click. Ports ResetAllTalkFocusMenuButtons. - scroll arrows: both dat sprites point down (export-confirmed); V-flip the top button so it points up. Tabs confirmed to have NO digits in retail (blank gold frames) — acdream already matches. Build + 392 App tests green. Co-Authored-By: Claude Opus 4.8 (1M context) @ --- .../UI/Layout/ChatWindowController.cs | 20 ++-- src/AcDream.App/UI/UiChannelMenu.cs | 92 ++++++++++++++----- src/AcDream.App/UI/UiChatScrollbar.cs | 18 +++- .../UI/UiChannelMenuTests.cs | 89 +++++++++++------- 4 files changed, 155 insertions(+), 64 deletions(-) diff --git a/src/AcDream.App/UI/Layout/ChatWindowController.cs b/src/AcDream.App/UI/Layout/ChatWindowController.cs index 6e8aafa5..e02efb56 100644 --- a/src/AcDream.App/UI/Layout/ChatWindowController.cs +++ b/src/AcDream.App/UI/Layout/ChatWindowController.cs @@ -50,8 +50,11 @@ public sealed class ChatWindowController private const uint DownSprite = 0x06004C6Cu; // Channel menu sprite ids (confirmed in chat element dump). - private const uint MenuNormal = 0x06004D65u; - private const uint MenuPressed = 0x06004D66u; + private const uint MenuNormal = 0x06004D65u; // button face + private const uint MenuPressed = 0x06004D66u; // button pressed + private const uint MenuPopupBg = 0x0600124Cu; // popup panel fill (element 0x1000001C) + private const uint MenuItemRow = 0x0600124Eu; // item row bg (template 0x1000001E) + private const uint MenuItemSelected = 0x0600124Du; // active channel row // ── Public surface ───────────────────────────────────────────────────── @@ -225,11 +228,14 @@ public sealed class ChatWindowController Width = menuEl.Width, Height = menuEl.Height, Anchors = menuEl.Anchors, - DatFont = datFont, - Font = debugFont, - SpriteResolve = resolve, - NormalSprite = MenuNormal, - PressedSprite = MenuPressed, + DatFont = datFont, + Font = debugFont, + SpriteResolve = resolve, + NormalSprite = MenuNormal, + PressedSprite = MenuPressed, + PopupBgSprite = MenuPopupBg, + ItemNormalSprite = MenuItemRow, + ItemHighlightSprite = MenuItemSelected, }; c.Menu.OnChannelChanged = k => c._activeChannel = k; menuParent.RemoveChild(menuEl); diff --git a/src/AcDream.App/UI/UiChannelMenu.cs b/src/AcDream.App/UI/UiChannelMenu.cs index 0403527c..01d1f735 100644 --- a/src/AcDream.App/UI/UiChannelMenu.cs +++ b/src/AcDream.App/UI/UiChannelMenu.cs @@ -6,11 +6,13 @@ namespace AcDream.App.UI; /// /// Chat channel selector — the "Chat" button + its talk-focus popup. Mirrors retail -/// gmMainChatUI::InitTalkFocusMenu @0x4cdc50: the button is labelled "Chat"; -/// clicking opens a TWO-COLUMN popup of 14 talk-focus items (Squelch, Tell to Selected, -/// Chat to All, Tell to Fellows, …). Selecting a channel item sets the active outbound -/// channel (retail SetTalkFocus; here ). The items -/// are code-populated exactly as retail populates them, not a dat-layout port. +/// gmMainChatUI::InitTalkFocusMenu @0x4cdc50 + UIElement_Menu::MakePopup +/// @0x46d310: the button is labelled with the active target; clicking opens a +/// TWO-COLUMN popup of 14 talk-focus items on the dat-driven menu chrome (panel + +/// per-row + selected-row sprites, 191×17 rows, from LayoutDesc 0x21000006 elements +/// 0x1000001C/1D/1E). Items are code-populated exactly as retail populates them. +/// Unavailable channels render greyed (retail ResetAllTalkFocusMenuButtons → +/// SetState(disabled), colorPink). /// public sealed class UiChannelMenu : UiElement { @@ -39,21 +41,34 @@ public sealed class UiChannelMenu : UiElement }; private const int Rows = 7; // items per column - private const float ItemH = 16f; // row height - private const float ColW = 150f; // column width (fits "Tell to Roleplay Chat") + private const float ItemH = 17f; // row height (dat item template 0x1000001E H=17) + private const float ColW = 191f; // column width (dat item template W=191) /// The channel the player's typed text currently goes to. public ChatChannelKind Selected { get; private set; } = ChatChannelKind.Say; public Action? OnChannelChanged { get; set; } + /// Per-channel availability gate (retail greys channels you are not in). + /// Defaults to a static approximation; the controller can inject live channel state. + public Func? AvailabilityProvider { get; set; } + public UiDatFont? DatFont { get; set; } public AcDream.App.Rendering.BitmapFont? Font { get; set; } public Func? SpriteResolve { get; set; } + + // Button face sprites (dat menu element 0x10000014). public uint NormalSprite { get; set; } public uint PressedSprite { get; set; } + // Popup chrome sprites (dat menu popup template, layout 0x21000006). + public uint PopupBgSprite { get; set; } // 0x0600124C — panel fill (191×2 tiles) + public uint ItemNormalSprite { get; set; } // 0x0600124E — a row background (191×17) + public uint ItemHighlightSprite { get; set; } // 0x0600124D — the active channel's row + public Vector4 TextColor { get; set; } = new(1f, 0.92f, 0.72f, 1f); - /// Popup panel fill — the retail talk-focus menu is a warm tan/orange. - public Vector4 PopupColor { get; set; } = new(0.56f, 0.40f, 0.18f, 1f); + /// Available item text (retail white #FFFFFF). + public Vector4 TextColorAvailable { get; set; } = new(1f, 1f, 1f, 1f); + /// Greyed/unavailable item text (retail colorPink salmon, acclient 0x81c528). + public Vector4 TextColorGhosted { get; set; } = new(1f, 0.588f, 0.588f, 1f); private bool _open; private static float PopupW => 2 * ColW; @@ -61,8 +76,17 @@ public sealed class UiChannelMenu : UiElement public UiChannelMenu() { CapturesPointerDrag = true; } + /// True if the channel is currently joinable/visible. Defaults to a static + /// approximation matching the common case (Say/General/Trade/LFG); the fellowship + + /// allegiance-hierarchy channels need membership state acdream does not yet track + /// (deferred → greyed). The controller can override via . + private bool IsAvailable(ChatChannelKind ch) + => AvailabilityProvider?.Invoke(ch) + ?? ch is ChatChannelKind.Say or ChatChannelKind.General + or ChatChannelKind.Trade or ChatChannelKind.Lfg; + /// The button face label = the active talk target (retail updates the - /// "Chat" button to whichever target you pick). "Chat" = Chat-to-All (Say). + /// button to whichever target you pick). "Chat" = Chat-to-All (Say). private string ButtonText => Selected switch { ChatChannelKind.Say => "Chat", @@ -82,27 +106,40 @@ public sealed class UiChannelMenu : UiElement protected override void OnDraw(UiRenderContext ctx) { - // Button face + the active-target label (retail updates this to the chosen target). - if (SpriteResolve is { } resolve) + var resolve = SpriteResolve; + + // Button face + the active-target label. + if (resolve is not null) { var (tex, _, _) = resolve(_open ? PressedSprite : NormalSprite); if (tex != 0) ctx.DrawSprite(tex, 0, 0, Width, Height, 0f, 0f, 1f, 1f, Vector4.One); } - DrawLabel(ctx, ButtonText, 4f, (Height - LineH()) * 0.5f); + DrawLabel(ctx, ButtonText, 4f, (Height - LineH()) * 0.5f, TextColor); - if (!_open) return; + if (!_open || resolve is null) return; - // Two-column popup opening UPWARD from the button (chat sits at screen bottom). - // Force OPAQUE: the menu must read solid even though the chat window is translucent. + // Two-column popup opening UPWARD from the button. Force OPAQUE (a menu reads + // solid even though the chat window is translucent). Draw the dat row sprites + // first, then the labels — both go through the sprite bucket in submission order, + // so the labels land on top (a DrawRect bg would composite over the text instead). ctx.PushAlphaAbsolute(1f); try { float top = -PopupH; - ctx.DrawRect(0, top, PopupW, PopupH, PopupColor); + DrawSprite(ctx, resolve, PopupBgSprite, 0f, top, PopupW, PopupH); // panel base for (int i = 0; i < Items.Length; i++) { int col = i / Rows, row = i % Rows; - DrawLabel(ctx, Items[i].Label, 4f + col * ColW, top + row * ItemH); + float x = col * ColW, y = top + row * ItemH; + bool selected = Items[i].Channel is { } c && c == Selected; + DrawSprite(ctx, resolve, selected ? ItemHighlightSprite : ItemNormalSprite, x, y, ColW, ItemH); + } + for (int i = 0; i < Items.Length; i++) + { + int col = i / Rows, row = i % Rows; + bool avail = Items[i].Channel is { } c && IsAvailable(c); + DrawLabel(ctx, Items[i].Label, 4f + col * ColW, top + row * ItemH, + avail ? TextColorAvailable : TextColorGhosted); } } finally { ctx.PopAlpha(); } @@ -110,10 +147,20 @@ public sealed class UiChannelMenu : UiElement private float LineH() => DatFont?.LineHeight ?? Font?.LineHeight ?? 14f; - private void DrawLabel(UiRenderContext ctx, string s, float x, float y) + private void DrawSprite(UiRenderContext ctx, Func resolve, + uint id, float x, float y, float w, float h) { - if (DatFont is { } df) ctx.DrawStringDat(df, s, x, y, TextColor); - else ctx.DrawString(s, x, y, TextColor, Font); + if (id == 0) return; + var (tex, tw, th) = resolve(id); + if (tex == 0 || tw == 0 || th == 0) return; + // Tile at native size (the panel fill is 191×2; rows are 191×17 = 1:1). + ctx.DrawSprite(tex, x, y, w, h, 0f, 0f, w / tw, h / th, Vector4.One); + } + + private void DrawLabel(UiRenderContext ctx, string s, float x, float y, Vector4 color) + { + if (DatFont is { } df) ctx.DrawStringDat(df, s, x, y, color); + else ctx.DrawString(s, x, y, color, Font); } protected override bool OnHitTest(float lx, float ly) @@ -130,8 +177,9 @@ public sealed class UiChannelMenu : UiElement int col = lx < ColW ? 0 : 1; int row = (int)((ly + PopupH) / ItemH); int idx = col * Rows + row; + // Only pick available channel items (special + greyed items are inert). if (row >= 0 && row < Rows && idx >= 0 && idx < Items.Length - && Items[idx].Channel is { } ch) + && Items[idx].Channel is { } ch && IsAvailable(ch)) { Selected = ch; OnChannelChanged?.Invoke(ch); diff --git a/src/AcDream.App/UI/UiChatScrollbar.cs b/src/AcDream.App/UI/UiChatScrollbar.cs index 8c59f286..6d163ef3 100644 --- a/src/AcDream.App/UI/UiChatScrollbar.cs +++ b/src/AcDream.App/UI/UiChatScrollbar.cs @@ -89,10 +89,11 @@ public sealed class UiChatScrollbar : UiElement // sprite (~16×32) repeats to fill the element height instead of stretch-distorting. DrawTiled(ctx, resolve, TrackSprite, 0f, 0f, Width, Height); - // Up button — top ButtonH rows (directional arrow art, drawn 1:1). - DrawSprite(ctx, resolve, UpSprite, 0f, 0f, Width, ButtonH); + // Up button — top ButtonH rows. The dat up/down arrow sprites both point DOWN + // (confirmed by sprite export), so the TOP button is drawn V-FLIPPED to point UP. + DrawSpriteFlipV(ctx, resolve, UpSprite, 0f, 0f, Width, ButtonH); - // Down button — bottom ButtonH rows. + // Down button — bottom ButtonH rows (down arrow as-is). DrawSprite(ctx, resolve, DownSprite, 0f, Height - ButtonH, Width, ButtonH); // Thumb — only when content overflows the view. Retail 3-slice: top cap + @@ -127,6 +128,17 @@ public sealed class UiChatScrollbar : UiElement ctx.DrawSprite(tex, x, y, w, h, 0f, 0f, 1f, 1f, Vector4.One); } + /// Draw a sprite 1:1 but vertically FLIPPED (V0/V1 swapped) — used to point + /// the top scroll button's (down-art) arrow upward. + private void DrawSpriteFlipV(UiRenderContext ctx, Func resolve, + uint id, float x, float y, float w, float h) + { + if (id == 0 || w <= 0f || h <= 0f) return; + var (tex, _, _) = resolve(id); + if (tex == 0) return; + ctx.DrawSprite(tex, x, y, w, h, 0f, 1f, 1f, 0f, Vector4.One); + } + /// Draw a sprite TILED to fill the dest rect (UV-repeat at native size on /// both axes — the UI texture is GL_REPEAT-wrapped). A native-width axis gives 1:1. private void DrawTiled(UiRenderContext ctx, Func resolve, diff --git a/tests/AcDream.App.Tests/UI/UiChannelMenuTests.cs b/tests/AcDream.App.Tests/UI/UiChannelMenuTests.cs index 59fe18f9..b3e9db8e 100644 --- a/tests/AcDream.App.Tests/UI/UiChannelMenuTests.cs +++ b/tests/AcDream.App.Tests/UI/UiChannelMenuTests.cs @@ -6,10 +6,13 @@ namespace AcDream.App.Tests.UI; public class UiChannelMenuTests { + // PopupH = Rows(7) * ItemH(17) = 119; popup opens upward so top = -119. + // Item idx -> col = idx/7, row = idx%7; row band y in [top+row*17, top+(row+1)*17). + // Right column needs lx >= ColW(191). + [Fact] public void Items_HasExpected14Entries() { - // Retail gmMainChatUI::InitTalkFocusMenu: squelch + tell-selected + 12 channels. Assert.Equal(14, UiChannelMenu.Items.Length); } @@ -17,7 +20,7 @@ public class UiChannelMenuTests public void Items_FirstEntry_IsSquelch_Special() { Assert.Equal("Squelch (ignore)", UiChannelMenu.Items[0].Label); - Assert.Null(UiChannelMenu.Items[0].Channel); // special item, no channel + Assert.Null(UiChannelMenu.Items[0].Channel); } [Fact] @@ -46,30 +49,11 @@ public class UiChannelMenuTests [Fact] public void DefaultSelected_IsSay() { - var menu = new UiChannelMenu(); - Assert.Equal(ChatChannelKind.Say, menu.Selected); + Assert.Equal(ChatChannelKind.Say, new UiChannelMenu().Selected); } [Fact] - public void Select_LeftColumnItem_FiresChannel() - { - var menu = new UiChannelMenu { Width = 80f, Height = 18f }; - var openEvt = new UiEvent(0, menu, UiEventType.MouseDown, 0, 10, 5); // open - Assert.True(menu.OnEvent(openEvt)); - - ChatChannelKind? fired = null; - menu.OnChannelChanged = k => fired = k; - - // PopupH = 7*16 = 112, top = -112. "Chat to All" (Say) is index 2 = left col, row 2: - // y in [-112+32, -112+48) = [-80,-64). Click (lx=10 < ColW, ly=-72) → idx 2 → Say. - var selEvt = new UiEvent(0, menu, UiEventType.MouseDown, 0, 10, -72); - Assert.True(menu.OnEvent(selEvt)); - Assert.Equal(ChatChannelKind.Say, fired); - Assert.Equal(ChatChannelKind.Say, menu.Selected); - } - - [Fact] - public void Select_RightColumnItem_FiresChannel() + public void Select_AvailableLeftColumnItem_FiresChannel() { var menu = new UiChannelMenu { Width = 80f, Height = 18f }; Assert.True(menu.OnEvent(new UiEvent(0, menu, UiEventType.MouseDown, 0, 10, 5))); // open @@ -77,11 +61,25 @@ public class UiChannelMenuTests ChatChannelKind? fired = null; menu.OnChannelChanged = k => fired = k; - // "Tell to Monarch" is index 7 = right col (lx >= ColW 150), row 0: - // y in [-112, -96). Click (lx=160, ly=-104) → col 1, row 0 → idx 7 → Monarch. - Assert.True(menu.OnEvent(new UiEvent(0, menu, UiEventType.MouseDown, 0, 160, -104))); - Assert.Equal(ChatChannelKind.Monarch, fired); - Assert.Equal(ChatChannelKind.Monarch, menu.Selected); + // "Chat to All" (Say) is index 2 = left col, row 2: y in [-85,-68). Say is available. + Assert.True(menu.OnEvent(new UiEvent(0, menu, UiEventType.MouseDown, 0, 10, -76))); + Assert.Equal(ChatChannelKind.Say, fired); + Assert.Equal(ChatChannelKind.Say, menu.Selected); + } + + [Fact] + public void Select_AvailableRightColumnItem_FiresChannel() + { + var menu = new UiChannelMenu { Width = 80f, Height = 18f }; + Assert.True(menu.OnEvent(new UiEvent(0, menu, UiEventType.MouseDown, 0, 10, 5))); // open + + ChatChannelKind? fired = null; + menu.OnChannelChanged = k => fired = k; + + // "Tell to Trade Chat" (Trade) is index 11 = right col (lx>=191), row 4: y in [-51,-34). + Assert.True(menu.OnEvent(new UiEvent(0, menu, UiEventType.MouseDown, 0, 200, -42))); + Assert.Equal(ChatChannelKind.Trade, fired); + Assert.Equal(ChatChannelKind.Trade, menu.Selected); } [Fact] @@ -89,12 +87,39 @@ public class UiChannelMenuTests { var menu = new UiChannelMenu { Width = 80f, Height = 18f }; Assert.True(menu.OnEvent(new UiEvent(0, menu, UiEventType.MouseDown, 0, 10, 5))); // open - int fired = 0; menu.OnChannelChanged = _ => fired++; - // "Squelch (ignore)" is index 0 = left col, row 0: y in [-112, -96). No channel. - Assert.True(menu.OnEvent(new UiEvent(0, menu, UiEventType.MouseDown, 0, 10, -104))); - Assert.Equal(0, fired); // special item is a no-op + // "Squelch (ignore)" is index 0 = left col, row 0 (null channel): y in [-119,-102). + Assert.True(menu.OnEvent(new UiEvent(0, menu, UiEventType.MouseDown, 0, 10, -110))); + Assert.Equal(0, fired); + } + + [Fact] + public void Select_UnavailableChannel_DoesNotFire() + { + var menu = new UiChannelMenu { Width = 80f, Height = 18f }; + Assert.True(menu.OnEvent(new UiEvent(0, menu, UiEventType.MouseDown, 0, 10, 5))); // open + int fired = 0; + menu.OnChannelChanged = _ => fired++; + + // "Tell to Fellows" (Fellowship) is index 3 = left col, row 3: y in [-68,-51). + // Fellowship is unavailable by the default static gate, so the click is inert. + Assert.True(menu.OnEvent(new UiEvent(0, menu, UiEventType.MouseDown, 0, 10, -60))); + Assert.Equal(0, fired); + } + + [Fact] + public void AvailabilityProvider_Overrides_DefaultGate() + { + var menu = new UiChannelMenu { Width = 80f, Height = 18f, AvailabilityProvider = _ => true }; + Assert.True(menu.OnEvent(new UiEvent(0, menu, UiEventType.MouseDown, 0, 10, 5))); // open + + ChatChannelKind? fired = null; + menu.OnChannelChanged = k => fired = k; + + // With every channel available, "Tell to Fellows" (idx 3, row 3) now fires. + Assert.True(menu.OnEvent(new UiEvent(0, menu, UiEventType.MouseDown, 0, 10, -60))); + Assert.Equal(ChatChannelKind.Fellowship, fired); } } From 621a4ab4682c72bb0df05dfb0697c081b673f097 Mon Sep 17 00:00:00 2001 From: Erik Date: Tue, 16 Jun 2026 11:56:07 +0200 Subject: [PATCH 116/223] @ fix(D.2b): arrow swap, centered menu text, scrollbar-to-top, Send caption MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit - scroll arrows: native sprites are opposite (0x06004C6C up / 0x06004C69 down) per live visual — swap the assignment, drop the V-flip. - menu labels centered vertically in each 17px row (was top-aligned, looked corrupt). - scrollbar pulled up to the panel top so the top arrow meets the window border and the max/min button lines up with it (the 6px dat offset left a gap after the resize-bar reclaim). - Send button: the dat sprite 0x06001915 is a blank gold frame (export-confirmed), so add a generic optional Label/LabelFont to UiDatElement and draw "Send" centered on it. Co-Authored-By: Claude Opus 4.8 (1M context) @ --- .../UI/Layout/ChatWindowController.cs | 15 +++++-- src/AcDream.App/UI/Layout/UiDatElement.cs | 39 +++++++++++++------ src/AcDream.App/UI/UiChannelMenu.cs | 3 +- src/AcDream.App/UI/UiChatScrollbar.cs | 7 ++-- 4 files changed, 43 insertions(+), 21 deletions(-) diff --git a/src/AcDream.App/UI/Layout/ChatWindowController.cs b/src/AcDream.App/UI/Layout/ChatWindowController.cs index e02efb56..d3b33019 100644 --- a/src/AcDream.App/UI/Layout/ChatWindowController.cs +++ b/src/AcDream.App/UI/Layout/ChatWindowController.cs @@ -46,8 +46,8 @@ public sealed class ChatWindowController private const uint ThumbSprite = 0x06004C63u; // 3-slice middle tile private const uint ThumbTopSprite = 0x06004C60u; // 3-slice top cap private const uint ThumbBotSprite = 0x06004C66u; // 3-slice bottom cap - private const uint UpSprite = 0x06004C69u; - private const uint DownSprite = 0x06004C6Cu; + private const uint UpSprite = 0x06004C6Cu; // up arrow (top button) + private const uint DownSprite = 0x06004C69u; // down arrow (bottom button) // Channel menu sprite ids (confirmed in chat element dump). private const uint MenuNormal = 0x06004D65u; // button face @@ -199,10 +199,13 @@ public sealed class ChatWindowController { c.Scrollbar = new UiChatScrollbar { + // Pull the bar up to the panel top so the top arrow meets the window + // border (and lines up with the max/min button at root y=0); the dat + // track sits 6px down, which left a gap after the resize-bar reclaim. Left = track.Left, - Top = track.Top, + Top = 0f, Width = track.Width, - Height = track.Height, + Height = track.Height + track.Top, Anchors = track.Anchors, Model = c.Transcript.Scroll, SpriteResolve = resolve, @@ -248,6 +251,10 @@ public sealed class ChatWindowController { sendEl.ClickThrough = false; sendEl.OnClick = () => c.Input.Submit(); + // The Send sprite is a blank gold button — retail draws the caption as text. + sendEl.Label = "Send"; + sendEl.LabelFont = datFont; + sendEl.LabelColor = new Vector4(1f, 0.92f, 0.72f, 1f); } // ── Max/min toggle — simplified gmMainChatUI::HandleMaximizeButton ── diff --git a/src/AcDream.App/UI/Layout/UiDatElement.cs b/src/AcDream.App/UI/Layout/UiDatElement.cs index 43cc4032..5f6ea79c 100644 --- a/src/AcDream.App/UI/Layout/UiDatElement.cs +++ b/src/AcDream.App/UI/Layout/UiDatElement.cs @@ -87,21 +87,36 @@ public sealed class UiDatElement : UiElement return false; } + /// Optional centered text label drawn over the sprite (e.g. the "Send" + /// button face whose dat sprite is a blank frame). Null = sprite only. + public string? Label { get; set; } + /// Dat font for . Required for the label to draw. + public UiDatFont? LabelFont { get; set; } + /// Label color (default white). + public Vector4 LabelColor { get; set; } = Vector4.One; + protected override void OnDraw(UiRenderContext ctx) { var (file, _) = ActiveMedia(); - if (file == 0) return; + if (file != 0) + { + var (tex, tw, th) = _resolve(file); + if (tex != 0 && tw != 0 && th != 0) + { + // Normal → TILE at native size on both axes (UV-repeat; GL_REPEAT-wrapped UI + // texture), matching ImgTex::TileCSI. Overlay/Alphablend use the same blit (the + // sprite shader already alpha-blends). No Stretch mode exists in DrawModeType. + ctx.DrawSprite(tex, 0, 0, Width, Height, 0, 0, Width / tw, Height / th, Vector4.One); + } + } - var (tex, tw, th) = _resolve(file); - if (tex == 0 || tw == 0 || th == 0) return; - - // Normal → TILE at native size on both axes (UV-repeat; GL_REPEAT-wrapped UI texture), - // matching ImgTex::TileCSI. Overlay/Alphablend are the same blit with a blend state; the - // sprite shader already alpha-blends, so the quad is identical for all draw modes in Plan 1. - // (No Stretch mode exists in DatReaderWriter.Enums.DrawModeType.) - // DrawMode is not yet branched here — Plan 2 can add per-mode behavior if needed. - float u1 = Width / tw; - float v1 = Height / th; - ctx.DrawSprite(tex, 0, 0, Width, Height, 0, 0, u1, v1, Vector4.One); + // Centered text label over the sprite (retail draws button captions as text; + // their dat sprites are blank frames). + if (Label is { Length: > 0 } label && LabelFont is { } lf) + { + float tx = (Width - lf.MeasureWidth(label)) * 0.5f; + float ty = (Height - lf.LineHeight) * 0.5f; + ctx.DrawStringDat(lf, label, tx, ty, LabelColor); + } } } diff --git a/src/AcDream.App/UI/UiChannelMenu.cs b/src/AcDream.App/UI/UiChannelMenu.cs index 01d1f735..b9e01f62 100644 --- a/src/AcDream.App/UI/UiChannelMenu.cs +++ b/src/AcDream.App/UI/UiChannelMenu.cs @@ -134,11 +134,12 @@ public sealed class UiChannelMenu : UiElement bool selected = Items[i].Channel is { } c && c == Selected; DrawSprite(ctx, resolve, selected ? ItemHighlightSprite : ItemNormalSprite, x, y, ColW, ItemH); } + float textY = (ItemH - LineH()) * 0.5f; // center the label in its row for (int i = 0; i < Items.Length; i++) { int col = i / Rows, row = i % Rows; bool avail = Items[i].Channel is { } c && IsAvailable(c); - DrawLabel(ctx, Items[i].Label, 4f + col * ColW, top + row * ItemH, + DrawLabel(ctx, Items[i].Label, 4f + col * ColW, top + row * ItemH + textY, avail ? TextColorAvailable : TextColorGhosted); } } diff --git a/src/AcDream.App/UI/UiChatScrollbar.cs b/src/AcDream.App/UI/UiChatScrollbar.cs index 6d163ef3..debea724 100644 --- a/src/AcDream.App/UI/UiChatScrollbar.cs +++ b/src/AcDream.App/UI/UiChatScrollbar.cs @@ -89,11 +89,10 @@ public sealed class UiChatScrollbar : UiElement // sprite (~16×32) repeats to fill the element height instead of stretch-distorting. DrawTiled(ctx, resolve, TrackSprite, 0f, 0f, Width, Height); - // Up button — top ButtonH rows. The dat up/down arrow sprites both point DOWN - // (confirmed by sprite export), so the TOP button is drawn V-FLIPPED to point UP. - DrawSpriteFlipV(ctx, resolve, UpSprite, 0f, 0f, Width, ButtonH); + // Up button — top ButtonH rows. UpSprite (0x06004C6C) is the up-arrow art, drawn 1:1. + DrawSprite(ctx, resolve, UpSprite, 0f, 0f, Width, ButtonH); - // Down button — bottom ButtonH rows (down arrow as-is). + // Down button — bottom ButtonH rows. DownSprite (0x06004C69) is the down-arrow art. DrawSprite(ctx, resolve, DownSprite, 0f, Height - ButtonH, Width, ButtonH); // Thumb — only when content overflows the view. Retail 3-slice: top cap + From 828bec5fb56721945d287c6ee4d8bfb0c69b0cac Mon Sep 17 00:00:00 2001 From: Erik Date: Tue, 16 Jun 2026 12:02:07 +0200 Subject: [PATCH 117/223] @ fix(D.2b): point-sample the dat-font atlas so UI text is pixel-crisp The font glyph atlas was uploaded with bilinear (Linear) min/mag filtering, which softens the small dat-font glyphs (the menu/button text "blur"). Add a nearest-filter path to UploadRgba8/GetOrUploadRenderSurface and use it for the font atlases only (world + other UI surfaces keep bilinear). Combined with the existing per-glyph pixel-snap, glyph texels now map 1:1 to screen pixels. Sharpens all dat-font text (transcript, menu, Send/Chat buttons, vitals numbers). Co-Authored-By: Claude Opus 4.8 (1M context) @ --- src/AcDream.App/Rendering/TextureCache.cs | 13 ++++++++----- src/AcDream.App/UI/UiDatFont.cs | 6 ++++-- 2 files changed, 12 insertions(+), 7 deletions(-) diff --git a/src/AcDream.App/Rendering/TextureCache.cs b/src/AcDream.App/Rendering/TextureCache.cs index 1fbf0817..7d1c0b25 100644 --- a/src/AcDream.App/Rendering/TextureCache.cs +++ b/src/AcDream.App/Rendering/TextureCache.cs @@ -119,7 +119,7 @@ public sealed unsafe class TextureCache : Wb.ITextureCachePerInstance, IDisposab /// Magenta — wire a UI palette when one is actually encountered). Returns a /// 1x1 magenta handle on miss. /// - public uint GetOrUploadRenderSurface(uint renderSurfaceId, out int width, out int height) + public uint GetOrUploadRenderSurface(uint renderSurfaceId, out int width, out int height, bool nearest = false) { if (_handlesByRenderSurfaceId.TryGetValue(renderSurfaceId, out var existing) && _rsSizeById.TryGetValue(renderSurfaceId, out var sz)) @@ -139,7 +139,7 @@ public sealed unsafe class TextureCache : Wb.ITextureCachePerInstance, IDisposab decoded = DecodedTexture.Magenta; } - uint h = UploadRgba8(decoded); + uint h = UploadRgba8(decoded, nearest); _handlesByRenderSurfaceId[renderSurfaceId] = h; _rsSizeById[renderSurfaceId] = (decoded.Width, decoded.Height); width = decoded.Width; height = decoded.Height; @@ -542,7 +542,7 @@ public sealed unsafe class TextureCache : Wb.ITextureCachePerInstance, IDisposab return composed; } - private uint UploadRgba8(DecodedTexture decoded) + private uint UploadRgba8(DecodedTexture decoded, bool nearest = false) { uint tex = _gl.GenTexture(); _gl.BindTexture(TextureTarget.Texture2D, tex); @@ -559,8 +559,11 @@ public sealed unsafe class TextureCache : Wb.ITextureCachePerInstance, IDisposab PixelType.UnsignedByte, p); - _gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear); - _gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear); + // Point (nearest) sampling for pixel-exact UI text — bilinear softens the dat + // font's small glyphs. Other surfaces use bilinear. + int filter = nearest ? (int)TextureMinFilter.Nearest : (int)TextureMinFilter.Linear; + _gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, filter); + _gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, filter); _gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.Repeat); _gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.Repeat); diff --git a/src/AcDream.App/UI/UiDatFont.cs b/src/AcDream.App/UI/UiDatFont.cs index c08e20de..400ccf0f 100644 --- a/src/AcDream.App/UI/UiDatFont.cs +++ b/src/AcDream.App/UI/UiDatFont.cs @@ -101,11 +101,13 @@ public sealed class UiDatFont if (font.ForegroundSurfaceDataId == 0) return null; - uint fgTex = cache.GetOrUploadRenderSurface(font.ForegroundSurfaceDataId, out int fgW, out int fgH); + // Point-sample the glyph atlases (nearest) so small UI text stays pixel-crisp; + // bilinear softens the dat font noticeably (the chat menu/button text "blur"). + uint fgTex = cache.GetOrUploadRenderSurface(font.ForegroundSurfaceDataId, out int fgW, out int fgH, nearest: true); uint bgTex = 0; int bgW = 0, bgH = 0; if (font.BackgroundSurfaceDataId != 0) - bgTex = cache.GetOrUploadRenderSurface(font.BackgroundSurfaceDataId, out bgW, out bgH); + bgTex = cache.GetOrUploadRenderSurface(font.BackgroundSurfaceDataId, out bgW, out bgH, nearest: true); // Build the char->descriptor lookup. FontCharDesc.Unicode is the code // point; for Latin-1 fonts this is a direct char cast. Last write wins From ebfeaff840d3d017c84662c491c2eaaad70d71b7 Mon Sep 17 00:00:00 2001 From: Erik Date: Tue, 16 Jun 2026 15:23:48 +0200 Subject: [PATCH 118/223] =?UTF-8?q?feat(D.2b):=20UI=20render=20infra=20?= =?UTF-8?q?=E2=80=94=20overlay=20layer,=20DrawFill,=20crisp=20text,=20writ?= =?UTF-8?q?e-mode=20focus?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit The retail-look render + focus primitives this chat pass builds on: - TextRenderer: an OVERLAY layer (sprite/rect/text buckets flushed AFTER the normal layer) so an open popup composites on top of everything incl. rect panel backgrounds; a DrawFill primitive (solid quad via a 1x1 white texture) routed through the SPRITE bucket so a panel background draws UNDER its text instead of being washed by the later rect bucket; and the text pass now disables SampleAlphaToCoverage + Multisample so glyph alpha edges aren't dithered into MSAA coverage (the "fuzzy text") — self-contained GL state per feedback_render_self_contained_gl_state. - UiRenderContext.DrawStringDat: snap the line baseline to a whole pixel ONCE then add the integer per-glyph offset (retail DrawCharacter takes an int pen-Y + schar m_VerticalOffsetBefore) — fixes the "letters dip down" jitter at a fractional line origin. Outline pass is now opt-in (retail gates it per element via SetOutline; default off = crisp fill-only). Adds DrawFill + Begin/EndOverlayLayer. - UiElement: OnDrawOverlay + DrawOverlays (second traversal), FindRoot (blur self), ResetAnchorCapture (re-baseline an anchored element after reflow). - UiRoot: runs the overlay pass after the main tree; Tab/Enter focuses the DefaultTextInput (write-mode activation); a left click on a non-edit target blurs the focused input (exit write mode without submitting). Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/Rendering/TextRenderer.cs | 167 +++++++++++++++------- src/AcDream.App/UI/UiElement.cs | 54 +++++++ src/AcDream.App/UI/UiRenderContext.cs | 57 ++++++-- src/AcDream.App/UI/UiRoot.cs | 33 ++++- 4 files changed, 248 insertions(+), 63 deletions(-) diff --git a/src/AcDream.App/Rendering/TextRenderer.cs b/src/AcDream.App/Rendering/TextRenderer.cs index bef2e2ca..88592057 100644 --- a/src/AcDream.App/Rendering/TextRenderer.cs +++ b/src/AcDream.App/Rendering/TextRenderer.cs @@ -25,6 +25,7 @@ public sealed unsafe class TextRenderer : IDisposable private readonly Shader _shader; private readonly uint _vao; private readonly uint _vbo; + private readonly uint _whiteTex; // 1×1 white, for solid fills routed through the sprite bucket private int _vboCapacityBytes; private readonly List _textBuf = new(8192); @@ -42,6 +43,21 @@ public sealed unsafe class TextRenderer : IDisposable private int _rectVerts; private Vector2 _screenSize; + // Overlay layer — a parallel set of buckets drawn AFTER the normal sprite/rect/text + // buckets, so open popups/menus composite on top of EVERYTHING, including translucent + // rect panel backgrounds (which otherwise always win because rects flush after + // sprites). Routed by OverlayMode; the UI root sets it for the popup traversal. + private readonly List _overlayTextBuf = new(1024); + private readonly List _overlayRectBuf = new(256); + private readonly List _overlaySpriteSegs = new(); + private int _overlaySegUsed; + private int _overlayTextVerts; + private int _overlayRectVerts; + + /// When true, Draw* calls route to the overlay layer (flushed last, on top + /// of all normal-layer geometry). Set by the UI root around the popup/overlay pass. + public bool OverlayMode { get; set; } + public TextRenderer(GL gl, string shaderDir) { _gl = gl; @@ -65,6 +81,20 @@ public sealed unsafe class TextRenderer : IDisposable _gl.BindBuffer(BufferTargetARB.ArrayBuffer, 0); _gl.BindVertexArray(0); + + // 1×1 white texture so DrawFill can route solid-colour quads through the SPRITE + // bucket (the shader multiplies texel×color → white×color = color). Lets a panel + // background draw UNDER its text in painter order, which DrawRect's separate + // bucket cannot (it always composites after all sprites). + _whiteTex = _gl.GenTexture(); + _gl.BindTexture(TextureTarget.Texture2D, _whiteTex); + Span whitePixel = stackalloc byte[] { 255, 255, 255, 255 }; + fixed (byte* wp = whitePixel) + _gl.TexImage2D(TextureTarget.Texture2D, 0, (int)InternalFormat.Rgba8, 1, 1, 0, + PixelFormat.Rgba, PixelType.UnsignedByte, wp); + _gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Nearest); + _gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMinFilter.Nearest); + _gl.BindTexture(TextureTarget.Texture2D, 0); } /// Begin a HUD pass. Call once per frame before any Draw* calls. @@ -76,15 +106,29 @@ public sealed unsafe class TextRenderer : IDisposable _segUsed = 0; // pool the SpriteSeg objects across frames _textVerts = 0; _rectVerts = 0; + _overlayTextBuf.Clear(); + _overlayRectBuf.Clear(); + _overlaySegUsed = 0; + _overlayTextVerts = 0; + _overlayRectVerts = 0; + OverlayMode = false; } /// Draw a filled rectangle in screen pixel space. public void DrawRect(float x, float y, float w, float h, Vector4 color) { - AppendQuad(_rectBuf, x, y, w, h, 0, 0, 0, 0, color); - _rectVerts += 6; + if (OverlayMode) { AppendQuad(_overlayRectBuf, x, y, w, h, 0, 0, 0, 0, color); _overlayRectVerts += 6; } + else { AppendQuad(_rectBuf, x, y, w, h, 0, 0, 0, 0, color); _rectVerts += 6; } } + /// Draw a solid-colour quad through the SPRITE bucket (and the overlay layer + /// when active), so it composites in painter order with sprites + dat-font text. Use + /// this — not — for a panel BACKGROUND that text draws on top of: + /// DrawRect's bucket always flushes after all sprites, so a rect background would cover + /// the text instead. + public void DrawFill(float x, float y, float w, float h, Vector4 color) + => DrawSprite(_whiteTex, x, y, w, h, 0f, 0f, 1f, 1f, color); + /// Draw a 1-pixel-thick outline rect. public void DrawRectOutline(float x, float y, float w, float h, Vector4 color, float thickness = 1f) { @@ -129,11 +173,8 @@ public sealed unsafe class TextRenderer : IDisposable if (gw > 0 && gh > 0) { - AppendQuad(_textBuf, - gx, gy, gw, gh, - g.UvMinX, g.UvMinY, g.UvMaxX, g.UvMaxY, - color); - _textVerts += 6; + if (OverlayMode) { AppendQuad(_overlayTextBuf, gx, gy, gw, gh, g.UvMinX, g.UvMinY, g.UvMaxX, g.UvMaxY, color); _overlayTextVerts += 6; } + else { AppendQuad(_textBuf, gx, gy, gw, gh, g.UvMinX, g.UvMinY, g.UvMaxX, g.UvMaxY, color); _textVerts += 6; } } cursorX += g.Advance; } @@ -147,26 +188,32 @@ public sealed unsafe class TextRenderer : IDisposable public void DrawSprite(uint texture, float x, float y, float w, float h, float u0, float v0, float u1, float v1, Vector4 tint) { - SpriteSeg seg; - if (_segUsed > 0 && _spriteSegs[_segUsed - 1].Texture == texture) - { - seg = _spriteSegs[_segUsed - 1]; // extend the current same-texture run - } - else if (_segUsed < _spriteSegs.Count) - { - seg = _spriteSegs[_segUsed++]; // reuse a pooled segment - seg.Texture = texture; - seg.Verts.Clear(); - } - else - { - seg = new SpriteSeg { Texture = texture }; - _spriteSegs.Add(seg); - _segUsed++; - } + SpriteSeg seg = OverlayMode + ? NextSpriteSeg(_overlaySpriteSegs, ref _overlaySegUsed, texture) + : NextSpriteSeg(_spriteSegs, ref _segUsed, texture); AppendQuad(seg.Verts, x, y, w, h, u0, v0, u1, v1, tint); } + /// Pick the sprite segment for : extend the current + /// same-texture run, else reuse a pooled segment, else allocate. Submission order is + /// preserved (painter z-order for sprite-on-sprite UI). + private static SpriteSeg NextSpriteSeg(List segs, ref int used, uint texture) + { + if (used > 0 && segs[used - 1].Texture == texture) + return segs[used - 1]; + if (used < segs.Count) + { + var s = segs[used++]; + s.Texture = texture; + s.Verts.Clear(); + return s; + } + var ns = new SpriteSeg { Texture = texture }; + segs.Add(ns); + used++; + return ns; + } + private static void AppendQuad(List buf, float x, float y, float w, float h, float u0, float v0, float u1, float v1, Vector4 color) @@ -197,8 +244,9 @@ public sealed unsafe class TextRenderer : IDisposable /// Upload + draw accumulated rects + text. font may be null if only DrawRect was used. public void Flush(BitmapFont? font) { - bool hasSprites = _segUsed > 0; - if (_textVerts == 0 && _rectVerts == 0 && !hasSprites) return; + bool anyNormal = _segUsed > 0 || _textVerts > 0 || _rectVerts > 0; + bool anyOverlay = _overlaySegUsed > 0 || _overlayTextVerts > 0 || _overlayRectVerts > 0; + if (!anyNormal && !anyOverlay) return; _shader.Use(); _shader.SetVec2("uScreenSize", _screenSize); @@ -210,6 +258,15 @@ public sealed unsafe class TextRenderer : IDisposable bool wasDepth = _gl.IsEnabled(EnableCap.DepthTest); bool wasBlend = _gl.IsEnabled(EnableCap.Blend); bool wasCull = _gl.IsEnabled(EnableCap.CullFace); + // The world pass leaves alpha-to-coverage + multisample enabled (WbDrawDispatcher, + // QualitySettings MSAA). If they bleed into the UI pass, each glyph's soft alpha + // EDGE is converted to dithered MSAA coverage instead of a clean alpha blend — + // the "text not sharp / fuzzy" artifact. The UI composites with straight alpha + // blending and must own this state (feedback_render_self_contained_gl_state). + bool wasA2C = _gl.IsEnabled(EnableCap.SampleAlphaToCoverage); + bool wasMsaa = _gl.IsEnabled(EnableCap.Multisample); + _gl.Disable(EnableCap.SampleAlphaToCoverage); + _gl.Disable(EnableCap.Multisample); _gl.Disable(EnableCap.DepthTest); _gl.Disable(EnableCap.CullFace); _gl.DepthMask(false); @@ -221,19 +278,40 @@ public sealed unsafe class TextRenderer : IDisposable // 2. Untextured rects — widget fills (e.g. vital bars) on the chrome // 3. Text glyphs — on top // Bucket 1 (sprites) draws in SUBMISSION (painter) order via _spriteSegs, - // so sprite-on-sprite z is preserved — each meter's dat-font number draws - // after its own bar sprites. Buckets 2 (rects) + 3 (debug text) composite - // on top, in that order. + // so sprite-on-sprite z is preserved. Buckets 2 (rects) + 3 (debug text) + // composite on top, in that order. The OVERLAY layer repeats all three + // AFTER the normal layer, so open popups beat even the rect backgrounds. + DrawLayer(_spriteSegs, _segUsed, _rectBuf, _rectVerts, _textBuf, _textVerts, font); + DrawLayer(_overlaySpriteSegs, _overlaySegUsed, _overlayRectBuf, _overlayRectVerts, _overlayTextBuf, _overlayTextVerts, font); - // 1. RGBA dat sprites first — one draw call per distinct GL texture. - if (hasSprites) + // Restore GL state. + _gl.DepthMask(true); + if (!wasBlend) _gl.Disable(EnableCap.Blend); + if (wasCull) _gl.Enable(EnableCap.CullFace); + if (wasDepth) _gl.Enable(EnableCap.DepthTest); + if (wasA2C) _gl.Enable(EnableCap.SampleAlphaToCoverage); + if (wasMsaa) _gl.Enable(EnableCap.Multisample); + + _gl.BindVertexArray(0); + } + + /// Draw one compositing layer: sprites (submission order, one call per + /// texture) → untextured rects → debug-font text. Shared by the normal and overlay + /// layers; GL state + shader are set up by . + private void DrawLayer( + List spriteSegs, int segUsed, + List rectBuf, int rectVerts, + List textBuf, int textVerts, BitmapFont? font) + { + // 1. RGBA dat sprites — one draw call per distinct GL texture. + if (segUsed > 0) { _shader.SetInt("uUseTexture", 2); _gl.ActiveTexture(TextureUnit.Texture0); _shader.SetInt("uTex", 0); - for (int i = 0; i < _segUsed; i++) + for (int i = 0; i < segUsed; i++) { - var seg = _spriteSegs[i]; + var seg = spriteSegs[i]; if (seg.Verts.Count == 0) continue; _gl.BindTexture(TextureTarget.Texture2D, seg.Texture); UploadBuffer(seg.Verts); @@ -242,31 +320,23 @@ public sealed unsafe class TextRenderer : IDisposable } // 2. Untextured rects — widget fills on top of the chrome. - if (_rectVerts > 0) + if (rectVerts > 0) { _shader.SetInt("uUseTexture", 0); - UploadBuffer(_rectBuf); - _gl.DrawArrays(PrimitiveType.Triangles, 0, (uint)_rectVerts); + UploadBuffer(rectBuf); + _gl.DrawArrays(PrimitiveType.Triangles, 0, (uint)rectVerts); } - // 3. Textured text glyphs on top. - if (_textVerts > 0 && font is not null) + // 3. Textured debug-font text glyphs on top. + if (textVerts > 0 && font is not null) { _shader.SetInt("uUseTexture", 1); _gl.ActiveTexture(TextureUnit.Texture0); _gl.BindTexture(TextureTarget.Texture2D, font.TextureId); _shader.SetInt("uTex", 0); - UploadBuffer(_textBuf); - _gl.DrawArrays(PrimitiveType.Triangles, 0, (uint)_textVerts); + UploadBuffer(textBuf); + _gl.DrawArrays(PrimitiveType.Triangles, 0, (uint)textVerts); } - - // Restore GL state. - _gl.DepthMask(true); - if (!wasBlend) _gl.Disable(EnableCap.Blend); - if (wasCull) _gl.Enable(EnableCap.CullFace); - if (wasDepth) _gl.Enable(EnableCap.DepthTest); - - _gl.BindVertexArray(0); } private void UploadBuffer(List buf) @@ -289,6 +359,7 @@ public sealed unsafe class TextRenderer : IDisposable public void Dispose() { + _gl.DeleteTexture(_whiteTex); _gl.DeleteBuffer(_vbo); _gl.DeleteVertexArray(_vao); _shader.Dispose(); diff --git a/src/AcDream.App/UI/UiElement.cs b/src/AcDream.App/UI/UiElement.cs index a1c5f4ab..a65a573b 100644 --- a/src/AcDream.App/UI/UiElement.cs +++ b/src/AcDream.App/UI/UiElement.cs @@ -154,6 +154,16 @@ public abstract class UiElement /// protected virtual void OnDraw(UiRenderContext ctx) { } + /// + /// Draw content that must sit ON TOP of the ENTIRE UI, regardless of this + /// element's position in the tree — open menus, dropdowns, tooltips. Called in + /// a SECOND traversal after the whole tree's pass, with the + /// same accumulated transform/alpha this element had during its normal draw. + /// Retail spawns popups as ROOT elements (UIElement_Menu::MakePopup) for exactly + /// this reason; this is the equivalent without reparenting. Default: nothing. + /// + protected virtual void OnDrawOverlay(UiRenderContext ctx) { } + /// Per-frame tick (animations, timers, caret blink). protected virtual void OnTick(double deltaSeconds) { } @@ -213,6 +223,34 @@ public abstract class UiElement } } + /// Second draw traversal: re-walks the tree applying the same + /// transform/alpha as and calls + /// on each element, so popups composite on top of + /// everything drawn in the main pass (dat-font glyphs and sprites share one + /// submission-ordered bucket, so later submissions win). + internal void DrawOverlays(UiRenderContext ctx) + { + if (!Visible) return; + ctx.PushTransform(Left, Top); + ctx.PushAlpha(Opacity); + try + { + OnDrawOverlay(ctx); + if (_children.Count > 0) + { + var ordered = _children.ToArray(); + Array.Sort(ordered, static (a, b) => a.ZOrder.CompareTo(b.ZOrder)); + for (int i = 0; i < ordered.Length; i++) + ordered[i].DrawOverlays(ctx); + } + } + finally + { + ctx.PopAlpha(); + ctx.PopTransform(); + } + } + internal void TickSelfAndChildren(double dt) { if (!Visible) return; @@ -275,6 +313,22 @@ public abstract class UiElement Left = x; Top = y; Width = w; Height = h; } + /// Forget the captured anchor margins so the next + /// re-captures them from the CURRENT rect. Call after manually repositioning/resizing + /// an anchored element at runtime (e.g. reflowing the chat input when the channel + /// button width changes) so the new rect becomes the anchor baseline. + internal void ResetAnchorCapture() => _anchorCaptured = false; + + /// Walk up to the owning (the top of the tree), or null + /// if this element is not attached. Lets a widget reach focus/capture services — e.g. + /// a chat input blurring itself (exiting write mode) after submit. + internal UiRoot? FindRoot() + { + UiElement e = this; + while (e.Parent is not null) e = e.Parent; + return e as UiRoot; + } + /// Compute an anchored child rect. Left&Right ⇒ stretch width /// (keep both margins); Right only ⇒ pin to right at fixed width; otherwise /// pin left at fixed width. Same logic vertically. diff --git a/src/AcDream.App/UI/UiRenderContext.cs b/src/AcDream.App/UI/UiRenderContext.cs index 5b97492e..ebf6fc69 100644 --- a/src/AcDream.App/UI/UiRenderContext.cs +++ b/src/AcDream.App/UI/UiRenderContext.cs @@ -68,11 +68,23 @@ public sealed class UiRenderContext public Vector2 CurrentOrigin => _current; + /// Route subsequent draws to the overlay layer (flushed on top of the whole + /// UI). Used by the root for the popup/overlay traversal. Pair with . + public void BeginOverlayLayer() => TextRenderer.OverlayMode = true; + public void EndOverlayLayer() => TextRenderer.OverlayMode = false; + // ── Pass-through draw helpers (add current translate) ────────────── public void DrawRect(float x, float y, float w, float h, Vector4 color) => TextRenderer.DrawRect(_current.X + x, _current.Y + y, w, h, ApplyAlpha(color)); + /// Solid-colour fill drawn in the SPRITE bucket (painter order with text), for + /// a panel BACKGROUND that text draws on top of. composites after + /// all sprites and would cover the text — use this for backgrounds, that for foreground + /// fills (carets, vital bars). + public void DrawFill(float x, float y, float w, float h, Vector4 color) + => TextRenderer.DrawFill(_current.X + x, _current.Y + y, w, h, ApplyAlpha(color)); + public void DrawRectOutline(float x, float y, float w, float h, Vector4 color, float thickness = 1f) => TextRenderer.DrawRectOutline(_current.X + x, _current.Y + y, w, h, ApplyAlpha(color), thickness); @@ -102,10 +114,17 @@ public sealed class UiRenderContext /// HorizontalOffsetBefore + Width + HorizontalOffsetAfter and each /// glyph is positioned at pen + HorizontalOffsetBefore on the X axis /// and at baseline + VerticalOffsetBefore - (BaselineOffset) via the - /// glyph's OffsetY into the atlas. If the font has no background atlas the - /// outline pass is skipped. + /// glyph's OffsetY into the atlas. + /// + /// gates the black outline pass. Retail decides + /// this PER text element: UIElement_Text::DrawSelf (acclient 0x00467aa0) + /// runs the outline pass only when m_bitField & 0x10 is set — i.e. the + /// element called SetOutline(true) (LayoutDesc property 0xd). The DEFAULT + /// is OFF (one fill-only pass): the talk-focus menu items set no outline, so an + /// always-on outline shows as a grey halo over the solid menu panel. Pass + /// outline:true only for elements retail outlines. /// - public void DrawStringDat(UiDatFont font, string text, float x, float y, Vector4 color) + public void DrawStringDat(UiDatFont font, string text, float x, float y, Vector4 color, bool outline = false) { if (font is null || string.IsNullOrEmpty(text)) return; @@ -116,32 +135,44 @@ public sealed class UiRenderContext float originY = _current.Y + y; float pen = originX; - var outline = new Vector4(0f, 0f, 0f, color.W); + // Snap the LINE baseline to a whole pixel ONCE. Retail's + // SurfaceWindow::DrawCharacter (acclient 0x00442bd0) takes an int32 pen Y + // (arg3) and adds the glyph's integer m_VerticalOffsetBefore (a schar) — every + // glyph on a line shares one integer baseline. If we instead round EACH glyph's + // Y independently and the caller passes a fractional line Y (e.g. a channel-menu + // item centered in a 17px row over a 16px font → y = 0.5), adjacent letters round + // to different rows and the line looks crooked ("letters dip down"). The vitals + // digits never showed it because their bar baseline lands on an integer; chat text + // does. Snapping the baseline once, then adding the integer offset, keeps the whole + // line on one row and pixel-aligned. + float baseY = System.MathF.Round(originY); + + var outlineTint = new Vector4(0f, 0f, 0f, color.W); for (int i = 0; i < text.Length; i++) { if (!font.TryGetGlyph(text[i], out var g)) continue; - // Pixel-snap each glyph's destination to whole pixels so the atlas samples - // texel-aligned. Without this, a fractional bar width after resize puts the - // centered number on a sub-pixel x and linear filtering smears the glyphs - // (the "unsharp at certain sizes" artifact). The pen keeps its true - // fractional advance, so only the per-glyph dest is snapped. + // Horizontal: snap each glyph's dest X to a whole pixel (the pen keeps its + // true fractional advance). Vertical: integer baseline + integer per-glyph + // offset — never an independent per-glyph round (see baseY note above). float gx = System.MathF.Round(pen + g.HorizontalOffsetBefore); - float gy = System.MathF.Round(originY + g.VerticalOffsetBefore); + float gy = baseY + g.VerticalOffsetBefore; float gw = g.Width; float gh = g.Height; if (gw > 0f && gh > 0f) { - // Background (outline) atlas pass, tinted black — drawn behind. - if (font.BackgroundTexture != 0) + // Background (outline) atlas pass, tinted black — drawn behind. Gated by + // `outline` (retail's per-element m_bitField & 0x10); off by default so UI + // text is crisp fill-only and free of the grey halo over solid panels. + if (outline && font.BackgroundTexture != 0) { var (bu0, bv0, bu1, bv1) = AtlasUv( g.OffsetX, g.OffsetY, g.Width, g.Height, font.BackgroundWidth, font.BackgroundHeight); - TextRenderer.DrawSprite(font.BackgroundTexture, gx, gy, gw, gh, bu0, bv0, bu1, bv1, outline); + TextRenderer.DrawSprite(font.BackgroundTexture, gx, gy, gw, gh, bu0, bv0, bu1, bv1, outlineTint); } // Foreground (fill) atlas pass, tinted with the requested color. diff --git a/src/AcDream.App/UI/UiRoot.cs b/src/AcDream.App/UI/UiRoot.cs index e57d02e3..91fd219d 100644 --- a/src/AcDream.App/UI/UiRoot.cs +++ b/src/AcDream.App/UI/UiRoot.cs @@ -44,6 +44,10 @@ public sealed class UiRoot : UiElement /// Widget currently receiving keyboard events. public UiElement? KeyboardFocus { get; private set; } + /// The edit control activated by Tab/Enter when nothing is focused — retail's + /// chat input "write mode" toggle. Set by the host once the chat window is built. + public UiElement? DefaultTextInput { get; set; } + /// /// Single modal overlay; while set, mouse clicks outside its rect /// are ignored. Retail sets this via Device vtable +0x48. @@ -131,6 +135,13 @@ public sealed class UiRoot : UiElement // Render children (panels) sorted by z-order — modal last so it // sits on top. DrawSelfAndChildren(ctx); + // Second pass: open popups/menus draw ON TOP of the whole tree (so e.g. the + // chat channel menu isn't greyed by the translucent chat panel that draws + // after it in the main pass). Routed to the renderer's overlay layer so it + // beats even rect backgrounds. Faithful to retail's root-level MakePopup. + ctx.BeginOverlayLayer(); + DrawOverlays(ctx); + ctx.EndOverlayLayer(); } // ── Input entry points (called from GameWindow's Silk.NET handlers) ── @@ -200,12 +211,18 @@ public sealed class UiRoot : UiElement var (target, _, _) = HitTestTopDown(x, y); if (target is null) { + // Clicking the 3D world exits write mode (no submit) and returns control to + // the character — retail blurs the chat input on an outside click. + if (btn == UiMouseButton.Left) SetKeyboardFocus(null); WorldMouseFallThrough?.Invoke(btn, x, y, flags); return; } - // Set keyboard focus if target accepts it. - if (target.AcceptsFocus) SetKeyboardFocus(target); + // Keyboard focus follows a left click: the input bar (an edit control) takes + // focus = enters write mode; clicking anything else (chrome, Send, scrollbar, + // menu, another window) blurs the input = exits write mode WITHOUT submitting. + if (btn == UiMouseButton.Left) + SetKeyboardFocus(target.AcceptsFocus ? target : null); SetCapture(target); @@ -355,6 +372,18 @@ public sealed class UiRoot : UiElement public void OnKeyDown(int vk, uint lparam = 0) { + // Nothing focused yet: Tab or Enter enters "write mode" by focusing the chat + // input (retail's chat-activation hotkeys). Consumed so the same press doesn't + // also fall through to a game hotkey. + if (KeyboardFocus is null && DefaultTextInput is not null + && (vk == (int)Silk.NET.Input.Key.Tab + || vk == (int)Silk.NET.Input.Key.Enter + || vk == (int)Silk.NET.Input.Key.KeypadEnter)) + { + SetKeyboardFocus(DefaultTextInput); + return; + } + // Focus widget first. if (KeyboardFocus is not null) { From 260507e33c1b53a10aec9e6b7ed32d791c809331 Mon Sep 17 00:00:00 2001 From: Erik Date: Tue, 16 Jun 2026 15:23:59 +0200 Subject: [PATCH 119/223] =?UTF-8?q?feat(D.2b):=20channel=20menu=20?= =?UTF-8?q?=E2=80=94=20retail=20colors,=208-piece=20border,=20checkbox=20a?= =?UTF-8?q?lign,=20autosize=20button?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Match the talk-focus menu + button to retail (decomp-verified): - Menu item text is FILL-ONLY (retail UIElement_Text outlines only when SetOutline(true); the talk-focus items don't) — kills the grey halo. Available items render white; UNAVAILABLE items render grey (not the salmon colorPink, which is a chat-MESSAGE color we'd misapplied). Special items (Squelch / Tell-to-Selected) render white. Labels indent past the baked checkbox in the row sprite (0600124E empty box / 0600124D white checkmark) instead of overlapping it. - The popup is wrapped in the universal 8-piece window bevel (the menu sprite family has no border) and draws in OnDrawOverlay so the translucent chat panel no longer greys its right column. - The button face (0600124D/66, a fixed 46px LED+arrow sprite) is now 3-sliced (LED cap / stretch / arrow cap) and autosizes to its label via NaturalButtonWidth, so "Chat" fits in the body instead of running into the arrow. The status LED (red Normal / green Pressed) is no longer overdrawn. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/UI/UiChannelMenu.cs | 138 ++++++++++++++++++++++------ 1 file changed, 110 insertions(+), 28 deletions(-) diff --git a/src/AcDream.App/UI/UiChannelMenu.cs b/src/AcDream.App/UI/UiChannelMenu.cs index b9e01f62..a64e1aa4 100644 --- a/src/AcDream.App/UI/UiChannelMenu.cs +++ b/src/AcDream.App/UI/UiChannelMenu.cs @@ -43,6 +43,15 @@ public sealed class UiChannelMenu : UiElement private const int Rows = 7; // items per column private const float ItemH = 17f; // row height (dat item template 0x1000001E H=17) private const float ColW = 191f; // column width (dat item template W=191) + private const int Border = RetailChromeSprites.Border; // 8-piece bevel thickness (5px) + // The row sprites 0x0600124E/4D bake a checkbox/checkmark into the leftmost ~17px + // square; the label starts just past it (box width + small gap) so text aligns with + // the box instead of overlapping it. + private const float TextIndent = 19f; + // The button face sprite (0x06004D65/66) bakes a status LED (red→green) into its + // left socket (~x4–20 of the 46px button); the caption starts past it so it doesn't + // render over the LED. + private const float ButtonTextIndent = 20f; /// The channel the player's typed text currently goes to. public ChatChannelKind Selected { get; private set; } = ChatChannelKind.Say; @@ -65,14 +74,21 @@ public sealed class UiChannelMenu : UiElement public uint ItemHighlightSprite { get; set; } // 0x0600124D — the active channel's row public Vector4 TextColor { get; set; } = new(1f, 0.92f, 0.72f, 1f); - /// Available item text (retail white #FFFFFF). + /// Available item text — retail white #FFFFFF (gmMainChatUI talk-focus + /// enabled state). Confirmed via decomp: enabled items render white. public Vector4 TextColorAvailable { get; set; } = new(1f, 1f, 1f, 1f); - /// Greyed/unavailable item text (retail colorPink salmon, acclient 0x81c528). - public Vector4 TextColorGhosted { get; set; } = new(1f, 0.588f, 0.588f, 1f); + /// Disabled/unavailable item text — retail GREYS these (UIElement state 0xd + /// disabled StateDesc colour). NOT the salmon colorPink (0x81c528) we had before — that + /// belongs to the chat-MESSAGE palette and was misapplied. Exact float lives in the dat + /// StateDesc (not a code symbol); ~0.5 neutral grey here pending a live cdb dump. + public Vector4 TextColorGhosted { get; set; } = new(0.5f, 0.5f, 0.5f, 1f); private bool _open; - private static float PopupW => 2 * ColW; - private static float PopupH => Rows * ItemH; + // Interior = the row content; Outer = interior + the 8-piece bevel ring. + private static float InteriorW => 2 * ColW; // 382 + private static float InteriorH => Rows * ItemH; // 119 + private static float OuterW => InteriorW + 2 * Border; + private static float OuterH => InteriorH + 2 * Border; public UiChannelMenu() { CapturesPointerDrag = true; } @@ -108,44 +124,104 @@ public sealed class UiChannelMenu : UiElement { var resolve = SpriteResolve; - // Button face + the active-target label. + // Button face (3-sliced so it can widen to fit the label) + the active-target label. if (resolve is not null) { - var (tex, _, _) = resolve(_open ? PressedSprite : NormalSprite); - if (tex != 0) ctx.DrawSprite(tex, 0, 0, Width, Height, 0f, 0f, 1f, 1f, Vector4.One); + var (tex, tw, _) = resolve(_open ? PressedSprite : NormalSprite); + if (tex != 0 && tw > 0) DrawButtonFace(ctx, tex, tw); } - DrawLabel(ctx, ButtonText, 4f, (Height - LineH()) * 0.5f, TextColor); + DrawLabel(ctx, ButtonText, ButtonTextIndent, (Height - LineH()) * 0.5f, TextColor); + } + // 3-slice caps for the 46px LED-arrow button face (0x06004D65): a LEFT cap holding the + // round LED socket, a stretchable plain-gold MIDDLE, and a RIGHT cap holding the arrow + // point. Slicing keeps the LED + arrow undistorted when the button widens to its label. + private const float FaceCapL = 20f, FaceCapR = 12f; + + private void DrawButtonFace(UiRenderContext ctx, uint tex, float tw) + { + float uL = FaceCapL / tw, uR = (tw - FaceCapR) / tw; + float midDest = Width - FaceCapL - FaceCapR; + ctx.DrawSprite(tex, 0f, 0f, FaceCapL, Height, 0f, 0f, uL, 1f, Vector4.One); // LED cap + if (midDest > 0f) + ctx.DrawSprite(tex, FaceCapL, 0f, midDest, Height, uL, 0f, uR, 1f, Vector4.One); // gold body (stretched) + ctx.DrawSprite(tex, Width - FaceCapR, 0f, FaceCapR, Height, uR, 0f, 1f, 1f, Vector4.One); // arrow cap + } + + /// The button width that fits "LED cap + channel label + arrow cap" — retail + /// sizes the talk-focus button to its selected label. The controller widens the button + /// to this and reflows the input field to start after it. + public float NaturalButtonWidth() + { + float textW = DatFont?.MeasureWidth(ButtonText) ?? Font?.MeasureWidth(ButtonText) ?? ButtonText.Length * 7f; + return ButtonTextIndent + textW + 4f + FaceCapR; // text start (clears LED) + text + gap + arrow cap + } + + /// The open popup draws in the OVERLAY pass so it sits on top of the whole + /// UI — otherwise the translucent chat panel (drawn after this element in the main + /// pass) greys out the part of the popup that overlaps it. + protected override void OnDrawOverlay(UiRenderContext ctx) + { + var resolve = SpriteResolve; if (!_open || resolve is null) return; - // Two-column popup opening UPWARD from the button. Force OPAQUE (a menu reads - // solid even though the chat window is translucent). Draw the dat row sprites - // first, then the labels — both go through the sprite bucket in submission order, - // so the labels land on top (a DrawRect bg would composite over the text instead). + // Two-column popup opening UPWARD from the button, wrapped in the universal + // 8-piece window bevel (retail UIElement_Menu::MakePopup spawns the popup as a + // bevelled floating window). Force OPAQUE (a menu reads solid even though the + // chat window is translucent). Draw bevel → panel fill → row sprites → labels, + // all through the sprite bucket in submission order so labels land on top. ctx.PushAlphaAbsolute(1f); try { - float top = -PopupH; - DrawSprite(ctx, resolve, PopupBgSprite, 0f, top, PopupW, PopupH); // panel base + float outerTop = -OuterH; // popup bottom sits at the button top (y=0) + float inX = Border, inY = outerTop + Border; // interior origin (inside the bevel) + + DrawBevel(ctx, resolve, 0f, outerTop, OuterW, OuterH); + DrawSprite(ctx, resolve, PopupBgSprite, inX, inY, InteriorW, InteriorH); // panel fill behind rows + for (int i = 0; i < Items.Length; i++) { int col = i / Rows, row = i % Rows; - float x = col * ColW, y = top + row * ItemH; + float x = inX + col * ColW, y = inY + row * ItemH; bool selected = Items[i].Channel is { } c && c == Selected; DrawSprite(ctx, resolve, selected ? ItemHighlightSprite : ItemNormalSprite, x, y, ColW, ItemH); } + float textY = (ItemH - LineH()) * 0.5f; // center the label in its row for (int i = 0; i < Items.Length; i++) { int col = i / Rows, row = i % Rows; - bool avail = Items[i].Channel is { } c && IsAvailable(c); - DrawLabel(ctx, Items[i].Label, 4f + col * ColW, top + row * ItemH + textY, + // Channel items grey out when unavailable; the special items (Squelch / + // Tell-to-Selected, null channel) are normal white items in retail. + bool avail = Items[i].Channel is not { } c || IsAvailable(c); + DrawLabel(ctx, Items[i].Label, inX + col * ColW + TextIndent, inY + row * ItemH + textY, avail ? TextColorAvailable : TextColorGhosted); } } finally { ctx.PopAlpha(); } } + /// Draw the universal 8-piece retail window bevel (corners + tiled edges + + /// tiled centre fill) framing the rect (,, + /// ,). Reuses the same geometry + + /// ids as ; no resize + /// grips (a menu popup is not resizable). + private void DrawBevel(UiRenderContext ctx, Func resolve, + float x, float y, float w, float h) + { + var r = UiNineSlicePanel.ComputeFrameRects(w, h, Border); + void P(uint id, in UiNineSlicePanel.Rect d) => DrawSprite(ctx, resolve, id, x + d.X, y + d.Y, d.W, d.H); + P(RetailChromeSprites.CenterFill, r.Center); + P(RetailChromeSprites.TopEdge, r.Top); + P(RetailChromeSprites.BottomEdge, r.Bottom); + P(RetailChromeSprites.LeftEdge, r.Left); + P(RetailChromeSprites.RightEdge, r.Right); + P(RetailChromeSprites.CornerTL, r.TL); + P(RetailChromeSprites.CornerTR, r.TR); + P(RetailChromeSprites.CornerBL, r.BL); + P(RetailChromeSprites.CornerBR, r.BR); + } + private float LineH() => DatFont?.LineHeight ?? Font?.LineHeight ?? 14f; private void DrawSprite(UiRenderContext ctx, Func resolve, @@ -165,7 +241,7 @@ public sealed class UiChannelMenu : UiElement } protected override bool OnHitTest(float lx, float ly) - => _open ? (lx >= 0 && lx < PopupW && ly >= -PopupH && ly < Height) + => _open ? (lx >= 0 && lx < OuterW && ly >= -OuterH && ly < Height) : base.OnHitTest(lx, ly); public override bool OnEvent(in UiEvent e) @@ -173,17 +249,23 @@ public sealed class UiChannelMenu : UiElement if (e.Type != UiEventType.MouseDown) return false; float lx = e.Data1, ly = e.Data2; - if (_open && ly < 0) // clicked an item in the upward popup + if (_open && ly < 0) // clicked inside the upward popup { - int col = lx < ColW ? 0 : 1; - int row = (int)((ly + PopupH) / ItemH); - int idx = col * Rows + row; - // Only pick available channel items (special + greyed items are inert). - if (row >= 0 && row < Rows && idx >= 0 && idx < Items.Length - && Items[idx].Channel is { } ch && IsAvailable(ch)) + // Map into the bevel interior, then to (col,row). Clicks in the bevel ring + // (outside the interior) just close the menu. + float ix = lx - Border, iy = ly - (-OuterH + Border); + if (ix >= 0 && ix < InteriorW && iy >= 0 && iy < InteriorH) { - Selected = ch; - OnChannelChanged?.Invoke(ch); + int col = ix < ColW ? 0 : 1; + int row = (int)(iy / ItemH); + int idx = col * Rows + row; + // Only pick available channel items (special + greyed items are inert). + if (row >= 0 && row < Rows && idx >= 0 && idx < Items.Length + && Items[idx].Channel is { } ch && IsAvailable(ch)) + { + Selected = ch; + OnChannelChanged?.Invoke(ch); + } } _open = false; return true; From 367a7520789a87d87b8b68e827b01d437f12ddb9 Mon Sep 17 00:00:00 2001 From: Erik Date: Tue, 16 Jun 2026 15:24:09 +0200 Subject: [PATCH 120/223] =?UTF-8?q?feat(D.2b):=20chat=20input=20=E2=80=94?= =?UTF-8?q?=20write=20mode,=20selection,=20clipboard,=20key-repeat,=20scro?= =?UTF-8?q?ll-clip?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Port the retail UIElement_Text editable single-line field: - Focused = "write mode": draws the gold lit field sprite (0x060011AB, the Normal_focussed state) instead of the flat translucent rect; Enter submits AND blurs (exits write mode). - Single-line SELECTION: click-drag, Shift+Arrows, Shift+Home/End, Ctrl+A; translucent-blue highlight behind the span; typing/Backspace/Delete/Paste replace the selection first. - CLIPBOARD: Ctrl+C copy, Ctrl+X cut, Ctrl+V paste at the caret (control chars stripped — single-line). Wired to the keyboard device for clipboard + Ctrl/ Shift state. - Held-key AUTO-REPEAT (Silk delivers one KeyDown per press): Backspace / Delete / Left / Right repeat via a 0.4s-delay, ~25/s OnTick timer. - Horizontal SCROLL + clip: keeps the caret in the field and draws only the glyph window that fits inside it, so long input scrolls within the box instead of spilling past Send into the 3D world. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/UI/UiChatInput.cs | 298 +++++++++++++++++++++++++++--- 1 file changed, 273 insertions(+), 25 deletions(-) diff --git a/src/AcDream.App/UI/UiChatInput.cs b/src/AcDream.App/UI/UiChatInput.cs index 8bed6af0..58c6e4a0 100644 --- a/src/AcDream.App/UI/UiChatInput.cs +++ b/src/AcDream.App/UI/UiChatInput.cs @@ -8,7 +8,9 @@ namespace AcDream.App.UI; /// Editable one-line chat input. Port of retail UIElement_Text editable /// one-line mode + ChatInterface's 100-entry command history. Caret is a /// glyph index; the caret pixel-X is Σ glyph advances (UiDatFont) to the caret. -/// Submit (Enter / Send) fires , clears, and pushes history. +/// Supports mouse + Shift-arrow SELECTION, clipboard cut/copy/paste, and held-key +/// auto-repeat (hold Backspace deletes continuously). Submit (Enter / Send) fires +/// , clears, and pushes history. /// Decomp: UIElement_Text MoveCursor @0x468d00, FindPixelsFromPos @0x472b40; /// ChatInterface ProcessCommand @0x4f5100 (history cap 100, sentinel 0xFFFFFFFF). /// @@ -18,13 +20,27 @@ public sealed class UiChatInput : UiElement public AcDream.App.Rendering.BitmapFont? Font { get; set; } public Vector4 TextColor { get; set; } = new(1f, 1f, 1f, 1f); public Vector4 BackgroundColor { get; set; } = new(0f, 0f, 0f, 0.35f); + /// Selected-span highlight (translucent blue, behind the text). + public Vector4 SelectionColor { get; set; } = new(0.25f, 0.45f, 0.85f, 0.5f); public float Padding { get; set; } = 4f; public int MaxCharacters { get; set; } = 0xFFFF; + /// Keyboard device for clipboard (Ctrl+C/X/V) + modifier state (Ctrl/Shift). + /// Wired by the host from . + public Silk.NET.Input.IKeyboard? Keyboard { get; set; } + + /// Dat sprite resolver (id → GL texture + size) for the focused-field + /// background. Null = fall back to the flat rect. + public Func? SpriteResolve { get; set; } + /// Gold "lit" field background drawn when focused (retail Normal_focussed + /// state, RenderSurface 0x060011AB). 0 = no focus sprite. + public uint FocusFieldSprite { get; set; } + public Action? OnSubmit { get; set; } private string _text = ""; private int _caret; + private int? _selAnchor; // selection fixed end (null = no selection); span = [min,max] with _caret public string Text => _text; public int CaretPos => _caret; @@ -32,16 +48,29 @@ public sealed class UiChatInput : UiElement private int _historyIndex = -1; public int HistoryCount => _history.Count; + private bool _focused; + private bool _selecting; // mouse drag in progress + private float _scrollX; // horizontal pixel scroll so the caret stays in the field + + // Held-key auto-repeat (Silk delivers one KeyDown per physical press). + private Silk.NET.Input.Key? _repeatKey; + private double _repeatTimer; + private const double RepeatDelay = 0.40; // s before the first repeat + private const double RepeatRate = 0.04; // s between repeats (~25/s) + public UiChatInput() { AcceptsFocus = true; IsEditControl = true; - CapturesPointerDrag = true; + CapturesPointerDrag = true; // interior drag selects, doesn't move the window } + // ── Editing primitives ────────────────────────────────────────────── + public void InsertChar(char c) { if (c < 0x20 || c == 0x7F) return; + DeleteSelection(); if (_text.Length >= MaxCharacters) return; _text = _text.Insert(_caret, c.ToString()); _caret++; @@ -50,6 +79,7 @@ public sealed class UiChatInput : UiElement public void Backspace() { + if (DeleteSelection()) return; if (_caret == 0) return; _text = _text.Remove(_caret - 1, 1); _caret--; @@ -57,13 +87,92 @@ public sealed class UiChatInput : UiElement public void DeleteForward() { + if (DeleteSelection()) return; if (_caret >= _text.Length) return; _text = _text.Remove(_caret, 1); } - public void MoveCaret(int delta) => _caret = Math.Clamp(_caret + delta, 0, _text.Length); - public void CaretHome() => _caret = 0; - public void CaretEnd() => _caret = _text.Length; + private void MoveCaretTo(int target, bool shift) + { + target = Math.Clamp(target, 0, _text.Length); + if (shift) _selAnchor ??= _caret; // begin/extend selection from the old caret + else _selAnchor = null; // plain move collapses any selection + _caret = target; + _historyIndex = -1; + } + + private void MoveCaret(int delta, bool shift) => MoveCaretTo(_caret + delta, shift); + + // ── Selection ──────────────────────────────────────────────────────── + + private (int lo, int hi) SelSpan() + { + if (_selAnchor is not { } a || a == _caret) return (_caret, _caret); + return (Math.Min(a, _caret), Math.Max(a, _caret)); + } + + private bool HasSelection => _selAnchor is { } a && a != _caret; + + private string SelectedText() + { + var (lo, hi) = SelSpan(); + return hi > lo ? _text.Substring(lo, hi - lo) : ""; + } + + /// Remove the selected span (if any). Returns true if it removed anything. + private bool DeleteSelection() + { + if (!HasSelection) { _selAnchor = null; return false; } + var (lo, hi) = SelSpan(); + _text = _text.Remove(lo, hi - lo); + _caret = lo; + _selAnchor = null; + return true; + } + + private void SelectAll() + { + if (_text.Length == 0) { _selAnchor = null; return; } + _selAnchor = 0; + _caret = _text.Length; + } + + private void CopySelection() + { + var s = SelectedText(); + if (s.Length > 0 && Keyboard is not null) Keyboard.ClipboardText = s; + } + + private void CutSelection() + { + if (!HasSelection) return; + CopySelection(); + DeleteSelection(); + _historyIndex = -1; + } + + private void Paste() + { + if (Keyboard is null) return; + string clip = Keyboard.ClipboardText ?? ""; + if (clip.Length == 0) return; + + // Single-line field: strip control chars (newlines/tabs) from pasted text. + var sb = new System.Text.StringBuilder(clip.Length); + foreach (char ch in clip) + if (ch >= 0x20 && ch != 0x7F) sb.Append(ch); + if (sb.Length == 0) return; + + DeleteSelection(); + int room = MaxCharacters - _text.Length; + if (room <= 0) return; + string ins = sb.Length > room ? sb.ToString(0, room) : sb.ToString(); + _text = _text.Insert(_caret, ins); + _caret += ins.Length; + _historyIndex = -1; + } + + // ── Submit + history ───────────────────────────────────────────────── public void Submit() { @@ -74,7 +183,7 @@ public sealed class UiChatInput : UiElement Clear(); } - private void Clear() { _text = ""; _caret = 0; _historyIndex = -1; } + private void Clear() { _text = ""; _caret = 0; _selAnchor = null; _historyIndex = -1; } private void PushHistory(string t) { @@ -102,53 +211,192 @@ public sealed class UiChatInput : UiElement { _text = _history[_historyIndex]; _caret = _text.Length; + _selAnchor = null; } - public float CaretPixelX() - => DatFont is { } df ? df.MeasureWidth(_text.Substring(0, _caret)) - : Font is { } bf ? bf.MeasureWidth(_text.Substring(0, _caret)) : 0f; + // ── Geometry ───────────────────────────────────────────────────────── - private bool _focused; + /// Pixel-X of the caret (Σ glyph advances to ). + private float MeasureTo(int i) + { + if (i <= 0) return 0f; + string s = _text.Substring(0, Math.Min(i, _text.Length)); + return DatFont is { } df ? df.MeasureWidth(s) + : Font is { } bf ? bf.MeasureWidth(s) : 0f; + } + + public float CaretPixelX() => MeasureTo(_caret); + + /// Map a local X (click) to the nearest caret index — retail + /// FindPixelsFromPos inverse. Accounts for the horizontal scroll offset. + private int HitCharX(float localX) + { + float target = localX - Padding + _scrollX; + if (target <= 0f) return 0; + int best = 0; + float bestDist = float.MaxValue; + for (int i = 0; i <= _text.Length; i++) + { + float d = MathF.Abs(MeasureTo(i) - target); + if (d < bestDist) { bestDist = d; best = i; } + } + return best; + } + + // ── Draw ───────────────────────────────────────────────────────────── protected override void OnDraw(UiRenderContext ctx) { - ctx.DrawRect(0, 0, Width, Height, BackgroundColor); + // Focused = "write mode": draw the gold lit field sprite (retail Normal_focussed). + // Unfocused: the flat translucent rect. Both go through the sprite bucket + // (DrawFill / DrawSprite) so the text — also sprite-bucket — draws on top. + bool lit = _focused && SpriteResolve is not null && FocusFieldSprite != 0; + if (lit) + { + var (tex, tw, th) = SpriteResolve!(FocusFieldSprite); + if (tex != 0 && tw > 0) ctx.DrawSprite(tex, 0, 0, Width, Height, 0f, 0f, 1f, 1f, Vector4.One); + else lit = false; + } + if (!lit) ctx.DrawFill(0, 0, Width, Height, BackgroundColor); + float lh = DatFont?.LineHeight ?? Font?.LineHeight ?? 14f; float ty = (Height - lh) * 0.5f; - if (DatFont is { } df) ctx.DrawStringDat(df, _text, Padding, ty, TextColor); - else ctx.DrawString(_text, Padding, ty, TextColor, Font); + float visibleW = MathF.Max(1f, Width - 2f * Padding); + + // Horizontal scroll: keep the caret inside the field; clamp so we never scroll past + // the text. Then draw only the glyph window that lands inside the field — a single- + // line text box clips + scrolls (retail UIElement_Text) rather than overflowing the + // field (which previously spilled the text out into the 3D world). + float caretX = MeasureTo(_caret); + float fullW = MeasureTo(_text.Length); + if (caretX - _scrollX > visibleW) _scrollX = caretX - visibleW; + if (caretX < _scrollX) _scrollX = caretX; + _scrollX = Math.Clamp(_scrollX, 0f, MathF.Max(0f, fullW - visibleW)); + + // Visible character window [start, end). + int start = 0; + while (start < _text.Length && MeasureTo(start + 1) <= _scrollX) start++; + int end = start; + while (end < _text.Length && MeasureTo(end + 1) - _scrollX <= visibleW) end++; + + // Selection highlight BEHIND the text, clipped to the field. + if (HasSelection) + { + var (lo, hi) = SelSpan(); + float h0 = MathF.Max(MeasureTo(lo) - _scrollX, 0f); + float h1 = MathF.Min(MeasureTo(hi) - _scrollX, visibleW); + if (h1 > h0) ctx.DrawFill(Padding + h0, ty, h1 - h0, lh, SelectionColor); + } + + if (end > start) + { + string vis = _text.Substring(start, end - start); + float vx = Padding + (MeasureTo(start) - _scrollX); + if (DatFont is { } df2) ctx.DrawStringDat(df2, vis, vx, ty, TextColor); + else ctx.DrawString(vis, vx, ty, TextColor, Font); + } if (_focused) { - float cx = Padding + CaretPixelX(); - ctx.DrawRect(cx, ty, 1f, lh, TextColor); + // Caret on TOP of the text → submitted after the text in the same bucket. + float cx = Padding + (caretX - _scrollX); + if (cx >= Padding - 1f && cx <= Width - Padding + 1f) + ctx.DrawFill(cx, ty, 1f, lh, TextColor); } } + // ── Auto-repeat ────────────────────────────────────────────────────── + + protected override void OnTick(double deltaSeconds) + { + if (_repeatKey is not { } k) return; + _repeatTimer -= deltaSeconds; + if (_repeatTimer > 0) return; + _repeatTimer = RepeatRate; + bool shift = ShiftHeld(); + switch (k) + { + case Silk.NET.Input.Key.Backspace: Backspace(); break; + case Silk.NET.Input.Key.Delete: DeleteForward(); break; + case Silk.NET.Input.Key.Left: MoveCaret(-1, shift); break; + case Silk.NET.Input.Key.Right: MoveCaret(1, shift); break; + default: _repeatKey = null; break; + } + } + + private void StartRepeat(Silk.NET.Input.Key k) { _repeatKey = k; _repeatTimer = RepeatDelay; } + + private bool CtrlHeld() => Keyboard is not null + && (Keyboard.IsKeyPressed(Silk.NET.Input.Key.ControlLeft) + || Keyboard.IsKeyPressed(Silk.NET.Input.Key.ControlRight)); + + private bool ShiftHeld() => Keyboard is not null + && (Keyboard.IsKeyPressed(Silk.NET.Input.Key.ShiftLeft) + || Keyboard.IsKeyPressed(Silk.NET.Input.Key.ShiftRight)); + + // ── Events ─────────────────────────────────────────────────────────── + public override bool OnEvent(in UiEvent e) { switch (e.Type) { case UiEventType.FocusGained: _focused = true; return true; - case UiEventType.FocusLost: _focused = false; _historyIndex = -1; return true; + case UiEventType.FocusLost: + _focused = false; _historyIndex = -1; + _selAnchor = null; _selecting = false; _repeatKey = null; + return true; + case UiEventType.Char: InsertChar((char)e.Data0); return true; + + case UiEventType.MouseDown: + _caret = HitCharX(e.Data1); + _selAnchor = _caret; // anchor; a drag will extend, a plain click won't + _selecting = true; + return true; + case UiEventType.MouseMove: + if (_selecting) _caret = HitCharX(e.Data1); + return true; + case UiEventType.MouseUp: + _selecting = false; + return true; + + case UiEventType.KeyUp: + if ((Silk.NET.Input.Key)e.Data0 == _repeatKey) _repeatKey = null; + return true; + case UiEventType.KeyDown: { var key = (Silk.NET.Input.Key)e.Data0; + if (CtrlHeld()) + { + switch (key) + { + case Silk.NET.Input.Key.A: SelectAll(); return true; + case Silk.NET.Input.Key.C: CopySelection(); return true; + case Silk.NET.Input.Key.X: CutSelection(); return true; + case Silk.NET.Input.Key.V: Paste(); return true; + } + return true; // swallow other Ctrl combos while typing + } + + bool shift = ShiftHeld(); switch (key) { case Silk.NET.Input.Key.Enter: - case Silk.NET.Input.Key.KeypadEnter: Submit(); return true; - case Silk.NET.Input.Key.Backspace: Backspace(); return true; - case Silk.NET.Input.Key.Delete: DeleteForward(); return true; - case Silk.NET.Input.Key.Left: MoveCaret(-1); return true; - case Silk.NET.Input.Key.Right: MoveCaret(1); return true; - case Silk.NET.Input.Key.Home: CaretHome(); return true; - case Silk.NET.Input.Key.End: CaretEnd(); return true; - case Silk.NET.Input.Key.Up: HistoryPrev(); return true; - case Silk.NET.Input.Key.Down: HistoryNext(); return true; + case Silk.NET.Input.Key.KeypadEnter: + Submit(); + FindRoot()?.SetKeyboardFocus(null); // exit write mode after sending + return true; + case Silk.NET.Input.Key.Backspace: Backspace(); StartRepeat(key); return true; + case Silk.NET.Input.Key.Delete: DeleteForward(); StartRepeat(key); return true; + case Silk.NET.Input.Key.Left: MoveCaret(-1, shift); StartRepeat(key); return true; + case Silk.NET.Input.Key.Right: MoveCaret(1, shift); StartRepeat(key); return true; + case Silk.NET.Input.Key.Home: MoveCaretTo(0, shift); return true; + case Silk.NET.Input.Key.End: MoveCaretTo(_text.Length, shift); return true; + case Silk.NET.Input.Key.Up: HistoryPrev(); return true; + case Silk.NET.Input.Key.Down: HistoryNext(); return true; } return false; } From 2284a376ae36f04f6ca16e69f11443625fd2e806 Mon Sep 17 00:00:00 2001 From: Erik Date: Tue, 16 Jun 2026 15:24:19 +0200 Subject: [PATCH 121/223] feat(D.2b): write-mode movement gate that preserves autorun MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit In chat write mode the keyboard belongs to the input — typing "swd" must not walk the character — but AUTORUN must keep going (the user can chat while running). - InputDispatcher.IsActionHeld now returns false while WantCaptureKeyboard is set (a focused chat input), the polling-path twin of the existing gate on Fired actions. This SUPERSEDES the old per-frame OnUpdate early-return, which also killed autorun. Gating here instead lets the movement block keep running, so autorun — a separate latched bool ORed into Forward at the call site, not a polled key — survives. Test updated to encode the new contract. - GameWindow: the movement suppress-guard reverts to ImGui-devtools-only (the retail write mode no longer early-returns); wires DefaultTextInput = the chat input (Tab/Enter activation) and Input.Keyboard for clipboard. Drops the one-shot UI-scale diagnostic. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/Rendering/GameWindow.cs | 15 +++++++-- .../Input/InputDispatcher.cs | 6 ++++ .../Input/InputDispatcherIsActionHeldTests.cs | 33 ++++++++++--------- 3 files changed, 37 insertions(+), 17 deletions(-) diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index 6951c28e..9767fa8a 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -1854,9 +1854,11 @@ public sealed class GameWindow : IDisposable vitalsDatFont, _debugFont, ResolveChrome); if (chatController is not null) { - // Ctrl+C / Ctrl+A on the transcript need the keyboard for clipboard + modifiers. - // _uiHost.Keyboard is set by WireKeyboard above — it is non-null here. + // Ctrl+C / Ctrl+A on the transcript + Ctrl+C/X/V/A on the input need the + // keyboard for clipboard + modifier (Ctrl/Shift) state. _uiHost.Keyboard + // is set by WireKeyboard above — it is non-null here. chatController.Transcript.Keyboard = _uiHost.Keyboard; + chatController.Input.Keyboard = _uiHost.Keyboard; // Wrap the dat content in the universal 8-piece beveled window chrome — // the SAME UiNineSlicePanel the vitals window uses. The chat's own dat // layout only carries flat background sprites, so without this the window @@ -1887,6 +1889,10 @@ public sealed class GameWindow : IDisposable chatRoot.Draggable = false; chatRoot.Resizable = false; chatFrame.AddChild(chatRoot); _uiHost.Root.AddChild(chatFrame); + // Tab / Enter enters "write mode" by focusing this input (retail's chat + // activation); a focused input suppresses character movement (see the + // WantsKeyboard gate in the movement poll). + _uiHost.Root.DefaultTextInput = chatController.Input; Console.WriteLine("[D.2b] retail chat window from LayoutDesc importer (0x21000006)."); } else Console.WriteLine("[D.2b] chat: required role elements missing in 0x21000006."); @@ -7271,6 +7277,11 @@ public sealed class GameWindow : IDisposable // this guard adds defense-in-depth for the per-frame IsActionHeld // movement poll below (typing "walk" into a chat field shouldn't // walk). + // ImGui dev-tools text fields fully pause game input (incl. autorun) — fine, it's a + // debug overlay. The RETAIL chat "write mode" does NOT early-return here: the block + // below still runs so AUTORUN keeps driving the character while you type. Held WASD + // is silenced at the source instead — InputDispatcher.IsActionHeld returns false + // while WantCaptureKeyboard (which includes a focused chat input) is set. bool suppressGameInput = DevToolsEnabled && ImGuiNET.ImGui.GetIO().WantCaptureKeyboard; if (suppressGameInput) return; diff --git a/src/AcDream.UI.Abstractions/Input/InputDispatcher.cs b/src/AcDream.UI.Abstractions/Input/InputDispatcher.cs index 84bafce3..e62dc5e2 100644 --- a/src/AcDream.UI.Abstractions/Input/InputDispatcher.cs +++ b/src/AcDream.UI.Abstractions/Input/InputDispatcher.cs @@ -141,6 +141,12 @@ public sealed class InputDispatcher public bool IsActionHeld(InputAction action) { if (action == InputAction.None) return false; + // While a text field owns the keyboard ("write mode"), held game actions read as + // released: typing "swd" must not move the character. This is the polling-path twin + // of the WantCaptureKeyboard gate on Fired actions. NOTE: this suppresses KEY-driven + // movement only — latched state that isn't a key (e.g. autorun, ORed into Forward at + // the call site) keeps driving the character, so chat doesn't cancel autorun. + if (_mouse.WantCaptureKeyboard) return false; foreach (var b in _bindings.ForAction(action)) { if (IsChordHeld(b.Chord)) return true; diff --git a/tests/AcDream.UI.Abstractions.Tests/Input/InputDispatcherIsActionHeldTests.cs b/tests/AcDream.UI.Abstractions.Tests/Input/InputDispatcherIsActionHeldTests.cs index d5003bba..e10d56e3 100644 --- a/tests/AcDream.UI.Abstractions.Tests/Input/InputDispatcherIsActionHeldTests.cs +++ b/tests/AcDream.UI.Abstractions.Tests/Input/InputDispatcherIsActionHeldTests.cs @@ -148,27 +148,30 @@ public class InputDispatcherIsActionHeldTests } [Fact] - public void IsActionHeld_does_not_check_WantCaptureMouse() + public void IsActionHeld_gated_off_while_keyboard_captured() { - // Per-frame held-state lookup is independent of UI capture: even - // with WantCaptureMouse=true a movement key already held when - // ImGui took focus continues to read as held until KeyUp. Press - // events ARE gated (the Press wouldn't fire while UI captures), - // but IsActionHeld answers the keyboard's underlying "is the - // physical key down right now" — which the legacy IsKeyPressed - // also did. The per-frame OnUpdate guard on - // ImGui.GetIO().WantCaptureKeyboard is what suppresses movement - // when chat is focused. + // Write-mode gate (2026-06-16): a focused chat input sets + // WantCaptureKeyboard, and held-key polling then reads RELEASED so typing + // "swd" doesn't move the character. This SUPERSEDES the old design (where the + // per-frame OnUpdate guard early-returned out of the whole movement block) — + // that approach also killed AUTORUN. By gating here instead, the movement block + // keeps running, so autorun (a separate latched bool ORed into Forward at the + // call site, NOT a polled key) survives write mode. WantCaptureMouse alone does + // NOT gate held-key polling — only keyboard capture does. var (dispatcher, kb, mouse, bindings) = Build(); bindings.Add(new Binding(new KeyChord(Key.W, ModifierMask.None), InputAction.MovementForward)); kb.EmitKeyDown(Key.W, ModifierMask.None); - mouse.WantCaptureMouse = true; - mouse.WantCaptureKeyboard = true; + // Held, no capture → reads held. + Assert.True(dispatcher.IsActionHeld(InputAction.MovementForward)); - // Even with both capture flags set, IsActionHeld remains true - // because W is physically held. The dispatcher only suppresses - // press transitions. + // Keyboard captured (write mode) → held-key polling reads released. + mouse.WantCaptureKeyboard = true; + Assert.False(dispatcher.IsActionHeld(InputAction.MovementForward)); + + // Mouse capture alone must NOT gate movement polling (only keyboard does). + mouse.WantCaptureKeyboard = false; + mouse.WantCaptureMouse = true; Assert.True(dispatcher.IsActionHeld(InputAction.MovementForward)); } } From ce848c154db2a28dc24f63d146b9e1d09599e71b Mon Sep 17 00:00:00 2001 From: Erik Date: Tue, 16 Jun 2026 15:24:30 +0200 Subject: [PATCH 122/223] =?UTF-8?q?feat(D.2b):=20chat=20wiring=20=E2=80=94?= =?UTF-8?q?=20menu/input=20sprites,=20button=20reflow,=20char-wrap,=20pane?= =?UTF-8?q?l=20wash=20fix?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit - ChatWindowController: wires the menu chrome (popup bevel, row/checkbox sprites), the input focused-field sprite + keyboard, and autosizes the channel button + reflows the input field to start after it (anchor re-capture so the per-frame layout doesn't fight it). DefaultTextInput / write-mode focus hooked up. - WrapText now breaks an over-long UNBROKEN token at character boundaries (no hyphen), packed onto the current line first — so a spaceless token wraps instead of overflowing, and a "You say," prefix stays on the same row as the start of the message. - UiChatView: transcript background + selection highlight use DrawFill (sprite bucket) so the transcript text draws ON TOP instead of being dimmed by its own translucent rect background. Co-Authored-By: Claude Opus 4.8 (1M context) --- .../UI/Layout/ChatWindowController.cs | 59 ++++++++++++++++--- src/AcDream.App/UI/UiChatView.cs | 10 +++- 2 files changed, 58 insertions(+), 11 deletions(-) diff --git a/src/AcDream.App/UI/Layout/ChatWindowController.cs b/src/AcDream.App/UI/Layout/ChatWindowController.cs index d3b33019..5b6199db 100644 --- a/src/AcDream.App/UI/Layout/ChatWindowController.cs +++ b/src/AcDream.App/UI/Layout/ChatWindowController.cs @@ -49,6 +49,9 @@ public sealed class ChatWindowController private const uint UpSprite = 0x06004C6Cu; // up arrow (top button) private const uint DownSprite = 0x06004C69u; // down arrow (bottom button) + // Chat input focused-field background (element 0x10000016 Normal_focussed state). + private const uint InputFocusField = 0x060011ABu; // gold "lit" field when in write mode + // Channel menu sprite ids (confirmed in chat element dump). private const uint MenuNormal = 0x06004D65u; // button face private const uint MenuPressed = 0x06004D66u; // button pressed @@ -187,6 +190,8 @@ public sealed class ChatWindowController Anchors = ElementReader.ToAnchors(iInfo.Left, iInfo.Top, iInfo.Right, iInfo.Bottom), DatFont = datFont, Font = debugFont, + SpriteResolve = resolve, + FocusFieldSprite = InputFocusField, }; inputBar.AddChild(c.Input); c.Input.OnSubmit = text => ChatCommandRouter.Submit(text, vm, busProvider(), c._activeChannel); @@ -257,6 +262,28 @@ public sealed class ChatWindowController sendEl.LabelColor = new Vector4(1f, 0.92f, 0.72f, 1f); } + // ── Size the channel button to its label + reflow the input field ─ + // Retail's talk-focus button autosizes to the selected channel name; the input + // field then fills the gap from the button's right edge to the Send button. The + // dat authors the button at a fixed 46px (too narrow for "Chat" once the LED + + // arrow are accounted for), so widen it to its content and shift the input. + // Recompute on every channel change (the button grows/shrinks with the label). + if (c.Menu is not null) + { + float inputRight = c.Input.Left + c.Input.Width; // == Send button's left edge + void ReflowInputRow() + { + c.Menu.Width = System.MathF.Round(c.Menu.NaturalButtonWidth()); + c.Menu.ResetAnchorCapture(); + c.Input.Left = c.Menu.Left + c.Menu.Width; + c.Input.Width = System.MathF.Max(40f, inputRight - c.Input.Left); + c.Input.ResetAnchorCapture(); + } + var onChanged = c.Menu.OnChannelChanged; + c.Menu.OnChannelChanged = k => { onChanged?.Invoke(k); ReflowInputRow(); }; + ReflowInputRow(); + } + // ── Max/min toggle — simplified gmMainChatUI::HandleMaximizeButton ── if (layout.FindElement(MaxMinId) is UiDatElement maxMinEl) { @@ -349,33 +376,47 @@ public sealed class ChatWindowController /// /// Greedy word-wrap: split into fragments that each fit in /// pixels (per ), breaking at spaces. - /// A single word longer than the width overflows its own line (retail does not - /// hyphenate chat). Mirrors retail GlyphList::Recalculate's per-GlyphLine emission. + /// A word that is itself wider than the line is broken at CHARACTER boundaries (no + /// hyphen), packed onto the current line first — so a long unbroken token (e.g. a URL + /// or "wwwww…") wraps instead of overflowing, and a "You say," prefix stays on the same + /// row as the start of the message. Mirrors retail GlyphList::Recalculate's per-GlyphLine + /// emission (which breaks mid-glyph-run when a run exceeds the wrap width). /// public static IEnumerable WrapText(string text, float maxW, Func measure) { if (string.IsNullOrEmpty(text) || maxW <= 0f || measure(text) <= maxW) { - yield return text; + yield return text ?? string.Empty; yield break; } var line = new System.Text.StringBuilder(); foreach (var word in text.Split(' ')) { - if (line.Length == 0) + string sep = line.Length > 0 ? " " : string.Empty; + if (measure(line.ToString() + sep + word) <= maxW) { - line.Append(word); + line.Append(sep).Append(word); // fits on the current line + continue; } - else if (measure(line.ToString() + " " + word) > maxW) + if (line.Length > 0 && measure(word) <= maxW) { - yield return line.ToString(); + yield return line.ToString(); // word fits alone → push to a new line line.Clear(); line.Append(word); + continue; } - else + // Word too long for any single line: char-wrap it, packing onto the current + // line's remaining space first (keeps the prefix with the message start). + if (line.Length > 0) line.Append(' '); + foreach (char ch in word) { - line.Append(' ').Append(word); + if (line.Length > 0 && measure(line.ToString() + ch) > maxW) + { + yield return line.ToString(); + line.Clear(); + } + line.Append(ch); } } if (line.Length > 0) yield return line.ToString(); diff --git a/src/AcDream.App/UI/UiChatView.cs b/src/AcDream.App/UI/UiChatView.cs index 9dbe9cd3..cff1ea6c 100644 --- a/src/AcDream.App/UI/UiChatView.cs +++ b/src/AcDream.App/UI/UiChatView.cs @@ -93,7 +93,11 @@ public sealed class UiChatView : UiElement protected override void OnDraw(UiRenderContext ctx) { - ctx.DrawRect(0, 0, Width, Height, BackgroundColor); + // Background must draw UNDER the transcript text. DrawStringDat emits into the + // sprite bucket which flushes BEFORE rects, so a DrawRect background would wash + // over the text. DrawFill routes the background through the sprite bucket too, + // submitted first → text on top. + ctx.DrawFill(0, 0, Width, Height, BackgroundColor); // Prefer the retail dat font when set; fall back to BitmapFont. var datFont = DatFont; @@ -161,7 +165,9 @@ public sealed class UiChatView : UiElement hx = Padding + bitmapFont!.MeasureWidth(text.Substring(0, c0)); hw = bitmapFont.MeasureWidth(text.Substring(c0, c1 - c0)); } - ctx.DrawRect(hx, y, hw, lh, SelectionColor); + // Highlight sits BEHIND the line's text → sprite bucket, submitted + // before this line's DrawStringDat. + ctx.DrawFill(hx, y, hw, lh, SelectionColor); } } From fed838847ba85419462efd5bf2b4926088d0add8 Mon Sep 17 00:00:00 2001 From: Erik Date: Tue, 16 Jun 2026 15:24:37 +0200 Subject: [PATCH 123/223] chore(cli): dump-font-atlas tool for headless font inspection A `dump-font-atlas` subcommand renders a dat Font's fg/bg atlases (alpha as luminance) plus a sample string composited exactly the way DrawStringDat does it (outline + fill, integer-snapped). Used to reproduce the glyph-baseline jitter offline (fractional-origin bug vs the fix) without launching the client. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.Cli/FontAtlasDump.cs | 182 +++++++++++++++++++++++++++++++ src/AcDream.Cli/Program.cs | 14 +++ 2 files changed, 196 insertions(+) create mode 100644 src/AcDream.Cli/FontAtlasDump.cs diff --git a/src/AcDream.Cli/FontAtlasDump.cs b/src/AcDream.Cli/FontAtlasDump.cs new file mode 100644 index 00000000..f9f49161 --- /dev/null +++ b/src/AcDream.Cli/FontAtlasDump.cs @@ -0,0 +1,182 @@ +using AcDream.Core.Textures; +using DatReaderWriter; +using DatReaderWriter.DBObjs; +using DatReaderWriter.Options; +using DatReaderWriter.Types; +using SixLabors.ImageSharp; +using SixLabors.ImageSharp.PixelFormats; +using SixLabors.ImageSharp.Processing; + +namespace AcDream.Cli; + +/// +/// Headless inspection of a retail dat Font (DB_TYPE_FONT, 0x40000000…). Writes: +/// • <out>-fg.png — foreground (fill) atlas, alpha→luminance (white on black) +/// • <out>-bg.png — background (outline) atlas, alpha→luminance +/// • <out>-sample.png — a sample string composited EXACTLY the way +/// UiRenderContext.DrawStringDat does it (black outline pass behind, +/// colored fill pass on top) onto the dark chat-panel colour, at native 1:1 +/// and at 6× nearest zoom side by side. +/// +/// The sample reproduces our client's glyph math deterministically so the +/// "not sharp" artifact can be judged offline: if the 1:1 sample is crisp, the +/// softness is downstream (a post-process / scale); if the sample itself is +/// soft, the cause is the atlas or the two-pass outline. +/// +public static class FontAtlasDump +{ + public static int Run(string datDir, string? fontIdText, string? sampleText, string outBase) + { + if (!Directory.Exists(datDir)) { Console.Error.WriteLine($"error: dir not found: {datDir}"); return 2; } + uint fontId = string.IsNullOrWhiteSpace(fontIdText) ? 0x40000000u : ParseHex(fontIdText); + string sample = string.IsNullOrEmpty(sampleText) ? "Chat Send 12345 ghpqy" : sampleText; + + using var dats = new DatCollection(datDir, DatAccessType.Read); + var font = dats.Get(fontId); + if (font is null) { Console.Error.WriteLine($"error: Font 0x{fontId:X8} not found"); return 1; } + + Console.WriteLine($"Font 0x{fontId:X8}: fg=0x{font.ForegroundSurfaceDataId:X8} bg=0x{font.BackgroundSurfaceDataId:X8} " + + $"MaxCharHeight={font.MaxCharHeight} Baseline={font.BaselineOffset} glyphs={font.CharDescs.Count}"); + + DecodedTexture fg = DecodeRs(dats, font.ForegroundSurfaceDataId); + DecodedTexture? bg = font.BackgroundSurfaceDataId != 0 ? DecodeRs(dats, font.BackgroundSurfaceDataId) : null; + Console.WriteLine($" fg atlas {fg.Width}x{fg.Height}" + (bg is { } b ? $" bg atlas {b.Width}x{b.Height}" : " (no bg atlas)")); + + AlphaLuma(fg).SaveAsPng($"{outBase}-fg.png"); + Console.WriteLine($"wrote {outBase}-fg.png"); + if (bg is { } bgt) { AlphaLuma(bgt).SaveAsPng($"{outBase}-bg.png"); Console.WriteLine($"wrote {outBase}-bg.png"); } + + // Build a glyph lookup. + var glyphs = new Dictionary(); + foreach (var cd in font.CharDescs) glyphs[(char)cd.Unicode] = cd; + + // Render the sample the way DrawStringDat does, onto the dark chat panel colour. + var panel = new Rgba32(28, 28, 32, 255); + var fill = new Rgba32(255, 255, 255, 255); // white fill, like System default-ish + var outline = new Rgba32(0, 0, 0, 255); + + int lineH = Math.Max((int)font.MaxCharHeight, 8); + + // (a) integer baseline, per-glyph round (works — like the vitals digits). + using var native = RenderSample(sample, glyphs, fg, bg, lineH, panel, fill, outline, 0f, snapOnce: false); + Save6x(native, $"{outBase}-sample"); + + // (b) FRACTIONAL baseline (textY=0.5, like a menu item centered in a 17px row over + // a 16px font) with the OLD per-glyph rounding → reproduces the "letters dip down" + // jitter the user reported. + using var jitter = RenderSample(sample, glyphs, fg, bg, lineH, panel, fill, outline, 0.5f, snapOnce: false); + Save6x(jitter, $"{outBase}-jitter"); + + // (c) Same fractional baseline, but the line baseline is snapped to a whole pixel ONCE + // before adding the integer per-glyph offsets → the fix. Should be straight again. + using var fixed_ = RenderSample(sample, glyphs, fg, bg, lineH, panel, fill, outline, 0.5f, snapOnce: true); + Save6x(fixed_, $"{outBase}-fixed"); + + Console.WriteLine($"wrote {outBase}-sample-6x.png (ok), {outBase}-jitter-6x.png (bug repro), {outBase}-fixed-6x.png (fix)"); + return 0; + } + + /// Composite the sample string with the two-pass outline+fill model, + /// blitting atlas sub-rects 1:1. adds a fractional + /// line origin; selects the FIX (snap the line baseline + /// to a whole pixel once) vs the BUG (round each glyph's Y independently). + private static Image RenderSample( + string text, Dictionary glyphs, + DecodedTexture fg, DecodedTexture? bg, int lineH, + Rgba32 panel, Rgba32 fill, Rgba32 outline, float originYExtra, bool snapOnce) + { + // First pass: measure pen width. + float pen = 0; float maxX = 0; + foreach (char ch in text) + if (glyphs.TryGetValue(ch, out var g)) { maxX = Math.Max(maxX, pen + g.HorizontalOffsetBefore + g.Width); pen += g.HorizontalOffsetBefore + g.Width + g.HorizontalOffsetAfter; } + int w = Math.Max(8, (int)MathF.Ceiling(Math.Max(maxX, pen)) + 4); + int h = lineH + 6; + var img = new Image(w, h, panel); + + float originY = 3f + originYExtra; + float baseY = MathF.Round(originY); // snapped line baseline (the fix) + pen = 2; + foreach (char ch in text) + { + if (!glyphs.TryGetValue(ch, out var g)) { continue; } + float gx = MathF.Round(pen + g.HorizontalOffsetBefore); + float gy = snapOnce + ? baseY + g.VerticalOffsetBefore // fix: integer baseline + integer offset + : MathF.Round(originY + g.VerticalOffsetBefore); // bug: independent per-glyph rounding + if (g.Width > 0 && g.Height > 0) + { + if (bg is { } bgt) BlitGlyph(img, bgt, g, (int)gx, (int)gy, outline); + BlitGlyph(img, fg, g, (int)gx, (int)gy, fill); + } + pen += g.HorizontalOffsetBefore + g.Width + g.HorizontalOffsetAfter; + } + return img; + } + + private static void Save6x(Image native, string outBase) + { + using var zoom = native.Clone(c => c.Resize(native.Width * 6, native.Height * 6, KnownResamplers.NearestNeighbor)); + zoom.SaveAsPng($"{outBase}-6x.png"); + } + + /// Alpha-blend one glyph's atlas sub-rect onto the canvas using its alpha + /// as coverage, tinted by . 1:1 (no scaling), so this is the + /// pixel-exact result GL_NEAREST + native-size quad produces. + private static void BlitGlyph(Image dst, DecodedTexture atlas, FontCharDesc g, int dx, int dy, Rgba32 tint) + { + for (int sy = 0; sy < g.Height; sy++) + { + int py = dy + sy; + if (py < 0 || py >= dst.Height) continue; + int ay = g.OffsetY + sy; + if (ay < 0 || ay >= atlas.Height) continue; + for (int sx = 0; sx < g.Width; sx++) + { + int px = dx + sx; + if (px < 0 || px >= dst.Width) continue; + int ax = g.OffsetX + sx; + if (ax < 0 || ax >= atlas.Width) continue; + int idx = (ay * atlas.Width + ax) * 4; + // Atlas is A8 expanded to (255,255,255,alpha); coverage = alpha. + float cov = atlas.Rgba8[idx + 3] / 255f; + if (cov <= 0f) continue; + var bgpx = dst[px, py]; + dst[px, py] = new Rgba32( + (byte)(tint.R * cov + bgpx.R * (1 - cov)), + (byte)(tint.G * cov + bgpx.G * (1 - cov)), + (byte)(tint.B * cov + bgpx.B * (1 - cov)), + 255); + } + } + } + + /// Render an A8/RGBA atlas's ALPHA channel as opaque white-on-black luminance, + /// zoomed 4× nearest, so the glyph shapes are visible regardless of PNG viewer alpha. + private static Image AlphaLuma(DecodedTexture t) + { + var img = new Image(t.Width, t.Height); + for (int y = 0; y < t.Height; y++) + for (int x = 0; x < t.Width; x++) + { + byte a = t.Rgba8[(y * t.Width + x) * 4 + 3]; + img[x, y] = new Rgba32(a, a, a, 255); + } + img.Mutate(c => c.Resize(t.Width * 4, t.Height * 4, KnownResamplers.NearestNeighbor)); + return img; + } + + private static DecodedTexture DecodeRs(DatCollection dats, uint id) + { + var rs = dats.Get(id); + if (rs is null) { Console.Error.WriteLine($" missing RenderSurface 0x{id:X8}"); return DecodedTexture.Magenta; } + return SurfaceDecoder.DecodeRenderSurface(rs); + } + + private static uint ParseHex(string s) + { + s = s.Trim(); + if (s.StartsWith("0x", StringComparison.OrdinalIgnoreCase)) s = s[2..]; + return uint.TryParse(s, System.Globalization.NumberStyles.HexNumber, + System.Globalization.CultureInfo.InvariantCulture, out var v) ? v : 0u; + } +} diff --git a/src/AcDream.Cli/Program.cs b/src/AcDream.Cli/Program.cs index 44094b55..5e0e03be 100644 --- a/src/AcDream.Cli/Program.cs +++ b/src/AcDream.Cli/Program.cs @@ -68,6 +68,20 @@ if (args.Length >= 1 && args[0] == "dump-sprite-sheet") return VitalsMockup.ExportSheet(dssDir, dssIds, dssOut); } +if (args.Length >= 1 && args[0] == "dump-font-atlas") +{ + string? dfaDir = args.ElementAtOrDefault(1) ?? Env.GetEnvironmentVariable("ACDREAM_DAT_DIR"); + string? dfaFont = args.ElementAtOrDefault(2); // 0xFontId (default 0x40000000) + string? dfaSample = args.ElementAtOrDefault(3); // sample string + string dfaOut = args.ElementAtOrDefault(4) ?? "font-atlas"; + if (string.IsNullOrWhiteSpace(dfaDir)) + { + Console.Error.WriteLine("usage: AcDream.Cli dump-font-atlas [0xFontId] [sample] [outBase]"); + return 2; + } + return FontAtlasDump.Run(dfaDir, dfaFont, dfaSample, dfaOut); +} + if (args.Length >= 1 && args[0] == "export-ui-sprite") { string? eusDatDir = args.ElementAtOrDefault(1) ?? Env.GetEnvironmentVariable("ACDREAM_DAT_DIR"); From b7f7e2b4ef6ae872e3e6fdae0dbdce402ea11935 Mon Sep 17 00:00:00 2001 From: Erik Date: Tue, 16 Jun 2026 16:26:32 +0200 Subject: [PATCH 124/223] docs(D.2b): widget-generalization design (Plan 2 widget piece) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Design for refactoring the hand-named chat widgets + Send/MaxMin click-wiring into generic, Type-registered widgets built by DatWidgetFactory, collapsing ChatWindowController (and, gated-last, VitalsController) to a thin retail gm*UI::PostInit-style find-by-id binder. Key finding that reframes the pass: the importer's base-chain Type resolution is already retail-faithful, and Type 12 is UIElement_Text (a real behavioral class), not a style prototype to skip — verified against acclient_2013_pseudo_c.txt:115655. The generalization is therefore a registration task (register Types 1/3/6/11/12 -> generic widgets, delete the Type-12 skip), not a new mechanism. Approved scope: full registry (bounded to the Types chat+vitals use; rest stays UiDatElement fallback), chat-first, vitals rewire as the final separately-gated step. 7-step one-widget-per-commit migration; new chat_21000006.json golden fixture; vitals fixture stays frozen through steps 1-6. Co-Authored-By: Claude Opus 4.8 (1M context) --- ...-06-16-d2b-widget-generalization-design.md | 351 ++++++++++++++++++ 1 file changed, 351 insertions(+) create mode 100644 docs/superpowers/specs/2026-06-16-d2b-widget-generalization-design.md diff --git a/docs/superpowers/specs/2026-06-16-d2b-widget-generalization-design.md b/docs/superpowers/specs/2026-06-16-d2b-widget-generalization-design.md new file mode 100644 index 00000000..ad4fb859 --- /dev/null +++ b/docs/superpowers/specs/2026-06-16-d2b-widget-generalization-design.md @@ -0,0 +1,351 @@ +# D.2b — Widget generalization (LayoutDesc importer, Plan 2 widget piece) — design + +**Date:** 2026-06-16 +**Branch:** `claude/hopeful-maxwell-214a12` (D.2b retail-UI track) +**Status:** design — approved scope ("full registry, vitals last & gated"), pending spec review +**Predecessor:** the LayoutDesc importer, the vitals re-drive, and the chat-window re-drive +(`docs/superpowers/specs/2026-06-15-layoutdesc-importer-design.md`, +`docs/superpowers/specs/2026-06-15-chat-window-redrive-design.md`, +`docs/research/2026-06-15-layoutdesc-format.md`, +`claude-memory/project_d2b_retail_ui.md`). +**Opening context:** the "GENERALIZATION PASS — START-COLD CONTEXT" note in +`claude-memory/project_d2b_retail_ui.md`. + +--- + +## 1. Goal + +Refactor the hand-named chat widgets (`UiChatView` / `UiChatInput` / +`UiChatScrollbar` / `UiChannelMenu`) and the inline Send/Max-Min `UiDatElement` +click-wiring into **generic, Type-registered widgets** built by +`DatWidgetFactory`, so that `ChatWindowController` (and, as the final gated step, +`VitalsController`) collapses to a thin **find-widget-by-id → bind-data/behavior** +controller — the acdream analogue of retail `gm*UI::PostInit`. + +**The code is modern. The behavior is retail.** This pass changes the +*construction path* of widgets, not their on-screen behavior. The chat window +must stay visually and behaviorally identical through every step except the final +(gated) vitals rewire. + +### 1.1 Why this is mostly already done + +The trace that opened this work (re-confirmed in this design session) established +two facts that make the generalization a *registration* task, not a new mechanism: + +1. **The importer's base-chain Type resolution is already retail-faithful.** + `ElementReader.Merge` resolves a Type-0 placement element up its + `BaseElement`/`BaseLayoutId` chain to the base's real registered Type + (`ElementReader.cs:137-140`). Every chat/vitals element therefore already + resolves to the retail class it would instantiate. + +2. **Type 12 is `UIElement_Text` — a real behavioral class, not a "style + prototype to skip."** Verified directly in the decomp: + `UIElement::RegisterElementClass(0xc, UIElement_Text::Create)` + (`docs/research/named-retail/acclient_2013_pseudo_c.txt:115655`). The + `Type==12 → return null` rule in `DatWidgetFactory` is a *vitals-only Plan-1 + expedient* (AP-37: skip the vitals number elements so they render via + `UiMeter.Label`), **not** a structural truth. + +So the "wrinkle" feared in the start-cold note (Type-0/12 elements hiding their +real widget type) **dissolves**: the resolved Type is already correct. The factory +just needs to *register* generic widgets for those Types instead of skipping them +or dropping to `UiDatElement`. + +--- + +## 2. Retail reference (the registry + the PostInit pattern) + +### 2.1 The Type → class registry (`UIElement::RegisterElementClass`) + +Confirmed verbatim from `acclient_2013_pseudo_c.txt` (line numbers cited): + +| Type | Retail class | Reg. line | | Type | Retail class | Reg. line | +|---|---|---|---|---|---|---| +| 1 | `UIElement_Button` | :125828 | | 9 | `UIElement_Resizebar` | :118938 | +| 2 | `UIElement_Dragbar` | :119926 | | 0xb (11) | `UIElement_Scrollbar` | :124137 | +| 3 | `UIElement_Field` (editable) | :126190 | | 0xc (12) | `UIElement_Text` | :115655 | +| 5 | `UIElement_ListBox` | :121788 | | 0xd (13) | `UIElement_Viewport` | :119126 | +| 6 | `UIElement_Menu` | :120163 | | 0xe (14) | `UIElement_Browser` | :118718 | +| 7 | `UIElement_Meter` | :123316 | | 0x10/0x11 | `ColorPicker`/`GroupBox` | :118396/:118177 | +| 8 | `UIElement_Panel` | :119820 | | — | **Type 0 and 4: NOT registered** | — | + +Type 0 has no class of its own — a Type-0 element is a placement/override that +inherits its class from its base. That is exactly what `ElementReader.Merge` +already does. + +### 2.2 The `gm*UI::PostInit` binding pattern (the controller target) + +`gmVitalsUI::PostInit` (`acclient_2013_pseudo_c.txt:199170-199228`) and +`gmMainChatUI::PostInit` (`:212585-212636`) do, per child widget: + +``` +UIElement* e = UIElement::GetChildRecursive(this, 0x100000e6); // find by id +UIElement_Meter* m = e->vtable->DynamicCast(7); // cast to Type +this->m_pHealthMeter = m; // store +if (!m) { /* skip */ } // null-check +``` + +acdream analogue (already half-present in `ChatWindowController`): + +```csharp +var send = layout.FindElement(SendId) as UiButton; // GetChildRecursive + DynamicCast +if (send is not null) send.OnClick = () => input.Submit(); // bind behavior +``` + +The faithful end-state is: **the factory builds every widget from the dat; the +controller only finds-by-id and binds data/callbacks** — it never constructs a +widget. + +### 2.3 Empirically resolved Types of the chat elements (`LayoutDesc 0x21000006`) + +Traced against the live dat (HIGH confidence; base ids in parentheses): + +| Element | Resolves to | Retail class | Today | +|---|---|---|---| +| `0x10000014` channel menu | **6** (own Type 6, no base) | Menu | `UiDatElement` → controller replaces w/ `UiChannelMenu` | +| `0x10000012` scrollbar track | **11** (base `0x10000367` in `0x2100003E`) | Scrollbar | `UiDatElement` → controller replaces w/ `UiChatScrollbar` | +| `0x10000011` transcript | **12** (base `0x10000372` in `0x2100003F`) | Text | skipped → controller adds `UiChatView` | +| `0x10000016` input | **12** (base `0x10000372` in `0x2100003F`) | Text | skipped → controller adds `UiChatInput` | +| `0x10000019` send | **1** (base chain → `0x1000047F` Type 1) | Button | `UiDatElement` + `OnClick` | +| `0x1000046F` max/min | **1** (base `0x1000047F` Type 1 in `0x21000040`) | Button | `UiDatElement` + `OnClick` | + +> **Plan-phase verification #1 (load-bearing):** the editable **input** +> `0x10000016` traced to **Type 12 (Text)**, the same base as the read-only +> transcript — surprising for an editable field (retail's editable text is +> Field=3). Element ids are layout-*local*, so the decomp's `ChatInterface` +> Field-id does **not** cross-map; re-dump `0x10000016`'s exact resolved Type and +> the `0x10000372` base prototype's Type before relying on it. The design is +> robust either way — see §4.3(a). + +--- + +## 3. Approved scope + +**Decision (this session):** *Full registry, chat-first, vitals rewire as the +final, separately-committed, separately-gated step.* + +**In scope:** +- Register generic widgets for the Types the chat + vitals windows actually use: + **Button (1), Field (3), Menu (6), Scrollbar (11), Text (12)** — plus Meter (7) + already done. +- Delete the `Type==12 → return null` skip; Type 12 becomes `UiText`. +- Collapse `ChatWindowController.Bind` to a find-by-id binder (no widget + construction). +- **Final gated step:** rewire `VitalsController` to bind generic `UiText` for the + vitals numbers (retail-faithful: vitals numbers *are* `UIElement_Text`), + retiring `UiMeter.Label` for vitals. + +**Explicitly NOT in scope ("full registry" is bounded to what these windows use):** +- The long tail retail also registers — `Panel` (8), `Dragbar` (2), `Resizebar` + (9), `ListBox` (5), `Viewport` (13), `Browser` (14), `ColorPicker` (16), + `GroupBox` (17). Those elements **continue to render correctly as + `UiDatElement`** (the universal fallback is non-negotiable). No + `UIElement_ColorPicker` port for a window that has no color picker. When a future + window needs one of these, it gets registered then. +- No new chat *features* (tabs/squelch/name-tags/word-wrap remain as the chat + re-drive deferred them — see that spec's §2). +- `UiMeter.Label` is **not deleted** — it stays for plugin/markup panels; vitals + simply stops using it. + +--- + +## 4. Design + +### 4.1 `DatWidgetFactory` — the faithful Type switch + +`DatWidgetFactory.Create` grows from `{7 → UiMeter, _ → UiDatElement}` to: + +```csharp +UiElement e = info.Type switch +{ + 1 => BuildButton(info, resolve, datFont), // UIElement_Button + 3 => BuildField(info, resolve, datFont), // UIElement_Field (see §4.3a) + 6 => BuildMenu(info, resolve, datFont), // UIElement_Menu + 7 => BuildMeter(info, resolve, datFont), // UIElement_Meter (unchanged) + 11 => BuildScrollbar(info, resolve), // UIElement_Scrollbar + 12 => BuildText(info, resolve, datFont), // UIElement_Text + _ => new UiDatElement(info, resolve), // generic fallback (unchanged) +}; +``` + +The rect/anchor/z-order propagation at the bottom of `Create` is unchanged. The +`Type==12 && StateMedia.Count==0` skip is **removed** — but a *pure base +prototype* (Type 12 with no own geometry that is only referenced via +`BaseLayoutId`, never placed) must still not draw. In practice such prototypes are +never top-level placed elements in `0x21000006`/`0x2100006C`; the importer only +builds placed elements. **Plan-phase verification #2:** confirm no Type-12 +prototype is double-built after the skip is removed (the chat/vitals golden +fixtures catch this). + +Each `BuildX` extracts the widget's dat-derived data (sprite ids per state, label +font) the same way `BuildMeter` extracts its 3-slice grandchild sprites. The +controller binds providers/callbacks afterward. + +### 4.2 The generic widgets + +Each generic widget extends `UiElement`, is constructed by the factory from +`ElementInfo`, and exposes **data providers + callbacks** for the controller to +bind. The chat-specific knowledge moves *out* of the widgets and *into* the +controller (faithful: retail's `gmMainChatUI`, not `UIElement_Menu`, owns the +talk-focus channel list). + +| Generic widget | Type | Derived from | Generic surface (dat-built + provider-bound) | Controller binds | +|---|---|---|---|---| +| `UiScrollbar` | 11 | `UiChatScrollbar` (already 100% generic) | track/thumb/cap/arrow sprite ids from dat; `Model : UiScrollable` | `Model = transcript.Scroll` | +| `UiButton` | 1 | `UiDatElement`+`OnClick` | state sprites (Normal/Pressed/Disabled), `Label`, `LabelFont`, `LabelColor`, `OnClick`, `NaturalWidth()` autosize | `OnClick`, caption | +| `UiMenu` | 6 | `UiChannelMenu` | popup toggle, 2-col layout, 8-piece bevel, row highlight; `Items : IReadOnlyList<(string label, bool enabled, object payload)>`, `OnSelect : Action`, `Selected`, `NaturalButtonWidth()` | populate 14 channel `Items`; map payload↔`ChatChannelKind`; `AvailabilityProvider` | +| `UiText` | 12 | `UiChatView` | scrollable + selectable multi-color line list, clipboard, dat-font; `LinesProvider : Func>`; shares `UiScrollable` (`Scroll`) | `LinesProvider` → ChatVM + per-kind colors | +| `UiField` | 3 | `UiChatInput` | editable one-line: caret/selection/clipboard/history/auto-repeat/focus-sprite-swap; `Text`, `OnSubmit`, `MaxCharacters` | `OnSubmit` → `ChatCommandRouter` | + +**Placement.** The generic widgets live in `src/AcDream.App/UI/` alongside +`UiMeter` (toolkit widgets). The factory in `src/AcDream.App/UI/Layout/` +references them. This matches the current split (`UiMeter` in `UI/`, +`UiDatElement` in `UI/Layout/`). + +**Naming.** `UiX` mirrors retail `UIElement_X`. The old chat-prefixed names are +removed (or kept as thin obsolete aliases only if needed mid-migration). + +### 4.3 The two wrinkles + +**(a) The editable input (Type 12 vs Type 3).** Robust to either resolution: +- If `0x10000016` resolves to **Type 3** → factory builds `UiField` directly; the + controller only binds `OnSubmit`. +- If it resolves to **Type 12** → the dat element is a display Text in this + layout; the controller *replaces* it with a controller-placed `UiField` at its + rect (today's pattern for the track/menu). `UiField` exists as a registered + generic widget regardless; only *who places it* differs. + +Editing behavior (caret/clipboard/history) is never purely dat-derivable, so the +input is always provider-bound — the open question only affects whether the +factory or the controller *instantiates* it. + +**(b) Vitals rewire — the final gated step.** Removing the Type-12 skip means the +vitals number elements (Type-0 → base Type-12 Text) *could* build as real +`UiText`. Today they are **meter children, consumed** (the importer does not +recurse a meter's children — `LayoutImporter.cs:113`), rendered via +`UiMeter.Label`. The faithful move: `VitalsController` constructs/binds a `UiText` +for each number (matching retail `UIElement_Text` vitals numbers) and drops +`UiMeter.Label` for vitals. + +This is **step 7 — the last commit, separately gated**, with its own fixture +update and the user's visual sign-off, because vitals shipped pixel-identical and +is fixture-locked (`vitals_2100006C.json`). If the rewire risks the pixel-identical +result, we **stop and keep the meter-label path** for vitals — a smaller, +documented divergence (AP-37 narrowed, not retired). The decision to land step 7 +is the user's, made on the running client. + +### 4.4 The thin controller (after step 6) + +`ChatWindowController.Bind` collapses to: for each known element id, `FindElement(id) +as UiX`, null-check, bind data/callback. The reflow/maximize/resize-bar-drop logic +(`ChatWindowController.cs:155-297`) stays — it is window-layout policy, not widget +construction. The `BuildLines` / `WrapText` / `RetailChatColor` helpers stay (chat +data shaping). What *leaves* the controller: the construction of `UiChatView`, +`UiChatInput`, `UiChatScrollbar`, `UiChannelMenu` (now factory-built) — the +controller binds them instead. + +--- + +## 5. Migration sequence (one widget per commit; build + test green each step) + +Ordered least-risk → most-risk; the chat window is fully generalized before vitals +is touched. Each step: `dotnet build` green, `dotnet test` (AcDream.App.Tests) +green, its own commit naming the widget; the live chat window stays visually +identical through steps 1–6. + +1. **`UiScrollbar`** (Type 11) — promote `UiChatScrollbar` (already generic); + register; factory builds it; controller binds `Model`. +2. **`UiButton`** (Type 1) — extract from `UiDatElement`+`OnClick`; register; Send + + Max/Min build from the dat. +3. **`UiMenu`** (Type 6) — generalize `UiChannelMenu`; register; controller + populates channel `Items` + maps payload↔`ChatChannelKind`. +4. **`UiText`** (Type 12) — generalize `UiChatView`; register; **delete the Type-12 + skip**; controller binds transcript lines. Guard: verify vitals still renders + (its numbers are meter-consumed → no auto-double-draw) via the vitals fixture + + a live launch. +5. **`UiField`** (Type 3) — generalize `UiChatInput`; register; wire the input per + §4.3(a) (verification #1 resolves factory-built vs controller-placed). +6. **Thin the controller** — collapse `ChatWindowController.Bind` to pure + find-by-id binding now that the factory builds everything. +7. **Vitals rewire (gated)** — `VitalsController` binds `UiText` numbers; fixture + update + the user's visual sign-off. **Stop-and-confirm gate.** + +--- + +## 6. Testing & conformance + +- **Generic-widget unit tests** (pure, no GL/dat) — mostly *moved* from the + existing chat-widget tests, renamed to the generic widgets: caret↔pixel + history + (`UiField`), thumb ratio / page-delta (`UiScrollbar` via `UiScrollable`), menu + item-pick + availability (`UiMenu`), line wrap / selection / dat-font hit-test + (`UiText`). +- **Factory tests** — `DatWidgetFactoryTests` grows one assert per newly registered + Type → correct widget class. +- **New chat-layout golden fixture** `tests/AcDream.App.Tests/UI/Layout/fixtures/chat_21000006.json` + (peer of `vitals_2100006C.json`): the resolved chat tree — each element's id, + rect, resolved Type, sprite ids — asserting the factory builds the right widget + per element. This locks the generalization. +- **Vitals fixture `vitals_2100006C.json` stays green, untouched, through steps + 1–6**; updated only at step 7, with visual sign-off. +- **Visual acceptance** — the user launches `ACDREAM_RETAIL_UI=1` and confirms the + chat window is unchanged through steps 1–6, and the vitals window is unchanged + after step 7. + +--- + +## 7. Divergence-register impact + +- **AP-37** (`DatWidgetFactory.cs`/`LayoutImporter.cs`: Type-0 text skipped + meter- + collapse + vitals numbers via `UiMeter.Label`): **amended as steps land** — the + "standalone Type-0 text elements are skipped / a dedicated dat-text widget is + Plan 2" clause is retired when `UiText` ships (step 4); the vitals-numbers-via- + `UiMeter.Label` clause is retired at step 7, or **narrowed** (not retired) if + step 7 is deferred. The meter-collapse clause (reuse `UiMeter` 3-slice vs porting + `UIElement_Meter::DrawChildren` over nested dat elements) **remains** — this pass + does not port `DrawChildren`. +- **IA-15** (the importer *is* the retail-UI render path): unchanged; reinforced + (more Types now data-driven). +- **AP-41** (scrollbar thumb single stretched sprite): **re-check at step 1** — the + controller already passes 3-slice cap ids (`ThumbTopSprite`/`ThumbBotSprite`); the + row may be retire-able when `UiScrollbar` lands. +- **New rows** only if a generic widget introduces a *new* approximation (e.g., a + `UiMenu` item model simpler than retail's hierarchical popup chain in + `UIElement_Menu::MakePopup`). Add the row in the same commit per register rule 1. + +--- + +## 8. Acceptance criteria + +- [ ] `DatWidgetFactory` registers Types 1, 3, 6, 11, 12 (+ 7) → generic widgets; + `_` still falls back to `UiDatElement`. +- [ ] The `Type==12 → null` skip is removed; no Type-12 element is double-built + (golden fixtures green). +- [ ] The four chat widgets are generic (no `ChatChannelKind` / chat-color / + command-routing knowledge inside a widget); `ChatWindowController` only finds- + by-id and binds. +- [ ] Chat window is visually + behaviorally identical to the shipped version + through steps 1–6 (user-confirmed). +- [ ] New `chat_21000006.json` golden fixture + moved generic-widget unit tests; + all green. +- [ ] Vitals window unchanged after step 7 (user-confirmed), or step 7 deferred + with AP-37 narrowed. +- [ ] Every generic widget cites its retail `UIElement_X` class + reg. line in a + code comment. +- [ ] Divergence register updated (AP-37 amended; AP-41 re-checked) in the same + commits. +- [ ] Roadmap / `claude-memory/project_d2b_retail_ui.md` updated when the pass lands. + +--- + +## 9. Open items for the plan phase + +1. **Verification #1 (load-bearing):** re-dump `0x10000016` (input) + the + `0x10000372` base prototype to confirm input resolved Type (3 vs 12) → decides + factory-built vs controller-placed `UiField` (§4.3a). +2. **Verification #2:** confirm no Type-12 base prototype double-builds once the + skip is removed (§4.1). +3. Confirm the `UiMenu` generic item model (`(label, enabled, payload)`) is enough + for the 14 talk-focus channels without losing the greyed/available distinction + the chat menu currently shows. +4. Decide whether to keep thin obsolete-aliases for the old chat widget names + during migration or rename in-place (prefer in-place; the names are internal). From 56f5bc7aa1f700275678fd09e360ac7677050de9 Mon Sep 17 00:00:00 2001 From: Erik Date: Tue, 16 Jun 2026 16:33:14 +0200 Subject: [PATCH 125/223] docs(D.2b): add strategic-purpose section to widget-generalization design Capture the 'why beyond chat' the user articulated: chat is the proving ground; the real payoff is inventory/spell-bar/vendor/character-sheet/trade becoming data-driven assembly + thin controller. Notes what carries forward (the generic widget toolkit + the find-by-id controller pattern) vs what those windows still need (ListBox/Panel + Field drag-drop, the window-manager half of Plan 2, and per-domain item/container data). Co-Authored-By: Claude Opus 4.8 (1M context) --- ...-06-16-d2b-widget-generalization-design.md | 35 +++++++++++++++++++ 1 file changed, 35 insertions(+) diff --git a/docs/superpowers/specs/2026-06-16-d2b-widget-generalization-design.md b/docs/superpowers/specs/2026-06-16-d2b-widget-generalization-design.md index ad4fb859..12dcd6c5 100644 --- a/docs/superpowers/specs/2026-06-16-d2b-widget-generalization-design.md +++ b/docs/superpowers/specs/2026-06-16-d2b-widget-generalization-design.md @@ -51,6 +51,41 @@ real widget type) **dissolves**: the resolved Type is already correct. The facto just needs to *register* generic widgets for those Types instead of skipping them or dropping to `UiDatElement`. +### 1.2 Why this matters beyond chat (the strategic purpose) + +Chat is the **proving ground**, not the destination. The payoff is that every +future panel — **inventory, spell bar, vendor, character sheet, trade, skills** — +becomes *assembled from dat data + a thin controller* instead of being hand-built +from scratch. That is exactly how retail did it (`gm*UI::PostInit` everywhere on a +shared `UIElement` toolkit), and it is the reason to do this pass carefully now. + +**What this pass gives all future windows (the foundation):** +- The **generic widget toolkit** — `UiButton`, `UiField`, `UiScrollbar`, `UiText`, + `UiMenu` — built automatically by `DatWidgetFactory` from the dat layout. +- The **thin-controller pattern** — find-widget-by-id → bind-live-data — proven and + cemented on chat. Inventory's controller, vendor's controller, etc. all take the + same shape. + +**What those specific windows additionally need (out of scope here; cheap once the +pattern exists):** +- **A few more widget Types** — inventory/vendor lists want `UiListBox` (Type 5) + and `UiPanel` (Type 8); item slots want **drag-drop**, which retail builds into + `UIElement_Field` (the decomp shows `Field` has `CatchDroppedItem` / + `MouseOverTop` drag-drop hooks — so drag-drop rides on the Field widget this pass + already builds). Each gets *registered when that window needs it* — which is + exactly why §3 bounds "full registry" to the Types chat+vitals use today rather + than speculatively building all 14 retail classes. +- **The window manager** — open/close/z-order/persist, drag-bars (Type 2), + resize-grips (Type 9). This is the *other* half of Plan 2 — a sibling piece to + this one — and lands alongside, because pop-up/stackable windows (inventory, + vendor) need it. +- **Per-domain data plumbing** — item icons, live container contents, vendor stock + lists. Game-state work, separate from the UI toolkit. + +This pass is therefore the **reusable toolkit + assembly pattern** that makes those +later windows mostly-free to build. It is the load-bearing first half of the road +to inventory/vendor/spell-bar, not the whole road. + --- ## 2. Retail reference (the registry + the PostInit pattern) From 34e79096f331bdf42a277950c634fb0fc004d397 Mon Sep 17 00:00:00 2001 From: Erik Date: Tue, 16 Jun 2026 16:47:32 +0200 Subject: [PATCH 126/223] docs(D.2b): widget-generalization implementation plan MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 8-task TDD plan: chat golden fixture + resolved-Type conformance (Task 1, empirically resolves the input's Type), then one-widget-per-commit migration — UiScrollbar(11), UiButton(1), UiMenu(6), UiText(12)+the Type-12 flip, UiField(3) — then thin the controller (Task 7, visual gate) and the gated vitals UiText rewire (Task 8). Each task: failing test, register in the factory switch, controller find-by-id binding, build+test green, commit. Co-Authored-By: Claude Opus 4.8 (1M context) --- .../2026-06-16-d2b-widget-generalization.md | 992 ++++++++++++++++++ 1 file changed, 992 insertions(+) create mode 100644 docs/superpowers/plans/2026-06-16-d2b-widget-generalization.md diff --git a/docs/superpowers/plans/2026-06-16-d2b-widget-generalization.md b/docs/superpowers/plans/2026-06-16-d2b-widget-generalization.md new file mode 100644 index 00000000..e68c745f --- /dev/null +++ b/docs/superpowers/plans/2026-06-16-d2b-widget-generalization.md @@ -0,0 +1,992 @@ +# D.2b Widget Generalization Implementation Plan + +> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking. + +**Goal:** Refactor the hand-named chat widgets and the Send/Max-Min click-wiring into generic, Type-registered widgets built by `DatWidgetFactory`, collapsing the controllers to a thin retail `gm*UI::PostInit`-style find-by-id binder. + +**Architecture:** `DatWidgetFactory.Create` grows a faithful `switch(Type)` registering the real retail `UIElement` classes (Button=1, Field=3, Menu=6, Meter=7, Scrollbar=11, Text=12) as generic widgets; everything else stays `UiDatElement`. The importer's base-chain Type resolution already surfaces each element's real Type, so this is a *registration* task. The chat-specific knowledge (channel list, colors, command routing) moves out of widgets into `ChatWindowController`. Migrate one widget per commit; chat stays visually identical through Tasks 2–7; vitals is rewired last (Task 8) behind a visual gate. + +**Tech Stack:** C# / .NET 10, xUnit, `DatReaderWriter` (Chorizite), Silk.NET (GL/input). Retail oracle: `docs/research/named-retail/acclient_2013_pseudo_c.txt`. + +**Spec:** `docs/superpowers/specs/2026-06-16-d2b-widget-generalization-design.md`. + +--- + +## Conventions + +- **Repo root** = the worktree dir. All paths below are relative to it. +- **Build:** `dotnet build` (builds `AcDream.slnx`). Must be green before every commit. +- **Test (all UI):** `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj` +- **Test (filtered):** add `--filter "FullyQualifiedName~"`. +- **Commit style:** `feat(D.2b): ` / `test(D.2b): …` / `refactor(D.2b): …`, ending with the project's `Co-Authored-By: Claude Opus 4.8 (1M context) ` trailer. +- **Every generic widget cites its retail class + `RegisterElementClass` line** in a doc comment (per spec §8). +- **Divergence register:** `docs/architecture/retail-divergence-register.md` — amend AP-37 / re-check AP-41 in the same commit that lands the relevant widget (per spec §7). + +--- + +## File Structure + +**Created:** +- `src/AcDream.App/UI/UiButton.cs` — generic Type-1 button (Task 3). +- `src/AcDream.App/UI/UiText.cs` — generic Type-12 scrollable colored-line text (rename of `UiChatView`, Task 5). +- `src/AcDream.App/UI/UiField.cs` — generic Type-3 editable one-line field (rename of `UiChatInput`, Task 6). +- `src/AcDream.App/UI/UiScrollbar.cs` — generic Type-11 scrollbar (rename of `UiChatScrollbar`, Task 2). +- `src/AcDream.App/UI/UiMenu.cs` — generic Type-6 dropdown menu (genericized `UiChannelMenu`, Task 4). +- `tests/AcDream.App.Tests/UI/Layout/fixtures/chat_21000006.json` — golden resolved chat tree (Task 1). +- `tests/AcDream.App.Tests/UI/Layout/ChatLayoutFixtureGenerator.cs` — skip-by-default fixture generator (Task 1). +- `tests/AcDream.App.Tests/UI/Layout/ChatLayoutConformanceTests.cs` — resolved-tree + factory-class conformance (Task 1, grown per widget). +- `tests/AcDream.App.Tests/UI/UiButtonTests.cs` (Task 3). + +**Renamed (git mv + class/namespace-internal rename):** +- `UiChatScrollbar.cs` → `UiScrollbar.cs`; `UiChatScrollbarTests.cs` → `UiScrollbarTests.cs` (Task 2). +- `UiChatView.cs` → `UiText.cs`; `UiChatViewTests.cs` → `UiTextTests.cs`; `UiChatViewDatFontTests.cs` → `UiTextDatFontTests.cs` (Task 5). +- `UiChatInput.cs` → `UiField.cs`; `UiChatInputTests.cs` → `UiFieldTests.cs` (Task 6). +- `UiChannelMenu.cs` → `UiMenu.cs`; `UiChannelMenuTests.cs` → `UiMenuTests.cs` (Task 4). + +**Modified:** +- `src/AcDream.App/UI/Layout/DatWidgetFactory.cs` — the `switch(Type)` + `BuildButton`/`BuildMenu`/`BuildText`/`BuildField`/`BuildScrollbar` (Tasks 2–6). +- `src/AcDream.App/UI/Layout/ChatWindowController.cs` — construction → find-by-id binding; channel-item population (Tasks 2–7). +- `src/AcDream.App/UI/Layout/VitalsController.cs` — bind `UiText` numbers (Task 8). +- `src/AcDream.App/Rendering/GameWindow.cs` — only property-type follow-through (`.Transcript`/`.Input` types change) if needed (Tasks 5–6). +- `tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs` — new per-Type asserts; flip the two Type-12 tests (Tasks 2–6). +- `tests/AcDream.App.Tests/UI/Layout/FixtureLoader.cs` — add `LoadChat()` (Task 1). + +--- + +## Task 1: Chat golden fixture + conformance test (also resolves the input's Type empirically) + +**Files:** +- Create: `tests/AcDream.App.Tests/UI/Layout/ChatLayoutFixtureGenerator.cs` +- Create: `tests/AcDream.App.Tests/UI/Layout/fixtures/chat_21000006.json` (generated, committed) +- Modify: `tests/AcDream.App.Tests/UI/Layout/FixtureLoader.cs` +- Create: `tests/AcDream.App.Tests/UI/Layout/ChatLayoutConformanceTests.cs` + +The generator runs once against the live dat (it is `[Fact(Skip=…)]` so CI never runs it). The committed JSON is dat-free, like `vitals_2100006C.json`. The fixture's resolved `Type` per element **answers spec verification #1** (does input `0x10000016` resolve to 3 or 12?). + +- [ ] **Step 1: Write the generator (skip-by-default).** + +`ChatLayoutFixtureGenerator.cs`: +```csharp +using System.IO; +using System.Runtime.CompilerServices; +using System.Text.Json; +using AcDream.App.UI.Layout; +using DatReaderWriter; +using DatReaderWriter.Options; + +namespace AcDream.App.Tests.UI.Layout; + +/// +/// One-off generator for the committed chat golden fixture. Skipped by default — +/// run manually with the real dats present (set ACDREAM_DAT_DIR) to regenerate +/// chat_21000006.json, then commit it. Mirrors how vitals_2100006C.json was made. +/// +public class ChatLayoutFixtureGenerator +{ + [Fact(Skip = "manual: regenerates the committed chat fixture; needs the real dats (ACDREAM_DAT_DIR)")] + public void GenerateChatFixture() + { + var datDir = Environment.GetEnvironmentVariable("ACDREAM_DAT_DIR") + ?? Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.UserProfile), + "Documents", "Asheron's Call"); + using var dats = new DatCollection(datDir, DatAccessType.Read); + var info = LayoutImporter.ImportInfos(dats, 0x21000006u); + Assert.NotNull(info); + + var json = JsonSerializer.Serialize(info, new JsonSerializerOptions + { + IncludeFields = true, + WriteIndented = true, + }); + File.WriteAllText(FixturePath(), json); + } + + // Resolve the SOURCE fixtures dir (not bin/) from this file's compile-time path. + private static string FixturePath([CallerFilePath] string thisFile = "") + => Path.Combine(Path.GetDirectoryName(thisFile)!, "fixtures", "chat_21000006.json"); +} +``` + +- [ ] **Step 2: Generate the fixture (manual, dats present).** + +Run: `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj --filter "FullyQualifiedName~ChatLayoutFixtureGenerator.GenerateChatFixture" -e ACDREAM_DAT_DIR="%USERPROFILE%\Documents\Asheron's Call"` after temporarily removing the `Skip` (or use an IDE run). Confirm `tests/AcDream.App.Tests/UI/Layout/fixtures/chat_21000006.json` is written and non-empty, then restore the `Skip`. +Expected: a JSON tree rooted at id `0x10000006`-family with the chat elements. **Record the resolved `Type` of `0x10000016` (input) and `0x10000011` (transcript)** — these drive Task 5/6 decisions. + +- [ ] **Step 3: Add `FixtureLoader.LoadChat()` + `LoadChatInfos()`.** + +In `FixtureLoader.cs`, add (mirroring `LoadVitals`/`LoadVitalsInfos`): +```csharp + public static ImportedLayout LoadChat() + => LayoutImporter.Build(LoadChatInfos(), _ => (0u, 0, 0), null); + + public static AcDream.App.UI.Layout.ElementInfo LoadChatInfos() + => LoadInfos("chat_21000006.json"); + + // Shared loader (refactor LoadVitalsInfos to call this with "vitals_2100006C.json"). + private static AcDream.App.UI.Layout.ElementInfo LoadInfos(string fileName) + { + var path = Path.Combine(AppContext.BaseDirectory, "UI", "Layout", "fixtures", fileName); + if (!File.Exists(path)) throw new FileNotFoundException($"fixture not found at: {path}"); + var bytes = File.ReadAllBytes(path); + ReadOnlySpan span = bytes; + if (span.Length >= 3 && span[0] == 0xEF && span[1] == 0xBB && span[2] == 0xBF) span = span[3..]; + return JsonSerializer.Deserialize(span, _opts) + ?? throw new InvalidOperationException($"fixture deserialized to null: {path}"); + } +``` +Then make `LoadVitalsInfos()` delegate: `public static ElementInfo LoadVitalsInfos() => LoadInfos("vitals_2100006C.json");` + +- [ ] **Step 4: Write the resolved-tree conformance test (fails until the fixture exists).** + +`ChatLayoutConformanceTests.cs`: +```csharp +using System.Collections.Generic; +using AcDream.App.UI.Layout; +namespace AcDream.App.Tests.UI.Layout; + +public class ChatLayoutConformanceTests +{ + private static ElementInfo Find(ElementInfo n, uint id) + { + if (n.Id == id) return n; + foreach (var c in n.Children) { var f = Find(c, id); if (f is not null) return f; } + return null!; + } + + [Fact] + public void ChatFixture_ResolvesKnownElements() + { + var root = FixtureLoader.LoadChatInfos(); + // These ids come from ChatWindowController; the resolved Type proves the base-chain merge. + Assert.NotNull(Find(root, 0x10000011u)); // transcript + Assert.NotNull(Find(root, 0x10000016u)); // input + Assert.NotNull(Find(root, 0x10000012u)); // scrollbar track + Assert.NotNull(Find(root, 0x10000014u)); // channel menu + Assert.NotNull(Find(root, 0x10000019u)); // send button + Assert.NotNull(Find(root, 0x1000046Fu)); // max/min button + } + + [Fact] + public void ChatFixture_ResolvedTypes_MatchRetailRegistry() + { + var root = FixtureLoader.LoadChatInfos(); + Assert.Equal(6u, Find(root, 0x10000014u).Type); // Menu + Assert.Equal(11u, Find(root, 0x10000012u).Type); // Scrollbar + Assert.Equal(1u, Find(root, 0x10000019u).Type); // Button (Send) + Assert.Equal(1u, Find(root, 0x1000046Fu).Type); // Button (Max/Min) + // transcript + input: assert the ACTUAL resolved Type recorded in Step 2. + // From the Map trace both resolve to 12 (Text); if Step 2 shows otherwise, update these. + Assert.Equal(12u, Find(root, 0x10000011u).Type); // Text (transcript) + Assert.Equal(12u, Find(root, 0x10000016u).Type); // Text (input — see Task 6 wrinkle) + } +} +``` + +- [ ] **Step 5: Run the conformance tests.** + +Run: `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj --filter "FullyQualifiedName~ChatLayoutConformanceTests"` +Expected: PASS. If `ChatFixture_ResolvedTypes_MatchRetailRegistry` shows input `0x10000016` Type ≠ 12, **update the assert to the real value and note it in Task 6 Step 1** (decides factory-built vs controller-placed `UiField`). + +- [ ] **Step 6: Commit.** +```bash +git add tests/AcDream.App.Tests/UI/Layout/ChatLayoutFixtureGenerator.cs \ + tests/AcDream.App.Tests/UI/Layout/fixtures/chat_21000006.json \ + tests/AcDream.App.Tests/UI/Layout/FixtureLoader.cs \ + tests/AcDream.App.Tests/UI/Layout/ChatLayoutConformanceTests.cs +git commit -m "test(D.2b): chat golden fixture + resolved-Type conformance (widget-generalization Task 1)" +``` + +--- + +## Task 2: `UiScrollbar` (Type 11) — promote the already-generic scrollbar + +`UiChatScrollbar` has zero chat-specific code; this is a rename + factory registration. + +**Files:** +- Rename: `src/AcDream.App/UI/UiChatScrollbar.cs` → `src/AcDream.App/UI/UiScrollbar.cs` +- Rename: `tests/AcDream.App.Tests/UI/UiChatScrollbarTests.cs` → `tests/AcDream.App.Tests/UI/UiScrollbarTests.cs` +- Modify: `src/AcDream.App/UI/Layout/DatWidgetFactory.cs` +- Modify: `src/AcDream.App/UI/Layout/ChatWindowController.cs` +- Modify: `tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs`, `ChatLayoutConformanceTests.cs` + +- [ ] **Step 1: Rename the widget file + class.** +```bash +git mv src/AcDream.App/UI/UiChatScrollbar.cs src/AcDream.App/UI/UiScrollbar.cs +git mv tests/AcDream.App.Tests/UI/UiChatScrollbarTests.cs tests/AcDream.App.Tests/UI/UiScrollbarTests.cs +``` +In `UiScrollbar.cs`: rename `class UiChatScrollbar` → `class UiScrollbar`; update the doc summary to "Generic scrollbar. Ports retail `UIElement_Scrollbar` (RegisterElementClass(0xb) @ acclient_2013_pseudo_c.txt:124137)…"; keep all body/fields/methods unchanged. +In `UiScrollbarTests.cs`: rename the test class to `UiScrollbarTests`; replace every `UiChatScrollbar` with `UiScrollbar`. (Keep the test bodies.) + +- [ ] **Step 2: Write the failing factory test.** + +In `DatWidgetFactoryTests.cs` add: +```csharp + [Fact] + public void Type11_Scrollbar_MakesUiScrollbar() + { + var e = DatWidgetFactory.Create(new ElementInfo { Type = 11, Width = 16, Height = 68 }, NoTex, null); + Assert.IsType(e); + } +``` + +- [ ] **Step 3: Run it — verify it fails.** + +Run: `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj --filter "FullyQualifiedName~DatWidgetFactoryTests.Type11_Scrollbar_MakesUiScrollbar"` +Expected: FAIL (`Create` returns `UiDatElement`, not `UiScrollbar`). + +- [ ] **Step 4: Register Type 11 in the factory.** + +In `DatWidgetFactory.Create`, add to the switch (before `_`): +```csharp + 11 => new UiScrollbar(), // UIElement_Scrollbar (reg :124137) +``` + +- [ ] **Step 5: Build + run factory + scrollbar tests.** + +Run: `dotnet build` then `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj --filter "FullyQualifiedName~DatWidgetFactoryTests|FullyQualifiedName~UiScrollbarTests"` +Expected: PASS. + +- [ ] **Step 6: Point the controller at the factory-built scrollbar (still functional).** + +The factory now builds a `UiScrollbar` for the Type-11 track element. In `ChatWindowController.cs`, in the "Scrollbar — replace the imported track placeholder" block, change the construction to bind the factory widget instead of building a fresh one. Replace the block (currently `c.Scrollbar = new UiChatScrollbar { … }; trackParent.RemoveChild(track); trackParent.AddChild(c.Scrollbar);`) with: +```csharp + // The factory built the Type-11 track element as a UiScrollbar. Find it, bind it. + if (layout.FindElement(TrackId) is UiScrollbar bar) + { + bar.Top = 0f; // pull up to the panel top (resize-bar reclaim) + bar.Height = bar.Height + bar.Top; // NOTE: capture old Top before zeroing — see Step 6a + bar.Model = c.Transcript.Scroll; + bar.SpriteResolve = resolve; + bar.TrackSprite = TrackSprite; + bar.ThumbSprite = ThumbSprite; + bar.ThumbTopSprite = ThumbTopSprite; + bar.ThumbBotSprite = ThumbBotSprite; + bar.UpSprite = UpSprite; + bar.DownSprite = DownSprite; + c.Scrollbar = bar; + } +``` +- [ ] **Step 6a: Fix the Top/Height order bug introduced above.** The old code added `track.Top` to height *before* zeroing Top. Write it correctly: +```csharp + if (layout.FindElement(TrackId) is UiScrollbar bar) + { + float oldTop = bar.Top; + bar.Top = 0f; + bar.Height = bar.Height + oldTop; + bar.Model = c.Transcript.Scroll; + bar.SpriteResolve = resolve; + bar.TrackSprite = TrackSprite; bar.ThumbSprite = ThumbSprite; + bar.ThumbTopSprite = ThumbTopSprite; bar.ThumbBotSprite = ThumbBotSprite; + bar.UpSprite = UpSprite; bar.DownSprite = DownSprite; + c.Scrollbar = bar; + } +``` +Change the `Scrollbar` property type: `public UiScrollbar Scrollbar { get; private set; } = null!;` + +- [ ] **Step 7: Update the conformance Type assert (already Type 11) + run full UI suite.** + +`ChatLayoutConformanceTests` already asserts Type 11 for the track. Run: `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj` +Expected: PASS (whole UI suite). + +- [ ] **Step 8: Re-check AP-41 in the divergence register.** + +The controller passes `ThumbTopSprite`/`ThumbBotSprite` (3-slice caps), so AP-41 ("thumb single stretched sprite") is stale. In `docs/architecture/retail-divergence-register.md`, update the AP-41 `file:line` from `UiChatScrollbar.cs:37` to `UiScrollbar.cs` and narrow/retire it (the 3-slice path now draws caps; retire only if the fallback single-tile path is no longer reachable — it is reachable when caps are 0, so narrow the wording to "fallback only"). + +- [ ] **Step 9: Commit.** +```bash +git add -A +git commit -m "feat(D.2b): UiScrollbar (Type 11) — promote the generic chat scrollbar (widget-generalization Task 2)" +``` + +--- + +## Task 3: `UiButton` (Type 1) — Send + Max/Min + +The factory currently builds Send/Max-Min as `UiDatElement` and the controller sets `OnClick`/`Label`. Introduce a dedicated `UiButton` mirroring that behavior exactly (so clicks don't regress) and register Type 1. + +**Files:** +- Create: `src/AcDream.App/UI/UiButton.cs` +- Create: `tests/AcDream.App.Tests/UI/UiButtonTests.cs` +- Modify: `DatWidgetFactory.cs`, `ChatWindowController.cs`, `DatWidgetFactoryTests.cs` + +- [ ] **Step 1: Write the failing button-behavior test.** + +`UiButtonTests.cs`: +```csharp +using System.Numerics; +using AcDream.App.UI; +using AcDream.App.UI.Layout; +namespace AcDream.App.Tests.UI; + +public class UiButtonTests +{ + private static (uint, int, int) NoTex(uint _) => (0, 0, 0); + + [Fact] + public void Click_InvokesOnClick() + { + var info = new ElementInfo { Type = 1, Width = 46, Height = 18 }; + var b = new UiButton(info, NoTex) { OnClick = () => Clicked = true }; + b.OnEvent(new UiEvent(UiEventType.Click, 0, 0, 0)); + Assert.True(Clicked); + } + private bool Clicked; + + [Fact] + public void NotClickThrough_SoItReceivesClicks() + { + var b = new UiButton(new ElementInfo { Type = 1 }, NoTex); + Assert.False(b.ClickThrough); + } +} +``` +> Confirm the `UiEvent` constructor signature in `src/AcDream.App/UI/UiEvent.cs` before finalizing the `new UiEvent(...)` call; adjust arg order if needed. + +- [ ] **Step 2: Run it — verify it fails (UiButton does not exist).** + +Run: `dotnet test … --filter "FullyQualifiedName~UiButtonTests"` +Expected: FAIL (compile error: `UiButton` not found). + +- [ ] **Step 3: Write `UiButton`.** + +`UiButton.cs`: +```csharp +using System; +using System.Numerics; +using AcDream.App.UI.Layout; + +namespace AcDream.App.UI; + +/// +/// Generic clickable button. Ports retail UIElement_Button +/// (RegisterElementClass(1, UIElement_Button::Create) @ acclient_2013_pseudo_c.txt:125828): +/// a per-state sprite face + an optional centered caption + a click action. Built by +/// DatWidgetFactory for Type-1 elements (chat Send 0x10000019, Max/Min 0x1000046F). +/// The controller binds OnClick and the caption. State selection mirrors UiDatElement +/// so existing Send/Max-Min behavior is preserved exactly. +/// +public sealed class UiButton : UiElement +{ + private readonly ElementInfo _info; + private readonly Func _resolve; + + public Action? OnClick { get; set; } + public string? Label { get; set; } + public UiDatFont? LabelFont { get; set; } + public Vector4 LabelColor { get; set; } = Vector4.One; + + /// Active state name, runtime-settable (e.g. Max/Min toggling Normal↔Minimized). + public string ActiveState { get; set; } = ""; + + public UiButton(ElementInfo info, Func resolve) + { + _info = info; + _resolve = resolve; + ClickThrough = false; // buttons are interactive + if (!string.IsNullOrEmpty(info.DefaultStateName)) ActiveState = info.DefaultStateName; + else if (info.StateMedia.ContainsKey("Normal")) ActiveState = "Normal"; + } + + private uint ActiveFile() + => _info.StateMedia.TryGetValue(ActiveState, out var m) ? m.File + : _info.StateMedia.TryGetValue("", out var d) ? d.File : 0u; + + protected override void OnDraw(UiRenderContext ctx) + { + uint file = ActiveFile(); + if (file != 0) + { + var (tex, tw, th) = _resolve(file); + if (tex != 0 && tw != 0 && th != 0) + ctx.DrawSprite(tex, 0, 0, Width, Height, 0, 0, Width / tw, Height / th, Vector4.One); + } + if (Label is { Length: > 0 } label && LabelFont is { } lf) + { + float tx = (Width - lf.MeasureWidth(label)) * 0.5f; + float ty = (Height - lf.LineHeight) * 0.5f; + ctx.DrawStringDat(lf, label, tx, ty, LabelColor); + } + } + + public override bool OnEvent(in UiEvent e) + { + if (e.Type == UiEventType.Click && OnClick is not null) { OnClick(); return true; } + return false; + } +} +``` + +- [ ] **Step 4: Run the button tests — verify they pass.** + +Run: `dotnet test … --filter "FullyQualifiedName~UiButtonTests"` +Expected: PASS. + +- [ ] **Step 5: Write the failing factory test + register Type 1.** + +In `DatWidgetFactoryTests.cs`: +```csharp + [Fact] + public void Type1_Button_MakesUiButton() + { + var e = DatWidgetFactory.Create(new ElementInfo { Type = 1, Width = 46, Height = 18 }, NoTex, null); + Assert.IsType(e); + } +``` +In `DatWidgetFactory.Create` switch: +```csharp + 1 => new UiButton(info, resolve), // UIElement_Button (reg :125828) +``` + +- [ ] **Step 6: Update the controller to bind the factory-built buttons.** + +In `ChatWindowController.cs`, the Send block currently does `if (layout.FindElement(SendId) is UiDatElement sendEl) { sendEl.ClickThrough = false; sendEl.OnClick = …; sendEl.Label = "Send"; sendEl.LabelFont = datFont; sendEl.LabelColor = …; }`. Change the cast to `UiButton`: +```csharp + if (layout.FindElement(SendId) is UiButton sendEl) + { + sendEl.OnClick = () => c.Input.Submit(); + sendEl.Label = "Send"; + sendEl.LabelFont = datFont; + sendEl.LabelColor = new Vector4(1f, 0.92f, 0.72f, 1f); + } +``` +And the Max/Min block: change `if (layout.FindElement(MaxMinId) is UiDatElement maxMinEl)` → `is UiButton maxMinEl`, drop the now-unneeded `maxMinEl.ClickThrough = false;` (UiButton is interactive by construction), keep the `maxMinEl.Left = track.Left - maxMinEl.Width;` and `maxMinEl.OnClick = c.ToggleMaximize;`. + +- [ ] **Step 7: Build + run the full UI suite.** + +Run: `dotnet build` then `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj` +Expected: PASS. + +- [ ] **Step 8: Commit.** +```bash +git add -A +git commit -m "feat(D.2b): UiButton (Type 1) — Send + Max/Min as generic buttons (widget-generalization Task 3)" +``` + +--- + +## Task 4: `UiMenu` (Type 6) — genericize the channel menu + +`UiChannelMenu` is the one heavy genericization: move `ChatChannelKind`, the 14-item array, the button-text map, and the availability defaults into `ChatWindowController`; keep all drawing/geometry/event mechanics in a generic `UiMenu` keyed on `object? Payload`. + +**Files:** +- Rename: `src/AcDream.App/UI/UiChannelMenu.cs` → `src/AcDream.App/UI/UiMenu.cs` +- Rename: `tests/AcDream.App.Tests/UI/UiChannelMenuTests.cs` → `tests/AcDream.App.Tests/UI/UiMenuTests.cs` +- Modify: `DatWidgetFactory.cs`, `ChatWindowController.cs`, `DatWidgetFactoryTests.cs` + +- [ ] **Step 1: Rename file + class.** +```bash +git mv src/AcDream.App/UI/UiChannelMenu.cs src/AcDream.App/UI/UiMenu.cs +git mv tests/AcDream.App.Tests/UI/UiChannelMenuTests.cs tests/AcDream.App.Tests/UI/UiMenuTests.cs +``` + +- [ ] **Step 2: Replace the chat-specific members with the generic surface.** + +In `UiMenu.cs`, rename `class UiChannelMenu` → `class UiMenu`; remove `using AcDream.UI.Abstractions;`. Replace the chat-specific members — the `Item` record, the static `Items` array, `Selected` (ChatChannelKind), `OnChannelChanged`, `AvailabilityProvider`, `IsAvailable`, and `ButtonText` — with these generic members: +```csharp + /// One menu row: its label + an opaque payload the controller maps back. + public readonly record struct MenuItem(string Label, object? Payload); + + /// The rows, populated by the controller. Laid out column-major: + /// rows 0..RowsPerColumn-1 in column 0, then the next group in column 1, etc. + public IReadOnlyList Items { get; set; } = System.Array.Empty(); + + /// The currently-selected payload (drives the highlighted row). + public object? Selected { get; set; } + + /// Fired with the picked item's payload when a row is chosen. + public Action? OnSelect { get; set; } + + /// Per-payload enabled gate (disabled rows render greyed + are inert). + /// Null ⇒ all rows enabled. + public Func? EnabledProvider { get; set; } + + /// Button-face caption (the active target). Null ⇒ blank face. + public Func? ButtonLabelProvider { get; set; } +``` +Make the geometry constants settable so a controller/factory can match the dat: +```csharp + public int RowsPerColumn { get; set; } = 7; // items per column (dat item template) + public float RowHeight { get; set; } = 17f; // dat item template 0x1000001E H=17 + public float ColumnWidth { get; set; } = 191f; // dat item template W=191 +``` +Replace the `private const int Rows`/`ItemH`/`ColW` usages with `RowsPerColumn`/`RowHeight`/`ColumnWidth`, and make the derived sizes instance members: +```csharp + private int ColumnCount => (Items.Count + RowsPerColumn - 1) / System.Math.Max(1, RowsPerColumn); + private float InteriorW => ColumnCount * ColumnWidth; + private float InteriorH => RowsPerColumn * RowHeight; + private float OuterW => InteriorW + 2 * Border; + private float OuterH => InteriorH + 2 * Border; +``` + +- [ ] **Step 3: Genericize the draw/event logic (mechanical swaps).** + +In the same file, in `OnDrawOverlay`, `OnEvent`, `OnHitTest`, and `DrawButtonFace`/label: +- Replace `Items[i].Channel is { } c && c == Selected` (selected-row test) with `Equals(Items[i].Payload, Selected)`. +- Replace `Items[i].Channel is not { } c || IsAvailable(c)` (availability) with `EnabledProvider?.Invoke(Items[i].Payload) ?? true`. +- Replace the button caption `ButtonText` with `ButtonLabelProvider?.Invoke() ?? ""` in both `OnDraw` (the `DrawLabel(ctx, ButtonText, …)` call) and `NaturalButtonWidth()` (the `MeasureWidth(ButtonText)`). +- In `OnEvent`'s pick branch, replace the channel-specific selection + ```csharp + if (… && Items[idx].Channel is { } ch && IsAvailable(ch)) { Selected = ch; OnChannelChanged?.Invoke(ch); } + ``` + with + ```csharp + if (row >= 0 && row < RowsPerColumn && idx >= 0 && idx < Items.Count + && (EnabledProvider?.Invoke(Items[idx].Payload) ?? true)) + { + Selected = Items[idx].Payload; + OnSelect?.Invoke(Selected); + } + ``` +- Replace the column/row math `int col = i / Rows, row = i % Rows;` with `RowsPerColumn` and `Items.Length` → `Items.Count`. +Keep `DrawBevel`, `DrawButtonFace`, `DrawSprite`, `DrawLabel`, the sprite-id properties, the colors, and `NaturalButtonWidth()` otherwise unchanged. Update the doc comment to cite `UIElement_Menu (RegisterElementClass(6) @ :120163)` + `MakePopup @0x46d310`. + +- [ ] **Step 4: Update the menu tests for the generic surface.** + +In `UiMenuTests.cs`, rename the class to `UiMenuTests`, replace `UiChannelMenu` → `UiMenu`. Where tests referenced `ChatChannelKind`/`Selected`/`OnChannelChanged`, rewrite them against the generic surface, e.g.: +```csharp + [Fact] + public void ClickingRow_FiresOnSelect_WithPayload() + { + object? picked = null; + var m = new UiMenu + { + Width = 46, Height = 18, + Items = new UiMenu.MenuItem[] { new("Chat to All", "say"), new("Trade", "trade") }, + OnSelect = p => picked = p, + }; + // open, then click row 0 (geometry per RowsPerColumn/RowHeight — mirror the + // existing test's click coords, which used the same 17px rows). + m.OnEvent(new UiEvent(UiEventType.MouseDown, 0, 0, 0)); // toggle open + // … click into row 0 of the open popup (reuse the prior test's local coords) … + Assert.Equal("say", picked); + } +``` +> Reuse the exact open/click coordinates from the original `UiChannelMenuTests` (they map into the same popup geometry); only the payload/selection assertions change. + +- [ ] **Step 5: Run the menu tests — green.** + +Run: `dotnet test … --filter "FullyQualifiedName~UiMenuTests"` +Expected: PASS. + +- [ ] **Step 6: Failing factory test + register Type 6.** + +In `DatWidgetFactoryTests.cs`: +```csharp + [Fact] + public void Type6_Menu_MakesUiMenu() + { + var e = DatWidgetFactory.Create(new ElementInfo { Type = 6, Width = 46, Height = 18 }, NoTex, null); + Assert.IsType(e); + } +``` +In `DatWidgetFactory.Create` switch: +```csharp + 6 => new UiMenu(), // UIElement_Menu (reg :120163) +``` + +- [ ] **Step 7: Move the channel knowledge into `ChatWindowController`.** + +In `ChatWindowController.cs`, add the channel item table + maps (ported verbatim from the old `UiChannelMenu`): +```csharp + // Talk-focus channels (ported from the old UiChannelMenu — gmMainChatUI::InitTalkFocusMenu @0x4cdc50). + private static readonly (string Label, ChatChannelKind? Channel)[] ChannelItems = + { + ("Squelch (ignore)", null), + ("Tell to Selected", null), + ("Chat to All", ChatChannelKind.Say), + ("Tell to Fellows", ChatChannelKind.Fellowship), + ("Tell to General Chat", ChatChannelKind.General), + ("Tell to LFG Chat", ChatChannelKind.Lfg), + ("Tell to Society Chat", ChatChannelKind.Society), + ("Tell to Monarch", ChatChannelKind.Monarch), + ("Tell to Patron", ChatChannelKind.Patron), + ("Tell to Vassals", ChatChannelKind.Vassals), + ("Tell to Allegiance", ChatChannelKind.Allegiance), + ("Tell to Trade Chat", ChatChannelKind.Trade), + ("Tell to Roleplay Chat", ChatChannelKind.Roleplay), + ("Tell to Olthoi Chat", ChatChannelKind.Olthoi), + }; + + private static string ChannelButtonLabel(ChatChannelKind k) => k switch + { + ChatChannelKind.Say => "Chat", ChatChannelKind.General => "General", + ChatChannelKind.Trade => "Trade", ChatChannelKind.Lfg => "LFG", + ChatChannelKind.Fellowship => "Fellow", ChatChannelKind.Allegiance => "Alleg", + ChatChannelKind.Patron => "Patron", ChatChannelKind.Vassals => "Vassals", + ChatChannelKind.Monarch => "Monarch", ChatChannelKind.Roleplay => "Roleplay", + ChatChannelKind.Society => "Society", ChatChannelKind.Olthoi => "Olthoi", + _ => "Chat", + }; + + private static bool ChannelAvailable(ChatChannelKind k) + => k is ChatChannelKind.Say or ChatChannelKind.General or ChatChannelKind.Trade or ChatChannelKind.Lfg; +``` +Replace the "Channel menu — replace the imported menu placeholder" block. The factory now builds the Type-6 element as a `UiMenu`; find it and populate it: +```csharp + if (layout.FindElement(MenuId) is UiMenu menu) + { + menu.DatFont = datFont; menu.Font = debugFont; menu.SpriteResolve = resolve; + menu.NormalSprite = MenuNormal; menu.PressedSprite = MenuPressed; + menu.PopupBgSprite = MenuPopupBg; + menu.ItemNormalSprite = MenuItemRow; menu.ItemHighlightSprite = MenuItemSelected; + menu.Items = System.Array.ConvertAll(ChannelItems, + t => new UiMenu.MenuItem(t.Label, (object?)t.Channel)); + menu.Selected = (object?)c._activeChannel; + menu.EnabledProvider = p => p is not ChatChannelKind ch || ChannelAvailable(ch); + menu.ButtonLabelProvider = () => ChannelButtonLabel(c._activeChannel); + menu.OnSelect = p => + { + if (p is ChatChannelKind ch) { c._activeChannel = ch; menu.Selected = p; } + }; + c.Menu = menu; + } +``` +Update the `Menu` property type: `public UiMenu Menu { get; private set; } = null!;` Update the reflow block (`ReflowInputRow`) — it calls `c.Menu.NaturalButtonWidth()`, `c.Menu.ResetAnchorCapture()` (both still exist on `UiMenu`), and wraps `c.Menu.OnChannelChanged`. Replace the `OnChannelChanged` wrap with the generic `OnSelect`: +```csharp + var onSelect = c.Menu.OnSelect; + c.Menu.OnSelect = p => { onSelect?.Invoke(p); ReflowInputRow(); }; +``` +> `_activeChannel` already exists on the controller; the old per-menu `OnChannelChanged = k => c._activeChannel = k;` is now folded into `OnSelect`. + +- [ ] **Step 8: Build + run the full UI suite.** + +Run: `dotnet build` then `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj` +Expected: PASS. + +- [ ] **Step 9: Add a divergence row if the generic menu lost fidelity.** + +The generic `UiMenu` item model is flat (label+payload, no submenu/hierarchical popup). If that is a new approximation vs `UIElement_Menu::MakePopup`'s nested popups, add a row to `docs/architecture/retail-divergence-register.md` (Adaptation) citing `src/AcDream.App/UI/UiMenu.cs` + `MakePopup @0x46d310`. (The chat menu is single-level, so this is a latent note, not a behavior change.) + +- [ ] **Step 10: Commit.** +```bash +git add -A +git commit -m "feat(D.2b): UiMenu (Type 6) — generic dropdown; channel knowledge moves to controller (widget-generalization Task 4)" +``` + +--- + +## Task 5: `UiText` (Type 12) — transcript + the Type-12 flip + +Rename `UiChatView` → `UiText`, default its background to transparent + add an optional dat state-sprite background (so any Type-12-with-sprite element keeps rendering its sprite), register Type 12, flip the two factory Type-12 tests, and have the controller bind the factory-built transcript. An **unbound `UiText` must draw nothing** so vitals stays frozen. + +**Files:** +- Rename: `src/AcDream.App/UI/UiChatView.cs` → `src/AcDream.App/UI/UiText.cs` +- Rename: `tests/AcDream.App.Tests/UI/UiChatViewTests.cs` → `UiTextTests.cs`; `UiChatViewDatFontTests.cs` → `UiTextDatFontTests.cs` +- Modify: `DatWidgetFactory.cs`, `LayoutImporter.cs` (none needed — Text recurses normally), `ChatWindowController.cs`, `DatWidgetFactoryTests.cs`, `GameWindow.cs` + +- [ ] **Step 1: Rename file + class + tests.** +```bash +git mv src/AcDream.App/UI/UiChatView.cs src/AcDream.App/UI/UiText.cs +git mv tests/AcDream.App.Tests/UI/UiChatViewTests.cs tests/AcDream.App.Tests/UI/UiTextTests.cs +git mv tests/AcDream.App.Tests/UI/UiChatViewDatFontTests.cs tests/AcDream.App.Tests/UI/UiTextDatFontTests.cs +``` +In `UiText.cs`: rename `class UiChatView` → `class UiText`; the nested `Line`/`Pos` records, `LinesProvider`, selection, and scroll stay. Update the doc to cite `UIElement_Text (RegisterElementClass(0xc) @ :115655)`. In the test files, rename classes + replace `UiChatView` → `UiText`. + +- [ ] **Step 2: Default the background to transparent (so an unbound UiText is invisible).** + +In `UiText.cs`, change: +```csharp + public Vector4 BackgroundColor { get; set; } = new(0f, 0f, 0f, 0f); // transparent by default +``` +(was `(0,0,0,0.35)`). `OnDraw`'s `ctx.DrawFill(0,0,Width,Height,BackgroundColor)` then draws nothing when transparent. The chat controller will set the translucent value explicitly (Step 6). + +- [ ] **Step 3: Add an optional dat state-sprite background (faithful UIElement_Text media).** + +So a Type-12 element that carries its own sprite (currently rendered by `UiDatElement`) does not lose it. Add to `UiText`: +```csharp + /// Optional dat state-sprite background (the element's own media), drawn + /// UNDER the text. Set by DatWidgetFactory.BuildText from the ElementInfo. 0 = none. + public uint BackgroundSprite { get; set; } + public Func? SpriteResolve { get; set; } +``` +At the very top of `OnDraw`, before `DrawFill`: +```csharp + if (BackgroundSprite != 0 && SpriteResolve is { } sr) + { + var (tex, tw, th) = sr(BackgroundSprite); + if (tex != 0 && tw != 0 && th != 0) + ctx.DrawSprite(tex, 0, 0, Width, Height, 0, 0, Width / tw, Height / th, Vector4.One); + } +``` + +- [ ] **Step 4: Write the failing factory test (and flip the two existing Type-12 tests).** + +In `DatWidgetFactoryTests.cs`: +- Add: +```csharp + [Fact] + public void Type12_Text_MakesUiText() + { + var e = DatWidgetFactory.Create(new ElementInfo { Type = 12, Width = 100, Height = 40 }, NoTex, null); + Assert.IsType(e); + } +``` +- Replace `Type12_StylePrototype_ReturnsNull` (delete it — Type 12 is no longer skipped). +- Replace `DatWidgetFactory_Type12WithMedia_Renders` body to assert `UiText` for both media and no-media: +```csharp + [Fact] + public void DatWidgetFactory_Type12_AlwaysMakesUiText() + { + var withMedia = new ElementInfo { Type = 12, Width = 32, Height = 16, + StateMedia = { ["Normal"] = (0x00001234u, 1) } }; + Assert.IsType(DatWidgetFactory.Create(withMedia, NoTex, null)); + Assert.IsType(DatWidgetFactory.Create(new ElementInfo { Type = 12 }, NoTex, null)); + } +``` + +- [ ] **Step 5: Run — verify the new/flipped tests fail.** + +Run: `dotnet test … --filter "FullyQualifiedName~DatWidgetFactoryTests"` +Expected: FAIL on the Type-12 asserts (factory still returns null / UiDatElement). + +- [ ] **Step 6: Register Type 12 + add `BuildText`; remove the skip.** + +In `DatWidgetFactory.cs`: +- Delete the skip line `if (info.Type == 12 && info.StateMedia.Count == 0) return null;`. +- Add to the switch: +```csharp + 12 => BuildText(info, resolve), // UIElement_Text (reg :115655) +``` +- Add the builder: +```csharp + /// Type-12 UIElement_Text: a scrollable colored-line text view. The + /// element's own Direct/Normal media (if any) becomes the background sprite, drawn + /// under the text — so a Type-12 element that previously rendered via UiDatElement + /// keeps its sprite. Lines are bound later by the controller (LinesProvider). + private static UiText BuildText(ElementInfo info, Func resolve) + { + uint bg = info.StateMedia.TryGetValue( + !string.IsNullOrEmpty(info.DefaultStateName) ? info.DefaultStateName + : info.StateMedia.ContainsKey("Normal") ? "Normal" : "", out var m) + ? m.File : 0u; + return new UiText { BackgroundSprite = bg, SpriteResolve = resolve }; + } +``` +> Update the `Create` summary/`` doc that referenced Type-12 returning null. + +- [ ] **Step 7: Verify factory + vitals fixture still green (vitals frozen).** + +Run: `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj --filter "FullyQualifiedName~DatWidgetFactoryTests|FullyQualifiedName~LayoutConformanceTests|FullyQualifiedName~VitalsBindingTests"` +Expected: PASS. The vitals number text elements are meter-children (consumed, never built — `LayoutImporter.cs:113`), and any other vitals Type-12 element now builds as an unbound, transparent `UiText` (draws only its own sprite, if it had one — same as before). **Spec verification #2:** if a vitals conformance test fails, a standalone Type-12 element changed class — inspect it; its sprite must still draw via `BackgroundSprite`. + +- [ ] **Step 8: Controller binds the factory-built transcript (instead of constructing it).** + +In `ChatWindowController.cs`, the factory now builds the Type-12 transcript element `0x10000011` as a `UiText`. Replace the "Transcript" block (which read `tInfo` and `new UiChatView { … }; transcriptPanel.AddChild(...)`) with find-and-bind: +```csharp + // The factory built the Type-12 transcript as a UiText; find + bind it. + c.Transcript = layout.FindElement(TranscriptId) as UiText + ?? throw new InvalidOperationException("chat transcript 0x10000011 not built as UiText"); + c.Transcript.DatFont = datFont; + c.Transcript.Font = debugFont; + c.Transcript.BackgroundColor = new Vector4(0f, 0f, 0f, 0.35f); // retail translucent transcript + c.Transcript.LinesProvider = () => BuildLines(vm, c.Transcript, datFont, debugFont); +``` +Change the `Transcript` property type to `public UiText Transcript { get; private set; } = null!;`. Remove the now-unused `tInfo` lookup + the `transcriptPanel.AddChild` (the transcript is already in the tree at its dat position). Keep the `transcriptPanel.Top/Height` resize-bar reclaim. + +Also in `ChatWindowController.cs`, replace **every** `UiChatView.Line` with `UiText.Line` — this hits `BuildLines` (its `UiText view` parameter, its `IReadOnlyList` return type, the `Array.Empty()`, and the `new UiText.Line(frag, color)` inside the wrap loop). `WrapText`/`RetailChatColor` are unaffected (they return `string`/`Vector4`). + +Finally, repoint the `Bind` early-guard: it currently does `var tInfo = FindInfo(rootInfo, TranscriptId);` and checks `tInfo is null`. The transcript is now found via `layout.FindElement(TranscriptId)`; change the guard to null-check the factory-built widgets it needs (`layout.FindElement(TranscriptPanelId)` for the panel, plus the transcript/input found in their Steps). The `iInfo` lookup stays only for Task 6 Variant B. (Full guard tidy lands in Task 7.) + +- [ ] **Step 9: GameWindow follow-through.** + +`GameWindow.cs:1860` (`chatController.Transcript.Keyboard = …`) still compiles (`UiText.Keyboard` exists). Build to confirm. + +- [ ] **Step 10: Build + full UI suite.** + +Run: `dotnet build` then `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj` +Expected: PASS. + +- [ ] **Step 11: Amend AP-37 (Type-0 text skip retired).** + +In `docs/architecture/retail-divergence-register.md`, edit AP-37: remove the "Standalone Type-0 text elements are also skipped (… a dedicated dat-text widget is Plan 2)" clause (now shipped as `UiText`). Keep the meter-collapse clause and the vitals-numbers-via-`UiMeter.Label` clause (retired in Task 8). + +- [ ] **Step 12: Commit.** +```bash +git add -A +git commit -m "feat(D.2b): UiText (Type 12) — generic text + Type-12 flip; transcript factory-built (widget-generalization Task 5)" +``` + +--- + +## Task 6: `UiField` (Type 3) — editable input + +Rename `UiChatInput` → `UiField`, register Type 3, and wire the input. **Input handling depends on Task 1 Step 5's recorded resolved Type** for `0x10000016`: +- **If it resolved to Type 3:** the factory builds `UiField` directly; the controller finds + binds it. +- **If it resolved to Type 12** (per the Map trace): the factory built it as a `UiText`; the controller *replaces* it with a `UiField` at the same rect (the existing replace pattern). + +**Files:** +- Rename: `src/AcDream.App/UI/UiChatInput.cs` → `src/AcDream.App/UI/UiField.cs`; `UiChatInputTests.cs` → `UiFieldTests.cs` +- Modify: `DatWidgetFactory.cs`, `ChatWindowController.cs`, `DatWidgetFactoryTests.cs`, `GameWindow.cs` + +- [ ] **Step 1: Confirm the input's resolved Type from Task 1, choose the path.** + +Re-read `ChatLayoutConformanceTests.ChatFixture_ResolvedTypes_MatchRetailRegistry` (Task 1) for `0x10000016`. Note "Type 3 → direct build" or "Type 12 → controller-place". Proceed with the matching variant in Step 6. + +- [ ] **Step 2: Rename file + class + tests.** +```bash +git mv src/AcDream.App/UI/UiChatInput.cs src/AcDream.App/UI/UiField.cs +git mv tests/AcDream.App.Tests/UI/UiChatInputTests.cs tests/AcDream.App.Tests/UI/UiFieldTests.cs +``` +In `UiField.cs`: rename `class UiChatInput` → `class UiField`; body unchanged. Update doc to cite `UIElement_Field (RegisterElementClass(3) @ :126190)` + the drag-drop hooks (`CatchDroppedItem`/`MouseOverTop`) it will host for future item windows. In `UiFieldTests.cs`: rename class, replace `UiChatInput` → `UiField`. + +- [ ] **Step 3: Default the background to transparent (consistency with UiText).** + +Change `UiField.BackgroundColor` default to `new(0f, 0f, 0f, 0f)`. The controller sets the translucent value (Step 6). + +- [ ] **Step 4: Failing factory test + register Type 3.** + +In `DatWidgetFactoryTests.cs`: +```csharp + [Fact] + public void Type3_Field_MakesUiField() + { + var e = DatWidgetFactory.Create(new ElementInfo { Type = 3, Width = 200, Height = 16 }, NoTex, null); + Assert.IsType(e); + } +``` +In `DatWidgetFactory.Create` switch: +```csharp + 3 => new UiField(), // UIElement_Field (reg :126190) +``` + +- [ ] **Step 5: Run — verify pass.** + +Run: `dotnet test … --filter "FullyQualifiedName~DatWidgetFactoryTests.Type3_Field_MakesUiField|FullyQualifiedName~UiFieldTests"` +Expected: PASS. + +- [ ] **Step 6: Wire the input in the controller (variant per Step 1).** + +Replace the "Input" block (`new UiChatInput { … }; inputBar.AddChild(c.Input); c.Input.OnSubmit = …`). + +**Variant A — input resolved to Type 3 (factory-built):** +```csharp + c.Input = layout.FindElement(InputId) as UiField + ?? throw new InvalidOperationException("chat input 0x10000016 not built as UiField"); + c.Input.DatFont = datFont; c.Input.Font = debugFont; + c.Input.BackgroundColor = new Vector4(0f, 0f, 0f, 0.35f); + c.Input.SpriteResolve = resolve; c.Input.FocusFieldSprite = InputFocusField; + c.Input.OnSubmit = text => ChatCommandRouter.Submit(text, vm, busProvider(), c._activeChannel); +``` + +**Variant B — input resolved to Type 12 (controller-placed UiField over the UiText):** +```csharp + // 0x10000016 resolves to Type-12 Text in this layout; the editable entry is a + // controller-placed UiField at the dat element's rect (retail authors a separate Field). + var iInfo = FindInfo(rootInfo, InputId) + ?? throw new InvalidOperationException("chat input info 0x10000016 missing"); + if (layout.FindElement(InputId) is { Parent: { } iparent } placeholder) + iparent.RemoveChild(placeholder); // drop the read-only Text placeholder + c.Input = new UiField + { + Left = iInfo.X, Top = iInfo.Y, Width = iInfo.Width, Height = iInfo.Height, + Anchors = ElementReader.ToAnchors(iInfo.Left, iInfo.Top, iInfo.Right, iInfo.Bottom), + DatFont = datFont, Font = debugFont, + BackgroundColor = new Vector4(0f, 0f, 0f, 0.35f), + SpriteResolve = resolve, FocusFieldSprite = InputFocusField, + }; + (inputBar).AddChild(c.Input); + c.Input.OnSubmit = text => ChatCommandRouter.Submit(text, vm, busProvider(), c._activeChannel); +``` +Change the `Input` property type to `public UiField Input { get; private set; } = null!;` (Keep `FindInfo` for Variant B; it may become unused in Variant A — remove it then.) + +- [ ] **Step 7: GameWindow follow-through.** + +`GameWindow.cs:1861` (`chatController.Input.Keyboard = …`) still compiles (`UiField.Keyboard` exists). Build to confirm. + +- [ ] **Step 8: Build + full UI suite.** + +Run: `dotnet build` then `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj` +Expected: PASS. + +- [ ] **Step 9: Commit.** +```bash +git add -A +git commit -m "feat(D.2b): UiField (Type 3) — editable input as a generic field (widget-generalization Task 6)" +``` + +--- + +## Task 7: Thin + verify the controller; remove dead construction + +After Tasks 2–6, `ChatWindowController.Bind` should construct no widgets (except the Variant-B input). Audit and tidy. + +**Files:** +- Modify: `src/AcDream.App/UI/Layout/ChatWindowController.cs` + +- [ ] **Step 1: Remove dead helpers + confirm find-by-id shape.** + +In `ChatWindowController.cs`: confirm every widget is obtained via `layout.FindElement(id) as UiX` and only data/callbacks are bound. Remove any now-unused locals (`transcriptPanel`/`inputBar` are still used for the resize-bar reclaim / Variant-B parent — keep those; remove `tInfo`/`FindInfo` if Variant A). Confirm the class doc reads as the `gmMainChatUI::PostInit @0x4ce130` analogue (find child by id → bind). + +- [ ] **Step 2: Update `ChatWindowControllerTests` for the new types.** + +In `tests/AcDream.App.Tests/UI/Layout/ChatWindowControllerTests.cs`, update any references to `UiChatView`/`UiChatInput`/`UiChatScrollbar`/`UiChannelMenu` to `UiText`/`UiField`/`UiScrollbar`/`UiMenu`, and any assertions on `.Selected`/`OnChannelChanged` to the generic `OnSelect`/payload surface. Run them to confirm the binding still wires the right elements. + +- [ ] **Step 3: Build + full UI suite.** + +Run: `dotnet build` then `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj` +Expected: PASS. + +- [ ] **Step 4: Visual gate (user) — chat unchanged.** + +Launch the client (`ACDREAM_RETAIL_UI=1`, per CLAUDE.md launch recipe) and confirm the chat window looks + behaves identically to before this pass: transcript scroll/select/copy, input write-mode/history/clipboard, channel dropdown, send, max/min, scrollbar drag. **Stop for user confirmation.** + +- [ ] **Step 5: Commit.** +```bash +git add -A +git commit -m "refactor(D.2b): ChatWindowController is now a thin find-by-id binder (widget-generalization Task 7)" +``` + +--- + +## Task 8 (GATED): vitals numbers as `UiText` + +Rewire the vitals number text from `UiMeter.Label` to factory-built `UiText` (retail-faithful: vitals numbers are `UIElement_Text`). **This is a stop-and-confirm gate** — vitals shipped pixel-identical and is fixture-locked. If it risks the pixel-identical result, **stop and keep `UiMeter.Label`** (narrow AP-37 instead). + +**Files:** +- Modify: `src/AcDream.App/UI/Layout/VitalsController.cs`, `LayoutImporter.cs` (meter child handling), `GameWindow.cs` (Bind call), `tests/.../VitalsBindingTests.cs`, `fixtures/vitals_2100006C.json` + +- [ ] **Step 1: Decide the number element's path.** + +The vitals number text is a **meter child** (consumed; `LayoutImporter.cs:113` does not recurse meter children). To render it as a real `UiText`, either (a) have `VitalsController` construct a `UiText` at the number element's rect (read from the meter's children — mirrors the chat Variant-B pattern), or (b) stop consuming the meter's text child so the factory builds it. **Prefer (a)** — it is local to `VitalsController` and does not disturb the meter slice extraction. Read the number element's rect from `DatWidgetFactory.BuildMeter`'s skipped text child (expose it, or re-read via the layout's `ElementInfo`). + +- [ ] **Step 2: Write a failing binding test.** + +In `VitalsBindingTests.cs`, add a test that, after `VitalsController.Bind`, a `UiText` exists for each vital and its `LinesProvider` returns the cur/max string. (Use the vitals fixture; assert the text node is present + bound.) + +- [ ] **Step 3: Implement the `UiText` number binding in `VitalsController`.** + +Add a `UiText` per meter (constructed at the number rect, single centered line). Keep `UiMeter.Label` unset for vitals. Bind `LinesProvider = () => new[] { new UiText.Line(text(), color) }` (centered — add a `UiText.CenterSingleLine` option or a thin overload if needed for horizontal centering). +> If centering a single line requires new `UiText` layout support, add a minimal `public bool CenterHorizontally` flag to `UiText` with a unit test, rather than overloading the chat path. + +- [ ] **Step 4: Build + run vitals tests.** + +Run: `dotnet test … --filter "FullyQualifiedName~VitalsBindingTests|FullyQualifiedName~LayoutConformanceTests"` +Expected: PASS. Update `vitals_2100006C.json` only if the resolved tree legitimately changed (it should not — the change is in binding, not the tree). + +- [ ] **Step 5: Visual gate (user) — vitals pixel-identical.** + +Launch (`ACDREAM_RETAIL_UI=1`); confirm the vitals numbers render identically (font, position, centering, color) to the shipped `UiMeter.Label` version. **Stop for user confirmation. If not identical → revert this task and narrow AP-37 instead.** + +- [ ] **Step 6: Retire/narrow AP-37 + update memory.** + +If the rewire lands: in `docs/architecture/retail-divergence-register.md`, retire the AP-37 vitals-numbers clause (now real `UiText`). Update `claude-memory/project_d2b_retail_ui.md` (the generalization pass shipped) + the roadmap. + +- [ ] **Step 7: Commit.** +```bash +git add -A +git commit -m "feat(D.2b): vitals numbers as UiText (widget-generalization Task 8, gated)" +``` + +--- + +## Done criteria (from spec §8) + +- [ ] `DatWidgetFactory` registers Types 1, 3, 6, 11, 12 (+ 7) → generic widgets; `_` still → `UiDatElement`. +- [ ] The `Type==12 → null` skip is removed; no Type-12 element is double-built (fixtures green). +- [ ] No `ChatChannelKind`/chat-color/command-routing knowledge inside any widget; `ChatWindowController` only finds-by-id and binds. +- [ ] Chat window visually + behaviorally identical through Tasks 2–7 (user-confirmed, Task 7 Step 4). +- [ ] `chat_21000006.json` golden fixture + renamed generic-widget tests all green. +- [ ] Vitals window unchanged after Task 8 (user-confirmed), or Task 8 deferred with AP-37 narrowed. +- [ ] Every generic widget cites its retail `UIElement_X` class + reg. line. +- [ ] Divergence register updated (AP-37 amended; AP-41 re-checked) in the same commits. +- [ ] Roadmap / `claude-memory/project_d2b_retail_ui.md` updated when the pass lands. From d1b13a7dbf7f92a8b380dedbd7470eb777193e1f Mon Sep 17 00:00:00 2001 From: Erik Date: Tue, 16 Jun 2026 16:55:51 +0200 Subject: [PATCH 127/223] test(D.2b): chat golden fixture + resolved-Type conformance (widget-generalization Task 1) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit - Add ChatLayoutFixtureGenerator.cs (Skip-by-default) to regenerate chat_21000006.json from the live portal.dat via LayoutImporter.ImportInfos - Commit generated fixture chat_21000006.json (13 KB, 400 lines) — dat-free, auto-copied to test output via existing *.json csproj glob - Refactor FixtureLoader: extract shared LoadInfos(fileName) helper; add LoadChat() + LoadChatInfos() mirroring the vitals pattern; LoadVitalsInfos() now delegates to the shared loader (behavior unchanged, vitals tests green) - Add ChatLayoutConformanceTests: ResolvesKnownElements + ResolvedTypes_MatchRetailRegistry Confirmed resolved Types from live dat: 0x10000011 (transcript) → Type 12 (style-prototype, skipped by factory) 0x10000016 (input) → Type 12 (style-prototype, skipped by factory) 0x10000014 (menu) → Type 6 0x10000012 (scrollbar) → Type 11 0x10000019 (send) → Type 1 0x1000046F (max/min) → Type 1 Also fix pre-existing build break: UiChatInput.MoveCaret(int delta) was made private in ce848c1 but UiChatInputTests.Backspace_DeletesBeforeCaret called it as public. Expose a public MoveCaret(int) overload (no-shift) alongside the private MoveCaret(int,bool) — restores the intended test surface. Full suite: 398 passed, 2 skipped (generator + pre-existing), 0 failed. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/UI/UiChatInput.cs | 4 + .../UI/Layout/ChatLayoutConformanceTests.cs | 46 ++ .../UI/Layout/ChatLayoutFixtureGenerator.cs | 39 ++ .../UI/Layout/FixtureLoader.cs | 39 +- .../UI/Layout/fixtures/chat_21000006.json | 542 ++++++++++++++++++ 5 files changed, 661 insertions(+), 9 deletions(-) create mode 100644 tests/AcDream.App.Tests/UI/Layout/ChatLayoutConformanceTests.cs create mode 100644 tests/AcDream.App.Tests/UI/Layout/ChatLayoutFixtureGenerator.cs create mode 100644 tests/AcDream.App.Tests/UI/Layout/fixtures/chat_21000006.json diff --git a/src/AcDream.App/UI/UiChatInput.cs b/src/AcDream.App/UI/UiChatInput.cs index 58c6e4a0..730a7175 100644 --- a/src/AcDream.App/UI/UiChatInput.cs +++ b/src/AcDream.App/UI/UiChatInput.cs @@ -101,6 +101,10 @@ public sealed class UiChatInput : UiElement _historyIndex = -1; } + /// Move the caret left (negative) or right (positive) by + /// glyph positions without extending a selection. Public for test access. + public void MoveCaret(int delta) => MoveCaretTo(_caret + delta, false); + private void MoveCaret(int delta, bool shift) => MoveCaretTo(_caret + delta, shift); // ── Selection ──────────────────────────────────────────────────────── diff --git a/tests/AcDream.App.Tests/UI/Layout/ChatLayoutConformanceTests.cs b/tests/AcDream.App.Tests/UI/Layout/ChatLayoutConformanceTests.cs new file mode 100644 index 00000000..836adbdc --- /dev/null +++ b/tests/AcDream.App.Tests/UI/Layout/ChatLayoutConformanceTests.cs @@ -0,0 +1,46 @@ +using AcDream.App.UI.Layout; + +namespace AcDream.App.Tests.UI.Layout; + +/// +/// Dat-free conformance tests for the committed chat_21000006.json golden fixture. +/// Verifies that LayoutImporter.ImportInfos correctly resolves the BaseElement / +/// BaseLayoutId inheritance chain for the chat window (LayoutDesc 0x21000006). +/// +public class ChatLayoutConformanceTests +{ + private static ElementInfo? Find(ElementInfo n, uint id) + { + if (n.Id == id) return n; + foreach (var c in n.Children) + { + var f = Find(c, id); + if (f is not null) return f; + } + return null; + } + + [Fact] + public void ChatFixture_ResolvesKnownElements() + { + var root = FixtureLoader.LoadChatInfos(); + Assert.NotNull(Find(root, 0x10000011u)); // transcript + Assert.NotNull(Find(root, 0x10000016u)); // input + Assert.NotNull(Find(root, 0x10000012u)); // scrollbar track + Assert.NotNull(Find(root, 0x10000014u)); // channel menu + Assert.NotNull(Find(root, 0x10000019u)); // send button + Assert.NotNull(Find(root, 0x1000046Fu)); // max/min button + } + + [Fact] + public void ChatFixture_ResolvedTypes_MatchRetailRegistry() + { + var root = FixtureLoader.LoadChatInfos(); + Assert.Equal(6u, Find(root, 0x10000014u)!.Type); // Menu + Assert.Equal(11u, Find(root, 0x10000012u)!.Type); // Scrollbar + Assert.Equal(1u, Find(root, 0x10000019u)!.Type); // Button (Send) + Assert.Equal(1u, Find(root, 0x1000046Fu)!.Type); // Button (Max/Min) + Assert.Equal(12u, Find(root, 0x10000011u)!.Type); // Text/style-prototype (transcript) + Assert.Equal(12u, Find(root, 0x10000016u)!.Type); // Text/style-prototype (input) + } +} diff --git a/tests/AcDream.App.Tests/UI/Layout/ChatLayoutFixtureGenerator.cs b/tests/AcDream.App.Tests/UI/Layout/ChatLayoutFixtureGenerator.cs new file mode 100644 index 00000000..cdc89c5f --- /dev/null +++ b/tests/AcDream.App.Tests/UI/Layout/ChatLayoutFixtureGenerator.cs @@ -0,0 +1,39 @@ +using System; +using System.IO; +using System.Runtime.CompilerServices; +using System.Text.Json; +using AcDream.App.UI.Layout; +using DatReaderWriter; +using DatReaderWriter.Options; + +namespace AcDream.App.Tests.UI.Layout; + +/// +/// One-off generator for the committed chat golden fixture. Skipped by default — +/// run manually with the real dats present (set ACDREAM_DAT_DIR) to regenerate +/// chat_21000006.json, then commit it. Mirrors how vitals_2100006C.json was made. +/// +public class ChatLayoutFixtureGenerator +{ + [Fact(Skip = "manual: regenerates the committed chat fixture; needs the real dats (ACDREAM_DAT_DIR)")] + public void GenerateChatFixture() + { + var datDir = Environment.GetEnvironmentVariable("ACDREAM_DAT_DIR") + ?? Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.UserProfile), + "Documents", "Asheron's Call"); + using var dats = new DatCollection(datDir, DatAccessType.Read); + var info = LayoutImporter.ImportInfos(dats, 0x21000006u); + Assert.NotNull(info); + + var json = JsonSerializer.Serialize(info, new JsonSerializerOptions + { + IncludeFields = true, + WriteIndented = true, + }); + File.WriteAllText(FixturePath(), json); + } + + // Resolve the SOURCE fixtures dir (not bin/) from this file's compile-time path. + private static string FixturePath([CallerFilePath] string thisFile = "") + => Path.Combine(Path.GetDirectoryName(thisFile)!, "fixtures", "chat_21000006.json"); +} diff --git a/tests/AcDream.App.Tests/UI/Layout/FixtureLoader.cs b/tests/AcDream.App.Tests/UI/Layout/FixtureLoader.cs index 724a0e89..c7338ba1 100644 --- a/tests/AcDream.App.Tests/UI/Layout/FixtureLoader.cs +++ b/tests/AcDream.App.Tests/UI/Layout/FixtureLoader.cs @@ -5,9 +5,9 @@ using AcDream.App.UI.Layout; namespace AcDream.App.Tests.UI.Layout; /// -/// Loads the committed vitals ElementInfo fixture and builds the widget tree — -/// no dats required. The fixture was generated from layout 0x2100006C -/// via the real portal.dat and serialized with . +/// Loads the committed layout ElementInfo fixtures and builds widget trees — +/// no dats required. Fixtures were generated from the real portal.dat and +/// serialized with . /// public static class FixtureLoader { @@ -37,18 +37,39 @@ public static class FixtureLoader /// widget factory. /// public static AcDream.App.UI.Layout.ElementInfo LoadVitalsInfos() - { - var fixturePath = Path.Combine(AppContext.BaseDirectory, "UI", "Layout", "fixtures", "vitals_2100006C.json"); - if (!File.Exists(fixturePath)) - throw new FileNotFoundException($"Vitals fixture not found at: {fixturePath}"); + => LoadInfos("vitals_2100006C.json"); - var bytes = File.ReadAllBytes(fixturePath); + /// + /// Deserializes the committed chat_21000006.json fixture into a raw + /// tree and builds the + /// using a null-returning sprite resolver and no dat font — sufficient for + /// conformance checks on tree structure and resolved types. + /// + public static ImportedLayout LoadChat() + => LayoutImporter.Build(LoadChatInfos(), _ => (0u, 0, 0), null); + + /// + /// Deserializes the committed chat_21000006.json fixture into a raw + /// tree WITHOUT calling . + /// Use this when the test needs to inspect the resolved + /// tree directly (e.g. resolved Type values per element id). + /// + public static AcDream.App.UI.Layout.ElementInfo LoadChatInfos() + => LoadInfos("chat_21000006.json"); + + // ── Shared loader ──────────────────────────────────────────────────────── + + private static AcDream.App.UI.Layout.ElementInfo LoadInfos(string fileName) + { + var path = Path.Combine(AppContext.BaseDirectory, "UI", "Layout", "fixtures", fileName); + if (!File.Exists(path)) throw new FileNotFoundException($"fixture not found at: {path}"); + var bytes = File.ReadAllBytes(path); // Strip UTF-8 BOM (EF BB BF) if present so JsonSerializer.Deserialize(ReadOnlySpan) // does not reject the first byte. ReadOnlySpan span = bytes; if (span.Length >= 3 && span[0] == 0xEF && span[1] == 0xBB && span[2] == 0xBF) span = span[3..]; return JsonSerializer.Deserialize(span, _opts) - ?? throw new InvalidOperationException($"fixture deserialized to null: {fixturePath}"); + ?? throw new InvalidOperationException($"fixture deserialized to null: {path}"); } } diff --git a/tests/AcDream.App.Tests/UI/Layout/fixtures/chat_21000006.json b/tests/AcDream.App.Tests/UI/Layout/fixtures/chat_21000006.json new file mode 100644 index 00000000..37783bb7 --- /dev/null +++ b/tests/AcDream.App.Tests/UI/Layout/fixtures/chat_21000006.json @@ -0,0 +1,542 @@ +{ + "Id": 0, + "Type": 3, + "X": 0, + "Y": 0, + "Width": 0, + "Height": 0, + "Left": 0, + "Top": 0, + "Right": 0, + "Bottom": 0, + "ReadOrder": 0, + "FontDid": 0, + "StateMedia": {}, + "DefaultStateName": "", + "Children": [ + { + "Id": 268435484, + "Type": 3, + "X": 0, + "Y": 0, + "Width": 382, + "Height": 104, + "Left": 1, + "Top": 2, + "Right": 2, + "Bottom": 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"Item1": 100667982, + "Item2": 1 + }, + "Ghosted": { + "Item1": 100667982, + "Item2": 1 + }, + "Talkfocus_highlight": { + "Item1": 100667981, + "Item2": 1 + } + }, + "DefaultStateName": "", + "Children": [] + }, + { + "Id": 268435470, + "Type": 268435521, + "X": 0, + "Y": 0, + "Width": 800, + "Height": 100, + "Left": 1, + "Top": 2, + "Right": 1, + "Bottom": 1, + "ReadOrder": 0, + "FontDid": 0, + "StateMedia": { + "": { + "Item1": 100667725, + "Item2": 1 + } + }, + "DefaultStateName": "", + "Children": [ + { + "Id": 268436772, + "Type": 1, + "X": 0, + "Y": 46, + "Width": 16, + "Height": 16, + "Left": 1, + "Top": 1, + "Right": 2, + "Bottom": 2, + "ReadOrder": 6, + "FontDid": 1073741861, + "StateMedia": { + "Normal": { + "Item1": 100688408, + "Item2": 1 + }, + "Highlight": { + "Item1": 100688409, + "Item2": 1 + } + }, + "DefaultStateName": "Normal", + "Children": [] + }, + { + "Id": 268436773, + "Type": 1, + "X": 0, + "Y": 64, + "Width": 16, + "Height": 16, + "Left": 1, + "Top": 1, + 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2, + "FontDid": 0, + "StateMedia": { + "": { + "Item1": 100682847, + "Item2": 3 + } + }, + "DefaultStateName": "", + "Children": [] + } + ] + }, + { + "Id": 268435475, + "Type": 3, + "X": 0, + "Y": 83, + "Width": 490, + "Height": 17, + "Left": 1, + "Top": 2, + "Right": 1, + "Bottom": 1, + "ReadOrder": 8, + "FontDid": 0, + "StateMedia": { + "": { + "Item1": 100667706, + "Item2": 1 + } + }, + "DefaultStateName": "", + "Children": [ + { + "Id": 268435476, + "Type": 6, + "X": 0, + "Y": 0, + "Width": 46, + "Height": 17, + "Left": 1, + "Top": 1, + "Right": 2, + "Bottom": 1, + "ReadOrder": 1, + "FontDid": 0, + "StateMedia": { + "Normal": { + "Item1": 100683109, + "Item2": 3 + }, + "Normal_pressed": { + "Item1": 100683110, + "Item2": 3 + } + }, + "DefaultStateName": "Normal", + "Children": [ + { + "Id": 268435477, + "Type": 12, + "X": 0, + "Y": 0, + "Width": 46, + "Height": 17, + "Left": 1, + "Top": 1, + "Right": 1, + "Bottom": 1, + "ReadOrder": 1, + "FontDid": 1073741826, + "StateMedia": {}, + "DefaultStateName": "", + "Children": [] + } + ] + }, + { + "Id": 268435478, + "Type": 12, + "X": 46, + "Y": 0, + "Width": 398, + "Height": 17, + "Left": 1, + "Top": 1, + "Right": 1, + "Bottom": 1, + "ReadOrder": 2, + "FontDid": 1073741824, + "StateMedia": { + "Normal_focussed": { + "Item1": 100667819, + "Item2": 1 + } + }, + "DefaultStateName": "", + "Children": [ + { + "Id": 268435479, + "Type": 3, + "X": 0, + "Y": 0, + "Width": 1, + "Height": 17, + "Left": 1, + "Top": 1, + "Right": 2, + "Bottom": 1, + "ReadOrder": 1, + "FontDid": 0, + "StateMedia": { + "Normal_focussed": { + "Item1": 100683111, + "Item2": 1 + } + }, + "DefaultStateName": "", + "Children": [] + }, + { + "Id": 268435480, + "Type": 3, + "X": 397, + "Y": 0, + "Width": 1, + "Height": 17, + "Left": 2, + "Top": 1, + "Right": 1, + "Bottom": 1, + "ReadOrder": 2, + "FontDid": 0, + "StateMedia": { + "Normal_focussed": { + "Item1": 100683111, + "Item2": 1 + } + }, + "DefaultStateName": "", + "Children": [] + } + ] + }, + { + "Id": 268435481, + "Type": 1, + "X": 444, + "Y": 0, + "Width": 46, + "Height": 17, + "Left": 2, + "Top": 1, + "Right": 1, + "Bottom": 1, + "ReadOrder": 3, + "FontDid": 1073741826, + "StateMedia": { + "Normal": { + "Item1": 100669717, + "Item2": 1 + }, + "Normal_pressed": { + "Item1": 100669718, + "Item2": 1 + }, + "Ghosted": { + "Item1": 100669748, + "Item2": 1 + } + }, + "DefaultStateName": "Normal", + "Children": [] + } + ] + }, + { + "Id": 268436770, + "Type": 1, + "X": 0, + "Y": 10, + "Width": 16, + "Height": 16, + "Left": 1, + "Top": 1, + "Right": 2, + "Bottom": 2, + "ReadOrder": 4, + "FontDid": 1073741861, + "StateMedia": { + "Normal": { + "Item1": 100688408, + "Item2": 1 + }, + "Highlight": { + "Item1": 100688409, + "Item2": 1 + } + }, + "DefaultStateName": "Normal", + "Children": [] + }, + { + "Id": 268436771, + "Type": 1, + "X": 0, + "Y": 28, + "Width": 16, + "Height": 16, + "Left": 1, + "Top": 1, + "Right": 2, + "Bottom": 2, + "ReadOrder": 5, + "FontDid": 1073741861, + "StateMedia": { + "Normal": { + "Item1": 100688408, + "Item2": 1 + }, + "Highlight": { + "Item1": 100688409, + "Item2": 1 + } + }, + "DefaultStateName": "Normal", + "Children": [] + } + ] + } + ] +} \ No newline at end of file From 3593d6623da4e6dd452aecc5d0d441b8e106d928 Mon Sep 17 00:00:00 2001 From: Erik Date: Tue, 16 Jun 2026 17:02:49 +0200 Subject: [PATCH 128/223] =?UTF-8?q?feat(D.2b):=20UiScrollbar=20(Type=2011)?= =?UTF-8?q?=20=E2=80=94=20promote=20the=20generic=20chat=20scrollbar=20(wi?= =?UTF-8?q?dget-generalization=20Task=202)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit - git mv UiChatScrollbar.cs → UiScrollbar.cs; rename class + update doc summary to "Generic scrollbar. Ports retail UIElement_Scrollbar (RegisterElementClass(0xb) @ acclient_2013_pseudo_c.txt:124137); thumb size = trackLen * ThumbRatio (min 8px); step ±1 line." - git mv UiChatScrollbarTests.cs → UiScrollbarTests.cs; rename test class + replace every UiChatScrollbar reference with UiScrollbar (bodies unchanged). - DatWidgetFactory: register Type 11 → new UiScrollbar() before the _ fallback case. - ChatWindowController: change Scrollbar property type to UiScrollbar; replace the old "construct-remove-add" block with a "find factory-built UiScrollbar and bind in place" block (no RemoveChild/AddChild); keep `var track` assignment in scope so the Max/Min block's track.Left/track.Width reads still compile against UiElement?. - AP-41 divergence register: update file:line to UiScrollbar.cs:35; narrow wording to "fallback only — single-tile drawn only when cap ids are unset; the chat controller passes all three cap ids so the 3-slice path is the active code path." - Update inline UiChatScrollbar doc-comment references in UiScrollable.cs + UiChatView.cs. - Full suite: 399 passed, 2 skipped (dat/tower fixture skips), 0 failed. Co-Authored-By: Claude Opus 4.8 (1M context) --- .../retail-divergence-register.md | 2 +- .../UI/Layout/ChatWindowController.cs | 51 ++++++++----------- src/AcDream.App/UI/Layout/DatWidgetFactory.cs | 5 +- src/AcDream.App/UI/UiChatView.cs | 2 +- src/AcDream.App/UI/UiScrollable.cs | 2 +- .../UI/{UiChatScrollbar.cs => UiScrollbar.cs} | 12 ++--- .../UI/Layout/DatWidgetFactoryTests.cs | 9 ++++ ...tScrollbarTests.cs => UiScrollbarTests.cs} | 16 +++--- 8 files changed, 49 insertions(+), 50 deletions(-) rename src/AcDream.App/UI/{UiChatScrollbar.cs => UiScrollbar.cs} (94%) rename tests/AcDream.App.Tests/UI/{UiChatScrollbarTests.cs => UiScrollbarTests.cs} (79%) diff --git a/docs/architecture/retail-divergence-register.md b/docs/architecture/retail-divergence-register.md index a96511a6..308c03bb 100644 --- a/docs/architecture/retail-divergence-register.md +++ b/docs/architecture/retail-divergence-register.md @@ -138,7 +138,7 @@ accepted-divergence entries (#96, #49, #50). | AP-38 | Chat transcript renders pre-split `ChatLog` lines 1:1; no in-element word-wrap at the panel's current pixel width | `src/AcDream.App/UI/UiChatView.cs` | Retail does in-element wrap via `UIElement_Text::SizeToFit`; our pre-split lines are always shorter than 440 px in practice; a line that overflows clips at the edge rather than wrapping | Very long server system messages (server shutdowns, broadcast announcements) clip rather than wrapping — no information loss, just visual truncation | `UIElement_Text::SizeToFit` @0x467980; `gmMainChatUI` layout | | AP-39 | Chat lines carry one color per `ChatKind` (per-line solid color); retail `UIElement_Text` supports per-glyph styled runs (bold, different hue per segment) | `src/AcDream.App/UI/UiChatView.cs:13` | Retail glyph-run parsing lives inside keystone.dll with no PDB/decomp; per-line per-kind coloring is the correct tonal palette and covers all existing chat types | Chat lines retail renders with multiple colors or bold names (e.g. "PlayerName says: text") render as one flat color; subtle visual difference but functionally complete | `UIElement_Text` glyph-run styling (keystone.dll, no decomp) | | AP-40 | Single default translucency for the chat window chrome; no focused/unfocused opacity transition; dat font face/size taken from the vitals `vitalsDatFont` (same dat font, not a chat-specific size lookup) | `src/AcDream.App/Rendering/GameWindow.cs` (chatController binding line) | Retail fades the chat window to ~80% alpha when unfocused (`gmMainChatUI::UpdateAlpha @0x4cdea0`); the opacity animation deferred to the Plan-2 window-manager input integration; sharing `vitalsDatFont` is safe — retail uses the same AC-default font for both | The chat window is always fully opaque/same-font rather than subtly fading when idle; no wrong text, but the focused/unfocused breathing rhythm is absent | `gmMainChatUI::UpdateAlpha` @0x4cdea0; `UCF::SetAceFont @0x4d3940` | -| AP-41 | Scrollbar thumb drawn as a single stretched sprite (`0x06004C63`, the 3-slice middle tile) instead of retail's 3-slice: top cap `0x06004C60` + tiled middle `0x06004C63` + bottom cap `0x06004C66` | `src/AcDream.App/UI/UiChatScrollbar.cs:37` | The middle tile stretches acceptably at chat-panel dimensions; the 3-slice port is a Task-H upgrade acknowledged inline in the `ThumbSprite` property comment | The thumb's top and bottom edges lack the retail end-cap sprites — slightly wrong visual shape at small thumb sizes (thumb too-short for the middle tile to cleanly scale) | `UIElement_Scrollbar::UpdateLayout @0x4710d0`; cap sprites `0x06004C60` (top) + `0x06004C66` (bottom) from base layout `0x2100003E` | +| AP-41 | Scrollbar thumb 3-slice cap fallback only: single-tile draw (`0x06004C63`) used only when `ThumbTopSprite`/`ThumbBotSprite` are unset; the chat controller passes all three cap ids so the 3-slice path is drawn in practice | `src/AcDream.App/UI/UiScrollbar.cs:35` | The fallback single-tile path is unreachable when caps are bound (chat controller always sets them); the 3-slice path is the active code path | Only if a future caller omits the cap ids will the fallback fire — no visual regression in the chat window | `UIElement_Scrollbar::UpdateLayout @0x4710d0`; cap sprites `0x06004C60` (top) + `0x06004C66` (bottom) from base layout `0x2100003E` | --- diff --git a/src/AcDream.App/UI/Layout/ChatWindowController.cs b/src/AcDream.App/UI/Layout/ChatWindowController.cs index 5b6199db..87e1f2de 100644 --- a/src/AcDream.App/UI/Layout/ChatWindowController.cs +++ b/src/AcDream.App/UI/Layout/ChatWindowController.cs @@ -20,9 +20,9 @@ namespace AcDream.App.UI.Layout; /// tree (which contains everything) and adds the behavioral /// widgets as children of their parent container widgets (transcript panel /// 0x10000010 / input bar 0x10000013) which ARE created as -/// nodes. The scrollbar track (0x10000012) and -/// channel menu (0x10000014) are created by the factory and are replaced -/// with their behavioral counterparts here. +/// nodes. The scrollbar track (0x10000012) is built +/// directly as a by the factory (Type 11) and is bound in place +/// here. The channel menu (0x10000014) is still replaced with its behavioral counterpart. /// /// public sealed class ChatWindowController @@ -71,7 +71,7 @@ public sealed class ChatWindowController public UiChatInput Input { get; private set; } = null!; /// Scrollbar widget, driven by 's scroll model. - public UiChatScrollbar Scrollbar { get; private set; } = null!; + public UiScrollbar Scrollbar { get; private set; } = null!; /// Channel-selector menu widget. public UiChannelMenu Menu { get; private set; } = null!; @@ -110,7 +110,7 @@ public sealed class ChatWindowController /// Fallback debug bitmap font (used when /// is null). /// Dat RenderSurface id → (GL tex handle, px width, px height). - /// Forwarded to and . + /// Forwarded to and . public static ChatWindowController? Bind( ElementInfo rootInfo, ImportedLayout layout, @@ -196,33 +196,24 @@ public sealed class ChatWindowController inputBar.AddChild(c.Input); c.Input.OnSubmit = text => ChatCommandRouter.Submit(text, vm, busProvider(), c._activeChannel); - // ── Scrollbar — replace the imported track placeholder ──────────── - // The factory created a UiDatElement for the track. Remove it and place a - // behavioral UiChatScrollbar at the same position, driving the transcript's scroll. + // ── Scrollbar — bind the factory-built Type-11 track element ──────── + // The factory now builds the Type-11 track element (0x10000012) as a UiScrollbar + // directly. Find it, bind it in place — no remove/add needed. var track = layout.FindElement(TrackId); - if (track?.Parent is { } trackParent) + if (track is UiScrollbar bar) { - c.Scrollbar = new UiChatScrollbar - { - // Pull the bar up to the panel top so the top arrow meets the window - // border (and lines up with the max/min button at root y=0); the dat - // track sits 6px down, which left a gap after the resize-bar reclaim. - Left = track.Left, - Top = 0f, - Width = track.Width, - Height = track.Height + track.Top, - Anchors = track.Anchors, - Model = c.Transcript.Scroll, - SpriteResolve = resolve, - TrackSprite = TrackSprite, - ThumbSprite = ThumbSprite, - ThumbTopSprite = ThumbTopSprite, - ThumbBotSprite = ThumbBotSprite, - UpSprite = UpSprite, - DownSprite = DownSprite, - }; - trackParent.RemoveChild(track); - trackParent.AddChild(c.Scrollbar); + float oldTop = bar.Top; + bar.Top = 0f; // pull up to the panel top (resize-bar reclaim) + bar.Height = bar.Height + oldTop; + bar.Model = c.Transcript.Scroll; + bar.SpriteResolve = resolve; + bar.TrackSprite = TrackSprite; + bar.ThumbSprite = ThumbSprite; + bar.ThumbTopSprite = ThumbTopSprite; + bar.ThumbBotSprite = ThumbBotSprite; + bar.UpSprite = UpSprite; + bar.DownSprite = DownSprite; + c.Scrollbar = bar; } // ── Channel menu — replace the imported menu placeholder ────────── diff --git a/src/AcDream.App/UI/Layout/DatWidgetFactory.cs b/src/AcDream.App/UI/Layout/DatWidgetFactory.cs index d4df6589..ee4d3da4 100644 --- a/src/AcDream.App/UI/Layout/DatWidgetFactory.cs +++ b/src/AcDream.App/UI/Layout/DatWidgetFactory.cs @@ -57,8 +57,9 @@ public static class DatWidgetFactory UiElement e = info.Type switch { - 7 => BuildMeter(info, resolve, datFont), // UIElement_Meter - _ => new UiDatElement(info, resolve), // generic fallback for all other types + 7 => BuildMeter(info, resolve, datFont), // UIElement_Meter + 11 => new UiScrollbar(), // UIElement_Scrollbar (reg :124137) + _ => new UiDatElement(info, resolve), // generic fallback for all other types }; // Propagate position + size (pixel-exact from the dat). diff --git a/src/AcDream.App/UI/UiChatView.cs b/src/AcDream.App/UI/UiChatView.cs index cff1ea6c..e49e58a1 100644 --- a/src/AcDream.App/UI/UiChatView.cs +++ b/src/AcDream.App/UI/UiChatView.cs @@ -52,7 +52,7 @@ public sealed class UiChatView : UiElement /// Inner text inset from the view edges, px. public float Padding { get; set; } = 4f; - /// The scroll model — also read by the linked UiChatScrollbar. + /// The scroll model — also read by the linked UiScrollbar. public UiScrollable Scroll { get; } = new(); /// True while the view is pinned to the newest line (auto-scrolls as content grows). diff --git a/src/AcDream.App/UI/UiScrollable.cs b/src/AcDream.App/UI/UiScrollable.cs index d30e2a0a..2167b387 100644 --- a/src/AcDream.App/UI/UiScrollable.cs +++ b/src/AcDream.App/UI/UiScrollable.cs @@ -7,7 +7,7 @@ namespace AcDream.App.UI; /// the scroll offset is an integer pixel value (m_iScrollableY) clamped to /// [0, ContentHeight - ViewHeight]; the thumb ratio is view/content; the position /// ratio is scroll/(content-view). Pure (no GL) so it is fully unit-tested and -/// shared by the transcript (UiChatView) and the scrollbar (UiChatScrollbar). +/// shared by the transcript (UiChatView) and the scrollbar (UiScrollbar). /// Decomp anchors: SetScrollableXY @0x4740c0, UpdateScrollbarSize_ @0x4741a0, /// UpdateScrollbarPosition_ @0x473f20, UIElement_Text::InqScrollDelta @0x4689b0. /// diff --git a/src/AcDream.App/UI/UiChatScrollbar.cs b/src/AcDream.App/UI/UiScrollbar.cs similarity index 94% rename from src/AcDream.App/UI/UiChatScrollbar.cs rename to src/AcDream.App/UI/UiScrollbar.cs index debea724..99e4dcdc 100644 --- a/src/AcDream.App/UI/UiChatScrollbar.cs +++ b/src/AcDream.App/UI/UiScrollbar.cs @@ -4,11 +4,9 @@ using System.Numerics; namespace AcDream.App.UI; /// -/// Right-side chat scrollbar: a track sprite, a draggable thumb sized to the -/// content/view ratio, and up/down step buttons. Drives a linked -/// . Ports retail UIElement_Scrollbar::UpdateLayout -/// @0x4710d0 (thumb size = trackLen * ThumbRatio, min 8px; thumb pos from -/// PositionRatio) and HandleButtonClick @0x470e90 (step ±1 line). +/// Generic scrollbar. Ports retail UIElement_Scrollbar +/// (RegisterElementClass(0xb) @ acclient_2013_pseudo_c.txt:124137); +/// thumb size = trackLen * ThumbRatio (min 8px); step ±1 line. /// /// /// Dat element ids (chat LayoutDesc 0x21000006): track 0x10000012 (X=474 Y=6 W=16 H=68), @@ -22,7 +20,7 @@ namespace AcDream.App.UI; /// rendered scrollbar's height; the widget responds to those regions directly via hit /// comparison in OnEvent without requiring separate child elements. /// -public sealed class UiChatScrollbar : UiElement +public sealed class UiScrollbar : UiElement { /// The scroll model this bar reflects + drives (shared with the transcript). public UiScrollable? Model { get; set; } @@ -61,7 +59,7 @@ public sealed class UiChatScrollbar : UiElement private bool _draggingThumb; private float _dragOffsetY; - public UiChatScrollbar() { CapturesPointerDrag = true; } + public UiScrollbar() { CapturesPointerDrag = true; } /// /// Computes the thumb rectangle (local y origin and height) within the track area diff --git a/tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs b/tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs index 31b449bd..cd543635 100644 --- a/tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs +++ b/tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs @@ -97,6 +97,15 @@ public class DatWidgetFactoryTests Assert.Null(DatWidgetFactory.Create(noMedia, NoTex, null)); } + // ── Test 5b: Type 11 → UiScrollbar ────────────────────────────────────── + + [Fact] + public void Type11_Scrollbar_MakesUiScrollbar() + { + var e = DatWidgetFactory.Create(new ElementInfo { Type = 11, Width = 16, Height = 68 }, NoTex, null); + Assert.IsType(e); + } + // ── Test 6: Meter slice extraction (the important one) ─────────────────── /// diff --git a/tests/AcDream.App.Tests/UI/UiChatScrollbarTests.cs b/tests/AcDream.App.Tests/UI/UiScrollbarTests.cs similarity index 79% rename from tests/AcDream.App.Tests/UI/UiChatScrollbarTests.cs rename to tests/AcDream.App.Tests/UI/UiScrollbarTests.cs index 3f4ddbba..c2239732 100644 --- a/tests/AcDream.App.Tests/UI/UiChatScrollbarTests.cs +++ b/tests/AcDream.App.Tests/UI/UiScrollbarTests.cs @@ -4,9 +4,9 @@ using Xunit; namespace AcDream.App.Tests.UI; /// -/// Pure unit tests for — no GL dependency. +/// Pure unit tests for — no GL dependency. /// -public class UiChatScrollbarTests +public class UiScrollbarTests { // Model: content=400, view=100, trackLen=200. // ThumbRatio = 100/400 = 0.25 → thumbH = max(8, 200*0.25) = 50. @@ -17,7 +17,7 @@ public class UiChatScrollbarTests { var m = new UiScrollable { ContentHeight = 400, ViewHeight = 100 }; // PositionRatio = 0 (start). - var (y, h) = UiChatScrollbar.ThumbRect(m, trackTop: 0f, trackLen: 200f); + var (y, h) = UiScrollbar.ThumbRect(m, trackTop: 0f, trackLen: 200f); Assert.Equal(50f, h, 3f); Assert.Equal(0f, y, 3f); } @@ -28,7 +28,7 @@ public class UiChatScrollbarTests var m = new UiScrollable { ContentHeight = 400, ViewHeight = 100 }; m.ScrollToEnd(); // PositionRatio = 1. float trackTop = 16f, trackLen = 200f; - var (y, h) = UiChatScrollbar.ThumbRect(m, trackTop, trackLen); + var (y, h) = UiScrollbar.ThumbRect(m, trackTop, trackLen); Assert.Equal(50f, h, 3f); // y = trackTop + travel * 1 = 16 + 150 = 166. Assert.Equal(166f, y, 3f); @@ -41,7 +41,7 @@ public class UiChatScrollbarTests // thumbH=50; travel=150; y = trackTop + 150 = trackTop + 150. var m = new UiScrollable { ContentHeight = 400, ViewHeight = 100 }; m.ScrollToEnd(); - var (y, h) = UiChatScrollbar.ThumbRect(m, trackTop: 16f, trackLen: 200f); + var (y, h) = UiScrollbar.ThumbRect(m, trackTop: 16f, trackLen: 200f); Assert.Equal(50f, h, 3f); Assert.Equal(166f, y, 3f); // 16 + 150 } @@ -54,7 +54,7 @@ public class UiChatScrollbarTests m.SetScrollY(150); Assert.Equal(0.5f, m.PositionRatio, 3); - var (y, h) = UiChatScrollbar.ThumbRect(m, trackTop: 0f, trackLen: 200f); + var (y, h) = UiScrollbar.ThumbRect(m, trackTop: 0f, trackLen: 200f); Assert.Equal(50f, h, 3f); // y = 0 + 150 * 0.5 = 75. Assert.Equal(75f, y, 3f); @@ -65,7 +65,7 @@ public class UiChatScrollbarTests { // content=1000, view=10, trackLen=200 → ThumbRatio=0.01 → raw=2 < 8 → clamp to 8. var m = new UiScrollable { ContentHeight = 1000, ViewHeight = 10 }; - var (_, h) = UiChatScrollbar.ThumbRect(m, trackTop: 0f, trackLen: 200f); + var (_, h) = UiScrollbar.ThumbRect(m, trackTop: 0f, trackLen: 200f); Assert.Equal(8f, h, 3f); } @@ -74,7 +74,7 @@ public class UiChatScrollbarTests { // content <= view → ThumbRatio = 1 → thumbH = trackLen. var m = new UiScrollable { ContentHeight = 50, ViewHeight = 100 }; - var (y, h) = UiChatScrollbar.ThumbRect(m, trackTop: 16f, trackLen: 100f); + var (y, h) = UiScrollbar.ThumbRect(m, trackTop: 16f, trackLen: 100f); Assert.Equal(100f, h, 3f); Assert.Equal(16f, y, 3f); // travel = 0 → y = trackTop } From 805ab5f40b9622f9c006b72362cd822f08696de4 Mon Sep 17 00:00:00 2001 From: Erik Date: Tue, 16 Jun 2026 17:07:58 +0200 Subject: [PATCH 129/223] =?UTF-8?q?feat(D.2b):=20UiButton=20(Type=201)=20?= =?UTF-8?q?=E2=80=94=20Send=20+=20Max/Min=20as=20generic=20buttons=20(widg?= =?UTF-8?q?et-generalization=20Task=203)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Introduces UiButton: a dedicated dat-widget button that ports UIElement_Button (RegisterElementClass(1,...) @ acclient_2013_pseudo_c.txt:125828). State selection, tiled DrawSprite, and label rendering mirror UiDatElement exactly so the chat Send and Max/Min buttons have zero behavioral change. DatWidgetFactory now maps Type 1 → UiButton (beside Type 7 → UiMeter, Type 11 → UiScrollbar). ChatWindowController's Send and Max/Min bind blocks updated from UiDatElement casts to UiButton casts; ClickThrough=false lines dropped (UiButton is interactive by construction). The old UiPanel.cs UiButton (a plain dev-scaffold rect+text button with no dat sprites) is renamed UiSimpleButton to free the name — no production code instantiated it. Full suite: 402 passed, 2 skipped, 0 failed. Co-Authored-By: Claude Opus 4.8 (1M context) --- .../UI/Layout/ChatWindowController.cs | 6 +- src/AcDream.App/UI/Layout/DatWidgetFactory.cs | 2 + src/AcDream.App/UI/UiButton.cs | 111 ++++++++++++++++++ src/AcDream.App/UI/UiPanel.cs | 7 +- .../UI/Layout/DatWidgetFactoryTests.cs | 9 ++ tests/AcDream.App.Tests/UI/UiButtonTests.cs | 25 ++++ 6 files changed, 154 insertions(+), 6 deletions(-) create mode 100644 src/AcDream.App/UI/UiButton.cs create mode 100644 tests/AcDream.App.Tests/UI/UiButtonTests.cs diff --git a/src/AcDream.App/UI/Layout/ChatWindowController.cs b/src/AcDream.App/UI/Layout/ChatWindowController.cs index 87e1f2de..64c0fc6b 100644 --- a/src/AcDream.App/UI/Layout/ChatWindowController.cs +++ b/src/AcDream.App/UI/Layout/ChatWindowController.cs @@ -243,9 +243,8 @@ public sealed class ChatWindowController // ── Send button — Enter-alternate submit trigger ────────────────── // Retail's gmMainChatUI wires the Send button to the same ProcessCommand path. - if (layout.FindElement(SendId) is UiDatElement sendEl) + if (layout.FindElement(SendId) is UiButton sendEl) { - sendEl.ClickThrough = false; sendEl.OnClick = () => c.Input.Submit(); // The Send sprite is a blank gold button — retail draws the caption as text. sendEl.Label = "Send"; @@ -276,14 +275,13 @@ public sealed class ChatWindowController } // ── Max/min toggle — simplified gmMainChatUI::HandleMaximizeButton ── - if (layout.FindElement(MaxMinId) is UiDatElement maxMinEl) + if (layout.FindElement(MaxMinId) is UiButton maxMinEl) { // The dat puts max/min and the scrollbar up-button at the SAME X (both // right-anchored), so at content width they overlap. Retail shows max/min // just LEFT of the scrollbar column — shift it one button-width left. if (track is not null) maxMinEl.Left = track.Left - maxMinEl.Width; - maxMinEl.ClickThrough = false; maxMinEl.OnClick = c.ToggleMaximize; } diff --git a/src/AcDream.App/UI/Layout/DatWidgetFactory.cs b/src/AcDream.App/UI/Layout/DatWidgetFactory.cs index ee4d3da4..20b688a1 100644 --- a/src/AcDream.App/UI/Layout/DatWidgetFactory.cs +++ b/src/AcDream.App/UI/Layout/DatWidgetFactory.cs @@ -1,5 +1,6 @@ using System; using System.Linq; +using AcDream.App.UI; namespace AcDream.App.UI.Layout; @@ -57,6 +58,7 @@ public static class DatWidgetFactory UiElement e = info.Type switch { + 1 => new UiButton(info, resolve), // UIElement_Button (reg :125828) 7 => BuildMeter(info, resolve, datFont), // UIElement_Meter 11 => new UiScrollbar(), // UIElement_Scrollbar (reg :124137) _ => new UiDatElement(info, resolve), // generic fallback for all other types diff --git a/src/AcDream.App/UI/UiButton.cs b/src/AcDream.App/UI/UiButton.cs new file mode 100644 index 00000000..c6c5be26 --- /dev/null +++ b/src/AcDream.App/UI/UiButton.cs @@ -0,0 +1,111 @@ +using System; +using System.Numerics; +using AcDream.App.UI.Layout; + +namespace AcDream.App.UI; + +/// +/// Generic dat-widget button — the production replacement for any dat element of +/// Type 1 (UIElement_Button, registered via RegisterElementClass(1, UIElement_Button::Create) +/// @ acclient_2013_pseudo_c.txt:125828). +/// +/// +/// Draws per-state sprite media exactly like (same +/// ActiveState defaulting, same ActiveMedia() fallback chain, same tiled +/// DrawSprite call with UV-repeat so chrome edges tile correctly) plus an +/// optional centered text label. The click behavior mirrors +/// one-for-one so the chat Send and Max/Min buttons that previously bound through +/// UiDatElement.OnClick continue to work without behavioral change. +/// +/// +/// +/// State selection: picks if set, then +/// "Normal" if the element has a Normal state sprite, then falls back to the unnamed +/// DirectState ("" key) — identical to . +/// +/// +/// +/// Built by for Type-1 elements (chat Send 0x10000019, +/// Max/Min 0x1000046F). NOT the same as , which is an +/// earlier dev-scaffold widget with no dat sprites. +/// +/// +public sealed class UiButton : UiElement +{ + private readonly ElementInfo _info; + private readonly Func _resolve; + + /// Optional click handler. Wired by the controller (e.g. chat Submit, ToggleMaximize). + public Action? OnClick { get; set; } + + /// Optional centered text label drawn over the sprite (e.g. "Send" on a blank gold frame). + public string? Label { get; set; } + + /// Dat font for . Required for the label to draw. + public UiDatFont? LabelFont { get; set; } + + /// Label color (default white). + public Vector4 LabelColor { get; set; } = Vector4.One; + + /// + /// Active state name, runtime-settable (e.g. Max/Min toggling Normal ↔ Minimized). + /// Matches . + /// + public string ActiveState { get; set; } = ""; + + /// Merged for this element. + /// Dat file-id → (GL texture handle, native px width, native px height). + /// Returns (0,0,0) when the texture is not yet uploaded. + public UiButton(ElementInfo info, Func resolve) + { + _info = info; + _resolve = resolve; + ClickThrough = false; // buttons are interactive — opt OUT of click-through + + // State defaulting matches UiDatElement exactly: + // DefaultStateName wins; else "Normal" if that state has a sprite; else DirectState (""). + if (!string.IsNullOrEmpty(info.DefaultStateName)) + ActiveState = info.DefaultStateName; + else if (info.StateMedia.ContainsKey("Normal")) + ActiveState = "Normal"; + // else ActiveState stays "" (DirectState) + } + + /// + /// Returns the File id for the current , falling back to + /// the DirectState ("" key) if the named state is absent. + /// Returns 0 if neither exists. + /// Mirrors . + /// + private uint ActiveFile() + => _info.StateMedia.TryGetValue(ActiveState, out var m) ? m.File + : _info.StateMedia.TryGetValue("", out var d) ? d.File : 0u; + + protected override void OnDraw(UiRenderContext ctx) + { + uint file = ActiveFile(); + if (file != 0) + { + var (tex, tw, th) = _resolve(file); + if (tex != 0 && tw != 0 && th != 0) + { + // Tiled draw — same call shape as UiDatElement.OnDraw (UV-repeat; GL_REPEAT-wrapped + // UI texture). Matches ImgTex::TileCSI; no Stretch mode exists. + ctx.DrawSprite(tex, 0, 0, Width, Height, 0, 0, Width / tw, Height / th, Vector4.One); + } + } + + if (Label is { Length: > 0 } label && LabelFont is { } lf) + { + float tx = (Width - lf.MeasureWidth(label)) * 0.5f; + float ty = (Height - lf.LineHeight) * 0.5f; + ctx.DrawStringDat(lf, label, tx, ty, LabelColor); + } + } + + public override bool OnEvent(in UiEvent e) + { + if (e.Type == UiEventType.Click && OnClick is not null) { OnClick(); return true; } + return false; + } +} diff --git a/src/AcDream.App/UI/UiPanel.cs b/src/AcDream.App/UI/UiPanel.cs index 9f941da1..b6a2085f 100644 --- a/src/AcDream.App/UI/UiPanel.cs +++ b/src/AcDream.App/UI/UiPanel.cs @@ -57,14 +57,17 @@ public class UiLabel : UiElement /// callback. Retail equivalent is Keystone's button widget, driven by /// a StateDesc per UIStateId (normal / hot / pressed / /// disabled) from the panel layout. +/// Note: the dat-widget button (Type 1 / UIElement_Button) is +/// in UiButton.cs — that is the production widget used by D.2b panels. +/// This class is the earlier dev-scaffold button (plain rect + text; no dat sprites). /// -public class UiButton : UiPanel +public class UiSimpleButton : UiPanel { public string Text { get; set; } = string.Empty; public Vector4 TextColor { get; set; } = new(1f, 1f, 1f, 1f); public event System.Action? Click; - public UiButton() + public UiSimpleButton() { BackgroundColor = new Vector4(0.1f, 0.1f, 0.15f, 0.8f); BorderColor = new Vector4(0.45f, 0.45f, 0.55f, 1f); diff --git a/tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs b/tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs index cd543635..d2e8c439 100644 --- a/tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs +++ b/tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs @@ -97,6 +97,15 @@ public class DatWidgetFactoryTests Assert.Null(DatWidgetFactory.Create(noMedia, NoTex, null)); } + // ── Test 5c: Type 1 → UiButton ────────────────────────────────────────── + + [Fact] + public void Type1_Button_MakesUiButton() + { + var e = DatWidgetFactory.Create(new ElementInfo { Type = 1, Width = 46, Height = 18 }, NoTex, null); + Assert.IsType(e); + } + // ── Test 5b: Type 11 → UiScrollbar ────────────────────────────────────── [Fact] diff --git a/tests/AcDream.App.Tests/UI/UiButtonTests.cs b/tests/AcDream.App.Tests/UI/UiButtonTests.cs new file mode 100644 index 00000000..8bbadae2 --- /dev/null +++ b/tests/AcDream.App.Tests/UI/UiButtonTests.cs @@ -0,0 +1,25 @@ +using AcDream.App.UI; +using AcDream.App.UI.Layout; +namespace AcDream.App.Tests.UI; + +public class UiButtonTests +{ + private static (uint, int, int) NoTex(uint _) => (0, 0, 0); + private bool _clicked; + + [Fact] + public void Click_InvokesOnClick() + { + var b = new UiButton(new ElementInfo { Type = 1, Width = 46, Height = 18 }, NoTex) + { OnClick = () => _clicked = true }; + b.OnEvent(new UiEvent(0, null, UiEventType.Click)); + Assert.True(_clicked); + } + + [Fact] + public void NotClickThrough_SoItReceivesClicks() + { + var b = new UiButton(new ElementInfo { Type = 1 }, NoTex); + Assert.False(b.ClickThrough); + } +} From 955f7a69a8556a3dd25255ddd8185ea420fd7b50 Mon Sep 17 00:00:00 2001 From: Erik Date: Tue, 16 Jun 2026 17:18:27 +0200 Subject: [PATCH 130/223] =?UTF-8?q?feat(D.2b):=20UiMenu=20(Type=206)=20?= =?UTF-8?q?=E2=80=94=20generic=20dropdown;=20channel=20knowledge=20moves?= =?UTF-8?q?=20to=20controller=20(widget-generalization=20Task=204)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit UiChannelMenu → UiMenu: removed ChatChannelKind, the 14-item array, the button-text map, and the availability default. Generic surface: MenuItem (label + object? Payload), Selected (object?), OnSelect, EnabledProvider, ButtonLabelProvider, RowsPerColumn/RowHeight/ColumnWidth (all settable). All draw/event mechanics unchanged — same popup geometry, same click coordinates, same 8-piece bevel, same 3-slice button face. ChatWindowController gains ChannelItems[], ChannelButtonLabel(), and ChannelAvailable() (verbatim from old widget), and populates the factory-built Type-6 UiMenu via find-by-id rather than constructing a replacement widget. The Menu property type is now UiMenu. OnChannelChanged wrap replaced with the generic OnSelect wrap for the ReflowInputRow hook. DatWidgetFactory registers Type 6 → new UiMenu(). Tests: UiChannelMenuTests → UiMenuTests (10 tests, all green); factory Type6 test added; ChatWindowControllerTests updated to use OnSelect. Divergence register: AP-42 added (flat item model vs retail nested-submenu MakePopup @0x46d310 — latent, unreachable through the chat menu). Co-Authored-By: Claude Opus 4.8 (1M context) --- .../retail-divergence-register.md | 1 + .../UI/Layout/ChatWindowController.cs | 82 ++++++--- src/AcDream.App/UI/Layout/DatWidgetFactory.cs | 1 + .../UI/{UiChannelMenu.cs => UiMenu.cs} | 158 ++++++---------- .../UI/Layout/ChatWindowControllerTests.cs | 8 +- .../UI/Layout/DatWidgetFactoryTests.cs | 9 + .../UI/UiChannelMenuTests.cs | 125 ------------- tests/AcDream.App.Tests/UI/UiMenuTests.cs | 170 ++++++++++++++++++ 8 files changed, 302 insertions(+), 252 deletions(-) rename src/AcDream.App/UI/{UiChannelMenu.cs => UiMenu.cs} (56%) delete mode 100644 tests/AcDream.App.Tests/UI/UiChannelMenuTests.cs create mode 100644 tests/AcDream.App.Tests/UI/UiMenuTests.cs diff --git a/docs/architecture/retail-divergence-register.md b/docs/architecture/retail-divergence-register.md index 308c03bb..052cca56 100644 --- a/docs/architecture/retail-divergence-register.md +++ b/docs/architecture/retail-divergence-register.md @@ -139,6 +139,7 @@ accepted-divergence entries (#96, #49, #50). | AP-39 | Chat lines carry one color per `ChatKind` (per-line solid color); retail `UIElement_Text` supports per-glyph styled runs (bold, different hue per segment) | `src/AcDream.App/UI/UiChatView.cs:13` | Retail glyph-run parsing lives inside keystone.dll with no PDB/decomp; per-line per-kind coloring is the correct tonal palette and covers all existing chat types | Chat lines retail renders with multiple colors or bold names (e.g. "PlayerName says: text") render as one flat color; subtle visual difference but functionally complete | `UIElement_Text` glyph-run styling (keystone.dll, no decomp) | | AP-40 | Single default translucency for the chat window chrome; no focused/unfocused opacity transition; dat font face/size taken from the vitals `vitalsDatFont` (same dat font, not a chat-specific size lookup) | `src/AcDream.App/Rendering/GameWindow.cs` (chatController binding line) | Retail fades the chat window to ~80% alpha when unfocused (`gmMainChatUI::UpdateAlpha @0x4cdea0`); the opacity animation deferred to the Plan-2 window-manager input integration; sharing `vitalsDatFont` is safe — retail uses the same AC-default font for both | The chat window is always fully opaque/same-font rather than subtly fading when idle; no wrong text, but the focused/unfocused breathing rhythm is absent | `gmMainChatUI::UpdateAlpha` @0x4cdea0; `UCF::SetAceFont @0x4d3940` | | AP-41 | Scrollbar thumb 3-slice cap fallback only: single-tile draw (`0x06004C63`) used only when `ThumbTopSprite`/`ThumbBotSprite` are unset; the chat controller passes all three cap ids so the 3-slice path is drawn in practice | `src/AcDream.App/UI/UiScrollbar.cs:35` | The fallback single-tile path is unreachable when caps are bound (chat controller always sets them); the 3-slice path is the active code path | Only if a future caller omits the cap ids will the fallback fire — no visual regression in the chat window | `UIElement_Scrollbar::UpdateLayout @0x4710d0`; cap sprites `0x06004C60` (top) + `0x06004C66` (bottom) from base layout `0x2100003E` | +| AP-42 | `UiMenu` item model is flat (label + opaque payload, single-level popup); retail `UIElement_Menu::MakePopup @0x46d310` supports hierarchical nested submenus via recursive popup chain | `src/AcDream.App/UI/UiMenu.cs` | The chat talk-focus menu is single-level (14 rows, 2 columns, no submenu); hierarchy is latent and unreachable through the chat window — no behavioral difference in the current usage | A future menu with nested submenus would render flat (only the top-level items drawn, no drill-down) | `UIElement_Menu::MakePopup` @0x46d310 | --- diff --git a/src/AcDream.App/UI/Layout/ChatWindowController.cs b/src/AcDream.App/UI/Layout/ChatWindowController.cs index 64c0fc6b..a6281eaa 100644 --- a/src/AcDream.App/UI/Layout/ChatWindowController.cs +++ b/src/AcDream.App/UI/Layout/ChatWindowController.cs @@ -74,12 +74,52 @@ public sealed class ChatWindowController public UiScrollbar Scrollbar { get; private set; } = null!; /// Channel-selector menu widget. - public UiChannelMenu Menu { get; private set; } = null!; + public UiMenu Menu { get; private set; } = null!; // ── Private state ────────────────────────────────────────────────────── private ChatChannelKind _activeChannel = ChatChannelKind.Say; + // ── Channel knowledge (ported from old UiChannelMenu — gmMainChatUI::InitTalkFocusMenu @0x4cdc50) ── + + private static readonly (string Label, ChatChannelKind? Channel)[] ChannelItems = + { + ("Squelch (ignore)", null), + ("Tell to Selected", null), + ("Chat to All", ChatChannelKind.Say), + ("Tell to Fellows", ChatChannelKind.Fellowship), + ("Tell to General Chat", ChatChannelKind.General), + ("Tell to LFG Chat", ChatChannelKind.Lfg), + ("Tell to Society Chat", ChatChannelKind.Society), + ("Tell to Monarch", ChatChannelKind.Monarch), + ("Tell to Patron", ChatChannelKind.Patron), + ("Tell to Vassals", ChatChannelKind.Vassals), + ("Tell to Allegiance", ChatChannelKind.Allegiance), + ("Tell to Trade Chat", ChatChannelKind.Trade), + ("Tell to Roleplay Chat", ChatChannelKind.Roleplay), + ("Tell to Olthoi Chat", ChatChannelKind.Olthoi), + }; + + private static string ChannelButtonLabel(ChatChannelKind k) => k switch + { + ChatChannelKind.Say => "Chat", + ChatChannelKind.General => "General", + ChatChannelKind.Trade => "Trade", + ChatChannelKind.Lfg => "LFG", + ChatChannelKind.Fellowship => "Fellow", + ChatChannelKind.Allegiance => "Alleg", + ChatChannelKind.Patron => "Patron", + ChatChannelKind.Vassals => "Vassals", + ChatChannelKind.Monarch => "Monarch", + ChatChannelKind.Roleplay => "Roleplay", + ChatChannelKind.Society => "Society", + ChatChannelKind.Olthoi => "Olthoi", + _ => "Chat", + }; + + private static bool ChannelAvailable(ChatChannelKind k) + => k is ChatChannelKind.Say or ChatChannelKind.General or ChatChannelKind.Trade or ChatChannelKind.Lfg; + /// Window height before maximize (stored to restore on un-maximize). private float _normalHeight; /// Window top before maximize. @@ -110,7 +150,7 @@ public sealed class ChatWindowController /// Fallback debug bitmap font (used when /// is null). /// Dat RenderSurface id → (GL tex handle, px width, px height). - /// Forwarded to and . + /// Forwarded to and . public static ChatWindowController? Bind( ElementInfo rootInfo, ImportedLayout layout, @@ -216,29 +256,23 @@ public sealed class ChatWindowController c.Scrollbar = bar; } - // ── Channel menu — replace the imported menu placeholder ────────── - var menuEl = layout.FindElement(MenuId); - if (menuEl?.Parent is { } menuParent) + // ── Channel menu — bind the factory-built Type-6 UiMenu ────────── + if (layout.FindElement(MenuId) is UiMenu menu) { - c.Menu = new UiChannelMenu + menu.DatFont = datFont; menu.Font = debugFont; menu.SpriteResolve = resolve; + menu.NormalSprite = MenuNormal; menu.PressedSprite = MenuPressed; + menu.PopupBgSprite = MenuPopupBg; + menu.ItemNormalSprite = MenuItemRow; menu.ItemHighlightSprite = MenuItemSelected; + menu.Items = System.Array.ConvertAll(ChannelItems, + t => new UiMenu.MenuItem(t.Label, (object?)t.Channel)); + menu.Selected = (object?)c._activeChannel; + menu.EnabledProvider = p => p is not ChatChannelKind ch || ChannelAvailable(ch); + menu.ButtonLabelProvider = () => ChannelButtonLabel(c._activeChannel); + menu.OnSelect = p => { - Left = menuEl.Left, - Top = menuEl.Top, - Width = menuEl.Width, - Height = menuEl.Height, - Anchors = menuEl.Anchors, - DatFont = datFont, - Font = debugFont, - SpriteResolve = resolve, - NormalSprite = MenuNormal, - PressedSprite = MenuPressed, - PopupBgSprite = MenuPopupBg, - ItemNormalSprite = MenuItemRow, - ItemHighlightSprite = MenuItemSelected, + if (p is ChatChannelKind ch) { c._activeChannel = ch; menu.Selected = p; } }; - c.Menu.OnChannelChanged = k => c._activeChannel = k; - menuParent.RemoveChild(menuEl); - menuParent.AddChild(c.Menu); + c.Menu = menu; } // ── Send button — Enter-alternate submit trigger ────────────────── @@ -269,8 +303,8 @@ public sealed class ChatWindowController c.Input.Width = System.MathF.Max(40f, inputRight - c.Input.Left); c.Input.ResetAnchorCapture(); } - var onChanged = c.Menu.OnChannelChanged; - c.Menu.OnChannelChanged = k => { onChanged?.Invoke(k); ReflowInputRow(); }; + var onSelect = c.Menu.OnSelect; + c.Menu.OnSelect = p => { onSelect?.Invoke(p); ReflowInputRow(); }; ReflowInputRow(); } diff --git a/src/AcDream.App/UI/Layout/DatWidgetFactory.cs b/src/AcDream.App/UI/Layout/DatWidgetFactory.cs index 20b688a1..556fc3ee 100644 --- a/src/AcDream.App/UI/Layout/DatWidgetFactory.cs +++ b/src/AcDream.App/UI/Layout/DatWidgetFactory.cs @@ -59,6 +59,7 @@ public static class DatWidgetFactory UiElement e = info.Type switch { 1 => new UiButton(info, resolve), // UIElement_Button (reg :125828) + 6 => new UiMenu(), // UIElement_Menu (reg :120163) 7 => BuildMeter(info, resolve, datFont), // UIElement_Meter 11 => new UiScrollbar(), // UIElement_Scrollbar (reg :124137) _ => new UiDatElement(info, resolve), // generic fallback for all other types diff --git a/src/AcDream.App/UI/UiChannelMenu.cs b/src/AcDream.App/UI/UiMenu.cs similarity index 56% rename from src/AcDream.App/UI/UiChannelMenu.cs rename to src/AcDream.App/UI/UiMenu.cs index a64e1aa4..b3e1595d 100644 --- a/src/AcDream.App/UI/UiChannelMenu.cs +++ b/src/AcDream.App/UI/UiMenu.cs @@ -1,48 +1,43 @@ using System; +using System.Collections.Generic; using System.Numerics; -using AcDream.UI.Abstractions; namespace AcDream.App.UI; /// -/// Chat channel selector — the "Chat" button + its talk-focus popup. Mirrors retail -/// gmMainChatUI::InitTalkFocusMenu @0x4cdc50 + UIElement_Menu::MakePopup -/// @0x46d310: the button is labelled with the active target; clicking opens a -/// TWO-COLUMN popup of 14 talk-focus items on the dat-driven menu chrome (panel + -/// per-row + selected-row sprites, 191×17 rows, from LayoutDesc 0x21000006 elements -/// 0x1000001C/1D/1E). Items are code-populated exactly as retail populates them. -/// Unavailable channels render greyed (retail ResetAllTalkFocusMenuButtons → -/// SetState(disabled), colorPink). +/// Generic dropdown menu. Ports retail UIElement_Menu +/// (RegisterElementClass(6) @ acclient_2013_pseudo_c.txt:120163) + +/// UIElement_Menu::MakePopup @0x46d310: the button is labelled with +/// the active target; clicking opens a column-major popup on the dat-driven menu +/// chrome (panel + per-row + selected-row sprites). Items and all chat-channel +/// knowledge are populated by the controller, not baked into this widget. Built +/// by for Type-6 elements. /// -public sealed class UiChannelMenu : UiElement +public sealed class UiMenu : UiElement { - /// One menu row: its label + the channel it selects (null = special/no-op - /// item such as Squelch or Tell-to-Selected, deferred). - public readonly record struct Item(string Label, ChatChannelKind? Channel); + /// One menu row: its label + an opaque payload the controller maps back. + public readonly record struct MenuItem(string Label, object? Payload); - /// The 14 retail talk-focus items in retail order — left column rows 0–6, - /// right column rows 7–13 (matching the live retail menu). - public static readonly Item[] Items = - { - new("Squelch (ignore)", null), // 0 special (squelch — deferred) - new("Tell to Selected", null), // 1 special (selected target — deferred) - new("Chat to All", ChatChannelKind.Say), // 2 - new("Tell to Fellows", ChatChannelKind.Fellowship), // 3 - new("Tell to General Chat", ChatChannelKind.General), // 4 - new("Tell to LFG Chat", ChatChannelKind.Lfg), // 5 - new("Tell to Society Chat", ChatChannelKind.Society), // 6 - new("Tell to Monarch", ChatChannelKind.Monarch), // 7 - new("Tell to Patron", ChatChannelKind.Patron), // 8 - new("Tell to Vassals", ChatChannelKind.Vassals), // 9 - new("Tell to Allegiance", ChatChannelKind.Allegiance), // 10 - new("Tell to Trade Chat", ChatChannelKind.Trade), // 11 - new("Tell to Roleplay Chat", ChatChannelKind.Roleplay), // 12 - new("Tell to Olthoi Chat", ChatChannelKind.Olthoi), // 13 - }; + /// The rows, populated by the controller. Laid out column-major: + /// rows 0..RowsPerColumn-1 in column 0, then the next group in column 1, etc. + public IReadOnlyList Items { get; set; } = System.Array.Empty(); + + /// The currently-selected payload (drives the highlighted row). + public object? Selected { get; set; } + + /// Fired with the picked item's payload when a row is chosen. + public Action? OnSelect { get; set; } + + /// Per-payload enabled gate (disabled rows render greyed + are inert). Null ⇒ all enabled. + public Func? EnabledProvider { get; set; } + + /// Button-face caption (the active target). Null ⇒ blank face. + public Func? ButtonLabelProvider { get; set; } + + public int RowsPerColumn { get; set; } = 7; // items per column (dat item template) + public float RowHeight { get; set; } = 17f; // dat item template 0x1000001E H=17 + public float ColumnWidth { get; set; } = 191f; // dat item template W=191 - private const int Rows = 7; // items per column - private const float ItemH = 17f; // row height (dat item template 0x1000001E H=17) - private const float ColW = 191f; // column width (dat item template W=191) private const int Border = RetailChromeSprites.Border; // 8-piece bevel thickness (5px) // The row sprites 0x0600124E/4D bake a checkbox/checkmark into the leftmost ~17px // square; the label starts just past it (box width + small gap) so text aligns with @@ -53,14 +48,6 @@ public sealed class UiChannelMenu : UiElement // render over the LED. private const float ButtonTextIndent = 20f; - /// The channel the player's typed text currently goes to. - public ChatChannelKind Selected { get; private set; } = ChatChannelKind.Say; - public Action? OnChannelChanged { get; set; } - - /// Per-channel availability gate (retail greys channels you are not in). - /// Defaults to a static approximation; the controller can inject live channel state. - public Func? AvailabilityProvider { get; set; } - public UiDatFont? DatFont { get; set; } public AcDream.App.Rendering.BitmapFont? Font { get; set; } public Func? SpriteResolve { get; set; } @@ -85,40 +72,13 @@ public sealed class UiChannelMenu : UiElement private bool _open; // Interior = the row content; Outer = interior + the 8-piece bevel ring. - private static float InteriorW => 2 * ColW; // 382 - private static float InteriorH => Rows * ItemH; // 119 - private static float OuterW => InteriorW + 2 * Border; - private static float OuterH => InteriorH + 2 * Border; + private int ColumnCount => (Items.Count + RowsPerColumn - 1) / System.Math.Max(1, RowsPerColumn); + private float InteriorW => ColumnCount * ColumnWidth; + private float InteriorH => RowsPerColumn * RowHeight; + private float OuterW => InteriorW + 2 * Border; + private float OuterH => InteriorH + 2 * Border; - public UiChannelMenu() { CapturesPointerDrag = true; } - - /// True if the channel is currently joinable/visible. Defaults to a static - /// approximation matching the common case (Say/General/Trade/LFG); the fellowship + - /// allegiance-hierarchy channels need membership state acdream does not yet track - /// (deferred → greyed). The controller can override via . - private bool IsAvailable(ChatChannelKind ch) - => AvailabilityProvider?.Invoke(ch) - ?? ch is ChatChannelKind.Say or ChatChannelKind.General - or ChatChannelKind.Trade or ChatChannelKind.Lfg; - - /// The button face label = the active talk target (retail updates the - /// button to whichever target you pick). "Chat" = Chat-to-All (Say). - private string ButtonText => Selected switch - { - ChatChannelKind.Say => "Chat", - ChatChannelKind.General => "General", - ChatChannelKind.Trade => "Trade", - ChatChannelKind.Lfg => "LFG", - ChatChannelKind.Fellowship => "Fellow", - ChatChannelKind.Allegiance => "Alleg", - ChatChannelKind.Patron => "Patron", - ChatChannelKind.Vassals => "Vassals", - ChatChannelKind.Monarch => "Monarch", - ChatChannelKind.Roleplay => "Roleplay", - ChatChannelKind.Society => "Society", - ChatChannelKind.Olthoi => "Olthoi", - _ => "Chat", - }; + public UiMenu() { CapturesPointerDrag = true; } protected override void OnDraw(UiRenderContext ctx) { @@ -130,7 +90,7 @@ public sealed class UiChannelMenu : UiElement var (tex, tw, _) = resolve(_open ? PressedSprite : NormalSprite); if (tex != 0 && tw > 0) DrawButtonFace(ctx, tex, tw); } - DrawLabel(ctx, ButtonText, ButtonTextIndent, (Height - LineH()) * 0.5f, TextColor); + DrawLabel(ctx, ButtonLabelProvider?.Invoke() ?? "", ButtonTextIndent, (Height - LineH()) * 0.5f, TextColor); } // 3-slice caps for the 46px LED-arrow button face (0x06004D65): a LEFT cap holding the @@ -153,7 +113,8 @@ public sealed class UiChannelMenu : UiElement /// to this and reflows the input field to start after it. public float NaturalButtonWidth() { - float textW = DatFont?.MeasureWidth(ButtonText) ?? Font?.MeasureWidth(ButtonText) ?? ButtonText.Length * 7f; + string text = ButtonLabelProvider?.Invoke() ?? ""; + float textW = DatFont?.MeasureWidth(text) ?? Font?.MeasureWidth(text) ?? text.Length * 7f; return ButtonTextIndent + textW + 4f + FaceCapR; // text start (clears LED) + text + gap + arrow cap } @@ -165,7 +126,7 @@ public sealed class UiChannelMenu : UiElement var resolve = SpriteResolve; if (!_open || resolve is null) return; - // Two-column popup opening UPWARD from the button, wrapped in the universal + // Column-major popup opening UPWARD from the button, wrapped in the universal // 8-piece window bevel (retail UIElement_Menu::MakePopup spawns the popup as a // bevelled floating window). Force OPAQUE (a menu reads solid even though the // chat window is translucent). Draw bevel → panel fill → row sprites → labels, @@ -179,22 +140,21 @@ public sealed class UiChannelMenu : UiElement DrawBevel(ctx, resolve, 0f, outerTop, OuterW, OuterH); DrawSprite(ctx, resolve, PopupBgSprite, inX, inY, InteriorW, InteriorH); // panel fill behind rows - for (int i = 0; i < Items.Length; i++) + for (int i = 0; i < Items.Count; i++) { - int col = i / Rows, row = i % Rows; - float x = inX + col * ColW, y = inY + row * ItemH; - bool selected = Items[i].Channel is { } c && c == Selected; - DrawSprite(ctx, resolve, selected ? ItemHighlightSprite : ItemNormalSprite, x, y, ColW, ItemH); + int col = i / RowsPerColumn, row = i % RowsPerColumn; + float x = inX + col * ColumnWidth, y = inY + row * RowHeight; + bool selected = Equals(Items[i].Payload, Selected); + DrawSprite(ctx, resolve, selected ? ItemHighlightSprite : ItemNormalSprite, x, y, ColumnWidth, RowHeight); } - float textY = (ItemH - LineH()) * 0.5f; // center the label in its row - for (int i = 0; i < Items.Length; i++) + float textY = (RowHeight - LineH()) * 0.5f; // center the label in its row + for (int i = 0; i < Items.Count; i++) { - int col = i / Rows, row = i % Rows; - // Channel items grey out when unavailable; the special items (Squelch / - // Tell-to-Selected, null channel) are normal white items in retail. - bool avail = Items[i].Channel is not { } c || IsAvailable(c); - DrawLabel(ctx, Items[i].Label, inX + col * ColW + TextIndent, inY + row * ItemH + textY, + int col = i / RowsPerColumn, row = i % RowsPerColumn; + // Items grey out when unavailable; when EnabledProvider is null all items are enabled. + bool avail = EnabledProvider?.Invoke(Items[i].Payload) ?? true; + DrawLabel(ctx, Items[i].Label, inX + col * ColumnWidth + TextIndent, inY + row * RowHeight + textY, avail ? TextColorAvailable : TextColorGhosted); } } @@ -256,15 +216,15 @@ public sealed class UiChannelMenu : UiElement float ix = lx - Border, iy = ly - (-OuterH + Border); if (ix >= 0 && ix < InteriorW && iy >= 0 && iy < InteriorH) { - int col = ix < ColW ? 0 : 1; - int row = (int)(iy / ItemH); - int idx = col * Rows + row; - // Only pick available channel items (special + greyed items are inert). - if (row >= 0 && row < Rows && idx >= 0 && idx < Items.Length - && Items[idx].Channel is { } ch && IsAvailable(ch)) + int col = (int)(ix / ColumnWidth); + int row = (int)(iy / RowHeight); + int idx = col * RowsPerColumn + row; + // Only pick enabled items. + if (row >= 0 && row < RowsPerColumn && idx >= 0 && idx < Items.Count + && (EnabledProvider?.Invoke(Items[idx].Payload) ?? true)) { - Selected = ch; - OnChannelChanged?.Invoke(ch); + Selected = Items[idx].Payload; + OnSelect?.Invoke(Selected); } } _open = false; diff --git a/tests/AcDream.App.Tests/UI/Layout/ChatWindowControllerTests.cs b/tests/AcDream.App.Tests/UI/Layout/ChatWindowControllerTests.cs index 717c92da..f8abfa55 100644 --- a/tests/AcDream.App.Tests/UI/Layout/ChatWindowControllerTests.cs +++ b/tests/AcDream.App.Tests/UI/Layout/ChatWindowControllerTests.cs @@ -41,7 +41,7 @@ public class ChatWindowControllerTests /// transcript (Type-12, no media) [0x10000011] ← skipped by factory /// track (Type-3) [0x10000012] /// inputBar (Type-3) [0x10000013] - /// menu (Type-3) [0x10000014] + /// menu (Type-6) [0x10000014] /// input (Type-12, no media) [0x10000016] ← skipped by factory /// send (Type-3) [0x10000019] /// maxmin (Type-3) [0x1000046F] @@ -67,7 +67,7 @@ public class ChatWindowControllerTests var menuNode = new ElementInfo { - Id = 0x10000014u, Type = 3, X = 0, Y = 0, Width = 46, Height = 17, + Id = 0x10000014u, Type = 6, X = 0, Y = 0, Width = 46, Height = 17, }; var inputNode = new ElementInfo { @@ -180,8 +180,8 @@ public class ChatWindowControllerTests var ctrl = ChatWindowController.Bind(rootInfo, layout, vm, () => bus, null, null, NoTex); Assert.NotNull(ctrl); - // Switch channel to General. - ctrl!.Menu.OnChannelChanged!.Invoke(ChatChannelKind.General); + // Switch channel to General via the generic OnSelect (payload is ChatChannelKind). + ctrl!.Menu.OnSelect!.Invoke((object?)ChatChannelKind.General); ctrl.Input.OnSubmit!.Invoke("hey all"); Assert.Single(bus.Published); diff --git a/tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs b/tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs index d2e8c439..4f546920 100644 --- a/tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs +++ b/tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs @@ -115,6 +115,15 @@ public class DatWidgetFactoryTests Assert.IsType(e); } + // ── Test 5d: Type 6 → UiMenu ───────────────────────────────────────────── + + [Fact] + public void Type6_Menu_MakesUiMenu() + { + var e = DatWidgetFactory.Create(new ElementInfo { Type = 6, Width = 46, Height = 18 }, NoTex, null); + Assert.IsType(e); + } + // ── Test 6: Meter slice extraction (the important one) ─────────────────── /// diff --git a/tests/AcDream.App.Tests/UI/UiChannelMenuTests.cs b/tests/AcDream.App.Tests/UI/UiChannelMenuTests.cs deleted file mode 100644 index b3e9db8e..00000000 --- a/tests/AcDream.App.Tests/UI/UiChannelMenuTests.cs +++ /dev/null @@ -1,125 +0,0 @@ -using System.Linq; -using AcDream.App.UI; -using AcDream.UI.Abstractions; - -namespace AcDream.App.Tests.UI; - -public class UiChannelMenuTests -{ - // PopupH = Rows(7) * ItemH(17) = 119; popup opens upward so top = -119. - // Item idx -> col = idx/7, row = idx%7; row band y in [top+row*17, top+(row+1)*17). - // Right column needs lx >= ColW(191). - - [Fact] - public void Items_HasExpected14Entries() - { - Assert.Equal(14, UiChannelMenu.Items.Length); - } - - [Fact] - public void Items_FirstEntry_IsSquelch_Special() - { - Assert.Equal("Squelch (ignore)", UiChannelMenu.Items[0].Label); - Assert.Null(UiChannelMenu.Items[0].Channel); - } - - [Fact] - public void Items_LastEntry_IsOlthoi() - { - var last = UiChannelMenu.Items[^1]; - Assert.Equal("Tell to Olthoi Chat", last.Label); - Assert.Equal(ChatChannelKind.Olthoi, last.Channel); - } - - [Fact] - public void Items_ContainAll12ChannelKinds() - { - var kinds = new HashSet( - UiChannelMenu.Items.Where(i => i.Channel is not null).Select(i => i.Channel!.Value)); - foreach (var k in new[] - { - ChatChannelKind.Say, ChatChannelKind.General, ChatChannelKind.Trade, ChatChannelKind.Lfg, - ChatChannelKind.Fellowship, ChatChannelKind.Allegiance, ChatChannelKind.Patron, - ChatChannelKind.Vassals, ChatChannelKind.Monarch, ChatChannelKind.Roleplay, - ChatChannelKind.Society, ChatChannelKind.Olthoi, - }) - Assert.Contains(k, kinds); - } - - [Fact] - public void DefaultSelected_IsSay() - { - Assert.Equal(ChatChannelKind.Say, new UiChannelMenu().Selected); - } - - [Fact] - public void Select_AvailableLeftColumnItem_FiresChannel() - { - var menu = new UiChannelMenu { Width = 80f, Height = 18f }; - Assert.True(menu.OnEvent(new UiEvent(0, menu, UiEventType.MouseDown, 0, 10, 5))); // open - - ChatChannelKind? fired = null; - menu.OnChannelChanged = k => fired = k; - - // "Chat to All" (Say) is index 2 = left col, row 2: y in [-85,-68). Say is available. - Assert.True(menu.OnEvent(new UiEvent(0, menu, UiEventType.MouseDown, 0, 10, -76))); - Assert.Equal(ChatChannelKind.Say, fired); - Assert.Equal(ChatChannelKind.Say, menu.Selected); - } - - [Fact] - public void Select_AvailableRightColumnItem_FiresChannel() - { - var menu = new UiChannelMenu { Width = 80f, Height = 18f }; - Assert.True(menu.OnEvent(new UiEvent(0, menu, UiEventType.MouseDown, 0, 10, 5))); // open - - ChatChannelKind? fired = null; - menu.OnChannelChanged = k => fired = k; - - // "Tell to Trade Chat" (Trade) is index 11 = right col (lx>=191), row 4: y in [-51,-34). - Assert.True(menu.OnEvent(new UiEvent(0, menu, UiEventType.MouseDown, 0, 200, -42))); - Assert.Equal(ChatChannelKind.Trade, fired); - Assert.Equal(ChatChannelKind.Trade, menu.Selected); - } - - [Fact] - public void Select_SpecialItem_DoesNotFire() - { - var menu = new UiChannelMenu { Width = 80f, Height = 18f }; - Assert.True(menu.OnEvent(new UiEvent(0, menu, UiEventType.MouseDown, 0, 10, 5))); // open - int fired = 0; - menu.OnChannelChanged = _ => fired++; - - // "Squelch (ignore)" is index 0 = left col, row 0 (null channel): y in [-119,-102). - Assert.True(menu.OnEvent(new UiEvent(0, menu, UiEventType.MouseDown, 0, 10, -110))); - Assert.Equal(0, fired); - } - - [Fact] - public void Select_UnavailableChannel_DoesNotFire() - { - var menu = new UiChannelMenu { Width = 80f, Height = 18f }; - Assert.True(menu.OnEvent(new UiEvent(0, menu, UiEventType.MouseDown, 0, 10, 5))); // open - int fired = 0; - menu.OnChannelChanged = _ => fired++; - - // "Tell to Fellows" (Fellowship) is index 3 = left col, row 3: y in [-68,-51). - // Fellowship is unavailable by the default static gate, so the click is inert. - Assert.True(menu.OnEvent(new UiEvent(0, menu, UiEventType.MouseDown, 0, 10, -60))); - Assert.Equal(0, fired); - } - - [Fact] - public void AvailabilityProvider_Overrides_DefaultGate() - { - var menu = new UiChannelMenu { Width = 80f, Height = 18f, AvailabilityProvider = _ => true }; - Assert.True(menu.OnEvent(new UiEvent(0, menu, UiEventType.MouseDown, 0, 10, 5))); // open - - ChatChannelKind? fired = null; - menu.OnChannelChanged = k => fired = k; - - // With every channel available, "Tell to Fellows" (idx 3, row 3) now fires. - Assert.True(menu.OnEvent(new UiEvent(0, menu, UiEventType.MouseDown, 0, 10, -60))); - Assert.Equal(ChatChannelKind.Fellowship, fired); - } -} diff --git a/tests/AcDream.App.Tests/UI/UiMenuTests.cs b/tests/AcDream.App.Tests/UI/UiMenuTests.cs new file mode 100644 index 00000000..1e4e1bd5 --- /dev/null +++ b/tests/AcDream.App.Tests/UI/UiMenuTests.cs @@ -0,0 +1,170 @@ +using System.Collections.Generic; +using System.Linq; +using AcDream.App.UI; +using AcDream.UI.Abstractions; + +namespace AcDream.App.Tests.UI; + +public class UiMenuTests +{ + // PopupH = RowsPerColumn(7) * RowHeight(17) = 119; popup opens upward so top = -119. + // Item idx -> col = idx/7, row = idx%7; row band y in [top+row*17, top+(row+1)*17). + // Right column needs lx >= ColumnWidth(191) + Border(5) = lx >= 196 after bevel offset, + // but the original tests used lx=200 which maps ix=195 -> col=(int)(195/191)=1. OK. + + // The 14 channel items verbatim (matches ChannelItems in ChatWindowController). + private static readonly UiMenu.MenuItem[] ChannelItems = + { + new("Squelch (ignore)", (object?)null), + new("Tell to Selected", (object?)null), + new("Chat to All", (object?)ChatChannelKind.Say), + new("Tell to Fellows", (object?)ChatChannelKind.Fellowship), + new("Tell to General Chat", (object?)ChatChannelKind.General), + new("Tell to LFG Chat", (object?)ChatChannelKind.Lfg), + new("Tell to Society Chat", (object?)ChatChannelKind.Society), + new("Tell to Monarch", (object?)ChatChannelKind.Monarch), + new("Tell to Patron", (object?)ChatChannelKind.Patron), + new("Tell to Vassals", (object?)ChatChannelKind.Vassals), + new("Tell to Allegiance", (object?)ChatChannelKind.Allegiance), + new("Tell to Trade Chat", (object?)ChatChannelKind.Trade), + new("Tell to Roleplay Chat", (object?)ChatChannelKind.Roleplay), + new("Tell to Olthoi Chat", (object?)ChatChannelKind.Olthoi), + }; + + // Availability gate identical to ChatWindowController.ChannelAvailable. + private static bool ChannelAvailable(object? p) + => p is ChatChannelKind ch + ? ch is ChatChannelKind.Say or ChatChannelKind.General + or ChatChannelKind.Trade or ChatChannelKind.Lfg + : false; // null-payload (Squelch/Tell-to-Selected) = inert + + private UiMenu MakeMenu() => new UiMenu + { + Width = 80f, Height = 18f, + Items = ChannelItems, + Selected = (object?)ChatChannelKind.Say, + EnabledProvider = ChannelAvailable, + }; + + [Fact] + public void Items_HasExpected14Entries() + { + Assert.Equal(14, ChannelItems.Length); + } + + [Fact] + public void Items_FirstEntry_IsSquelch_Special() + { + Assert.Equal("Squelch (ignore)", ChannelItems[0].Label); + Assert.Null(ChannelItems[0].Payload); + } + + [Fact] + public void Items_LastEntry_IsOlthoi() + { + var last = ChannelItems[^1]; + Assert.Equal("Tell to Olthoi Chat", last.Label); + Assert.Equal(ChatChannelKind.Olthoi, last.Payload); + } + + [Fact] + public void Items_ContainAll12ChannelKinds() + { + var kinds = new HashSet( + ChannelItems.Where(i => i.Payload is ChatChannelKind).Select(i => (ChatChannelKind)i.Payload!)); + foreach (var k in new[] + { + ChatChannelKind.Say, ChatChannelKind.General, ChatChannelKind.Trade, ChatChannelKind.Lfg, + ChatChannelKind.Fellowship, ChatChannelKind.Allegiance, ChatChannelKind.Patron, + ChatChannelKind.Vassals, ChatChannelKind.Monarch, ChatChannelKind.Roleplay, + ChatChannelKind.Society, ChatChannelKind.Olthoi, + }) + Assert.Contains(k, kinds); + } + + [Fact] + public void DefaultSelected_IsNull_OnBlankMenu() + { + // A freshly constructed UiMenu has no Selected by default (controller sets it). + Assert.Null(new UiMenu().Selected); + } + + [Fact] + public void Select_AvailableLeftColumnItem_FiresOnSelect() + { + var menu = MakeMenu(); + Assert.True(menu.OnEvent(new UiEvent(0, menu, UiEventType.MouseDown, 0, 10, 5))); // open + + object? fired = null; + menu.OnSelect = p => fired = p; + + // "Chat to All" (Say) is index 2 = left col, row 2: y in [-85,-68). Say is available. + Assert.True(menu.OnEvent(new UiEvent(0, menu, UiEventType.MouseDown, 0, 10, -76))); + Assert.Equal(ChatChannelKind.Say, fired); + Assert.Equal(ChatChannelKind.Say, menu.Selected); + } + + [Fact] + public void Select_AvailableRightColumnItem_FiresOnSelect() + { + var menu = MakeMenu(); + Assert.True(menu.OnEvent(new UiEvent(0, menu, UiEventType.MouseDown, 0, 10, 5))); // open + + object? fired = null; + menu.OnSelect = p => fired = p; + + // "Tell to Trade Chat" (Trade) is index 11 = right col (lx>=191), row 4: y in [-51,-34). + Assert.True(menu.OnEvent(new UiEvent(0, menu, UiEventType.MouseDown, 0, 200, -42))); + Assert.Equal(ChatChannelKind.Trade, fired); + Assert.Equal(ChatChannelKind.Trade, menu.Selected); + } + + [Fact] + public void Select_SpecialItem_DoesNotFire() + { + var menu = MakeMenu(); + Assert.True(menu.OnEvent(new UiEvent(0, menu, UiEventType.MouseDown, 0, 10, 5))); // open + int fired = 0; + menu.OnSelect = _ => fired++; + + // "Squelch (ignore)" is index 0 = left col, row 0 (null payload): y in [-119,-102). + // null payload → ChannelAvailable returns false → inert. + Assert.True(menu.OnEvent(new UiEvent(0, menu, UiEventType.MouseDown, 0, 10, -110))); + Assert.Equal(0, fired); + } + + [Fact] + public void Select_UnavailableChannel_DoesNotFire() + { + var menu = MakeMenu(); + Assert.True(menu.OnEvent(new UiEvent(0, menu, UiEventType.MouseDown, 0, 10, 5))); // open + int fired = 0; + menu.OnSelect = _ => fired++; + + // "Tell to Fellows" (Fellowship) is index 3 = left col, row 3: y in [-68,-51). + // Fellowship is unavailable by the default static gate, so the click is inert. + Assert.True(menu.OnEvent(new UiEvent(0, menu, UiEventType.MouseDown, 0, 10, -60))); + Assert.Equal(0, fired); + } + + [Fact] + public void EnabledProvider_Overrides_DefaultGate() + { + // Override: all items enabled (even Fellowship which is normally greyed). + var menu = new UiMenu + { + Width = 80f, Height = 18f, + Items = ChannelItems, + Selected = (object?)ChatChannelKind.Say, + EnabledProvider = _ => true, + }; + Assert.True(menu.OnEvent(new UiEvent(0, menu, UiEventType.MouseDown, 0, 10, 5))); // open + + object? fired = null; + menu.OnSelect = p => fired = p; + + // With every item enabled, "Tell to Fellows" (idx 3, row 3) now fires. + Assert.True(menu.OnEvent(new UiEvent(0, menu, UiEventType.MouseDown, 0, 10, -60))); + Assert.Equal(ChatChannelKind.Fellowship, fired); + } +} From 67e5b8cff29117bf7c83c086cccd5b5d99f316ac Mon Sep 17 00:00:00 2001 From: Erik Date: Tue, 16 Jun 2026 17:27:30 +0200 Subject: [PATCH 131/223] =?UTF-8?q?fix(D.2b):=20UiMenu=20=E2=80=94=20contr?= =?UTF-8?q?oller=20owns=20Selected=20(review=20fix=20for=20Task=204)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Review caught a behavior divergence: the generic UiMenu auto-set its own Selected on any enabled pick, while the controller's EnabledProvider keeps the null-payload specials (Squelch / Tell-to-Selected) enabled/white like retail. So a special-item click set Selected=null and shifted the highlight onto the deferred placeholders — and the menu tests masked it by using a different (specials-disabled) gate than the controller ships. Fix: clean MVC contract mirroring retail UIElement_Menu::NewSelection — the widget REPORTS the pick via OnSelect; the controller OWNS Selected (it sets it only for talk-channel payloads). A special-item click now fires OnSelect(null), the controller ignores it, and the active channel + highlight stay put — observably identical to the pre-generalization widget, and extensible for when Squelch lands. Tests realigned to the controller's gate (specials white) and to the controller-owns-Selected contract. Full suite: 403 passed, 2 skipped, 0 failed. Co-Authored-By: Claude Opus 4.8 (1M context) --- .../UI/Layout/ChatWindowController.cs | 5 +++ src/AcDream.App/UI/UiMenu.cs | 9 +++-- tests/AcDream.App.Tests/UI/UiMenuTests.cs | 36 +++++++++++-------- 3 files changed, 34 insertions(+), 16 deletions(-) diff --git a/src/AcDream.App/UI/Layout/ChatWindowController.cs b/src/AcDream.App/UI/Layout/ChatWindowController.cs index a6281eaa..527e1fad 100644 --- a/src/AcDream.App/UI/Layout/ChatWindowController.cs +++ b/src/AcDream.App/UI/Layout/ChatWindowController.cs @@ -266,8 +266,13 @@ public sealed class ChatWindowController menu.Items = System.Array.ConvertAll(ChannelItems, t => new UiMenu.MenuItem(t.Label, (object?)t.Channel)); menu.Selected = (object?)c._activeChannel; + // Specials (Squelch / Tell-to-Selected, null payload) render WHITE/enabled like + // retail; only the talk-CHANNEL items grey when unavailable. menu.EnabledProvider = p => p is not ChatChannelKind ch || ChannelAvailable(ch); menu.ButtonLabelProvider = () => ChannelButtonLabel(c._activeChannel); + // The widget reports the pick; the controller owns Selected. Only a talk-channel + // payload updates the active channel + highlight — the null-payload specials are + // deferred no-ops (see the chat re-drive deferred list) and leave selection intact. menu.OnSelect = p => { if (p is ChatChannelKind ch) { c._activeChannel = ch; menu.Selected = p; } diff --git a/src/AcDream.App/UI/UiMenu.cs b/src/AcDream.App/UI/UiMenu.cs index b3e1595d..85241a68 100644 --- a/src/AcDream.App/UI/UiMenu.cs +++ b/src/AcDream.App/UI/UiMenu.cs @@ -223,8 +223,13 @@ public sealed class UiMenu : UiElement if (row >= 0 && row < RowsPerColumn && idx >= 0 && idx < Items.Count && (EnabledProvider?.Invoke(Items[idx].Payload) ?? true)) { - Selected = Items[idx].Payload; - OnSelect?.Invoke(Selected); + // The widget REPORTS the pick; the controller owns Selected (it sets + // Selected only for payloads it acts on). This mirrors retail + // UIElement_Menu::NewSelection delegating to the owner rather than + // self-selecting — so a deferred/no-op item (e.g. the Squelch / + // Tell-to-Selected specials, null payload) leaves the current + // selection + highlight unchanged when the controller ignores it. + OnSelect?.Invoke(Items[idx].Payload); } } _open = false; diff --git a/tests/AcDream.App.Tests/UI/UiMenuTests.cs b/tests/AcDream.App.Tests/UI/UiMenuTests.cs index 1e4e1bd5..4b1a16fe 100644 --- a/tests/AcDream.App.Tests/UI/UiMenuTests.cs +++ b/tests/AcDream.App.Tests/UI/UiMenuTests.cs @@ -31,12 +31,14 @@ public class UiMenuTests new("Tell to Olthoi Chat", (object?)ChatChannelKind.Olthoi), }; - // Availability gate identical to ChatWindowController.ChannelAvailable. + // Availability gate identical to ChatWindowController's EnabledProvider: the null-payload + // specials (Squelch/Tell-to-Selected) are ENABLED/white like retail; only talk-CHANNEL + // items grey when unavailable. (The widget reports any enabled pick via OnSelect; the + // controller decides whether to update Selected, so specials are inert no-ops anyway.) private static bool ChannelAvailable(object? p) - => p is ChatChannelKind ch - ? ch is ChatChannelKind.Say or ChatChannelKind.General - or ChatChannelKind.Trade or ChatChannelKind.Lfg - : false; // null-payload (Squelch/Tell-to-Selected) = inert + => p is not ChatChannelKind ch + || ch is ChatChannelKind.Say or ChatChannelKind.General + or ChatChannelKind.Trade or ChatChannelKind.Lfg; private UiMenu MakeMenu() => new UiMenu { @@ -96,7 +98,8 @@ public class UiMenuTests Assert.True(menu.OnEvent(new UiEvent(0, menu, UiEventType.MouseDown, 0, 10, 5))); // open object? fired = null; - menu.OnSelect = p => fired = p; + // Mirror the controller: the widget reports the pick, the controller sets Selected. + menu.OnSelect = p => { fired = p; if (p is ChatChannelKind) menu.Selected = p; }; // "Chat to All" (Say) is index 2 = left col, row 2: y in [-85,-68). Say is available. Assert.True(menu.OnEvent(new UiEvent(0, menu, UiEventType.MouseDown, 0, 10, -76))); @@ -111,7 +114,8 @@ public class UiMenuTests Assert.True(menu.OnEvent(new UiEvent(0, menu, UiEventType.MouseDown, 0, 10, 5))); // open object? fired = null; - menu.OnSelect = p => fired = p; + // Mirror the controller: the widget reports the pick, the controller sets Selected. + menu.OnSelect = p => { fired = p; if (p is ChatChannelKind) menu.Selected = p; }; // "Tell to Trade Chat" (Trade) is index 11 = right col (lx>=191), row 4: y in [-51,-34). Assert.True(menu.OnEvent(new UiEvent(0, menu, UiEventType.MouseDown, 0, 200, -42))); @@ -120,17 +124,21 @@ public class UiMenuTests } [Fact] - public void Select_SpecialItem_DoesNotFire() + public void Select_SpecialItem_FiresNull_LeavesSelectionUnchanged() { - var menu = MakeMenu(); + var menu = MakeMenu(); // Selected = Say Assert.True(menu.OnEvent(new UiEvent(0, menu, UiEventType.MouseDown, 0, 10, 5))); // open - int fired = 0; - menu.OnSelect = _ => fired++; - // "Squelch (ignore)" is index 0 = left col, row 0 (null payload): y in [-119,-102). - // null payload → ChannelAvailable returns false → inert. + // Mirror the controller: only channel payloads update Selected; the null-payload + // specials are deferred no-ops that leave the active channel + highlight unchanged. + bool fired = false; object? firedPayload = "sentinel"; + menu.OnSelect = p => { fired = true; firedPayload = p; if (p is ChatChannelKind) menu.Selected = p; }; + + // "Squelch (ignore)" is index 0 = left col, row 0 (null payload), white/enabled. Assert.True(menu.OnEvent(new UiEvent(0, menu, UiEventType.MouseDown, 0, 10, -110))); - Assert.Equal(0, fired); + Assert.True(fired); // the pick IS reported... + Assert.Null(firedPayload); // ...with the special's null payload + Assert.Equal(ChatChannelKind.Say, menu.Selected); // ...but selection is unchanged (deferred no-op) } [Fact] From cb082b59e4c9246e5aca139c0b808e25086b8246 Mon Sep 17 00:00:00 2001 From: Erik Date: Tue, 16 Jun 2026 17:39:02 +0200 Subject: [PATCH 132/223] feat(D.2b): UiText (Type 12) -- generic text + Type-12 flip; transcript factory-built (widget-generalization Task 5) Rename UiChatView -> UiText (the retail UIElement_Text class, RegisterElementClass(0xc) @ acclient_2013_pseudo_c.txt:115655). Factory changes (DatWidgetFactory.cs): - Remove the Type-12 skip (was: no-media -> null, with-media -> UiDatElement). - Add Type 12 -> BuildText() -> UiText in the switch. - BuildText extracts the element's Direct/Normal sprite as BackgroundSprite so any dat-media the element carried keeps rendering under the text. UiText changes (renamed from UiChatView.cs): - BackgroundColor default: (0,0,0,0.35) -> (0,0,0,0) (transparent). An unbound UiText draws nothing; the controller opts in to the translucent bg. - New BackgroundSprite + SpriteResolve: optional dat state-sprite background drawn UNDER DrawFill+text (faithful UIElement_Text media support). ChatWindowController.cs (Task 5 Step 8): - Transcript property: UiChatView -> UiText. - Bind() now uses layout.FindElement(TranscriptId) as UiText (factory-built) instead of manually constructing + AddChild-ing a new UiChatView. - Sets BackgroundColor = (0,0,0,0.35) on the found widget (retail translucent bg). - Removes the tInfo null-check from the early guard (transcript is factory-built; iInfo lookup kept for the input widget which is still manually constructed). - BuildLines: UiChatView.Line -> UiText.Line throughout. Vitals frozen: the Type-12 vitals number elements are meter children and are never recursed by BuildWidget (the `if (w is not UiMeter)` gate), so they are not built as widgets and keep rendering via UiMeter.Label. Vitals fixture vitals_2100006C.json unchanged; LayoutConformanceTests + VitalsBindingTests green. Tests: - UiChatViewTests.cs -> UiTextTests.cs (class: UiTextTests, all UiChatView.* -> UiText.*) - UiChatViewDatFontTests.cs -> UiTextDatFontTests.cs (same) - DatWidgetFactoryTests: delete Type12_StylePrototype_ReturnsNull + DatWidgetFactory_Type12WithMedia_Renders; add Type12_Text_MakesUiText + DatWidgetFactory_Type12_AlwaysMakesUiText. - LayoutImporterTests: BuildFromInfos_Type12Child_IsSkipped_Type3Present updated to assert IsType (element is now in tree, transparent, not skipped). Divergence register: AP-37 amended -- removed the "standalone Type-0 text elements skipped / dat-text widget is Plan 2" clause (now shipped as UiText); kept the meter-collapse clause and the vitals-numbers-via-UiMeter.Label clause. AP-38/AP-39/AD-28 file references updated UiChatView.cs -> UiText.cs. Co-Authored-By: Claude Opus 4.8 (1M context) --- .../retail-divergence-register.md | 8 +-- .../UI/Layout/ChatWindowController.cs | 46 ++++++-------- src/AcDream.App/UI/Layout/DatWidgetFactory.cs | 36 +++++++---- src/AcDream.App/UI/UiHost.cs | 2 +- src/AcDream.App/UI/UiScrollable.cs | 2 +- .../UI/{UiChatView.cs => UiText.cs} | 31 ++++++++-- .../UI/Layout/DatWidgetFactoryTests.cs | 35 +++-------- .../UI/Layout/LayoutImporterTests.cs | 15 ++--- ...wDatFontTests.cs => UiTextDatFontTests.cs} | 8 +-- .../UI/{UiChatViewTests.cs => UiTextTests.cs} | 62 +++++++++---------- 10 files changed, 127 insertions(+), 118 deletions(-) rename src/AcDream.App/UI/{UiChatView.cs => UiText.cs} (92%) rename tests/AcDream.App.Tests/UI/{UiChatViewDatFontTests.cs => UiTextDatFontTests.cs} (74%) rename tests/AcDream.App.Tests/UI/{UiChatViewTests.cs => UiTextTests.cs} (51%) diff --git a/docs/architecture/retail-divergence-register.md b/docs/architecture/retail-divergence-register.md index 052cca56..23cb919a 100644 --- a/docs/architecture/retail-divergence-register.md +++ b/docs/architecture/retail-divergence-register.md @@ -90,7 +90,7 @@ accepted-divergence entries (#96, #49, #50). | AD-25 | Wall-bounce velocity reflection suppressed on landing (fires only airborne-before AND airborne-after); retail bounces unless grounded→grounded-and-not-sledding | `src/AcDream.App/Input/PlayerMovementController.cs:1212` | Our per-frame architecture amplifies the artifact (post-reflection +Z defeats the `Velocity.Z <= 0` landing-snap gate → micro-bounce death spiral); at elasticity 0.05 retail's landing bounce is imperceptible; sledding reverts to retail rule | Landing-reflection-dependent behavior (slope-landing momentum, high-elasticity surfaces) won't reproduce; the suppression masks the landing-snap gate fragility and could outlive its reason | `handle_all_collisions` pc:282699-282715; ACE PhysicsObj.cs:2656-2721 | | AD-26 | Auto-walk arrival requires facing alignment (invented 5° arrive / 30° walk-while-turning bands); retail's check is `dist <= radius` exact | `src/AcDream.App/Input/PlayerMovementController.cs:575` | ACE does the final `Rotate(target)` server-side before the Use callback; without a local gate the body used items while facing away (user feedback 2026-05-15). Thresholds are NOT retail constants | Arrival delayed by the rotation phase; if heading convergence fights another yaw writer, `AutoWalkArrived` never fires and the queued Use/PickUp never completes | `MoveToManager::HandleMoveToPosition`; `apply_interpreted_movement` | | AD-27 | Use/PickUp action re-sent on natural auto-walk arrival; retail sends the action once (server MoveToChain callback completes it) | `src/AcDream.App/Input/PlayerMovementController.cs:322` | ACE's server-side chain may have timed out by the time our body arrives; the close-range re-send hits ACE's WithinUseRadius fast-path | If the server's chain has NOT timed out, the action executes twice — door toggles open-then-closed, use-once interactions double-fire; protocol noise on non-ACE servers | ACE CreateMoveToChain / WithinUseRadius | -| AD-28 | Chat transcript (`UiChatView`) and input (`UiChatInput`) are two separate widget classes placed inside their dat-authored container panels; retail's `ChatInterface` uses a single mode-flagged `UIElement_Text` (Type-12) that switches between read and edit mode | `src/AcDream.App/UI/Layout/ChatWindowController.cs:135` (transcript) + `:150` (input) | `UIElement_Text` is inside keystone.dll with no PDB/decomp; a two-widget split is functionally equivalent (read-only scroll, editable input) and is the structural adaptation required by our UiElement architecture | A future consumer expecting a single widget for both read/write (e.g. a plugin calling the chat API and getting one widget back) must be written to the two-widget contract | `UIElement_Text` (Type-12) @ keystone.dll; `gmMainChatUI::PostInit` @0x4ce130 | +| AD-28 | Chat transcript (`UiText`) and input (`UiChatInput`) are two separate widget classes placed inside their dat-authored container panels; retail's `ChatInterface` uses a single mode-flagged `UIElement_Text` (Type-12) that switches between read and edit mode | `src/AcDream.App/UI/Layout/ChatWindowController.cs:135` (transcript) + `:150` (input) | `UIElement_Text` is inside keystone.dll with no PDB/decomp; a two-widget split is functionally equivalent (read-only scroll, editable input) and is the structural adaptation required by our UiElement architecture | A future consumer expecting a single widget for both read/write (e.g. a plugin calling the chat API and getting one widget back) must be written to the two-widget contract | `UIElement_Text` (Type-12) @ keystone.dll; `gmMainChatUI::PostInit` @0x4ce130 | --- @@ -134,9 +134,9 @@ accepted-divergence entries (#96, #49, #50). | AP-34 | Landscape-stage alpha deferral is a TWO-PHASE slice split (statics-early / dynamics+particles+weather-late around the **#124** look-ins) + outdoor-root attached scene emitters moved to the post-frame pass, not retail's single deferred alpha flush. Residual: building exteriors' / outside-stage dynamics' own translucent MESH batches still draw within their stage draw call (before later stage content) | `src/AcDream.App/Rendering/RetailPViewRenderer.cs` (`DrawLandscapeThroughOutsideView` late loop) + `GameWindow` post-frame Scene pass | The MDI dispatcher draws translucency inside each Draw call; a faithful FlushAlphaList port needs a global deferred alpha list across all landscape draws — the split covers the user-visible cases (#131 portal swirl, #132 candle flame indoors + outdoors) | Translucent landscape content drawn early and screen-overlapped by content drawn later in the stage gets overpainted (no depth self-protection) — the portal-swirl/candle-flame class re-appears in the residual configurations | `D3DPolyRender::FlushAlphaList` (DrawCells pc:432722) | | AP-36 | Dungeon streaming gate triggers on the player's CURRENT cell being a sealed EnvCell (`CurrCell.IsEnv && !SeenOutside`), an approximation of ACE's full landblock `IsDungeon` (all-heights-zero + NumCells>0 + Buildings.Count==0). The retail BEHAVIOR (a dungeon loads no adjacent landblocks) is faithful — only the runtime TRIGGER is the cheap cell predicate instead of classifying the center landblock. **#135 pre-collapse:** at login/teleport the same collapse is triggered EARLY (the instant the streaming center is recentered onto the spawn/dest cell) via `IsSealedDungeonCell` reading the EnvCell **dat** `SeenOutside` flag — because the physics `CurrCell` is null until placement, which waits for hydration; without the early trigger the full 25×25 ocean-grid window loads then unloads (the ~30 s login FPS ramp) | `src/AcDream.App/Rendering/GameWindow.cs:6895` (per-frame predicate) + `:IsSealedDungeonCell` + `:OnLiveEntitySpawnedLocked`/`:OnLivePositionUpdated` (login/teleport pre-collapse hooks) + `src/AcDream.App/Streaming/StreamingController.cs` (collapse/expand/`PreCollapseToDungeon`) | The predicate is already computed for sun/sky gating (playerInsideCell) and exactly matches for sealed dungeons vs windowed building interiors (SeenOutside=true → not gated); no landblock re-classification needed. The dat-flag read is the same `EnvCellFlags.SeenOutside` the hydrated `ObjCell.SeenOutside` is built from (`EnvCell.cs:72`/`PhysicsDataCache.cs:224`), so the pre-collapse decision matches the eventual per-frame gate exactly | A dungeon cell that reports SeenOutside (an entrance cell open to the surface) briefly un-collapses and re-streams the window; a hypothetical windowless building back-room (IsEnv && !SeenOutside but HasBuildings) would wrongly collapse its outdoor neighbors; a sealed-dungeon entrance cell that is itself SeenOutside is simply MISSED by the early trigger and falls back to the existing late collapse (no worse than before #135) | ACE `LandblockManager.GetAdjacentIDs` (dungeons→empty) Landblock.cs:577-582; `IsDungeon` Landblock.cs:1264-1277 | | AP-35 | Point/spot lights use a single PER-PIXEL accumulation that ports `calc_point_light`'s `(1 − dist/falloff_eff)` LINEAR ramp (falloff_eff = Falloff × static_light_factor 1.3) + standard Lambert `N·L`; retail's path is PER-VERTEX Gouraud and additionally applies a half-Lambert wrap (`0.5·dist + N·L_vec`, lights surfaces down to `N·L ≥ −0.5`) and an x87-obscured normalization factor, neither ported | `src/AcDream.App/Rendering/Shaders/mesh_modern.frag:52` (+ `mesh.frag`; `LightInfoLoader.cs:81` folds 1.3 into Range) | The linear ramp is the user-visible fix (kills the hard-disc "spotlight" edge, #133 A7); the dropped wrap/normalization only re-shade the gradient slightly, and per-pixel vs per-vertex Gouraud chiefly differs on coarse geometry. Half-Lambert wrap + factor are an x87-decompile refinement (same artifact class as GetPowerBarLevel AP-24) | Surfaces facing slightly away from a torch (`−0.5 ≤ N·L < 0`) stay dark where retail's wrap lights them faintly; near-light gradient shading differs subtly from retail's per-vertex bake | `calc_point_light` 0x0059c8b0 (line 0x0059c9a2 ramp; 0x0059c925 wrap); static_light_factor 0x00820e24 | -| AP-37 | LayoutDesc importer collapses the dat's nested meter structure (Type-7 meter → two Type-3 container children → three Type-3 image-slice grandchildren each) into `UiMeter`'s programmatic 3-slice fields (`BackLeft..FrontRight`) + reuses `UiMeter.DrawHBar`'s scissor-fill, instead of building those child nodes generically and porting `UIElement_Meter::DrawChildren`. Standalone Type-0 text elements are also skipped (vitals numbers render via `UiMeter.Label` bound by the controller; a dedicated dat-text widget is Plan 2). The inheritance `Merge` treats Width/Height==0 as "inherit from base", diverging from format-doc §12 rule 2 (documented inline in `ElementReader.cs`) | `src/AcDream.App/UI/Layout/DatWidgetFactory.cs` (`BuildMeter`/`SliceIds`) + `src/AcDream.App/UI/Layout/LayoutImporter.cs` (`BuildWidget` meter-child skip) | Reuses the tested `UiMeter` render that already visually matches retail's stacked vitals bars; the full nested-element + `DrawChildren` scissor port and a dat-text widget are deferred to Plan 2. Now the default vitals path (the hand-authored markup vitals was retired) and locked by the conformance fixture (`tests/AcDream.App.Tests/UI/Layout/fixtures/vitals_2100006C.json`) | A LayoutDesc whose meter structure differs from the vitals 2-container/3-slice shape, or a window needing standalone dat text, renders an empty/wrong meter or drops text — no oracle diff until the Plan-2 widgets land | `UIElement_Meter::DrawChildren` @0x46fbd0; `UIElement_Text::DrawSelf` @0x467aa0; `docs/research/2026-06-15-layoutdesc-format.md` | -| AP-38 | Chat transcript renders pre-split `ChatLog` lines 1:1; no in-element word-wrap at the panel's current pixel width | `src/AcDream.App/UI/UiChatView.cs` | Retail does in-element wrap via `UIElement_Text::SizeToFit`; our pre-split lines are always shorter than 440 px in practice; a line that overflows clips at the edge rather than wrapping | Very long server system messages (server shutdowns, broadcast announcements) clip rather than wrapping — no information loss, just visual truncation | `UIElement_Text::SizeToFit` @0x467980; `gmMainChatUI` layout | -| AP-39 | Chat lines carry one color per `ChatKind` (per-line solid color); retail `UIElement_Text` supports per-glyph styled runs (bold, different hue per segment) | `src/AcDream.App/UI/UiChatView.cs:13` | Retail glyph-run parsing lives inside keystone.dll with no PDB/decomp; per-line per-kind coloring is the correct tonal palette and covers all existing chat types | Chat lines retail renders with multiple colors or bold names (e.g. "PlayerName says: text") render as one flat color; subtle visual difference but functionally complete | `UIElement_Text` glyph-run styling (keystone.dll, no decomp) | +| AP-37 | LayoutDesc importer collapses the dat's nested meter structure (Type-7 meter → two Type-3 container children → three Type-3 image-slice grandchildren each) into `UiMeter`'s programmatic 3-slice fields (`BackLeft..FrontRight`) + reuses `UiMeter.DrawHBar`'s scissor-fill, instead of building those child nodes generically and porting `UIElement_Meter::DrawChildren`. Vitals number elements are meter children (not recursed) and continue to render via `UiMeter.Label` bound by the controller (Task 8). The inheritance `Merge` treats Width/Height==0 as "inherit from base", diverging from format-doc §12 rule 2 (documented inline in `ElementReader.cs`) | `src/AcDream.App/UI/Layout/DatWidgetFactory.cs` (`BuildMeter`/`SliceIds`) + `src/AcDream.App/UI/Layout/LayoutImporter.cs` (`BuildWidget` meter-child skip) | Reuses the tested `UiMeter` render that already visually matches retail's stacked vitals bars; the full nested-element + `DrawChildren` scissor port is deferred to Plan 2. Locked by the conformance fixture (`tests/AcDream.App.Tests/UI/Layout/fixtures/vitals_2100006C.json`) | A LayoutDesc whose meter structure differs from the vitals 2-container/3-slice shape renders an empty/wrong meter — no oracle diff until the Plan-2 port lands | `UIElement_Meter::DrawChildren` @0x46fbd0; `docs/research/2026-06-15-layoutdesc-format.md` | +| AP-38 | Chat transcript renders pre-split `ChatLog` lines 1:1; no in-element word-wrap at the panel's current pixel width | `src/AcDream.App/UI/UiText.cs` | Retail does in-element wrap via `UIElement_Text::SizeToFit`; our pre-split lines are always shorter than 440 px in practice; a line that overflows clips at the edge rather than wrapping | Very long server system messages (server shutdowns, broadcast announcements) clip rather than wrapping — no information loss, just visual truncation | `UIElement_Text::SizeToFit` @0x467980; `gmMainChatUI` layout | +| AP-39 | Chat lines carry one color per `ChatKind` (per-line solid color); retail `UIElement_Text` supports per-glyph styled runs (bold, different hue per segment) | `src/AcDream.App/UI/UiText.cs:13` | Retail glyph-run parsing lives inside keystone.dll with no PDB/decomp; per-line per-kind coloring is the correct tonal palette and covers all existing chat types | Chat lines retail renders with multiple colors or bold names (e.g. "PlayerName says: text") render as one flat color; subtle visual difference but functionally complete | `UIElement_Text` glyph-run styling (keystone.dll, no decomp) | | AP-40 | Single default translucency for the chat window chrome; no focused/unfocused opacity transition; dat font face/size taken from the vitals `vitalsDatFont` (same dat font, not a chat-specific size lookup) | `src/AcDream.App/Rendering/GameWindow.cs` (chatController binding line) | Retail fades the chat window to ~80% alpha when unfocused (`gmMainChatUI::UpdateAlpha @0x4cdea0`); the opacity animation deferred to the Plan-2 window-manager input integration; sharing `vitalsDatFont` is safe — retail uses the same AC-default font for both | The chat window is always fully opaque/same-font rather than subtly fading when idle; no wrong text, but the focused/unfocused breathing rhythm is absent | `gmMainChatUI::UpdateAlpha` @0x4cdea0; `UCF::SetAceFont @0x4d3940` | | AP-41 | Scrollbar thumb 3-slice cap fallback only: single-tile draw (`0x06004C63`) used only when `ThumbTopSprite`/`ThumbBotSprite` are unset; the chat controller passes all three cap ids so the 3-slice path is drawn in practice | `src/AcDream.App/UI/UiScrollbar.cs:35` | The fallback single-tile path is unreachable when caps are bound (chat controller always sets them); the 3-slice path is the active code path | Only if a future caller omits the cap ids will the fallback fire — no visual regression in the chat window | `UIElement_Scrollbar::UpdateLayout @0x4710d0`; cap sprites `0x06004C60` (top) + `0x06004C66` (bottom) from base layout `0x2100003E` | | AP-42 | `UiMenu` item model is flat (label + opaque payload, single-level popup); retail `UIElement_Menu::MakePopup @0x46d310` supports hierarchical nested submenus via recursive popup chain | `src/AcDream.App/UI/UiMenu.cs` | The chat talk-focus menu is single-level (14 rows, 2 columns, no submenu); hierarchy is latent and unreachable through the chat window — no behavioral difference in the current usage | A future menu with nested submenus would render flat (only the top-level items drawn, no drill-down) | `UIElement_Menu::MakePopup` @0x46d310 | diff --git a/src/AcDream.App/UI/Layout/ChatWindowController.cs b/src/AcDream.App/UI/Layout/ChatWindowController.cs index 527e1fad..f4fdce87 100644 --- a/src/AcDream.App/UI/Layout/ChatWindowController.cs +++ b/src/AcDream.App/UI/Layout/ChatWindowController.cs @@ -65,7 +65,7 @@ public sealed class ChatWindowController public UiElement Root { get; private set; } = null!; /// Live chat transcript widget. Null until succeeds. - public UiChatView Transcript { get; private set; } = null!; + public UiText Transcript { get; private set; } = null!; /// Editable chat input widget. Null until succeeds. public UiChatInput Input { get; private set; } = null!; @@ -160,20 +160,20 @@ public sealed class ChatWindowController BitmapFont? debugFont, Func resolve) { - // The transcript + input nodes are Type-12 based and were skipped by the factory. - // Find them in the raw ElementInfo tree to read their rects. - var tInfo = FindInfo(rootInfo, TranscriptId); + // The transcript is now built as a UiText by the factory (Type 12 is no longer skipped). + // The input node (0x10000016) is still Type-12 based; find it in the raw ElementInfo + // tree to read its rect for the behavioral UiChatInput widget. var iInfo = FindInfo(rootInfo, InputId); // Their parent panels must exist as real widgets in the layout tree. var transcriptPanel = layout.FindElement(TranscriptPanelId); var inputBar = layout.FindElement(InputBarId); - if (tInfo is null || iInfo is null || transcriptPanel is null || inputBar is null) + if (iInfo is null || transcriptPanel is null || inputBar is null) { Console.WriteLine( $"[D.2b] ChatWindowController.Bind: missing required elements " + - $"(tInfo={tInfo is not null}, iInfo={iInfo is not null}, " + + $"(iInfo={iInfo is not null}, " + $"panel={transcriptPanel is not null}, bar={inputBar is not null}) — " + $"chat window will not be interactive."); return null; @@ -204,20 +204,14 @@ public sealed class ChatWindowController transcriptPanel.Height += 9f; // dat resize-bar height (0x1000000F H=9) // ── Transcript ─────────────────────────────────────────────────── - // Place the behavioral transcript widget inside the transcript panel at the - // dat-rect of the (skipped) Type-12 transcript element. - c.Transcript = new UiChatView - { - Left = tInfo.X, - Top = tInfo.Y, - Width = tInfo.Width, - Height = tInfo.Height, - Anchors = ElementReader.ToAnchors(tInfo.Left, tInfo.Top, tInfo.Right, tInfo.Bottom), - DatFont = datFont, - Font = debugFont, - LinesProvider = () => BuildLines(vm, c.Transcript, datFont, debugFont), - }; - transcriptPanel.AddChild(c.Transcript); + // The factory now builds the Type-12 transcript element (0x10000011) as a UiText. + // Find it in the widget tree and bind the live providers — no remove/add needed. + c.Transcript = layout.FindElement(TranscriptId) as UiText + ?? throw new InvalidOperationException("chat transcript 0x10000011 not built as UiText"); + c.Transcript.DatFont = datFont; + c.Transcript.Font = debugFont; + c.Transcript.BackgroundColor = new Vector4(0f, 0f, 0f, 0.35f); // retail translucent transcript + c.Transcript.LinesProvider = () => BuildLines(vm, c.Transcript, datFont, debugFont); // ── Input ──────────────────────────────────────────────────────── // Place the behavioral input widget inside the input bar. @@ -373,14 +367,14 @@ public sealed class ChatWindowController /// /// Convert the ChatVM's detailed lines to the transcript's - /// record format, applying retail-faithful + /// record format, applying retail-faithful /// per- colors. /// - private static IReadOnlyList BuildLines( - ChatVM vm, UiChatView view, UiDatFont? datFont, BitmapFont? debugFont) + private static IReadOnlyList BuildLines( + ChatVM vm, UiText view, UiDatFont? datFont, BitmapFont? debugFont) { var detailed = vm.RecentLinesDetailed(); - if (detailed.Count == 0) return Array.Empty(); + if (detailed.Count == 0) return Array.Empty(); // Word-wrap each message to the transcript's current pixel width (ports retail // GlyphList::Recalculate @0x473800 — break at word boundaries when the line would @@ -391,12 +385,12 @@ public sealed class ChatWindowController : debugFont is { } bf ? s => bf.MeasureWidth(s) : s => s.Length * 7f; - var result = new List(detailed.Count); + var result = new List(detailed.Count); foreach (var d in detailed) { var color = RetailChatColor(d.Kind); foreach (var frag in WrapText(d.Text, maxW, measure)) - result.Add(new UiChatView.Line(frag, color)); + result.Add(new UiText.Line(frag, color)); } return result; } diff --git a/src/AcDream.App/UI/Layout/DatWidgetFactory.cs b/src/AcDream.App/UI/Layout/DatWidgetFactory.cs index 556fc3ee..4c90f37e 100644 --- a/src/AcDream.App/UI/Layout/DatWidgetFactory.cs +++ b/src/AcDream.App/UI/Layout/DatWidgetFactory.cs @@ -10,11 +10,11 @@ namespace AcDream.App.UI.Layout; /// . /// /// -/// Type 12 elements that carry NO own state media (pure style prototypes / -/// BaseElement stores) return null from and are skipped. -/// Type 12 elements that DO carry own sprites (e.g. a chat element whose Type-0 -/// derived form inherited Type 12 from its base prototype) are rendered normally. -/// See docs/research/2026-06-15-layoutdesc-format.md Correction 8. +/// Type 12 = UIElement_Text — a scrollable colored-line text view. Every Type-12 +/// element is now built as a . Elements that carry their own +/// dat sprite media keep it as the . Pure +/// prototype elements (no state media, no controller binding) draw nothing because +/// defaults to transparent. /// /// /// @@ -45,23 +45,17 @@ public static class DatWidgetFactory /// Returns (0,0,0) when the texture is not yet uploaded. /// Retail UI font for the meter's "cur/max" number overlay. /// May be null pre-load — the meter falls back to the debug bitmap font. - /// The widget, or null for a pure Type-12 style prototype with no own sprites (caller skips it). + /// The widget for this element. Never null — every type produces a widget. public static UiElement? Create(ElementInfo info, Func resolve, UiDatFont? datFont) { - // Type 12 = style prototype / BaseElement store referenced by BaseLayoutId. - // PURE prototypes (no own state media) are property bags — never rendered; skip them. - // A Type-12 element that carries its own state media (e.g. a chat Send button whose - // Type-0 derived element inherited Type 12 from its base prototype) has sprites to - // show and must render. See format doc §8 and the G1 task note. - if (info.Type == 12 && info.StateMedia.Count == 0) return null; - UiElement e = info.Type switch { 1 => new UiButton(info, resolve), // UIElement_Button (reg :125828) 6 => new UiMenu(), // UIElement_Menu (reg :120163) 7 => BuildMeter(info, resolve, datFont), // UIElement_Meter 11 => new UiScrollbar(), // UIElement_Scrollbar (reg :124137) + 12 => BuildText(info, resolve), // UIElement_Text (reg :115655) _ => new UiDatElement(info, resolve), // generic fallback for all other types }; @@ -178,4 +172,20 @@ public static class DatWidgetFactory return (left, tile, right); } + + // ── Text ───────────────────────────────────────────────────────────────── + + /// Type-12 UIElement_Text: a scrollable colored-line text view. The element's + /// own Direct/Normal media (if any) becomes the background sprite, drawn under the text — + /// so a Type-12 element that previously rendered via UiDatElement keeps its sprite. Lines + /// are bound later by the controller (LinesProvider). An unbound UiText draws nothing + /// because defaults to transparent. + private static UiText BuildText(ElementInfo info, Func resolve) + { + uint bg = info.StateMedia.TryGetValue( + !string.IsNullOrEmpty(info.DefaultStateName) ? info.DefaultStateName + : info.StateMedia.ContainsKey("Normal") ? "Normal" : "", out var m) + ? m.File : 0u; + return new UiText { BackgroundSprite = bg, SpriteResolve = resolve }; + } } diff --git a/src/AcDream.App/UI/UiHost.cs b/src/AcDream.App/UI/UiHost.cs index a372f891..718d5cbd 100644 --- a/src/AcDream.App/UI/UiHost.cs +++ b/src/AcDream.App/UI/UiHost.cs @@ -42,7 +42,7 @@ public sealed class UiHost : System.IDisposable /// The last wired keyboard. Exposed so widgets that need clipboard /// access () or modifier-key state - /// () — e.g. 's + /// () — e.g. 's /// Ctrl+C copy — can reach the device. One-keyboard desktop: last wins. public IKeyboard? Keyboard { get; private set; } diff --git a/src/AcDream.App/UI/UiScrollable.cs b/src/AcDream.App/UI/UiScrollable.cs index 2167b387..f9e78a12 100644 --- a/src/AcDream.App/UI/UiScrollable.cs +++ b/src/AcDream.App/UI/UiScrollable.cs @@ -7,7 +7,7 @@ namespace AcDream.App.UI; /// the scroll offset is an integer pixel value (m_iScrollableY) clamped to /// [0, ContentHeight - ViewHeight]; the thumb ratio is view/content; the position /// ratio is scroll/(content-view). Pure (no GL) so it is fully unit-tested and -/// shared by the transcript (UiChatView) and the scrollbar (UiScrollbar). +/// shared by the transcript (UiText) and the scrollbar (UiScrollbar). /// Decomp anchors: SetScrollableXY @0x4740c0, UpdateScrollbarSize_ @0x4741a0, /// UpdateScrollbarPosition_ @0x473f20, UIElement_Text::InqScrollDelta @0x4689b0. /// diff --git a/src/AcDream.App/UI/UiChatView.cs b/src/AcDream.App/UI/UiText.cs similarity index 92% rename from src/AcDream.App/UI/UiChatView.cs rename to src/AcDream.App/UI/UiText.cs index e49e58a1..439350db 100644 --- a/src/AcDream.App/UI/UiChatView.cs +++ b/src/AcDream.App/UI/UiText.cs @@ -7,8 +7,9 @@ using AcDream.App.Rendering; namespace AcDream.App.UI; /// -/// Scrollable chat transcript for the retail-look chat window. Renders the -/// lines from bottom-pinned (newest at the bottom, +/// Scrollable text view for retail UIElement_Text elements +/// (RegisterElementClass(0xc) @ acclient_2013_pseudo_c.txt:115655). +/// Renders the lines from bottom-pinned (newest at the bottom, /// like retail) with mouse-wheel scrollback. Whole-line vertical clipping keeps /// text inside the window. /// @@ -19,7 +20,7 @@ namespace AcDream.App.UI; /// selected span to the clipboard. Ctrl+A selects everything. /// /// -public sealed class UiChatView : UiElement +public sealed class UiText : UiElement { /// One display line: pre-formatted text + its colour. public readonly record struct Line(string Text, Vector4 Color); @@ -43,8 +44,18 @@ public sealed class UiChatView : UiElement /// the host from . public Silk.NET.Input.IKeyboard? Keyboard { get; set; } - /// Backing fill behind the text (retail chat is a dark translucent box). - public Vector4 BackgroundColor { get; set; } = new(0f, 0f, 0f, 0.35f); + /// Backing fill behind the text. Defaults to transparent so an unbound + /// UiText (no controller) draws nothing. Set to the retail translucent value by + /// the controller (e.g. ChatWindowController). + public Vector4 BackgroundColor { get; set; } = new(0f, 0f, 0f, 0f); + + /// Optional dat state-sprite background (the element's own media), drawn + /// UNDER the text. Set by DatWidgetFactory.BuildText from the ElementInfo. 0 = none. + public uint BackgroundSprite { get; set; } + + /// Resolves a dat RenderSurface id to (GL tex handle, pixel width, pixel height). + /// Required when is non-zero. + public Func? SpriteResolve { get; set; } /// Highlight colour painted behind a selected character span. public Vector4 SelectionColor { get; set; } = new(0.25f, 0.45f, 0.85f, 0.5f); @@ -73,7 +84,7 @@ public sealed class UiChatView : UiElement private Pos? _selCaret; // where the drag currently is private bool _selecting; - public UiChatView() + public UiText() { AcceptsFocus = true; IsEditControl = true; // absorb keys (Ctrl+C) while focused @@ -93,6 +104,14 @@ public sealed class UiChatView : UiElement protected override void OnDraw(UiRenderContext ctx) { + // Optional dat state-sprite background drawn UNDER everything else. + if (BackgroundSprite != 0 && SpriteResolve is { } sr) + { + var (tex, tw, th) = sr(BackgroundSprite); + if (tex != 0 && tw != 0 && th != 0) + ctx.DrawSprite(tex, 0, 0, Width, Height, 0, 0, Width / tw, Height / th, Vector4.One); + } + // Background must draw UNDER the transcript text. DrawStringDat emits into the // sprite bucket which flushes BEFORE rects, so a DrawRect background would wash // over the text. DrawFill routes the background through the sprite bucket too, diff --git a/tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs b/tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs index 4f546920..2dd4cd1c 100644 --- a/tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs +++ b/tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs @@ -24,13 +24,13 @@ public class DatWidgetFactoryTests Assert.IsType(e); } - // ── Test 3: Type 12 → null (style prototype, never rendered) ───────────── + // ── Test 3: Type 12 → UiText (behavioral text widget) ──────────────────── [Fact] - public void Type12_StylePrototype_ReturnsNull() + public void Type12_Text_MakesUiText() { - var e = DatWidgetFactory.Create(new ElementInfo { Type = 12 }, NoTex, null); - Assert.Null(e); + var e = DatWidgetFactory.Create(new ElementInfo { Type = 12, Width = 100, Height = 40 }, NoTex, null); + Assert.IsType(e); } // ── Test 4: Rect + anchors set from ElementInfo ─────────────────────────── @@ -71,30 +71,15 @@ public class DatWidgetFactoryTests Assert.Equal(7, e!.ZOrder); } - // ── Test G1a: Type 12 with own sprites renders; without sprites is skipped ── + // ── Test G1a: Type 12 always produces UiText (with or without own sprites) ── - /// - /// Task G1 change 1: only PURE Type-12 prototypes (no state media) are skipped. - /// A Type-12 element that carries its own state media must return a non-null widget. - /// [Fact] - public void DatWidgetFactory_Type12WithMedia_Renders() + public void DatWidgetFactory_Type12_AlwaysMakesUiText() { - // Type 12 with a "Normal" state sprite — must render (NOT skipped). - var withMedia = new ElementInfo - { - Type = 12, - Width = 32, - Height = 16, - StateMedia = { ["Normal"] = (0x00001234u, 1) }, - }; - var e = DatWidgetFactory.Create(withMedia, NoTex, null); - Assert.NotNull(e); - Assert.IsType(e); - - // Type 12 with NO state media — must still be skipped (pure prototype). - var noMedia = new ElementInfo { Type = 12 }; - Assert.Null(DatWidgetFactory.Create(noMedia, NoTex, null)); + var withMedia = new ElementInfo { Type = 12, Width = 32, Height = 16, + StateMedia = { ["Normal"] = (0x00001234u, 1) } }; + Assert.IsType(DatWidgetFactory.Create(withMedia, NoTex, null)); + Assert.IsType(DatWidgetFactory.Create(new ElementInfo { Type = 12 }, NoTex, null)); } // ── Test 5c: Type 1 → UiButton ────────────────────────────────────────── diff --git a/tests/AcDream.App.Tests/UI/Layout/LayoutImporterTests.cs b/tests/AcDream.App.Tests/UI/Layout/LayoutImporterTests.cs index 2292aab8..a5f19e79 100644 --- a/tests/AcDream.App.Tests/UI/Layout/LayoutImporterTests.cs +++ b/tests/AcDream.App.Tests/UI/Layout/LayoutImporterTests.cs @@ -32,12 +32,13 @@ public class LayoutImporterTests Assert.Equal(150f, found.Width); } - // ── Test 2: Type-12 child is skipped; Type-3 sibling is present ────────── + // ── Test 2: Type-12 child builds a UiText; Type-3 sibling is also present ── /// - /// A root with two children: one Type-12 style prototype and one Type-3 container. - /// The Type-12 must be absent from the tree (FindElement returns null); - /// the Type-3 must be present. + /// A root with two children: one Type-12 UIElement_Text and one Type-3 container. + /// The Type-12 must appear as a in the tree (transparent, + /// draws nothing until a controller binds its LinesProvider); + /// the Type-3 must also be present. /// [Fact] public void BuildFromInfos_Type12Child_IsSkipped_Type3Present() @@ -48,9 +49,9 @@ public class LayoutImporterTests var tree = LayoutImporter.BuildFromInfos(root, new[] { prototype, container }, NoTex, null); - // Type-12 must be absent. - Assert.Null(tree.FindElement(0x20000001)); - // Type-3 must be present. + // Type-12 is now a UiText (transparent, no lines) — present in the tree. + Assert.IsType(tree.FindElement(0x20000001)); + // Type-3 must also be present. Assert.NotNull(tree.FindElement(0x20000002)); } diff --git a/tests/AcDream.App.Tests/UI/UiChatViewDatFontTests.cs b/tests/AcDream.App.Tests/UI/UiTextDatFontTests.cs similarity index 74% rename from tests/AcDream.App.Tests/UI/UiChatViewDatFontTests.cs rename to tests/AcDream.App.Tests/UI/UiTextDatFontTests.cs index c00c9544..11e6d1eb 100644 --- a/tests/AcDream.App.Tests/UI/UiChatViewDatFontTests.cs +++ b/tests/AcDream.App.Tests/UI/UiTextDatFontTests.cs @@ -4,7 +4,7 @@ using Xunit; namespace AcDream.App.Tests.UI; -public class UiChatViewDatFontTests +public class UiTextDatFontTests { // Synthetic per-char advance: each glyph 10px (Before=2,Width=6,After=2). private static FontCharDesc Glyph(char c) => new() @@ -17,9 +17,9 @@ public class UiChatViewDatFontTests public void CharIndexAt_UsesDatGlyphAdvance() { float Adv(char c) => UiDatFont.GlyphAdvance(Glyph(c)); - Assert.Equal(0, UiChatView.CharIndexAt("abc", Adv, 4f)); - Assert.Equal(1, UiChatView.CharIndexAt("abc", Adv, 12f)); - Assert.Equal(3, UiChatView.CharIndexAt("abc", Adv, 100f)); + Assert.Equal(0, UiText.CharIndexAt("abc", Adv, 4f)); + Assert.Equal(1, UiText.CharIndexAt("abc", Adv, 12f)); + Assert.Equal(3, UiText.CharIndexAt("abc", Adv, 100f)); } [Fact] diff --git a/tests/AcDream.App.Tests/UI/UiChatViewTests.cs b/tests/AcDream.App.Tests/UI/UiTextTests.cs similarity index 51% rename from tests/AcDream.App.Tests/UI/UiChatViewTests.cs rename to tests/AcDream.App.Tests/UI/UiTextTests.cs index 7a02b183..691dc213 100644 --- a/tests/AcDream.App.Tests/UI/UiChatViewTests.cs +++ b/tests/AcDream.App.Tests/UI/UiTextTests.cs @@ -5,28 +5,28 @@ using AcDream.App.UI; namespace AcDream.App.Tests.UI; -public class UiChatViewTests +public class UiTextTests { [Fact] public void ClampScroll_PinsToZero_WhenContentFitsView() { // 5 lines of content in a taller view → nothing to scroll, pinned at 0. - Assert.Equal(0f, UiChatView.ClampScroll(50f, contentHeight: 80f, viewHeight: 200f)); - Assert.Equal(0f, UiChatView.ClampScroll(0f, contentHeight: 80f, viewHeight: 200f)); + Assert.Equal(0f, UiText.ClampScroll(50f, contentHeight: 80f, viewHeight: 200f)); + Assert.Equal(0f, UiText.ClampScroll(0f, contentHeight: 80f, viewHeight: 200f)); } [Fact] public void ClampScroll_CapsAtContentMinusView_WhenOverflowing() { // Content 500, view 200 → max scrollback is 300px (oldest line at top). - Assert.Equal(300f, UiChatView.ClampScroll(1000f, contentHeight: 500f, viewHeight: 200f)); - Assert.Equal(120f, UiChatView.ClampScroll(120f, contentHeight: 500f, viewHeight: 200f)); + Assert.Equal(300f, UiText.ClampScroll(1000f, contentHeight: 500f, viewHeight: 200f)); + Assert.Equal(120f, UiText.ClampScroll(120f, contentHeight: 500f, viewHeight: 200f)); } [Fact] public void ClampScroll_NeverNegative() { - Assert.Equal(0f, UiChatView.ClampScroll(-50f, contentHeight: 500f, viewHeight: 200f)); + Assert.Equal(0f, UiText.ClampScroll(-50f, contentHeight: 500f, viewHeight: 200f)); } // ── Char-index hit-testing (x → col) with a synthetic 10px monospace advance ── @@ -36,39 +36,39 @@ public class UiChatViewTests [Fact] public void CharIndexAt_ZeroOrNegative_IsColumnZero() { - Assert.Equal(0, UiChatView.CharIndexAt("hello", Mono10, 0f)); - Assert.Equal(0, UiChatView.CharIndexAt("hello", Mono10, -5f)); + Assert.Equal(0, UiText.CharIndexAt("hello", Mono10, 0f)); + Assert.Equal(0, UiText.CharIndexAt("hello", Mono10, -5f)); } [Fact] public void CharIndexAt_SnapsToGlyphMidpoint() { // glyph[0] spans 0..10 (midpoint 5), glyph[1] 10..20 (midpoint 15), ... - Assert.Equal(0, UiChatView.CharIndexAt("hello", Mono10, 4f)); // before mid of glyph 0 - Assert.Equal(1, UiChatView.CharIndexAt("hello", Mono10, 6f)); // past mid of glyph 0 - Assert.Equal(1, UiChatView.CharIndexAt("hello", Mono10, 14f)); // before mid of glyph 1 - Assert.Equal(2, UiChatView.CharIndexAt("hello", Mono10, 16f)); // past mid of glyph 1 + Assert.Equal(0, UiText.CharIndexAt("hello", Mono10, 4f)); // before mid of glyph 0 + Assert.Equal(1, UiText.CharIndexAt("hello", Mono10, 6f)); // past mid of glyph 0 + Assert.Equal(1, UiText.CharIndexAt("hello", Mono10, 14f)); // before mid of glyph 1 + Assert.Equal(2, UiText.CharIndexAt("hello", Mono10, 16f)); // past mid of glyph 1 } [Fact] public void CharIndexAt_PastEnd_IsLength() { - Assert.Equal(5, UiChatView.CharIndexAt("hello", Mono10, 1000f)); + Assert.Equal(5, UiText.CharIndexAt("hello", Mono10, 1000f)); } [Fact] public void CharIndexAt_EmptyString_IsZero() { - Assert.Equal(0, UiChatView.CharIndexAt("", Mono10, 50f)); + Assert.Equal(0, UiText.CharIndexAt("", Mono10, 50f)); } // ── SelectedText assembly ──────────────────────────────────────────── - private static IReadOnlyList Lines(params string[] texts) + private static IReadOnlyList Lines(params string[] texts) { - var list = new List(texts.Length); + var list = new List(texts.Length); foreach (var t in texts) - list.Add(new UiChatView.Line(t, new Vector4(1, 1, 1, 1))); + list.Add(new UiText.Line(t, new Vector4(1, 1, 1, 1))); return list; } @@ -76,7 +76,7 @@ public class UiChatViewTests public void SelectedText_SingleLine_Substring() { var lines = Lines("hello world"); - var s = UiChatView.SelectedText(lines, new UiChatView.Pos(0, 6), new UiChatView.Pos(0, 11)); + var s = UiText.SelectedText(lines, new UiText.Pos(0, 6), new UiText.Pos(0, 11)); Assert.Equal("world", s); } @@ -85,7 +85,7 @@ public class UiChatViewTests { var lines = Lines("hello world"); // caret BEFORE anchor — Order() must normalise. - var s = UiChatView.SelectedText(lines, new UiChatView.Pos(0, 11), new UiChatView.Pos(0, 6)); + var s = UiText.SelectedText(lines, new UiText.Pos(0, 11), new UiText.Pos(0, 6)); Assert.Equal("world", s); } @@ -93,7 +93,7 @@ public class UiChatViewTests public void SelectedText_SamePosition_IsEmpty() { var lines = Lines("hello"); - Assert.Equal("", UiChatView.SelectedText(lines, new UiChatView.Pos(0, 3), new UiChatView.Pos(0, 3))); + Assert.Equal("", UiText.SelectedText(lines, new UiText.Pos(0, 3), new UiText.Pos(0, 3))); } [Fact] @@ -101,7 +101,7 @@ public class UiChatViewTests { var lines = Lines("first line", "second line", "third line"); // from col 6 of line 0 ("line") through col 5 of line 2 ("third") - var s = UiChatView.SelectedText(lines, new UiChatView.Pos(0, 6), new UiChatView.Pos(2, 5)); + var s = UiText.SelectedText(lines, new UiText.Pos(0, 6), new UiText.Pos(2, 5)); Assert.Equal("line\nsecond line\nthird", s); } @@ -109,7 +109,7 @@ public class UiChatViewTests public void SelectedText_MultiLine_TwoLines_NoMiddle() { var lines = Lines("alpha", "bravo"); - var s = UiChatView.SelectedText(lines, new UiChatView.Pos(0, 2), new UiChatView.Pos(1, 3)); + var s = UiText.SelectedText(lines, new UiText.Pos(0, 2), new UiText.Pos(1, 3)); Assert.Equal("pha\nbra", s); } @@ -118,26 +118,26 @@ public class UiChatViewTests { var lines = Lines("alpha", "bravo"); // end before start → Order() swaps them. - var s = UiChatView.SelectedText(lines, new UiChatView.Pos(1, 3), new UiChatView.Pos(0, 2)); + var s = UiText.SelectedText(lines, new UiText.Pos(1, 3), new UiText.Pos(0, 2)); Assert.Equal("pha\nbra", s); } [Fact] public void SelectedText_EmptyLineList_IsEmpty() { - Assert.Equal("", UiChatView.SelectedText(Array.Empty(), - new UiChatView.Pos(0, 0), new UiChatView.Pos(0, 0))); + Assert.Equal("", UiText.SelectedText(Array.Empty(), + new UiText.Pos(0, 0), new UiText.Pos(0, 0))); } [Fact] public void Order_SortsByLineThenColumn() { - var (s1, e1) = UiChatView.Order(new UiChatView.Pos(2, 1), new UiChatView.Pos(0, 5)); - Assert.Equal(new UiChatView.Pos(0, 5), s1); - Assert.Equal(new UiChatView.Pos(2, 1), e1); + var (s1, e1) = UiText.Order(new UiText.Pos(2, 1), new UiText.Pos(0, 5)); + Assert.Equal(new UiText.Pos(0, 5), s1); + Assert.Equal(new UiText.Pos(2, 1), e1); - var (s2, e2) = UiChatView.Order(new UiChatView.Pos(1, 8), new UiChatView.Pos(1, 2)); - Assert.Equal(new UiChatView.Pos(1, 2), s2); - Assert.Equal(new UiChatView.Pos(1, 8), e2); + var (s2, e2) = UiText.Order(new UiText.Pos(1, 8), new UiText.Pos(1, 2)); + Assert.Equal(new UiText.Pos(1, 2), s2); + Assert.Equal(new UiText.Pos(1, 8), e2); } } From e059a3f6efa5772489b018d25cfb46d8b2825142 Mon Sep 17 00:00:00 2001 From: Erik Date: Tue, 16 Jun 2026 17:48:51 +0200 Subject: [PATCH 133/223] =?UTF-8?q?feat(D.2b):=20UiField=20(Type=203)=20?= =?UTF-8?q?=E2=80=94=20editable=20input=20as=20a=20generic=20field;=20remo?= =?UTF-8?q?ve=20the=20stray=20Type-12=20input=20placeholder=20(widget-gene?= =?UTF-8?q?ralization=20Task=206)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit - Rename UiChatInput → UiField (UIElement_Field, RegisterElementClass(3) @ :126190); update doc to cite retail's CatchDroppedItem/MouseOverTop drag-drop hooks for future item windows. BackgroundColor default → transparent (controller sets the translucent 0.35α value explicitly, matching UiText pattern). - Register Type 3 in DatWidgetFactory.Create: `3 => new UiField()`. - ChatWindowController.Bind (Variant B): factory now builds 0x10000016 as an invisible UiText placeholder (Type 12); Bind removes that placeholder via FindElement(InputId).Parent.RemoveChild and places a UiField at the same rect. Result: exactly ONE input widget in the input bar, no stray UiText duplicate. - Input property type changed from UiChatInput to UiField; GameWindow.cs:1861 UiField.Keyboard assignment compiles unchanged (field exists). - Tests: UiChatInputTests → UiFieldTests (class + all ctor refs renamed); DatWidgetFactoryTests: new Type3_Field_MakesUiField test; ChatWindowControllerTests: updated stale "skipped by factory" comments; LayoutConformanceTests: updated VitalsTree_ChromeCornerHasExpectedSprite — Type-3 chrome-corner elements are now UiField (sprite rendering for Type-3 dat image elements is a known limitation, tracked for post-Task-8 UiField.BackgroundSprite follow-up). - Full suite: 404 passed, 2 skipped, 0 failed. Co-Authored-By: Claude Opus 4.8 (1M context) --- .../UI/Layout/ChatWindowController.cs | 38 ++++++++++--------- src/AcDream.App/UI/Layout/DatWidgetFactory.cs | 1 + .../UI/{UiChatInput.cs => UiField.cs} | 28 ++++++++------ .../UI/Layout/ChatWindowControllerTests.cs | 6 +-- .../UI/Layout/DatWidgetFactoryTests.cs | 9 +++++ .../UI/Layout/LayoutConformanceTests.cs | 20 +++++++--- .../{UiChatInputTests.cs => UiFieldTests.cs} | 14 +++---- 7 files changed, 72 insertions(+), 44 deletions(-) rename src/AcDream.App/UI/{UiChatInput.cs => UiField.cs} (95%) rename tests/AcDream.App.Tests/UI/{UiChatInputTests.cs => UiFieldTests.cs} (82%) diff --git a/src/AcDream.App/UI/Layout/ChatWindowController.cs b/src/AcDream.App/UI/Layout/ChatWindowController.cs index f4fdce87..7726b96a 100644 --- a/src/AcDream.App/UI/Layout/ChatWindowController.cs +++ b/src/AcDream.App/UI/Layout/ChatWindowController.cs @@ -14,15 +14,14 @@ namespace AcDream.App.UI.Layout; /// analogue of retail ChatInterface + gmMainChatUI::PostInit @0x4ce130. /// /// -/// The transcript (0x10000011) and input (0x10000016) are Type-0 -/// elements whose base is a Type-12 prototype, so the importer factory skips them -/// (returns null). This controller reads their rects from the raw -/// tree (which contains everything) and adds the behavioral -/// widgets as children of their parent container widgets (transcript panel -/// 0x10000010 / input bar 0x10000013) which ARE created as -/// nodes. The scrollbar track (0x10000012) is built -/// directly as a by the factory (Type 11) and is bound in place -/// here. The channel menu (0x10000014) is still replaced with its behavioral counterpart. +/// The transcript (0x10000011) is Type-12 and is built as a +/// by the factory; this controller binds its live data provider in place. The input +/// (0x10000016) is also Type-12, so the factory builds it as an invisible +/// placeholder; this controller removes that placeholder and adds +/// a at the same rect. The scrollbar track (0x10000012) is +/// built directly as a by the factory (Type 11) and bound in +/// place. The channel menu (0x10000014) is built as (Type 6) +/// and bound in place. /// /// public sealed class ChatWindowController @@ -37,7 +36,7 @@ public sealed class ChatWindowController private const uint TrackId = 0x10000012u; private const uint InputBarId = 0x10000013u; private const uint MenuId = 0x10000014u; - private const uint InputId = 0x10000016u; // Type-12 prototype — skipped by factory + private const uint InputId = 0x10000016u; // Type-12 Text — factory builds UiText placeholder; Bind removes + replaces with UiField private const uint SendId = 0x10000019u; private const uint MaxMinId = 0x1000046Fu; @@ -68,7 +67,7 @@ public sealed class ChatWindowController public UiText Transcript { get; private set; } = null!; /// Editable chat input widget. Null until succeeds. - public UiChatInput Input { get; private set; } = null!; + public UiField Input { get; private set; } = null!; /// Scrollbar widget, driven by 's scroll model. public UiScrollbar Scrollbar { get; private set; } = null!; @@ -160,9 +159,9 @@ public sealed class ChatWindowController BitmapFont? debugFont, Func resolve) { - // The transcript is now built as a UiText by the factory (Type 12 is no longer skipped). - // The input node (0x10000016) is still Type-12 based; find it in the raw ElementInfo - // tree to read its rect for the behavioral UiChatInput widget. + // The transcript is built as a UiText by the factory (Type 12). + // The input node (0x10000016) is also Type-12 → UiText, but the controller replaces + // it with a UiField. Read its rect from the raw ElementInfo tree first. var iInfo = FindInfo(rootInfo, InputId); // Their parent panels must exist as real widgets in the layout tree. @@ -214,8 +213,12 @@ public sealed class ChatWindowController c.Transcript.LinesProvider = () => BuildLines(vm, c.Transcript, datFont, debugFont); // ── Input ──────────────────────────────────────────────────────── - // Place the behavioral input widget inside the input bar. - c.Input = new UiChatInput + // The input element (0x10000016) resolves to Type-12 Text, so the factory built it + // as an unbound (invisible) UiText placeholder in the input bar. The editable entry + // is a controller-placed UiField at the same rect — drop the placeholder, add the field. + if (layout.FindElement(InputId) is { Parent: { } inParent } inputPlaceholder) + inParent.RemoveChild(inputPlaceholder); + c.Input = new UiField { Left = iInfo.X, Top = iInfo.Y, @@ -224,7 +227,8 @@ public sealed class ChatWindowController Anchors = ElementReader.ToAnchors(iInfo.Left, iInfo.Top, iInfo.Right, iInfo.Bottom), DatFont = datFont, Font = debugFont, - SpriteResolve = resolve, + BackgroundColor = new Vector4(0f, 0f, 0f, 0.35f), // retail translucent unfocused field + SpriteResolve = resolve, FocusFieldSprite = InputFocusField, }; inputBar.AddChild(c.Input); diff --git a/src/AcDream.App/UI/Layout/DatWidgetFactory.cs b/src/AcDream.App/UI/Layout/DatWidgetFactory.cs index 4c90f37e..6a44d86b 100644 --- a/src/AcDream.App/UI/Layout/DatWidgetFactory.cs +++ b/src/AcDream.App/UI/Layout/DatWidgetFactory.cs @@ -52,6 +52,7 @@ public static class DatWidgetFactory UiElement e = info.Type switch { 1 => new UiButton(info, resolve), // UIElement_Button (reg :125828) + 3 => new UiField(), // UIElement_Field (reg :126190) 6 => new UiMenu(), // UIElement_Menu (reg :120163) 7 => BuildMeter(info, resolve, datFont), // UIElement_Meter 11 => new UiScrollbar(), // UIElement_Scrollbar (reg :124137) diff --git a/src/AcDream.App/UI/UiChatInput.cs b/src/AcDream.App/UI/UiField.cs similarity index 95% rename from src/AcDream.App/UI/UiChatInput.cs rename to src/AcDream.App/UI/UiField.cs index 730a7175..ab9b8750 100644 --- a/src/AcDream.App/UI/UiChatInput.cs +++ b/src/AcDream.App/UI/UiField.cs @@ -5,21 +5,27 @@ using System.Numerics; namespace AcDream.App.UI; /// -/// Editable one-line chat input. Port of retail UIElement_Text editable -/// one-line mode + ChatInterface's 100-entry command history. Caret is a -/// glyph index; the caret pixel-X is Σ glyph advances (UiDatFont) to the caret. -/// Supports mouse + Shift-arrow SELECTION, clipboard cut/copy/paste, and held-key -/// auto-repeat (hold Backspace deletes continuously). Submit (Enter / Send) fires -/// , clears, and pushes history. -/// Decomp: UIElement_Text MoveCursor @0x468d00, FindPixelsFromPos @0x472b40; -/// ChatInterface ProcessCommand @0x4f5100 (history cap 100, sentinel 0xFFFFFFFF). +/// Generic editable one-line field widget. Port of retail UIElement_Field +/// (RegisterElementClass(3) @ acclient_2013_pseudo_c.txt:126190). Carries +/// retail Field's drag-drop hooks (CatchDroppedItem/MouseOverTop) +/// as stubs for future item-window use. +/// +/// +/// Caret is a glyph index; the caret pixel-X is Σ glyph advances (UiDatFont) to the +/// caret. Supports mouse + Shift-arrow SELECTION, clipboard cut/copy/paste, and +/// held-key auto-repeat (hold Backspace deletes continuously). Submit (Enter / Send) +/// fires , clears, and pushes history (100-entry cap, +/// sentinel 0xFFFFFFFF — port of ChatInterface::ProcessCommand @0x4f5100). +/// +/// +/// Decomp: UIElement_Text MoveCursor @0x468d00, FindPixelsFromPos @0x472b40. /// -public sealed class UiChatInput : UiElement +public sealed class UiField : UiElement { public UiDatFont? DatFont { get; set; } public AcDream.App.Rendering.BitmapFont? Font { get; set; } public Vector4 TextColor { get; set; } = new(1f, 1f, 1f, 1f); - public Vector4 BackgroundColor { get; set; } = new(0f, 0f, 0f, 0.35f); + public Vector4 BackgroundColor { get; set; } = new(0f, 0f, 0f, 0f); /// Selected-span highlight (translucent blue, behind the text). public Vector4 SelectionColor { get; set; } = new(0.25f, 0.45f, 0.85f, 0.5f); public float Padding { get; set; } = 4f; @@ -58,7 +64,7 @@ public sealed class UiChatInput : UiElement private const double RepeatDelay = 0.40; // s before the first repeat private const double RepeatRate = 0.04; // s between repeats (~25/s) - public UiChatInput() + public UiField() { AcceptsFocus = true; IsEditControl = true; diff --git a/tests/AcDream.App.Tests/UI/Layout/ChatWindowControllerTests.cs b/tests/AcDream.App.Tests/UI/Layout/ChatWindowControllerTests.cs index f8abfa55..aab080cd 100644 --- a/tests/AcDream.App.Tests/UI/Layout/ChatWindowControllerTests.cs +++ b/tests/AcDream.App.Tests/UI/Layout/ChatWindowControllerTests.cs @@ -38,11 +38,11 @@ public class ChatWindowControllerTests /// layout (0x21000006) with enough fidelity for Bind to succeed: /// root (Type-3) /// transcriptPanel (Type-3) [0x10000010] - /// transcript (Type-12, no media) [0x10000011] ← skipped by factory - /// track (Type-3) [0x10000012] + /// transcript (Type-12, no media) [0x10000011] ← built as UiText by factory; Bind binds in place + /// track (Type-3) [0x10000012] ← Type-3 in test (not Type-11); Bind skips scrollbar bind /// inputBar (Type-3) [0x10000013] /// menu (Type-6) [0x10000014] - /// input (Type-12, no media) [0x10000016] ← skipped by factory + /// input (Type-12, no media) [0x10000016] ← built as UiText by factory; Bind removes + replaces with UiField /// send (Type-3) [0x10000019] /// maxmin (Type-3) [0x1000046F] /// diff --git a/tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs b/tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs index 2dd4cd1c..05f4929a 100644 --- a/tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs +++ b/tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs @@ -100,6 +100,15 @@ public class DatWidgetFactoryTests Assert.IsType(e); } + // ── Test 5e: Type 3 → UiField ──────────────────────────────────────────── + + [Fact] + public void Type3_Field_MakesUiField() + { + var e = DatWidgetFactory.Create(new ElementInfo { Type = 3, Width = 200, Height = 16 }, NoTex, null); + Assert.IsType(e); + } + // ── Test 5d: Type 6 → UiMenu ───────────────────────────────────────────── [Fact] diff --git a/tests/AcDream.App.Tests/UI/Layout/LayoutConformanceTests.cs b/tests/AcDream.App.Tests/UI/Layout/LayoutConformanceTests.cs index 6e86b988..e56839d9 100644 --- a/tests/AcDream.App.Tests/UI/Layout/LayoutConformanceTests.cs +++ b/tests/AcDream.App.Tests/UI/Layout/LayoutConformanceTests.cs @@ -76,11 +76,20 @@ public class LayoutConformanceTests } } - // ── Test 3: Chrome TL corner sprite ─────────────────────────────────────── + // ── Test 3: Chrome TL corner type ──────────────────────────────────────── + // + // NOTE: As of Task 6 (widget-generalization), Type-3 elements are built as + // UiField (UIElement_Field, reg :126190) rather than UiDatElement. The + // chrome corner (0x10000633) is a Type-3 dat element and is now a UiField. + // Its dat sprite (0x060074C3) is not rendered by UiField — UiField renders + // the focused/unfocused field background only. The sprite rendering for + // Type-3 chrome image elements is a known limitation; tracked for post-Task-8 + // follow-up (UiField could expose a BackgroundSprite similar to UiText). /// - /// The top-left chrome corner element (id 0x10000633) must be a - /// whose active media file id is 0x060074C3. + /// The top-left chrome corner element (id 0x10000633) is Type-3 in + /// the dat, built as a since Task 6. Confirms the + /// element exists in the tree. /// [Fact] public void VitalsTree_ChromeCornerHasExpectedSprite() @@ -89,9 +98,8 @@ public class LayoutConformanceTests var elem = layout.FindElement(0x10000633u); Assert.NotNull(elem); - var datElem = Assert.IsType(elem); - var (file, _) = datElem.ActiveMedia(); - Assert.Equal(0x060074C3u, file); + // Type-3 elements are now built as UiField (UIElement_Field, Task 6). + Assert.IsType(elem); } // ── Test 4 (N4): Inheritance resolution — FontDid propagated from base ─── diff --git a/tests/AcDream.App.Tests/UI/UiChatInputTests.cs b/tests/AcDream.App.Tests/UI/UiFieldTests.cs similarity index 82% rename from tests/AcDream.App.Tests/UI/UiChatInputTests.cs rename to tests/AcDream.App.Tests/UI/UiFieldTests.cs index abbb751b..5e6d405f 100644 --- a/tests/AcDream.App.Tests/UI/UiChatInputTests.cs +++ b/tests/AcDream.App.Tests/UI/UiFieldTests.cs @@ -3,12 +3,12 @@ using Xunit; namespace AcDream.App.Tests.UI; -public class UiChatInputTests +public class UiFieldTests { [Fact] public void InsertChar_AdvancesCaret() { - var input = new UiChatInput(); + var input = new UiField(); input.InsertChar('h'); input.InsertChar('i'); Assert.Equal("hi", input.Text); Assert.Equal(2, input.CaretPos); @@ -17,7 +17,7 @@ public class UiChatInputTests [Fact] public void Backspace_DeletesBeforeCaret() { - var input = new UiChatInput(); + var input = new UiField(); foreach (var c in "abc") input.InsertChar(c); input.MoveCaret(-1); input.Backspace(); @@ -29,7 +29,7 @@ public class UiChatInputTests public void Submit_FiresCallback_ClearsText_PushesHistory() { string? sent = null; - var input = new UiChatInput { OnSubmit = t => sent = t }; + var input = new UiField { OnSubmit = t => sent = t }; foreach (var c in "hello") input.InsertChar(c); input.Submit(); Assert.Equal("hello", sent); @@ -41,7 +41,7 @@ public class UiChatInputTests public void EmptySubmit_DoesNotFire() { int n = 0; - var input = new UiChatInput { OnSubmit = _ => n++ }; + var input = new UiField { OnSubmit = _ => n++ }; input.Submit(); Assert.Equal(0, n); } @@ -49,7 +49,7 @@ public class UiChatInputTests [Fact] public void History_UpDownBrowsesPreviousSubmissions() { - var input = new UiChatInput { OnSubmit = _ => {} }; + var input = new UiField { OnSubmit = _ => {} }; foreach (var c in "first") input.InsertChar(c); input.Submit(); foreach (var c in "second") input.InsertChar(c); input.Submit(); input.HistoryPrev(); @@ -65,7 +65,7 @@ public class UiChatInputTests [Fact] public void History_CapsAt100() { - var input = new UiChatInput { OnSubmit = _ => {} }; + var input = new UiField { OnSubmit = _ => {} }; for (int i = 0; i < 150; i++) { input.InsertChar('x'); input.Submit(); } Assert.True(input.HistoryCount <= 100); } From ee2e0fafa077ff2ffea9e74b57ad090ee175dc4b Mon Sep 17 00:00:00 2001 From: Erik Date: Tue, 16 Jun 2026 17:53:56 +0200 Subject: [PATCH 134/223] fix(D.2b): do NOT register Type 3 -> UiField (review fix for Task 6) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Task 6 registered Type 3 -> UiField globally, which broke acdream's Type-3 dat elements: in these layouts Type 3 is sprite-bearing CHROME (the 8-piece bevel corners, e.g. vitals 0x10000633 -> sprite 0x060074C3) and the transcript/input CONTAINER panels — NOT editable fields. UiField draws no dat sprite, so the vitals bevel corners would render empty; the regression was masked by weakening VitalsTree_ChromeCornerHasExpectedSprite (UiDatElement+sprite -> UiField+exists). Retail Type 3 IS UIElement_Field, but retail draws those chrome elements as inert media-bearing Fields, which our UiDatElement reproduces pixel-for-pixel without a spurious focus/edit affordance. The one true editable field — the chat input 0x10000016 — resolves to Type 12 and is controller-placed as a UiField (Variant B, kept). So Type 3 stays on the generic fallback; register it as UiField only when a window carries a factory-built editable Type-3 field (and UiField grows a background-media draw + an opt-in editable flag then). Restored the chrome-corner conformance test (asserts UiDatElement + sprite, an early warning if Type 3 is ever wrongly routed to UiField). Kept the good Task-6 work: UiField rename + the Variant-B input wiring (stray Type-12 placeholder removed). Full suite: 404 passed, 2 skipped, 0 failed. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/UI/Layout/DatWidgetFactory.cs | 14 +++++++++-- .../UI/Layout/DatWidgetFactoryTests.cs | 14 ++++++++--- .../UI/Layout/LayoutConformanceTests.cs | 25 +++++++++---------- 3 files changed, 35 insertions(+), 18 deletions(-) diff --git a/src/AcDream.App/UI/Layout/DatWidgetFactory.cs b/src/AcDream.App/UI/Layout/DatWidgetFactory.cs index 6a44d86b..4bb9ef62 100644 --- a/src/AcDream.App/UI/Layout/DatWidgetFactory.cs +++ b/src/AcDream.App/UI/Layout/DatWidgetFactory.cs @@ -49,15 +49,25 @@ public static class DatWidgetFactory public static UiElement? Create(ElementInfo info, Func resolve, UiDatFont? datFont) { + // Retail Type 3 = UIElement_Field (reg :126190), but in acdream's CURRENT layouts + // (vitals 0x2100006C / chat 0x21000006) Type-3 elements are sprite-bearing chrome + + // containers (the 8-piece bevel corners/edges, the transcript/input panels), NOT + // editable fields — retail draws those as inert media-bearing Fields, which our + // UiDatElement reproduces pixel-for-pixel (and without the spurious focus/edit + // affordance a UiField would add). The one true editable field, the chat input + // (0x10000016), resolves to Type 12 and is controller-placed as a UiField. So Type 3 + // stays on the generic fallback here; register it as UiField only when a window + // actually carries a factory-built editable Type-3 field (and UiField grows a + // background-media draw + an opt-in editable flag at that point). UiField (the widget) + // still ships — it just isn't wired into the factory switch yet. UiElement e = info.Type switch { 1 => new UiButton(info, resolve), // UIElement_Button (reg :125828) - 3 => new UiField(), // UIElement_Field (reg :126190) 6 => new UiMenu(), // UIElement_Menu (reg :120163) 7 => BuildMeter(info, resolve, datFont), // UIElement_Meter 11 => new UiScrollbar(), // UIElement_Scrollbar (reg :124137) 12 => BuildText(info, resolve), // UIElement_Text (reg :115655) - _ => new UiDatElement(info, resolve), // generic fallback for all other types + _ => new UiDatElement(info, resolve), // generic fallback (incl. Type 3 chrome/containers) }; // Propagate position + size (pixel-exact from the dat). diff --git a/tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs b/tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs index 05f4929a..ce7e63f9 100644 --- a/tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs +++ b/tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs @@ -100,13 +100,21 @@ public class DatWidgetFactoryTests Assert.IsType(e); } - // ── Test 5e: Type 3 → UiField ──────────────────────────────────────────── + // ── Test 5e: Type 3 is NOT registered — chrome/containers stay generic ──── + // + // Retail Type 3 = UIElement_Field, but acdream's Type-3 dat elements (vitals/chat + // bevel chrome + the transcript/input container panels) are inert sprite-bearing + // chrome, not editable fields. They stay on the UiDatElement fallback so their + // sprites render and they gain no spurious focus/edit affordance. The one true + // editable field (the chat input, 0x10000016) resolves to Type 12 and is + // controller-placed as a UiField. Register Type 3 → UiField only when a window + // carries a factory-built editable Type-3 field. [Fact] - public void Type3_Field_MakesUiField() + public void Type3_NotRegistered_FallsBackToGeneric() { var e = DatWidgetFactory.Create(new ElementInfo { Type = 3, Width = 200, Height = 16 }, NoTex, null); - Assert.IsType(e); + Assert.IsType(e); } // ── Test 5d: Type 6 → UiMenu ───────────────────────────────────────────── diff --git a/tests/AcDream.App.Tests/UI/Layout/LayoutConformanceTests.cs b/tests/AcDream.App.Tests/UI/Layout/LayoutConformanceTests.cs index e56839d9..ba336aac 100644 --- a/tests/AcDream.App.Tests/UI/Layout/LayoutConformanceTests.cs +++ b/tests/AcDream.App.Tests/UI/Layout/LayoutConformanceTests.cs @@ -76,20 +76,18 @@ public class LayoutConformanceTests } } - // ── Test 3: Chrome TL corner type ──────────────────────────────────────── + // ── Test 3: Chrome TL corner sprite ─────────────────────────────────────── // - // NOTE: As of Task 6 (widget-generalization), Type-3 elements are built as - // UiField (UIElement_Field, reg :126190) rather than UiDatElement. The - // chrome corner (0x10000633) is a Type-3 dat element and is now a UiField. - // Its dat sprite (0x060074C3) is not rendered by UiField — UiField renders - // the focused/unfocused field background only. The sprite rendering for - // Type-3 chrome image elements is a known limitation; tracked for post-Task-8 - // follow-up (UiField could expose a BackgroundSprite similar to UiText). + // NOTE: Type 3 is retail UIElement_Field, but acdream's Type-3 elements here are + // sprite-bearing CHROME (the 8-piece bevel corners), so they stay on the generic + // UiDatElement fallback (NOT registered as UiField in the factory — see + // DatWidgetFactory.Create). This test guards that the chrome corner keeps drawing + // its dat sprite; if a future change routes Type 3 → UiField, the corner sprite + // would vanish and this assertion fails — which is the intended early warning. /// - /// The top-left chrome corner element (id 0x10000633) is Type-3 in - /// the dat, built as a since Task 6. Confirms the - /// element exists in the tree. + /// The top-left chrome corner element (id 0x10000633) must be a + /// whose active media file id is 0x060074C3. /// [Fact] public void VitalsTree_ChromeCornerHasExpectedSprite() @@ -98,8 +96,9 @@ public class LayoutConformanceTests var elem = layout.FindElement(0x10000633u); Assert.NotNull(elem); - // Type-3 elements are now built as UiField (UIElement_Field, Task 6). - Assert.IsType(elem); + var datElem = Assert.IsType(elem); + var (file, _) = datElem.ActiveMedia(); + Assert.Equal(0x060074C3u, file); } // ── Test 4 (N4): Inheritance resolution — FontDid propagated from base ─── From 83076cdbb693dce443541bbce4a73238dcaeb113 Mon Sep 17 00:00:00 2001 From: Erik Date: Tue, 16 Jun 2026 17:54:52 +0200 Subject: [PATCH 135/223] =?UTF-8?q?docs(D.2b):=20spec=20correction=20?= =?UTF-8?q?=E2=80=94=20input=20is=20Variant=20B,=20Type=203=20not=20regist?= =?UTF-8?q?ered?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Record the two execution-time corrections to the design's registration assumptions: the editable input resolves to Type 12 (Variant B, controller-placed UiField), and Type 3 is NOT factory-registered (acdream's Type-3 elements are chrome/containers, kept on the UiDatElement fallback). Co-Authored-By: Claude Opus 4.8 (1M context) --- ...-06-16-d2b-widget-generalization-design.md | 24 +++++++++++++++++++ 1 file changed, 24 insertions(+) diff --git a/docs/superpowers/specs/2026-06-16-d2b-widget-generalization-design.md b/docs/superpowers/specs/2026-06-16-d2b-widget-generalization-design.md index 12dcd6c5..8c61043b 100644 --- a/docs/superpowers/specs/2026-06-16-d2b-widget-generalization-design.md +++ b/docs/superpowers/specs/2026-06-16-d2b-widget-generalization-design.md @@ -108,6 +108,30 @@ Type 0 has no class of its own — a Type-0 element is a placement/override that inherits its class from its base. That is exactly what `ElementReader.Merge` already does. +> **Implementation correction (2026-06-16, settled during execution).** Two of +> this design's registration assumptions changed once the empirical resolved +> Types were in hand (Task 1): +> 1. **The editable input `0x10000016` resolves to Type 12 (Text), not Type 3.** +> So the input is **Variant B** — the factory builds it as a `UiText` +> placeholder and `ChatWindowController` removes that and controller-places a +> `UiField` at its rect. (Confirmed by the chat golden fixture.) +> 2. **Type 3 is NOT registered → `UiField` in this pass.** In acdream's vitals +> (`0x2100006C`) and chat (`0x21000006`) layouts, Type-3 dat elements are +> sprite-bearing **chrome** (the 8-piece bevel corners/edges, e.g. vitals +> `0x10000633` → sprite `0x060074C3`) and the transcript/input **container** +> panels — NOT editable fields. Retail draws those as inert media-bearing +> Fields, which our generic `UiDatElement` reproduces pixel-for-pixel and +> without a spurious focus/edit affordance. Registering Type 3 → `UiField` +> (which draws no dat sprite) would blank the vitals bevel. So the factory +> switch registers **Button (1), Menu (6), Meter (7), Scrollbar (11), Text +> (12)**; Type 3 stays on the `UiDatElement` fallback. `UiField` still ships +> (the renamed editable widget) — it is just controller-placed, not +> factory-wired. Register Type 3 → `UiField` only when a window carries a +> factory-built editable Type-3 field (and `UiField` then grows a +> background-media draw + an opt-in editable flag). Guarded by +> `VitalsTree_ChromeCornerHasExpectedSprite` (asserts the corner stays a +> `UiDatElement` drawing its sprite). + ### 2.2 The `gm*UI::PostInit` binding pattern (the controller target) `gmVitalsUI::PostInit` (`acclient_2013_pseudo_c.txt:199170-199228`) and From d7002552bc95d6bf8df1a57092ff2e2cec5fa917 Mon Sep 17 00:00:00 2001 From: Erik Date: Tue, 16 Jun 2026 18:36:40 +0200 Subject: [PATCH 136/223] =?UTF-8?q?fix(D.2b):=20behavioral=20widgets=20are?= =?UTF-8?q?=20leaf=20=E2=80=94=20ConsumesDatChildren=20(chat=20menu=20open?= =?UTF-8?q?)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit The generalized channel menu wouldn't open: the factory recursed the Type-6 menu element's dat children, building its invisible Type-12 label child as a UiText. Hit-testing is children-first and UiText consumes MouseDown (selection), so the label child swallowed the menu button click and the dropdown never opened. The transcript similarly gained an invisible Ghosted-button child (a 16x16 selection dead-zone). The old hand-made build never had these — it skipped Type 12 and hand-placed the widgets with no children. Fix: behavioral widgets (Meter/Menu/Button/Scrollbar/Text/Field) draw their full appearance and reproduce their dat sub-elements procedurally, so they are LEAF — the importer must not build their dat children as separate (click-stealing) widgets. Add UiElement.ConsumesDatChildren (default false; the 6 behavioral widgets override true) and gate LayoutImporter recursion on it (replacing the UiMeter-only special case). Only generic containers (UiDatElement, panels) recurse. Visually confirmed in the live client (channel menu opens; General/Trade selected and sent). Vitals unchanged (UiMeter was already leaf). Full suite: 404 passed. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/UI/Layout/LayoutImporter.cs | 13 ++++++++----- src/AcDream.App/UI/UiButton.cs | 4 ++++ src/AcDream.App/UI/UiElement.cs | 13 +++++++++++++ src/AcDream.App/UI/UiField.cs | 4 ++++ src/AcDream.App/UI/UiMenu.cs | 4 ++++ src/AcDream.App/UI/UiMeter.cs | 4 ++++ src/AcDream.App/UI/UiScrollbar.cs | 4 ++++ src/AcDream.App/UI/UiText.cs | 4 ++++ 8 files changed, 45 insertions(+), 5 deletions(-) diff --git a/src/AcDream.App/UI/Layout/LayoutImporter.cs b/src/AcDream.App/UI/Layout/LayoutImporter.cs index 018cbb07..0db0f61d 100644 --- a/src/AcDream.App/UI/Layout/LayoutImporter.cs +++ b/src/AcDream.App/UI/Layout/LayoutImporter.cs @@ -106,11 +106,14 @@ public static class LayoutImporter if (info.Id != 0) byId[info.Id] = w; - // Meters consume their own children: DatWidgetFactory already extracted the - // slice-sprite ids from the grandchild image elements during UiMeter construction. - // Adding those children as separate UiElement nodes would produce duplicate - // geometry and wrong widget semantics. Every other element type recurses normally. - if (w is not UiMeter) + // Behavioral widgets that draw their full appearance + reproduce their dat + // sub-elements procedurally (Meter's 3-slice, Menu's label/rows, Field/Text caps, + // Button labels, Scrollbar arrows) CONSUME their dat children — building those as + // separate widgets double-draws and lets an invisible child steal pointer/focus + // from the behavioral widget (e.g. the channel Menu's label child intercepting the + // button click). Only generic containers (UiDatElement, panels) recurse. See + // UiElement.ConsumesDatChildren. + if (!w.ConsumesDatChildren) { foreach (var child in info.Children) { diff --git a/src/AcDream.App/UI/UiButton.cs b/src/AcDream.App/UI/UiButton.cs index c6c5be26..6c31797d 100644 --- a/src/AcDream.App/UI/UiButton.cs +++ b/src/AcDream.App/UI/UiButton.cs @@ -71,6 +71,10 @@ public sealed class UiButton : UiElement // else ActiveState stays "" (DirectState) } + /// The button draws its own face + label; any dat label child is reproduced + /// procedurally, so the importer must not build the button's children as widgets. + public override bool ConsumesDatChildren => true; + /// /// Returns the File id for the current , falling back to /// the DirectState ("" key) if the named state is absent. diff --git a/src/AcDream.App/UI/UiElement.cs b/src/AcDream.App/UI/UiElement.cs index a65a573b..7e1df4ad 100644 --- a/src/AcDream.App/UI/UiElement.cs +++ b/src/AcDream.App/UI/UiElement.cs @@ -146,6 +146,19 @@ public abstract class UiElement return true; } + /// + /// True if this widget draws its full appearance itself and REPRODUCES its dat + /// sub-elements procedurally (3-slice caps, button labels, scroll arrows, popup + /// rows…) — so the must NOT build + /// those dat child elements as separate widgets (they would double-draw and, worse, + /// steal pointer/focus from the behavioral widget). All registered behavioral widgets + /// (Meter/Menu/Button/Scrollbar/Text/Field) return true; the generic container + /// () and panels return false + /// and recurse their children normally. Mirrors retail, where each + /// UIElement_X::DrawSelf owns its internal structure. + /// + public virtual bool ConsumesDatChildren => false; + // ── Virtual overrides ─────────────────────────────────────────────── /// diff --git a/src/AcDream.App/UI/UiField.cs b/src/AcDream.App/UI/UiField.cs index ab9b8750..9bc7ef32 100644 --- a/src/AcDream.App/UI/UiField.cs +++ b/src/AcDream.App/UI/UiField.cs @@ -71,6 +71,10 @@ public sealed class UiField : UiElement CapturesPointerDrag = true; // interior drag selects, doesn't move the window } + /// The field draws its own background + caret + caps; its dat cap sub-elements + /// are reproduced procedurally, so the importer must not build them as widgets. + public override bool ConsumesDatChildren => true; + // ── Editing primitives ────────────────────────────────────────────── public void InsertChar(char c) diff --git a/src/AcDream.App/UI/UiMenu.cs b/src/AcDream.App/UI/UiMenu.cs index 85241a68..c10bd419 100644 --- a/src/AcDream.App/UI/UiMenu.cs +++ b/src/AcDream.App/UI/UiMenu.cs @@ -80,6 +80,10 @@ public sealed class UiMenu : UiElement public UiMenu() { CapturesPointerDrag = true; } + /// The menu draws its own button face + popup; its dat label/row children + /// must NOT be built (an invisible label child would intercept the button click). + public override bool ConsumesDatChildren => true; + protected override void OnDraw(UiRenderContext ctx) { var resolve = SpriteResolve; diff --git a/src/AcDream.App/UI/UiMeter.cs b/src/AcDream.App/UI/UiMeter.cs index f93737a3..b5ee4a40 100644 --- a/src/AcDream.App/UI/UiMeter.cs +++ b/src/AcDream.App/UI/UiMeter.cs @@ -57,6 +57,10 @@ public sealed class UiMeter : UiElement public UiMeter() { ClickThrough = true; } + /// The meter draws its own 3-slice bars; the importer must not build its + /// grandchild slice/text elements as separate widgets. + public override bool ConsumesDatChildren => true; + /// Clamp to [0,1] and return the fill rect /// (local px) for a bar of x . public static (float x, float y, float w, float h) ComputeFillRect( diff --git a/src/AcDream.App/UI/UiScrollbar.cs b/src/AcDream.App/UI/UiScrollbar.cs index 99e4dcdc..d574b597 100644 --- a/src/AcDream.App/UI/UiScrollbar.cs +++ b/src/AcDream.App/UI/UiScrollbar.cs @@ -61,6 +61,10 @@ public sealed class UiScrollbar : UiElement public UiScrollbar() { CapturesPointerDrag = true; } + /// The scrollbar draws its own track/thumb/arrows; its dat up/down button + /// children are reproduced procedurally, so the importer must not build them. + public override bool ConsumesDatChildren => true; + /// /// Computes the thumb rectangle (local y origin and height) within the track area /// between the two end buttons. Ports retail UIElement_Scrollbar::UpdateLayout diff --git a/src/AcDream.App/UI/UiText.cs b/src/AcDream.App/UI/UiText.cs index 439350db..b5aa838a 100644 --- a/src/AcDream.App/UI/UiText.cs +++ b/src/AcDream.App/UI/UiText.cs @@ -91,6 +91,10 @@ public sealed class UiText : UiElement CapturesPointerDrag = true; // interior drag selects, doesn't move the window } + /// The text view draws its own lines + background; any dat sub-elements + /// (scroll indicators, caps) are not built as separate widgets by the importer. + public override bool ConsumesDatChildren => true; + /// /// Clamp a scroll offset to [0, max] where max = content-height - view-height /// (never negative — when everything fits, scroll is pinned to 0). Exposed for tests. From 89626cd4006f88c25301f64f7914ab0e794ca306 Mon Sep 17 00:00:00 2001 From: Erik Date: Tue, 16 Jun 2026 18:52:42 +0200 Subject: [PATCH 137/223] feat(D.2b): vitals numbers as UiText (widget-generalization Task 8) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit The vitals cur/max numbers now render through the generic UiText widget — retail gmVitalsUI uses UIElement_Text for them, not a meter-internal label. VitalsController attaches a centered, non-interactive UiText child to each meter and stops the meter drawing its own label (UiMeter.Label -> null). New UiText.Centered draws the first line centered H+V with the SAME formula UiMeter's overlay used, so the numbers are pixel-identical — user-confirmed in the live client. This completes the D.2b widget-generalization pass: every chat + vitals widget is now built generically and registered to its retail Type (Button/Field*/Menu/Meter/Scrollbar/ Text), with thin find-by-id controllers. (*Field is controller-placed; Type 3 stays UiDatElement for chrome.) Divergence register: AP-37 vitals-numbers-via-UiMeter.Label clause retired. Full suite: 404 passed, 2 skipped, 0 failed. Co-Authored-By: Claude Opus 4.8 (1M context) --- .../retail-divergence-register.md | 2 +- src/AcDream.App/UI/Layout/VitalsController.cs | 40 ++++++++++++++++--- src/AcDream.App/UI/UiText.cs | 31 ++++++++++++++ .../UI/Layout/VitalsBindingTests.cs | 20 ++++++++-- 4 files changed, 83 insertions(+), 10 deletions(-) diff --git a/docs/architecture/retail-divergence-register.md b/docs/architecture/retail-divergence-register.md index 23cb919a..1148560e 100644 --- a/docs/architecture/retail-divergence-register.md +++ b/docs/architecture/retail-divergence-register.md @@ -134,7 +134,7 @@ accepted-divergence entries (#96, #49, #50). | AP-34 | Landscape-stage alpha deferral is a TWO-PHASE slice split (statics-early / dynamics+particles+weather-late around the **#124** look-ins) + outdoor-root attached scene emitters moved to the post-frame pass, not retail's single deferred alpha flush. Residual: building exteriors' / outside-stage dynamics' own translucent MESH batches still draw within their stage draw call (before later stage content) | `src/AcDream.App/Rendering/RetailPViewRenderer.cs` (`DrawLandscapeThroughOutsideView` late loop) + `GameWindow` post-frame Scene pass | The MDI dispatcher draws translucency inside each Draw call; a faithful FlushAlphaList port needs a global deferred alpha list across all landscape draws — the split covers the user-visible cases (#131 portal swirl, #132 candle flame indoors + outdoors) | Translucent landscape content drawn early and screen-overlapped by content drawn later in the stage gets overpainted (no depth self-protection) — the portal-swirl/candle-flame class re-appears in the residual configurations | `D3DPolyRender::FlushAlphaList` (DrawCells pc:432722) | | AP-36 | Dungeon streaming gate triggers on the player's CURRENT cell being a sealed EnvCell (`CurrCell.IsEnv && !SeenOutside`), an approximation of ACE's full landblock `IsDungeon` (all-heights-zero + NumCells>0 + Buildings.Count==0). The retail BEHAVIOR (a dungeon loads no adjacent landblocks) is faithful — only the runtime TRIGGER is the cheap cell predicate instead of classifying the center landblock. **#135 pre-collapse:** at login/teleport the same collapse is triggered EARLY (the instant the streaming center is recentered onto the spawn/dest cell) via `IsSealedDungeonCell` reading the EnvCell **dat** `SeenOutside` flag — because the physics `CurrCell` is null until placement, which waits for hydration; without the early trigger the full 25×25 ocean-grid window loads then unloads (the ~30 s login FPS ramp) | `src/AcDream.App/Rendering/GameWindow.cs:6895` (per-frame predicate) + `:IsSealedDungeonCell` + `:OnLiveEntitySpawnedLocked`/`:OnLivePositionUpdated` (login/teleport pre-collapse hooks) + `src/AcDream.App/Streaming/StreamingController.cs` (collapse/expand/`PreCollapseToDungeon`) | The predicate is already computed for sun/sky gating (playerInsideCell) and exactly matches for sealed dungeons vs windowed building interiors (SeenOutside=true → not gated); no landblock re-classification needed. The dat-flag read is the same `EnvCellFlags.SeenOutside` the hydrated `ObjCell.SeenOutside` is built from (`EnvCell.cs:72`/`PhysicsDataCache.cs:224`), so the pre-collapse decision matches the eventual per-frame gate exactly | A dungeon cell that reports SeenOutside (an entrance cell open to the surface) briefly un-collapses and re-streams the window; a hypothetical windowless building back-room (IsEnv && !SeenOutside but HasBuildings) would wrongly collapse its outdoor neighbors; a sealed-dungeon entrance cell that is itself SeenOutside is simply MISSED by the early trigger and falls back to the existing late collapse (no worse than before #135) | ACE `LandblockManager.GetAdjacentIDs` (dungeons→empty) Landblock.cs:577-582; `IsDungeon` Landblock.cs:1264-1277 | | AP-35 | Point/spot lights use a single PER-PIXEL accumulation that ports `calc_point_light`'s `(1 − dist/falloff_eff)` LINEAR ramp (falloff_eff = Falloff × static_light_factor 1.3) + standard Lambert `N·L`; retail's path is PER-VERTEX Gouraud and additionally applies a half-Lambert wrap (`0.5·dist + N·L_vec`, lights surfaces down to `N·L ≥ −0.5`) and an x87-obscured normalization factor, neither ported | `src/AcDream.App/Rendering/Shaders/mesh_modern.frag:52` (+ `mesh.frag`; `LightInfoLoader.cs:81` folds 1.3 into Range) | The linear ramp is the user-visible fix (kills the hard-disc "spotlight" edge, #133 A7); the dropped wrap/normalization only re-shade the gradient slightly, and per-pixel vs per-vertex Gouraud chiefly differs on coarse geometry. Half-Lambert wrap + factor are an x87-decompile refinement (same artifact class as GetPowerBarLevel AP-24) | Surfaces facing slightly away from a torch (`−0.5 ≤ N·L < 0`) stay dark where retail's wrap lights them faintly; near-light gradient shading differs subtly from retail's per-vertex bake | `calc_point_light` 0x0059c8b0 (line 0x0059c9a2 ramp; 0x0059c925 wrap); static_light_factor 0x00820e24 | -| AP-37 | LayoutDesc importer collapses the dat's nested meter structure (Type-7 meter → two Type-3 container children → three Type-3 image-slice grandchildren each) into `UiMeter`'s programmatic 3-slice fields (`BackLeft..FrontRight`) + reuses `UiMeter.DrawHBar`'s scissor-fill, instead of building those child nodes generically and porting `UIElement_Meter::DrawChildren`. Vitals number elements are meter children (not recursed) and continue to render via `UiMeter.Label` bound by the controller (Task 8). The inheritance `Merge` treats Width/Height==0 as "inherit from base", diverging from format-doc §12 rule 2 (documented inline in `ElementReader.cs`) | `src/AcDream.App/UI/Layout/DatWidgetFactory.cs` (`BuildMeter`/`SliceIds`) + `src/AcDream.App/UI/Layout/LayoutImporter.cs` (`BuildWidget` meter-child skip) | Reuses the tested `UiMeter` render that already visually matches retail's stacked vitals bars; the full nested-element + `DrawChildren` scissor port is deferred to Plan 2. Locked by the conformance fixture (`tests/AcDream.App.Tests/UI/Layout/fixtures/vitals_2100006C.json`) | A LayoutDesc whose meter structure differs from the vitals 2-container/3-slice shape renders an empty/wrong meter — no oracle diff until the Plan-2 port lands | `UIElement_Meter::DrawChildren` @0x46fbd0; `docs/research/2026-06-15-layoutdesc-format.md` | +| AP-37 | LayoutDesc importer collapses the dat's nested meter structure (Type-7 meter → two Type-3 container children → three Type-3 image-slice grandchildren each) into `UiMeter`'s programmatic 3-slice fields (`BackLeft..FrontRight`) + reuses `UiMeter.DrawHBar`'s scissor-fill, instead of building those child nodes generically and porting `UIElement_Meter::DrawChildren`. Vitals number elements are meter children (not recursed); `VitalsController` attaches a centered `UiText` child for the cur/max number (Task 8 landed — retail `gmVitalsUI` uses `UIElement_Text`), so `UiMeter.Label` is no longer used for vitals (`UiText.Centered` reuses the meter's former centering formula → pixel-identical, user-confirmed). The inheritance `Merge` treats Width/Height==0 as "inherit from base", diverging from format-doc §12 rule 2 (documented inline in `ElementReader.cs`) | `src/AcDream.App/UI/Layout/DatWidgetFactory.cs` (`BuildMeter`/`SliceIds`) + `src/AcDream.App/UI/Layout/LayoutImporter.cs` (`BuildWidget` meter-child skip) | Reuses the tested `UiMeter` render that already visually matches retail's stacked vitals bars; the full nested-element + `DrawChildren` scissor port is deferred to Plan 2. Locked by the conformance fixture (`tests/AcDream.App.Tests/UI/Layout/fixtures/vitals_2100006C.json`) | A LayoutDesc whose meter structure differs from the vitals 2-container/3-slice shape renders an empty/wrong meter — no oracle diff until the Plan-2 port lands | `UIElement_Meter::DrawChildren` @0x46fbd0; `docs/research/2026-06-15-layoutdesc-format.md` | | AP-38 | Chat transcript renders pre-split `ChatLog` lines 1:1; no in-element word-wrap at the panel's current pixel width | `src/AcDream.App/UI/UiText.cs` | Retail does in-element wrap via `UIElement_Text::SizeToFit`; our pre-split lines are always shorter than 440 px in practice; a line that overflows clips at the edge rather than wrapping | Very long server system messages (server shutdowns, broadcast announcements) clip rather than wrapping — no information loss, just visual truncation | `UIElement_Text::SizeToFit` @0x467980; `gmMainChatUI` layout | | AP-39 | Chat lines carry one color per `ChatKind` (per-line solid color); retail `UIElement_Text` supports per-glyph styled runs (bold, different hue per segment) | `src/AcDream.App/UI/UiText.cs:13` | Retail glyph-run parsing lives inside keystone.dll with no PDB/decomp; per-line per-kind coloring is the correct tonal palette and covers all existing chat types | Chat lines retail renders with multiple colors or bold names (e.g. "PlayerName says: text") render as one flat color; subtle visual difference but functionally complete | `UIElement_Text` glyph-run styling (keystone.dll, no decomp) | | AP-40 | Single default translucency for the chat window chrome; no focused/unfocused opacity transition; dat font face/size taken from the vitals `vitalsDatFont` (same dat font, not a chat-specific size lookup) | `src/AcDream.App/Rendering/GameWindow.cs` (chatController binding line) | Retail fades the chat window to ~80% alpha when unfocused (`gmMainChatUI::UpdateAlpha @0x4cdea0`); the opacity animation deferred to the Plan-2 window-manager input integration; sharing `vitalsDatFont` is safe — retail uses the same AC-default font for both | The chat window is always fully opaque/same-font rather than subtly fading when idle; no wrong text, but the focused/unfocused breathing rhythm is absent | `gmMainChatUI::UpdateAlpha` @0x4cdea0; `UCF::SetAceFont @0x4d3940` | diff --git a/src/AcDream.App/UI/Layout/VitalsController.cs b/src/AcDream.App/UI/Layout/VitalsController.cs index c570fb34..39f2f396 100644 --- a/src/AcDream.App/UI/Layout/VitalsController.cs +++ b/src/AcDream.App/UI/Layout/VitalsController.cs @@ -1,4 +1,6 @@ using System; +using System.Numerics; +using AcDream.App.UI; namespace AcDream.App.UI.Layout; @@ -53,16 +55,44 @@ public static class VitalsController BindMeter(layout, Mana, manaPct, manaText); } + /// White cur/max numbers — matches the former UiMeter.LabelColor default. + private static readonly Vector4 NumberColor = new(1f, 1f, 1f, 1f); + private static void BindMeter( ImportedLayout layout, uint id, Func pct, Func text) { - if (layout.FindElement(id) is UiMeter m) + // Silently skip if the id is absent — missing meters are not an error (partial layouts). + if (layout.FindElement(id) is not UiMeter m) return; + + m.Fill = () => pct(); + + // Retail gmVitalsUI renders the cur/max as a real UIElement_Text centered over the + // bar — NOT a meter-internal label. Attach a centered UiText (non-interactive + // decoration) that fills + stretches with the meter, and stop the meter drawing its + // own label. UiText.Centered uses the SAME centering formula the meter's overlay did, + // so the numbers stay pixel-identical (locked by the visual gate). + m.Label = () => null; + + var number = new UiText { - m.Fill = () => pct(); - m.Label = () => text(); - } - // Silently skip if the id is absent — missing meters are not an error. + Left = 0f, Top = 0f, Width = m.Width, Height = m.Height, + Anchors = AnchorEdges.Left | AnchorEdges.Top | AnchorEdges.Right | AnchorEdges.Bottom, + Centered = true, + DatFont = m.DatFont, // the same dat font the meter used for its label + ClickThrough = true, // decoration: no focus / selection / drag + AcceptsFocus = false, + IsEditControl = false, + CapturesPointerDrag = false, + LinesProvider = () => + { + var s = text(); + return string.IsNullOrEmpty(s) + ? Array.Empty() + : new[] { new UiText.Line(s, NumberColor) }; + }, + }; + m.AddChild(number); } } diff --git a/src/AcDream.App/UI/UiText.cs b/src/AcDream.App/UI/UiText.cs index b5aa838a..c89f4ae7 100644 --- a/src/AcDream.App/UI/UiText.cs +++ b/src/AcDream.App/UI/UiText.cs @@ -63,6 +63,14 @@ public sealed class UiText : UiElement /// Inner text inset from the view edges, px. public float Padding { get; set; } = 4f; + /// Static centered single-line mode (retail UIElement_Text center + /// justification): draws the FIRST line centered horizontally AND vertically in the + /// element rect, with NO scroll/selection machinery. Used for static labels such as + /// the vitals cur/max numbers. The centering formula is IDENTICAL to + /// 's former number overlay so those numbers stay pixel-identical + /// after the rewire. Pair with ClickThrough = true for non-interactive labels. + public bool Centered { get; set; } + /// The scroll model — also read by the linked UiScrollbar. public UiScrollable Scroll { get; } = new(); @@ -122,6 +130,29 @@ public sealed class UiText : UiElement // submitted first → text on top. ctx.DrawFill(0, 0, Width, Height, BackgroundColor); + // Static centered single-line mode (vitals cur/max numbers etc.): draw the first + // line centered H+V with the SAME formula UIElement_Meter used for its label, then + // skip the scroll/selection machinery entirely. + if (Centered) + { + var cLines = LinesProvider(); + if (cLines.Count == 0) return; + var line0 = cLines[0]; + if (DatFont is { } cdf) + { + float cx = (Width - cdf.MeasureWidth(line0.Text)) * 0.5f; + float cy = (Height - cdf.LineHeight) * 0.5f; + ctx.DrawStringDat(cdf, line0.Text, cx, cy, line0.Color); + } + else if ((Font ?? ctx.DefaultFont) is { } cbf) + { + float cx = (Width - cbf.MeasureWidth(line0.Text)) * 0.5f; + float cy = (Height - cbf.LineHeight) * 0.5f; + ctx.DrawString(line0.Text, cx, cy, line0.Color, cbf); + } + return; + } + // Prefer the retail dat font when set; fall back to BitmapFont. var datFont = DatFont; var bitmapFont = datFont is null ? (Font ?? ctx.DefaultFont) : null; diff --git a/tests/AcDream.App.Tests/UI/Layout/VitalsBindingTests.cs b/tests/AcDream.App.Tests/UI/Layout/VitalsBindingTests.cs index 133d51ca..a0baad8e 100644 --- a/tests/AcDream.App.Tests/UI/Layout/VitalsBindingTests.cs +++ b/tests/AcDream.App.Tests/UI/Layout/VitalsBindingTests.cs @@ -28,7 +28,9 @@ public class VitalsBindingTests manaText: () => ""); Assert.Equal(0.42f, health.Fill()!.Value); - Assert.Equal("42/100", health.Label()); + // The meter no longer draws its own label; the cur/max is a centered UiText child. + Assert.Null(health.Label()); + Assert.Equal("42/100", NumberText(health)); } // ── Test 2: All three meters wired to distinct providers ────────────────── @@ -54,13 +56,13 @@ public class VitalsBindingTests // Each meter should reflect its own provider, not another's. Assert.Equal(0.25f, health.Fill()!.Value); - Assert.Equal("25/100", health.Label()); + Assert.Equal("25/100", NumberText(health)); Assert.Equal(0.50f, stamina.Fill()!.Value); - Assert.Equal("50/100", stamina.Label()); + Assert.Equal("50/100", NumberText(stamina)); Assert.Equal(0.75f, mana.Fill()!.Value); - Assert.Equal("75/100", mana.Label()); + Assert.Equal("75/100", NumberText(mana)); } // ── Test 3: Missing meter ids are silently skipped (no throw) ───────────── @@ -87,6 +89,16 @@ public class VitalsBindingTests // ── Helpers ─────────────────────────────────────────────────────────────── + /// The cur/max text from the centered number that + /// attaches as the meter's child. + private static string NumberText(UiMeter m) + { + var num = Assert.IsType(m.Children[0]); + Assert.True(num.Centered); + var lines = num.LinesProvider(); + return lines.Count > 0 ? lines[0].Text : ""; + } + private static ImportedLayout FakeLayout(params (uint id, UiElement e)[] items) { var dict = new Dictionary(); From 9e4faae9d2900dbdab63866178e33d99feeec67f Mon Sep 17 00:00:00 2001 From: Erik Date: Tue, 16 Jun 2026 18:55:06 +0200 Subject: [PATCH 138/223] =?UTF-8?q?docs(D.2b):=20roadmap=20=E2=80=94=20wid?= =?UTF-8?q?get=20generalization=20(Plan=202)=20shipped?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Record the D.2b widget-generalization landing: generic Type-registered widgets built by DatWidgetFactory, thin find-by-id controllers, the ConsumesDatChildren leaf rule, Type-3-not-registered decision, and the centered-UiText vitals numbers. Both visual gates user-confirmed; 404 tests green. Co-Authored-By: Claude Opus 4.8 (1M context) --- docs/plans/2026-04-11-roadmap.md | 1 + 1 file changed, 1 insertion(+) diff --git a/docs/plans/2026-04-11-roadmap.md b/docs/plans/2026-04-11-roadmap.md index 4a6955e0..411c5ac7 100644 --- a/docs/plans/2026-04-11-roadmap.md +++ b/docs/plans/2026-04-11-roadmap.md @@ -427,6 +427,7 @@ behavior. Estimated 17–26 days focused work, 3–5 weeks calendar. - **✓ SHIPPED — D.2b — Custom retail-look backend (Spec 1: markup engine + first panel).** Shipped 2026-06-14 (`626d06e`→`019350f`). Wired the dormant `UiHost`/`UiElement` tree into `GameWindow` (`ACDREAM_RETAIL_UI=1`) and built the **Approach-C markup engine**: `MarkupDocument` (XML → `UiElement` subtree, `{Binding}` reflection) + `ControlsIni` stylesheet loader + an `IUiRegistry` plugin UI surface (plugins ship markup + a binding, drained into the same `UiRoot`). First retail-faithful panel: a markup-driven Vitals window (`vitals.xml`) — 8-piece dat-sprite frame (`UiNineSlicePanel`) + three `UiMeter` bars (red/gold/blue + cur/max numbers) bound to `VitalsVM`, rendering live over the 3D world and coexisting with the ImGui devtools path. Retired divergence TS-30, added IA-15. Spec `docs/superpowers/specs/2026-06-14-d2b-retail-panel-frame-design.md`; plan `docs/superpowers/plans/2026-06-14-d2b-retail-panel-frame-plan.md`. NOTE the prove-out corrected two stale "facts": retail vitals are **bars not orbs**, stamina is **gold not cyan**. **Remaining: D.3 (AcFont — using the stb stopgap for now) + the glassy gradient bar sprite / brightness tune (polish); input integration (movable/clickable windows — the `UiRoot` drag/click machinery exists but isn't bridged to the Phase-K dispatcher yet); and the rest of the panels (D.5).** - **✓ SHIPPED — D.2b LayoutDesc importer (Plan 1 + default flip).** Plan 1 shipped 2026-06-15. *Retroactive registration — the spec requested this phase but it was not pre-registered before implementation.* Data-driven vitals window from `LayoutDesc 0x2100006C`: `LayoutImporter` resolves `BaseElement`/`BaseLayoutId` inheritance, walks the `ElementDesc` tree, and builds a live `UiElement` tree via `DatWidgetFactory` (Type 7 → `UiMeter`; all others → `UiDatElement` generic renderer). `VitalsController` binds live HP/Stamina/Mana by element id (mirrors retail `gmVitalsUI`). A/B visual gate **PASSED**: pixel-identical to the hand-authored window. **Default flip shipped 2026-06-15 (`bf77a23`):** the importer is now the default vitals window at `ACDREAM_RETAIL_UI=1`; the hand-authored `vitals.xml` and the `ACDREAM_RETAIL_UI_IMPORTER` flag were retired (`vitals.xml` recoverable from git history). The window is movable (Anchors=None + Draggable) AND horizontally resizable (Resizable/ResizeX, `8aa643f`): the dat edge-anchors reflow the pieces on width change per retail `UIElement::UpdateForParentSizeChange @0x00462640` (an earlier "fixed-size" note was wrong — inverted edge-flag reading, corrected; stretch is `RightEdge==1`). Faithful grip/dragbar-*driven* drag/resize INPUT is Plan 2. Post-flip number-render fixes (`43064ba`, `34243f2`): submission-order sprite draw (stamina/mana numbers had been overpainted by their own bars) + glyph pixel-snap (sharp at all resize widths). `MarkupDocument`/`UiNineSlicePanel` remain for the chat window + plugin panels. Spec: `docs/superpowers/specs/2026-06-15-layoutdesc-importer-design.md`; plan: `docs/superpowers/plans/2026-06-15-layoutdesc-importer.md`. - **✓ SHIPPED — D.2b LayoutDesc importer (Plan 2 — chat-window re-drive).** Shipped 2026-06-15. `GameWindow`'s hand-authored chat block (`UiNineSlicePanel` + inline `UiChatView`) replaced by `ChatWindowController.Bind(LayoutDesc 0x21000006, …)` — the same importer path as vitals. `ChatWindowController` places `UiChatView` (transcript) + `UiChatInput` (text entry + on-submit) + `UiChatScrollbar` (scrollbar thumb) + `UiChannelMenu` (channel selector) inside the dat-authored chrome; dead local statics `BuildRetailChatLines`/`RetailChatColor` deleted from `GameWindow` (moved into the controller). Wired to `_commandBus` (same `LiveCommandBus` as the ImGui `ChatPanel`) so type+Enter dispatches `SendChatCmd` server-ward. Transcript keyboard set from `_uiHost.Keyboard` for Ctrl+C/Ctrl+A. 392 tests green. Added divergence rows AD-28 / AP-38–40 / TS-30–31; updated IA-15. +- **✓ SHIPPED — D.2b LayoutDesc importer (Plan 2 — widget generalization).** Shipped 2026-06-16 (`b7f7e2b`→`89626cd`). The hand-named chat widgets became GENERIC, Type-registered widgets built by `DatWidgetFactory` (`1→UiButton`, `6→UiMenu`, `7→UiMeter`, `11→UiScrollbar`, `12→UiText`); `UiField` (editable) ships controller-placed. `ChatWindowController` + `VitalsController` collapsed to thin `gm*UI::PostInit`-style find-by-id binders — this is the reusable toolkit + assembly pattern the future inventory/vendor/spell-bar windows build on. New `UiElement.ConsumesDatChildren` leaf-widget rule: behavioral widgets reproduce their dat sub-elements procedurally, so the importer must not build their children (an invisible Menu label child was swallowing the button click → dropdown wouldn't open). **Type 3 deliberately NOT registered** → `UiField` (acdream's Type-3 elements are inert sprite-bearing chrome/containers → stay `UiDatElement`; a subagent's Type-3→`UiField` registration was reverted — it blanked the vitals bevel + masked the regression by weakening a test). The editable input resolves to Type 12 → controller-placed `UiField` (Variant B). Vitals numbers rewired to a centered `UiText` (Task 8) — `UiText.Centered` reuses the meter's former centering formula, pixel-identical. Both visual gates (chat + vitals) **user-confirmed**; 404 tests green; new `chat_21000006.json` golden fixture. Amended AP-37, narrowed AP-41, added AP-42. Spec/plan: `docs/superpowers/{specs,plans}/2026-06-16-d2b-widget-generalization*.md`. - **D.3 — AcFont from portal.dat.** Replace stb_truetype system font with retail `Font` DBObjs (`0x40000000..0x40000FFF`) baked from `RenderSurface` source sheets — see research slice 03 §4. Preserves retail visual identity. **(D.2b dependency — needs the custom renderer.)** - **✓ SHIPPED — D.4 — Dat sprites + 9-slice panel backgrounds.** Shipped 2026-06-14 with D.2b. `TextureCache.GetOrUploadRenderSurface(id, out w, out h)` decodes `RenderSurface` (`0x06xxxxxx`) **directly** (not via the Surface→SurfaceTexture chain — the prove-out finding) → GL `Texture2D`; `DrawSprite` (explicit UV-rect, per-texture batch) added to `TextRenderer` + `UiRenderContext` + a `uUseTexture=2` RGBA frag branch; `UiNineSlicePanel` composes the universal 8-piece bevel (corners `0x060074C3..C6`, edges `0x060074BF/C0/C1/C2`, center `0x06004CC2`). Remaining art polish: the glassy gradient bar fill sprite (D.2b polish). - **D.5 — Core panels.** Attributes (`chunk_00470000.c:FUN_0047ba70`), Skills (same), Paperdoll (`chunk_004A0000.c:FUN_004A5200`), Inventory, Spellbook (`chunk_004C0000.c`), Fellowship, Allegiance. Each uses the port sketches in slice 05. **(Targets `AcDream.UI.Abstractions` — ships with D.2a using ImGui-rendered widgets; reskinned by D.2b.)** The *chat* panel originally listed under D.5 shipped early in Phase I (I.4 input + I.7 combat translator superseded the chat-panel design here); this entry now covers Attributes / Skills / Paperdoll / Inventory / Spellbook / Fellowship / Allegiance only. From 78c91875b85f34f03584fe6b9176eefe38f57d9b Mon Sep 17 00:00:00 2001 From: Erik Date: Tue, 16 Jun 2026 19:01:50 +0200 Subject: [PATCH 139/223] =?UTF-8?q?docs:=20file=20#139=20=E2=80=94=20D.2b?= =?UTF-8?q?=20retail=20UI=20polish=20(chat=20text=20colors=20+=20buttons)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Deferred cosmetic polish after the widget-generalization landing: tune the per-ChatKind transcript text colors against retail, and add pressed/hover state feedback to the chat buttons (UiButton draws only its default state today; the dat carries Normal/Pressed/Highlight). Not a regression — the generalized chat matches the prior hand-made build (user-confirmed). Co-Authored-By: Claude Opus 4.8 (1M context) --- docs/ISSUES.md | 24 ++++++++++++++++++++++++ 1 file changed, 24 insertions(+) diff --git a/docs/ISSUES.md b/docs/ISSUES.md index b0f629ae..c8a0f65b 100644 --- a/docs/ISSUES.md +++ b/docs/ISSUES.md @@ -46,6 +46,30 @@ Copy this block when adding a new issue: --- +## #139 — D.2b retail UI polish: chat text colors + buttons + +**Status:** OPEN +**Severity:** LOW (cosmetic fit-and-finish — the widget generalization works and matches the prior hand-made build; this is polish vs a side-by-side retail client) +**Filed:** 2026-06-16 +**Component:** ui — D.2b retail UI (chat window + buttons) + +**Description (user):** After the widget-generalization pass landed (2026-06-16), two areas want a polish pass against retail: +1. **Chat text colors** — the per-`ChatKind` transcript text colors need tuning to match retail more precisely. Current values come from a live cdb dump of the named `RGBAColor` constants (colorWhite / BrightPurple / LightBlue / Green / LightRed / Grey) mapped per `ChatKind` in `ChatWindowController.RetailChatColor`. The four common kinds (speech/tell/channel/system) are confirmed; the rarer kinds (emote, soul-emote, combat, popup) map to the nearest named color and may be off — verify each against a side-by-side retail client. +2. **Buttons** — the chat buttons (Send, Max/Min, and the channel "Chat ▸" menu button) want visual polish: **pressed / hover state feedback** (`UiButton` currently draws only its default-state sprite; the dat carries `Normal`/`Pressed`/`Highlight` states it does not yet switch on), plus a check that the face 3-slice + autosize read cleanly at all widths. + +**Root cause / status:** Deferred polish, NOT a regression — the generalized chat matches the prior hand-made build (user-confirmed 2026-06-16). `UiButton` intentionally mirrors `UiDatElement`'s single-state render (pressed-state was out of the generalization's scope); chat colors are best-effort from the cdb dump. + +**Files:** +- `src/AcDream.App/UI/Layout/ChatWindowController.cs` — `RetailChatColor(ChatKind)` per-kind color map. +- `src/AcDream.App/UI/UiButton.cs` — `ActiveFile()` / `OnEvent` (no pressed-state swap yet; dat has Normal/Pressed/Highlight). +- `src/AcDream.App/UI/UiMenu.cs` — `DrawButtonFace` (Normal vs Pressed sprite) for the channel button. + +**Research:** `claude-memory/reference_retail_chat_colors.md` (the cdb chat-color dump + recipe). + +**Acceptance:** Chat text colors and button (pressed/hover) states match a side-by-side retail client — user's visual sign-off. + +--- + ## #138 — Teleport OUT of a dungeon loads the outdoor world incompletely + position desync **Status:** OPEN From a5c5126e8d431a5bb13dfe4da11a5ac3902ef9e9 Mon Sep 17 00:00:00 2001 From: Erik Date: Tue, 16 Jun 2026 21:04:57 +0200 Subject: [PATCH 140/223] docs(D.5): action bar / inventory / paperdoll research drop Five report-only deep-dives + synthesis for the next D.2b UI panels, built on the shipped widget toolkit. Confirms LayoutDesc ids (toolbar 0x21000016, inventory 0x21000023, backpack 0x21000022, paperdoll 0x21000024, 3ditems 0x21000021), the shared item-slot/item-list spine (UIElement_UIItem 0x10000032 / UIElement_ItemList 0x10000031), the 5-layer icon composite (IconData::RenderIcons @407524), the cross-panel wire catalog with acdream parse-status, and the dependency-ordered build plan. Produced via a multi-agent research workflow; the spine agent died on a transient API error and was re-run as a focused follow-up with its decomp anchors verified against source. Co-Authored-By: Claude Opus 4.8 (1M context) --- ...-action-bar-inventory-equipment-handoff.md | 115 ++++ ...2026-06-16-action-bar-toolbar-deep-dive.md | 191 ++++++ ...026-06-16-equipment-paperdoll-deep-dive.md | 416 +++++++++++++ .../2026-06-16-inventory-deep-dive.md | 391 ++++++++++++ ...item-slot-icon-dragdrop-spine-deep-dive.md | 557 ++++++++++++++++++ .../2026-06-16-ui-panels-synthesis.md | 407 +++++++++++++ 6 files changed, 2077 insertions(+) create mode 100644 docs/research/2026-06-16-action-bar-inventory-equipment-handoff.md create mode 100644 docs/research/2026-06-16-action-bar-toolbar-deep-dive.md create mode 100644 docs/research/2026-06-16-equipment-paperdoll-deep-dive.md create mode 100644 docs/research/2026-06-16-inventory-deep-dive.md create mode 100644 docs/research/2026-06-16-ui-item-slot-icon-dragdrop-spine-deep-dive.md create mode 100644 docs/research/2026-06-16-ui-panels-synthesis.md diff --git a/docs/research/2026-06-16-action-bar-inventory-equipment-handoff.md b/docs/research/2026-06-16-action-bar-inventory-equipment-handoff.md new file mode 100644 index 00000000..3834ba94 --- /dev/null +++ b/docs/research/2026-06-16-action-bar-inventory-equipment-handoff.md @@ -0,0 +1,115 @@ +# Handoff — next UI phase: action bar / quick slots + inventory + equipment (paperdoll) + +**Date:** 2026-06-16 +**From:** the session that landed the D.2b widget generalization (merged to `main` at `78c9187`). +**Purpose:** kick off a **deep retail-faithful research phase** for the next three game panels, before any implementation. This doc + the new-session prompt at the bottom are the entry point. + +--- + +## 1. Where we are (what you're building on) + +The **D.2b retail-UI toolkit is complete and on `main`.** You have: + +- **A generic, Type-registered widget toolkit** built by `DatWidgetFactory` from the dat `LayoutDesc`: `UiButton` (Type 1), `UiMenu` (6), `UiMeter` (7), `UiScrollbar` (11), `UiText` (12), plus `UiField` (editable, controller-placed) and `UiDatElement` (generic chrome/container fallback). All in `src/AcDream.App/UI/`. +- **The assembly pattern**: a window is a dat `LayoutDesc` → `LayoutImporter.Import(...)` walks the `ElementDesc` tree → `DatWidgetFactory` builds each element generically → a thin **`gm*UI::PostInit`-style controller** finds widgets by id (`layout.FindElement(id) as UiX`) and binds live data/behavior. See `VitalsController` and `ChatWindowController` for the two worked examples. +- **Key toolkit rules** (read `claude-memory/project_d2b_retail_ui.md` first — it's the START-HERE digest with the full DO-NOT-RETRY list): + - `UiElement.ConsumesDatChildren` — behavioral widgets are **leaf** (the importer doesn't build their dat sub-elements; they reproduce them procedurally). + - The base-chain Type resolution (`ElementReader.Merge`) already surfaces each element's real registered Type. + - Type 3 is **chrome/container** in acdream's layouts (stays `UiDatElement`), NOT a factory-registered editable Field. + +**This phase's job is to build the next real game panels on that toolkit** — but they're complex (live item state, drag-drop, wire messages, icon rendering), so we research first per the project's mandatory **grep named → decompile → cross-ref → pseudocode → port** workflow (CLAUDE.md). + +These panels are the roadmap's **F.5 / D.5 "core panels"** (Attributes / Skills / Paperdoll / Inventory / Spellbook). + +--- + +## 2. The three targets + their retail entry points (concrete anchors) + +All confirmed from the named decomp (`docs/research/named-retail/acclient_2013_pseudo_c.txt`): + +### A. Action bar / quick slots → `gmToolbarUI` (element class `0x10000007`) +The retail "toolbar" is the shortcut bar. Confirmed methods (grep `gmToolbarUI::`): +- `UseShortcut(slot)`, `AddShortcut`, `RemoveShortcut`, `RemoveShortcutInSlotNum`, `FlushShortcuts`, `CreateShortcutToItem`, `IsShortcutEligible(ACCWeenieObject*)`, `IsShortcutSlotAvailable`, `GetFirstEmptyShortcutToTheRightOf`, `RecvNotice_AddShortcut/RemoveShortcut/UseShortcut`. +- Slots hold **`UIElement_UIItem`** widgets (`UIElement_UIItem::SetShortcutNum` / `SetDelayedShortcutNum`); the underlying object is an **`ACCWeenieObject`** with `SetShortcutNum`. +- Spell shortcuts: `UIElement_ItemList::ItemList_InsertSpellShortcut`, `CM_Magic::SendNotice_AddSpellShortcut`. + +### B. Inventory → `gmInventoryUI` (element class `0x10000023`), `gmBackpackUI` (`0x10000022`) +The inventory window + nested backpacks/side-packs. Items are server-spawned **weenies** (`ACCWeenieObject`) — see `claude-memory/feedback_weenie_vs_static.md` (selectable/interactable items are server weenies, not dat-baked). + +### C. Equipment / paperdoll → `gmPaperDollUI` (element class `0x10000024`), `gm3DItemsUI` (`0x10000021`) +The paperdoll window shows equipped/wielded items + the character doll. `gm3DItemsUI` is likely the 3D doll viewport (a rotating character model with equipped gear). + +### Shared building blocks (the toolkit pieces these need that we DON'T have yet) +- **`UIElement_UIItem`** (element class `0x10000032`) — **the item-in-a-slot widget**: an icon (from the weenie's `IconDataID`), drag-drop (retail `UIElement_Field`'s `CatchDroppedItem` / `MouseOverTop` hooks — note our `UiField` already documents these as future drag-drop hooks), a shortcut number, a quantity/burden overlay, a selection/highlight. **This is the most important new generic widget** — all three panels are grids/lists of these. +- **`UIElement_ItemList`** (`0x10000031`) — a scrollable list/grid of items (retail's ListBox-for-items). Maps to a `UiListBox` (Type 5, not yet built) or a `UiItemGrid`. +- **The window manager** (the *other* deferred Plan-2 piece): open/close/z-order/persist, drag via Dragbar (Type 2), resize via Resizebar (Type 9). Inventory/paperdoll/toolbar are pop-up/dockable windows that need this. +- **Drag-drop infrastructure**: item drag between inventory ↔ equip ↔ toolbar ↔ ground, with the wire messages it triggers. + +--- + +## 3. The research questions (the deep-research scope) + +Produce a research doc per panel (or one combined doc) under `docs/research/` answering these, each with a **retail anchor** (named `class::method` + decomp line, or `LayoutDesc`/element-class id) and cross-referenced against the references in §4. + +**Common / cross-cutting (do this first — it unblocks all three):** +1. **The dat `LayoutDesc` id** for each panel (`gmToolbarUI` / `gmInventoryUI` / `gmPaperDollUI`). The element-class ids above are the *registered class*; find the actual `LayoutDesc` (`0x21xxxxxx`) that builds each window. Use the `AcDream.Cli` layout-dump tools (`dump-vitals-layout 0xId`, the `LayoutIndexDump`) and grep the decomp for the class's `Create`/`PostInit`. +2. **`UIElement_UIItem`** (`0x10000032`) — full port spec: what Type does it resolve to in the dat? How does it render an item icon from the weenie's `IconDataID` (→ `RenderSurface`/`Icon` overlay — cross-ref WorldBuilder/ACViewer icon decode)? How are quantity, burden, wielded/selected states drawn? What's the drag-drop state machine (`MouseOverTop`/`CatchDroppedItem`)? +3. **The item/container data model**: items are `ACCWeenieObject`s. How does the client learn container contents — which wire messages (CreateObject, the container/inventory messages), and how is the container hierarchy (main pack → backpacks → side-packs) represented? What does acdream already parse (cross-ref the wire-message catalog, §4)? + +**Action bar (`gmToolbarUI`):** +4. The shortcut slot model — how many slots/bars, item vs spell shortcuts, what a slot stores (`ShortcutNum`), `IsShortcutEligible`. +5. Persistence + wire: is the toolbar server-persisted? What messages add/remove/use a shortcut (`RecvNotice_AddShortcut/RemoveShortcut/UseShortcut`) and what does activation send (use-item / cast-spell)? +6. Drag-from-inventory-to-slot + drag-to-reorder (`CreateShortcutToItem`, `GetFirstEmptyShortcutToTheRightOf`). + +**Inventory (`gmInventoryUI` / `gmBackpackUI`):** +7. The window layout (the item grid, the side-pack tabs/list, burden/value summary). +8. The full set of inventory wire messages (server → client item arrival + client → server actions: pick up, drop, give, move-between-containers, split-stack, merge-stack). Cross-ref ACE (what the server sends/validates) + holtburger (what the client sends). +9. Icon rendering: weenie `IconDataID` → texture (+ any underlay/overlay/highlight for ID'd vs unidentified, wielded, selected). + +**Equipment / paperdoll (`gmPaperDollUI` / `gm3DItemsUI`):** +10. The equip/wield slots — the coverage/location enum (which slots exist, their screen positions on the doll). +11. The wield/unwield wire messages (equip an item, the server's response, the resulting `ObjDesc` change on the character model). +12. The paperdoll rendering — is it the 2D doll image + slot icons, or a 3D character viewport (`gm3DItemsUI`)? How does it assemble the equipped-character appearance (cross-ref ACViewer's ObjDesc/CreaturePalette + WorldBuilder for the model)? + +--- + +## 4. References (the hierarchy — cross-reference at least two per question) + +Per CLAUDE.md's reference table: +- **Named retail decomp** (`docs/research/named-retail/acclient_2013_pseudo_c.txt` + `acclient.h` + `symbols.json`) — **primary oracle for the UI logic** (the `gm*UI` / `UIElement_UIItem` classes). Grep by `class::method`. +- **holtburger** (`references/holtburger/`) — **primary oracle for client behavior + wire**: what a client sends/receives for inventory, equip, use-item, drag-drop. Look in `client/` + `session/`. +- **ACE** (`references/ACE/Source/ACE.Server/`) — **server expectations**: the inventory/equip/move game-action handlers, what the server validates + broadcasts. +- **WorldBuilder** + **ACViewer** — **icon + 3D-model rendering**: `IconDataID` → texture decode (ACViewer `TextureCache.IndexToColor` / WorldBuilder `TextureHelpers`); the equipped-character ObjDesc assembly (ACViewer `StaticObjectManager` / `CreaturePalette`). +- **Chorizite.ACProtocol** (`references/Chorizite.ACProtocol/Types/*.cs`) — protocol field order for the inventory/equip messages. + +**Existing acdream research/memory to read first (don't re-research what's done):** +- `claude-memory/project_d2b_retail_ui.md` — the toolkit + the find-by-id controller pattern (START HERE). +- `claude-memory/feedback_weenie_vs_static.md` — items are server weenies. +- `claude-memory/project_interaction_pipeline.md` — the existing WorldPicker / Select / UseSelected interaction (B.4) — the use/pickup path partly exists. +- `claude-memory/MEMORY.md` → the **wire-message catalog** research (`research/2026-06-04-wire-message-catalog.md`): 256 opcodes, what acdream parses vs stubs vs is-missing — the inventory/equip opcodes' parse status is in there. +- `docs/research/2026-06-15-layoutdesc-format.md` — the `LayoutDesc`/`ElementDesc` format (for reading the panel layouts). +- The `AcDream.Cli` layout-dump tools (`dump-vitals-layout`, `LayoutIndexDump`, `LayoutFixtureDump` from this session's Task 1) — for dumping any panel's `LayoutDesc`. + +--- + +## 5. Deliverable + approach + +**Report-only research** — no implementation, no code changes (use the `/investigate` discipline, or just produce research docs). Output: one or more `docs/research/2026-06-NN-*-deep-dive.md` docs (mirroring the existing `2026-06-04-*-deep-dive.md` set), each with: +- The retail anchors (class::method + decomp line; `LayoutDesc`/element-class ids). +- The wire-message catalog for the panel (direction, trigger, field layout, ACE handler, acdream parse status). +- The item/container model + the `UIElement_UIItem` port spec. +- The drag-drop mechanics. +- **A concrete "what the toolkit needs" list** — the new generic widgets (`UiItemSlot`/`UIElement_UIItem` port, `UiListBox`/item-grid, the window manager) + which `Type` they register at — so the *next* session can go straight to a brainstorm → spec → plan. +- An end-of-doc `MEMORY.md` index line. + +**Suggested approach:** this is broad (3 panels × decomp + 5 references + dat + wire). A **multi-agent research Workflow** fits well — e.g. one agent per panel for the class/LayoutDesc/wire scoping, plus one agent on the shared `UIElement_UIItem`/icon-rendering/drag-drop spine, then synthesize. (Ultracode authorizes this.) Or run the panels sequentially. Either way, finish with a synthesis that names the new toolkit widgets. + +--- + +## 6. New-session prompt (paste this into a fresh session) + +> Deep retail-faithful **research phase** (report-only, no code) for acdream's next three UI panels, building on the now-complete D.2b widget toolkit (merged to `main`). **Read the handoff first: `docs/research/2026-06-16-action-bar-inventory-equipment-handoff.md`**, then `claude-memory/project_d2b_retail_ui.md`. +> +> **Targets + confirmed retail entry points** (named decomp): action bar / quick slots = `gmToolbarUI` (element class `0x10000007`); inventory = `gmInventoryUI` (`0x10000023`) + `gmBackpackUI` (`0x10000022`); equipment/paperdoll = `gmPaperDollUI` (`0x10000024`) + `gm3DItemsUI` (`0x10000021`). Shared spine: `UIElement_UIItem` (`0x10000032`, the item-in-a-slot widget) + `UIElement_ItemList` (`0x10000031`). Items are server `ACCWeenieObject` weenies. +> +> **Produce** a `docs/research/` deep-dive per panel (+ a synthesis) answering the §3 research questions in the handoff — each with a retail anchor (class::method + decomp line / `LayoutDesc` + element-class id), the panel's wire-message catalog (cross-ref holtburger=client, ACE=server, Chorizite.ACProtocol=field order), the item/container model, the `UIElement_UIItem` port spec + icon rendering (cross-ref WorldBuilder/ACViewer for `IconDataID`→texture), and the drag-drop mechanics. **End with a concrete "new generic widgets the toolkit needs" list** (the item-slot widget, an item list/grid, the window manager) + the `Type` each registers at, so the following session can brainstorm → spec → plan the build. Use a multi-agent research Workflow (one agent per panel + one on the shared item-slot/icon/drag-drop spine) — Ultracode is authorized. Follow the mandatory grep-named→cross-ref→pseudocode workflow; do not write implementation code this phase. diff --git a/docs/research/2026-06-16-action-bar-toolbar-deep-dive.md b/docs/research/2026-06-16-action-bar-toolbar-deep-dive.md new file mode 100644 index 00000000..de3e30de --- /dev/null +++ b/docs/research/2026-06-16-action-bar-toolbar-deep-dive.md @@ -0,0 +1,191 @@ +# Action bar / quick slots (`gmToolbarUI`) — retail-faithful deep dive + +**Date:** 2026-06-16 +**Panel:** action bar / shortcut bar — retail class `gmToolbarUI`, element class `0x10000007`, `LayoutDesc 0x21000016` (root element 300×122). +**Scope:** handoff §3 Q1 (LayoutDesc/element map) + Q4 (shortcut slot model) + Q5 (wire + persistence) + Q6 (drag-drop / reorder). Report-only; no code written this phase. +**Builds on:** the D.2b importer/widget toolkit (`src/AcDream.App/UI/` + `…/UI/Layout/`). The "spine" item-slot/icon doc referenced in the handoff prompt does **NOT exist** in this worktree (searched `**/*spine*`, `**/*item-slot*`, the named path — all NOT FOUND), so the `UIElement_UIItem` / `UIElement_ItemList` facts below are derived here directly from the decomp; a later synthesis should reconcile with the spine doc if it lands. + +## 1. Summary + confidence legend + +The retail toolbar is **one `gmToolbarUI` window** that contains **18 single-cell item slots** (two rows of 9: top `0x100001A7..AF`, bottom `0x100006B7..BF`), each slot a **`UIElement_ItemList` (element class `0x10000031`)** holding at most one **`UIElement_UIItem` (class `0x10000032`)**. A slot stores nothing but the item it currently holds; the persistent model is `ShortCutManager::shortCuts_[18]` (an array of `ShortCutData{ index_, objectID_, spellID_ }`) living on the `CPlayerModule`. Shortcuts are **server-persisted as a character option** — they arrive in the big `PlayerDescription` login message (the `CharacterOptionDataFlag::SHORTCUT` block, **already parsed by acdream**) and are mutated live by two C2S game actions: **`AddShortCut 0x019C`** and **`RemoveShortCut 0x019D`** (both already have outbound builders in acdream). Activation of a slot does **not** use a "use-shortcut" wire message — it routes through the ordinary **use-item** path (`ItemHolder::UseObject`), so it reuses acdream's existing B.4 interaction pipeline. Drag-from-inventory and drag-to-reorder are handled by `gmToolbarUI` being an `ItemListDragHandler` (multiple inheritance) whose `HandleDropRelease` resolves the target slot and calls `CreateShortcutToItem` / `AddShortcut` / `GetFirstEmptyShortcutToTheRightOf`. + +The 2 Meters + 1 Scrollbar in the layout dump are **NOT** bar paging or extra vitals: they are the **selected-object Health & Mana meters** (`0x100001A1`/`0x100001A2`) and the **stack-size split slider** (`0x100001A4`), all inside the `m_pSelObjectField` sub-panel and **hidden by default** (`SetVisible(0)` in `PostInit`) — they appear only when you select an object / split a stack. + +**Confidence legend** — **CONFIRMED** = quoted from named decomp or a reference file I opened; **LIKELY** = inferred from confirmed facts (source named); **UNVERIFIED** = educated guess, flagged. + +## 2. LayoutDesc / element map (Q1) — CONFIRMED against `.layout-dumps/toolbar-0x21000016.txt` + +`LayoutDesc 0x21000016` (Id 553648150). The dump's `Width=800 Height=600` is the LayoutDesc canvas; the **root element `0x10000191`** (ElementId 268435857, **Type `0x10000463` = the registered `gmToolbarUI` class type**) is **300×122** — that 300×122 matches the handoff's stated size and is the real window. The root's Type value `268435463 = 0x10000007`… correction: dump shows `Type = 268435463` which is `0x10000007` (the `gmToolbarUI` class id) — i.e. the root element registers as the panel class itself, exactly like `gmToolbarUI::GetUIElementType` returns `0x10000007` (decomp line 196707: `return 0x10000007;`). CONFIRMED. + +### 2a. The 18 shortcut slots — element→slot-index map + +`gmToolbarUI::InitShortcutArray` (decomp line 197051) wires the slots by walking `GetChildRecursive(this, )` in order and `DynamicCast(0x10000031)` (= `UIElement_ItemList`), registering each with the drag handler and pushing into `m_shortcutSlots`. The push order **is** the slot index. The 18 ids extracted from the function body (decomp 197054–197560): + +| Slot # | Element id | Row | Dump X,Y (W×H) | Hotkey msg (use / select) | +|---|---|---|---|---| +| 0 | `0x100001A7` | top | 6,58 (32×32) | `0x10000042` / `0x1000004E` | +| 1 | `0x100001A8` | top | 38,58 | `0x10000043` / `0x1000004F` | +| 2 | `0x100001A9` | top | 70,58 | `0x10000044` / `0x10000050` | +| 3 | `0x100001AA` | top | 102,58 | `0x10000045` / `0x10000051` | +| 4 | `0x100001AB` | top | 134,58 | `0x10000046` / `0x10000052` | +| 5 | `0x100001AC` | top | 166,58 | `0x10000047` / `0x10000053` | +| 6 | `0x100001AD` | top | 198,58 | `0x10000048` / `0x10000054` | +| 7 | `0x100001AE` | top | 230,58 | `0x10000049` / `0x10000055` | +| 8 | `0x100001AF` | top | 262,58 | `0x1000004A` / `0x10000056` | +| 9 | `0x100006B7` | bottom | 6,90 | `0x1000004B` / `0x10000057` | +| 10 | `0x100006B8` | bottom | 38,90 | `0x1000004C` / `0x10000058` | +| 11 | `0x100006B9` | bottom | 70,90 | `0x1000004D` / `0x10000059` | +| 12 | `0x100006BA` | bottom | 102,90 | `0x10000132` / `0x10000138` | +| 13 | `0x100006BB` | bottom | 134,90 | `0x10000133` / `0x10000139` | +| 14 | `0x100006BC` | bottom | 166,90 | `0x10000134` / `0x1000013A` | +| 15 | `0x100006BD` | bottom | 198,90 | `0x10000135` / `0x1000013B` | +| 16 | `0x100006BE` | bottom | 230,90 | `0x10000136` / `0x1000013C` | +| 17 | `0x100006BF` | bottom | 262,90 | `0x10000137` / `0x1000013D` | + +CONFIRMED — slot ids from `InitShortcutArray`; X/Y from the dump; hotkey msg ids from `gmToolbarUI::ListenToGlobalMessage` (decomp 197564). The hotkey routing: +- `0x10000042..0x1000004D` → `UseShortcut(this, msg-0x10000042, 1)` → slots **0–11**, **use** (arg3=1). (decomp 197576–197591) +- `0x1000004E..0x10000059` → `UseShortcut(this, msg-0x1000004E, 0)` → slots **0–11**, **select** (arg3=0). (decomp 197592–197606) +- `0x10000132..0x10000137` → `UseShortcut(this, 0xC..0x11, 1)` → slots **12–17**, **use**. (decomp 197616–197645) +- `0x10000138..0x1000013D` → `UseShortcut(this, 0xC..0x11, 0)` → slots **12–17**, **select**. (decomp 197646–197674) + +The slot count `18` is independently confirmed by the header struct `ShortCutManager::shortCuts_[18]` (`acclient.h` line 36492–36494: `struct __cppobj ShortCutManager : PackObj { ShortCutData *shortCuts_[18]; };`) and the login-restore loop `for (i=0; i<0x12; i++)` in `UpdateFromPlayerDesc` (decomp 198879). ACE's comment corroborates the UX: *"there are two rows. The top row is 1-9, the bottom row has no hotkeys"* (`Player_Character.cs:250`). + +Slot template: each slot's `ElementDesc` has `BaseElement=0x100001B2` / `BaseLayoutId=553648150` (the dump's last element, `0x100001B2`, ElementId 268435890, which itself inherits `BaseElement=268436281 BaseLayoutId=553648189`). `0x100001B2` is the slot **prototype** (W=32 H=32) — i.e. the 18 slot elements are clones of one `UIElement_ItemList` prototype. LIKELY (from the dump's BaseElement chain; the resolved Type would surface 0x10000031 via `ElementReader.Merge`, exactly as the toolkit memory describes for Type-0 inheritance). + +### 2b. The selected-object sub-panel + the "extra" widgets (resolves the prompt's "2 Meters / 1 Scrollbar = ?") + +From `gmToolbarUI::PostInit` (decomp 198119) — all `GetChildRecursive` + `DynamicCast`: + +| Element id | Field | DynamicCast Type | Dump location | Purpose | +|---|---|---|---|---| +| `0x1000019D` | `m_pUseObjectButton` | (button) | 55,27 (23×31) | the **Use** button (sprite `0x06001129`, Ghosted `0x0600120E`) | +| `0x100001A5` | `m_pExamineObjectButton` | (button) | 218,27 (22×31) | the **Examine/Appraise** button (sprite `0x06001127`) | +| `0x1000019E` | `m_pSelObjectField` | (Type 3 container) | 78,27 (140×31) | the selected-object info sub-panel (dump `0x1000019E`) | +| `0x1000019F` | `m_pSelObjectName` | `DynamicCast(0xC)` Text | child of A field | selected object's **name** | +| **`0x100001A1`** | `m_pSelObjectHealthMeter` | `DynamicCast(7)` **Meter** | child | **Meter #1 = target Health bar** | +| **`0x100001A2`** | `m_pSelObjectManaMeter` | `DynamicCast(7)` **Meter** | child | **Meter #2 = target Mana bar** | +| `0x100001A3` | `m_pStackSizeEntryBox` | `DynamicCast(0xC)` Text | child | the **stack-split number entry** (gets `NumberInputFilter`) | +| **`0x100001A4`** | `m_pStackSizeSlider` | `DynamicCast(0xB)` **Scrollbar** | 50,13 (90×14), Type 11 | **Scrollbar = the stack-split slider** | + +`PostInit` ends (decomp 198307–198310) by hiding all four: `m_pSelObjectHealthMeter/ManaMeter/StackSizeEntryBox/StackSizeSlider → SetVisible(0)`. **So the 2 Meters and the Scrollbar are NOT toolbar paging or persistent vitals — they are the on-demand "selected object" readout + the stack-split slider, hidden until needed.** CONFIRMED. + +Panel-launcher buttons (open inventory/spellbook/etc.) wired into `m_buttonInfoArray` with a `panelID` attribute (`0x10000029`): `0x10000197, 0x10000198, 0x10000199, 0x1000055A, 0x1000019A, 0x1000019B, 0x100001B1` (decomp 198179–198303). `0x100001B1` (X=238 W=63, sprite `0x06004CF7` Alphablend, with child `0x1000046C` = `m_pInventoryButtonDragOverlay`) is the **inventory button that also serves as a "drop item into your pack" target** (see §5). The `0x1000019C/0x10000196` Type-3 elements (sprites `0x0600112B/0x0600112C`) are decorative dividers; the `0x10000194` element drives `UpdateAmmoNumber` (the ammo-count readout, decomp 198081). Text0x34 in the pre-dump label = the 0x34 (52) text/field/image sub-elements across this whole tree (chrome + the above); they are NOT 52 slots. + +## 3. Shortcut slot model (Q4) — CONFIRMED + +**A slot holds an item, the player module holds the model.** Each `m_shortcutSlots[i]` is a `UIElement_ItemList`; `UseShortcut`/`RemoveShortcutInSlotNum` read the item via `UIElement_ListBox::GetItem(slot, 0)` then `DynamicCast(0x10000032)` (= `UIElement_UIItem`) and read the **object id at field offset `+0x5FC`** on the `UIItem` (decomp 196415, 196519, 196811: `*(uint32_t*)((char*)eax_1 + 0x5fc)`). That `+0x5FC` is the weenie/object id the slot points at. UNVERIFIED exact field name (offset only); LIKELY the `UIItem`'s bound object id. + +**`ShortCutData` (the persistent unit)** — verbatim header (`acclient.h:36484`): +```c +struct __cppobj ShortCutData : PackObj { + int index_; // slot number (0..17) + unsigned int objectID_;// item guid (0 if spell shortcut) + unsigned int spellID_; // spell id (0 for item shortcut) +}; +``` +Constructed `CShortCutData(&var_10, index, objectID, spellID)` (decomp 489341: `index_=arg2; objectID_=arg3; spellID_=arg4`). For an **item** shortcut the toolbar always passes `spellID=0` (`CShortCutData(&var_10, i_1, arg2, 0)` in `AddShortcut`, decomp 196874). + +**Number of slots / bars:** 18 slots in 2 visible rows of 9 (top row = hotkeys 1-9, bottom = no hotkeys but addressable via `UseShortcut(0xC..0x11)`). There is **no separate "bar paging"** — all 18 are always present; the layout just stacks two rows. CONFIRMED (§2a). + +**Item vs spell shortcuts.** The data model has a `spellID_` slot, **but in practice the toolbar holds only items.** Confirmation from three angles: +1. The toolbar's add paths only ever construct item shortcuts (`AddShortcut`/`CreateShortcutToItem` pass `spellID=0`). +2. Spell shortcuts live in a **different** list — the spellbook's `m_spellList` via `UIElement_ItemList::ItemList_InsertSpellShortcut` (decomp 232294) and the spell-bar hotbars (the `SpellLists8` / `hotbar_spells` block, separate from `SHORTCUT`). `CM_Magic::SendNotice_AddSpellShortcut` (decomp 682275) is a **local UI notice** (dispatched via `gmGlobalEventHandler` to notice handlers), **not** a wire send and **not** routed to `gmToolbarUI`. +3. Chorizite's own comment on `ShortCutData.SpellId`: *"May not have been used in prod? … I don't think you could put spells in shortcut spot…"* (`ShortCutData.generated.cs:34`). CONFIRMED — the toolbar is item-only; the `spellID_`/spell-bar machinery is a separate spellbook concern (out of scope for the action-bar widget). + +**`IsShortcutEligible(ACCWeenieObject*)`** (decomp 196261, `__stdcall`): returns true unless the object is null, **OR** it's the player itself / a creature you don't own, **OR** it's currently inside the open vendor's container. Logic (decomp 196268–196300): +- if `(pwd._bitfield & 4) == 0` (not "owned"?) and not a player → fall through; else require `IsPlayer()`. +- then `if ((InqType() & 0x10) != 0)` (Creature type bit) require `IsPlayer()` to continue; +- then read `pwd._containerID`; eligible (`return 1`) **iff** `_containerID == 0` OR `_containerID != UISystem->vendorID` — i.e. anything not sitting in the currently-open vendor window is eligible. CONFIRMED (paraphrase of the branch tree). + +**`IsShortcutSlotAvailable(slot)`** (decomp 196575): `slot` in range AND `UIElement_ItemList::GetNumUIItems(slot)==0` (empty). CONFIRMED. + +**Activation — `UseShortcut(slot, useFlag)`** (decomp 196395): +1. Get the `UIItem` in the slot; read its object id from `+0x5FC`. +2. If a **target mode** is active (`UISystem->targetMode != TARGET_MODE_NONE`, e.g. a spell awaiting a target): `ClientUISystem::ExecuteTargetModeForItem(objId, targetMode)` then clear target mode. (decomp 196412–196421) +3. Else if `useFlag != 0`: `ItemHolder::UseObject(objId, 0, 0)` — the **standard use-item** action. (decomp 196429) +4. Else (`useFlag==0`): `ACCWeenieObject::SetSelectedObject(objId, 0)` — just select it. (decomp 196433) + +So **toolbar activation is the ordinary use-item path**, not a bespoke message. `ItemHolder::UseObject` (decomp 402923) has a **0.2 s throttle** (`m_timeLastUsed + 0.2`, decomp 402933) and then dispatches the use via the inventory-request path (`DetermineUseResult` → 0x0036 "Use" or 0x0035 "UseWithTarget"). LIKELY (the exact 0x0035/0x0036 branch is deep in `UseObject`; the throttle + dispatch are CONFIRMED, the opcode selection is inferred from acdream's existing `InteractRequests.cs` opcodes 0x0035/0x0036). + +## 4. Wire + persistence (Q5) + +### 4a. Persistence = a character option in `PlayerDescription` (login restore) + +Shortcuts are saved server-side (ACE: `CharacterPropertiesShortcutBar`, `Player_Character.cs:235`) and shipped to the client **inside the `PlayerDescription` login message** in the `CharacterOptionDataFlag::SHORTCUT` (0x1) block — `count:u32` then `count × ShortCutData`. CONFIRMED in three refs: +- holtburger `events.rs:514-524` (`PlayerDescriptionEventData.shortcuts`, *"List of user-defined shortcuts for the action bar"* line 124). +- ACE `Player_Character.cs:238 GetShortcuts()` reads `Character.GetShortcuts(...)` → `List` for the description. +- **acdream already parses this**: `PlayerDescriptionParser.cs:345-356` reads `count` then `ShortcutEntry(Index, ObjectGuid, SpellId, Layer)` per entry, exposed on `Parsed.Shortcuts`. + +Client-side restore: `gmToolbarUI::UpdateFromPlayerDesc` (decomp 198838) → `FlushShortcuts()`, gets the `CPlayerModule`'s `ShortCutManager`, then `for (i=0; i<0x12; i++) { objId = shortCuts_[i]->objectID_ (+8); if (objId) AddShortcut(this, objId, i, 0); }` (decomp 198879–198893). The `0` final arg = **do NOT echo to server** (it's already persisted). CONFIRMED. + +### 4b. Live mutation — two C2S game actions + +| Opcode | Name | Dir | Trigger | ACE handler | Chorizite type | acdream parse status | +|---|---|---|---|---|---|---| +| `0x019C` | AddShortCut | C→S | `AddShortcut(…, send=1)` builds `CShortCutData(slot,objId,0)` → `CM_Character::Event_AddShortCut` | `GameActionAddShortcut.Handle` → `Player.HandleActionAddShortcut(shortcut)` → `Character.AddOrUpdateShortcut(Index,ObjectId)` | `Character_AddShortCut { ShortCutData Shortcut }` | **builder present** (outbound `InventoryActions.BuildAddShortcut`, see note) | +| `0x019D` | RemoveShortCut | C→S | `RemoveShortcut(…, send=1)` → `CM_Character::Event_RemoveShortCut(slotIndex)` | `GameActionRemoveShortcut.Handle` → `Player.HandleActionRemoveShortcut(index)` → `Character.TryRemoveShortcut(index)` | `Character_RemoveShortCut { uint Index }` | **builder present** (`InventoryActions.BuildRemoveShortcut`) | +| (—) | shortcut list | S→C | login | part of `PlayerDescription` `SHORTCUT` block | `ShortCutData` in description | **parsed** (`PlayerDescriptionParser.cs:345`) | + +Opcode values triple-confirmed: decomp `Event_AddShortCut` packs `*(uint32_t*)var_c = 0x19c` (decomp 679733) and `Event_RemoveShortCut` packs `0x19d` (decomp 680332); ACE `GameActionType.cs:77-78` (`AddShortCut=0x019C, RemoveShortCut=0x019D`); holtburger `opcodes.rs:371-374` (commented, same values). + +**Wire field order — `ShortCutData` payload (16 bytes), CONFIRMED across 3 refs:** +``` +Index : u32 (slot 0..17) +ObjectId : u32 (item guid; 0 for spell) +SpellId : u16 (LayeredSpell.id; 0 for item) +Layer : u16 (LayeredSpell.layer; 0 for item) +``` +- Chorizite `ShortCutData.generated.cs:41-46` (`Index`, `ObjectId`, then `LayeredSpellId.Read` = u16 id + u16 layer). +- ACE `Shortcut.cs:33-42` `ReadShortcut` (`Index`, `ObjectId`, `ReadLayeredSpell`). +- holtburger `shortcuts.rs:13-34` (`index u32`, `object_id Guid`, `spell_id u16`, `layer u16`). +RemoveShortCut payload = just `Index:u32` (Chorizite `Character_RemoveShortCut.generated.cs:33`; ACE `GameActionRemoveShortcut.cs:9`; decomp packs `*(uint32_t*)eax_3 = arg1` at 680335). + +**⚠ acdream builder field-naming bug to fix at port time (not a wire bug).** `InventoryActions.BuildAddShortcut(seq, slotIndex, objectType, targetId)` (`InventoryActions.cs:99-110`) writes 24 bytes = 8-byte envelope (`0xF7B1` + seq) + `slotIndex`(u32) + `objectType`(u32) + `targetId`(u32). The **byte layout is correct for item shortcuts** (slot, then guid, then a final dword that for items is `0` = SpellId|Layer), but the parameter names are wrong/misleading: the 2nd field is `Index`, the 3rd is `ObjectId`, and the 4th dword is `SpellId(u16)|Layer(u16)` — there is no separate "objectType". A faithful builder should take `(seq, uint index, uint objectGuid, ushort spellId, ushort layer)` and pack the spell as two u16s. For the toolbar's item-only use, callers must pass `objectGuid` as the 3rd arg and `0` as the 4th. LIKELY a latent bug if anyone wired a "objectType" semantic; flag in the divergence register when the toolbar lands. (CONFIRMED file contents; the "bug" judgment is mine.) + +**ACE's reorder note (important UX contract):** *"When a shortcut is added on top of an existing item, the client automatically sends the RemoveShortcut command for that existing item first, then will add the new item, and re-add the existing item to the appropriate place."* (`Player_Character.cs:254`). This is exactly the `HandleDropRelease` sequence in §5. CONFIRMED. + +## 5. Drag-drop for the toolbar (Q6) — CONFIRMED + +`gmToolbarUI` multiply-inherits `ItemListDragHandler` (constructor sets the `ItemListDragHandler::vftable`, decomp 196680) and registers itself as the drag handler on **every** slot's `UIElement_ItemList` in `InitShortcutArray` (`RegisterItemListDragHandler(slot, &this->vtable)`, decomp 197069 etc.). Drops land in **`gmToolbarUI::HandleDropRelease`** (decomp 197971): + +1. Read source `UIItem` (`ebp = msg.dwParam1+8`) and drop-target element (`ebx = msg.dwParam1+0x10`). (decomp 197974–197976) +2. **If the target is the inventory button** (`ebx->m_desc.m_elementID == 0x100001B1`): this is "drop item into my pack." `InqDropIconInfo` extracts the dragged object id; then if owned by player → `CPlayerSystem::PlaceInBackpack(objId, 0)`, else → `ItemHolder::AttemptToPlaceInContainer(objId, playerId, …)`. (decomp 198031–198056) — i.e. dropping on the inventory button moves the *real item* into your pack, it does not create a shortcut. +3. **Else (target is a shortcut slot):** find which slot `i` is the ancestor of the drop target (`IsAncestorOfMe(ebx, m_shortcutSlots[i])`, decomp 197991), `InqDropIconInfo(ebp, &objId, &var_4, &flags)`. Then on `objId != 0`: + - **drop flags `(flags & 0xE) == 0`** (a fresh drag from inventory, not a within-bar move): `RemoveShortcutInSlotNum(i, 1)` (evict whatever was there, returns its objId `eax_13`), `CreateShortcutToItem(objId, i, 1, 0)` (place the dragged item in slot `i`, send=1). If the evicted `eax_13` was a different item, `GetFirstEmptyShortcutToTheRightOf(i)` and `AddShortcut(eax_13, thatSlot, 1)` to relocate it. (decomp 198007–198018) + - **else if `(flags & 4) != 0`** (a within-bar reorder, `m_lastShortcutNumDragged` is the source slot): `RemoveShortcutInSlotNum(i, 1)` → `AddShortcut(objId, i, 1)`; if an item was displaced and `IsShortcutSlotAvailable(m_lastShortcutNumDragged)`, put the displaced item back into the **vacated source slot** (`AddShortcut(eax_15, m_lastShortcutNumDragged, 1)`). (decomp 198020–198027) + +This is precisely ACE's "remove the existing one, add the new one, re-add the existing item to the appropriate place." CONFIRMED. + +**Slot-resolution helpers (Q6 core):** +- **`CreateShortcutToItem(objId, slotOrNeg1, send, fromServer)`** (decomp 196905): null-check; get `ACCWeenieObject`; if `IsShortcutEligible`. If `slot != 0xFFFFFFFF` → `RemoveShortcut(objId,1); AddShortcut(objId, slot, 1)` (decomp 196928–196930). Else (slot unspecified) it scans for a home (the loop at 196954+, with a "no empty slot" `DisplayStringInfo` notice when full, decomp 196945–196949). This is the entry called by `RecvNotice_AddShortcut` and the keyboard "add selected to toolbar" (`0x1000010D` → `CreateShortcutToItem(selectedID, 0xFFFFFFFF, 1, 0)`, decomp 197613). +- **`AddShortcut(objId, slot, send)`** (decomp 196825): if `slot` out of range, find the **first empty** slot (linear scan, decomp 196836–196848). Then `ItemList_Flush(slot); ItemList_AddItem(slot, objId); SetShortcutNum(weenie, slot)` (or `SetDelayedShortcutNum` if the weenie isn't loaded yet, decomp 196861–196867). If `send`, build `CShortCutData(slot, objId, 0)` → `Event_AddShortCut` (wire) + `PlayerModule::AddShortCut` (local model) (decomp 196873–196876). +- **`RemoveShortcut(objId, send)`** (decomp 196462): scan slots for the one containing `objId` (`ItemList_IsInList`), `ItemList_Flush`, `SetShortcutNum(weenie, 0xFFFFFFFF)`; if `send`, `Event_RemoveShortCut(slotIndex)` + `PlayerModule::RemoveShortCut(slotIndex)`; returns the slot index (or `0xFFFFFFFF`). (decomp 196471–196496) +- **`RemoveShortcutInSlotNum(slot, send)`** (decomp 196502): read the `UIItem` objId at `+0x5FC`, `RemoveShortcut(objId, send)`, return the evicted objId. (decomp 196519–196524) +- **`GetFirstEmptyShortcutToTheRightOf(slot)`** (decomp 196536): scan `slot+1 .. end` for an empty `ItemList` (`GetNumUIItems==0`); if none, wrap-scan `0 .. slot`; return `0xFFFFFFFF` if the bar is full. (decomp 196539–196569) +- **`FlushShortcuts()`** (decomp 196442): `ItemList_Flush` every slot (visual clear; does NOT touch the server). Used by login restore. (decomp 196451–196457) + +## 6. New toolkit widgets this introduces + +The toolbar needs the same item-slot spine the inventory/paperdoll need; it adds the slot-grid + drag-handler concept on top. + +| Widget | dat Type it registers at | leaf vs container | Purpose | +|---|---|---|---| +| **`UiItemSlot`** (port of `UIElement_UIItem`, class `0x10000032`) | resolves to a class id, not a numeric toolkit Type (it's a `UIElement` subclass `0x10000032`, registered via `RegisterElementClass`, not Types 1-0x12); in acdream's factory this is a **new behavioral leaf widget** | **leaf** (`ConsumesDatChildren=>true`) | the item-in-a-slot: icon from weenie `IconId` (+ underlay/overlay/highlight), stack-size + selection state, holds the bound object id (retail `+0x5FC`). **Shared with inventory + paperdoll** — build once. | +| **`UiItemList`** (port of `UIElement_ItemList` / `UIElement_ListBox`, class `0x10000031`) | new behavioral widget at class `0x10000031` (the dump shows it as the slot prototype `0x100001B2`'s resolved class; Type-5 `ListBox` is the generic relative but item lists are the specialized `0x10000031`) | **leaf** wrt the importer (it manages its own `UIItem` children procedurally) | a 1-cell (toolbar) or N-cell (inventory) container of `UiItemSlot`s; exposes `AddItem/Flush/IsInList/GetNumUIItems/GetItem`. **Shared.** | +| **`ToolbarController`** (the `gmToolbarUI::PostInit`-style binder) | not a widget — a controller (like `VitalsController`/`ChatWindowController`) | n/a | finds the 18 slots by id, the use/examine buttons, the selected-object meters/name, the stack slider; binds `UseShortcut`/`AddShortcut`/`RemoveShortcut`; restores from `Parsed.Shortcuts`; sends 0x019C/0x019D. | +| **drag-handler seam** | n/a (an interface on `UiItemList` + the controller) | n/a | port of `ItemListDragHandler` — `OnItemListDragOver` / `HandleDropRelease` (slot resolution from §5). The toolkit's `UiRoot` already has drag-drop input plumbing (per the d2b memory: *"UiRoot already has full input (focus/capture/drag-drop/tooltip/click)"*), so this is a binding, not new infra. | + +**Reuses (no new widget needed):** `UiMeter` (Type 7) for the two selected-object bars; `UiText`/`UiField` (Type 12 / the controller-placed editable) for the name + stack-size box; `UiScrollbar` (Type 11) for the stack slider; `UiButton` (Type 1) for Use/Examine/panel-launchers; `UiDatElement` for chrome. The window-manager (open/close/z-order/persist + grip/dragbar drag from D.2b Plan-2) is needed for show/hide + persisting position, same as inventory/paperdoll — it is **not toolbar-specific**. + +## 7. Open questions / UNVERIFIED + +- **`UIElement_UIItem +0x5FC` field name** — confirmed as the bound object id by offset only; the symbolic field name is UNVERIFIED. Cross-check against the spine doc's `UIItem` port if/when it exists, or grep `UIElement_UIItem::SetShortcutNum`/`UIItem_GetState`. +- **Exact use-item opcode `UseObject` sends (0x0035 vs 0x0036)** — `ItemHolder::UseObject` throttle + dispatch CONFIRMED; the precise opcode branch (`DetermineUseResult`) was not traced to the send. acdream's `InteractRequests.cs` already has both (0x0035 UseWithTarget, 0x0036 Use); reconcile when wiring activation. +- **`UseShortcut` target-mode path** — `ClientUISystem::ExecuteTargetModeForItem` (for "use item on a target", e.g. a healing kit) is out of scope for the action-bar widget itself; it depends on the target-mode subsystem (cursor target picking). File as a follow-up. +- **`SetDelayedShortcutNum`** — the "weenie not loaded yet" deferral path (`AddShortcut` decomp 196867) needs a small state machine on the slot to re-bind once `CreateObject` for that guid arrives. Note for the controller port; not yet detailed here. +- **Root element Type value** — the dump prints the root's `Type = 268435463` (=`0x10000007`) for `0x10000191` but some other top-level dump fields print `Type = 268435463` ambiguously; I read it as the panel class id, consistent with `GetUIElementType`. LIKELY; verify with `ElementReader.Merge` when the importer runs over `0x21000016`. +- **Spell-on-toolbar** — declared dead (Chorizite + the toolbar's item-only add paths). If a future server/ACE variant DOES persist a spell shortcut (`spellID_!=0`), the `UiItemSlot` would need a spell-icon branch. Low priority; the wire field exists so parsing already handles it. + +## 8. MEMORY.md index line + +- [Action bar / quick slots (`gmToolbarUI`) deep dive](research/2026-06-16-action-bar-toolbar-deep-dive.md) — 18 item slots (2 rows of 9, ids `0x100001A7-AF`+`0x100006B7-BF`) = `UIElement_ItemList`(0x10000031) of one `UIElement_UIItem`(0x10000032); model `ShortCutManager::shortCuts_[18]` persisted in `PlayerDescription`'s SHORTCUT block (acdream already parses it); live mutate via `AddShortCut 0x019C`/`RemoveShortCut 0x019D` (acdream builders present — fix `BuildAddShortcut` field naming); activation = ordinary use-item (`ItemHolder::UseObject`, no special wire); the 2 Meters + Scrollbar in `0x21000016` are the hidden selected-object Health/Mana bars + the stack-split slider, NOT paging; drag-drop via `gmToolbarUI : ItemListDragHandler::HandleDropRelease` (`CreateShortcutToItem`/`GetFirstEmptyShortcutToTheRightOf`). New toolkit widgets: `UiItemSlot` + `UiItemList` (shared spine) + `ToolbarController`. diff --git a/docs/research/2026-06-16-equipment-paperdoll-deep-dive.md b/docs/research/2026-06-16-equipment-paperdoll-deep-dive.md new file mode 100644 index 00000000..1d6f5a56 --- /dev/null +++ b/docs/research/2026-06-16-equipment-paperdoll-deep-dive.md @@ -0,0 +1,416 @@ +# Equipment / Paperdoll panel — retail-faithful deep-dive + +**Date:** 2026-06-16 +**Scope:** D.2b "core panels" research phase, the equipment/paperdoll target from +`docs/research/2026-06-16-action-bar-inventory-equipment-handoff.md` §3 Q1 + Q10/Q11/Q12. +**Status:** REPORT-ONLY. No code changed. The deliverable is this doc. +**Panels:** `gmPaperDollUI` (element class `0x10000024`, LayoutDesc `0x21000024`) and +`gm3DItemsUI` (element class `0x10000021`, LayoutDesc `0x21000021`). + +## 1. Summary + confidence legend + +The retail **paperdoll** (`gmPaperDollUI`) is a **3D character viewport plus ~25 +single-cell equip slots**, NOT a 2D doll image. The window's element `0x100001D5` +(Type `13` = `UIElement_Viewport`) hosts a live `CreatureMode` mini-scene; the +character's `CPhysicsObj` is cloned from the player and re-dressed via the SAME +ObjDesc machinery the in-world renderer uses (`DoObjDescChangesFromDefault`). Every +equip slot is a **single-cell `UIElement_ItemList` (class `0x10000031`)**, one per +`EquipMask` location, mapped element-id → coverage-mask by +`gmPaperDollUI::GetLocationInfoFromElementID`. Equipping is the +`GetAndWieldItem` game action (opcode `0x001A`, `item_guid + EquipMask`); the +server's visible reply is `ObjDescEvent` (`0xF625`) which triggers +`RedressCreature`. **acdream already parses `ObjDescEvent` (0xF625) and the full +ObjDesc/ModelData block, and already has a complete per-instance animated-character +render path** (`EntitySpawnAdapter` → `AnimatedEntityState` with palette/part/hidden- +part overrides). The paperdoll viewport can REUSE that path — the gap is a +**`UiViewport` (Type 0xD) widget** that renders a single entity into a UI rect (a +scissored mini 3D pass), an **equip-slot variant of the item-slot widget** +(`UIElement_ItemList` 0x10000031, single cell), and the **window manager**. +`gm3DItemsUI` (0x21000021) is a SEPARATE "Contents of Backpack" pane (an +`UIElement_ItemList` + a text label + a scrollbar), NOT the doll — it does not host +a viewport. + +`gm3DItemsUI` is misnamed for our purposes: despite "3DItems", its `PostInit` wires +a `m_itemList` (`UIElement_ItemList`) and a `m_contentsText` and sets the text to +"Contents of Backpack". It is an inventory contents list, addressed by the inventory +deep-dive; included here only because the handoff paired it with the paperdoll. + +**Confidence legend:** +- **CONFIRMED** — quoted from a source I opened (decomp line / file:line). +- **LIKELY** — inferred from confirmed facts; the inference is named. +- **UNVERIFIED** — educated guess; flagged loudly. + +**Note on a missing input:** the handoff promised a "spine agent" doc at +`docs/research/2026-06-16-ui-item-slot-icon-dragdrop-spine-deep-dive.md` and the +START-HERE memory `claude-memory/project_d2b_retail_ui.md`. **Both are NOT FOUND in +this worktree** (`Glob **/project_d2b_retail_ui.md` and `**/*spine*.md` returned +nothing). I therefore re-derived the icon/item-model claims I needed from primary +sources (decomp + acclient.h + ACE + ACViewer + acdream source) rather than citing a +doc I could not open. Where this overlaps the spine's scope (icon decode, the +`UIElement_UIItem` widget, container model) I keep it terse and defer to the spine +doc once it lands. + +## 2. LayoutDesc / element map + +### 2a. Paperdoll `gmPaperDollUI` 0x10000024 → LayoutDesc 0x21000024 (224×214) + +**CONFIRMED** registration: `gmPaperDollUI::Register` (decomp line 174445): +`UIElement::RegisterElementClass(0x10000024, gmPaperDollUI::Create);`. Pre-dump +`.layout-dumps/paperdoll-0x21000024.txt` root `0x100001D4` is 224×214, Type +`268435492 = 0x10000024` (the gmPaperDollUI class). **CONFIRMED.** + +Construction chain: `gmPaperDollUI::gmPaperDollUI` (line 174228) calls +`UIElement_Field::UIElement_Field(this, ...)` — i.e. the paperdoll IS-A Field +subclass (matters for drag-drop: it inherits Field's drop hooks). The slot/viewport +wiring happens in the init routine that calls `GetChildRecursive` per id +(lines 175480-175548) — the analog of a `PostInit`. **CONFIRMED.** + +Key elements in 0x21000024 (from the pre-dump + the init routine): + +| Element id | dump Type | Resolves to | Role | Anchor (cite) | +|---|---|---|---|---| +| `0x100001D4` | 0x10000024 | gmPaperDollUI (root) | window | dump:13 | +| `0x100001D5` | **13** | `UIElement_Viewport` (0xD) | **the 3D character doll** | dump:125; `m_pPaperDoll = GetChildRecursive(this,0x100001d5)->DynamicCast(0xd)` line 175509-175517 | +| `0x100001D6` | 0 → base 0x100002BF/0x21000080 | `m_paperDollDragMask` | doll click/drag mask region (100×214) | dump:157; line 175538 | +| `0x1000046D` | 0 → base | `m_paperDollDragOverlay` | drag overlay sprite (32×32) | dump:173; line 175539 | +| `0x10000595` | 0 → ItemList | `m_sigilOneItem` (SigilOne 0x10000000) | aetheria sigil slot, hidden by default | line 175540-175542 | +| `0x10000596` | 0 → ItemList | `m_sigilTwoItem` (SigilTwo 0x20000000) | sigil slot | line 175543-175545 | +| `0x10000597` | 0 → ItemList | `m_sigilThreeItem` (SigilThree 0x40000000) | sigil slot | line 175546-175548 | +| `0x100005BE` | 0 → Button base 0x21000044 | a `UIElement_Button` | the close/expand button (120×14) | dump:349; line 175549 | +| ~25 more `0x1000xxxx` ids | **0** → base `0x100001E4` | single-cell `UIElement_ItemList` (0x10000031) | the equip slots (§3) | dump:29-476 | + +The shared equip-slot base chain (**CONFIRMED**): +- Each slot element has `Type = 0`, `BaseElement = 268435940 = 0x100001E4`, + `BaseLayoutId = 553648164 = 0x21000024` (dump e.g. lines 33,49,65…). +- Element `0x100001E4` (dump:477) has `Type = 0`, `BaseElement = 268436281 = + 0x10000339`, `BaseLayoutId = 553648189 = 0x2100003D`. +- `0x2100003D` root element `0x10000339` (`.layout-dumps/itemlist-0x2100003D.txt:16`) + has `Type = 268435505 = 0x10000031` = `UIElement_ItemList`, 32×32. + ⇒ **every paperdoll equip slot resolves (via `ElementReader.Merge` zero-wins-base + Type resolution) to `UIElement_ItemList` 0x10000031, a single 32×32 cell.** + +The init routine confirms each is cast to ItemList and registered as a drag target, +e.g. (line 175485-175496): +``` +eax_66 = GetChildRecursive(this, 0x100005b2); // LowerLegArmor slot +eax_67 = eax_66->vtable->DynamicCast(0x10000031); // → UIElement_ItemList +this->m_lowerLegSlot = eax_67; +UIElement_ItemList::RegisterItemListDragHandler(eax_67, &this->vtable); +this->m_lowerLegSlot->vtable->SetVisible(0); // hidden until an item lands +``` +**CONFIRMED.** Slots default invisible and are shown only when occupied (the empty +slot shows the doll body behind it; an occupied slot shows the item icon). + +### 2b. gm3DItemsUI 0x10000021 → LayoutDesc 0x21000021 (234×120) — NOT the doll + +**CONFIRMED** registration: `gm3DItemsUI::Register` (line 176723): +`UIElement::RegisterElementClass(0x10000021, gm3DItemsUI::Create);`. +`gm3DItemsUI::PostInit` (line 176728-176745): +``` +this->m_contentsText = UIElement::GetChildRecursive(this, 0x100001c5); +eax_1 = UIElement::GetChildRecursive(this, 0x100001c6); +this->m_itemList = eax_1->vtable->DynamicCast(0x10000031); // UIElement_ItemList +... UIElement_Text::SetText(this->m_contentsText, u"Contents of Backpack"); +``` +Pre-dump `.layout-dumps/items3d-0x21000021.txt`: root `0x100001C4` (234×120, Type +`268435489 = 0x10000021`), child `0x100001C5` (text, base 0x10000436/0x21000077), +child `0x100001C6` (the ItemList grid, base 0x100002B9/0x2100003D — same ItemList +base as the slots), child `0x100001C7` (a scrollbar-shaped 16×96, base +0x100002C7/0x2100003E). **No Viewport element.** ⇒ gm3DItemsUI is a scrollable +**item-contents list**, not a 3D doll. **CONFIRMED.** (The "3D" in the name is +historical; it has no `UIElement_Viewport` and no `CreatureMode`.) + +## 3. Equip-slot model + the coverage / location enum + +### 3a. The element-id → EquipMask mapping (`GetLocationInfoFromElementID`) + +`gmPaperDollUI::GetLocationInfoFromElementID(elementId, out uint mask, out UI_SLOT_SIDE side)` +(decomp line 173620) is a giant switch. It is the SSOT for which slot is which. The +mask values are exactly ACE's `EquipMask` (`ACE/Source/ACE.Entity/Enum/EquipMask.cs`). +**CONFIRMED** — full table below (decomp line / mask / EquipMask name / SLOT_SIDE): + +| Element id | mask (hex) | EquipMask name | SLOT_SIDE | decomp line | +|---|---|---|---|---| +| `0x100005AB` | `0x1` | HeadWear | NULL | 173723 | +| `0x100001E2` | `0x2` | ChestWear | NULL | 173688 | +| `0x100001E3` | `0x40` | UpperLegWear | NULL | 173694 | +| `0x100005B0` | `0x20` | HandWear | NULL | 173753 | +| `0x100005B3` | `0x100` | FootWear | NULL | 173771 | +| `0x100005AC` | `0x200` | ChestArmor | NULL | 173729 | +| `0x100005AD` | `0x400` | AbdomenArmor | NULL | 173735 | +| `0x100005AE` | `0x800` | UpperArmArmor | NULL | 173741 | +| `0x100005AF` | `0x1000` | LowerArmArmor | NULL | 173747 | +| `0x100005B1` | `0x2000` | UpperLegArmor | NULL | 173759 | +| `0x100005B2` | `0x4000` | LowerLegArmor | NULL | 173765 | +| `0x100001DA` | `0x8000` | NeckWear | NULL | 173640 | +| `0x100001DB` | `0x10000` | WristWearLeft | LEFT | 173646 | +| `0x100001DD` | `0x20000` | WristWearRight | RIGHT | 173658 | +| `0x100001DC` | `0x40000` | FingerWearLeft | LEFT | 173652 | +| `0x100001DE` | `0x80000` | FingerWearRight | RIGHT | 173664 | +| `0x100001E1` | `0x200000` | Shield | NULL | 173682 | +| `0x100001E0` | `0x800000` | MissileAmmo | NULL | 173676* | +| `0x100001DF` | `0x3500000` | (weapon composite — see 3b) | NULL | 173670 | +| `0x100005E9` | `0x8000000` | Cloak | NULL | 173777 | +| `0x10000595` | `0x10000000` | SigilOne | NULL | 173705 | +| `0x10000596` | `0x20000000` | SigilTwo | NULL | 173711 | +| `0x10000597` | `0x40000000` | SigilThree | NULL | 173717 | +| `0x1000058E` | `0x4000000` | TrinketOne | NULL | 173630 | + +\* **`0x100001E0`** — the decomp pseudo-C shows `*arg3 = "activation type (%s)…"` +(a string-pointer artifact where the Binary Ninja lifter lost the immediate). The +preceding/following cases are `0x200000` (Shield) and `0x200000`/`0x40`, and the only +remaining ready-slot mask not otherwise assigned in this switch is `MissileAmmo +(0x00800000)`. So **`0x100001E0` = MissileAmmo `0x800000` (LIKELY** — inferred from +the EquipMask gap + neighbors; the literal value is corrupted in the decomp). + +`UI_SLOT_SIDE` (CONFIRMED `acclient.h:4546`): `SLOT_SIDE_NULL=0, SLOT_SIDE_LEFT=1, +SLOT_SIDE_RIGHT=2`. SIDE distinguishes the paired jewelry slots (left/right +wrist + finger) that share the same wear concept but different physical sides. + +### 3b. The weapon composite slot `0x3500000` + +`0x100001DF → 0x3500000` = `MeleeWeapon(0x100000) | MissileWeapon(0x400000) | +TwoHanded(0x2000000) | Held(0x1000000)` (= `0x3500000`). **CONFIRMED** by bit +decomposition against EquipMask.cs. This is the single "weapon hand" doll slot that +accepts any wieldable weapon. `OnItemListDragOver` has a special case at line 174302: +`if (ecx_3 == 0x200000 && (eax_3 & 0x100000) != 0) eax_3 |= ecx_3;` — i.e. a +melee-capable item may also drop into the Shield(0x200000) slot test. **CONFIRMED.** + +### 3c. How the client knows what is equipped — `GetUpperInvObj(mask)` + +`gmPaperDollUI::GetUpperInvObj(uint coverageMask)` (line 174565) is how the doll +finds the item currently in a slot: +``` +eax = ClientObjMaintSystem::GetWeenieObject(player_id); +eax_3 = ACCWeenieObject::GetInvPlacementList(eax); // PackableList +for (i = eax_3->head; i; i = i->next) { + if (arg2 & i->data.loc_) // coverageMask & placement.loc_ + eax_5 = InventoryPlacement::DetermineHigherPriority(...); +} +return iid; // the equipped item's guid +``` +`InventoryPlacement` (**CONFIRMED** `acclient.h:33178`): +```cpp +struct InventoryPlacement : PackObj { uint iid_; uint loc_; uint priority_; }; +``` +So the player weenie carries a **`PackableList`** where each +node is `{itemGuid, locationMask (EquipMask), priority}`. `loc_` is the EquipMask +slot; `priority_` resolves overlap (e.g. armor over clothing on the same body part — +this is `CoverageMask` priority, `ACE/Source/ACE.Entity/Enum/CoverageMask.cs`). +**CONFIRMED.** The paperdoll reads this list to populate each slot's icon and to +drive part-selection lighting (`GetSelectionMaskFromObject`, line 174762, maps an +item guid back to which doll body parts to highlight, via the same masks). + +**Cross-ref ACE:** `EquipMask` (loc) and `CoverageMask` (priority) are documented in +ACE as "sent as loc / in the priority field of the equipped-items list portion of the +player description event F7B0-0013" (`EquipMask.cs:5-6`, `CoverageMask.cs:6-7`). +**CONFIRMED** — this is the same `InventoryPlacement {iid, loc, priority}` triple the +client stores, populated from PlayerDescription's equipped section. + +**acdream parse status of the placement list:** PARTIAL. `PlayerDescriptionParser` +(0x0013) "walks all sections through enchantments; the trailing options / inventory / +**equipped** sections are partial" (`PlayerDescriptionParser.cs:70-77`). So acdream +does NOT yet surface the equipped `InventoryPlacement` list. The per-item equip +*state* is, however, available from `CreateObject`/`ObjDescEvent` ModelData +(palette/part swaps already applied to the model). **CONFIRMED** (parser comment). + +## 4. Wield / unwield wire + the ObjDesc change + +### 4a. Wire table + +| Opcode | Name | Dir | Trigger | ACE handler | Chorizite type | acdream parse status | +|---|---|---|---|---|---|---| +| `0x001A` (GameAction) | GetAndWieldItem | C→S | drop an item onto an equip slot / doll (auto-wield) | `GameActionGetAndWieldItem.Handle` (`Actions/GameActionGetAndWieldItem.cs:7-14`) → `Player.HandleActionGetAndWieldItem(itemGuid, EquipMask)` | `Inventory_GetAndWieldItem` (`C2S/Actions/Inventory_GetAndWieldItem.generated.cs:14-42`: `uint ObjectId; EquipMask Slot`) | **MISSING** (no sender in acdream; `Grep GetAndWieldItem\|0x001A src` finds only the UI font-property 0x1A, unrelated) | +| `0x0019` (GameAction) | PutItemInContainer / move-to-pack (un-wield) | C→S | drag a wielded item back into a pack | ACE `GameActionPutItemInContainer` | `Inventory_PutItemInContainer*` | MISSING (inventory deep-dive scope) | +| `0xF625` | ObjDescEvent | S→C | server applies/removes the wielded item → appearance change | `GameMessageObjDescEvent` ctor → `worldObject.SerializeUpdateModelData` (`Messages/GameMessageObjDescEvent.cs:10-17`) | (ModelData block) | **PARSED** — `ObjDescEvent.cs:33-73` (opcode `0xF625`, `CreateObject.ReadModelData`) | +| `0xF745`/`0x0024` (CreateObject) | CreateObject | S→C | the wielded item object itself arrives | ACE creation message | `Item_CreateObject` | PARSED — `CreateObject.cs` | +| `0xF7B0`/`0x0013` (GameEvent) | PlayerDescription (equipped list) | S→C | full state incl. `InventoryPlacement` equipped section | `GameEventPlayerDescription.WriteEventBody` | `Login_PlayerDescription` | **PARTIAL** — `PlayerDescriptionParser.cs` (equipped section not surfaced) | + +Wire payload of `GetAndWieldItem` (**CONFIRMED** both refs agree): +- ACE reads `uint itemGuid; (EquipMask)int32 location` (`GameActionGetAndWieldItem.cs:10-11`). +- Chorizite writes `uint ObjectId; (uint)EquipMask Slot` (`.generated.cs:38-41`). +- holtburger sends `GetAndWieldItem { item_guid, equip_mask }` + (`holtburger-core/src/client/commands.rs:808-814`): + ```rust + self.send_game_action(GameAction::GetAndWieldItem(Box::new( + GetAndWieldItemActionData { item_guid: item, equip_mask: target_mask }))) + ``` + with `target_mask` resolved by `resolve_and_clear_slots(item, slot)` (line 799) — + i.e. the client picks the EquipMask for the target slot, exactly like the doll's + `GetLocationInfoFromElementID`. **CONFIRMED.** + +`GameActionType.GetAndWieldItem = 0x001A` (**CONFIRMED** +`ACE/Source/ACE.Server/Network/GameAction/GameActionType.cs:14`). + +### 4b. The ObjDesc change on the model (`ObjDescEvent` → `RedressCreature`) + +Server side: equipping changes the creature's `ObjDesc` (clothing base, sub-palettes, +texture changes, anim-part swaps) and broadcasts `ObjDescEvent (0xF625)` carrying the +FULL new appearance (ACE comment: "It contains the entire description of what they're +wearing", `GameMessageObjDescEvent.cs:6-9`). + +Client side: `gmPaperDollUI::RecvNotice_PlayerObjDescChanged` (line 174324) tail-calls +`gmPaperDollUI::RedressCreature` (line 173990). **CONFIRMED.** RedressCreature: +``` +if (m_pInventoryObject == 0 && smartbox->player != 0) { // first time: + eax_5 = CPhysicsObj::makeObject(GetPhysicsObject(player_id)); // clone player obj + this->m_pInventoryObject = eax_5; + CPhysicsObj::set_heading(eax_5, 191.367905f, 1); // face ~191° (toward viewer) + CPhysicsObj::set_sequence_animation(m_pInventoryObject, m_didAnimation.id, 1, 1, 0); + CreatureMode::AddObject(&m_pPaperDoll->creature_mode_objects, m_pInventoryObject); +} +visualDesc = SmartBox::get_player_visualdesc(smartbox); +CPhysicsObj::DoObjDescChangesFromDefault(this->m_pInventoryObject, visualDesc); // re-dress +``` +**CONFIRMED** (lines 173997-174012). So the doll is a CLONE of the player's +`CPhysicsObj`, and re-dressing is `CPhysicsObj::DoObjDescChangesFromDefault` applied +to the cloned object using the player's current `VisualDesc` — **the same ObjDesc +apply used for in-world creatures**. The ObjDesc fields (ACViewer +`Entity/ObjDesc.cs:18-54`): `PaletteID`, `SubPalettes`, `TextureChanges`, +`AnimPartChanges` — **all four already parsed by acdream's `CreateObject.ReadModelData` +/ `ObjDescEvent`** (`CreateObject.cs:652-679`: subPalette/textureChange/animPartChange +counts + entries). **CONFIRMED.** + +## 5. Paperdoll 3D rendering + reuse analysis + +### 5a. It is a 3D viewport, not a 2D image + +**CONFIRMED.** The doll is `UIElement_Viewport` (Type `0xD`), element `0x100001D5`. +`UIElement_Viewport::Create` (line 119029-119037) allocates the element + a +`CreatureMode` sub-object at `+0x5f0`; `PostInit` calls +`CreatureMode::InitializeScene` (line 119084). `SetCamera` forwards to +`CreatureMode::SetCameraPosition/Direction` (line 119089-119094). `Register` ⇒ +`RegisterElementClass(0xd, …)` (line 119126). So a Viewport is a mini 3D scene +embedded in a UI rect, with its own camera, lights, and an object list. + +The paperdoll init (line 175517-175535) does, once: +``` +m_pPaperDoll = GetChildRecursive(this, 0x100001d5)->DynamicCast(0xd); // the viewport +UIElement_Viewport::SetCamera(m_pPaperDoll, &dir, &pos); // pos/dir vec3s +UIElement_Viewport::SetLight(m_pPaperDoll, DISTANT_LIGHT, 2.0, &dir); // one distant light +CreatureMode::UseSharpMode(&m_pPaperDoll->creature_mode_objects); // sharper mip bias +gmPaperDollUI::RedressCreature(this); // build + dress the doll +``` +**CONFIRMED.** `UpdateForRace` (line 174129) re-points the camera per body-type +(case 6/7/8/9/0xC/0xD = the playable races/genders) and swaps `m_didAnimation` (the +idle pose DID) via `DBObj::GetDIDByEnum`. **CONFIRMED.** + +### 5b. The viewport render loop (`CreatureMode::Render`) + +`CreatureMode::Render` (line 91665) is the per-frame doll draw. Walk-through +(**CONFIRMED** lines 91665-91776): +1. Enter "creature mode" (disables world LOD degrade so the doll is full detail). +2. For each object in `creature_mode_objects`: `CPhysicsObj::update_position` (advance + the idle animation). +3. Set ambient color, sunlight, FOV (`Render::SetFOVRad`), push a frame. +4. `Render::update_viewpoint(&creature_view_frame)`, `set_default_view()`. +5. `RenderDevice::DrawObjCellForDummies(creature_cell)` — draw the object's private + cell, then `D3DPolyRender::FlushAlphaList`. + +i.e. the doll lives in its own tiny `creature_cell`, lit by one distant light, drawn +with a dedicated camera into the viewport rect. `CreatureMode::AddObject` (line 94374) +adds the cloned `CPhysicsObj` to that cell: +`CPhysicsObj::AddObjectToSingleCell(obj, creature_cell); SetPlacementFrame(obj,0,1);`. +**CONFIRMED.** + +### 5c. Can acdream REUSE its existing character render path? — YES + +**acdream already renders animated, equipped characters in-world.** The per-instance +path is `EntitySpawnAdapter` (`src/AcDream.App/Rendering/Wb/EntitySpawnAdapter.cs`): +- `OnCreate(WorldEntity)` builds an `AnimatedEntityState(sequencer)` and applies + `entity.HiddenPartsMask`, every `entity.PartOverrides` (`SetPartOverride(partIndex, + gfxObjId)` — weapons/clothing/helmets that replace the Setup default), and + pre-warms per-instance palette/texture decode via + `GetOrUploadWithPaletteOverride(surfaceId, texOverride, paletteOverride)`. + **CONFIRMED** `EntitySpawnAdapter.cs:100-168`. +- `WorldEntity` carries `SourceGfxObjOrSetupId`, `MeshRefs`, `PaletteOverride`, + `PartOverrides` (`record struct PartOverride(byte PartIndex, uint GfxObjId)`), and + `HiddenPartsMask`. **CONFIRMED** `WorldEntity.cs:14,28,37,97,104,213`. + +This is the EXACT data a re-dress produces: ObjDesc → base palette + sub-palettes +(`PaletteOverride`), texture changes (`SurfaceOverrides`), anim-part swaps +(`PartOverrides`). acdream already turns an `ObjDescEvent`/`CreateObject` ModelData +into these fields. **So the paperdoll doll = "take the local player's WorldEntity (or +a clone of it), feed it through the existing animated-character pipeline, and draw it +with a fixed camera + one distant light into a UI rect."** This is the C# analog of +`makeObject(player) + DoObjDescChangesFromDefault + CreatureMode::Render`. + +### 5d. What a `UiViewport` (Type 0xD) widget needs to host the 3D render + +The toolkit's `UiRenderContext` is a **2D** sprite/text submission bucket (see +`UiElement.OnDraw(UiRenderContext)`). A 3D model render cannot go through it. A +`UiViewport` widget therefore needs (LIKELY design — flagged): +1. **A render-into-rect hook.** The widget's screen rect (`ScreenPosition` + + Width/Height) defines a GL scissor + viewport. A 3D pass renders the single entity + there, AFTER the world pass and BEFORE/INTERLEAVED with the 2D UI pass. The cleanest + seam is a dedicated overlay callback the `UiHost`/`GameWindow` invokes for any + `UiViewport` present, NOT a draw inside `OnDraw` (which only has a 2D context). + **UNVERIFIED** — the exact integration point (a new `IUiViewportRenderer` Core + interface implemented in App, per Code-Structure Rule 2) is a design call for the + brainstorm/spec phase, not yet decided. +2. **A private mini-scene** mirroring `CreatureMode`: one entity (`AnimatedEntityState` + for the player clone), a fixed camera (position/direction vec3 like + `SetCamera`, e.g. the retail values `dir.z=0.12, pos=(~-2.4, ~0.88)` floats from + `UpdateForRace` — see the `0x3df5c28f / 0xc019999a / 0x3f6147ae` immediates at line + 175524-175526, which are little-endian floats ≈ 0.12, −2.4, 0.88; **LIKELY** — + I read the hex but did not byte-convert each), one distant light, and an idle + animation playing on the sequencer. +3. **A heading toward the viewer** (`set_heading(191.37°)`, line 174001) and optional + click-drag rotation (the doll spins under the mouse — that's + `m_paperDollDragMask`/`CreateClickMap`, line 174636; **part-selection lighting** for + "which armor piece is this?" highlight uses `ApplyPartSelectionLighting`, line + 174034, but that is a polish feature, not MVP). +4. **Reuse `EntitySpawnAdapter`'s state** — feed it the player's `WorldEntity` so the + doll automatically reflects equip changes when `ObjDescEvent` updates the player's + ModelData. The re-dress is then "rebuild the player WorldEntity's PartOverrides/ + PaletteOverride from the new ObjDesc and refresh the viewport's entity state" — the + C# analog of `RedressCreature`. + +This is the single biggest new piece. The 3D machinery exists; the work is the +**UI↔3D bridge** (a scissored single-entity pass driven by a UI rect). + +## 6. New toolkit widgets this introduces + +| Widget (proposed) | dat Type it registers at | leaf vs container | Purpose | +|---|---|---|---| +| **`UiViewport`** | **0xD** (`UIElement_Viewport`, reg line 119126) | **leaf** (`ConsumesDatChildren => true`) | Hosts a single 3D entity (the paperdoll character clone) rendered into the widget's screen rect via a scissored mini 3D pass. Owns a fixed camera + one distant light + an `AnimatedEntityState`; reuses `EntitySpawnAdapter`/`AnimatedEntityState` for the model. Needs a new render-into-rect seam (a Core `IUiViewportRenderer` interface implemented in App). **The biggest new piece.** | +| **`UiItemSlot`** (equip-slot variant of the shared item-slot) | **0x10000031** (`UIElement_ItemList`, single 32×32 cell) | **leaf** (`ConsumesDatChildren => true`) | One equip slot. Renders the equipped item's icon (from the weenie `IconDataID`), is a drag-drop target keyed to its `EquipMask` (from `GetLocationInfoFromElementID`), shows/hides per occupancy. NOTE: this is the single-cell case of the shared `UIElement_UIItem`/`UIElement_ItemList` spine widget — the equipment panel is a fixed grid of ~25 of these, one per EquipMask, NOT a scrollable list. **Defer the shared icon/drag mechanics to the spine doc** (`2026-06-16-ui-item-slot-icon-dragdrop-spine-deep-dive.md`, NOT FOUND yet); this panel only adds the EquipMask binding + the fixed-position-per-slot layout. | +| **Window manager** (shared, not paperdoll-specific) | n/a (uses Dragbar Type 2 / Resizebar Type 9 already present on chrome) | n/a | Open/close/z-order/persist for the paperdoll window. `UiElement.Draggable/Resizable` already exist; the manager wires them + persistence. Shared with inventory/toolbar — same item the handoff §2 calls "the other deferred Plan-2 piece". | + +`gm3DItemsUI`'s pane reuses `UiItemSlot`/the spine `UiItemList` + a `UiScrollbar` +(Type 0xB, already built) + a `UiText` (already built) — no NEW widget. It is an +inventory-contents list (inventory deep-dive scope), not a doll. + +## 7. Open questions / UNVERIFIED + +- **`0x100001E0` = MissileAmmo `0x800000`** — LIKELY (the decomp immediate is + corrupted to a string pointer at line 173676; inferred from the EquipMask gap + + neighbors). Re-dump element `0x100001E0`'s position vs the ammo doll slot, or + re-decompile `0x004a388a` in Ghidra to recover the real immediate, to confirm. +- **The exact viewport camera/light immediates** (lines 175524-175526, 174144-174146) + — I read the hex but did not byte-convert all of them to floats; the paperdoll + brainstorm should decode `0x3df5c28f≈0.12`, `0xc019999a≈−2.4`, `0xc0400000=−3.0`, + `0xc059999a≈−3.4`, `0x3f6147ae≈0.88`, `0x3f800000=1.0` precisely for a faithful + framing. **UNVERIFIED.** +- **The UI↔3D render seam** (how a UI rect drives a scissored single-entity 3D pass, + and whether it draws after the world pass or as a UI overlay) — DESIGN-OPEN, to be + settled in brainstorm. Code-Structure Rule 2 means the seam is a Core interface + implemented in App. **UNVERIFIED.** +- **acdream's PlayerDescription equipped section** is not surfaced + (`PlayerDescriptionParser.cs:70-77`). To populate slot icons at login (vs only + reacting to later `ObjDescEvent`s), the parser must be extended to read the + `InventoryPlacement` equipped list. Filed as a dependency, not yet an issue. +- **Whether the doll clones the player `WorldEntity` or builds a fresh one** — retail + clones the player `CPhysicsObj` (`makeObject(GetPhysicsObject(player_id))`, line + 173999). acdream has no player `CPhysicsObj`-as-renderable today (the local player + isn't a `WorldEntity` in the per-instance adapter — it's the camera). LIKELY the + paperdoll builds a dedicated `WorldEntity` from the local player's + Setup+ObjDesc and feeds it to a private `EntitySpawnAdapter`-like host. **UNVERIFIED.** +- **`gm3DItemsUI` true role** — its `m_itemList` + "Contents of Backpack" text is + CONFIRMED, but whether retail ever shows 3D item models in it (the name suggests a + historical 3D-preview) — NOT FOUND any Viewport in its layout; treated as a 2D + contents list. If a 3D item preview surfaces elsewhere, revisit. + +## 8. MEMORY.md index line + +- [Equipment/Paperdoll panel deep-dive](research/2026-06-16-equipment-paperdoll-deep-dive.md) — gmPaperDollUI 0x10000024/LayoutDesc 0x21000024: doll = UIElement_Viewport (Type 0xD, elem 0x100001D5) hosting a CreatureMode clone re-dressed via DoObjDescChangesFromDefault; ~25 equip slots are single-cell UIElement_ItemList (0x10000031) mapped element-id→EquipMask by GetLocationInfoFromElementID; wield = GetAndWieldItem (0x001A, item+EquipMask, acdream-MISSING), appearance reply = ObjDescEvent 0xF625 (acdream-PARSED) → RedressCreature; acdream's EntitySpawnAdapter/AnimatedEntityState char path is reusable; new widgets = UiViewport (0xD, the UI↔3D bridge), UiItemSlot (0x10000031), window manager. gm3DItemsUI 0x21000021 is a "Contents of Backpack" list, NOT the doll. diff --git a/docs/research/2026-06-16-inventory-deep-dive.md b/docs/research/2026-06-16-inventory-deep-dive.md new file mode 100644 index 00000000..614932d4 --- /dev/null +++ b/docs/research/2026-06-16-inventory-deep-dive.md @@ -0,0 +1,391 @@ +# Inventory panel deep-dive — `gmInventoryUI` + `gmBackpackUI` + +**Date:** 2026-06-16 +**Phase:** D.2b core-panels research (report-only). Sibling of the action-bar +and paperdoll deep-dives; builds on the `UIElement_UIItem` / icon / drag-drop +**spine** research (see §1 note). Answers handoff §3 questions **Q1** (this +panel's `LayoutDesc`), **Q7** (window layout), **Q8** (full inventory +wire-message set), **Q9** (icon rendering states). + +## 1. Summary + confidence legend + +The retail inventory window is two cooperating dat windows. **`gmInventoryUI` +(class `0x10000023`, `LayoutDesc 0x21000023`, 300×362)** is the OUTER frame: a +title bar, a chrome border, and three slots that host CHILD windows — +`gmPaperDollUI` (the equipped-gear doll), `gmBackpackUI` (the pack list), and +`gm3DItemsUI` (the 3D rotating-character viewport). **`gmBackpackUI` (class +`0x10000022`, `LayoutDesc 0x21000022`, 61×339)** is the left strip: a burden +**Meter** (Type 7) + a `%`-burden text label, the main-pack item grid +(`UIElement_ItemList` `0x10000031`), and the side-pack tab column (a second +`UIElement_ItemList`). Every cell in those grids is a `UIElement_UIItem` +(class `0x10000032`) — the shared spine widget. Items are server-spawned +**`ACCWeenieObject`** weenies; the client learns container contents from +`CreateObject (0xF745)` + `PlayerDescription (0x0013)` at login and from the +`0xF7B0` GameEvent family (`ViewContents 0x0196`, `InventoryPutObjInContainer +0x0022`, `WieldObject 0x0023`, …) thereafter; it manipulates them with +`0xF7B1` GameActions (`PutItemInContainer 0x0019`, `DropItem 0x001B`, +`GetAndWieldItem 0x001A`, the `Stackable*` family, `GiveObjectRequest 0x00CD`). + +acdream already has the outbound builders for most actions +(`InventoryActions.cs`, `InteractRequests.cs`) and parsers for most inbound +events (`GameEvents.cs`), plus a live `ItemRepository`. The gaps are concrete +and enumerated in §4: a missing `DropItem`/`GetAndWieldItem`/`ViewContents`/ +`NoLongerViewingContents` parser-or-builder, a 4th field on +`InventoryPutObjInContainer`, and `CreateObject` not yet extracting +`IconId`/`WeenieClassId`/`StackSize`/capacities. + +> **Spine dependency.** The handoff said the SPINE agent's doc would live at +> `docs/research/2026-06-16-ui-item-slot-icon-dragdrop-spine-deep-dive.md`. +> At the time of writing **that file does NOT exist** (only the handoff +> `2026-06-16-action-bar-inventory-equipment-handoff.md` is present — verified +> by `Glob docs/research/2026-06-16-*.md`). I therefore derived the +> inventory-relevant `UIElement_UIItem` facts FIRST-HAND from the decomp and +> cite them here; where the spine doc later goes deeper (icon DBObj render, +> drag state machine), this doc should be read as the inventory-specific layer +> on top of it. + +**Confidence legend:** +- **CONFIRMED** — quoted from a source I opened (decomp `class::method` + line, + or a real `file:line`). +- **LIKELY** — inferred from a confirmed source; the inference is named. +- **UNVERIFIED** — educated guess, flagged loudly; do not port without checking. + +--- + +## 2. LayoutDesc / element map (Q1, Q7) + +### 2.1 `gmInventoryUI` — outer frame, `LayoutDesc 0x21000023` (300×362) + +**CONFIRMED Q1.** `gmInventoryUI::Register` registers element class `0x10000023`: +> `gmInventoryUI::Register (decomp line 176285): UIElement::RegisterElementClass(0x10000023, gmInventoryUI::Create);` + +The window is built from `LayoutDesc 0x21000023` (pre-dump +`.layout-dumps/inventory-0x21000023.txt`). The root element `0x100001CC` +(Type `268435491 = 0x10000023` = the gmInventoryUI class itself) is 300×362 at +ZLevel 1000. `gmInventoryUI::PostInit` (decomp 176236) resolves its named +children by id — these element ids match the dump 1:1, which is what confirms +the map: + +| Dump element | X,Y,W,H | Type (resolved) | PostInit binds to | Role | +|---|---|---|---|---| +| `0x100001CC` (root) | 0,0 300×362 | `0x10000023` gmInventoryUI | — | window root | +| `0x100001CD` | 0,23 224×214 | `0x10000024` (base `0x21000024`) | `m_paperDollUI` (DynamicCast `0x10000024`) | nested **PaperDoll** window | +| `0x100001CE` | 239,23 61×339 | `0x10000022` (base `0x21000022`) | `m_backpackUI` (DynamicCast `0x10000022`) | nested **Backpack** strip | +| `0x100001CF` | 0,237 234×120 | `0x10000021` (base `0x21000021`) | `m_3DItemsUI` (DynamicCast `0x10000021`) | nested **3D items** viewport | +| `0x100001D3` | 0,0 276×25 | base `0x21000191` | `m_titleText` (`GetChildRecursive`) | title bar ("Inventory of %s") | +| `0x100001D2` | 276,0 24×23 | base `0x10000... 0x21000192` | (button: chrome) | close/X button (states Normal/pressed) | +| `0x100001D1` | 0,361 300×1 | Type 3 (Field/chrome) | — | bottom rule line (sprite `0x06004D0B`) | +| `0x100001D0` | 0,0 300×362 | Type 3 (Field/chrome) | — | full-window backdrop (`0x06004D0A`, Alphablend) ZLevel 100 | + +PostInit excerpt (CONFIRMED): +> `gmInventoryUI::PostInit (176240–176259): m_titleText = GetChildRecursive(this, 0x100001d3); … = GetChildRecursive(this, 0x100001cd)->DynamicCast(0x10000024) [paperdoll]; … 0x100001ce ->DynamicCast(0x10000022) [backpack]; … 0x100001cf ->DynamicCast(0x10000021) [3DItems];` + +**Implication for the toolkit (LIKELY):** the inventory frame is mostly chrome ++ a title `UIElement_Text` + an X button — the real work is delegated to three +NESTED `LayoutDesc` windows. The importer already recurses generic containers, +but it has never instantiated a *nested gm\*UI window* (an element whose Type is +a high `0x10000xxx` game class with its own `BaseLayoutId`). This is the +"sub-window mount" gap (§6). + +### 2.2 `gmBackpackUI` — pack strip, `LayoutDesc 0x21000022` (61×339) + +**CONFIRMED Q1.** `gmBackpackUI::Register` (decomp 176531): +> `UIElement::RegisterElementClass(0x10000022, gmBackpackUI::Create);` + +Built from `LayoutDesc 0x21000022` (pre-dump `.layout-dumps/backpack-0x21000022.txt`). +Root `0x100001C8` (Type `268435490 = 0x10000022`) is 61×339. `gmBackpackUI::PostInit` +(decomp 176596) binds the children — again matching the dump exactly: + +| Dump element | X,Y,W,H | Type | PostInit binds to | Role | +|---|---|---|---|---| +| `0x100001C8` (root) | 0,0 61×339 | `0x10000022` gmBackpackUI | — | window root | +| `0x100001D7` | 0,7 36×15 | base `0x10000376`/`0x2100003F` | — | "Burden" caption text | +| `0x100001D8` | 0,18 36×15 | base `0x10000376`/`0x2100003F` | `m_burdenText` | the `%`-load number text | +| `0x100001D9` | 44,8 11×58 | **7 (Meter)** | `m_burdenMeter` (DynamicCast 7) | **the burden bar** (vertical) | +| `0x100001C9` | 6,32 36×36 | `0x10000031` ItemList | `m_topContainer` (DynamicCast `0x10000031`) | main-pack first cell / list head | +| `0x100001CA` | 6,73 36×252 | `0x10000031` ItemList | `m_containerList` (DynamicCast `0x10000031`) | the **item grid** (main pack) | +| `0x100001CB` | 41,73 16×252 | base `0x10000... 0x2100003E` | — | side-pack tab column / scrollbar gutter | + +PostInit excerpt (CONFIRMED): +> `gmBackpackUI::PostInit (176600–176629): m_burdenText = GetChildRecursive(this, 0x100001d8); m_burdenMeter = GetChildRecursive(0x100001d9)->DynamicCast(7); … m_topContainer = GetChildRecursive(0x100001c9)->DynamicCast(0x10000031); m_containerList = GetChildRecursive(0x100001ca)->DynamicCast(0x10000031);` + +**The burden Meter (Q7 answer).** Element `0x100001D9` is the Type-7 meter the +backpack dump shows with back sprite `0x0600121C` (grandchild `0x00000002`) + +fill sprite `0x0600121D`. It is a VERTICAL 11×58 bar (the only meter in the +window) — confirmed by `gmBackpackUI::SetLoadLevel` writing it: +> `gmBackpackUI::SetLoadLevel (176565–176573): m_burdenMeter; …(float)arg2; var_10 = 0x69; UIElement::SetAttribute_Float();` + +That is the SAME meter-fill mechanism as vitals (property `0x69` = fill ratio, +pushed at runtime — see `2026-06-15-layoutdesc-format.md §3`). The fill value +is `load × 0.3333…` clamped to [0,1] (CONFIRMED 176542: +`x87_r7_1 = arg2 * 0.33333333333333331`), and the text is formatted `%d%%` +from `floor(load × 300)` (CONFIRMED 176576–176583: +`floor(arg2 * 300.0)` → `SetText(m_burdenText, "%d%%")`). So the bar is FULL +at 100% load and the number reads 0–300% (retail's encumbrance scale: 100% = +your computed max burden, you can carry up to 300%). + +> **Where is the VALUE total / coin total?** NOT in `gmBackpackUI` — there is +> no value Meter or value text element in `0x21000022`. The inventory window +> shows BURDEN only; the pyreal/coin total is the player's Coin Value displayed +> elsewhere (UNVERIFIED — likely a separate stat readout; the panel dump has +> no value field). Do not invent a value summary for this window. + +**The side-pack list.** `m_containerList` (`0x100001CA`) is the main item grid; +`0x100001CB` is the narrow 16-wide column to its right (scrollbar gutter / tab +strip). The retail "side packs" (sub-bags) are opened as ADDITIONAL container +views — `gmInventoryUI::RecvNotice_OpenContainedContainer` (decomp 176290) +routes a contained-container open into a second `UIElement_ItemList`: +> `RecvNotice_OpenContainedContainer (176318): UIElement_ItemList::ItemList_OpenContainer(*(…+0x608), arg2, 1);` +> (offset `+0x604` = the main/own list; `+0x608` = the secondary/other-container list) + +The two `UIElement_ItemList`s at member offsets `+0x604` and `+0x608` are the +"my main pack" list and the "currently-open other container" list — CONFIRMED +by the dual flush/open pattern in `RecvNotice_SetDisplayInventory` +(176114/176123/176141) and `RecvNotice_PlayerDescReceived` (176374/176375 +`ItemList_SetChildList(+0x604, …); ItemList_SetChildList(+0x608, …)`). + +--- + +## 3. Container model for this panel (Q3 / cross-cutting, inventory slice) + +**Items are server weenies (`ACCWeenieObject`).** CONFIRMED throughout the +inventory code: `ClientObjMaintSystem::GetWeenieObject(itemID)` is the only way +the panel resolves an item id to its data (e.g. `UIItem_Update` 230235, +`RecvNotice_OpenContainedContainer` 176293). This matches +`claude-memory/feedback_weenie_vs_static.md` (interactable items are +server-spawned weenies). [CONFIRMED] + +**Container hierarchy = 2-deep.** A character has a main pack (capacity ~102) + +N side-packs (sub-bags); a side-pack cannot hold another side-pack. acdream's +`Container` model already encodes this (`ItemInstance.cs:154` `Container` with +`SidePacks` + `IsSidePack => SideCapacity == 0`). [CONFIRMED in acdream; the +2-deep rule is retail-standard and matches ACE] + +**How the client learns contents:** +1. **At login** — `PlayerDescription (0x0013)` carries the player's full + inventory + equipped lists; acdream already registers both into + `ItemRepository` (`GameEventWiring.cs:405–432`). [CONFIRMED] +2. **Per-item spawn** — `CreateObject (0xF745)` for each visible weenie; for an + item in your pack the server sends the weenie (with `IconId`, capacities, + stack size in the WeenieHeader). acdream's `CreateObject.TryParse` extracts + guid/name/itemType but **discards IconId, WeenieClassId, StackSize, Value, + ItemCapacity, ContainerCapacity** (it `_ =`-skips the IconId at + `CreateObject.cs:516` and never reads StackSize/Value). [CONFIRMED gap] +3. **Open a container** — `ViewContents (0x0196)` lists `{guid, containerType}` + per slot; `gmInventoryUI` / `UIElement_ItemList` insert a `UIElement_UIItem` + per entry. [CONFIRMED on ACE/holtburger side; acdream has NO ViewContents + parser] +4. **Live moves** — `InventoryPutObjInContainer (0x0022)`, `WieldObject + (0x0023)`, `InventoryPutObjectIn3D (0x019A)` relocate one weenie; + `gmInventoryUI::RecvNotice_ServerSaysMoveItem` (176175) + the + `UIElement_ItemList` rebuild the affected cells. [CONFIRMED] + +**The notice ids `gmInventoryUI::PostInit` registers (CONFIRMED 176269–176277)** +— these are the internal client notice opcodes (NOT wire opcodes) the window +listens to: `0x4dd1f0, 0x4dd1f1, 0x4dd1f2, 0x4dd1f6, 0x4dd266, 0x186ab, +0x186a8, 0x4dd25b, 0x4dd25d`. They map (via the vftable, 980257–980562) to +`RecvNotice_ItemAttributesChanged / ServerSaysMoveItem / EndPendingInPlayer / +ShowPendingInPlayer / OpenContainedContainer / NewParentContainer / +PlayerDescReceived / SetDisplayInventory / UpdateCharacterInformation`. These +are the controller hooks acdream's `InventoryController` (new, §6) must expose +to drive the live grid. + +--- + +## 4. Wire-message catalog (Q8) + +All client→server ride the `0xF7B1` GameAction envelope (`u32 0xF7B1; u32 seq; +u32 subOpcode; …`); all server→client item events ride the `0xF7B0` GameEvent +envelope (`u32 0xF7B0; u32 target; u32 seq; u32 eventOpcode; …`). +**ACE handler** = the file under +`ACE/Source/ACE.Server/Network/GameAction/Actions/` (C→S) or +`…/GameEvent/Events/` (S→C). **Chorizite/holtburger** field order verified; +where I cite holtburger it is `inventory/actions.rs` or `inventory/events.rs` +(both opened, with hex pack/unpack fixtures). + +### 4.1 Client → server (GameActions, `0xF7B1`) + +| Opcode | Name | Dir | Trigger | ACE handler | Field order (holtburger/ACE) | acdream parse status | +|---|---|---|---|---|---|---| +| `0x0019` | PutItemInContainer | C→S | drag item into pack / pick up ground item (container = self) | `GameActionPutItemInContainer.Handle` | `u32 itemGuid, u32 containerGuid, i32 placement` | **parsed** — `InteractRequests.BuildPickUp` (`InteractRequests.cs:97`) | +| `0x001A` | GetAndWieldItem | C→S | equip an item from inventory onto the doll | (`GameActionType` 0x001A; handler `Player_Inventory`) | `u32 itemGuid, u32 equipMask` (holtburger `actions.rs:8` `GetAndWieldItemActionData`) | **MISSING** (no builder) | +| `0x001B` | DropItem | C→S | drop an item on the ground | `GameActionDropItem.Handle` | `u32 itemGuid` (holtburger `actions.rs:140`) | **MISSING** (no builder; acdream reuses 0x0019 for moves only) | +| `0x0035` | UseWithTarget | C→S | use src item on target (key→door) | (Interact) | `u32 sourceGuid, u32 targetGuid` | **parsed** — `InteractRequests.BuildUseWithTarget` | +| `0x0036` | UseItem | C→S | use/equip-by-doubleclick a single item | `GameActionUseItem` | `u32 targetGuid` | **parsed** — `InteractRequests.BuildUse` | +| `0x0054` | StackableMerge | C→S | drop stack A onto compatible stack B | `GameActionStackableMerge.Handle` | `u32 mergeFromGuid, u32 mergeToGuid, i32 amount` | **parsed** — `InventoryActions.BuildStackableMerge` | +| `0x0055` | StackableSplitToContainer | C→S | split N off a stack into a pack slot | `GameActionStackableSplitToContainer.Handle` | `u32 stackGuid, u32 containerGuid, i32 place, i32 amount` | **parsed** — `InventoryActions.BuildStackableSplitToContainer` | +| `0x0056` | StackableSplitTo3D | C→S | split N off a stack onto the ground | `GameActionStackableSplitTo3D.Handle` | `u32 stackGuid, i32 amount` | **parsed** — `InventoryActions.BuildStackableSplitTo3D` | +| `0x019B` | StackableSplitToWield | C→S | split N off a stack into an equip slot (e.g. arrows) | `GameActionStackableSplitToWield` | `u32 stackGuid, u32 equipMask, i32 amount` | **parsed** — `InventoryActions.BuildStackableSplitToWield` | +| `0x00CD` | GiveObjectRequest | C→S | give item (or N of a stack) to an NPC/player | `GameActionGiveObjectRequest.Handle` | `u32 targetGuid, u32 itemGuid, i32 amount` | **parsed** — `InventoryActions.BuildGiveObjectRequest` | +| `0x0195` | NoLongerViewingContents | C→S | close a side-pack / ground-container view | (`GameActionType` 0x0195) | `u32 containerGuid` (holtburger `actions.rs:280`) | **MISSING** (no builder) | +| `0x019C` | AddShortcut | C→S | pin to quickbar (toolbar phase, listed for completeness) | (`GameActionType`) | `u32 slot, u32 objType, u32 targetId` | **parsed** — `InventoryActions.BuildAddShortcut` | +| `0x019D` | RemoveShortcut | C→S | unpin quickbar slot | (`GameActionType`) | `u32 slot` | **parsed** — `InventoryActions.BuildRemoveShortcut` | + +**Opcode source (CONFIRMED):** `ACE/.../GameAction/GameActionType.cs:13–76` — +`PutItemInContainer=0x0019, GetAndWieldItem=0x001A, DropItem=0x001B, +UseWithTarget=0x0035, StackableMerge=0x0054, StackableSplitToContainer=0x0055, +StackableSplitTo3D=0x0056, GiveObjectRequest=0x00CD, NoLongerViewingContents=0x0195, +StackableSplitToWield=0x019B`. ACE handler field order CONFIRMED by reading each +`GameAction*.Handle` (DropItem reads 1 u32; PutItemInContainer reads 3; +GiveObjectRequest reads 3; StackableMerge reads 3; SplitToContainer reads 4; +SplitTo3D reads 2). holtburger hex fixtures (`actions.rs` test module) +independently confirm every field layout. + +> **acdream byte-order note:** `InteractRequests.BuildPickUp` writes `placement` +> as `i32` (`InteractRequests.cs:106`), matching ACE's `ReadInt32()`. The split +> builders write `amount`/`placement` as `u32` — on the wire identical bytes, +> but ACE reads them as `i32` (negative split amounts can't occur, so this is +> safe). [CONFIRMED, harmless] + +### 4.2 Server → client (GameEvents, `0xF7B0`) + +| Opcode | Name | Dir | Trigger | ACE handler | Field order | acdream parse status | +|---|---|---|---|---|---|---| +| `0x0022` | InventoryPutObjInContainer | S→C | server confirms item now in container at slot | `GameEventItemServerSaysContainId` | `u32 itemGuid, u32 containerGuid, u32 placement, u32 containerType` | **parsed (INCOMPLETE)** — `GameEvents.ParsePutObjInContainer` reads only 3 fields, **drops `containerType`** | +| `0x0023` | WieldObject | S→C | server confirms item equipped to slot | `GameEventWieldItem` | `u32 objectId, i32 equipMask` | **parsed + wired** — `GameEvents.ParseWieldObject`, `GameEventWiring.cs:231` | +| `0x0196` | ViewContents | S→C | full contents list of a container you opened | `GameEventViewContents` | `u32 containerGuid, u32 count, [u32 guid, u32 containerType]×count` | **MISSING** (no parser) | +| `0x019A` | InventoryPutObjectIn3D | S→C | server confirms item dropped to world | `GameEventItemServerSaysMoveItem` | `u32 objectGuid` | **parsed (UNWIRED)** — `GameEvents.ParsePutObjectIn3D` exists, not in `WireAll` | +| `0x00A0` | InventoryServerSaveFailed | S→C | reject a speculative client move (roll back) | `GameEventInventoryServerSaveFailed` | `u32 itemGuid, u32 weenieError` | **parsed (UNWIRED, INCOMPLETE)** — `GameEvents.ParseInventoryServerSaveFailed` reads only the guid, drops error (holtburger reads both: `events.rs:147`) | +| `0x0052` | CloseGroundContainer | S→C | server closed a ground-container view | `GameEventCloseGroundContainer` | `u32 containerGuid` | **parsed (UNWIRED)** — `GameEvents.ParseCloseGroundContainer` exists, not in `WireAll` | +| `0x00C9` | IdentifyObjectResponse | S→C | appraise result (full property bundle) | `GameEventIdentifyObjectResponse` | `u32 guid, u32 flags, u32 success, …property tables…` | **parsed + wired** — `AppraiseInfoParser` via `GameEventWiring.cs:245` | +| `0xF745` | CreateObject (GameMessage, not GameEvent) | S→C | spawn a weenie (incl. an item in your pack) | `GameMessageCreateObject` → `WorldObject.SerializeCreateObject` | weenie header (Name, WeenieClassId, **IconId**, ItemType, …) + ModelData + PhysicsData | **parsed (INCOMPLETE)** — `CreateObject.TryParse` skips IconId/WeenieClassId/StackSize/Value/capacities | +| `SetStackSize` (`0x0197`/UIQueue) | SetStackSize | S→C | update a stack's count + value after merge/split | `GameMessageSetStackSize` | `u32 seq, u32 guid, u32 stackSize, u32 value` | **MISSING** (no parser) | +| `InventoryRemoveObject` (UIQueue) | InventoryRemoveObject | S→C | remove an item from inventory view (given/dropped/destroyed) | `GameMessageInventoryRemoveObject` | `u32 guid` | **MISSING** (no parser) | + +**Opcode + field-order sources (CONFIRMED):** +- `0x0022` four fields: `GameEventItemServerSaysContainId.cs:10–13` writes + `itemGuid, containerGuid, PlacementPosition, ContainerType`; holtburger + `events.rs:65` reads `item_guid, container_guid, slot, container_type` + (+ hex fixture `events.rs:217` slot=3 type=1). acdream's parser + (`GameEvents.cs:352`) stops after 3 u32s — `containerType` is dropped. +- `0x0196` shape: `GameEventViewContents.cs:13–26` writes `Guid, count, {guid, + containerType}×n`; holtburger `events.rs:20` (+ fixture `events.rs:195`). +- `0x0023`: `GameEventWieldItem.cs:11–12` writes `objectId, (int)newLocation`. +- `0x019A`: `GameEventItemServerSaysMoveItem.cs:11` writes only `Guid`. +- `0x00A0`: `GameEventInventoryServerSaveFailed.cs` (error code present; + holtburger reads it). +- `SetStackSize`: `GameMessageSetStackSize.cs:12–15` (`seq, guid, stackSize, + value`). +- `InventoryRemoveObject`: `GameMessageInventoryRemoveObject.cs:11` (`guid`). + +### 4.3 acdream wire gaps (concrete TODO list for the build session) + +- **Add C→S builders:** `DropItem (0x001B)`, `GetAndWieldItem (0x001A)`, + `NoLongerViewingContents (0x0195)`. (Equip + drop are core inventory verbs.) +- **Add S→C parsers:** `ViewContents (0x0196)`, `SetStackSize`, + `InventoryRemoveObject`. +- **Fix `ParsePutObjInContainer`** to read the 4th `containerType` u32. +- **Fix `ParseInventoryServerSaveFailed`** to read the `weenieError` u32. +- **Wire (register in `GameEventWiring.WireAll`):** `ViewContents`, + `InventoryPutObjectIn3D`, `CloseGroundContainer`, `InventoryServerSaveFailed` + (parsers exist or will, but `WireAll` doesn't register them today — + CONFIRMED `GameEventWiring.cs` registers only `WieldObject`, + `InventoryPutObjInContainer`, `IdentifyObjectResponse`, `PlayerDescription`). +- **Extend `CreateObject.TryParse`** to capture `IconId` (already in the wire, + currently `_`-discarded at `CreateObject.cs:516`), `WeenieClassId`, + `StackSize`, `Value`, `ItemCapacity`, `ContainerCapacity` — the inventory + cell needs all of these to draw an icon + quantity + capacity bar. + +--- + +## 5. Drag-drop for inventory (Q5, this panel's slice) + +The drag-drop machinery lives on `UIElement_UIItem` (the spine widget). The +inventory-relevant parts I confirmed first-hand: + +- **A slot accepts a drop** via `UIElement_UIItem::SetDragAcceptState(state)`, + toggling the `m_elem_Icon_DragAccept` sub-element's STATE + (`0x10000040` = reject / `0x10000041` = accept; CONFIRMED + `SetDragAcceptState` 229271–229277, and call sites at 174307/174313, + 201327/201333 flip between the two). [CONFIRMED] +- **A drag in progress** uses `m_dragIcon` (a translucent copy of the icon, + created in `PostInit` 229738–229740 via `UIElementManager::CreateChildElement` + with id `0x10000345`, `SetVisible(0)` until a drag starts). [CONFIRMED] +- **The drop RESULT is a wire action**, chosen by source→destination: + inventory→pack slot = `PutItemInContainer (0x0019)`; inventory→doll = + `GetAndWieldItem (0x001A)`; inventory→ground = `DropItem (0x001B)`; + stack→compatible stack = `StackableMerge (0x0054)`; partial-stack drag = + one of the `StackableSplit*` (the count picker dialog supplies `amount`); + item→NPC = `GiveObjectRequest (0x00CD)`. [LIKELY — inferred from the action + set in §4 + the ACE handler names; the exact source/dest→opcode table is the + spine doc's job, but these are the inventory verbs] +- **Speculative-then-confirm:** the client may move the cell locally and wait; + if the server rejects, `InventoryServerSaveFailed (0x00A0)` rolls it back + (the slot's pending/ghost state is `SetWaitingState` → `m_elem_Icon_Ghosted` + greys it; CONFIRMED `SetWaitingState` 229190–229208 toggles + `m_elem_Icon_Ghosted` visibility). acdream's `ItemRepository` already + documents this revert path (`ItemRepository.cs:30`). [CONFIRMED mechanism] + +For acdream's toolkit, the drop target is a `UiItemSlot` (§6) that reports a +drop to the `InventoryController`, which picks the opcode and sends it via +`LiveCommandBus` + the builders in §4 — mirroring the existing interaction +pipeline (`claude-memory/project_interaction_pipeline.md`, B.4 +WorldPicker→Use). The `UiRoot` already has drag-drop input plumbing +(per `project_d2b_retail_ui.md`: "UiRoot already has full input +(focus/capture/drag-drop/tooltip/click) — dormant until wired"). + +--- + +## 6. New toolkit widgets this introduces + +The inventory panel needs four new pieces beyond the shipped spine widgets +(Button/Menu/Meter/Scrollbar/Text/Field/UiDatElement): + +| Widget | dat Type it registers at | Leaf or container | Purpose | +|---|---|---|---| +| **`UiItemSlot`** (port of `UIElement_UIItem`) | **`0x10000032`** (`UIElement_UIItem::Register` line 229339); resolves to a `UIElement_Field` subclass ⇒ underlying **Type 3** | **leaf** (`ConsumesDatChildren=>true`) — it owns the icon + all overlay sub-elements (`m_elem_Icon` `0x1000033b`, `m_elem_Icon_Overlays` `…33c`, `m_elem_Icon_Selected` `…342`, `m_elem_Icon_Ghosted` `…349`, `m_elem_Icon_Quantity` `…4f5`, `m_elem_Icon_CapacityBar` `…347`/`StructureBar` `…348` Type-7 meters, cooldown ring `…54f–558`) and reproduces them procedurally | one item-in-a-slot: icon + quantity + capacity/structure bars + selection/ghost/drag-accept/open-container overlays. **Shared by all 3 panels.** *(This is the spine widget; named here for the inventory's needs.)* | +| **`UiItemList` / `UiItemGrid`** (port of `UIElement_ItemList`) | **`0x10000031`** (`UIElement_ItemList`; the backpack root element is itself this class) | **container** of `UiItemSlot`s (it lays out an N-column grid + scroll) | the main-pack grid + the side-pack list. Methods to port: `ItemList_AddItem`, `ItemList_InsertItem`, `ItemList_Flush`, `ItemList_OpenContainer`, `ItemList_SetChildList`, `ItemList_SetParentContainer`, `ItemList_OpenFirstContainer` (all CONFIRMED as called from `gmInventoryUI`/`gmBackpackUI`). Two instances per backpack (own list `+0x604`, other-container list `+0x608`). | +| **Sub-window mount** (importer capability, not a widget per se) | element whose Type is a high `0x10000xxx` game class WITH a non-zero `BaseLayoutId` (e.g. `0x100001CD`→paperdoll `0x21000024`) | container | lets `LayoutImporter` instantiate a NESTED `LayoutDesc` window inside a parent slot (paperdoll + backpack + 3DItems inside the inventory frame). The importer recurses generic children today but has never mounted another gm\*UI window. | +| **Window manager** (the deferred Plan-2 piece) | drives Dragbar (Type 2) + Resizebar (Type 9) + open/close/z-order/persist | infra | inventory/paperdoll/toolbar are pop-up windows; needs the faithful grip/dragbar drag (today vitals/chat use whole-window drag, accepted IA-12 approximation). | + +Plus a thin **`InventoryController`** (the `gmInventoryUI::PostInit` analogue): +find-by-id binds `m_titleText`/`m_paperDollUI`/`m_backpackUI`/`m_3DItemsUI`, +subscribes to `ItemRepository` events, and exposes the notice hooks +(`ServerSaysMoveItem`, `SetDisplayInventory`, `OpenContainedContainer`, +`PlayerDescReceived`) — exactly mirroring `VitalsController`/`ChatWindowController`. + +--- + +## 7. Open questions / UNVERIFIED + +1. **Value/coin total in the window.** No value Meter or value text exists in + `0x21000022` or `0x21000023`. Retail likely shows pyreals elsewhere (the + coin readout). **UNVERIFIED** — do not add a value summary to this window + without finding its real home. +2. **Side-pack tabs vs. a single scrolling list.** Element `0x100001CB` (16×252, + base `0x2100003E`) is the narrow column right of the grid. Whether it renders + side-pack TABS (one per sub-bag) or a SCROLLBAR is **UNVERIFIED** — I read the + geometry + the dual-ItemList open pattern but did not decode `0x2100003E`. + Dump `0x2100003E` to settle it. +3. **`UIElement_ItemList` grid geometry** (columns, cell pitch). The cell + template is 36×36 (from `0x100001C9`); UIElement_UIItem `0x21000037` is 32×32 + per the handoff. The exact column count + wrap is in `ItemList_AddItem` / + `ItemList_SetChildList` (not fully read here). **LIKELY** a fixed-column grid; + confirm by reading `UIElement_ItemList::ItemList_AddItem`. +4. **`CreateObject` IconId for pack items.** I confirmed the IconId is on the + wire and currently discarded, but did not byte-trace that ACE actually sets + IconId on a *contained* (non-visible-in-3D) item's CreateObject vs. relying on + PlayerDescription. **LIKELY** present (the spine icon path needs it); verify + against a live capture before trusting it as the sole icon source. +5. **The icon composite layering** (underlay/base/effects-overlay) — I anchored + it from `IconData::IconData` (407532+) and the cache key (408842): underlay = + `pwd._iconUnderlayID` OR type-default `GetByEnum(0x10000004, + LowestSetBit(itemType)+1)`; base = `m_idIcon`; effects overlay = + `GetByEnum(0x10000005, LowestSetBit(_effects)+1)` (default `0x21`). The exact + blend/DBObj-render is the **spine doc's** territory — treat my §5/§6 citations + as the inventory-state hooks, not the full render port. [CONFIRMED anchors, + render detail deferred to spine] +6. **Q9 identified-vs-unidentified state.** Retail does NOT gate the icon on + appraise-state; the underlay/overlay come from the weenie's own + `_iconUnderlayID`/`_iconOverlayID`/`_effects` (server-sent), and "unidentified" + shows the same icon (the tooltip detail is what's gated by appraise, via + `IdentifyObjectResponse`). **LIKELY** (no identified→icon-swap code seen in + `UIItem_Update`); the only icon-affecting client states are + selected/waiting(ghost)/open-container/drag-accept (all §5). Confirm there's + no appraise-gated icon variant before claiming it. + +--- + +## 8. MEMORY.md index line + +- [Inventory panel deep-dive (gmInventoryUI/gmBackpackUI)](research/2026-06-16-inventory-deep-dive.md) — D.2b: LayoutDesc 0x21000023 (frame: title + 3 nested sub-windows) + 0x21000022 (backpack: burden Meter 0x100001D9 via SetLoadLevel→fill 0x69, main-pack ItemList 0x100001CA); full inventory wire catalog (C→S 0x0019/1A/1B/54/55/56/19B/CD/195, S→C 0x0022/23/196/19A/A0/52 + SetStackSize/InventoryRemoveObject) with acdream parse-status (gaps: DropItem/GetAndWieldItem/ViewContents builders, 0x0022 4th field, CreateObject IconId); new widgets UiItemSlot(0x10000032)/UiItemGrid(0x10000031)+sub-window mount+window manager. diff --git a/docs/research/2026-06-16-ui-item-slot-icon-dragdrop-spine-deep-dive.md b/docs/research/2026-06-16-ui-item-slot-icon-dragdrop-spine-deep-dive.md new file mode 100644 index 00000000..ba815855 --- /dev/null +++ b/docs/research/2026-06-16-ui-item-slot-icon-dragdrop-spine-deep-dive.md @@ -0,0 +1,557 @@ +# UI item-slot SPINE — icon-composite render + widget-level drag-drop — deep dive + +**Date:** 2026-06-16 +**Phase:** D.2b retail-UI engine, "core panels" research arc. Report-only. +**Role:** completes the workflow's MISSING 5th doc — the shared item-slot/icon/drag-drop +**spine** that the action-bar, inventory, and paperdoll deep-dives all depend on. The +spine agent died on a transient API error before writing anything; this doc is the +recovery + the gap-fill. +**Deliverable:** this doc only. No C# changed; no game run. + +> ## What this doc adds vs. the four existing docs +> The three panel agents + the synthesis already recovered the **identity** facts of the +> two spine widgets first-hand and re-verified them (synthesis §0 re-verifications, +> §1 table, §2). I do **not** re-derive those — I cite and extend them. My NEW, +> spine-owned contributions are the three things the panel docs explicitly deferred: +> 1. **The icon-composite render port spec** (synthesis §4 Step 0, §5 risk #1) — the +> full `IconData::RenderIcons` blit pipeline, and the definitive answer to the +> direct-RenderSurface-vs-Icon-composite decode question. +> 2. **The widget-level drag-drop state machine** (synthesis §5 risk #1, §8) — the +> `UIElement_Field`/`UIElement_UIItem` hooks every cell inherits, below the per-panel +> `HandleDropRelease` the panel docs covered. +> 3. **The consolidated, authoritative `UIElement_UIItem` port spec** with the resolved +> field names — including the **`+0x5FC` resolution** (synthesis §5 risk #2): it is +> `UIElement_UIItem::itemID`. +> +> **Obsoletes in the synthesis** (the parent should patch these now that the spine +> exists): the ⚠ banner (synthesis lines 13-31), §4 Step 0's "re-do / complete the +> spine research (blocking)", §5 risk #1 (spine never written), §5 risk #2's "stays +> UNVERIFIED", §6's "⚠ the SPINE doc was never written", §8's blocking note, and the +> two panel-doc index lines' "spine still owed" caveats. Details in the closing +> summary. + +## 1. Summary + confidence legend + +Every item-bearing slot in all three D.2b panels is the same pair of retail widgets: +the **item-cell** `UIElement_UIItem` (element class `0x10000032`) sits inside a +**slot/grid** `UIElement_ItemList` (element class `0x10000031`). The cell holds a bound +object id (`itemID`), resolves it to an `ACCWeenieObject`, and draws a composited 32×32 +icon plus a stack of overlay sub-elements (quantity text, capacity/structure Type-7 +meters, a 10-step cooldown ring, selected/ghosted/open-container/drag-accept/sell/trade +overlays). The icon itself is **composited at runtime from up to five `0x06xx` +RenderSurfaces** (base + custom-underlay + custom-overlay + item-type-default-underlay + +spell-effect-overlay) blitted into one private 32×32 surface — NOT a single texture. +Drag-drop is a generic chain inherited from `UIElement_Field`: the cell is both a +drag-SOURCE (`ItemList_BeginDrag` on left-press-and-move) and a drop-TARGET +(`MouseOverTop` rollover → accept/reject state, `CatchDroppedItem` on release → +`HandleDropRelease`), with `InqDropIconInfo` extracting the dragged object id + flags +that tell a fresh-from-inventory drag (`flags&0xE==0`) from a within-list reorder +(`flags&4`). + +**acdream is well-positioned:** `ItemInstance` already models `IconId`/`IconUnderlayId`/ +`IconOverlayId`/`StackSize`/`ContainerId`/`ContainerSlot`; `TextureCache. +GetOrUploadRenderSurface` already decodes a `0x06` id directly; `UiRoot` already has a +real drag-drop state machine (`DragSource`/`DragPayload`/`BeginDrag`/`UpdateDragHover`/ +`FinishDrag`, even commented with the retail `0x15→0x21→0x1C→0x3E` event chain). The +concrete gaps: `CreateObject` discards `IconId`; there is no multi-layer icon-compositor; +`UiField` names the `CatchDroppedItem`/`MouseOverTop` hooks in a doc-comment but does not +implement them yet. + +**Confidence legend:** +- **CONFIRMED** — quoted from a named-decomp `class::method` (with line) or a real + `file:line` I opened this session. +- **LIKELY** — inferred from a CONFIRMED source; the inference is named. +- **UNVERIFIED** — educated guess, flagged loudly. + +--- + +## 2. `UIElement_UIItem` port spec (consolidated + authoritative) + +### 2.1 Identity + the resolved struct (`+0x5FC` = `itemID`) + +`UIElement_UIItem::Register` (decomp 229339): +`UIElement::RegisterElementClass(0x10000032, UIElement_UIItem::Create);` — class +`0x10000032`. It is a `UIElement_Field` subclass: the destructor chains +`UIElement_Field::~UIElement_Field(this)` (decomp 229326), and `Field::Register` is +`RegisterElementClass(3, …)` (decomp 126190) ⇒ the underlying generic Type is **3**. +CONFIRMED. + +**`+0x5FC` RESOLVED — it is `UIElement_UIItem::itemID`.** The toolbar doc anchored the +bound object id by raw offset `+0x5FC` only (toolbar §3, UNVERIFIED name). The named +decomp resolves it: `UIItem_Update` reads `uint32_t itemID = this->itemID;` (decomp +230230) and `this->weenObj = ClientObjMaintSystem::GetWeenieObject(itemID)` (decomp +230235). `HandleTargetedUseLeftClick` reads `uint32_t itemID = arg2->itemID;` (decomp +230422). `ItemList_AddItem`'s rebuild loop tests `eax_2->itemID == arg2` (decomp 233107). +So the field the toolbar's `RemoveShortcutInSlotNum` read at `+0x5FC` is **`itemID`** — +the bound weenie/object guid. CONFIRMED. (The companion spell-shortcut id is +`this->spellID`, decomp 230239/230414.) + +**Resolved instance fields** (all CONFIRMED from `UIItem_Update` 230226-230393, +`UIItem_SetIcon` 230143, `PostInit` 229668, `SetShortcutNum` 229465, the setters +229190-229286, and the `acclient.h` `IconData`/`PublicWeenieDesc` structs): + +| Field | Meaning | Anchor | +|---|---|---| +| `itemID` | bound object/weenie guid (the retail `+0x5FC`) | 230230 | +| `spellID` | spell-shortcut id (0 for an item) | 230239, 230414 | +| `weenObj` | cached `ACCWeenieObject*` from `GetWeenieObject(itemID)` | 230235 | +| `selected` | mirror of `weenObj->selected` | 230269 | +| `effects` | mirror of `weenObj->pwd._effects` | 230293 | +| `waiting` | mirror of `weenObj->waiting` (the pending/ghost flag) | 230336 | +| `isOpenable`/`isContainer`/`isContainerHolder` | container-capability flags from `_bitfield`/`_itemsCapacity`/`_containersCapacity` | 230298-230331 | +| `m_quantity` | stack count to display | 229285 | +| `m_selectable` | whether selection is allowed | 229266 | +| `unghostable` | suppress the ghost overlay | 229199 | +| `m_shortcutNum` / `m_shortcutGhosted` / `m_delayedShortcutNum` | toolbar slot index + deferred-bind sentinel `0xFFFFFFFF` | 229542-229543, 230344-230349 | +| `m_sellState` / `m_tradeState` | vendor-sell / trade-window markers | 230362, 230377 | +| `m_dragIcon` | translucent drag-ghost copy (created in PostInit, id `0x10000345`) | 229738 | + +### 2.2 Sub-element id map (from `PostInit`, decomp 229672-229733) — all CONFIRMED + +`PostInit` binds each overlay/feature sub-element by `GetChildRecursive(this, id)`. These +ids live in the cell template `LayoutDesc 0x21000037`; the importer must reproduce them +procedurally (the cell is a behavioral leaf). The dump `.layout-dumps/uiitem-0x21000037.txt` +gives the per-state sprite ids (column 3 below). + +| Member | Element id | Type | Role | Dump sprite(s) (state → 0x06id) | +|---|---|---|---|---| +| `m_elem_Icon` | `0x1000033B` | 3 | the composited icon, AND the empty-slot bg | `ItemSlot_Empty → 0x060074CF` (dump:45) | +| `m_elem_Icon_Overlays` | `0x1000033C` | — | enchantment/effect overlay layer | (state-driven; see §3) | +| `m_elem_Text` | `0x10000344` | 12 (Text) | spell name / label text | — | +| `m_elem_Icon_CapacityBar` | `0x10000347` | 7 (Meter) | container fill (numContained/itemsCapacity) | `DirectState 0x06004D22`+`0x06004D23` (dump:693,710) | +| `m_elem_Icon_StructureBar` | `0x10000348` | 7 (Meter) | structure/charges fill | `DirectState 0x06004D24`+`0x06004D25` (dump:727,744) | +| `m_elem_Icon_Selected` | `0x10000342` | 3 | selection highlight | `0x06001A97 / 0x06001396 / 0x060067D2` per variant (dump:95,311,541) | +| `m_elem_Icon_Ghosted` | `0x10000349` | 3 | greyed "pending server confirm" overlay | `DirectState 0x0600109A` (dump:761) | +| `m_elem_Icon_ShortcutNum` | `0x1000034A` | 3 | the slot-number badge (toolbar) | media set at runtime via `SetMediaImage` (229508) | +| `m_elem_Icon_SellState` | `0x10000437` | 3 | vendor-sell marker | — | +| `m_elem_Icon_TradeState` | `0x10000438` | 3 | trade-window marker | — | +| `m_elem_Icon_OpenContainer` | `0x10000450` | 3 | "this container is open" frame | `DirectState 0x06005D9C Alphablend` (dump:2232) | +| `m_elem_Icon_DragAccept` | `0x1000045A` | 3 | drag-rollover accept/reject frame | `ItemSlot_DragOver_Accept → 0x060011F9`, `_Reject → 0x060011F8`, `_DropIn → 0x060011F7` (dump:1174-1175,1258-1260) | +| `m_elem_Icon_Quantity` | `0x100004F5` | 12 (Text) | the stack-count number | — | +| `m_elem_Icon_Cooldown_10..100` | `0x1000054F..0x10000558` | 3 | 10-step radial cooldown ring | `DirectState 0x0600109D / 0x060012D9 / 0x06001DAE / 0x060067CF..D1 …` (dump:778-863) | +| `m_dragIcon` | `0x10000345` (created) | — | translucent drag-ghost | created via `CreateChildElement(this, dbobj, 0x10000345)`, `SetVisible(0)` (229738-229740) | + +**The four named LayoutDesc states** that drive `m_elem_Icon` / `m_elem_Icon_DragAccept` +(from the dump): `ItemSlot_Empty` (the empty-slot background sprite, default +`0x060074CF`), `ItemSlot_DragOver_Accept` (`0x060011F9`), `ItemSlot_DragOver_Reject` +(`0x060011F8`), `ItemSlot_DragOver_DropIn` (`0x060011F7`). The DragAccept neutral/reset +**UIStateId** is `0x1000003f`; the inventory agent's `0x10000040`(reject)/`0x10000041` +(accept) SetState ids (synthesis §0 re-verification, decomp 229180-229413) are the +internal element states `SetDragAcceptState` writes — both are real; the LayoutDesc named +states and the `0x1000003x/4x` UIStateIds are the same overlay seen from the dat side vs. +the C++ side. CONFIRMED. + +### 2.3 Key methods + the update pass (`UIItem_Update`, decomp 230226) + +`UIItem_Update` is the per-change refresh; the controller calls it whenever the bound +weenie or its display state changes. Walk-through (CONFIRMED 230226-230392): +1. Resolve `weenObj = GetWeenieObject(itemID)` (230235). If null & has a spellID → + `UIItem_SetState(0x1000001d)` + `UIItem_SetIcon`; if null & no spell → + `UIItem_SetState(0x1000001c)` (= empty) + `ClearTooltip`. (230232-230250) +2. Set `m_elem_Icon` / `m_elem_Text` / `m_elem_Icon_Overlays` to state `0x1000001d` + (= occupied). (230256-230265) +3. **`UIItem_SetIcon(this)`** — (re)build the composited icon (§3). (230268) +4. Sync `selected` ↔ `weenObj->selected`, toggling `m_elem_Icon_Selected` visibility + (gated on `m_selectable`). (230269-230290) +5. Recompute `isOpenable`/`isContainer`/`isContainerHolder` from + `_bitfield`/`_itemsCapacity`/`_containersCapacity` (the player's own cell is always + openable). (230298-230331) +6. `UpdateCapacityDisplay` (Type-7 meter = numContained/itemsCapacity, decomp 229554-), + `UpdateStructureDisplay`, `UpdateQuantityDisplay`, `UpdateCooldownDisplay`. + (230332-230335) +7. Sync `waiting` → `SetWaitingState` (toggles `m_elem_Icon_Ghosted`). (230336-230342) +8. Apply any deferred `m_delayedShortcutNum` (re-bind once the weenie loaded). (230344-230350) +9. Sync `m_shortcutNum`/`m_shortcutGhosted` (230352-230360), `m_sellState`/`m_tradeState` + overlays (230362-230389), then `UpdateTooltip`. (230392) + +Companion methods (CONFIRMED): `UIItem_SetIcon` 230143 (§3); `SetShortcutNum(slot, +ghosted)` 229465 (writes the slot badge via `SetMediaImage`, mirrors into +`ACCWeenieObject::SetShortcutNum`); `SetDelayedShortcutNum` 229238; `SetWaitingState` +229190; `SetSelectedState` 229243; `SetSelectableState` 229263; `SetDragAcceptState` +229271; `SetOpenContainerState` 229216; `SetQuantity` 229282; `UpdateCapacityDisplay` +229554. + +### 2.4 acdream item-cell port = `UiItemSlot` + +A behavioral **leaf** widget (`ConsumesDatChildren => true`) keyed off resolved class +`0x10000032`, exactly like the shipped behavioral widgets. It binds an `ItemInstance` +(by `itemID`), draws the composited icon (§3), the quantity `UiText`, the capacity/ +structure `UiMeter`s, the cooldown ring, and the overlay states; it is a drag source + +drop target (§5). This aligns with the synthesis §2 row (no correction). The retail +sub-element ids in §2.2 become the named child slots the controller toggles. + +--- + +## 3. Icon rendering pipeline — THE CRUX + +### 3.1 The decode question, answered definitively + +**Both halves of the synthesis's question are true, layered:** each icon LAYER is a +`0x06xx` **RenderSurface decoded directly** (the D.2b memory's `GetOrUploadRenderSurface` +path), but the **on-screen icon is a runtime COMPOSITE of up to five of those layers** +blitted into one private 32×32 surface. It is NOT a single weenie texture, and it is NOT +an "Icon DBObj type that references other surfaces" — there is no Icon DBObj; the +composite logic lives entirely in client code (`IconData::RenderIcons`), and every input +id is a plain RenderSurface. + +**Proof chain (all CONFIRMED):** +- `UIElement_UIItem::UIItem_SetIcon` (decomp 230171) sets the cell's image from + `ACCWeenieObject::GetIcon(weenObj)`: + `eax_15 = Graphic::Graphic(eax_13, ACCWeenieObject::GetIcon(eax_12)); … UIRegion::SetImage(this->m_elem_Icon, eax_15);` +- `ACCWeenieObject::GetIcon` (decomp 408999): `return ACCWeenieObject::GetIconData(this)->m_pIcon;` +- `ACCWeenieObject::GetIconData` (decomp 408224) caches a per-object `IconData` (hash by + guid), constructing one via `IconData::IconData(eax_4, this, this->id)` (408253) on + first use; `IconData::IconData` calls `IconData::RenderIcons(this, arg2)` (407957). +- The `IconData` struct (`acclient.h:54112`, verbatim): `m_idIcon`, `m_idCustomOverlay`, + `m_idCustomUnderlay`, `m_itemType`, `m_effects`, `Graphic *m_pIcon`, `Graphic *m_pDragIcon`. + +The base id is the weenie's `_iconID`: `ACCWeenieObject::InqIconID` (decomp 406951) +returns `this->pwd._iconID.id`. `_iconID`/`_iconOverlayID`/`_iconUnderlayID` are all +`IDClass<_tagDataID,32,0>` in `PublicWeenieDesc` (`acclient.h:37168-37170`). CONFIRMED. + +**Every layer is DBObj type `0xc`** — `RenderIcons` fetches each with +`DBObj::Get(QualifiedDataID(&v, id, 0xc))` (decomp 407587/407589/407592). DBObj type +`0xc` = `DB_TYPE_RENDERSURFACE` = `Texture` in ACE's `DatFileType` enum, id range +`0x06000000-0x07FFFFFF` (`references/.../ACE.DatLoader/DatFileType.cs:127-128`). So all +five ids are `0x06xx` RenderSurfaces — **decode each via +`TextureCache.GetOrUploadRenderSurface`** per the D.2b memory gotcha, NOT `GetOrUpload` +(feeding a `0x06` id to `GetOrUpload` walks the Surface→SurfaceTexture chain and returns +1×1 magenta — `TextureCache.cs:112-128`, `project_d2b_retail_ui.md` "Dat sprites — the +decode path"). CONFIRMED. + +### 3.2 The composite — `IconData::RenderIcons` (decomp 407524), CONFIRMED + +`RenderIcons` builds TWO graphics: `m_pDragIcon` (the drag-ghost, no underlay) and +`m_pIcon` (the full slot icon). Field captures first (407528-407532): +``` +m_idIcon = InqIconID() # = pwd._iconID (base) +m_idCustomOverlay = pwd._iconOverlayID # server "enchanted" overlay +m_idCustomUnderlay= pwd._iconUnderlayID # server "magic" underlay +m_itemType = InqType() +m_effects = pwd._effects +``` +Player special-case (407546-407549): if `IsThePlayer()`, `m_idIcon = +GetDIDByEnum(0x10000004, 7)` (the player container icon) and `m_itemType = +TYPE_CONTAINER`. + +Two enum-resolved layers (407552-407584): +- **type-default underlay** `eax_11 = DBObj::GetByEnum(LowestSetBit(m_itemType)+1, …)` + with enum `0x10000004` (the SkillTable DID-mapper namespace reused as the icon-type + table); if `m_itemType` has no bits, index `0x21`. (407555-407564) +- **effect overlay** `arg2 = DBObj::GetByEnum(LowestSetBit(m_effects)+1, …)` with enum + `0x10000005`; if null, fall back to index `0x21` of the same enum. (407568-407584) + +Then it resolves the three direct ids as DBObjs (407587-407592): `eax_19` = +m_idCustomUnderlay, `ebp` = m_idIcon (base), `edi_1`/`var_38` = m_idCustomOverlay. + +**Drag-icon surface** (`m_pDragIcon`, 407594-407625): a 32×32 local surface +(`CreateLocalSurface` → `Create(0x20, 0x20, GetUISurfaceFormat, 1)`); blit base +`ebp` `Blit_Normal`, then custom-overlay `var_38` `Blit_4Alpha`; `ReplaceColor(..., +&pwd._iconOverlayID)` applies the overlay tint; wrapped in a `Graphic`. + +**Full slot icon** (`m_pIcon`, 407626-407647): a second 32×32 surface; blit +**type-default underlay `eax_11` `Blit_Normal`**, then **custom-underlay `eax_19` +`Blit_3Alpha`**, then **the drag-icon surface `eax_26` `Blit_3Alpha`** on top (base + +overlay already baked into it). Wrapped in a `Graphic` → `m_pIcon`. + +**Net composite (bottom → top):** +1. item-type default underlay (`GetByEnum(0x10000004, lsb(itemType)+1)`) — Normal +2. server custom underlay (`pwd._iconUnderlayID`) — 3Alpha +3. base icon (`pwd._iconID`) — Normal *(baked into the drag layer first)* +4. server custom overlay (`pwd._iconOverlayID`) + its tint — 4Alpha +5. spell-effect overlay (`GetByEnum(0x10000005, lsb(effects)+1)`) — *(captured `arg2`; + note: in the 2013 BN lifting the effect-overlay capture lands but I did not see its + explicit `Blit` in the slot-surface block; it feeds the same path. LIKELY blitted as + part of the overlay stage — flagged, see §7.)* + +Cache invalidation: `IconData::UpdateIcons` (407962) re-renders only when `InqIconID()`, +`_iconOverlayID`, `_iconUnderlayID`, `InqType()`, or `_effects` changed (407968-407976); +`ACCWeenieObject::IconDataChanged` (408201) drives it on a property update. + +### 3.3 The decode pipeline acdream should use + +1. On `CreateObject` (and `ObjDescEvent`/property-update), capture `IconId` (`_iconID`), + `IconUnderlayId` (`_iconUnderlayID`), `IconOverlayId` (`_iconOverlayID`), `_effects`, + and `ItemType` into the `ItemInstance` (the model already has the first three fields; + `_effects` needs adding). **Gap:** `CreateObject.TryParse` discards `IconId` — + re-verified at `CreateObject.cs:516` (`_ = ReadPackedDwordOfKnownType(body, ref pos, + IconTypePrefix); // IconId`) and `:515` (`_ = ReadPackedDword(...) // WeenieClassId`). + CONFIRMED. +2. For each of the up-to-five layer ids, decode the `0x06xx` RenderSurface **directly** + via `TextureCache.GetOrUploadRenderSurface` (per the D.2b gotcha). +3. Composite into one 32×32 RGBA target in the order of §3.2. Two faithful options: + (a) a CPU compositor matching retail's blit modes (Normal = src-over opaque, + 3Alpha/4Alpha = the AC alpha blits — see ACViewer `ImgTex`/`RenderSurface` decode for + the per-format alpha handling), uploaded as one cached GL texture keyed by the + (iconId, underlay, overlay, effects, itemType) tuple; or (b) draw the layers as + stacked sprites at the cell rect each frame. Retail does (a) (one `m_pIcon` surface), + and caching matches retail's `IconData` per-object cache + `UpdateIcons` dirty check — + recommend (a). +4. The type-default underlay (`GetByEnum(0x10000004, lsb(itemType)+1)`) and effect + overlay (`GetByEnum(0x10000005, lsb(effects)+1)`) require resolving the retail + icon-type / effect DID-mapper enums to concrete `0x06` ids. These map through the dat + DidMapper/EnumMapper tables (`DatFileType` 38/36). **For MVP, the base `_iconID` + alone is the dominant visual** (most items have no custom underlay/overlay and no + effects); the underlay/overlay/effect layers are the "magic/enchanted/glow" polish. + LIKELY-safe to ship base-only first, then layer in the composite. (synthesis §5 + risk #3 — verify IconId is set on a CONTAINED item's CreateObject against a live + capture before treating it as the sole source.) + +**Palette note (cross-ref).** Item icons are pre-rendered `0x06` RenderSurfaces; they do +NOT take a creature/clothing subpalette overlay at icon-composite time (the composite +only blits + tints with `_iconOverlayID`). ACViewer's `TextureCache.cs::IndexToColor` +subpalette-overlay is for paletted INDEX16/P8 *world* textures — the canonical reference +for THAT path, but the icon path uses the surfaces as-decoded. acdream's WB +`TextureHelpers.cs` (in-tree) is the decode reference for the `0x06` formats themselves +(BGRA/DXT/P8/INDEX16). CONFIRMED the composite has no subpalette step; LIKELY a paletted +UI icon would need a palette (today `GetOrUploadRenderSurface` passes `palette: null` → +magenta on a paletted sprite, `TextureCache.cs:135` — flagged §7). + +### 3.4 Identified-vs-unidentified does NOT swap the icon (synthesis §5 risk #14) + +CONFIRMED in the negative: `UIItem_Update`/`UIItem_SetIcon`/`RenderIcons` derive the icon +purely from server-sent weenie props (`_iconID`/`_iconUnderlayID`/`_iconOverlayID`/ +`_effects`/`InqType`) — there is **no appraise/identified branch** anywhere in the icon +path. Appraise (`IdentifyObjectResponse 0x00C9`) gates the TOOLTIP detail +(`UpdateTooltip`, 230392), not the icon. So a slot shows the same icon before and after +appraise. The inventory agent's risk #14 LIKELY is now CONFIRMED. + +--- + +## 4. Item / container data model + acdream gap analysis + +### 4.1 Items are `ACCWeenieObject` weenies + +The cell never holds item data — it holds an `itemID` and resolves it live via +`ClientObjMaintSystem::GetWeenieObject(itemID)` (decomp 230235). This matches +`claude-memory/feedback_weenie_vs_static.md` (interactable items are server-spawned +weenies, not dat-baked). The data the cell binds to: + +| Cell display | Source field (`PublicWeenieDesc`, `acclient.h:37163+`) | +|---|---| +| base icon | `_iconID` (37168) | +| magic underlay | `_iconUnderlayID` (37170) | +| enchanted overlay | `_iconOverlayID` (37169) | +| effect glow | `_effects` (37183) | +| stack count | `_stackSize` / `_maxStackSize` (37188-37189) | +| capacity bar | `_itemsCapacity` / `_containersCapacity` (37176-37177) | +| structure bar | `_structure` / `_maxStructure` (37186-37187) | +| value/burden | `_value` (37179) / `_burden` (37193) | +| container membership | `_containerID` / `_wielderID` / `_location` / `_priority` (37171-37175) | + +### 4.2 How the client learns container contents + +- **Login:** `PlayerDescription (0x0013)` carries the full inventory + equipped lists. +- **Per-item spawn:** `CreateObject (0xF745)` for each weenie (incl. a pack item) with + the WeenieHeader fields above. +- **Open a container:** `ViewContents (0x0196)` lists `{guid, containerType}` per slot → + `UIElement_ItemList::ItemList_OpenContainer` builds a `UIElement_UIItem` per entry. +- **Live moves:** `ACCWeenieObject::ServerSaysMoveItem` (decomp 408086) is the client's + per-weenie relocation: it updates `_containerID`/`_wielderID`/`_location`, re-parents + in the local content lists (`RemoveContent`/`AddContent`), sets `current_state` + (`IN_CONTAINER`/`IN_3D_VIEW`), and clears the `waiting` ghost. This is driven by the + `0x0022`/`0x0023`/`0x019A` GameEvents. CONFIRMED. + +Hierarchy is 2-deep (main pack → side-packs; a side-pack holds no side-pack) — the +backpack hosts two `UIElement_ItemList`s, the own list (`+0x604`) and the open-other- +container list (`+0x608`) (inventory §2.2). The outbound verbs are the `ACCWeenieObject:: +UIAttempt*` family — `UIAttemptWield` → `Event_GetAndWieldItem` (decomp 407763, with a +stack-split-to-wield branch when `_stackSize>1`), `UIAttemptPutInContainer` → +`Event_PutItemInContainer` (407797), `UIAttemptPutIn3D` → `Event_DropItem` (407821), +`UIAttemptMerge`/`UIAttemptSplitToContainer`/`UIAttemptSplitTo3D`/`UIAttemptGive` +(407840-407897, 407780). Each records a `prevRequest` for the speculative-then-confirm +rollback. CONFIRMED. + +### 4.3 acdream model status (focus: what the cell binds to) + +- **`ItemInstance.cs` (verified):** already has `IconId` (cs:136), `IconUnderlayId` + (137), `IconOverlayId` (138), `StackSize`/`StackSizeMax` (139-140), `Burden` (141), + `Value` (142), `ContainerId` (143), `ContainerSlot` (144), `ValidLocations`/ + `CurrentlyEquippedLocation` (134-135). **Missing for the icon composite:** `_effects` + (effect glow) and an `ItemType` already present (Type, 133). The synthesis §0 claim is + CONFIRMED. +- **`ItemRepository.cs` (verified):** already models the container map, the move events + (`WieldObject`/`InventoryPutObjInContainer`/`InventoryPutObjectIn3D`/`ViewContents`/ + `CloseGroundContainer`, cs:23-27) and the `InventoryServerSaveFailed` speculative- + revert (cs:28-31). CONFIRMED. +- **`CreateObject.cs` (verified):** discards `IconId` (cs:516) + `WeenieClassId` + (cs:515) + StackSize/Value/capacities — the cell's icon + quantity + capacity-bar + source. CONFIRMED gap. +- The full wire-gap TODO is the synthesis §3.3 — not duplicated here; the + data-model-binding subset is: extend `CreateObject` to capture + IconId/WeenieClassId/StackSize/Value/ItemCapacity/ContainerCapacity (+ `_effects`), + and add `_effects` to `ItemInstance`. + +--- + +## 5. Drag-drop spine — the WIDGET-LEVEL state machine + +The per-panel docs covered the panel-class `HandleDropRelease` (e.g. `gmToolbarUI : +ItemListDragHandler`). THIS is the shared lower layer every item-cell inherits. + +### 5.1 The retail event chain on the cell (`UIElement_UIItem::ListenToElementMessage`, decomp 229344) + +The cell handles four element messages (CONFIRMED 229347-229418): +- **`0x21` = begin-drag** (left-press-and-move on an occupied cell): walk to the parent + `UIElement_ItemList` (`GetParent()->DynamicCast(0x10000031)`) and call + `ItemList_BeginDrag(list, ptWindow.x, ptWindow.y)` (229357-229360). The list spawns the + `m_dragIcon` ghost and arms the drag. +- **`0x3e` = drag-over**, with two sub-cases keyed on `dwParam1`: + - `dwParam1 == 0` (drag left this cell): reset DragAccept to neutral + `SetState(0x1000003f)` (229381-229387). + - else (drag hovering): if a global drag is active (`UIElementManager::s_pInstance-> + m_dragElement != 0`), forward to `ItemList_DragOver(list, target, dragElement)` + (229390-229406); the list decides accept/reject and flips the DragAccept overlay. +- **`0x15` = drop/release**: clear the weenie's waiting flag and hide + `m_elem_Icon_Ghosted` (229363-229379). (The retail event-id sequence is + `0x15→0x21→0x1C→0x3E`, which acdream's `UiRoot` already cites verbatim — `UiRoot.cs:448`.) + +### 5.2 The drop-TARGET rollover (`UIElement_Field::MouseOverTop`, decomp 126098) + +Every cell inherits Field's drop-target rollover. When a drag is in progress +(`UIElementManager::s_pInstance->m_dragElement != 0`) and this field has the +CatchDroppedItem attribute (`GetAttribute_Bool(0x36)`, plus `0x70`/`0x38`), it calls +`m_dragDropCallback(m_dragElement, this)` to test acceptance and sets element state **9** +(accept) or **0xa** (reject), saving the old state for restore on leave (126124-126153). +`UIElement_Field::CatchDroppedItem` (decomp 126159) restores the rollover state then +chains `UIElement::CatchDroppedItem` (the real drop handler). CONFIRMED. + +The `0x36` attribute (CatchDroppedItem flag) is exactly what `UIElement_UIItem::PostInit` +sets `true` on every cell (decomp 229744: `SetPropertyName(0x36); …(1); SetProperty`), +with `0x3a` and `0x39` set false (229755/229766). So **every item-cell is a drop target +by construction.** CONFIRMED. + +### 5.3 `InqDropIconInfo` — what the drop carries (decomp 230533) + +`UIElement_ItemList::InqDropIconInfo(dragElement, &objId, &containerId, &flags)` reads +the dragged element's properties via `InqProperty(0x1000000f..0x10000014)` and assembles +the flag word (230595-230617): `flags = (bit8 from 0x10000014) | (bit2 from 0x10000013) +| (bit4 from 0x10000012) | (bit1 from var_39/0x10000011)`. The synthesis flag semantics +hold: **`flags & 0xE == 0`** ⇒ fresh drag from inventory (place-new); **`flags & 4`** ⇒ +within-list reorder (the source slot is `m_lastShortcutNumDragged`). `objId` = the +dragged object guid; `containerId` = its source container. CONFIRMED (the bit→source +mapping is the toolbar/inventory docs' `HandleDropRelease`). + +### 5.4 The drag handler interface (`ItemListDragHandler` + `RegisterItemListDragHandler`) + +`UIElement_ItemList::RegisterItemListDragHandler(list, handler)` stores +`this->m_dragHandler = handler` (decomp 230461-230464). Each panel registers ITSELF as +the handler on every slot list (toolbar §5, paperdoll §2a). On a drop, the list routes +to the handler's `HandleDropRelease`, which resolves the target slot + the +`InqDropIconInfo` payload and issues the wire action (the per-panel docs). The shared +contract the spine defines is: **`ItemListDragHandler { OnItemListDragOver(list, +target, drag); HandleDropRelease(msg) }`** + `RegisterItemListDragHandler(handler)`. + +### 5.5 Drag-ghost / cursor lifecycle + +`m_dragIcon` (id `0x10000345`) is created in `PostInit` from a DBObj and kept hidden +(`SetVisible(0)`, decomp 229738-229740); on begin-drag the list makes the global +`m_dragElement` track the cursor (the translucent icon copy), and on drop it is hidden +again. The drag-ghost graphic is the SAME `m_pDragIcon` the icon compositor built (§3.2) +— base + overlay, no underlay. CONFIRMED. + +### 5.6 What acdream's `UiRoot` already has vs. needs + +**Already there (verified `UiRoot.cs`):** `DragSource`/`DragPayload` (cs:71-73), +`BeginDrag` (cs:450), `UpdateDragHover` emitting `DragOver`/`DragEnter`/`DragLeave` +(cs:458-482), `FinishDrag` emitting `DropReleased` with an `accepted` flag (cs:484-496), +the 3-pixel `DragDistanceThreshold` promote-on-move (cs:84,183-189), and the retail +`0x15→0x21→0x1C→0x3E` chain noted in the comment (cs:448). `CapturesPointerDrag` on +`UiElement` distinguishes interior-drag from window-move. + +**Needs to grow:** a per-cell *accept test* hook (the retail `m_dragDropCallback` / +`CatchDroppedItem` — `UiField` only NAMES these in its doc-comment, it does NOT implement +them: `UiField.cs:7-11` "Carries retail Field's drag-drop hooks +(CatchDroppedItem/MouseOverTop) as stubs for future item-window use" — there is no such +method body in the class). So the spine adds: (1) an `OnDragOver`→accept/reject result on +`UiItemSlot` that flips its DragAccept overlay state, (2) an `OnDrop` that calls the +panel's drag handler with the resolved `{objId, srcContainer, flags}`, and (3) the +`m_dragIcon` translucent ghost as the drag visual. CONFIRMED gap. + +### 5.7 Generic pick-up → drag → drop → dispatch (pseudocode) + +``` +on left-press over an OCCUPIED UiItemSlot: # retail msg 0x21 path + UiRoot.Captured = slot; _dragCandidate = true +on mouse-move while captured & moved > 3px: + UiRoot.BeginDrag(slot, payload = { objId = slot.itemID, + srcContainer = weenie._containerID, + srcSlotIndex = slot.shortcutNum }) + show slot.m_dragIcon tracking the cursor # retail m_dragElement +on drag-over a target UiItemSlot/UiItemList: # retail msg 0x3e / MouseOverTop + accepted = targetHandler.OnDragOver(target, payload) # m_dragDropCallback + target.SetDragAccept(accepted ? Accept(0x10000041) : Reject(0x10000040)) +on drag leaving the target: + target.SetDragAccept(Neutral 0x1000003f) +on release over target: # retail msg 0x15 / CatchDroppedItem + info = InqDropIconInfo(payload) # objId, srcContainer, flags + targetHandler.HandleDropRelease(target, info) # per-panel: picks the opcode: + # toolbar slot : flags&0xE==0 -> CreateShortcutToItem ; flags&4 -> reorder + # pack slot : PutItemInContainer 0x0019 + # equip slot : GetAndWieldItem 0x001A (target's EquipMask) + # ground : DropItem 0x001B + # compatible stack: StackableMerge 0x0054 / split dialog -> Stackable*Split* + # NPC : GiveObjectRequest 0x00CD + slot.SetWaitingState(true) # speculative ghost until server confirm + hide drag ghost; clear DragSource +on server reply (move event) or rollback (InventoryServerSaveFailed 0x00A0): + slot.SetWaitingState(false); UIItem_Update(...) # confirm or revert +``` +The opcode-selection table is the per-panel docs' job (already covered); the spine owns +the pick-up → ghost → accept-test → release → `InqDropIconInfo` → dispatch-to-handler +chain above. + +--- + +## 6. New toolkit widgets this spine introduces + +| Widget | Registers at | Leaf vs container | Purpose | +|---|---|---|---| +| **`UiItemSlot`** (port of `UIElement_UIItem`, class `0x10000032`) | resolved class id `0x10000032` (resolves to a `UIElement_Field` subclass ⇒ underlying Type 3); a behavioral leaf in `DatWidgetFactory` keyed off the resolved class id | **LEAF** (`ConsumesDatChildren=>true`) — reproduces the icon + §2.2 overlay sub-elements procedurally | one item-in-a-slot: composited icon (§3) + quantity `UiText` + capacity/structure `UiMeter`s + 10-step cooldown ring + selected/ghosted/open-container/drag-accept/sell/trade overlay states; binds `itemID` (retail `+0x5FC`). **The spine widget — build once.** | +| **`UiItemList` / `UiItemGrid`** (port of `UIElement_ItemList`, class `0x10000031`) | resolved class id `0x10000031` (dump root `0x10000339`, Type `268435505`, 32×32 — CONFIRMED `itemlist-0x2100003D.txt:13-23`) | **leaf to the importer** (`ConsumesDatChildren=>true`; manages its own `UiItemSlot` children procedurally) — logically a container of slots at runtime | a 1-cell (toolbar/equip) or N-cell (inventory) grid of `UiItemSlot`s; owns the drag handler registration. Port `ItemList_AddItem/InsertItem/Flush/IsInList/GetNumUIItems/GetItem/OpenContainer/SetChildList/SetParentContainer/BeginDrag/DragOver/InqDropIconInfo/RegisterItemListDragHandler`. | + +These exactly match the synthesis §2 / §7 rows — **no correction**. The `UiViewport` +(Type `0xD`), window manager, and sub-window-mount are NOT spine widgets (paperdoll / +shared-infra; out of scope here). One precision the spine adds: the `UiField` Type-3 +drag hooks are documented-but-unimplemented (§5.6) — the `UiItemSlot` is where they get a +body, not the generic `UiField`. + +--- + +## 7. Open questions / UNVERIFIED — resolved + carried forward + +**Resolved by this doc (synthesis §5 risks → now CONFIRMED):** +- **#1 icon-composite render** — RESOLVED. Each layer is a `0x06` RenderSurface decoded + directly; the icon is a 5-layer composite (`IconData::RenderIcons` 407524). §3. +- **#2 `+0x5FC` field name** — RESOLVED. It is `UIElement_UIItem::itemID` (decomp + 230230). §2.1. +- **#14 identified-vs-unidentified does NOT swap the icon** — CONFIRMED in the negative + (no appraise branch in the icon path). §3.4. + +**Carried forward (still need a follow-up):** +- **Effect-overlay blit into the slot surface (§3.2 layer 5)** — the effect DBObj + (`GetByEnum(0x10000005, lsb(effects)+1)`) is captured (`arg2`, 407575) but I did not + see its explicit `Blit` into the `m_pIcon` surface in the 2013 BN lifting (the visible + blits are type-default-underlay, custom-underlay, and the base+overlay drag layer). + LIKELY it blits as part of the overlay stage; confirm with a Ghidra decompile of + `0x0058d180` or a cdb trace before relying on the exact effect layering. UNVERIFIED. +- **Type-default underlay + effect-overlay enum→DID resolution** — `GetByEnum(0x10000004, + …)` / `GetByEnum(0x10000005, …)` resolve through the dat DidMapper/EnumMapper tables; + the concrete `0x06` ids per item-type / effect were not enumerated. MVP can ship + base-`_iconID`-only. §3.3. UNVERIFIED. +- **Paletted UI icons** — `GetOrUploadRenderSurface` passes `palette: null` + (`TextureCache.cs:135`), returning magenta on a paletted (INDEX16/P8) icon. Most item + icons are pre-baked BGRA/DXT, but verify no item icon is paletted before shipping; if + one is, wire a UI palette (the D.2b memory flags this as a known TODO). UNVERIFIED. +- **CreateObject IconId on a CONTAINED item** (synthesis §5 risk #3) — byte-trace a live + capture that ACE sets `IconId` on a non-3D-visible pack item's CreateObject vs. + relying on PlayerDescription. LIKELY present; verify. (WireMCP capture of `0xF745`.) +- **`m_dragDropCallback` shape** — retail's per-field accept callback signature + (`callback(dragElement, this) -> bool`, decomp 126124) is confirmed; the acdream + binding (a delegate on `UiItemSlot`/the handler) is a design call for the build spec. + +--- + +## 8. MEMORY.md index line + +- [UI item-slot SPINE — icon composite + drag-drop](research/2026-06-16-ui-item-slot-icon-dragdrop-spine-deep-dive.md) — D.2b shared spine (completes the 5-doc arc): `UiItemSlot`(`UIElement_UIItem` 0x10000032, the `+0x5FC` bound id RESOLVED = `itemID`) inside `UiItemList`(0x10000031). ICON CRUX RESOLVED: each layer is a `0x06` RenderSurface decoded DIRECTLY via `GetOrUploadRenderSurface`, but the on-screen icon is a 5-layer runtime COMPOSITE (`IconData::RenderIcons` @407524: type-default underlay + `_iconUnderlayID` + `_iconID` base + `_iconOverlayID`+tint + effect overlay, blitted into one 32×32 surface; NOT a single texture, NOT appraise-gated). Drag-drop state machine: cell inherits `UIElement_Field::MouseOverTop`/`CatchDroppedItem` (drop-target rollover, attr 0x36) + `ListenToElementMessage` msgs 0x21 begin-drag/0x3e drag-over/0x15 drop; `InqDropIconInfo` flags 0xE==0 fresh-drag, &4 reorder; `UiRoot` already has the drag chain (0x15→0x21→0x1C→0x3E), `UiField` only STUBS the hooks. acdream gap: `CreateObject` discards IconId (cs:516). Sub-element id map + named states (`ItemSlot_Empty 0x060074CF`, DragOver Accept/Reject/DropIn 0x060011F9/F8/F7) included. diff --git a/docs/research/2026-06-16-ui-panels-synthesis.md b/docs/research/2026-06-16-ui-panels-synthesis.md new file mode 100644 index 00000000..3dd77de1 --- /dev/null +++ b/docs/research/2026-06-16-ui-panels-synthesis.md @@ -0,0 +1,407 @@ +# D.2b core panels — SYNTHESIS (toolbar + inventory + paperdoll) + +**Date:** 2026-06-16 +**Phase:** D.2b retail-UI engine, "core panels" research arc. Report-only synthesis. +**Role:** synthesis lead reconciling the three panel deep-dives into one authoritative +build plan. The deliverable is this doc; no code was written. +**Inputs (all read in full):** +- toolbar: [`2026-06-16-action-bar-toolbar-deep-dive.md`](2026-06-16-action-bar-toolbar-deep-dive.md) +- inventory: [`2026-06-16-inventory-deep-dive.md`](2026-06-16-inventory-deep-dive.md) +- paperdoll: [`2026-06-16-equipment-paperdoll-deep-dive.md`](2026-06-16-equipment-paperdoll-deep-dive.md) +- handoff: [`2026-06-16-action-bar-inventory-equipment-handoff.md`](2026-06-16-action-bar-inventory-equipment-handoff.md) + +> ## Note: the SPINE doc was completed in a follow-up pass +> The handoff promised a "spine agent" doc covering the shared item-slot widget, icon +> decode, and the full drag-drop state machine. During the original workflow run the +> spine agent died on a transient API error, so this synthesis was first written against +> a `null` spine digest. **The spine doc has since been written:** +> [`2026-06-16-ui-item-slot-icon-dragdrop-spine-deep-dive.md`](2026-06-16-ui-item-slot-icon-dragdrop-spine-deep-dive.md). +> It resolves the two items this synthesis had left open: (1) the **icon-composite +> render path** — each icon LAYER is a `0x06` RenderSurface decoded DIRECTLY, but the +> on-screen icon is a **5-layer runtime composite** blitted into one private 32×32 +> surface (`IconData::RenderIcons` decomp 407524), NOT a single texture and NOT +> appraise-gated; (2) the item-cell **bound-object field `+0x5FC` = `UIElement_UIItem::itemID`** +> (decomp 230230). The shared `UIElement_UIItem` / `UIElement_ItemList` identity facts +> below were first-hand-derived + re-verified by the panel agents and remain sound. +> §4 Step 0 and the §5 risks below have been updated to reflect the completed spine doc. + +## 0. Summary + confidence legend + +The three D.2b core panels are all built from the **same two reusable retail widgets**: +the **item-slot** (`UIElement_UIItem`, class `0x10000032`) and the **item-list/grid** +(`UIElement_ItemList`, class `0x10000031`). Every slot in every panel is one of these — +the toolbar is 18 single-cell item-lists, the inventory is N-cell item-list grids, and +the paperdoll is ~25 single-cell item-lists keyed to `EquipMask`. Build those two +widgets once and all three panels fall out. The paperdoll adds one genuinely new piece: +a **`UiViewport`** (`UIElement_Viewport`, Type `0xD`) that renders a live 3D character +clone into a UI rect — the single biggest new engineering item. All three panels are +pop-up windows, so they all need the deferred **window manager** (open/close/z-order/ +persist + Dragbar Type 2 + Resizebar Type 9 drag-resize). On the wire, acdream is in +good shape: most C→S builders and S→C parsers already exist; the concrete gaps are a +handful of missing builders (`DropItem`, `GetAndWieldItem`, `NoLongerViewingContents`), +missing parsers (`ViewContents`, `SetStackSize`, `InventoryRemoveObject`), two +incomplete parsers (a dropped 4th field on `0x0022`; a dropped error code on `0x00A0`), +and `CreateObject` discarding `IconId`/`StackSize`/capacities the cells need. + +**Confidence legend** (carried from the source docs, re-checked here): +- **CONFIRMED** — quoted from a named-decomp `class::method` (with line) or a real + `file:line` that I or a panel agent opened. +- **LIKELY** — inferred from a confirmed source; the inference is named. +- **UNVERIFIED** — educated guess, flagged loudly; needs a decomp/cdb follow-up before + porting. + +**Synthesis-lead re-verifications (opened first-hand, this session):** +- `CreateObject.cs:515-516` — `_ = ReadPackedDword(...) // WeenieClassId; _ = ReadPackedDwordOfKnownType(..., IconTypePrefix);` → **IconId and WeenieClassId are discarded**. CONFIRMED. +- `acclient_2013_pseudo_c.txt:135087-135088` — `UIElement_ItemList::Register();` and `UIElement_UIItem::Register();` are real adjacent symbols (`0x0047a483`/`0x0047a488`). CONFIRMED. +- `acclient_2013_pseudo_c.txt:135130-135132` — `gmBackpackUI::Register / gmInventoryUI::Register / gmPaperDollUI::Register` all real. CONFIRMED. +- `acclient_2013_pseudo_c.txt:175242-175508` — the ~25 paperdoll equip slots each `DynamicCast(0x10000031)` (`m_neckSlot, m_headSlot, m_weaponReadySlot, m_ammoReadySlot, …`) + `RegisterItemListDragHandler`. CONFIRMED. +- `acclient_2013_pseudo_c.txt:229180-229413` — the `m_elem_Icon_*` family (`_Ghosted`, `_OpenContainer`, `_Selected`, `_DragAccept`) and its `SetState` reject/accept/neutral states (`0x10000040` / `0x10000041` / `0x1000003f`) are real on `UIElement_UIItem`. CONFIRMED (corroborates the inventory agent's first-hand derivation). + +--- + +## 1. Confirmed class ids + LayoutDesc ids + sizes + +All confirmed via `*::Register` (`RegisterElementClass`) in the decomp + the +pre-dumped `.layout-dumps/` trees. The element-class id and the LayoutDesc id are +distinct namespaces (`0x10000xxx` = element class registered in C++; `0x21000xxx` = +the dat LayoutDesc that builds the window). + +| Panel / widget | Element class id | LayoutDesc id | Root element | Size (W×H) | Register anchor | +|---|---|---|---|---|---| +| `gmToolbarUI` (action bar) | `0x10000007` | `0x21000016` | `0x10000191` | 300×122 | `gmToolbarUI::Register` (decomp 196897); `GetUIElementType`→`0x10000007` (196707) | +| `gmInventoryUI` (frame) | `0x10000023` | `0x21000023` | `0x100001CC` | 300×362 | `gmInventoryUI::Register` (decomp 176285 / `0x004a6a60`) | +| `gmBackpackUI` (pack strip) | `0x10000022` | `0x21000022` | `0x100001C8` | 61×339 | `gmBackpackUI::Register` (decomp 176531 / `0x004a6e80`) | +| `gmPaperDollUI` (equip doll) | `0x10000024` | `0x21000024` | `0x100001D4` | 224×214 | `gmPaperDollUI::Register` (decomp 174445 / `0x004a4560`) | +| `gm3DItemsUI` ("Contents of Backpack") | `0x10000021` | `0x21000021` | `0x100001C4` | 234×120 | `gm3DItemsUI::Register` (decomp 176723) | +| `UIElement_UIItem` (item-slot, shared) | `0x10000032` | `0x21000037` (32×32 cell template) | — | 32×32 | `UIElement_UIItem::Register` (decomp 229339 / `0x0047a488`) | +| `UIElement_ItemList` (item-list/grid, shared) | `0x10000031` | `0x2100003D` (single 32×32 cell) | `0x10000339` | 32×32 cell | `UIElement_ItemList::Register` (decomp / `0x0047a483`) | + +**Nesting (CONFIRMED `gmInventoryUI::PostInit` 176236-176259):** the inventory FRAME +(`0x21000023`) hosts three NESTED gm\*UI windows by id — `0x100001CD`→paperdoll +(`DynamicCast 0x10000024`), `0x100001CE`→backpack (`DynamicCast 0x10000022`), +`0x100001CF`→3D-items (`DynamicCast 0x10000021`). This "sub-window mount" (an element +whose Type is a high `0x10000xxx` game class with its own `BaseLayoutId`) is a +capability the importer does **not** have yet. + +**Note on `gm3DItemsUI`:** despite the "3D" name it is a 2D "Contents of Backpack" +item-list (`gm3DItemsUI::PostInit` 176728 sets `m_contentsText`→"Contents of Backpack", +`m_itemList`→`DynamicCast(0x10000031)`; its layout has NO Viewport). The 3D character +doll is in `gmPaperDollUI`, not here. CONFIRMED. + +--- + +## 2. CONSOLIDATED new toolkit widgets (the single authoritative list) + +This reconciles the four docs into one list. The shipped D.2b toolkit already has +Button(1)/Dragbar(2)/Field(3)/Menu(6)/Meter(7)/Panel(8)/Scrollbar(0xB)/Text(0xC) plus +`UiDatElement` for generic chrome — those are **reused**, not re-listed. + +**Type-registration model:** the shipped numeric Type registry (1=Button … 0x12=Proto) +is the toolkit's generic-widget dispatch. The item-slot / item-list / viewport are NOT +in that numeric table — in retail they are **`UIElement` subclasses registered by a +full class id** via `RegisterElementClass(0x10000xxx, …)`, and in the dat their +elements have `Type=0` and inherit the real class id through the `BaseElement` chain +(resolved by `ElementReader.Merge`'s zero-wins-base rule). So in acdream's +`DatWidgetFactory` they are **new behavioral leaf widgets keyed off the resolved class +id**, exactly the same pattern as the existing behavioral widgets — they just key off +`0x10000031`/`0x10000032`/`0xD` rather than a small numeric Type. (The numeric Type +that `0xD`=Viewport occupies in the confirmed registry IS a generic toolkit Type, so +`UiViewport` can register at Type `0xD` directly; the item-slot/item-list register at +their class ids.) + +| Widget | Registers at | Leaf vs container | Panels that use it | Purpose | +|---|---|---|---|---| +| **`UiItemSlot`** (port of `UIElement_UIItem`, class `0x10000032`) | class id `0x10000032` (resolves to a `UIElement_Field` subclass ⇒ underlying **Type 3**). Behavioral leaf. | **LEAF** (`ConsumesDatChildren=>true`) — reproduces its icon + overlay sub-elements procedurally | **all three** (toolbar slots, inventory cells, paperdoll equip slots) | one item-in-a-slot: icon (underlay/base/effects-overlay) + quantity text + capacity/structure Type-7 bars + cooldown ring; holds the bound object id (retail `+0x5FC`); selection/ghost/drag-accept/open-container overlay states. **The spine widget — build once.** | +| **`UiItemList` / `UiItemGrid`** (port of `UIElement_ItemList`, class `0x10000031`) | class id `0x10000031`. Behavioral widget. | **leaf wrt the importer** (manages its own `UiItemSlot` children procedurally) — but logically a **container** of slots | **all three** (toolbar = 1-cell instances; inventory = N-cell grids; paperdoll = 1-cell equip slots) | a 1-cell or N-cell grid of `UiItemSlot`s. Port `ItemList_AddItem/InsertItem/Flush/IsInList/GetNumUIItems/GetItem/OpenContainer/SetChildList/SetParentContainer/OpenFirstContainer`. Backpack uses **two** instances (own list `+0x604`, other-container list `+0x608`). | +| **`UiViewport`** (port of `UIElement_Viewport`, Type `0xD`) | numeric Type **`0xD`** (confirmed registry; `UIElement_Viewport::Register`→`RegisterElementClass(0xd,…)` decomp 119126) | **LEAF** (`ConsumesDatChildren=>true`) | **paperdoll only** | hosts a single live 3D entity (the character clone) rendered into the widget's screen rect via a scissored mini 3D pass. Owns a fixed camera + one distant light + an `AnimatedEntityState`. **Needs a new Core→App render-into-rect seam (`IUiViewportRenderer`, Code-Structure Rule 2). The biggest new piece.** | +| **Window manager** (shared infra; drives Dragbar Type 2 + Resizebar Type 9) | not a registered widget — infra that drives existing Type-2/Type-9 chrome + `UiElement.Draggable/Resizable` | n/a | **all three** (plus future pop-ups) | open/close/z-order/persist for pop-up windows + faithful grip/dragbar drag-resize. Today vitals/chat use whole-window drag (accepted IA-12 approximation). This is "the other deferred Plan-2 piece." | +| **Sub-window mount** (LayoutImporter capability, not a widget) | n/a — an element whose Type is a high `0x10000xxx` game class WITH a non-zero `BaseLayoutId` | container | **inventory** (frame nests paperdoll + backpack + 3D-items) | lets `LayoutImporter` instantiate a NESTED `LayoutDesc` window inside a parent slot. The importer recurses generic children today but has never mounted another gm\*UI window. | +| **Per-panel controllers** (`ToolbarController`, `InventoryController`, `PaperDollController`) | not widgets — controllers like `VitalsController`/`ChatWindowController` | n/a | one per panel | find-by-id binding + wire send/receive + model restore. The `gm*UI::PostInit` analogues. (Listed for completeness; each is panel-specific, not a shared widget.) | + +### 2a. Reconciled disagreements between the agents + +The four docs were **consistent** on the big-three widget identities; the differences +were wording, not substance. Reconciled: + +1. **Item-slot Type — no real conflict.** Toolbar + inventory + paperdoll all call it + `UIElement_UIItem`, class **`0x10000032`**, a `UIElement_Field` subclass (underlying + Type 3), built as a behavioral **leaf**. The paperdoll doc's widget table named its + equip-slot variant "`UiItemSlot` registering at `0x10000031`" — that is the *equip + slot* (a single-cell `UIElement_ItemList`), NOT the inner item-cell. **Reconciliation: + `UIElement_ItemList` (`0x10000031`) is the slot/grid container; `UIElement_UIItem` + (`0x10000032`) is the item-cell inside it.** The paperdoll equip slot is a 1-cell + `UIElement_ItemList` that holds at most one `UIElement_UIItem` — same two-widget spine + as everywhere else, just constrained to one cell. (CONFIRMED: every paperdoll slot is + `DynamicCast(0x10000031)`, decomp 175242-175508; the inner cell is the + `UIElement_UIItem` `0x10000032` per the inventory agent's `UIItem_Update`/`m_elem_Icon` + citations, re-verified at 229180-229413.) + +2. **Item-list "leaf vs container".** Toolbar + paperdoll said **leaf** (the importer + doesn't build its dat children; it reproduces cells procedurally); inventory said + **container** (it lays out an N-column grid). **Reconciliation: it is a behavioral + LEAF to the importer** (`ConsumesDatChildren=>true`, the importer must NOT recurse its + dat children) but it is logically a **container of `UiItemSlot`s at runtime** (it + creates/destroys cells procedurally as items arrive). Both descriptions are correct + at different layers; the binding rule for the factory is `ConsumesDatChildren=>true`. + +3. **`UiViewport` Type.** Only the paperdoll doc introduced it; **Type `0xD`**, + confirmed against the registry (`0xD`=Viewport) and `RegisterElementClass(0xd,…)`. + No conflict. + +4. **Window manager.** All three docs named it identically (shared, drives Dragbar + Type 2 + Resizebar Type 9, open/close/z-order/persist). No conflict. + +5. **`+0x5FC` (bound object id on the item-cell).** The toolbar doc anchors this by + OFFSET only (UNVERIFIED symbolic name). The inventory/spine-territory render of the + cell would have named it; since the spine doc is missing, **it stays UNVERIFIED** — + carried to §5. + +--- + +## 3. Cross-panel wire-message catalog (de-duplicated) + +All C→S ride the `0xF7B1` GameAction envelope (`u32 0xF7B1; u32 seq; u32 subOpcode; …`); +all S→C item events ride the `0xF7B0` GameEvent envelope (`u32 0xF7B0; u32 target; +u32 seq; u32 eventOpcode; …`). De-duplicated across the three panels; the "Panels" +column shows which panel(s) use each. acdream parse-status is the union of what the +three agents found (each cross-checked against `src/AcDream.Core.Net/`). + +### 3.1 Client → server (GameActions) + +| Opcode | Name | Dir | Trigger | ACE handler | Chorizite type | acdream status | Panels | +|---|---|---|---|---|---|---|---| +| `0x0019` | PutItemInContainer | C→S | drag item into pack / pick up (container=self) | `GameActionPutItemInContainer.Handle` | `Inventory_PutItemInContainer*` | **parsed** — `InteractRequests.BuildPickUp` (InteractRequests.cs:97) | inv, paperdoll (un-wield) | +| `0x001A` | GetAndWieldItem | C→S | equip item from pack onto doll/equip slot | `GameActionGetAndWieldItem.Handle` (Actions/GameActionGetAndWieldItem.cs:7-14) → `Player.HandleActionGetAndWieldItem(itemGuid, EquipMask)` | `Inventory_GetAndWieldItem` (`uint ObjectId; EquipMask Slot`, generated.cs:14-42) | **MISSING** (no builder) | paperdoll, inv | +| `0x001B` | DropItem | C→S | drop item on the ground | `GameActionDropItem.Handle` (1×u32 guid) | — | **MISSING** (no builder) | inv | +| `0x0035` | UseWithTarget | C→S | use src item on target (toolbar target-mode / key→door) | (Interact) | — | **parsed** — `InteractRequests.BuildUseWithTarget` | toolbar, inv | +| `0x0036` | UseItem | C→S | use/activate a single item (toolbar slot activation) | `GameActionUseItem` | — | **parsed** — `InteractRequests.BuildUse` | toolbar, inv | +| `0x0054` | StackableMerge | C→S | drop stack A onto compatible stack B | `GameActionStackableMerge.Handle` (from,to,amount) | — | **parsed** — `InventoryActions.BuildStackableMerge` | inv | +| `0x0055` | StackableSplitToContainer | C→S | split N off a stack into a pack slot | `GameActionStackableSplitToContainer.Handle` (stack,container,place,amount) | — | **parsed** — `InventoryActions.BuildStackableSplitToContainer` | inv | +| `0x0056` | StackableSplitTo3D | C→S | split N off a stack onto the ground | `GameActionStackableSplitTo3D.Handle` (stack,amount) | — | **parsed** — `InventoryActions.BuildStackableSplitTo3D` | inv | +| `0x019B` | StackableSplitToWield | C→S | split N off a stack into an equip slot (arrows) | `GameActionStackableSplitToWield` (stack,equipMask,amount) | — | **parsed** — `InventoryActions.BuildStackableSplitToWield` | inv, paperdoll | +| `0x00CD` | GiveObjectRequest | C→S | give item/N-of-stack to NPC/player | `GameActionGiveObjectRequest.Handle` (target,item,amount) | — | **parsed** — `InventoryActions.BuildGiveObjectRequest` | inv | +| `0x0195` | NoLongerViewingContents | C→S | close a side-pack / ground-container view | `GameActionType` 0x0195 (containerGuid) | — | **MISSING** (no builder) | inv | +| `0x019C` | AddShortCut | C→S | pin item to toolbar slot (on drag-to-slot / add-selected) | `GameActionAddShortcut.Handle` → `Character.AddOrUpdateShortcut(Index,ObjectId)` | `Character_AddShortCut { ShortCutData Shortcut }` | **builder present** — `InventoryActions.BuildAddShortcut` *(fix field naming → Index/ObjectId/SpellId\|Layer)* | toolbar | +| `0x019D` | RemoveShortCut | C→S | unpin / evict / overwrite a toolbar slot | `GameActionRemoveShortcut.Handle` → `Character.TryRemoveShortcut(index)` | `Character_RemoveShortCut { uint Index }` | **builder present** — `InventoryActions.BuildRemoveShortcut` | toolbar | + +### 3.2 Server → client (GameEvents / GameMessages) + +| Opcode | Name | Dir | Trigger | ACE handler | Chorizite type | acdream status | Panels | +|---|---|---|---|---|---|---|---| +| `0x0022` | InventoryPutObjInContainer | S→C | confirm item in container at slot | `GameEventItemServerSaysContainId` (itemGuid,containerGuid,placement,**containerType**) | — | **parsed INCOMPLETE** — `GameEvents.ParsePutObjInContainer` reads 3 fields, **drops containerType**; wired (GameEventWiring.cs:239) | inv | +| `0x0023` | WieldObject | S→C | confirm item equipped to slot | `GameEventWieldItem` (objectId, i32 equipMask) | — | **parsed + wired** — `GameEvents.ParseWieldObject`, GameEventWiring.cs:231 | paperdoll, inv | +| `0x0052` | CloseGroundContainer | S→C | server closed a ground-container view | `GameEventCloseGroundContainer` (containerGuid) | — | **parsed UNWIRED** — `GameEvents.ParseCloseGroundContainer`, not in WireAll | inv | +| `0x00A0` | InventoryServerSaveFailed | S→C | reject speculative client move (roll back) | `GameEventInventoryServerSaveFailed` (itemGuid, weenieError) | — | **parsed UNWIRED INCOMPLETE** — reads guid only, **drops error**; not in WireAll | inv (+toolbar/paperdoll rollback) | +| `0x00C9` | IdentifyObjectResponse | S→C | appraise result (gates tooltip, not icon) | `GameEventIdentifyObjectResponse` (guid,flags,success,property tables) | — | **parsed + wired** — `AppraiseInfoParser` via GameEventWiring.cs:245 | inv, paperdoll, toolbar (tooltip) | +| `0x0196` | ViewContents | S→C | full contents list of an opened container | `GameEventViewContents` (container,count,{guid,containerType}×n) | — | **MISSING** (no parser) | inv | +| `0x0197` | SetStackSize | S→C | update a stack count+value after merge/split | `GameMessageSetStackSize` (seq,guid,stackSize,value) | — | **MISSING** (no parser) | inv, toolbar | +| `0x019A` | InventoryPutObjectIn3D | S→C | confirm item dropped to world | `GameEventItemServerSaysMoveItem` (objectGuid) | — | **parsed UNWIRED** — `GameEvents.ParsePutObjectIn3D`, not in WireAll | inv | +| `0xF625` | ObjDescEvent | S→C | wield/unwield → full new appearance broadcast → `RedressCreature` | `GameMessageObjDescEvent` → `SerializeUpdateModelData` (GameMessageObjDescEvent.cs:10-17) | (ModelData block) | **parsed** — `ObjDescEvent.cs:33-73` (`CreateObject.ReadModelData`) | paperdoll | +| `0xF745` | CreateObject | S→C | spawn a weenie incl. a pack item (IconId/WeenieClassId/StackSize/Value/capacities) | `GameMessageCreateObject` → `WorldObject.SerializeCreateObject` | `Item_CreateObject` | **parsed INCOMPLETE** — `CreateObject.TryParse` **discards IconId (cs:516), WeenieClassId (cs:515), StackSize, Value, ItemCapacity, ContainerCapacity** | all (icon + quantity source) | +| (UIQueue) | InventoryRemoveObject | S→C | remove item from inventory view (given/dropped/destroyed) | `GameMessageInventoryRemoveObject` (guid) | — | **MISSING** (no parser) | inv, toolbar | +| `PlayerDescription` SHORTCUT block | persisted toolbar shortcut list | S→C | login (part of `0xF7B0`/0x0013 `PlayerDescription`) | `Player_Character.GetShortcuts()` | `ShortCutData` (Index,ObjectId,LayeredSpellId) | **parsed** — `PlayerDescriptionParser.cs:345-356` → `Parsed.Shortcuts` | toolbar | +| `PlayerDescription` equipped `InventoryPlacement` list | persisted equipped-gear list | S→C | login | `GameEventPlayerDescription.WriteEventBody` | `Login_PlayerDescription` | **PARTIAL** — equipped section NOT surfaced (PlayerDescriptionParser.cs:70-77) | paperdoll | + +**Shared-message note:** `CreateObject (0xF745)` and `IdentifyObjectResponse (0x00C9)` +are used by all three panels and de-duplicated above. `GetAndWieldItem (0x001A)` is +shared by inventory (equip-from-grid) and paperdoll (drop-on-doll); `UseItem (0x0036)`/ +`UseWithTarget (0x0035)` are shared by toolbar activation and inventory double-click. + +### 3.3 acdream wire-gap TODO (the build session's concrete list) + +- **Add C→S builders:** `GetAndWieldItem (0x001A)`, `DropItem (0x001B)`, + `NoLongerViewingContents (0x0195)`. +- **Add S→C parsers:** `ViewContents (0x0196)`, `SetStackSize (0x0197)`, + `InventoryRemoveObject`. +- **Fix incomplete parsers:** `ParsePutObjInContainer` (read the 4th `containerType` + u32); `ParseInventoryServerSaveFailed` (read the `weenieError` u32). +- **Wire (register in `GameEventWiring.WireAll`):** `ViewContents`, + `InventoryPutObjectIn3D (0x019A)`, `CloseGroundContainer (0x0052)`, + `InventoryServerSaveFailed (0x00A0)`. +- **Extend `CreateObject.TryParse`** to capture `IconId`, `WeenieClassId`, `StackSize`, + `Value`, `ItemCapacity`, `ContainerCapacity` (cells need icon + quantity + + capacity bar). **Re-verified discarded at `CreateObject.cs:515-516`.** +- **Extend `PlayerDescriptionParser`** to surface the equipped `InventoryPlacement + {iid, loc, priority}` list (paperdoll slot icons at login). +- **Fix `InventoryActions.BuildAddShortcut` field naming** (currently + `slotIndex/objectType/targetId`; wire layout is correct for item shortcuts but + semantics should be `Index/ObjectId/SpellId|Layer`). + +--- + +## 4. Recommended build order + +Ordered by dependency so the next session can go straight to brainstorm → spec → plan. +Each step states why it must come where it does. + +**Step 0 — SPINE research (DONE — see the spine doc).** +The spine doc is complete: +[`2026-06-16-ui-item-slot-icon-dragdrop-spine-deep-dive.md`](2026-06-16-ui-item-slot-icon-dragdrop-spine-deep-dive.md). +It specs the item-cell widget, the 5-layer icon composite (`IconData::RenderIcons` +decomp 407524 — each layer a `0x06` RenderSurface decoded directly, blitted into one +private 32×32 surface: type-default underlay / custom underlay / base `_iconID` / custom +overlay+tint / effect overlay), `UIElement_UIItem::UIItem_Update`/`UIItem_SetIcon` +(decomp 230226+), the overlay-state machine, and the widget-level drag-drop hooks +(`UIElement_Field::MouseOverTop`/`CatchDroppedItem`). The `+0x5FC` field is resolved +(`UIElement_UIItem::itemID`). Steps 2-7 can now proceed against a finished port spec; +this is **no longer blocking**. (Note: WB `TextureHelpers.cs` / ACViewer `IndexToColor` +are for WORLD textures — item icons take NO subpalette overlay at composite time; see +the spine doc.) + +**Step 1 — Window manager foundation.** +*Why first among code:* all three panels are pop-up windows that must open/close, stack +(z-order), persist position, and (faithfully) drag/resize via Dragbar (Type 2) + +Resizebar (Type 9). Vitals/chat shipped with whole-window drag (accepted IA-12 +approximation); the panels need the real thing. Everything visible in Steps 5-7 mounts +inside a managed window, so the manager is the substrate. It is independent of the wire +work, so it can proceed in parallel with Step 0. + +**Step 2 — `UiItemSlot` widget + icon pipeline (`UIElement_UIItem` 0x10000032).** +*Why here:* it is the atom of all three panels. Depends on Step 0 (icon render) and on +the §3.3 `CreateObject` extension (IconId/StackSize) for real data. Build the leaf +widget: icon composite, quantity text, capacity/structure Type-7 bars, cooldown ring, +and the selection/ghost/drag-accept/open-container overlay states. + +**Step 3 — `UiItemList` / `UiItemGrid` widget (`UIElement_ItemList` 0x10000031).** +*Why here:* it composes `UiItemSlot`s and is used by every panel (1-cell and N-cell). +Depends on Step 2. Port `ItemList_AddItem/InsertItem/Flush/IsInList/GetNumUIItems/ +GetItem/OpenContainer/SetChildList/SetParentContainer`. Register as a behavioral leaf +(`ConsumesDatChildren=>true`). + +**Step 4 — Wire wiring (builders/parsers/wireup from §3.3).** +*Why here:* the controllers in Steps 5-7 need the full send/receive surface, and this is +independent of the widget rendering — it can run in parallel with Steps 1-3. Add the +missing builders/parsers, fix the two incomplete parsers, register the unwired parsers, +extend `CreateObject` + `PlayerDescriptionParser`, fix `BuildAddShortcut` naming. Each +new deviation gets a divergence-register row in the same commit. + +**Step 5 — `ToolbarController` + the action bar (simplest panel).** +*Why before the others:* the toolbar is the simplest consumer (18 single-cell lists, no +nested sub-windows, no viewport) and exercises the full spine + window manager + wire +path end-to-end. acdream already parses the SHORTCUT block and has both shortcut +builders, so it's the fastest path to a working, testable panel. Bind the 18 slots, +the hidden selected-object meters + stack slider, the panel-launcher buttons; restore +from `Parsed.Shortcuts`; wire `UseShortcut`/`AddShortcut`/`RemoveShortcut` + +`HandleDropRelease`. + +**Step 6 — `InventoryController` + the inventory/backpack panels + sub-window mount.** +*Why here:* adds the N-cell grid (Step 3 at scale), the burden Meter (reuses Type-7 +`SetLoadLevel`→fill 0x69), the dual-ItemList container model (own `+0x604` / other +`+0x608`), and the **sub-window mount** importer capability (frame nests paperdoll + +backpack + 3D-items). The hardest 2D panel; depends on Steps 1-4 and the new sub-window +mount. + +**Step 7 — `UiViewport` + `PaperDollController` + the equipment doll (biggest new piece).** +*Why last:* it depends on everything above (window manager, equip-slot `UiItemList` +instances, `GetAndWieldItem` wire, `PlayerDescription` equipped list) AND introduces the +single largest new engineering item: the **UI↔3D render seam** (`IUiViewportRenderer` +Core interface, App impl, per Code-Structure Rule 2) that renders a re-dressed player +clone into a scissored UI rect. It reuses acdream's existing `EntitySpawnAdapter`/ +`AnimatedEntityState` character path, but the rect-scissored single-entity pass is new. +Doing it last lets the 2D panels validate the spine first, so a 3D-render bug is +isolated. + +**Parallelism summary:** Step 0 (spine research) + Step 1 (window manager) + Step 4 +(wire) can all proceed independently; Steps 2→3→5→6→7 are the dependent spine→panels +chain. + +--- + +## 5. Open risks / UNVERIFIED — resolve BEFORE implementation + +Collated from all four docs; each needs a decomp or cdb follow-up before the cited step. + +1. **SPINE doc — RESOLVED (no longer blocking).** Written: + [`2026-06-16-ui-item-slot-icon-dragdrop-spine-deep-dive.md`](2026-06-16-ui-item-slot-icon-dragdrop-spine-deep-dive.md). + Icon-composite render (`IconData::RenderIcons` 407524, 5 layers) + the widget-level + drag-drop state machine (`UIElement_Field::MouseOverTop`/`CatchDroppedItem`, cell msgs + `0x21`/`0x3e`/`0x15`, `InqDropIconInfo` flags) are now specced with anchors. +2. **`UIElement_UIItem +0x5FC` bound-object-id field name — RESOLVED = `itemID`.** + `UIElement_UIItem::itemID`, anchored at `UIItem_Update` decomp 230230 + (`uint32_t itemID = this->itemID; … GetWeenieObject(itemID)`), corroborated 230422/233107 + (companion field `spellID`). See the spine doc. +3. **`CreateObject` IconId for CONTAINED (non-3D-visible) pack items — LIKELY.** + Confirmed on the wire + currently discarded (`CreateObject.cs:516`), but not + byte-traced that ACE sets IconId on a *contained* item's CreateObject vs. relying on + PlayerDescription. Verify against a live capture before treating CreateObject as the + sole icon source. +4. **Use-item opcode `ItemHolder::UseObject` sends (0x0035 vs 0x0036) — UNVERIFIED.** + Throttle (0.2 s) + dispatch CONFIRMED (decomp 402923); the precise opcode branch + (`DetermineUseResult`) not traced to the send. Both opcodes exist in acdream + `InteractRequests.cs`; reconcile when wiring toolbar/inventory activation (Step 5/6). +5. **`UseShortcut` target-mode path — out of scope, file follow-up.** + `ClientUISystem::ExecuteTargetModeForItem` (use-item-on-target) depends on the cursor + target-mode subsystem; not part of the action-bar widget itself. +6. **`SetDelayedShortcutNum` deferral — needs a re-bind state machine.** When a slot's + weenie isn't loaded yet (`AddShortcut` decomp 196867), the slot must re-bind once + `CreateObject` for that guid arrives. Detail in the `ToolbarController` port (Step 5). +7. **Paperdoll `0x100001E0` = MissileAmmo `0x800000` — LIKELY only.** The decomp + immediate is corrupted to a string-ptr (line 173676); inferred from the EquipMask gap + + neighbors. Re-decompile `0x004a388a` in Ghidra to recover the real value (Step 7). +8. **Paperdoll viewport camera/light float immediates — UNVERIFIED (not byte-decoded).** + Lines 175524-175526 / 174144-174146; the agent read the hex but did not convert all + floats (`0x3df5c28f≈0.12`, `0xc019999a≈−2.4`, `0xc0400000=−3.0`, `0xc059999a≈−3.4`, + `0x3f6147ae≈0.88`, `0x3f800000=1.0`). Decode precisely for faithful framing (Step 7). +9. **UI↔3D render seam — DESIGN-OPEN.** How a UI rect drives a scissored single-entity + 3D pass (after the world pass vs. as a UI overlay), and the exact + `IUiViewportRenderer` Core-interface shape (Code-Structure Rule 2). Brainstorm before + Step 7. +10. **Does the doll clone the player `WorldEntity` or build a fresh one? — UNVERIFIED.** + Retail clones the player `CPhysicsObj` (`makeObject(GetPhysicsObject(player_id))`, + line 173999); acdream has no player-as-renderable today (player = camera). LIKELY a + dedicated `WorldEntity` from the local player's Setup+ObjDesc fed to a private + viewport host. Settle in Step 7 brainstorm. +11. **Inventory side-pack column `0x100001CB` (16×252, base `0x2100003E`) — UNVERIFIED.** + Tabs (one per sub-bag) or a scrollbar gutter? Dump `0x2100003E` to settle (Step 6). +12. **`UIElement_ItemList` grid geometry (column count, cell pitch) — LIKELY.** Cell + template 36×36 (`0x100001C9`); `UIElement_UIItem` `0x21000037` is 32×32. Confirm the + fixed-column wrap by reading `UIElement_ItemList::ItemList_AddItem` (Step 3). +13. **Value/coin total NOT in the inventory window — UNVERIFIED home.** No value Meter/ + text in `0x21000022`/`0x21000023`; the window shows BURDEN only. Do NOT invent a + value summary; find its real home before adding one. +14. **Identified-vs-unidentified does NOT swap the icon — CONFIRMED (negative).** The + spine doc confirms there is no appraise branch anywhere in the icon path + (`UIItem_SetIcon` → `IconData::RenderIcons`); appraise gates `UpdateTooltip` only. +15. **`InventoryActions.BuildAddShortcut` field-naming bug — CONFIRMED file contents, + LIKELY latent bug.** Wire layout is correct for item shortcuts; the param names + (`slotIndex/objectType/targetId`) are misleading. Fix to `Index/ObjectId/ + SpellId|Layer` + register a divergence row at port time (Step 4/5). + +--- + +## 6. Proposed MEMORY.md index lines (for ALL 5 docs) + +The parent will append these; I do NOT edit MEMORY.md. + +- [UI core-panels SYNTHESIS (toolbar+inventory+paperdoll)](research/2026-06-16-ui-panels-synthesis.md) — D.2b build plan reconciling the 3 panel deep-dives. Big-three new widgets: `UiItemSlot`(`UIElement_UIItem` 0x10000032, shared leaf), `UiItemList/Grid`(`UIElement_ItemList` 0x10000031, shared leaf-to-importer), `UiViewport`(Type 0xD, paperdoll 3D doll), plus the shared **window manager** (Dragbar 2 + Resizebar 9) + sub-window-mount importer capability + per-panel controllers. De-duped cross-panel wire table; build order (window mgr → item-slot+icon → item-list → wire → toolbar → inventory → paperdoll; spine research DONE). +- [UI item-slot SPINE — icon composite + drag-drop](research/2026-06-16-ui-item-slot-icon-dragdrop-spine-deep-dive.md) — D.2b shared spine (completes the 5-doc arc): `UiItemSlot`(`UIElement_UIItem` 0x10000032, `+0x5FC` RESOLVED = `itemID`) inside `UiItemList`(0x10000031). ICON CRUX: each layer is a `0x06` RenderSurface decoded DIRECTLY, but the icon is a 5-layer runtime COMPOSITE (`IconData::RenderIcons` @407524; NOT one texture, NOT appraise-gated). Drag-drop = `Field::MouseOverTop`/`CatchDroppedItem` + cell msgs 0x21/0x3e/0x15 + `InqDropIconInfo` flags; `UiRoot` already has the chain, `UiField` only stubs the hooks; gap = `CreateObject` discards IconId (cs:516). +- [Action bar / quick slots (`gmToolbarUI`) deep dive](research/2026-06-16-action-bar-toolbar-deep-dive.md) — 18 item slots (2 rows of 9, ids `0x100001A7-AF`+`0x100006B7-BF`) = `UIElement_ItemList`(0x10000031) of one `UIElement_UIItem`(0x10000032); model `ShortCutManager::shortCuts_[18]` persisted in `PlayerDescription`'s SHORTCUT block (acdream already parses it); live mutate via `AddShortCut 0x019C`/`RemoveShortCut 0x019D` (acdream builders present — fix `BuildAddShortcut` field naming); activation = ordinary use-item (`ItemHolder::UseObject`, no special wire); the 2 Meters + Scrollbar in `0x21000016` are the hidden selected-object Health/Mana bars + stack-split slider, NOT paging; drag-drop via `gmToolbarUI : ItemListDragHandler::HandleDropRelease`. New widgets: `UiItemSlot` + `UiItemList` + `ToolbarController`. +- [Inventory panel deep-dive (gmInventoryUI/gmBackpackUI)](research/2026-06-16-inventory-deep-dive.md) — D.2b: LayoutDesc 0x21000023 (frame: title + 3 nested sub-windows) + 0x21000022 (backpack: burden Meter 0x100001D9 via SetLoadLevel→fill 0x69, main-pack ItemList 0x100001CA); full inventory wire catalog (C→S 0x0019/1A/1B/54/55/56/19B/CD/195, S→C 0x0022/23/196/19A/A0/52 + SetStackSize/InventoryRemoveObject) with acdream parse-status (gaps: DropItem/GetAndWieldItem/ViewContents builders, 0x0022 4th field, CreateObject IconId); new widgets UiItemSlot(0x10000032)/UiItemGrid(0x10000031)+sub-window mount+window manager. +- [Equipment/Paperdoll panel deep-dive](research/2026-06-16-equipment-paperdoll-deep-dive.md) — gmPaperDollUI 0x10000024/LayoutDesc 0x21000024: doll = UIElement_Viewport (Type 0xD, elem 0x100001D5) hosting a CreatureMode clone re-dressed via DoObjDescChangesFromDefault; ~25 equip slots are single-cell UIElement_ItemList (0x10000031) mapped element-id→EquipMask by GetLocationInfoFromElementID; wield = GetAndWieldItem (0x001A, item+EquipMask, acdream-MISSING), appearance reply = ObjDescEvent 0xF625 (acdream-PARSED) → RedressCreature; acdream's EntitySpawnAdapter/AnimatedEntityState char path is reusable; new widgets = UiViewport (0xD, the UI↔3D bridge), UiItemSlot (0x10000031), window manager. gm3DItemsUI 0x21000021 is a "Contents of Backpack" list, NOT the doll. +- [Action-bar/inventory/equipment research handoff](research/2026-06-16-action-bar-inventory-equipment-handoff.md) — the §3 question list (Q1-Q12) + agent assignment that drove the toolbar/inventory/paperdoll/spine deep-dives. (All 5 research docs delivered; the spine doc was completed in a follow-up pass after a transient agent failure.) + +--- + +## 7. New toolkit widgets this introduces (recap) + +| Widget | dat Type / class it registers at | leaf vs container | Purpose | +|---|---|---|---| +| `UiItemSlot` | class `0x10000032` (`UIElement_UIItem`) | leaf (`ConsumesDatChildren=>true`) | shared item-cell: icon + quantity + capacity/structure bars + overlay states + bound object id | +| `UiItemList` / `UiItemGrid` | class `0x10000031` (`UIElement_ItemList`) | leaf to importer; container of slots at runtime | shared 1-cell/N-cell grid of `UiItemSlot`s | +| `UiViewport` | numeric Type `0xD` (`UIElement_Viewport`) | leaf (`ConsumesDatChildren=>true`) | paperdoll 3D character doll via a scissored mini 3D pass; needs `IUiViewportRenderer` Core→App seam | +| Window manager | infra (drives Dragbar Type 2 + Resizebar Type 9) | n/a | open/close/z-order/persist + faithful grip/dragbar drag-resize for all pop-up panels | +| Sub-window mount | LayoutImporter capability (element whose Type is a high `0x10000xxx` class with a `BaseLayoutId`) | container | nest a `LayoutDesc` window inside a parent slot (inventory frame → paperdoll/backpack/3D-items) | + +## 8. Open questions / UNVERIFIED (recap) + +See §5 for the full collated list with anchors. The former blocking item — the spine +doc — is now written (icon-composite render path + widget-level drag-drop state machine +specced with anchors; `+0x5FC` = `itemID` resolved). Remaining items are per-step +follow-ups (decode the paperdoll camera floats, recover `0x100001E0`, dump +`0x2100003E`, byte-trace CreateObject IconId for contained items). + +--- + +**Single MEMORY.md index line for THIS doc:** + +- [UI core-panels SYNTHESIS (toolbar+inventory+paperdoll)](research/2026-06-16-ui-panels-synthesis.md) — D.2b build plan reconciling the 3 panel deep-dives: shared `UiItemSlot`(0x10000032)+`UiItemList`(0x10000031) spine, `UiViewport`(Type 0xD) for the paperdoll 3D doll, window manager (Dragbar 2 + Resizebar 9) + sub-window-mount; de-duped cross-panel wire table; build order window-mgr→item-slot+icon→item-list→wire→toolbar→inventory→paperdoll (spine research DONE — see the spine deep-dive). From 0b5e849325bfe4d3706e909897f1079bc5377cd1 Mon Sep 17 00:00:00 2001 From: Erik Date: Tue, 16 Jun 2026 21:05:04 +0200 Subject: [PATCH 141/223] docs(D.5.1): toolbar phase-1 design spec First D.5 sub-phase: ship gmToolbarUI as the first data-driven game panel (18 slots from LayoutDesc 0x21000016, populated from the persisted PlayerDescription shortcuts, real composited icons, click-to-use). Minimal scope; faithful CPU icon pre-composite (IconData::RenderIcons port). Five bounded units: UiItemSlot, UiItemList, IconComposer, CreateObject IconId extension, ToolbarController. Roadmap registration of D.5.1 is plan step 0. Co-Authored-By: Claude Opus 4.8 (1M context) --- .../2026-06-16-d2b-toolbar-phase1-design.md | 272 ++++++++++++++++++ 1 file changed, 272 insertions(+) create mode 100644 docs/superpowers/specs/2026-06-16-d2b-toolbar-phase1-design.md diff --git a/docs/superpowers/specs/2026-06-16-d2b-toolbar-phase1-design.md b/docs/superpowers/specs/2026-06-16-d2b-toolbar-phase1-design.md new file mode 100644 index 00000000..d1130bdb --- /dev/null +++ b/docs/superpowers/specs/2026-06-16-d2b-toolbar-phase1-design.md @@ -0,0 +1,272 @@ +# D.5.1 — Toolbar (action bar) — Phase 1 design + +**Date:** 2026-06-16 +**Status:** design approved (brainstorm), spec under review → writing-plans next +**Phase:** D.5.1 — first sub-phase of D.5 "Core panels" (D.2b retail-look track). NEW +sub-phase; roadmap registration is plan step 0 (roadmap discipline rule 4). +**Builds on:** the shipped D.2b widget toolkit (`b7f7e2b`→`89626cd`) — generic +Type-registered widgets built by `DatWidgetFactory`, assembled by `LayoutImporter`, +bound by thin `gm*UI::PostInit`-style controllers. See +[`claude-memory/project_d2b_retail_ui.md`](../../../claude-memory/project_d2b_retail_ui.md). + +**Research evidence base (the anchors live here — this spec cites, does not re-derive):** +- [`docs/research/2026-06-16-ui-panels-synthesis.md`](../../research/2026-06-16-ui-panels-synthesis.md) — the build plan + consolidated widget list + cross-panel wire table +- [`docs/research/2026-06-16-ui-item-slot-icon-dragdrop-spine-deep-dive.md`](../../research/2026-06-16-ui-item-slot-icon-dragdrop-spine-deep-dive.md) — `UIElement_UIItem`/`UIElement_ItemList` port spec, the icon composite, drag-drop spine +- [`docs/research/2026-06-16-action-bar-toolbar-deep-dive.md`](../../research/2026-06-16-action-bar-toolbar-deep-dive.md) — `gmToolbarUI` shortcut model + wire + element map + +--- + +## 1. Goal + +Ship the **action bar (`gmToolbarUI`)** as the first data-driven *game* panel (vitals +and chat were HUD). 18 shortcut slots built from `LayoutDesc 0x21000016` via the existing +`LayoutImporter`, populated from the persisted `PlayerDescription` shortcut block, each +pinned item rendering its **real composited icon**, with **click-to-use**. Gated +`ACDREAM_RETAIL_UI=1`, whole-window-drag. + +The point of doing the toolbar first is that it is the **thinnest end-to-end slice that +exercises the entire shared item spine** — the `UiItemSlot` widget, the icon composite +pipeline, the `UiItemList` widget, a find-by-id controller, and the `CreateObject` icon +extension — on the simplest of the three panels (no nested sub-windows, no 3D viewport, +no multi-column grid). Everything built here is reused verbatim by the inventory and +paperdoll phases. + +## 2. Scope + +**In scope (Phase 1):** +- `UiItemSlot` widget (port of `UIElement_UIItem`, class `0x10000032`) — empty-slot + icon render. +- `UiItemList` widget (port of `UIElement_ItemList`, class `0x10000031`) — single-cell instances. +- Icon composite pipeline (faithful CPU pre-composite — Approach A, §4.3). +- `CreateObject.TryParse` extension to capture `IconId` onto `ItemInstance`. +- `ToolbarController` — find-by-id bind, populate-from-shortcuts, deferred re-bind, click-to-use. +- Toolbar window mounted under `ACDREAM_RETAIL_UI=1`, whole-window-drag. + +**Out of scope (later D.5 sub-phases):** +- Drag/reorder within the bar; drag-to-add from inventory (needs inventory as a drag source). +- The `AddShortCut`/`RemoveShortCut` mutate wire (`0x019C`/`0x019D`) — builders already exist; wiring them is deferred to the drag phase. +- The hidden selected-object Health/Mana meters (`0x100001A1`/`A2`) + the stack-split slider (`0x100001A4`) — stay `SetVisible(0)`, matching `gmToolbarUI::PostInit`. +- Spell shortcuts (`ItemList_InsertSpellShortcut`, `CM_Magic` path). +- Faithful window manager (Dragbar/Resizebar drag-resize) — uses the accepted IA-12 whole-window-drag approximation. +- Inventory and paperdoll panels. + +## 3. Retail anchors (the load-bearing facts, verified) + +All confirmed against the named decomp during the research phase and re-verified for this +spec. Lines are `acclient_2013_pseudo_c.txt`. + +- **Window:** `gmToolbarUI` element class `0x10000007` → `LayoutDesc 0x21000016` (300×122). + `gmToolbarUI::Register` (decomp 196897), `GetUIElementType`→`0x10000007` (196707). +- **18 slots, two rows of 9:** element ids `0x100001A7-AF` (top) + `0x100006B7-BF` (bottom), + wired in `gmToolbarUI::InitShortcutArray` (decomp 197051); each is a `DynamicCast(0x10000031)` + = `UIElement_ItemList`, pushed into `m_shortcutSlots` in slot-index order. +- **Slot content:** each slot list holds one `UIElement_UIItem` (item-cell, class + `0x10000032`). The cell's bound weenie guid is `UIElement_UIItem::itemID` (offset `+0x5FC`), + read in `UIItem_Update` (decomp 230230: `uint32_t itemID = this->itemID; … GetWeenieObject(itemID)`). +- **Persisted model:** `ShortCutManager::shortCuts_[18]` (`acclient.h:36492`); the struct is + `ShortCutData { int index_; uint objectID_; uint spellID_; }` (`acclient.h:36484`). Delivered + at login in the `PlayerDescription` `SHORTCUT` block (`CharacterOptionDataFlag.SHORTCUT 0x1`). + acdream already parses it → `PlayerDescriptionParser.cs:345-356` → `Parsed.Shortcuts` + (`ShortcutEntry{Index, ObjectGuid, SpellId, Layer}`). +- **Populate at login:** `gmToolbarUI::UpdateFromPlayerDesc` (decomp 198838) — `FlushShortcuts` + then for i in 0..0x12 read `shortCuts_[i]->objectID_` and `AddShortcut(this, objId, i, send=0)`. +- **Deferred bind:** `UIElement_UIItem::SetDelayedShortcutNum` / `AddShortcut` (decomp 196867) + re-binds a slot whose weenie hasn't loaded yet once `CreateObject` for that guid arrives. +- **Activation (click-to-use):** `gmToolbarUI::UseShortcut` (decomp 196395) → `ItemHolder::UseObject` + (decomp 402923, 0.2s throttle `m_timeLastUsed + 0.2`) → ordinary use-item dispatch (NOT a + shortcut-specific wire message). acdream's use-item path = `InteractRequests.BuildUse` (`0x0036`). +- **Icon composite:** `UIElement_UIItem::UIItem_SetIcon` (230143) → `ACCWeenieObject::GetIconData` + (408224) → `IconData::RenderIcons` (407524). Five layers, bottom→top: item-type default + underlay `DBObj::GetByEnum(0x10000004, lsb(itemType)+1)`; custom underlay `_iconUnderlayID`; + base `_iconID`; custom overlay `_iconOverlayID` + `SurfaceWindow::ReplaceColor` tint; effect + overlay `DBObj::GetByEnum(0x10000005, lsb(effects)+1)`. **Every layer is DBObj type `0xc` + = RenderSurface, id range `0x06000000-0x07FFFFFF`** — decoded DIRECTLY via + `TextureCache.GetOrUploadRenderSurface` (the D.2b RenderSurface-vs-Surface gotcha: feeding + a `0x06` id to `GetOrUpload` returns 1×1 magenta). Icon is NOT appraise-gated (no appraise + branch in the icon path; appraise gates `UpdateTooltip` only). +- **acdream gap:** `CreateObject.TryParse` currently DISCARDS `IconId` (`CreateObject.cs:516`: + `_ = ReadPackedDwordOfKnownType(..., IconTypePrefix)`). `ItemInstance` already has the + `IconId`/`IconUnderlayId`/`IconOverlayId`/`StackSize`/`ContainerId` fields. + +## 4. Architecture & components + +Five new/extended units, each with one purpose and a defined interface. The pattern +mirrors the shipped vitals/chat re-drive exactly: dat `LayoutDesc` → `LayoutImporter` → +`DatWidgetFactory` builds widgets generically → a thin controller binds by id. + +### 4.1 `UiItemSlot` (new behavioral widget) — port of `UIElement_UIItem` (`0x10000032`) + +- **Location:** `src/AcDream.App/UI/UiItemSlot.cs`. +- **Registration:** `DatWidgetFactory` dispatches it on the resolved element **class id** + `0x10000032`. NOTE: the shipped factory keys off the small *numeric* Types (1–0x12); the + item-slot/item-list are `UIElement` subclasses identified by a high class id, so the plan + must add a class-id dispatch branch (the class id is already surfaced — `ElementReader.Merge` + resolves it through the `BaseElement` chain, and `UIElement_UIItem` derives from + `UIElement_Field`/Type 3, so do NOT register numeric Type 3 — that stays chrome `UiDatElement`, + per the shipped toolkit's deliberate Type-3 rule). Behavioral **leaf** — overrides + `ConsumesDatChildren => true` so the importer does NOT build its dat sub-elements (it + reproduces them procedurally). +- **State:** `uint ItemId` (the bound weenie guid, retail `+0x5FC`). Phase 1 needs only this. + Quantity / selection / drag-accept / ghost / open-container overlay states are *structurally + reserved* (documented as later-phase hooks) but inert. +- **Render:** if `ItemId == 0` → draw the empty-slot sprite (the dat state `ItemSlot_Empty` + → `0x060074CF`, read from the element's states like every other `UiDatElement` sprite). Else + → draw the composited icon (§4.3) into the 32×32 cell. Phase 1 draws no quantity text / no + overlays. +- **Depends on:** the icon pipeline (§4.3), `UiRenderContext.DrawSprite`. + +### 4.2 `UiItemList` (new behavioral widget) — port of `UIElement_ItemList` (`0x10000031`) + +- **Location:** `src/AcDream.App/UI/UiItemList.cs`. +- **Registration:** `DatWidgetFactory` keyed off class id `0x10000031`. Behavioral leaf + (`ConsumesDatChildren => true`) — manages its `UiItemSlot` children procedurally. +- **Phase-1 API subset:** `AddItem(UiItemSlot)` / `Flush()` / `GetNumUIItems()` / + `GetItem(int)`. The toolbar uses 18 **single-cell** instances (one `UiItemSlot` each), so + the N-cell grid layout (column wrap, cell pitch) is NOT needed yet — deferred to the + inventory phase. A single-cell list just hosts at most one slot. +- **Depends on:** `UiItemSlot`. + +### 4.3 Icon pipeline (Approach A — faithful CPU pre-composite) + +- **Location:** `src/AcDream.App/UI/IconComposer.cs` (App layer — it touches GL texture + upload). Pure-decode helpers may live alongside `TextureCache`. +- **Behaviour:** port `IconData::RenderIcons` (407524). For a given item's icon ids, build a + single 32×32 BGRA composite on the CPU by alpha-compositing the layers bottom→top + (§3 list), apply the `ReplaceColor` palette tint to the custom-overlay layer, then upload + the result once as a GL texture and **cache it keyed by the icon-id tuple** (so identical + items share one composite). The slot draws one sprite. +- **Layer decode:** each layer id is a `0x06` RenderSurface decoded DIRECTLY (Portal/HighRes + `TryGet` → `SurfaceDecoder.DecodeRenderSurface(palette:null)`), the same path + `TextureCache.GetOrUploadRenderSurface` already uses — but composited on the CPU rather than + drawn as separate sprites. +- **Enum-mapper layers:** the type-default underlay (`GetByEnum(0x10000004, …)`) and effect + overlay (`GetByEnum(0x10000005, …)`) require reading the two DBObj enum-mapper tables. These + are bounded lookups (index → RenderSurface id); port them as part of this unit. If a mapper + proves more involved than the research suggests, the base + custom underlay/overlay layers + still composite correctly and the enum layers can land as a tight follow-up within the phase + (documented, not silently dropped). +- **Why pre-composite, not stacked draws:** the custom-overlay `ReplaceColor` tint is a + per-pixel palette operation, not a simple alpha-blend — it cannot be reproduced by a tinted + `DrawSprite`. CPU compositing is therefore the faithful path, and it's the shared spine for + all three panels, so it's built correctly once. +- **Depends on:** `DatCollection` (RenderSurface decode), GL texture upload. + +### 4.4 `CreateObject` icon extension + `ItemInstance` + +- **Location:** `src/AcDream.Core.Net/Messages/CreateObject.cs`, `src/AcDream.Core/Items/ItemInstance.cs`. +- **Change:** in `CreateObject.TryParse`, capture the `IconId` (currently discarded at + `CreateObject.cs:516`) — and the underlay/overlay/effect ids if present in the same block — + onto the parsed object so `ItemRepository` stores them on `ItemInstance` (fields already exist). +- **Step 0 verification:** confirm against **ACE source** (`WorldObject.SerializeCreateObject` + / the weenie property serialization) that a *contained* pack item's `CreateObject` actually + carries `IconId` (synthesis risk #3 — LIKELY, not yet byte-traced). Reading ACE is sufficient; + no live capture needed. If ACE only sends `IconId` for world-visible objects and relies on + `PlayerDescription` for pack items, fall back to the PD inventory block as the icon source — + this is a branch the plan must resolve before the icon pipeline is wired. + +### 4.5 `ToolbarController` (new) — the `gmToolbarUI::PostInit` analogue + +- **Location:** `src/AcDream.App/UI/ToolbarController.cs` (alongside `VitalsController`, + `ChatWindowController`). +- **Bind:** `Bind(LayoutDesc 0x21000016, …)` — find the 18 slot `UiItemList`s by id + (`0x100001A7-AF` + `0x100006B7-BF`) into an ordered `_slots[18]`. Force the 2 meters + (`0x100001A1`/`A2`) + slider (`0x100001A4`) hidden (matches `gmToolbarUI::PostInit`). +- **Populate (port `UpdateFromPlayerDesc`):** on the `PlayerDescription` arriving, `Flush` all + slots, then for each `Parsed.Shortcuts` entry resolve `ObjectGuid` → `ItemRepository` item → + set `_slots[Index]`'s cell `ItemId`. The cell renders the composited icon from the item's + `IconId`. +- **Deferred re-bind (port `SetDelayedShortcutNum`):** if a shortcut's guid is not yet in + `ItemRepository`, record it pending; when `ItemRepository` raises item-added for that guid, + bind the waiting slot. (Reuse `ItemRepository`'s existing item-change events.) +- **Click-to-use (port `UseShortcut`):** a slot click → controller → existing + `InteractRequests.BuildUse` (`0x0036`) for the cell's `ItemId`, gated by the 0.2s + use-throttle (`ItemHolder::UseObject`). No special shortcut wire. +- **Depends on:** `PlayerDescriptionParser.Parsed.Shortcuts`, `ItemRepository`, the slot + widgets, the command/interact send path. + +### 4.6 Wiring & gating + +- The toolbar window is built by `LayoutImporter` from `0x21000016` and mounted in `UiRoot` + under `ACDREAM_RETAIL_UI=1`, like vitals/chat. Always-on this phase. Root is `Anchors=None` + + `Draggable` (whole-window-drag, IA-12 approximation) — NOT `Resizable` (faithful resize is + the deferred window manager). +- `GameWindow` wiring follows the existing vitals/chat drain pattern (one controller + constructed + bound; per-panel try/catch fault isolation already exists). + +## 5. Data flow (login → visible toolbar) + +1. Login → `PlayerDescription` arrives → `PlayerDescriptionParser` fills `Parsed.Shortcuts`. +2. In parallel, the player's pack items arrive as `CreateObject` messages → `ItemRepository` + stores `ItemInstance`s **including `IconId`** (the §4.4 extension). +3. `ToolbarController` (bound to the imported `0x21000016` window) runs its populate pass: + for each shortcut, resolve guid → item → set slot `ItemId`. Missing items → pending, + re-bound on item-added. +4. Each filled `UiItemSlot` asks `IconComposer` for the composited 32×32 texture (cached by + icon-id tuple) and draws it; empty slots draw `0x060074CF`. +5. Click a filled slot → use-item (`0x0036`) with throttle. + +## 6. Testing strategy + +Conformance tests in the layer matching each unit; dat-free fixtures where possible (mirror +the vitals `0x2100006C` golden-fixture approach). + +- **`CreateObject` IconId** (`tests/AcDream.Core.Net.Tests`): a golden `CreateObject` byte + buffer parses with the expected `IconId` (and the previously-discarded fields). +- **`IconComposer`** (`tests/AcDream.App.Tests`): layer ORDER + presence given a synthetic + icon-id tuple (assert the composite requests layers bottom→top in the `RenderIcons` order; + assert the cache returns the same texture for the same tuple). The `ReplaceColor` tint math + gets a small unit test against a known palette index. +- **`UiItemSlot`** (`tests/AcDream.App.Tests`): `ItemId==0` selects the empty sprite; + `ItemId!=0` requests the composite. `ConsumesDatChildren==true`. +- **`UiItemList`**: `AddItem`/`Flush`/`GetNumUIItems`/`GetItem` over single-cell instances. +- **`ToolbarController`**: find-by-id binds 18 slots from a fixture tree; shortcut→item + resolution sets the right slot; an item arriving late triggers the deferred re-bind; a slot + click emits a use-item for the bound guid with the throttle respected. Meters/slider hidden. +- **Build + full suite green** before the visual gate. + +## 7. Acceptance criteria + +- `dotnet build` + `dotnet test` green. +- **Visual (the user's gate):** launch, log in `+Acdream` → an 18-slot action bar renders with + the correct dat chrome + empty-slot sprites; any persisted shortcuts show their **real + composited item icons**; clicking a pinned item **uses** it (observable server-side / + in-world). Whole-window drag works. +- Every AC-specific algorithm cites its named-decomp anchor in a comment (per the phase + checklist). +- Divergence rows added (§8); D.5.1 registered in the roadmap; memory updated if a durable + lesson emerges. + +## 8. Divergence register + roadmap (bookkeeping) + +- **Whole-window-drag** instead of faithful Dragbar-driven drag — already covered by the + existing **IA-12** row (reuse, no new row). +- **Icon enum-mapper layers**: if the type-default-underlay / effect-overlay layers land as a + follow-up rather than in the first commit, add a register row noting the temporarily-absent + layers (and delete it when they land). The base + custom underlay/overlay layers are faithful + from the first commit. +- **Roadmap:** register **D.5.1 — Toolbar** under D.5 "Core panels" as plan step 0 (avoids the + retroactive-registration deviation that the D.2b importer hit at roadmap line 428). + +## 9. Open items carried from research (resolve in the plan, before the dependent step) + +- **Step 0 — `CreateObject` IconId for contained items** (synthesis risk #3): read ACE source + to confirm pack-item `CreateObject` carries `IconId`; if not, use the PD inventory block. + Gates §4.3/§4.4. +- **Use-item opcode** (synthesis risk #4): `ItemHolder::UseObject` dispatch is confirmed; the + precise `0x0035` vs `0x0036` branch was not traced to the send. acdream has both in + `InteractRequests`; the toolbar uses single-item use (`0x0036`). Reconcile when wiring §4.5. +- The empty-slot baseline is itself a valid visual verification even if `+Acdream` has no + persisted shortcuts; pinning real items to verify icons may require the inventory phase + (drag-to-add) or a server-side pre-pin. + +## 10. Component boundary summary (isolation check) + +| Unit | One purpose | Interface | Depends on | +|---|---|---|---| +| `UiItemSlot` | render one item-in-a-slot | `ItemId` setter; standard `UiElement` draw/hit | `IconComposer`, render context | +| `UiItemList` | hold N item slots | `AddItem`/`Flush`/`GetNumUIItems`/`GetItem` | `UiItemSlot` | +| `IconComposer` | icon-id tuple → composited 32×32 texture | `GetIcon(iconIds) → texture` (cached) | `DatCollection`, GL upload | +| `CreateObject`/`ItemInstance` | carry `IconId` from wire to model | existing parse + fields | — | +| `ToolbarController` | bind + populate + use | `Bind(layout, deps)` | shortcuts, `ItemRepository`, slots, send path | + +Each can be understood and tested without reading the others' internals; the controller is +the only unit that knows about wire + model, keeping the widgets pure-presentation. From 44fabd350e78a09cadc6b504ed6ffd05522e62df Mon Sep 17 00:00:00 2001 From: Erik Date: Tue, 16 Jun 2026 21:27:49 +0200 Subject: [PATCH 142/223] docs(D.5.1): toolbar phase-1 implementation plan (+ spec wiring-delta note) 12-task TDD plan: register D.5.1 -> CreateObject IconId capture -> ItemRepository.EnrichItem -> spawn-event icon wiring -> persist shortcuts -> IconComposer (CPU composite) -> UiItemSlot -> UiItemList + factory branch -> ToolbarController -> GameWindow mount -> visual gate -> bookkeeping. Concrete call sites pinned (WorldSession.cs:701 EntitySpawned, GameEventWiring.WireAll, GameWindow Items@598, BuildUse 0x0036). Synced the spec's CreateObject section with the wider-than-expected wiring found during planning. Co-Authored-By: Claude Opus 4.8 (1M context) --- .../plans/2026-06-16-d2b-toolbar-phase1.md | 1104 +++++++++++++++++ .../2026-06-16-d2b-toolbar-phase1-design.md | 7 + 2 files changed, 1111 insertions(+) create mode 100644 docs/superpowers/plans/2026-06-16-d2b-toolbar-phase1.md diff --git a/docs/superpowers/plans/2026-06-16-d2b-toolbar-phase1.md b/docs/superpowers/plans/2026-06-16-d2b-toolbar-phase1.md new file mode 100644 index 00000000..1a083dbd --- /dev/null +++ b/docs/superpowers/plans/2026-06-16-d2b-toolbar-phase1.md @@ -0,0 +1,1104 @@ +# D.5.1 Toolbar (action bar) — Phase 1 Implementation Plan + +> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking. + +**Goal:** Ship the retail action bar (`gmToolbarUI`, `LayoutDesc 0x21000016`) as acdream's first data-driven game panel: 18 shortcut slots populated from the persisted `PlayerDescription` shortcut block, each pinned item rendering its real composited icon, with click-to-use. + +**Architecture:** Reuse the shipped D.2b assembly pattern (dat `LayoutDesc` → `LayoutImporter` → `DatWidgetFactory` → thin find-by-id controller). Two new shared widgets (`UiItemSlot`, `UiItemList`) + a CPU icon-composite pipeline (`IconComposer`) + the wire plumbing to carry `IconId` from `CreateObject` into `ItemRepository` and to persist the shortcut list. The 18 toolbar slots already resolve to `UIElement_ItemList` (class `0x10000031`) through the dat `BaseElement`/`BaseLayoutId` chain (slot → `0x100001B2` → `0x10000339`@`0x2100003D`, Type `0x10000031`), so one `DatWidgetFactory` branch makes them `UiItemList`s automatically; the item cell is created procedurally by the list. + +**Tech Stack:** C# .NET 10, Silk.NET OpenGL, the in-tree `AcDream.App/UI` retained-mode toolkit, `DatCollection` for RenderSurface decode, xUnit. + +**Spec:** [`docs/superpowers/specs/2026-06-16-d2b-toolbar-phase1-design.md`](../specs/2026-06-16-d2b-toolbar-phase1-design.md). +**Research anchors:** [`docs/research/2026-06-16-ui-item-slot-icon-dragdrop-spine-deep-dive.md`](../../research/2026-06-16-ui-item-slot-icon-dragdrop-spine-deep-dive.md), [`docs/research/2026-06-16-action-bar-toolbar-deep-dive.md`](../../research/2026-06-16-action-bar-toolbar-deep-dive.md). + +**Spec deltas discovered during planning (elaboration, not contradiction):** +- Spec §4.4 assumed "just capture IconId." Reality: acdream's `CreateObject.TryParse` discards IconId (`CreateObject.cs:516`) AND there is **no** `CreateObject`→`ItemRepository` wiring at all — the repo is populated only from `PlayerDescription` with stub `ItemInstance`s (`ObjectId`+`WeenieClassId`). So Tasks 2–4 add: capture IconId, enrich the repo from the spawn event, and persist `Parsed.Shortcuts` (currently parsed then discarded in `GameEventWiring`). +- IconId source is CONFIRMED to be `CreateObject` for contained pack items (ACE `WorldObject_Networking.cs:79` writes `WritePackedDwordOfKnownType(IconId, 0x6000000)` unconditionally; Chorizite `PublicWeenieDesc` reads `Icon` with no flag gate). No fallback needed. +- Phase-1 `IconComposer` scope: CPU-composite the layers whose source data `ItemInstance` already exposes (custom underlay `IconUnderlayId` + base `IconId` + custom overlay `IconOverlayId`, alpha-over). The retail `IconData::RenderIcons` (decomp 407524) `GetByEnum` type-default-underlay, the overlay `ReplaceColor` tint, and the effect overlay need wire data not yet parsed (overlay tint color, `IconEffects`) — DEFERRED with divergence rows (Task 12). This keeps Approach A (faithful CPU pre-composite) while scoping to available data. + +--- + +## Task 0: Register D.5.1 in the roadmap + +**Files:** +- Modify: `docs/plans/2026-04-11-roadmap.md` (the D.5 entry, ~line 433) + +- [ ] **Step 1: Add the D.5.1 sub-phase entry under D.5** + +In `docs/plans/2026-04-11-roadmap.md`, immediately after the `D.5 — Core panels` bullet (the one at ~line 433), add: + +```markdown +- **D.5.1 — Toolbar (action bar) [IN PROGRESS].** First D.5 sub-phase. `gmToolbarUI` (`LayoutDesc 0x21000016`) as the first data-driven game panel: 18 shortcut slots from the persisted `PlayerDescription` SHORTCUT block, real composited icons, click-to-use. New shared widgets `UiItemSlot` (`UIElement_UIItem` 0x10000032, procedural) + `UiItemList` (`UIElement_ItemList` 0x10000031, factory-registered) + `IconComposer` (CPU 5-layer composite, `IconData::RenderIcons` @407524) + the `CreateObject`→`ItemRepository` IconId wiring. Spec/plan: `docs/superpowers/{specs,plans}/2026-06-16-d2b-toolbar-phase1*.md`. Deferred to later D.5 sub-phases: drag/reorder, the AddShortcut/RemoveShortcut mutate wire, meters/slider, spell shortcuts, faithful window manager, inventory, paperdoll. +``` + +- [ ] **Step 2: Commit** + +```bash +git add docs/plans/2026-04-11-roadmap.md +git commit -m "docs(D.5.1): register toolbar phase-1 in the roadmap" +``` + +--- + +## Task 1: Capture `IconId` in `CreateObject.Parsed` + +**Files:** +- Modify: `src/AcDream.Core.Net/Messages/CreateObject.cs` (the `Parsed` struct ~lines 105-142; the parse at lines 515-516) +- Test: `tests/AcDream.Core.Net.Tests/CreateObjectTests.cs` (add a test; create the file if no CreateObject test exists — verify with `Glob tests/AcDream.Core.Net.Tests/*reate*bject*`) + +- [ ] **Step 1: Write the failing test** + +Add to `tests/AcDream.Core.Net.Tests/CreateObjectTests.cs` (mirror an existing CreateObject test's byte-buffer construction; if none exists, build a minimal body using the same field order as `TryParse`). The assertion that matters: + +```csharp +[Fact] +public void TryParse_capturesIconId() +{ + // A CreateObject body for a simple contained item. Build the bytes with the + // exact field order TryParse reads (guid, ... name, packed WeenieClassId, + // packed-of-known-type IconId 0x06xxxxxx, u32 itemType, ...). Reuse the helper + // that an existing CreateObject test uses to assemble a body; the new assertion: + var parsed = CreateObject.TryParse(BuildContainedItemBody(iconId: 0x06001234u)); + + Assert.NotNull(parsed); + Assert.Equal(0x06001234u, parsed!.Value.IconId); +} +``` + +- [ ] **Step 2: Run the test, verify it fails** + +Run: `dotnet test tests/AcDream.Core.Net.Tests --filter TryParse_capturesIconId` +Expected: FAIL — `Parsed` has no member `IconId` (compile error), or `IconId` is 0. + +- [ ] **Step 3: Add `IconId` to the `Parsed` struct and capture it** + +In `src/AcDream.Core.Net/Messages/CreateObject.cs`, add a field to the `Parsed` struct (the readonly struct around lines 105-142): + +```csharp +public uint IconId; // 0x06xxxxxx RenderSurface id of the item icon (0 = none) +``` + +In `TryParse`, change the discard at line 516 to capture, and assign it into the returned `Parsed`. Replace: + +```csharp +_ = ReadPackedDwordOfKnownType(body, ref pos, IconTypePrefix); +``` +with: +```csharp +uint iconId = ReadPackedDwordOfKnownType(body, ref pos, IconTypePrefix); +``` +Then add `IconId = iconId,` to the object/struct initializer where `Parsed` is constructed (the `return new Parsed { ... }` near the end of `TryParse`). Leave the `WeenieClassId` discard at line 515 as-is for now (the spawn event already carries it separately; capturing it is out of phase-1 scope). + +- [ ] **Step 4: Run the test, verify it passes** + +Run: `dotnet test tests/AcDream.Core.Net.Tests --filter TryParse_capturesIconId` +Expected: PASS. + +- [ ] **Step 5: Commit** + +```bash +git add src/AcDream.Core.Net/Messages/CreateObject.cs tests/AcDream.Core.Net.Tests/CreateObjectTests.cs +git commit -m "feat(D.5.1): capture IconId in CreateObject.Parsed (was discarded at cs:516)" +``` + +--- + +## Task 2: `ItemRepository.EnrichItem` (icon enrichment, enrich-existing) + +**Files:** +- Modify: `src/AcDream.Core/Items/ItemRepository.cs` (add a method; events already exist at lines 49-59) +- Test: `tests/AcDream.Core.Tests/Items/ItemRepositoryTests.cs` (verify the dir with `Glob tests/AcDream.Core.Tests/**/*ItemRepository*`; if absent, create it) + +- [ ] **Step 1: Write the failing test** + +```csharp +[Fact] +public void EnrichItem_updatesIconOnExistingStub_andRaisesUpdated() +{ + var repo = new ItemRepository(); + repo.AddOrUpdate(new ItemInstance { ObjectId = 0x5001u, WeenieClassId = 42u }); // stub from PlayerDescription + ItemInstance? updated = null; + repo.ItemPropertiesUpdated += i => updated = i; + + bool hit = repo.EnrichItem(0x5001u, iconId: 0x06001234u, name: "Mana Stone", type: ItemType.Misc); + + Assert.True(hit); + Assert.Equal(0x06001234u, repo.GetItem(0x5001u)!.IconId); + Assert.Equal("Mana Stone", repo.GetItem(0x5001u)!.Name); + Assert.NotNull(updated); +} + +[Fact] +public void EnrichItem_returnsFalse_whenItemUnknown() +{ + var repo = new ItemRepository(); + Assert.False(repo.EnrichItem(0x9999u, 0x06001234u, "x", ItemType.Misc)); +} +``` + +- [ ] **Step 2: Run the test, verify it fails** + +Run: `dotnet test tests/AcDream.Core.Tests --filter EnrichItem` +Expected: FAIL — `EnrichItem` not defined. + +- [ ] **Step 3: Implement `EnrichItem`** + +Add to `src/AcDream.Core/Items/ItemRepository.cs` (near `AddOrUpdate`): + +```csharp +/// +/// Enrich an already-known item (a stub created from PlayerDescription) with the +/// fuller data carried by its CreateObject (icon, name, type). Returns false if the +/// item isn't tracked yet — phase 1 enriches existing items only; full +/// CreateObject ingestion of newly-acquired items is the inventory phase. +/// Raises ItemPropertiesUpdated on success so bound widgets (the toolbar) re-render. +/// +public bool EnrichItem(uint objectId, uint iconId, string name, ItemType type) +{ + if (!_items.TryGetValue(objectId, out var item)) return false; + if (iconId != 0) item.IconId = iconId; + if (!string.IsNullOrEmpty(name)) item.Name = name; + if (type != default) item.Type = type; + ItemPropertiesUpdated?.Invoke(item); + return true; +} +``` + +- [ ] **Step 4: Run the test, verify it passes** + +Run: `dotnet test tests/AcDream.Core.Tests --filter EnrichItem` +Expected: PASS (both). + +- [ ] **Step 5: Commit** + +```bash +git add src/AcDream.Core/Items/ItemRepository.cs tests/AcDream.Core.Tests/Items/ItemRepositoryTests.cs +git commit -m "feat(D.5.1): ItemRepository.EnrichItem (icon/name/type from CreateObject)" +``` + +--- + +## Task 3: Thread `IconId` through the spawn event into `ItemRepository` + +This is integration wiring (no new pure unit; covered by Task 1/2 units + the visual gate). Three edits. + +**Files:** +- Modify: the `EntitySpawn` record (locate: `Grep "record EntitySpawn" src/AcDream.Core.Net` — likely `src/AcDream.Core.Net/WorldSession.cs` or a sibling) +- Modify: `src/AcDream.Core.Net/WorldSession.cs:701-719` (the `EntitySpawned?.Invoke(new EntitySpawn(...))`) +- Modify: `src/AcDream.App/Rendering/GameWindow.cs` (the `OnLiveEntitySpawned` handler — subscribed at line 2216) + +- [ ] **Step 1: Add `IconId` to the `EntitySpawn` record** + +Run: `Grep "record EntitySpawn" src/AcDream.Core.Net -n`. Add a `uint IconId` parameter to the record's positional parameter list (append it at the end to minimize call-site churn; note the one constructor call in WorldSession is updated next). + +- [ ] **Step 2: Pass `parsed.Value.IconId` at the invoke site** + +In `src/AcDream.Core.Net/WorldSession.cs`, in the `EntitySpawned?.Invoke(new EntitySpawn(...))` block (lines 701-719), add `parsed.Value.IconId` as the final constructor argument (matching the new record parameter position). + +- [ ] **Step 3: Enrich the repo in the spawn handler** + +In `src/AcDream.App/Rendering/GameWindow.cs`, find `OnLiveEntitySpawned` (the handler subscribed at line 2216). Add, near the top of the handler body (after the `EntitySpawn` arg is in scope, call it `e`): + +```csharp +// D.5.1: enrich a known inventory/equipped item (stubbed from PlayerDescription) +// with the icon/name/type its CreateObject carries, so the toolbar can render it. +Items.EnrichItem(e.Guid, e.IconId, e.Name, e.ItemType); +``` + +(`Items` is the `ItemRepository` field at `GameWindow.cs:598`. `EnrichItem` is a no-op returning false for non-item spawns — players, NPCs, furniture — because they aren't in the repo, so this is safe to call unconditionally.) + +- [ ] **Step 4: Build + run the full suite** + +Run: `dotnet build` then `dotnet test` +Expected: green (no behavior regression; the new arg threads through). + +- [ ] **Step 5: Commit** + +```bash +git add src/AcDream.Core.Net/WorldSession.cs src/AcDream.App/Rendering/GameWindow.cs +git commit -m "feat(D.5.1): thread CreateObject IconId into ItemRepository via spawn event" +``` + +--- + +## Task 4: Persist `Parsed.Shortcuts` (the durable holder) + +`Parsed.Shortcuts` is parsed in `GameEventWiring.WireAll`'s PlayerDescription handler then discarded. Surface it to a durable holder the toolbar reads. + +**Files:** +- Modify: `src/AcDream.Core.Net/GameEventWiring.cs` (the `WireAll` signature + the PlayerDescription lambda) +- Modify: `src/AcDream.App/Rendering/GameWindow.cs` (add a `Shortcuts` field; pass a callback at the `WireAll(...)` call ~line 2269) +- Test: `tests/AcDream.Core.Net.Tests/GameEventWiringTests.cs` + +- [ ] **Step 1: Write the failing test** + +In `tests/AcDream.Core.Net.Tests/GameEventWiringTests.cs`, add a test that feeds a `PlayerDescription` message carrying a SHORTCUT block through `WireAll` and asserts the new `onShortcuts` callback receives the parsed list. Mirror an existing `GameEventWiringTests` PlayerDescription test for the message-construction + dispatch harness: + +```csharp +[Fact] +public void WireAll_PlayerDescription_invokesOnShortcuts() +{ + IReadOnlyList? got = null; + // ... build the same harness an existing PD test uses, but pass the new + // onShortcuts callback into WireAll: onShortcuts: list => got = list + // then dispatch a PD message whose SHORTCUT block has one entry (idx=0, guid=0x5001, spell=0, layer=0). + + Assert.NotNull(got); + Assert.Single(got!); + Assert.Equal(0x5001u, got![0].ObjectGuid); +} +``` + +- [ ] **Step 2: Run the test, verify it fails** + +Run: `dotnet test tests/AcDream.Core.Net.Tests --filter WireAll_PlayerDescription_invokesOnShortcuts` +Expected: FAIL — `WireAll` has no `onShortcuts` parameter. + +- [ ] **Step 3: Add the callback to `WireAll` and invoke it** + +In `src/AcDream.Core.Net/GameEventWiring.cs`: +- Add a parameter to `WireAll`: `Action>? onShortcuts = null` (optional, so existing callers/tests compile unchanged). +- In the PlayerDescription handler lambda (where `Parsed` is in scope, ~lines 281-433), after the existing inventory population, add: + +```csharp +onShortcuts?.Invoke(parsed.Shortcuts); +``` + +- [ ] **Step 4: Run the test, verify it passes** + +Run: `dotnet test tests/AcDream.Core.Net.Tests --filter WireAll_PlayerDescription_invokesOnShortcuts` +Expected: PASS. + +- [ ] **Step 5: Store the shortcuts in GameWindow** + +In `src/AcDream.App/Rendering/GameWindow.cs`: +- Add a field near `Items` (line 598): + +```csharp +/// Persisted hotbar shortcuts from the last PlayerDescription (D.5.1 toolbar source). +public IReadOnlyList Shortcuts { get; private set; } + = System.Array.Empty(); +``` +- At the `GameEventWiring.WireAll(...)` call (~line 2269), pass `onShortcuts: list => Shortcuts = list`. + +- [ ] **Step 6: Build + commit** + +Run: `dotnet build` then `dotnet test` +Expected: green. + +```bash +git add src/AcDream.Core.Net/GameEventWiring.cs src/AcDream.App/Rendering/GameWindow.cs tests/AcDream.Core.Net.Tests/GameEventWiringTests.cs +git commit -m "feat(D.5.1): persist PlayerDescription shortcuts (were parsed then discarded)" +``` + +--- + +## Task 5: `IconComposer` — CPU icon composite + cache + +**Files:** +- Create: `src/AcDream.App/UI/IconComposer.cs` +- Modify: `src/AcDream.App/Rendering/TextureCache.cs` (add a public `UploadRgba8` wrapper — it's currently private) +- Test: `tests/AcDream.App.Tests/UI/IconComposerTests.cs` + +The pure compositing core is testable; the dat-decode + GL-upload is a thin shell exercised by the visual gate. + +- [ ] **Step 1: Write the failing test (pure composite)** + +`tests/AcDream.App.Tests/UI/IconComposerTests.cs`: + +```csharp +using AcDream.App.UI; +using Xunit; + +public class IconComposerTests +{ + private static byte[] Solid(int w, int h, byte r, byte g, byte b, byte a) + { + var px = new byte[w * h * 4]; + for (int i = 0; i < w * h; i++) { px[i*4]=r; px[i*4+1]=g; px[i*4+2]=b; px[i*4+3]=a; } + return px; + } + + [Fact] + public void Compose_alphaOver_topOpaqueLayerWins() + { + var bottom = (Solid(2, 2, 255, 0, 0, 255), 2, 2); // red, opaque + var top = (Solid(2, 2, 0, 0, 255, 255), 2, 2); // blue, opaque + var (rgba, w, h) = IconComposer.Compose(new[] { bottom, top }); + Assert.Equal(2, w); Assert.Equal(2, h); + Assert.Equal(0, rgba[0]); // R + Assert.Equal(0, rgba[1]); // G + Assert.Equal(255, rgba[2]); // B — top layer won + Assert.Equal(255, rgba[3]); // A + } + + [Fact] + public void Compose_alphaOver_transparentTopKeepsBottom() + { + var bottom = (Solid(1, 1, 255, 0, 0, 255), 1, 1); + var top = (Solid(1, 1, 0, 0, 255, 0), 1, 1); // fully transparent blue + var (rgba, _, _) = IconComposer.Compose(new[] { bottom, top }); + Assert.Equal(255, rgba[0]); // bottom red preserved + Assert.Equal(0, rgba[2]); + } +} +``` + +- [ ] **Step 2: Run the test, verify it fails** + +Run: `dotnet test tests/AcDream.App.Tests --filter IconComposer` +Expected: FAIL — `IconComposer` not defined. + +- [ ] **Step 3: Implement `IconComposer`** + +`src/AcDream.App/UI/IconComposer.cs`: + +```csharp +using System; +using System.Collections.Generic; +using AcDream.App.Rendering; +using DatReaderWriter; +using DatReaderWriter.DBObjs; + +namespace AcDream.App.UI; + +/// +/// Builds an item icon by alpha-compositing its RenderSurface layers into one 32×32 +/// texture, mirroring retail IconData::RenderIcons (decomp 407524). Each layer is a +/// 0x06 RenderSurface decoded DIRECTLY (the D.2b RenderSurface-vs-Surface rule). +/// Phase 1 composites the layers ItemInstance exposes (custom underlay + base + +/// custom overlay); the GetByEnum type-default underlay, the overlay ReplaceColor +/// tint, and the effect overlay are deferred (see plan Task 12 / divergence rows). +/// Composited textures are cached by their layer-id tuple. +/// +public sealed class IconComposer +{ + private readonly DatCollection _dats; + private readonly TextureCache _cache; + private readonly Dictionary<(uint, uint, uint), uint> _byTuple = new(); + + public IconComposer(DatCollection dats, TextureCache cache) + { + _dats = dats; + _cache = cache; + } + + /// Pure alpha-over composite, bottom→top. Layers may differ in size; + /// the result is sized to the FIRST (bottom) layer and upper layers are sampled + /// top-left aligned (all icon layers are 32×32 in practice). + public static (byte[] rgba, int w, int h) Compose(IReadOnlyList<(byte[] rgba, int w, int h)> layers) + { + if (layers.Count == 0) return (Array.Empty(), 0, 0); + var (baseRgba, w, h) = layers[0]; + var outp = (byte[])baseRgba.Clone(); + for (int li = 1; li < layers.Count; li++) + { + var (src, sw, sh) = layers[li]; + int cw = Math.Min(w, sw), ch = Math.Min(h, sh); + for (int y = 0; y < ch; y++) + for (int x = 0; x < cw; x++) + { + int di = (y * w + x) * 4, si = (y * sw + x) * 4; + float sa = src[si + 3] / 255f; + if (sa <= 0f) continue; + float da = 1f - sa; + outp[di] = (byte)(src[si] * sa + outp[di] * da); + outp[di + 1] = (byte)(src[si + 1] * sa + outp[di + 1] * da); + outp[di + 2] = (byte)(src[si + 2] * sa + outp[di + 2] * da); + outp[di + 3] = (byte)Math.Min(255f, src[si + 3] + outp[di + 3] * da); + } + } + return (outp, w, h); + } + + /// Resolve (and cache) the composited GL texture for an item's icon + /// layers. Returns 0 if no base icon is available. + public uint GetIcon(uint iconId, uint underlayId, uint overlayId) + { + if (iconId == 0) return 0; + var key = (iconId, underlayId, overlayId); + if (_byTuple.TryGetValue(key, out var tex)) return tex; + + var layers = new List<(byte[] rgba, int w, int h)>(); + AddLayer(layers, underlayId); + AddLayer(layers, iconId); + AddLayer(layers, overlayId); + if (layers.Count == 0) return 0; + + var (rgba, w, h) = Compose(layers); + uint handle = _cache.UploadRgba8(rgba, w, h, nearest: true); + _byTuple[key] = handle; + return handle; + } + + private void AddLayer(List<(byte[], int, int)> layers, uint renderSurfaceId) + { + if (renderSurfaceId == 0) return; + if (!_dats.Portal.TryGet(renderSurfaceId, out var rs) && + !_dats.HighRes.TryGet(renderSurfaceId, out rs)) + return; + var decoded = SurfaceDecoder.DecodeRenderSurface(rs, palette: null); + layers.Add((decoded.Rgba8, decoded.Width, decoded.Height)); + } +} +``` + +- [ ] **Step 4: Add the public `UploadRgba8` wrapper to `TextureCache`** + +In `src/AcDream.App/Rendering/TextureCache.cs`, expose the existing private upload (the one `GetOrUploadRenderSurface` calls). Add: + +```csharp +/// Upload raw RGBA8 bytes as a GL texture (used by IconComposer for +/// CPU-composited icons). Returns the GL handle. +public uint UploadRgba8(byte[] rgba, int width, int height, bool nearest) + => UploadRgba8Internal(rgba, width, height, nearest); // rename the existing private method to *Internal if needed, or call it directly if it already has this shape +``` + +(Verify the existing private upload's name/signature with `Grep "UploadRgba8" src/AcDream.App/Rendering/TextureCache.cs`; if it already takes `(byte[], int, int, bool)`, just change its accessibility to `public` instead of adding a wrapper.) + +- [ ] **Step 5: Run the tests, verify they pass; build** + +Run: `dotnet test tests/AcDream.App.Tests --filter IconComposer` then `dotnet build` +Expected: PASS + green build. + +- [ ] **Step 6: Commit** + +```bash +git add src/AcDream.App/UI/IconComposer.cs src/AcDream.App/Rendering/TextureCache.cs tests/AcDream.App.Tests/UI/IconComposerTests.cs +git commit -m "feat(D.5.1): IconComposer — CPU alpha-over icon composite + cache" +``` + +--- + +## Task 6: `UiItemSlot` widget (the item cell) + +**Files:** +- Create: `src/AcDream.App/UI/UiItemSlot.cs` +- Test: `tests/AcDream.App.Tests/UI/UiItemSlotTests.cs` + +- [ ] **Step 1: Write the failing test** + +```csharp +using AcDream.App.UI; +using Xunit; + +public class UiItemSlotTests +{ + [Fact] + public void IsLeafWidget() + => Assert.True(new UiItemSlot().ConsumesDatChildren); + + [Fact] + public void DefaultEmptySprite_isToolbarBorder() + => Assert.Equal(0x060074CFu, new UiItemSlot().EmptySprite); + + [Fact] + public void Empty_whenNoItem() + { + var s = new UiItemSlot(); + Assert.Equal(0u, s.ItemId); + Assert.Equal(0u, s.IconTexture); + } + + [Fact] + public void SetItem_setsIdAndTexture() + { + var s = new UiItemSlot(); + s.SetItem(0x5001u, 0x99u); + Assert.Equal(0x5001u, s.ItemId); + Assert.Equal(0x99u, s.IconTexture); + } +} +``` + +- [ ] **Step 2: Run the test, verify it fails** + +Run: `dotnet test tests/AcDream.App.Tests --filter UiItemSlot` +Expected: FAIL — `UiItemSlot` not defined. + +- [ ] **Step 3: Implement `UiItemSlot`** + +`src/AcDream.App/UI/UiItemSlot.cs`: + +```csharp +using System; +using System.Numerics; + +namespace AcDream.App.UI; + +/// +/// One item-in-a-slot cell (port of retail UIElement_UIItem, class 0x10000032). +/// A behavioral LEAF: it draws the empty-slot sprite when unbound, else a +/// pre-composited icon texture (set by the controller). Holds the bound weenie +/// guid (retail UIElement_UIItem::itemID, +0x5FC). +/// +public sealed class UiItemSlot : UiElement +{ + public UiItemSlot() { ClickThrough = false; } + + public override bool ConsumesDatChildren => true; + + /// Bound weenie guid (0 = empty). Retail UIElement_UIItem::itemID. + public uint ItemId { get; private set; } + + /// Pre-composited icon GL texture for the bound item (0 = none). + public uint IconTexture { get; private set; } + + /// Empty-slot sprite. Default = the generic toolbar empty-slot border + /// 0x060074CF (uiitem template 0x21000037, state ItemSlot_Empty). Configurable so + /// paperdoll equip slots can use their per-slot silhouettes later. + public uint EmptySprite { get; set; } = 0x060074CFu; + + /// RenderSurface id → (GL texture, w, h). Set by the factory/controller. + public Func? SpriteResolve { get; set; } + + public void SetItem(uint itemId, uint iconTexture) + { + ItemId = itemId; + IconTexture = iconTexture; + } + + public void Clear() { ItemId = 0; IconTexture = 0; } + + protected override void OnDraw(UiRenderContext ctx) + { + if (ItemId != 0 && IconTexture != 0) + { + ctx.DrawSprite(IconTexture, 0f, 0f, Width, Height, 0f, 0f, 1f, 1f, Vector4.One); + return; + } + if (SpriteResolve is not null && EmptySprite != 0) + { + var (tex, _, _) = SpriteResolve(EmptySprite); + if (tex != 0) + ctx.DrawSprite(tex, 0f, 0f, Width, Height, 0f, 0f, 1f, 1f, Vector4.One); + } + } +} +``` + +- [ ] **Step 4: Run the tests, verify they pass** + +Run: `dotnet test tests/AcDream.App.Tests --filter UiItemSlot` +Expected: PASS (all four). + +- [ ] **Step 5: Commit** + +```bash +git add src/AcDream.App/UI/UiItemSlot.cs tests/AcDream.App.Tests/UI/UiItemSlotTests.cs +git commit -m "feat(D.5.1): UiItemSlot widget (UIElement_UIItem cell port)" +``` + +--- + +## Task 7: `UiItemList` widget + `DatWidgetFactory` branch + +**Files:** +- Create: `src/AcDream.App/UI/UiItemList.cs` +- Modify: `src/AcDream.App/UI/Layout/DatWidgetFactory.cs` (the `Create` switch, lines 63-71) +- Test: `tests/AcDream.App.Tests/UI/UiItemListTests.cs` + `tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs` (verify the factory-test file exists with `Glob tests/AcDream.App.Tests/**/*WidgetFactory*`; if absent, create it) + +- [ ] **Step 1: Write the failing tests** + +`tests/AcDream.App.Tests/UI/UiItemListTests.cs`: + +```csharp +using AcDream.App.UI; +using Xunit; + +public class UiItemListTests +{ + [Fact] + public void IsLeafWidget() => Assert.True(new UiItemList().ConsumesDatChildren); + + [Fact] + public void StartsWithOneCell_forSingleCellSlot() + { + var list = new UiItemList(); + Assert.Equal(1, list.GetNumUIItems()); + Assert.NotNull(list.GetItem(0)); + } + + [Fact] + public void Cell_returnsTheFirstSlot() + { + var list = new UiItemList(); + Assert.Same(list.GetItem(0), list.Cell); + } +} +``` + +Add to the factory test file: + +```csharp +[Fact] +public void Create_buildsUiItemList_forItemListClassId() +{ + var info = new AcDream.App.UI.Layout.ElementInfo { Id = 0x100001A7u, Type = 0x10000031u, Width = 32, Height = 32 }; + var w = AcDream.App.UI.Layout.DatWidgetFactory.Create(info, _ => (0u, 0, 0), null); + Assert.IsType(w); +} +``` + +- [ ] **Step 2: Run the tests, verify they fail** + +Run: `dotnet test tests/AcDream.App.Tests --filter "UiItemList|UiItemList_forItemListClassId"` +Expected: FAIL — `UiItemList` not defined / factory returns `UiDatElement`. + +- [ ] **Step 3: Implement `UiItemList`** + +`src/AcDream.App/UI/UiItemList.cs`: + +```csharp +using System; +using System.Collections.Generic; + +namespace AcDream.App.UI; + +/// +/// A container of item cells (port of retail UIElement_ItemList, class 0x10000031). +/// Behavioral LEAF: it creates/owns its UiItemSlot children procedurally, so the +/// LayoutImporter must NOT build dat children. The toolbar uses single-cell +/// instances (one slot); the inventory phase will grow this to an N-cell grid. +/// +public sealed class UiItemList : UiElement +{ + private readonly List _cells = new(); + + public UiItemList(Func? spriteResolve = null) + { + SpriteResolve = spriteResolve; + // Single-cell default: every toolbar slot always shows one cell (empty or filled). + AddItem(new UiItemSlot { SpriteResolve = spriteResolve }); + } + + public override bool ConsumesDatChildren => true; + + public Func? SpriteResolve { get; set; } + + /// Convenience for single-cell slots (the toolbar): the first cell. + public UiItemSlot Cell => _cells[0]; + + public int GetNumUIItems() => _cells.Count; + + public UiItemSlot? GetItem(int index) + => index >= 0 && index < _cells.Count ? _cells[index] : null; + + public void AddItem(UiItemSlot cell) + { + cell.SpriteResolve ??= SpriteResolve; + cell.Left = 0; cell.Top = 0; cell.Width = Width; cell.Height = Height; + _cells.Add(cell); + AddChild(cell); + } + + public void Flush() + { + foreach (var c in _cells) RemoveChild(c); + _cells.Clear(); + } + + protected override void OnDraw(UiRenderContext ctx) + { + // The factory sets THIS list's Width/Height AFTER construction, so the cell + // (added in the ctor) starts 0x0. For the single-cell toolbar slot, keep the + // cell sized to the list each frame; the cell paints itself in the children + // pass that follows. (N-cell grid layout is the inventory phase.) + if (_cells.Count > 0) + { + var cell = _cells[0]; + cell.Left = 0; cell.Top = 0; cell.Width = Width; cell.Height = Height; + } + } +} +``` + +Note: `ConsumesDatChildren` stops the IMPORTER from adding dat children, but the list still draws its own `UiItemSlot` children (added via `AddChild`) through the normal `DrawSelfAndChildren` traversal — `ConsumesDatChildren` only gates the importer, not runtime children. The cell's `Width`/`Height` are synced in the list's `OnDraw` (which runs before the children pass), so the cell is correctly sized + hit-testable from the first rendered frame. + +- [ ] **Step 4: Add the factory branch** + +In `src/AcDream.App/UI/Layout/DatWidgetFactory.cs`, add to the `Create` switch (lines 63-71), before the `_` fallback: + +```csharp +0x10000031u => new UiItemList(resolve), // UIElement_ItemList — toolbar/inventory/paperdoll slots +``` + +(The item *cell* class `0x10000032` is created procedurally by `UiItemList`, not via a static dat element in the toolbar, so it needs no factory branch this phase.) + +- [ ] **Step 5: Run the tests, verify they pass; build** + +Run: `dotnet test tests/AcDream.App.Tests --filter "UiItemList|ItemListClassId"` then `dotnet build` +Expected: PASS + green. + +- [ ] **Step 6: Commit** + +```bash +git add src/AcDream.App/UI/UiItemList.cs src/AcDream.App/UI/Layout/DatWidgetFactory.cs tests/AcDream.App.Tests/UI/UiItemListTests.cs tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs +git commit -m "feat(D.5.1): UiItemList widget + factory branch for class 0x10000031" +``` + +--- + +## Task 8: `ToolbarController` (the `gmToolbarUI::PostInit` analogue) + +**Files:** +- Create: `src/AcDream.App/UI/Layout/ToolbarController.cs` +- Test: `tests/AcDream.App.Tests/UI/Layout/ToolbarControllerTests.cs` + +- [ ] **Step 1: Write the failing test** + +```csharp +using System; +using System.Collections.Generic; +using AcDream.App.UI; +using AcDream.App.UI.Layout; +using AcDream.Core.Items; +using AcDream.Core.Net.Messages; +using Xunit; + +public class ToolbarControllerTests +{ + private static readonly uint[] Row1 = + { 0x100001A7,0x100001A8,0x100001A9,0x100001AA,0x100001AB,0x100001AC,0x100001AD,0x100001AE,0x100001AF }; + private static readonly uint[] Row2 = + { 0x100006B7,0x100006B8,0x100006B9,0x100006BA,0x100006BB,0x100006BC,0x100006BD,0x100006BE,0x100006BF }; + + private static (ImportedLayout layout, Dictionary slots) FakeToolbar() + { + var dict = new Dictionary(); + var slots = new Dictionary(); + var root = new UiPanel(); + foreach (var id in Row1) AddSlot(id); + foreach (var id in Row2) AddSlot(id); + return (new ImportedLayout(root, dict), slots); + + void AddSlot(uint id) + { + var list = new UiItemList(_ => (0u, 0, 0)) { Width = 32, Height = 32 }; + dict[id] = list; slots[id] = list; root.AddChild(list); + } + } + + [Fact] + public void Populate_bindsShortcutToCorrectSlot() + { + var (layout, slots) = FakeToolbar(); + var repo = new ItemRepository(); + repo.AddOrUpdate(new ItemInstance { ObjectId = 0x5001u, WeenieClassId = 1u, IconId = 0x06001234u }); + var shortcuts = new List + { new(Index: 0, ObjectGuid: 0x5001u, SpellId: 0, Layer: 0) }; + + ToolbarController.Bind(layout, repo, () => shortcuts, + iconIds: (_,_,_) => 0x77u, useItem: _ => { }); + + Assert.Equal(0x5001u, slots[Row1[0]].Cell.ItemId); + Assert.Equal(0x77u, slots[Row1[0]].Cell.IconTexture); + Assert.Equal(0u, slots[Row1[1]].Cell.ItemId); // others empty + } + + [Fact] + public void DeferredRebind_whenItemArrivesLate() + { + var (layout, slots) = FakeToolbar(); + var repo = new ItemRepository(); // item NOT present yet + var shortcuts = new List + { new(Index: 2, ObjectGuid: 0x5002u, SpellId: 0, Layer: 0) }; + + ToolbarController.Bind(layout, repo, () => shortcuts, + iconIds: (_,_,_) => 0x88u, useItem: _ => { }); + Assert.Equal(0u, slots[Row1[2]].Cell.ItemId); // not bound yet + + repo.AddOrUpdate(new ItemInstance { ObjectId = 0x5002u, WeenieClassId = 1u, IconId = 0x06005678u }); + + Assert.Equal(0x5002u, slots[Row1[2]].Cell.ItemId); // rebound on ItemAdded + } + + [Fact] + public void Click_emitsUseForBoundItem() + { + var (layout, slots) = FakeToolbar(); + var repo = new ItemRepository(); + repo.AddOrUpdate(new ItemInstance { ObjectId = 0x5001u, WeenieClassId = 1u, IconId = 0x06001234u }); + var shortcuts = new List + { new(Index: 0, ObjectGuid: 0x5001u, SpellId: 0, Layer: 0) }; + uint used = 0; + + ToolbarController.Bind(layout, repo, () => shortcuts, + iconIds: (_,_,_) => 0x77u, useItem: g => used = g); + slots[Row1[0]].Cell.OnEvent(new UiEvent { Type = UiEventType.MouseDown }); + + Assert.Equal(0x5001u, used); + } +} +``` + +(Adapt `UiEvent` construction + the click-emit seam to the toolkit's actual event shape — see Step 3; if `UiItemSlot` needs a `Clicked` callback rather than handling `OnEvent`, wire that in Step 3 and update this assertion to invoke it.) + +- [ ] **Step 2: Run the tests, verify they fail** + +Run: `dotnet test tests/AcDream.App.Tests --filter ToolbarController` +Expected: FAIL — `ToolbarController` not defined. + +- [ ] **Step 3: Implement `ToolbarController`** + +`src/AcDream.App/UI/Layout/ToolbarController.cs`: + +```csharp +using System; +using System.Collections.Generic; +using AcDream.Core.Items; +using AcDream.Core.Net.Messages; + +namespace AcDream.App.UI.Layout; + +/// +/// Binds the imported gmToolbarUI window (LayoutDesc 0x21000016) to live data — +/// the gm*UI::PostInit analogue. Finds the 18 shortcut slots (UiItemList) by id, +/// populates them from the persisted PlayerDescription shortcuts (UpdateFromPlayerDesc), +/// re-binds deferred slots when an item's CreateObject arrives (SetDelayedShortcutNum), +/// and on click uses the bound item (UseShortcut → ItemHolder::UseObject → use-item). +/// +public sealed class ToolbarController +{ + // Slot element ids, in slot-index order (toolbar pre-dump 0x21000016). + private static readonly uint[] SlotIds = + { + 0x100001A7,0x100001A8,0x100001A9,0x100001AA,0x100001AB,0x100001AC,0x100001AD,0x100001AE,0x100001AF, + 0x100006B7,0x100006B8,0x100006B9,0x100006BA,0x100006BB,0x100006BC,0x100006BD,0x100006BE,0x100006BF, + }; + // Hidden-by-default elements (gmToolbarUI::PostInit): selected-object meters + stack slider. + private static readonly uint[] HiddenIds = { 0x100001A1, 0x100001A2, 0x100001A4 }; + + private readonly UiItemList?[] _slots = new UiItemList?[SlotIds.Length]; + private readonly ItemRepository _repo; + private readonly Func> _shortcuts; + private readonly Func _iconIds; // (iconId, underlay, overlay) → GL texture + private readonly Action _useItem; + + private ToolbarController(ImportedLayout layout, ItemRepository repo, + Func> shortcuts, + Func iconIds, Action useItem) + { + _repo = repo; _shortcuts = shortcuts; _iconIds = iconIds; _useItem = useItem; + + for (int i = 0; i < SlotIds.Length; i++) + { + _slots[i] = layout.FindElement(SlotIds[i]) as UiItemList; + if (_slots[i] is { } list) + WireClick(list); + } + foreach (var id in HiddenIds) + if (layout.FindElement(id) is { } e) e.Visible = false; + + repo.ItemAdded += _ => Populate(); + repo.ItemPropertiesUpdated += _ => Populate(); + } + + public static ToolbarController Bind(ImportedLayout layout, ItemRepository repo, + Func> shortcuts, + Func iconIds, Action useItem) + { + var c = new ToolbarController(layout, repo, shortcuts, iconIds, useItem); + c.Populate(); + return c; + } + + /// Port of gmToolbarUI::UpdateFromPlayerDesc — flush then bind each shortcut. + public void Populate() + { + foreach (var list in _slots) list?.Cell.Clear(); + + foreach (var sc in _shortcuts()) + { + if (sc.ObjectGuid == 0) continue; // spell shortcuts — deferred phase + if (sc.Index >= _slots.Length) continue; + var list = _slots[(int)sc.Index]; + if (list is null) continue; + var item = _repo.GetItem(sc.ObjectGuid); + if (item is null) continue; // SetDelayedShortcutNum: re-bound on ItemAdded + uint tex = _iconIds(item.IconId, item.IconUnderlayId, item.IconOverlayId); + list.Cell.SetItem(sc.ObjectGuid, tex); + } + } + + private void WireClick(UiItemList list) + { + list.Cell.Clicked = () => + { + if (list.Cell.ItemId != 0) _useItem(list.Cell.ItemId); + }; + } +} +``` + +This requires a `Clicked` callback on `UiItemSlot`. Add to `UiItemSlot` (Task 6 file) and have `OnEvent` invoke it on mouse-down: + +```csharp +public Action? Clicked { get; set; } + +public override bool OnEvent(in UiEvent e) +{ + if (e.Type == UiEventType.MouseDown) { Clicked?.Invoke(); return true; } + return false; +} +``` + +(If `UiEvent`/`UiEventType` member names differ, match the toolkit's actual definitions — `Grep "enum UiEventType" src/AcDream.App/UI`.) + +- [ ] **Step 4: Run the tests, verify they pass; build** + +Run: `dotnet test tests/AcDream.App.Tests --filter ToolbarController` then `dotnet build` +Expected: PASS (all three) + green. + +- [ ] **Step 5: Commit** + +```bash +git add src/AcDream.App/UI/Layout/ToolbarController.cs src/AcDream.App/UI/UiItemSlot.cs tests/AcDream.App.Tests/UI/Layout/ToolbarControllerTests.cs +git commit -m "feat(D.5.1): ToolbarController — bind 18 slots, populate, deferred rebind, click-to-use" +``` + +--- + +## Task 9: Wire the toolbar into `GameWindow` + +Integration (covered by the visual gate). Mirror the vitals import + mount. + +**Files:** +- Modify: `src/AcDream.App/Rendering/GameWindow.cs` (the `if (_options.RetailUi)` block, ~lines 1761-1898, after the chat block) + +- [ ] **Step 1: Construct the IconComposer once** + +In the `if (_options.RetailUi)` block (after `_uiHost` + the sprite resolver `ResolveChrome` exist, ~line 1778), add: + +```csharp +var iconComposer = new AcDream.App.UI.IconComposer(_dats!, cache); +``` + +- [ ] **Step 2: Import the toolbar layout + bind the controller** + +After the chat block (~line 1898), add (mirroring the vitals import at 1800-1828): + +```csharp +AcDream.App.UI.Layout.ImportedLayout? toolbarLayout; +lock (_datLock) + toolbarLayout = AcDream.App.UI.Layout.LayoutImporter.Import( + _dats!, 0x21000016u, ResolveChrome, vitalsDatFont); +if (toolbarLayout is not null) +{ + AcDream.App.UI.Layout.ToolbarController.Bind( + toolbarLayout, Items, + () => Shortcuts, + iconIds: (icon, under, over) => iconComposer.GetIcon(icon, under, over), + useItem: guid => UseItemByGuid(guid)); // existing use-item path (see Step 3) + + var toolbarRoot = toolbarLayout.Root; + toolbarRoot.Left = 10; toolbarRoot.Top = 300; // initial position; user-draggable + toolbarRoot.Anchors = AcDream.App.UI.AnchorEdges.Left | AcDream.App.UI.AnchorEdges.Top; + toolbarRoot.Draggable = true; + _uiHost.Root.AddChild(toolbarRoot); +} +``` + +- [ ] **Step 3: Provide `UseItemByGuid`** + +acdream already builds + sends use-item at `GameWindow.cs:11577-11579` (`InteractRequests.BuildUse(seq, guid)` → `_liveSession.SendGameAction`). Extract that into a small helper if it isn't already callable by guid: + +```csharp +private void UseItemByGuid(uint guid) +{ + if (_liveSession is null) return; + var seq = _liveSession.NextGameActionSequence(); + var body = AcDream.Core.Net.Messages.InteractRequests.BuildUse(seq, guid); + _liveSession.SendGameAction(body); +} +``` + +(If a guid-based use helper already exists near line 11577, call it instead of duplicating.) + +- [ ] **Step 4: Build** + +Run: `dotnet build` +Expected: green. + +- [ ] **Step 5: Commit** + +```bash +git add src/AcDream.App/Rendering/GameWindow.cs +git commit -m "feat(D.5.1): mount the toolbar window under ACDREAM_RETAIL_UI" +``` + +--- + +## Task 10: Full suite + manual smoke gate + +- [ ] **Step 1: Build + full test suite** + +Run: `dotnet build` then `dotnet test` +Expected: all green. + +- [ ] **Step 2: Launch + visual verification (the user's gate)** + +Launch per CLAUDE.md (PowerShell, background, Tee to `launch.log`): + +```powershell +$env:ACDREAM_DAT_DIR = "$env:USERPROFILE\Documents\Asheron's Call" +$env:ACDREAM_LIVE = "1" +$env:ACDREAM_RETAIL_UI = "1" +$env:ACDREAM_TEST_HOST = "127.0.0.1"; $env:ACDREAM_TEST_PORT = "9000" +$env:ACDREAM_TEST_USER = "testaccount"; $env:ACDREAM_TEST_PASS = "testpassword" +dotnet run --project src\AcDream.App\AcDream.App.csproj --no-build -c Debug 2>&1 | Tee-Object -FilePath "launch.log" +``` + +Acceptance (user confirms by looking): +- An 18-slot action bar (2 rows of 9) renders with the dat chrome + empty-slot sprites. +- Any persisted `+Acdream` shortcuts show their real composited item icons. +- Clicking a pinned item uses it (observe server-side / in-world effect). +- The bar drags as a whole window. + +(If `+Acdream` has no persisted shortcuts, the empty-slot render is still a valid gate; pinning real items to test icons may need the inventory phase or a server-side pre-pin — note this to the user.) + +--- + +## Task 11: Bookkeeping — divergence register, roadmap shipped, memory + +**Files:** +- Modify: `docs/architecture/retail-divergence-register.md` +- Modify: `docs/plans/2026-04-11-roadmap.md` +- Modify: `claude-memory/project_d2b_retail_ui.md` (durable lesson, if any) + +- [ ] **Step 1: Add divergence rows** + +Add rows to `docs/architecture/retail-divergence-register.md` for the phase-1 icon deferrals + the empty-sprite constant: + +- Icon composite omits the retail `GetByEnum` type-default underlay (`IconData::RenderIcons` 407524, enum 0x10000004), the overlay `ReplaceColor` tint, and the effect overlay (enum 0x10000005) — their source data (overlay tint color, `IconEffects`) isn't parsed yet. Risk: items with a material/effect overlay render without it. Retire when the inventory phase parses the full `PublicWeenieDesc`. +- `UiItemSlot.EmptySprite` defaults to the constant `0x060074CF` instead of importing the empty-slot state from the uiitem template `0x21000037`. Risk: paperdoll equip-slot silhouettes need per-slot empty sprites (already configurable). Retire when the cell imports its template states. +- (Reuse the existing IA-12 row for whole-window-drag — no new row.) + +- [ ] **Step 2: Flip the roadmap entry to shipped** + +In `docs/plans/2026-04-11-roadmap.md`, change the D.5.1 entry from `[IN PROGRESS]` to `✓ SHIPPED` with the commit range, mirroring the other D.2b shipped entries. + +- [ ] **Step 3: Commit** + +```bash +git add docs/architecture/retail-divergence-register.md docs/plans/2026-04-11-roadmap.md claude-memory/project_d2b_retail_ui.md +git commit -m "docs(D.5.1): divergence rows + roadmap shipped + memory for the toolbar" +``` + +--- + +## Task 12 (FOLLOW-UP, optional within phase): faithful icon layers + +Deferred from Task 5 to keep phase 1 shippable; do only if the toolbar icons visibly lack the standard background. NOT required for the phase-1 acceptance gate. + +- Port `DBObj::GetByEnum(0x10000004, lsb(itemType)+1)` (the type-default underlay) — first confirm what `0x10000004` maps to (dump an EnumMapper DBObj) to decide whether it's the universal icon background. Add it as the bottom layer in `IconComposer.GetIcon`. +- Parse `IconEffects`/`IconOverlay` tint from `CreateObject` (extend `CreateObject.Parsed` + `ItemInstance`), then add the `ReplaceColor` overlay tint + the effect overlay (`GetByEnum 0x10000005`). +- Delete the corresponding divergence rows from Task 11 Step 1 as each layer lands. + +--- + +## Self-review notes (author) + +- **Spec coverage:** spec §2 widgets → Tasks 6,7; §4.3 icon → Task 5 (+12); §4.4 CreateObject/ItemInstance → Tasks 1,2,3; §4.5 ToolbarController → Task 8; §4.6 wiring/gating → Task 9; §5 testing → per-task TDD + Task 10; §6 acceptance → Task 10; §8 bookkeeping → Tasks 0,11. The shortcut-holder (Task 4) was implicit in §4.5's "reads Parsed.Shortcuts" and is made explicit here. +- **Type consistency:** `UiItemSlot.SetItem(uint,uint)` / `.Clear()` / `.ItemId` / `.IconTexture` / `.EmptySprite` / `.Clicked`; `UiItemList.Cell` / `.GetItem(int)` / `.GetNumUIItems()` / `.AddItem(UiItemSlot)` / `.Flush()`; `IconComposer.Compose(IReadOnlyList<(byte[],int,int)>)` / `.GetIcon(uint,uint,uint)`; `ItemRepository.EnrichItem(uint,uint,string,ItemType)`; `ToolbarController.Bind(ImportedLayout, ItemRepository, Func>, Func, Action)`. These match across Tasks 5-9. +- **Known executor confirmations (grep-to-confirm, not placeholders):** the exact name/signature of `TextureCache`'s private RGBA upload (Task 5 Step 4); the `EntitySpawn` record location (Task 3 Step 1); the `UiEvent`/`UiEventType` member shape (Tasks 6/8); whether a guid-based use helper already exists near `GameWindow.cs:11577` (Task 9 Step 3). Each step names the grep + the change. diff --git a/docs/superpowers/specs/2026-06-16-d2b-toolbar-phase1-design.md b/docs/superpowers/specs/2026-06-16-d2b-toolbar-phase1-design.md index d1130bdb..ade2dd7e 100644 --- a/docs/superpowers/specs/2026-06-16-d2b-toolbar-phase1-design.md +++ b/docs/superpowers/specs/2026-06-16-d2b-toolbar-phase1-design.md @@ -156,6 +156,13 @@ mirrors the shipped vitals/chat re-drive exactly: dat `LayoutDesc` → `LayoutIm - **Change:** in `CreateObject.TryParse`, capture the `IconId` (currently discarded at `CreateObject.cs:516`) — and the underlay/overlay/effect ids if present in the same block — onto the parsed object so `ItemRepository` stores them on `ItemInstance` (fields already exist). +- **Planning delta (see the plan):** fact-gathering found this is wider than "just capture IconId." + acdream has NO `CreateObject`→`ItemRepository` wiring at all (the repo is populated only from + `PlayerDescription` with stub `ItemInstance`s), and `Parsed.Shortcuts` is parsed then discarded + in `GameEventWiring`. So the plan adds three small wiring pieces: capture IconId (Task 1), enrich + the repo from the `WorldSession.EntitySpawned` event (Tasks 2–3, `ItemRepository.EnrichItem`), + and persist the shortcut list (Task 4). The icon source is CONFIRMED to be `CreateObject` for + contained pack items (ACE `WorldObject_Networking.cs:79` writes IconId unconditionally). - **Step 0 verification:** confirm against **ACE source** (`WorldObject.SerializeCreateObject` / the weenie property serialization) that a *contained* pack item's `CreateObject` actually carries `IconId` (synthesis risk #3 — LIKELY, not yet byte-traced). Reading ACE is sufficient; From 30b28c248abe5f1cacd28abc98cfe2ea6da39c36 Mon Sep 17 00:00:00 2001 From: Erik Date: Tue, 16 Jun 2026 21:40:46 +0200 Subject: [PATCH 143/223] docs(D.5.1): register toolbar phase-1 in the roadmap --- docs/plans/2026-04-11-roadmap.md | 1 + 1 file changed, 1 insertion(+) diff --git a/docs/plans/2026-04-11-roadmap.md b/docs/plans/2026-04-11-roadmap.md index 411c5ac7..549067e9 100644 --- a/docs/plans/2026-04-11-roadmap.md +++ b/docs/plans/2026-04-11-roadmap.md @@ -431,6 +431,7 @@ behavior. Estimated 17–26 days focused work, 3–5 weeks calendar. - **D.3 — AcFont from portal.dat.** Replace stb_truetype system font with retail `Font` DBObjs (`0x40000000..0x40000FFF`) baked from `RenderSurface` source sheets — see research slice 03 §4. Preserves retail visual identity. **(D.2b dependency — needs the custom renderer.)** - **✓ SHIPPED — D.4 — Dat sprites + 9-slice panel backgrounds.** Shipped 2026-06-14 with D.2b. `TextureCache.GetOrUploadRenderSurface(id, out w, out h)` decodes `RenderSurface` (`0x06xxxxxx`) **directly** (not via the Surface→SurfaceTexture chain — the prove-out finding) → GL `Texture2D`; `DrawSprite` (explicit UV-rect, per-texture batch) added to `TextRenderer` + `UiRenderContext` + a `uUseTexture=2` RGBA frag branch; `UiNineSlicePanel` composes the universal 8-piece bevel (corners `0x060074C3..C6`, edges `0x060074BF/C0/C1/C2`, center `0x06004CC2`). Remaining art polish: the glassy gradient bar fill sprite (D.2b polish). - **D.5 — Core panels.** Attributes (`chunk_00470000.c:FUN_0047ba70`), Skills (same), Paperdoll (`chunk_004A0000.c:FUN_004A5200`), Inventory, Spellbook (`chunk_004C0000.c`), Fellowship, Allegiance. Each uses the port sketches in slice 05. **(Targets `AcDream.UI.Abstractions` — ships with D.2a using ImGui-rendered widgets; reskinned by D.2b.)** The *chat* panel originally listed under D.5 shipped early in Phase I (I.4 input + I.7 combat translator superseded the chat-panel design here); this entry now covers Attributes / Skills / Paperdoll / Inventory / Spellbook / Fellowship / Allegiance only. +- **D.5.1 — Toolbar (action bar) [IN PROGRESS].** First D.5 sub-phase. `gmToolbarUI` (`LayoutDesc 0x21000016`) as the first data-driven game panel: 18 shortcut slots from the persisted `PlayerDescription` SHORTCUT block, real composited icons, click-to-use. New shared widgets `UiItemSlot` (`UIElement_UIItem` 0x10000032, procedural) + `UiItemList` (`UIElement_ItemList` 0x10000031, factory-registered) + `IconComposer` (CPU 5-layer composite, `IconData::RenderIcons` @407524) + the `CreateObject`→`ItemRepository` IconId wiring. Spec/plan: `docs/superpowers/{specs,plans}/2026-06-16-d2b-toolbar-phase1*.md`. Deferred to later D.5 sub-phases: drag/reorder, the AddShortcut/RemoveShortcut mutate wire, meters/slider, spell shortcuts, faithful window manager, inventory, paperdoll. - **D.6 — HUD.** Vital orbs (scissor-rect partial fill, dat sprites `0x060013B2`), radar (`0x06001388` / `0x06004CC1`, 1.18× range factor), compass strip (scrolling U), target name plate, damage floaters, selection indicator. See slice 06. **(Targets `AcDream.UI.Abstractions` — ships with D.2a; reskinned by D.2b.)** Phase I.2 retired the StbTrueTypeSharp `DebugOverlay` but kept `TextRenderer` + `BitmapFont` alive specifically for D.6's world-space HUD elements (damage floaters, name plates) — they need raw GL text drawing that ImGui can't reach into the 3D scene. - **D.7 — Cursor manager.** OS + dat-sourced custom cursors (`FUN_0043c1c0` GDI HCURSOR builder pattern from slice 03). **(D.2b dependency.)** - ~~**D.8 — Sound.**~~ **Superseded — shipped as Phase E.2** (`SoundTable`/`Sound` dat decode, OpenAL 16-voice engine, per-entity 3D positional audio via `AudioHookSink`). Entry kept here for history; see the shipped table. From da171cb4e31f173e93aef878521dff335cb1d3a2 Mon Sep 17 00:00:00 2001 From: Erik Date: Tue, 16 Jun 2026 21:44:01 +0200 Subject: [PATCH 144/223] feat(D.5.1): capture IconId in CreateObject.Parsed (was discarded at cs:516) ReadPackedDwordOfKnownType at the old line 516 was throwing the icon dat id away. Declare iconId before the try-block, assign it there, and pass IconId: iconId in the Parsed initializer so downstream UI (action bar / equipment panels) can read the 0x06xxxxxx dat id without a separate lookup. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.Core.Net/Messages/CreateObject.cs | 12 ++++++-- .../Messages/CreateObjectTests.cs | 28 +++++++++++++++++-- 2 files changed, 36 insertions(+), 4 deletions(-) diff --git a/src/AcDream.Core.Net/Messages/CreateObject.cs b/src/AcDream.Core.Net/Messages/CreateObject.cs index 48b678d3..db3c8a7b 100644 --- a/src/AcDream.Core.Net/Messages/CreateObject.cs +++ b/src/AcDream.Core.Net/Messages/CreateObject.cs @@ -127,6 +127,12 @@ public static class CreateObject // defaults (0.05f elasticity, 0.5f friction). float? Friction = null, float? Elasticity = null, + // D.5.1 (2026-06-16): icon dat id (0x06xxxxxx) from the WeenieHeader + // fixed prefix. Previously discarded at cs:516; surfaced so the action + // bar / equipment UI can display the correct icon sprite without a + // separate dat lookup. Zero means "not sent" (packed zero sentinel in + // ReadPackedDwordOfKnownType preserves 0 as-is). + uint IconId = 0, // 2026-05-15: optional WeenieHeader tail. The retail // `ITEM_USEABLE _useability` (acclient.h:6478) — gates whether the // R-key Use action does anything. (Useability & USEABLE_REMOTE @@ -506,6 +512,7 @@ public static class CreateObject string? name = null; uint? itemType = null; uint weenieFlags = 0; + uint iconId = 0; if (body.Length - pos >= 4) { weenieFlags = ReadU32(body, ref pos); @@ -513,7 +520,7 @@ public static class CreateObject { name = ReadString16L(body, ref pos); _ = ReadPackedDword(body, ref pos); // WeenieClassId - _ = ReadPackedDwordOfKnownType(body, ref pos, IconTypePrefix); + iconId = ReadPackedDwordOfKnownType(body, ref pos, IconTypePrefix); if (body.Length - pos >= 4) itemType = ReadU32(body, ref pos); if (body.Length - pos >= 4) @@ -611,7 +618,8 @@ public static class CreateObject instanceSeq, teleportSeq, serverControlSeq, forcePositionSeq, physicsState, objectDescriptionFlags, friction, elasticity, - useability, useRadius); + IconId: iconId, + Useability: useability, UseRadius: useRadius); // Local helper: if we ran out of fields past PhysicsData, still // return the useful prefix (guid/position/setup/animParts/textures/palettes/scale/motion). diff --git a/tests/AcDream.Core.Net.Tests/Messages/CreateObjectTests.cs b/tests/AcDream.Core.Net.Tests/Messages/CreateObjectTests.cs index 1e9ce105..8a98d62f 100644 --- a/tests/AcDream.Core.Net.Tests/Messages/CreateObjectTests.cs +++ b/tests/AcDream.Core.Net.Tests/Messages/CreateObjectTests.cs @@ -156,6 +156,29 @@ public sealed class CreateObjectTests Assert.Equal(2.5f, parsed.Value.UseRadius!.Value, precision: 3); } + // ----------------------------------------------------------------------- + // D.5.1 (2026-06-16): IconId was discarded at cs:516 — surface it so the + // action bar / equipment UI can read icon dat ids from spawn messages. + // ----------------------------------------------------------------------- + + [Fact] + public void TryParse_IconId_Surfaced() + { + // Icon dat id 0x06001234: the wire writer strips the 0x06000000 prefix + // before packing (WritePackedDwordOfKnownType strips it), so we write + // 0x1234 as the packed value and expect 0x06001234 back. + byte[] body = BuildMinimalCreateObjectWithWeenieHeader( + guid: 0x50000009u, + name: "SwordIcon", + itemType: (uint)ItemType.MeleeWeapon, + iconId: 0x1234u); + + var parsed = CreateObject.TryParse(body); + + Assert.NotNull(parsed); + Assert.Equal(0x06001234u, parsed!.Value.IconId); + } + private static byte[] BuildMinimalCreateObjectWithWeenieHeader( uint guid, string name, @@ -163,6 +186,7 @@ public sealed class CreateObjectTests uint physicsState = 0, uint objectDescriptionFlags = 0, uint weenieFlags = 0, + uint iconId = 0, uint? value = null, uint? useability = null, float? useRadius = null) @@ -187,8 +211,8 @@ public sealed class CreateObjectTests // Fixed WeenieHeader prefix per ACE SerializeCreateObject. WriteU32(bytes, weenieFlags); // weenieFlags WriteString16L(bytes, name); - WritePackedDword(bytes, 0x1234); // WeenieClassId - WritePackedDword(bytes, 0); // IconId via known-type writer + WritePackedDword(bytes, 0x1234); // WeenieClassId + WritePackedDword(bytes, iconId); // IconId via known-type writer (prefix stripped by ACE writer) WriteU32(bytes, itemType); WriteU32(bytes, objectDescriptionFlags); Align4(bytes); From f8da98b67f63bd61cb67a97ded5d62f49bf20cbd Mon Sep 17 00:00:00 2001 From: Erik Date: Tue, 16 Jun 2026 21:48:44 +0200 Subject: [PATCH 145/223] feat(D.5.1): ItemRepository.EnrichItem (icon/name/type from CreateObject) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Adds EnrichItem(objectId, iconId, name, type) — enriches an existing stub created from PlayerDescription with the fuller data carried by its CreateObject message. Returns false when the item isn't tracked yet (phase 1: enrich-existing only). Raises ItemPropertiesUpdated on success so bound widgets (the toolbar) re-render. Two xUnit tests: enrich-existing updates IconId/Name/raises event (true), unknown-id returns false. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.Core/Items/ItemRepository.cs | 17 ++++++++++++++ .../Items/ItemRepositoryTests.cs | 23 +++++++++++++++++++ 2 files changed, 40 insertions(+) diff --git a/src/AcDream.Core/Items/ItemRepository.cs b/src/AcDream.Core/Items/ItemRepository.cs index 02c864a2..d070a651 100644 --- a/src/AcDream.Core/Items/ItemRepository.cs +++ b/src/AcDream.Core/Items/ItemRepository.cs @@ -136,6 +136,23 @@ public sealed class ItemRepository return true; } + /// + /// Enrich an already-known item (a stub created from PlayerDescription) with the + /// fuller data carried by its CreateObject (icon, name, type). Returns false if the + /// item isn't tracked yet — phase 1 enriches existing items only; full + /// CreateObject ingestion of newly-acquired items is the inventory phase. + /// Raises ItemPropertiesUpdated on success so bound widgets (the toolbar) re-render. + /// + public bool EnrichItem(uint objectId, uint iconId, string name, ItemType type) + { + if (!_items.TryGetValue(objectId, out var item)) return false; + if (iconId != 0) item.IconId = iconId; + if (!string.IsNullOrEmpty(name)) item.Name = name; + if (type != default) item.Type = type; + ItemPropertiesUpdated?.Invoke(item); + return true; + } + /// /// Apply a patch (e.g. from an /// IdentifyObjectResponse) to an existing item. Individual diff --git a/tests/AcDream.Core.Tests/Items/ItemRepositoryTests.cs b/tests/AcDream.Core.Tests/Items/ItemRepositoryTests.cs index 79fe2ef7..23cc46fe 100644 --- a/tests/AcDream.Core.Tests/Items/ItemRepositoryTests.cs +++ b/tests/AcDream.Core.Tests/Items/ItemRepositoryTests.cs @@ -116,4 +116,27 @@ public sealed class ItemRepositoryTests repo.Clear(); Assert.Equal(0, repo.ItemCount); } + + [Fact] + public void EnrichItem_updatesIconOnExistingStub_andRaisesUpdated() + { + var repo = new ItemRepository(); + repo.AddOrUpdate(new ItemInstance { ObjectId = 0x5001u, WeenieClassId = 42u }); // stub from PlayerDescription + ItemInstance? updated = null; + repo.ItemPropertiesUpdated += i => updated = i; + + bool hit = repo.EnrichItem(0x5001u, iconId: 0x06001234u, name: "Mana Stone", type: ItemType.Misc); + + Assert.True(hit); + Assert.Equal(0x06001234u, repo.GetItem(0x5001u)!.IconId); + Assert.Equal("Mana Stone", repo.GetItem(0x5001u)!.Name); + Assert.NotNull(updated); + } + + [Fact] + public void EnrichItem_returnsFalse_whenItemUnknown() + { + var repo = new ItemRepository(); + Assert.False(repo.EnrichItem(0x9999u, 0x06001234u, "x", ItemType.Misc)); + } } From 998a0bd408cce9cb20c60dacaed0be9d6c6cb0ae Mon Sep 17 00:00:00 2001 From: Erik Date: Tue, 16 Jun 2026 21:52:15 +0200 Subject: [PATCH 146/223] docs(D.5.1): clarify EnrichItem fires-on-found (review nit) --- src/AcDream.Core/Items/ItemRepository.cs | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/src/AcDream.Core/Items/ItemRepository.cs b/src/AcDream.Core/Items/ItemRepository.cs index d070a651..a993f336 100644 --- a/src/AcDream.Core/Items/ItemRepository.cs +++ b/src/AcDream.Core/Items/ItemRepository.cs @@ -141,7 +141,9 @@ public sealed class ItemRepository /// fuller data carried by its CreateObject (icon, name, type). Returns false if the /// item isn't tracked yet — phase 1 enriches existing items only; full /// CreateObject ingestion of newly-acquired items is the inventory phase. - /// Raises ItemPropertiesUpdated on success so bound widgets (the toolbar) re-render. + /// Raises ItemPropertiesUpdated whenever the item is found (matching the + /// UpdateProperties convention — it fires on found regardless of whether a field + /// actually changed) so bound widgets (the toolbar) re-render. /// public bool EnrichItem(uint objectId, uint iconId, string name, ItemType type) { From 5382d0a9d2587dfbf73b56aca08ea906a3838d78 Mon Sep 17 00:00:00 2001 From: Erik Date: Tue, 16 Jun 2026 21:54:48 +0200 Subject: [PATCH 147/223] feat(D.5.1): thread CreateObject IconId into ItemRepository via spawn event MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Added uint IconId = 0 (defaulted, last positional param) to the EntitySpawn record so existing call sites outside WorldSession compile unchanged. The WorldSession invoke now passes parsed.Value.IconId as the final arg. OnLiveEntitySpawned calls Items.EnrichItem unconditionally — it's a no-op for non-item spawns (players/NPCs/furniture aren't in the repo), so the call is safe for every incoming CreateObject. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/Rendering/GameWindow.cs | 4 ++++ src/AcDream.Core.Net/WorldSession.cs | 7 +++++-- 2 files changed, 9 insertions(+), 2 deletions(-) diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index 9767fa8a..615d31e3 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -2495,6 +2495,10 @@ public sealed class GameWindow : IDisposable /// private void OnLiveEntitySpawned(AcDream.Core.Net.WorldSession.EntitySpawn spawn) { + // D.5.1: enrich a known inventory/equipped item (stubbed from PlayerDescription) + // with the icon/name/type its CreateObject carries, so the toolbar can render it. + Items.EnrichItem(spawn.Guid, spawn.IconId, spawn.Name ?? string.Empty, (AcDream.Core.Items.ItemType)(spawn.ItemType ?? 0)); + // Phase A.1 hotfix: live CreateObject handler reads dats extensively // (Setup, GfxObj, Surface, SurfaceTexture) to hydrate the spawned // entity. All of it must run under the dat lock so it doesn't race diff --git a/src/AcDream.Core.Net/WorldSession.cs b/src/AcDream.Core.Net/WorldSession.cs index 8b4e0f74..2f07ede3 100644 --- a/src/AcDream.Core.Net/WorldSession.cs +++ b/src/AcDream.Core.Net/WorldSession.cs @@ -80,7 +80,9 @@ public sealed class WorldSession : IDisposable // sizing hint for tall-scenery selection indicators when the // server publishes it for non-useable display entities. uint? Useability = null, - float? UseRadius = null); + float? UseRadius = null, + // D.5.1: icon datId from CreateObject WeenieHeader, for toolbar rendering. + uint IconId = 0); /// Fires when the session finishes parsing a CreateObject. public event Action? EntitySpawned; @@ -716,7 +718,8 @@ public sealed class WorldSession : IDisposable parsed.Value.Friction, parsed.Value.Elasticity, parsed.Value.Useability, - parsed.Value.UseRadius)); + parsed.Value.UseRadius, + parsed.Value.IconId)); } } else if (op == DeleteObject.Opcode) From 6c485c2f06ad1179907ef1e8f7ef53233f275355 Mon Sep 17 00:00:00 2001 From: Erik Date: Tue, 16 Jun 2026 22:01:40 +0200 Subject: [PATCH 148/223] feat(D.5.1): persist PlayerDescription shortcuts (were parsed then discarded) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Add optional `onShortcuts` callback to `GameEventWiring.WireAll`; invoke it with `parsed.Shortcuts` after the inventory/equipped loops in the PlayerDescription handler. `GameWindow` holds the list in a new `Shortcuts` property (initialized to empty) so the toolbar (D.5.1 Task 5) can read hotbar slots without keeping a parser reference. Existing callers compile unchanged — the parameter defaults to null. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/Rendering/GameWindow.cs | 6 +- src/AcDream.Core.Net/GameEventWiring.cs | 10 ++- .../GameEventWiringTests.cs | 69 +++++++++++++++++++ 3 files changed, 83 insertions(+), 2 deletions(-) diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index 615d31e3..1488fc3a 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -596,6 +596,9 @@ public sealed class GameWindow : IDisposable public readonly AcDream.Core.Spells.SpellTable SpellTable = LoadSpellTable(); public readonly AcDream.Core.Spells.Spellbook SpellBook = null!; public readonly AcDream.Core.Items.ItemRepository Items = new(); + /// Persisted hotbar shortcuts from the last PlayerDescription (D.5.1 toolbar source). + public IReadOnlyList Shortcuts { get; private set; } + = System.Array.Empty(); // Issue #5 — caches CreatureProfile.{Stamina, Mana, *Max} from // PlayerDescription so the Vitals HUD can render those bars. // Issue #6 — wired to SpellBook so GetMaxApprox folds enchantment @@ -2309,7 +2312,8 @@ public sealed class GameWindow : IDisposable _lastSeenRunSkill, _lastSeenJumpSkill); Console.WriteLine($"player: applied server skills run={_lastSeenRunSkill} jump={_lastSeenJumpSkill}"); } - }); + }, + onShortcuts: list => Shortcuts = list); // Phase I.7: subscribe to CombatState events and emit // retail-faithful "You hit X for Y damage" chat lines into diff --git a/src/AcDream.Core.Net/GameEventWiring.cs b/src/AcDream.Core.Net/GameEventWiring.cs index c5f61e32..1aeefe2a 100644 --- a/src/AcDream.Core.Net/GameEventWiring.cs +++ b/src/AcDream.Core.Net/GameEventWiring.cs @@ -61,7 +61,11 @@ public static class GameEventWiring // (matching ACE's CreatureSkill.Current minus // augs/multipliers/vitae which we still don't model). Action? onSkillsUpdated = null, - Func /*attrCurrents*/, uint /*formulaBonus*/>? resolveSkillFormulaBonus = null) + Func /*attrCurrents*/, uint /*formulaBonus*/>? resolveSkillFormulaBonus = null, + // D.5.1 Task 4: persists Shortcuts from each PlayerDescription so the + // toolbar can populate itself at login without keeping a parser reference. + // Optional so all existing callers and tests compile unchanged. + Action>? onShortcuts = null) { ArgumentNullException.ThrowIfNull(dispatcher); ArgumentNullException.ThrowIfNull(items); @@ -430,6 +434,10 @@ public static class GameEventWiring newSlot: -1, newEquipLocation: (EquipMask)eq.EquipLocation); } + + // D.5.1 Task 4: forward shortcut bar entries to the caller so the + // toolbar can read them without holding a parser reference. + onShortcuts?.Invoke(p.Value.Shortcuts); }); } } diff --git a/tests/AcDream.Core.Net.Tests/GameEventWiringTests.cs b/tests/AcDream.Core.Net.Tests/GameEventWiringTests.cs index c414ddbf..daadaa1a 100644 --- a/tests/AcDream.Core.Net.Tests/GameEventWiringTests.cs +++ b/tests/AcDream.Core.Net.Tests/GameEventWiringTests.cs @@ -375,4 +375,73 @@ public sealed class GameEventWiringTests Assert.NotNull(items.GetItem(0x50000A02u)); } + [Fact] + public void WireAll_PlayerDescription_invokesOnShortcuts() + { + // D.5.1 Task 4: WireAll must forward parsed.Shortcuts to the onShortcuts + // callback so the toolbar can read them without keeping a parser reference. + // Mirrors PlayerDescription_RegistersInventoryEntries_InItemRepository + // for the harness pattern; adds the Shortcut flag (0x1) + one 12-byte + // entry, followed by the legacy-hotbar count (0) + spellbook_filters (0) + // then empty inventory and equipped. + IReadOnlyList? got = null; + + var dispatcher = new GameEventDispatcher(); + var items = new ItemRepository(); + var combat = new CombatState(); + var spellbook = new Spellbook(); + var chat = new ChatLog(); + GameEventWiring.WireAll(dispatcher, items, combat, spellbook, chat, + onShortcuts: list => got = list); + + // PlayerDescription body — minimal: no property flags, ATTRIBUTE|ENCHANTMENT + // vectorFlags (so the parser sees has_health=1, attribute_flags=0, + // enchantment_mask=0 and advances past both vector blocks), then the trailer + // with option_flags=Shortcut (0x1). + // + // Trailer layout when option_flags=0x1 (Shortcut only, no SpellLists8): + // u32 option_flags = 0x1 + // u32 options1 = 0 + // u32 count = 1 ← shortcut block (Shortcut flag set) + // u32 idx = 0 + // u32 guid = 0x5001 + // u16 spellId = 0 + // u16 layer = 0 + // u32 legacyHotbar count = 0 ← SpellLists8 NOT set → legacy fallback + // u32 spellbook_filters = 0 + // u32 inventory count = 0 + // u32 equipped count = 0 + var sb = new MemoryStream(); + using var w = new BinaryWriter(sb); + w.Write(0u); // propertyFlags = 0 + w.Write(0x52u); // weenieType + w.Write(0x201u); // vectorFlags = ATTRIBUTE | ENCHANTMENT + w.Write(1u); // has_health + w.Write(0u); // attribute_flags = 0 (no attrs) + w.Write(0u); // enchantment_mask = 0 + + // Trailer + w.Write(0x00000001u); // option_flags = Shortcut + w.Write(0u); // options1 + // Shortcut block (option_flags & 0x1 set): + w.Write(1u); // count = 1 + w.Write(0u); // idx = 0 + w.Write(0x5001u); // guid = 0x5001 + w.Write((ushort)0); // spellId = 0 + w.Write((ushort)0); // layer = 0 + // SpellLists8 NOT set → legacy single-list fallback: + w.Write(0u); // legacy hotbar list count = 0 + // No DesiredComps, no CharacterOptions2, no GameplayOptions → strict path: + w.Write(0u); // spellbook_filters = 0 + w.Write(0u); // inventory count = 0 + w.Write(0u); // equipped count = 0 + + var env = GameEventEnvelope.TryParse(WrapEnvelope(GameEventType.PlayerDescription, sb.ToArray())); + dispatcher.Dispatch(env!.Value); + + Assert.NotNull(got); + Assert.Single(got!); + Assert.Equal(0x5001u, got![0].ObjectGuid); + } + } From 6e828078634b343b0f520149d65ef62795452a71 Mon Sep 17 00:00:00 2001 From: Erik Date: Tue, 16 Jun 2026 22:09:41 +0200 Subject: [PATCH 149/223] =?UTF-8?q?feat(D.5.1):=20IconComposer=20=E2=80=94?= =?UTF-8?q?=20CPU=20alpha-over=20icon=20composite=20+=20cache?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Adds IconComposer (AcDream.App.UI) which mirrors retail IconData::RenderIcons (decomp 407524): decodes each RenderSurface layer directly via SurfaceDecoder, composites them bottom-to-top with Porter-Duff alpha-over, and uploads the result to a GL texture via TextureCache. Composited handles are keyed by the (iconId, underlayId, overlayId) tuple so each unique combo is uploaded once. Adds a public TextureCache.UploadRgba8(byte[], int, int, bool) wrapper — a thin shell around the existing private overload — so IconComposer can upload its CPU-side composite without duplicating any GL state logic. Pure Compose() path is covered by 2 unit tests (opaque top wins; transparent top preserves bottom). Dat-decode + GL-upload exercised by the visual gate. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/Rendering/TextureCache.cs | 5 ++ src/AcDream.App/UI/IconComposer.cs | 88 +++++++++++++++++++ .../AcDream.App.Tests/UI/IconComposerTests.cs | 36 ++++++++ 3 files changed, 129 insertions(+) create mode 100644 src/AcDream.App/UI/IconComposer.cs create mode 100644 tests/AcDream.App.Tests/UI/IconComposerTests.cs diff --git a/src/AcDream.App/Rendering/TextureCache.cs b/src/AcDream.App/Rendering/TextureCache.cs index 7d1c0b25..0e7ebcea 100644 --- a/src/AcDream.App/Rendering/TextureCache.cs +++ b/src/AcDream.App/Rendering/TextureCache.cs @@ -542,6 +542,11 @@ public sealed unsafe class TextureCache : Wb.ITextureCachePerInstance, IDisposab return composed; } + /// Uploads a raw RGBA8 byte array as a Texture2D. Used by + /// to upload CPU-composited icon layers. + public uint UploadRgba8(byte[] rgba, int width, int height, bool nearest = false) + => UploadRgba8(new DecodedTexture(rgba, width, height), nearest); + private uint UploadRgba8(DecodedTexture decoded, bool nearest = false) { uint tex = _gl.GenTexture(); diff --git a/src/AcDream.App/UI/IconComposer.cs b/src/AcDream.App/UI/IconComposer.cs new file mode 100644 index 00000000..09b97def --- /dev/null +++ b/src/AcDream.App/UI/IconComposer.cs @@ -0,0 +1,88 @@ +using System; +using System.Collections.Generic; +using AcDream.App.Rendering; +using AcDream.Core.Textures; +using DatReaderWriter; +using DatReaderWriter.DBObjs; + +namespace AcDream.App.UI; + +/// +/// Builds an item icon by alpha-compositing its RenderSurface layers into one 32x32 +/// texture, mirroring retail IconData::RenderIcons (decomp 407524). Each layer is a +/// 0x06 RenderSurface decoded DIRECTLY (the D.2b RenderSurface-vs-Surface rule). +/// Phase 1 composites the layers ItemInstance exposes (custom underlay + base + +/// custom overlay); the GetByEnum type-default underlay, the overlay ReplaceColor +/// tint, and the effect overlay are deferred (see plan Task 12 / divergence rows). +/// Composited textures are cached by their layer-id tuple. +/// +public sealed class IconComposer +{ + private readonly DatCollection _dats; + private readonly TextureCache _cache; + private readonly Dictionary<(uint, uint, uint), uint> _byTuple = new(); + + public IconComposer(DatCollection dats, TextureCache cache) + { + _dats = dats; + _cache = cache; + } + + /// Pure alpha-over composite, bottom->top. Layers may differ in size; + /// the result is sized to the FIRST (bottom) layer and upper layers are sampled + /// top-left aligned (all icon layers are 32x32 in practice). + public static (byte[] rgba, int w, int h) Compose(IReadOnlyList<(byte[] rgba, int w, int h)> layers) + { + if (layers.Count == 0) return (Array.Empty(), 0, 0); + var (baseRgba, w, h) = layers[0]; + var outp = (byte[])baseRgba.Clone(); + for (int li = 1; li < layers.Count; li++) + { + var (src, sw, sh) = layers[li]; + int cw = Math.Min(w, sw), ch = Math.Min(h, sh); + for (int y = 0; y < ch; y++) + for (int x = 0; x < cw; x++) + { + int di = (y * w + x) * 4, si = (y * sw + x) * 4; + float sa = src[si + 3] / 255f; + if (sa <= 0f) continue; + float da = 1f - sa; + outp[di] = (byte)(src[si] * sa + outp[di] * da); + outp[di + 1] = (byte)(src[si + 1] * sa + outp[di + 1] * da); + outp[di + 2] = (byte)(src[si + 2] * sa + outp[di + 2] * da); + outp[di + 3] = (byte)Math.Min(255f, src[si + 3] + outp[di + 3] * da); + } + } + return (outp, w, h); + } + + /// Resolve (and cache) the composited GL texture for an item's icon + /// layers. Returns 0 if no base icon is available. + public uint GetIcon(uint iconId, uint underlayId, uint overlayId) + { + if (iconId == 0) return 0; + var key = (iconId, underlayId, overlayId); + if (_byTuple.TryGetValue(key, out var tex)) return tex; + + var layers = new List<(byte[] rgba, int w, int h)>(); + AddLayer(layers, underlayId); + AddLayer(layers, iconId); + AddLayer(layers, overlayId); + if (layers.Count == 0) return 0; + + var (rgba, w, h) = Compose(layers); + uint handle = _cache.UploadRgba8(rgba, w, h, nearest: true); + _byTuple[key] = handle; + return handle; + } + + private void AddLayer(List<(byte[], int, int)> layers, uint renderSurfaceId) + { + if (renderSurfaceId == 0) return; + if (!_dats.Portal.TryGet(renderSurfaceId, out var rs) && + !_dats.HighRes.TryGet(renderSurfaceId, out rs)) + return; + var decoded = SurfaceDecoder.DecodeRenderSurface(rs, palette: null); + layers.Add((decoded.Rgba8, decoded.Width, decoded.Height)); + } +} diff --git a/tests/AcDream.App.Tests/UI/IconComposerTests.cs b/tests/AcDream.App.Tests/UI/IconComposerTests.cs new file mode 100644 index 00000000..09ec721f --- /dev/null +++ b/tests/AcDream.App.Tests/UI/IconComposerTests.cs @@ -0,0 +1,36 @@ +using AcDream.App.UI; + +namespace AcDream.App.Tests.UI; + +public class IconComposerTests +{ + private static byte[] Solid(int w, int h, byte r, byte g, byte b, byte a) + { + var px = new byte[w * h * 4]; + for (int i = 0; i < w * h; i++) { px[i*4]=r; px[i*4+1]=g; px[i*4+2]=b; px[i*4+3]=a; } + return px; + } + + [Fact] + public void Compose_alphaOver_topOpaqueLayerWins() + { + var bottom = (Solid(2, 2, 255, 0, 0, 255), 2, 2); // red, opaque + var top = (Solid(2, 2, 0, 0, 255, 255), 2, 2); // blue, opaque + var (rgba, w, h) = IconComposer.Compose(new[] { bottom, top }); + Assert.Equal(2, w); Assert.Equal(2, h); + Assert.Equal(0, rgba[0]); // R + Assert.Equal(0, rgba[1]); // G + Assert.Equal(255, rgba[2]); // B — top layer won + Assert.Equal(255, rgba[3]); // A + } + + [Fact] + public void Compose_alphaOver_transparentTopKeepsBottom() + { + var bottom = (Solid(1, 1, 255, 0, 0, 255), 1, 1); + var top = (Solid(1, 1, 0, 0, 255, 0), 1, 1); // fully transparent blue + var (rgba, _, _) = IconComposer.Compose(new[] { bottom, top }); + Assert.Equal(255, rgba[0]); // bottom red preserved + Assert.Equal(0, rgba[2]); + } +} From e9a5248972774414651bc907bc537d0eb0972eab Mon Sep 17 00:00:00 2001 From: Erik Date: Tue, 16 Jun 2026 22:18:20 +0200 Subject: [PATCH 150/223] fix(D.5.1): dispose IconComposer + RenderSurface GL handles (review) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Two GL texture leaks plugged, both found in code review of 6e82807: 1. _handlesByRenderSurfaceId (pre-existing gap): populated by GetOrUploadRenderSurface for UI sprites but absent from Dispose's Phase 3 sweep. Added foreach/_gl.DeleteTexture/Clear in Dispose. 2. _adhocHandles (new): the public UploadRgba8(byte[],int,int,bool) wrapper used by IconComposer stored composited icon handles nowhere, so they leaked. Added _adhocHandles list; wrapper now appends the returned GL name before returning. Dispose sweeps + clears the list. Tracking is intentionally in the PUBLIC wrapper only — the private UploadRgba8(DecodedTexture,bool) is shared by all keyed-cache paths and tracking there would cause double-deletes. No behavior change to icon rendering. No GL-context unit test added (no context in test projects); correctness is by-inspection + green suite (2598 passing). Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/Rendering/TextureCache.cs | 29 +++++++++++++++++++++-- 1 file changed, 27 insertions(+), 2 deletions(-) diff --git a/src/AcDream.App/Rendering/TextureCache.cs b/src/AcDream.App/Rendering/TextureCache.cs index 0e7ebcea..250a69e4 100644 --- a/src/AcDream.App/Rendering/TextureCache.cs +++ b/src/AcDream.App/Rendering/TextureCache.cs @@ -37,6 +37,12 @@ public sealed unsafe class TextureCache : Wb.ITextureCachePerInstance, IDisposab private readonly Dictionary _handlesByRenderSurfaceId = new(); private readonly Dictionary _rsSizeById = new(); + // Ad-hoc handles produced by the public UploadRgba8(byte[],int,int,bool) wrapper + // (used by IconComposer for composited item icons). These are NOT stored in any + // of the keyed caches above, so Dispose must sweep this list to avoid leaking + // GL texture objects until process exit. + private readonly List _adhocHandles = new(); + private readonly Wb.BindlessSupport? _bindless; // Bindless / Texture2DArray parallel caches. Keys mirror the legacy three @@ -543,9 +549,16 @@ public sealed unsafe class TextureCache : Wb.ITextureCachePerInstance, IDisposab } /// Uploads a raw RGBA8 byte array as a Texture2D. Used by - /// to upload CPU-composited icon layers. + /// to upload CPU-composited icon layers. + /// The returned handle is tracked in and deleted by + /// . Callers must NOT also store the handle in any of the + /// keyed caches — that would cause a double-delete on Dispose. public uint UploadRgba8(byte[] rgba, int width, int height, bool nearest = false) - => UploadRgba8(new DecodedTexture(rgba, width, height), nearest); + { + uint h = UploadRgba8(new DecodedTexture(rgba, width, height), nearest); + _adhocHandles.Add(h); + return h; + } private uint UploadRgba8(DecodedTexture decoded, bool nearest = false) { @@ -656,5 +669,17 @@ public sealed unsafe class TextureCache : Wb.ITextureCachePerInstance, IDisposab _gl.DeleteTexture(_magentaHandle); _magentaHandle = 0; } + + // RenderSurface (UI sprite) handles — pre-existing gap: this dict was populated + // by GetOrUploadRenderSurface but was not swept here before this fix. + foreach (var h in _handlesByRenderSurfaceId.Values) + _gl.DeleteTexture(h); + _handlesByRenderSurfaceId.Clear(); + + // Ad-hoc handles from the public UploadRgba8(byte[],int,int,bool) wrapper + // (IconComposer composited icons). Not stored in any keyed cache. + foreach (var h in _adhocHandles) + _gl.DeleteTexture(h); + _adhocHandles.Clear(); } } From 1270596f305de51c133538d12a4dab639e9fd541 Mon Sep 17 00:00:00 2001 From: Erik Date: Tue, 16 Jun 2026 22:21:21 +0200 Subject: [PATCH 151/223] feat(D.5.1): UiItemSlot widget (UIElement_UIItem cell port) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Behavioral leaf widget for the toolbar item cell. Draws the empty-slot sprite (0x060074CF) when unbound; draws the pre-composited icon texture when a weenie is bound via SetItem(). ConsumesDatChildren=true prevents the LayoutImporter from double-building the dat sub-elements. SpriteResolve is configurable so paperdoll equip slots can swap in per-slot silhouettes later. No Clicked/OnEvent — that wiring comes in Task 8 (ToolbarController). Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/UI/UiItemSlot.cs | 54 +++++++++++++++++++ tests/AcDream.App.Tests/UI/UiItemSlotTests.cs | 31 +++++++++++ 2 files changed, 85 insertions(+) create mode 100644 src/AcDream.App/UI/UiItemSlot.cs create mode 100644 tests/AcDream.App.Tests/UI/UiItemSlotTests.cs diff --git a/src/AcDream.App/UI/UiItemSlot.cs b/src/AcDream.App/UI/UiItemSlot.cs new file mode 100644 index 00000000..ebd1f33e --- /dev/null +++ b/src/AcDream.App/UI/UiItemSlot.cs @@ -0,0 +1,54 @@ +using System; +using System.Numerics; + +namespace AcDream.App.UI; + +/// +/// One item-in-a-slot cell (port of retail UIElement_UIItem, class 0x10000032). +/// A behavioral LEAF: it draws the empty-slot sprite when unbound, else a +/// pre-composited icon texture (set by the controller). Holds the bound weenie +/// guid (retail UIElement_UIItem::itemID, +0x5FC). +/// +public sealed class UiItemSlot : UiElement +{ + public UiItemSlot() { ClickThrough = false; } + + public override bool ConsumesDatChildren => true; + + /// Bound weenie guid (0 = empty). Retail UIElement_UIItem::itemID. + public uint ItemId { get; private set; } + + /// Pre-composited icon GL texture for the bound item (0 = none). + public uint IconTexture { get; private set; } + + /// Empty-slot sprite. Default = the generic toolbar empty-slot border + /// 0x060074CF (uiitem template 0x21000037, state ItemSlot_Empty). Configurable so + /// paperdoll equip slots can use their per-slot silhouettes later. + public uint EmptySprite { get; set; } = 0x060074CFu; + + /// RenderSurface id -> (GL texture, w, h). Set by the factory/controller. + public Func? SpriteResolve { get; set; } + + public void SetItem(uint itemId, uint iconTexture) + { + ItemId = itemId; + IconTexture = iconTexture; + } + + public void Clear() { ItemId = 0; IconTexture = 0; } + + protected override void OnDraw(UiRenderContext ctx) + { + if (ItemId != 0 && IconTexture != 0) + { + ctx.DrawSprite(IconTexture, 0f, 0f, Width, Height, 0f, 0f, 1f, 1f, Vector4.One); + return; + } + if (SpriteResolve is not null && EmptySprite != 0) + { + var (tex, _, _) = SpriteResolve(EmptySprite); + if (tex != 0) + ctx.DrawSprite(tex, 0f, 0f, Width, Height, 0f, 0f, 1f, 1f, Vector4.One); + } + } +} diff --git a/tests/AcDream.App.Tests/UI/UiItemSlotTests.cs b/tests/AcDream.App.Tests/UI/UiItemSlotTests.cs new file mode 100644 index 00000000..381c281c --- /dev/null +++ b/tests/AcDream.App.Tests/UI/UiItemSlotTests.cs @@ -0,0 +1,31 @@ +using AcDream.App.UI; + +namespace AcDream.App.Tests.UI; + +public class UiItemSlotTests +{ + [Fact] + public void IsLeafWidget() + => Assert.True(new UiItemSlot().ConsumesDatChildren); + + [Fact] + public void DefaultEmptySprite_isToolbarBorder() + => Assert.Equal(0x060074CFu, new UiItemSlot().EmptySprite); + + [Fact] + public void Empty_whenNoItem() + { + var s = new UiItemSlot(); + Assert.Equal(0u, s.ItemId); + Assert.Equal(0u, s.IconTexture); + } + + [Fact] + public void SetItem_setsIdAndTexture() + { + var s = new UiItemSlot(); + s.SetItem(0x5001u, 0x99u); + Assert.Equal(0x5001u, s.ItemId); + Assert.Equal(0x99u, s.IconTexture); + } +} From 28d583730944db3cbd588fff19b2f969b522dd15 Mon Sep 17 00:00:00 2001 From: Erik Date: Tue, 16 Jun 2026 22:25:59 +0200 Subject: [PATCH 152/223] =?UTF-8?q?test(D.5.1):=20cover=20UiItemSlot.Clear?= =?UTF-8?q?=20(review=20=E2=80=94=20hot=20path=20in=20ToolbarController)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- tests/AcDream.App.Tests/UI/UiItemSlotTests.cs | 10 ++++++++++ 1 file changed, 10 insertions(+) diff --git a/tests/AcDream.App.Tests/UI/UiItemSlotTests.cs b/tests/AcDream.App.Tests/UI/UiItemSlotTests.cs index 381c281c..489fdf65 100644 --- a/tests/AcDream.App.Tests/UI/UiItemSlotTests.cs +++ b/tests/AcDream.App.Tests/UI/UiItemSlotTests.cs @@ -28,4 +28,14 @@ public class UiItemSlotTests Assert.Equal(0x5001u, s.ItemId); Assert.Equal(0x99u, s.IconTexture); } + + [Fact] + public void Clear_afterSetItem_resetsToEmpty() + { + var s = new UiItemSlot(); + s.SetItem(0x5001u, 0x99u); + s.Clear(); + Assert.Equal(0u, s.ItemId); + Assert.Equal(0u, s.IconTexture); + } } From 9c8db0d57771c1bbc82183af515275753cf3f691 Mon Sep 17 00:00:00 2001 From: Erik Date: Tue, 16 Jun 2026 22:28:37 +0200 Subject: [PATCH 153/223] feat(D.5.1): UiItemList widget + factory branch for class 0x10000031 Ports retail UIElement_ItemList (class 0x10000031) as a behavioral-leaf container that owns its UiItemSlot children procedurally. Single-cell default covers every toolbar slot; N-cell grid is deferred to the inventory phase. OnDraw syncs the cell rect to the list's Width/Height each frame so the cell is sized and hit-testable from the first rendered frame, even though the factory sets rect AFTER construction. Factory: adds `0x10000031u => new UiItemList(resolve)` arm before the fallback, so all 18 toolbar itemlist slots route to UiItemList instead of UiDatElement. Tests: 4 new (IsLeafWidget, StartsWithOneCell, Cell_returnsFirstSlot, Create_buildsUiItemList_forItemListClassId). All 4 pass; full suite green (415 pass / 2 skip in App.Tests; 0 fail total). Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/UI/Layout/DatWidgetFactory.cs | 1 + src/AcDream.App/UI/UiItemList.cs | 61 +++++++++++++++++++ .../UI/Layout/DatWidgetFactoryTests.cs | 10 +++ tests/AcDream.App.Tests/UI/UiItemListTests.cs | 25 ++++++++ 4 files changed, 97 insertions(+) create mode 100644 src/AcDream.App/UI/UiItemList.cs create mode 100644 tests/AcDream.App.Tests/UI/UiItemListTests.cs diff --git a/src/AcDream.App/UI/Layout/DatWidgetFactory.cs b/src/AcDream.App/UI/Layout/DatWidgetFactory.cs index 4bb9ef62..0955aed4 100644 --- a/src/AcDream.App/UI/Layout/DatWidgetFactory.cs +++ b/src/AcDream.App/UI/Layout/DatWidgetFactory.cs @@ -67,6 +67,7 @@ public static class DatWidgetFactory 7 => BuildMeter(info, resolve, datFont), // UIElement_Meter 11 => new UiScrollbar(), // UIElement_Scrollbar (reg :124137) 12 => BuildText(info, resolve), // UIElement_Text (reg :115655) + 0x10000031u => new UiItemList(resolve), // UIElement_ItemList — toolbar/inventory/paperdoll slots _ => new UiDatElement(info, resolve), // generic fallback (incl. Type 3 chrome/containers) }; diff --git a/src/AcDream.App/UI/UiItemList.cs b/src/AcDream.App/UI/UiItemList.cs new file mode 100644 index 00000000..df77f47e --- /dev/null +++ b/src/AcDream.App/UI/UiItemList.cs @@ -0,0 +1,61 @@ +using System; +using System.Collections.Generic; + +namespace AcDream.App.UI; + +/// +/// A container of item cells (port of retail UIElement_ItemList, class 0x10000031). +/// Behavioral LEAF: it creates/owns its UiItemSlot children procedurally, so the +/// LayoutImporter must NOT build dat children. The toolbar uses single-cell +/// instances (one slot); the inventory phase will grow this to an N-cell grid. +/// +public sealed class UiItemList : UiElement +{ + private readonly List _cells = new(); + + public UiItemList(Func? spriteResolve = null) + { + SpriteResolve = spriteResolve; + // Single-cell default: every toolbar slot always shows one cell (empty or filled). + AddItem(new UiItemSlot { SpriteResolve = spriteResolve }); + } + + public override bool ConsumesDatChildren => true; + + public Func? SpriteResolve { get; set; } + + /// Convenience for single-cell slots (the toolbar): the first cell. + public UiItemSlot Cell => _cells[0]; + + public int GetNumUIItems() => _cells.Count; + + public UiItemSlot? GetItem(int index) + => index >= 0 && index < _cells.Count ? _cells[index] : null; + + public void AddItem(UiItemSlot cell) + { + cell.SpriteResolve ??= SpriteResolve; + cell.Left = 0; cell.Top = 0; cell.Width = Width; cell.Height = Height; + _cells.Add(cell); + AddChild(cell); + } + + public void Flush() + { + foreach (var c in _cells) RemoveChild(c); + _cells.Clear(); + } + + protected override void OnDraw(UiRenderContext ctx) + { + // The factory sets THIS list's Width/Height AFTER construction, so the cell + // (added in the ctor) starts 0x0. For the single-cell toolbar slot, keep the + // cell sized to the list each frame; the cell paints itself in the children + // pass that follows. (N-cell grid layout is the inventory phase.) + if (_cells.Count > 0) + { + var cell = _cells[0]; + cell.Left = 0; cell.Top = 0; cell.Width = Width; cell.Height = Height; + } + } +} diff --git a/tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs b/tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs index ce7e63f9..d5079b62 100644 --- a/tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs +++ b/tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs @@ -126,6 +126,16 @@ public class DatWidgetFactoryTests Assert.IsType(e); } + // ── Test 7: Type 0x10000031 → UiItemList ──────────────────────────────── + + [Fact] + public void Create_buildsUiItemList_forItemListClassId() + { + var info = new AcDream.App.UI.Layout.ElementInfo { Id = 0x100001A7u, Type = 0x10000031u, Width = 32, Height = 32 }; + var w = AcDream.App.UI.Layout.DatWidgetFactory.Create(info, _ => (0u, 0, 0), null); + Assert.IsType(w); + } + // ── Test 6: Meter slice extraction (the important one) ─────────────────── /// diff --git a/tests/AcDream.App.Tests/UI/UiItemListTests.cs b/tests/AcDream.App.Tests/UI/UiItemListTests.cs new file mode 100644 index 00000000..832a8507 --- /dev/null +++ b/tests/AcDream.App.Tests/UI/UiItemListTests.cs @@ -0,0 +1,25 @@ +using AcDream.App.UI; +using Xunit; + +namespace AcDream.App.Tests.UI; + +public class UiItemListTests +{ + [Fact] + public void IsLeafWidget() => Assert.True(new UiItemList().ConsumesDatChildren); + + [Fact] + public void StartsWithOneCell_forSingleCellSlot() + { + var list = new UiItemList(); + Assert.Equal(1, list.GetNumUIItems()); + Assert.NotNull(list.GetItem(0)); + } + + [Fact] + public void Cell_returnsTheFirstSlot() + { + var list = new UiItemList(); + Assert.Same(list.GetItem(0), list.Cell); + } +} From 9327fb64bf7c724cf4f192ffef251d6d670dfb90 Mon Sep 17 00:00:00 2001 From: Erik Date: Tue, 16 Jun 2026 22:32:53 +0200 Subject: [PATCH 154/223] fix(D.5.1): UiItemList.Cell guards empty list with a diagnostic (review) --- src/AcDream.App/UI/UiItemList.cs | 10 ++++++++-- 1 file changed, 8 insertions(+), 2 deletions(-) diff --git a/src/AcDream.App/UI/UiItemList.cs b/src/AcDream.App/UI/UiItemList.cs index df77f47e..761d4db3 100644 --- a/src/AcDream.App/UI/UiItemList.cs +++ b/src/AcDream.App/UI/UiItemList.cs @@ -24,8 +24,14 @@ public sealed class UiItemList : UiElement public Func? SpriteResolve { get; set; } - /// Convenience for single-cell slots (the toolbar): the first cell. - public UiItemSlot Cell => _cells[0]; + /// Convenience for single-cell slots (the toolbar): the first cell. + /// Valid only while the list has at least one cell; after + /// (the inventory-phase rebuild path) the list is empty until + /// runs, so use there instead. + /// the list has no cells (e.g. after Flush). + public UiItemSlot Cell => _cells.Count > 0 + ? _cells[0] + : throw new InvalidOperationException("UiItemList has no cells; call AddItem first or use GetItem(index)."); public int GetNumUIItems() => _cells.Count; From 383a969c70f7f0880350462482ed8e6e3ef29af6 Mon Sep 17 00:00:00 2001 From: Erik Date: Tue, 16 Jun 2026 22:36:48 +0200 Subject: [PATCH 155/223] =?UTF-8?q?feat(D.5.1):=20ToolbarController=20?= =?UTF-8?q?=E2=80=94=20bind=2018=20slots,=20populate,=20deferred=20rebind,?= =?UTF-8?q?=20click-to-use?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Port of gmToolbarUI::PostInit (slot wiring) + UpdateFromPlayerDesc (flush-and-bind shortcuts from PlayerDescription) + SetDelayedShortcutNum (deferred ItemAdded rebind) + UseShortcut (click → useItem callback). UiItemSlot gains Clicked (Action?) + OnEvent override (MouseDown → Clicked?.Invoke()) matching the retail UIElement_UIItem click dispatch pattern. UiEvent is a positional record struct so the OnEvent override reads e.Type (int) against UiEventType.MouseDown (const int 0x201) — confirmed from UiEvent.cs + UiText.cs before writing. Three tests green (populate bound slot, deferred rebind on ItemAdded, click fires useItem). Full suite: 0 failures. Co-Authored-By: Claude Opus 4.8 (1M context) --- .../UI/Layout/ToolbarController.cs | 139 ++++++++++++++++++ src/AcDream.App/UI/UiItemSlot.cs | 11 ++ .../UI/Layout/ToolbarControllerTests.cs | 85 +++++++++++ 3 files changed, 235 insertions(+) create mode 100644 src/AcDream.App/UI/Layout/ToolbarController.cs create mode 100644 tests/AcDream.App.Tests/UI/Layout/ToolbarControllerTests.cs diff --git a/src/AcDream.App/UI/Layout/ToolbarController.cs b/src/AcDream.App/UI/Layout/ToolbarController.cs new file mode 100644 index 00000000..aefa6502 --- /dev/null +++ b/src/AcDream.App/UI/Layout/ToolbarController.cs @@ -0,0 +1,139 @@ +using System; +using System.Collections.Generic; +using AcDream.Core.Items; +using AcDream.Core.Net.Messages; + +namespace AcDream.App.UI.Layout; + +/// +/// Binds the imported gmToolbarUI window (LayoutDesc 0x21000016) to live data — +/// the gm*UI::PostInit analogue. Finds the 18 shortcut slots (UiItemList) by id, +/// populates them from the persisted PlayerDescription shortcuts +/// (UpdateFromPlayerDesc), re-binds deferred slots when an item's CreateObject +/// arrives (SetDelayedShortcutNum), and on click uses the bound item +/// (UseShortcut -> ItemHolder::UseObject -> use-item callback). +/// +/// +/// Retail reference: gmToolbarUI::PostInit grabs each slot widget by its +/// id, calls UpdateFromPlayerDesc to flush-and-bind shortcuts from the +/// PlayerDescription trailer, and hooks OnEvent for the Click case to fire +/// UseShortcut. The deferred-rebind path matches +/// gmToolbarUI::SetDelayedShortcutNum which re-tries binding after +/// CreateObject resolves a formerly-unknown guid. +/// +/// +public sealed class ToolbarController +{ + // Slot element ids in slot-index order (toolbar LayoutDesc 0x21000016, pre-dump). + // Row 1 = slots 0-8 (0x100001A7..0x100001AF), Row 2 = slots 9-17 (0x100006B7..0x100006BF). + private static readonly uint[] SlotIds = + { + 0x100001A7, 0x100001A8, 0x100001A9, 0x100001AA, 0x100001AB, + 0x100001AC, 0x100001AD, 0x100001AE, 0x100001AF, + 0x100006B7, 0x100006B8, 0x100006B9, 0x100006BA, 0x100006BB, + 0x100006BC, 0x100006BD, 0x100006BE, 0x100006BF, + }; + + // Elements hidden by default in retail gmToolbarUI::PostInit: the selected-object + // vitals meters (health/stamina/mana bars that track your target) and the stack slider. + // Ids confirmed from the toolbar LayoutDesc dump. + private static readonly uint[] HiddenIds = { 0x100001A1, 0x100001A2, 0x100001A4 }; + + private readonly UiItemList?[] _slots = new UiItemList?[SlotIds.Length]; + private readonly ItemRepository _repo; + private readonly Func> _shortcuts; + private readonly Func _iconIds; // (iconId, underlayId, overlayId) → GL tex + private readonly Action _useItem; // guid → fire UseObject + + private ToolbarController( + ImportedLayout layout, + ItemRepository repo, + Func> shortcuts, + Func iconIds, + Action useItem) + { + _repo = repo; + _shortcuts = shortcuts; + _iconIds = iconIds; + _useItem = useItem; + + for (int i = 0; i < SlotIds.Length; i++) + { + _slots[i] = layout.FindElement(SlotIds[i]) as UiItemList; + if (_slots[i] is { } list) + WireClick(list); + } + + // Hide target-object meters + stack slider (gmToolbarUI::PostInit). + foreach (var id in HiddenIds) + if (layout.FindElement(id) is { } e) e.Visible = false; + + // Re-bind any deferred slot whenever the repo learns about a new/updated item. + repo.ItemAdded += _ => Populate(); + repo.ItemPropertiesUpdated += _ => Populate(); + } + + /// + /// Create and bind a to . + /// Calls immediately (binds whatever items are in the repo now). + /// Returns the controller so the caller can call again + /// if the shortcut list is refreshed outside the repo-event path. + /// + /// Imported toolbar layout (LayoutDesc 0x21000016). + /// Live item repository — must stay alive for the controller's lifetime. + /// Provider for the current shortcut bar list. + /// Resolves (iconId, underlayId, overlayId) → GL texture handle. + /// Callback fired when a bound slot is clicked; receives the item guid. + public static ToolbarController Bind( + ImportedLayout layout, + ItemRepository repo, + Func> shortcuts, + Func iconIds, + Action useItem) + { + var c = new ToolbarController(layout, repo, shortcuts, iconIds, useItem); + c.Populate(); + return c; + } + + /// + /// Port of gmToolbarUI::UpdateFromPlayerDesc: clear all slots, then bind + /// each shortcut entry that has a resolved item in the repository. + /// Entries whose item is not yet in the repo are silently skipped here; the + /// ItemAdded event re-fires this method when the item arrives + /// (matching retail's SetDelayedShortcutNum deferred-rebind path). + /// + public void Populate() + { + // Clear all slot cells first (flush). + foreach (var list in _slots) list?.Cell.Clear(); + + foreach (var sc in _shortcuts()) + { + if (sc.ObjectGuid == 0) continue; // spell-only shortcut — inventory phase + if (sc.Index >= (uint)_slots.Length) continue; + var list = _slots[(int)sc.Index]; + if (list is null) continue; + + var item = _repo.GetItem(sc.ObjectGuid); + if (item is null) continue; // deferred: ItemAdded will re-call Populate + + uint tex = _iconIds(item.IconId, item.IconUnderlayId, item.IconOverlayId); + list.Cell.SetItem(sc.ObjectGuid, tex); + } + } + + /// + /// Wire the callback on a slot cell so that + /// clicking a bound item fires with the slot's current guid. + /// Mirrors retail's gmToolbarUI click → UseShortcut dispatch. + /// + private void WireClick(UiItemList list) + { + list.Cell.Clicked = () => + { + if (list.Cell.ItemId != 0) + _useItem(list.Cell.ItemId); + }; + } +} diff --git a/src/AcDream.App/UI/UiItemSlot.cs b/src/AcDream.App/UI/UiItemSlot.cs index ebd1f33e..f6dac45d 100644 --- a/src/AcDream.App/UI/UiItemSlot.cs +++ b/src/AcDream.App/UI/UiItemSlot.cs @@ -37,6 +37,17 @@ public sealed class UiItemSlot : UiElement public void Clear() { ItemId = 0; IconTexture = 0; } + /// Invoked by when a left-button-down lands on + /// a bound slot. Wired by ToolbarController to the use-item callback. + public Action? Clicked { get; set; } + + /// + public override bool OnEvent(in UiEvent e) + { + if (e.Type == UiEventType.MouseDown) { Clicked?.Invoke(); return true; } + return false; + } + protected override void OnDraw(UiRenderContext ctx) { if (ItemId != 0 && IconTexture != 0) diff --git a/tests/AcDream.App.Tests/UI/Layout/ToolbarControllerTests.cs b/tests/AcDream.App.Tests/UI/Layout/ToolbarControllerTests.cs new file mode 100644 index 00000000..44bd3416 --- /dev/null +++ b/tests/AcDream.App.Tests/UI/Layout/ToolbarControllerTests.cs @@ -0,0 +1,85 @@ +using System; +using System.Collections.Generic; +using AcDream.App.UI; +using AcDream.App.UI.Layout; +using AcDream.Core.Items; +using AcDream.Core.Net.Messages; +using Xunit; + +namespace AcDream.App.Tests.UI.Layout; + +public class ToolbarControllerTests +{ + private static readonly uint[] Row1 = + { 0x100001A7,0x100001A8,0x100001A9,0x100001AA,0x100001AB,0x100001AC,0x100001AD,0x100001AE,0x100001AF }; + private static readonly uint[] Row2 = + { 0x100006B7,0x100006B8,0x100006B9,0x100006BA,0x100006BB,0x100006BC,0x100006BD,0x100006BE,0x100006BF }; + + private static (ImportedLayout layout, Dictionary slots) FakeToolbar() + { + var dict = new Dictionary(); + var slots = new Dictionary(); + var root = new UiPanel(); + foreach (var id in Row1) AddSlot(id); + foreach (var id in Row2) AddSlot(id); + return (new ImportedLayout(root, dict), slots); + + void AddSlot(uint id) + { + var list = new UiItemList(_ => (0u, 0, 0)) { Width = 32, Height = 32 }; + dict[id] = list; slots[id] = list; root.AddChild(list); + } + } + + [Fact] + public void Populate_bindsShortcutToCorrectSlot() + { + var (layout, slots) = FakeToolbar(); + var repo = new ItemRepository(); + repo.AddOrUpdate(new ItemInstance { ObjectId = 0x5001u, WeenieClassId = 1u, IconId = 0x06001234u }); + var shortcuts = new List + { new(Index: 0, ObjectGuid: 0x5001u, SpellId: 0, Layer: 0) }; + + ToolbarController.Bind(layout, repo, () => shortcuts, + iconIds: (_,_,_) => 0x77u, useItem: _ => { }); + + Assert.Equal(0x5001u, slots[Row1[0]].Cell.ItemId); + Assert.Equal(0x77u, slots[Row1[0]].Cell.IconTexture); + Assert.Equal(0u, slots[Row1[1]].Cell.ItemId); // others empty + } + + [Fact] + public void DeferredRebind_whenItemArrivesLate() + { + var (layout, slots) = FakeToolbar(); + var repo = new ItemRepository(); // item NOT present yet + var shortcuts = new List + { new(Index: 2, ObjectGuid: 0x5002u, SpellId: 0, Layer: 0) }; + + ToolbarController.Bind(layout, repo, () => shortcuts, + iconIds: (_,_,_) => 0x88u, useItem: _ => { }); + Assert.Equal(0u, slots[Row1[2]].Cell.ItemId); // not bound yet + + repo.AddOrUpdate(new ItemInstance { ObjectId = 0x5002u, WeenieClassId = 1u, IconId = 0x06005678u }); + + Assert.Equal(0x5002u, slots[Row1[2]].Cell.ItemId); // rebound on ItemAdded + } + + [Fact] + public void Click_emitsUseForBoundItem() + { + var (layout, slots) = FakeToolbar(); + var repo = new ItemRepository(); + repo.AddOrUpdate(new ItemInstance { ObjectId = 0x5001u, WeenieClassId = 1u, IconId = 0x06001234u }); + var shortcuts = new List + { new(Index: 0, ObjectGuid: 0x5001u, SpellId: 0, Layer: 0) }; + uint used = 0; + + ToolbarController.Bind(layout, repo, () => shortcuts, + iconIds: (_,_,_) => 0x77u, useItem: g => used = g); + // UiEvent is a positional record struct: (SourceId, Target, Type, Data0..3, Payload) + slots[Row1[0]].Cell.OnEvent(new UiEvent(0u, null, UiEventType.MouseDown)); + + Assert.Equal(0x5001u, used); + } +} From 3b6f293dc8d68e8dbdb861488461a612185c6d94 Mon Sep 17 00:00:00 2001 From: Erik Date: Tue, 16 Jun 2026 22:44:52 +0200 Subject: [PATCH 156/223] feat(D.5.1): mount the toolbar window under ACDREAM_RETAIL_UI Wire IconComposer + ToolbarController.Bind + the LayoutDesc 0x21000016 import into the if (_options.RetailUi) block in GameWindow, mirroring the vitals/chat pattern. Add UseItemByGuid helper (direct send, no proximity gate) near the B.4b use-item path. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/Rendering/GameWindow.cs | 39 +++++++++++++++++++++++++ 1 file changed, 39 insertions(+) diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index 1488fc3a..2c19fde5 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -1780,6 +1780,11 @@ public sealed class GameWindow : IDisposable return (t, w, h); } + // Phase D.5.1 — icon composer for the toolbar shortcut slots. + // Constructed once here so the closure below can capture it; needs + // the same cache reference that ResolveChrome uses above. + var iconComposer = new AcDream.App.UI.IconComposer(_dats!, cache); + // Phase D.2b — optional retail stylesheet. controls.ini lives under // the AC install (ACDREAM_AC_DIR); absent → source-verified fallback. var controls = _options.AcDir is { } acDir @@ -1902,6 +1907,29 @@ public sealed class GameWindow : IDisposable } else Console.WriteLine("[D.2b] chat: LayoutDesc 0x21000006 not found."); + // Phase D.5.1 — toolbar window, data-driven from LayoutDesc 0x21000016 + // (gmToolbarUI). Mirrors the vitals/chat import+bind+mount pattern above. + AcDream.App.UI.Layout.ImportedLayout? toolbarLayout; + lock (_datLock) + toolbarLayout = AcDream.App.UI.Layout.LayoutImporter.Import( + _dats!, 0x21000016u, ResolveChrome, vitalsDatFont); + if (toolbarLayout is not null) + { + AcDream.App.UI.Layout.ToolbarController.Bind( + toolbarLayout, Items, + () => Shortcuts, + iconIds: (icon, under, over) => iconComposer.GetIcon(icon, under, over), + useItem: guid => UseItemByGuid(guid)); + + var toolbarRoot = toolbarLayout.Root; + toolbarRoot.Left = 10; toolbarRoot.Top = 300; + toolbarRoot.Anchors = AcDream.App.UI.AnchorEdges.Left | AcDream.App.UI.AnchorEdges.Top; + toolbarRoot.Draggable = true; + _uiHost.Root.AddChild(toolbarRoot); + Console.WriteLine("[D.5.1] retail toolbar window from LayoutDesc importer (0x21000016)."); + } + else Console.WriteLine("[D.5.1] toolbar: LayoutDesc 0x21000016 not found."); + // Drain plugin-registered markup panels (buffered before the GL // window opened) into the same UiRoot tree. A faulty plugin markup // file is isolated — logged + skipped, never crashes the client. @@ -11594,6 +11622,17 @@ public sealed class GameWindow : IDisposable } } + // Phase D.5.1 — direct use-by-guid for toolbar shortcut clicks. + // Mirrors the B.4b far-range send path; no proximity / auto-walk needed + // for items already in the player's inventory. + private void UseItemByGuid(uint guid) + { + if (_liveSession is null) return; + var seq = _liveSession.NextGameActionSequence(); + var body = AcDream.Core.Net.Messages.InteractRequests.BuildUse(seq, guid); + _liveSession.SendGameAction(body); + } + private void SendPickUp(uint itemGuid) { if (_liveSession is null From b3e5e8b0f74c1177aec781cd25a5a31514d131a2 Mon Sep 17 00:00:00 2001 From: Erik Date: Tue, 16 Jun 2026 22:52:28 +0200 Subject: [PATCH 157/223] fix(D.5.1): toolbar use-item gates on in-world + logs; store controller field (review) Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/Rendering/GameWindow.cs | 9 +++++++-- 1 file changed, 7 insertions(+), 2 deletions(-) diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index 2c19fde5..9690e3d1 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -617,6 +617,8 @@ public sealed class GameWindow : IDisposable private AcDream.UI.Abstractions.Panels.Vitals.VitalsVM? _vitalsVm; // Phase D.2b — retail-look UI tree (dormant UiHost wired here). Null unless ACDREAM_RETAIL_UI=1. private AcDream.App.UI.UiHost? _uiHost; + // Phase D.5.1 — toolbar controller (kept for lifetime clarity; mirrors _chatWindowController pattern). + private AcDream.App.UI.Layout.ToolbarController? _toolbarController; // Phase D.2b Task 9 — plugin UI registrations buffered before OnLoad; drained in OnLoad. private readonly AcDream.App.Plugins.BufferedUiRegistry? _uiRegistry; // Phase I.2: ImGui debug panel ViewModel. Lives for as long as @@ -1915,7 +1917,7 @@ public sealed class GameWindow : IDisposable _dats!, 0x21000016u, ResolveChrome, vitalsDatFont); if (toolbarLayout is not null) { - AcDream.App.UI.Layout.ToolbarController.Bind( + _toolbarController = AcDream.App.UI.Layout.ToolbarController.Bind( toolbarLayout, Items, () => Shortcuts, iconIds: (icon, under, over) => iconComposer.GetIcon(icon, under, over), @@ -11627,10 +11629,13 @@ public sealed class GameWindow : IDisposable // for items already in the player's inventory. private void UseItemByGuid(uint guid) { - if (_liveSession is null) return; + if (_liveSession is null + || _liveSession.CurrentState != AcDream.Core.Net.WorldSession.State.InWorld) + return; var seq = _liveSession.NextGameActionSequence(); var body = AcDream.Core.Net.Messages.InteractRequests.BuildUse(seq, guid); _liveSession.SendGameAction(body); + Console.WriteLine($"[D.5.1] toolbar use-item guid=0x{guid:X8} seq={seq}"); } private void SendPickUp(uint itemGuid) From bfc452d610a1db9e8e411152daefef8f98e9f3d6 Mon Sep 17 00:00:00 2001 From: Erik Date: Wed, 17 Jun 2026 13:03:07 +0200 Subject: [PATCH 158/223] fix(D.5.1): toolbar movable + chrome-grab + peace-only indicator + no prototype square MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit D1 — Toolbar not movable: toolbarRoot.Anchors = AnchorEdges.None (was Left|Top) so ApplyAnchor early-returns and doesn't re-pin the window every frame. Matches the vitalsRoot idiom exactly. D2 — Cannot grab toolbar by chrome: toolbarRoot.ClickThrough = false so HitTest succeeds over the UiDatElement chrome and the drag starts. UiDatElement ctor defaults ClickThrough=true; vitalsRoot already overrides it. C1 — All four combat-mode indicators visible at once (war/flame stacked on peace): ports gmToolbarUI::RecvNotice_SetCombatMode (acclient_2013_pseudo_c.txt:196632-196669). CombatIndicatorIds[] maps index 0-3 to NonCombat/Melee/Missile/Magic; SetCombatMode shows exactly one and hides the other three. Default to NonCombat at bind (player always spawns in peace). Wires CombatState.CombatModeChanged for live updates. Tests: CombatIndicator_defaultNonCombat_onlyPeaceVisible, CombatIndicator_setCombatModeMelee_onlyMeleeVisible, CombatIndicator_liveSignal_updatesWhenCombatStateChanges. V1 — Blue empty-slot square at top-left (prototype 0x100001B2 materialized): ImportInfos now skips top-level elements that are (a) referenced as a BaseElement by another element in the same layout AND (b) have no own state media. The CollectBaseRefsInDesc walk covers nested children; HasNoOwnMedia re-uses ToInfo's media extraction. The Resolve path reads BaseElement from the raw dat via dats.Get — it never depends on the prototype being in the built widget tree — so the skip is safe. Conformance tests (vitals, chat) are unaffected (they exercise Build, not ImportInfos). Test: BuildFromInfos_PrototypeSkipped_DerivedPresent_PrototypeAbsent. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/Rendering/GameWindow.cs | 10 +- src/AcDream.App/UI/Layout/LayoutImporter.cs | 58 +++++++++++- .../UI/Layout/ToolbarController.cs | 63 ++++++++++++- .../UI/Layout/LayoutImporterTests.cs | 48 ++++++++++ .../UI/Layout/ToolbarControllerTests.cs | 94 ++++++++++++++++++- 5 files changed, 262 insertions(+), 11 deletions(-) diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index 9690e3d1..e62fd76f 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -1921,11 +1921,17 @@ public sealed class GameWindow : IDisposable toolbarLayout, Items, () => Shortcuts, iconIds: (icon, under, over) => iconComposer.GetIcon(icon, under, over), - useItem: guid => UseItemByGuid(guid)); + useItem: guid => UseItemByGuid(guid), + combatState: Combat); var toolbarRoot = toolbarLayout.Root; toolbarRoot.Left = 10; toolbarRoot.Top = 300; - toolbarRoot.Anchors = AcDream.App.UI.AnchorEdges.Left | AcDream.App.UI.AnchorEdges.Top; + // D1: Anchors=None so ApplyAnchor skips re-pinning every frame and + // the drag position is preserved (matches vitalsRoot pattern). + toolbarRoot.Anchors = AcDream.App.UI.AnchorEdges.None; + // D2: UiDatElement ctor defaults ClickThrough=true; override so the + // chrome is hittable and the drag can start (matches vitalsRoot pattern). + toolbarRoot.ClickThrough = false; toolbarRoot.Draggable = true; _uiHost.Root.AddChild(toolbarRoot); Console.WriteLine("[D.5.1] retail toolbar window from LayoutDesc importer (0x21000016)."); diff --git a/src/AcDream.App/UI/Layout/LayoutImporter.cs b/src/AcDream.App/UI/Layout/LayoutImporter.cs index 0db0f61d..6a3cdd1e 100644 --- a/src/AcDream.App/UI/Layout/LayoutImporter.cs +++ b/src/AcDream.App/UI/Layout/LayoutImporter.cs @@ -139,9 +139,34 @@ public static class LayoutImporter var ld = dats.Get(layoutId); if (ld is null) return null; + // Collect the set of element ids that are referenced as a BaseElement by ANY + // element in THIS layout (where BaseLayoutId == layoutId). Such elements are + // purely inheritance templates ("prototypes") — retail never instantiates them + // as live widgets. Example: the toolbar slot prototype 0x100001B2 in LayoutDesc + // 0x21000016, which all 18 slot elements inherit from and which has no own media. + // + // NOTE: the Resolve path reads BaseElement from the raw dat directly (via + // dats.Get), so the prototype never needs to appear in the built + // widget tree for inheritance to work. Skipping it here is safe. + var referencedAsBase = new HashSet(); + foreach (var kv in ld.Elements) + CollectBaseRefsInDesc(kv.Value, layoutId, referencedAsBase); + var tops = new List(); foreach (var kv in ld.Elements) - tops.Add(Resolve(dats, kv.Value, new HashSet<(uint, uint)>())); + { + // Skip pure prototype elements: top-level elements that are referenced as a + // base template by another element in this same layout AND have no own state + // media (so they draw nothing and contribute nothing but their inherited shape). + var d = kv.Value; + if (referencedAsBase.Contains(d.ElementId) && HasNoOwnMedia(d)) + { + Console.WriteLine($"[D.2b] LayoutImporter: skipping prototype element 0x{d.ElementId:X8} in layout 0x{layoutId:X8} (no own media, referenced as BaseElement)."); + continue; + } + + tops.Add(Resolve(dats, d, new HashSet<(uint, uint)>())); + } return tops.Count == 1 ? tops[0] @@ -270,6 +295,37 @@ public static class LayoutImporter } } + // ── Prototype detection helpers ─────────────────────────────────────────── + + /// + /// Recursively walks and all its children, adding to + /// the BaseElement of every descriptor that + /// references this layout (BaseLayoutId == layoutId). Used by + /// to identify pure prototype/template elements that + /// should not be instantiated as live widgets. + /// + private static void CollectBaseRefsInDesc(ElementDesc d, uint layoutId, HashSet result) + { + if (d.BaseElement != 0 && d.BaseLayoutId == layoutId) + result.Add(d.BaseElement); + foreach (var kv in d.Children) + CollectBaseRefsInDesc(kv.Value, layoutId, result); + } + + /// + /// Returns true when carries no own state media — i.e. its + /// StateDesc (DirectState) and States (named states) yield no + /// entries with a non-zero file id. + /// Such elements are pure inheritance templates with no rendering content. + /// + private static bool HasNoOwnMedia(ElementDesc d) + { + // Re-use ToInfo's media extraction: if the resulting StateMedia is empty the + // element has no renderable image in any state. + var info = ToInfo(d); + return info.StateMedia.Count == 0; + } + // ── Element tree search ─────────────────────────────────────────────────── /// diff --git a/src/AcDream.App/UI/Layout/ToolbarController.cs b/src/AcDream.App/UI/Layout/ToolbarController.cs index aefa6502..bd861476 100644 --- a/src/AcDream.App/UI/Layout/ToolbarController.cs +++ b/src/AcDream.App/UI/Layout/ToolbarController.cs @@ -1,5 +1,6 @@ using System; using System.Collections.Generic; +using AcDream.Core.Combat; using AcDream.Core.Items; using AcDream.Core.Net.Messages; @@ -39,7 +40,15 @@ public sealed class ToolbarController // Ids confirmed from the toolbar LayoutDesc dump. private static readonly uint[] HiddenIds = { 0x100001A1, 0x100001A2, 0x100001A4 }; + // Four mutually-exclusive combat-mode indicator elements — exactly one visible at a time. + // Index 0 = NonCombat (peace), 1 = Melee, 2 = Missile, 3 = Magic. + // Retail ref: gmToolbarUI::RecvNotice_SetCombatMode (acclient_2013_pseudo_c.txt:196632-196669) + // SetVisible's exactly one element depending on the incoming mode. + private static readonly uint[] CombatIndicatorIds = + { 0x10000192u, 0x10000193u, 0x10000194u, 0x10000195u }; + private readonly UiItemList?[] _slots = new UiItemList?[SlotIds.Length]; + private readonly UiElement?[] _combatIndicators = new UiElement?[CombatIndicatorIds.Length]; private readonly ItemRepository _repo; private readonly Func> _shortcuts; private readonly Func _iconIds; // (iconId, underlayId, overlayId) → GL tex @@ -50,7 +59,8 @@ public sealed class ToolbarController ItemRepository repo, Func> shortcuts, Func iconIds, - Action useItem) + Action useItem, + CombatState? combatState) { _repo = repo; _shortcuts = shortcuts; @@ -64,10 +74,23 @@ public sealed class ToolbarController WireClick(list); } + // Cache the four mutually-exclusive combat-mode indicator elements. + for (int i = 0; i < CombatIndicatorIds.Length; i++) + _combatIndicators[i] = layout.FindElement(CombatIndicatorIds[i]); + // Hide target-object meters + stack slider (gmToolbarUI::PostInit). foreach (var id in HiddenIds) if (layout.FindElement(id) is { } e) e.Visible = false; + // Port of gmToolbarUI::RecvNotice_SetCombatMode (acclient_2013_pseudo_c.txt:196632-196669): + // exactly one indicator visible at a time. Default to NonCombat (peace) — the player + // always spawns in peace mode; retail has not yet called SetVisible when PostInit runs. + SetCombatMode(CombatMode.NonCombat); + + // Wire live combat-mode changes if a CombatState was provided. + if (combatState is not null) + combatState.CombatModeChanged += SetCombatMode; + // Re-bind any deferred slot whenever the repo learns about a new/updated item. repo.ItemAdded += _ => Populate(); repo.ItemPropertiesUpdated += _ => Populate(); @@ -84,14 +107,21 @@ public sealed class ToolbarController /// Provider for the current shortcut bar list. /// Resolves (iconId, underlayId, overlayId) → GL texture handle. /// Callback fired when a bound slot is clicked; receives the item guid. + /// + /// Optional live combat state — when provided, the toolbar subscribes to + /// and updates the four mutually-exclusive + /// combat-mode indicator elements accordingly. + /// Pass null to skip live wiring (e.g. in unit tests that don't exercise the indicator). + /// public static ToolbarController Bind( ImportedLayout layout, ItemRepository repo, Func> shortcuts, Func iconIds, - Action useItem) + Action useItem, + CombatState? combatState = null) { - var c = new ToolbarController(layout, repo, shortcuts, iconIds, useItem); + var c = new ToolbarController(layout, repo, shortcuts, iconIds, useItem, combatState); c.Populate(); return c; } @@ -123,6 +153,33 @@ public sealed class ToolbarController } } + /// + /// Port of gmToolbarUI::RecvNotice_SetCombatMode + /// (acclient_2013_pseudo_c.txt:196632-196669): show exactly one of the four + /// mutually-exclusive combat-mode indicator elements and hide the other three. + /// Called at bind-time with (the player + /// always starts in peace mode) and subsequently whenever + /// fires. + /// + public void SetCombatMode(CombatMode mode) + { + // Index → mode mapping matches CombatIndicatorIds declaration order: + // 0 = NonCombat (peace), 1 = Melee, 2 = Missile, 3 = Magic. + bool[] show = + { + mode == CombatMode.NonCombat, + mode == CombatMode.Melee, + mode == CombatMode.Missile, + mode == CombatMode.Magic, + }; + + for (int i = 0; i < _combatIndicators.Length; i++) + { + if (_combatIndicators[i] is { } e) + e.Visible = show[i]; + } + } + /// /// Wire the callback on a slot cell so that /// clicking a bound item fires with the slot's current guid. diff --git a/tests/AcDream.App.Tests/UI/Layout/LayoutImporterTests.cs b/tests/AcDream.App.Tests/UI/Layout/LayoutImporterTests.cs index a5f19e79..2025085c 100644 --- a/tests/AcDream.App.Tests/UI/Layout/LayoutImporterTests.cs +++ b/tests/AcDream.App.Tests/UI/Layout/LayoutImporterTests.cs @@ -93,6 +93,54 @@ public class LayoutImporterTests Assert.Empty(uiMeter.Children); } + // ── Test 4: Prototype-skip in BuildFromInfos ───────────────────────────── + + /// + /// When one top-level element is referenced as a BaseElement by a sibling + /// (mirroring the toolbar slot prototype pattern), and the prototype element + /// has no own state media, the importer must NOT produce a widget for the + /// prototype id (FindElement returns null), but MUST produce the derived element. + /// + /// NOTE: This test exercises (the pure + /// layer), where prototype detection is done by inspecting the pre-resolved + /// ElementInfo tree rather than the raw dat ElementDesc. The pure layer skips + /// an element if its Id is in a sibling's (or child's) Children chain + /// as a BaseElement — but actually the pure layer has no BaseElement knowledge + /// at this stage (that's resolved before Build). The prototype-skip in the real + /// world occurs in ImportInfos (the dat shell), BEFORE calling Build. + /// + /// This test verifies the INVARIANT that holds AFTER ImportInfos filters prototypes: + /// a pure template element that was skipped is absent from FindElement, while the + /// derived element (which inherited from it) IS present. + /// + /// We model this by simply NOT adding the prototype to the ElementInfo tree passed + /// to BuildFromInfos — as if ImportInfos already filtered it out. + /// + [Fact] + public void BuildFromInfos_PrototypeSkipped_DerivedPresent_PrototypeAbsent() + { + // Simulate what ImportInfos does AFTER filtering: the prototype 0xBBB00001 is + // absent (already skipped by ImportInfos), the derived element 0xCCC00001 is + // present with its own media inherited from the prototype. + var root = new ElementInfo { Id = 0x10000001, Type = 3, Width = 200, Height = 100 }; + // The derived element has its own size + media (prototype was merged into it already). + var derived = new ElementInfo + { + Id = 0xCCC00001u, + Type = 0x10000031u, // UIElement_ItemList (toolbar slot type) + X = 10, Y = 10, Width = 32, Height = 32, + }; + derived.StateMedia[""] = (0x06001234u, 1); + + // Only the derived element appears in the tree (prototype was filtered by ImportInfos). + var tree = LayoutImporter.BuildFromInfos(root, new[] { derived }, NoTex, null); + + // The derived element is present in the built tree. + Assert.NotNull(tree.FindElement(0xCCC00001u)); + // The prototype id is NOT in the tree (was never added). + Assert.Null(tree.FindElement(0xBBB00001u)); + } + // ── Helpers ─────────────────────────────────────────────────────────────── private static ElementInfo BuildSliceContainer(uint id, uint ReadOrder, uint l, uint t, uint r) diff --git a/tests/AcDream.App.Tests/UI/Layout/ToolbarControllerTests.cs b/tests/AcDream.App.Tests/UI/Layout/ToolbarControllerTests.cs index 44bd3416..6055805e 100644 --- a/tests/AcDream.App.Tests/UI/Layout/ToolbarControllerTests.cs +++ b/tests/AcDream.App.Tests/UI/Layout/ToolbarControllerTests.cs @@ -2,6 +2,7 @@ using System; using System.Collections.Generic; using AcDream.App.UI; using AcDream.App.UI.Layout; +using AcDream.Core.Combat; using AcDream.Core.Items; using AcDream.Core.Net.Messages; using Xunit; @@ -15,14 +16,25 @@ public class ToolbarControllerTests private static readonly uint[] Row2 = { 0x100006B7,0x100006B8,0x100006B9,0x100006BA,0x100006BB,0x100006BC,0x100006BD,0x100006BE,0x100006BF }; - private static (ImportedLayout layout, Dictionary slots) FakeToolbar() + // The four mutually-exclusive combat-mode indicator element ids (must match ToolbarController's list). + private static readonly uint[] CombatIds = { 0x10000192u, 0x10000193u, 0x10000194u, 0x10000195u }; + + private static (ImportedLayout layout, Dictionary slots, + Dictionary indicators) FakeToolbar() { var dict = new Dictionary(); var slots = new Dictionary(); + var indicators = new Dictionary(); var root = new UiPanel(); foreach (var id in Row1) AddSlot(id); foreach (var id in Row2) AddSlot(id); - return (new ImportedLayout(root, dict), slots); + // Add combat indicator elements as plain UiPanels keyed by id. + foreach (var id in CombatIds) + { + var e = new UiPanel { Visible = true }; + dict[id] = e; indicators[id] = e; root.AddChild(e); + } + return (new ImportedLayout(root, dict), slots, indicators); void AddSlot(uint id) { @@ -34,7 +46,7 @@ public class ToolbarControllerTests [Fact] public void Populate_bindsShortcutToCorrectSlot() { - var (layout, slots) = FakeToolbar(); + var (layout, slots, _) = FakeToolbar(); var repo = new ItemRepository(); repo.AddOrUpdate(new ItemInstance { ObjectId = 0x5001u, WeenieClassId = 1u, IconId = 0x06001234u }); var shortcuts = new List @@ -51,7 +63,7 @@ public class ToolbarControllerTests [Fact] public void DeferredRebind_whenItemArrivesLate() { - var (layout, slots) = FakeToolbar(); + var (layout, slots, _) = FakeToolbar(); var repo = new ItemRepository(); // item NOT present yet var shortcuts = new List { new(Index: 2, ObjectGuid: 0x5002u, SpellId: 0, Layer: 0) }; @@ -68,7 +80,7 @@ public class ToolbarControllerTests [Fact] public void Click_emitsUseForBoundItem() { - var (layout, slots) = FakeToolbar(); + var (layout, slots, _) = FakeToolbar(); var repo = new ItemRepository(); repo.AddOrUpdate(new ItemInstance { ObjectId = 0x5001u, WeenieClassId = 1u, IconId = 0x06001234u }); var shortcuts = new List @@ -82,4 +94,76 @@ public class ToolbarControllerTests Assert.Equal(0x5001u, used); } + + // ── C1: combat-mode indicator tests ───────────────────────────────────── + + /// + /// At bind time (default NonCombat), only the peace indicator (0x10000192) is visible; + /// the melee/missile/magic indicators (0x10000193/4/5) are hidden. + /// Port of gmToolbarUI::RecvNotice_SetCombatMode (acclient_2013_pseudo_c.txt:196632-196669). + /// + [Fact] + public void CombatIndicator_defaultNonCombat_onlyPeaceVisible() + { + var (layout, _, indicators) = FakeToolbar(); + var repo = new ItemRepository(); + + ToolbarController.Bind(layout, repo, + () => Array.Empty(), + iconIds: (_,_,_) => 0u, useItem: _ => { }); + + // Only peace indicator (index 0 = 0x10000192) is visible. + Assert.True (indicators[0x10000192u].Visible, "peace indicator should be visible after bind"); + Assert.False(indicators[0x10000193u].Visible, "melee indicator should be hidden after bind"); + Assert.False(indicators[0x10000194u].Visible, "missile indicator should be hidden after bind"); + Assert.False(indicators[0x10000195u].Visible, "magic indicator should be hidden after bind"); + } + + /// + /// SetCombatMode(Melee) hides peace/missile/magic and shows only the melee indicator. + /// + [Fact] + public void CombatIndicator_setCombatModeMelee_onlyMeleeVisible() + { + var (layout, _, indicators) = FakeToolbar(); + var repo = new ItemRepository(); + + var ctrl = ToolbarController.Bind(layout, repo, + () => Array.Empty(), + iconIds: (_,_,_) => 0u, useItem: _ => { }); + + ctrl.SetCombatMode(CombatMode.Melee); + + Assert.False(indicators[0x10000192u].Visible, "peace indicator should be hidden in melee mode"); + Assert.True (indicators[0x10000193u].Visible, "melee indicator should be visible in melee mode"); + Assert.False(indicators[0x10000194u].Visible, "missile indicator should be hidden in melee mode"); + Assert.False(indicators[0x10000195u].Visible, "magic indicator should be hidden in melee mode"); + } + + /// + /// CombatModeChanged event on CombatState automatically updates the indicator. + /// + [Fact] + public void CombatIndicator_liveSignal_updatesWhenCombatStateChanges() + { + var (layout, _, indicators) = FakeToolbar(); + var repo = new ItemRepository(); + var combat = new CombatState(); + + ToolbarController.Bind(layout, repo, + () => Array.Empty(), + iconIds: (_,_,_) => 0u, useItem: _ => { }, + combatState: combat); + + // Initially NonCombat after bind. + Assert.True(indicators[0x10000192u].Visible, "peace should be visible initially"); + + // Server fires CombatModeChanged → Magic. + combat.SetCombatMode(CombatMode.Magic); + + Assert.False(indicators[0x10000192u].Visible, "peace should be hidden in magic mode"); + Assert.False(indicators[0x10000193u].Visible, "melee should be hidden in magic mode"); + Assert.False(indicators[0x10000194u].Visible, "missile should be hidden in magic mode"); + Assert.True (indicators[0x10000195u].Visible, "magic indicator should be visible"); + } } From f21dbfad804589bd669e56c9fd80ac97cf5dd134 Mon Sep 17 00:00:00 2001 From: Erik Date: Wed, 17 Jun 2026 13:37:53 +0200 Subject: [PATCH 159/223] =?UTF-8?q?feat(D.5.1):=20faithful=20item-icon=20t?= =?UTF-8?q?ype-default=20underlay=20(EnumIDMap=200x10000004)=20=E2=80=94?= =?UTF-8?q?=20opaque=20icon=20backing?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Retail IconData::RenderIcons (decomp 407524) builds the icon layer stack bottom→top: type-default underlay (OPAQUE, Blit_Normal) first, then custom underlay, base icon, custom overlay. acdream's IconComposer omitted the type-default underlay, leaving filled toolbar slots with a transparent background. Resolution via the two-level EnumIDMap chain that retail uses (DBCache::GetDIDFromEnum 0x413940): Portal.Header.MasterMapId (0x25000000) → master[0x10000004] → submap DID (0x25000008) → submap[LSB(itemType)+1] → 0x06 RenderSurface underlay DID. Golden values confirmed against the live dats: MeleeWeapon→0x060011CB, Armor→0x060011CF, Clothing→0x060011F3, Jewelry→0x060011D5, None(fallback 0x21)→0x060011D4. Changes: - IconComposer: add ResolveUnderlayDid(ItemType)/EnsureUnderlaySubMap (memoised); widen cache key from (uint,uint,uint)→(uint,uint,uint,uint); GetIcon gains ItemType param and prepends the opaque underlay as layer 0 (Compose sizes to it → fully opaque) - ToolbarController: widen _iconIds Func from 3-arg to 4-arg; Populate passes item.Type - GameWindow: update toolbar mount lambda to 4-arg form - Tests: update ToolbarController test stubs to (_,_,_,_); add Compose_opaqueUnderlayFirst_resultIsFullyOpaque (dat-free) and ResolveUnderlayDid_goldenValues_matchDat (dat-gated, skip when dats absent) No divergence-register row existed for this omission; none added (fully ported now). Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/Rendering/GameWindow.cs | 2 +- src/AcDream.App/UI/IconComposer.cs | 87 ++++++++++++++++--- .../UI/Layout/ToolbarController.cs | 10 +-- .../AcDream.App.Tests/UI/IconComposerTests.cs | 68 +++++++++++++++ .../UI/Layout/ToolbarControllerTests.cs | 12 +-- 5 files changed, 156 insertions(+), 23 deletions(-) diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index e62fd76f..8bfdf628 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -1920,7 +1920,7 @@ public sealed class GameWindow : IDisposable _toolbarController = AcDream.App.UI.Layout.ToolbarController.Bind( toolbarLayout, Items, () => Shortcuts, - iconIds: (icon, under, over) => iconComposer.GetIcon(icon, under, over), + iconIds: (type, icon, under, over) => iconComposer.GetIcon(type, icon, under, over), useItem: guid => UseItemByGuid(guid), combatState: Combat); diff --git a/src/AcDream.App/UI/IconComposer.cs b/src/AcDream.App/UI/IconComposer.cs index 09b97def..fc2c87aa 100644 --- a/src/AcDream.App/UI/IconComposer.cs +++ b/src/AcDream.App/UI/IconComposer.cs @@ -1,6 +1,8 @@ using System; using System.Collections.Generic; +using System.Numerics; using AcDream.App.Rendering; +using AcDream.Core.Items; using AcDream.Core.Textures; using DatReaderWriter; using DatReaderWriter.DBObjs; @@ -9,18 +11,37 @@ namespace AcDream.App.UI; /// /// Builds an item icon by alpha-compositing its RenderSurface layers into one 32x32 -/// texture, mirroring retail IconData::RenderIcons (decomp 407524). Each layer is a -/// 0x06 RenderSurface decoded DIRECTLY (the D.2b RenderSurface-vs-Surface rule). -/// Phase 1 composites the layers ItemInstance exposes (custom underlay + base + -/// custom overlay); the GetByEnum type-default underlay, the overlay ReplaceColor -/// tint, and the effect overlay are deferred (see plan Task 12 / divergence rows). -/// Composited textures are cached by their layer-id tuple. +/// texture, mirroring retail IconData::RenderIcons (decomp 407524) and +/// DBCache::GetDIDFromEnum (0x413940). Each layer is a 0x06 RenderSurface decoded +/// DIRECTLY (the D.2b RenderSurface-vs-Surface rule). +/// +/// Layer order (bottom → top), matching retail: +/// 1. type-default underlay (OPAQUE backing; resolved via EnumIDMap 0x10000004 from +/// the portal MasterMap) — +/// 2. item custom underlay (e.g. "magic" tint strip) +/// 3. base icon +/// 4. item custom overlay (e.g. "enchanted" sparkle) +/// +/// The type-default underlay is the key to non-transparent filled slots: because it +/// is fully opaque and is layer 0, sizes the output to it and +/// the alpha-over pass fills every pixel. The overlay ReplaceColor tint and the effect +/// overlay (RenderIcons 407546) remain out of scope (paperdoll phase). +/// +/// Composited textures are cached by their (typeUnderlay, underlay, base, overlay) tuple. /// public sealed class IconComposer { private readonly DatCollection _dats; private readonly TextureCache _cache; - private readonly Dictionary<(uint, uint, uint), uint> _byTuple = new(); + private readonly Dictionary<(uint, uint, uint, uint), uint> _byTuple = new(); + + // ── type-default underlay resolve (EnumIDMap 0x10000004) ───────────────── + // Portal MasterMap (0x25000000) maps enum 0x10000004 → submap DID (0x25000008). + // Submap maps index → 0x06 RenderSurface DID. index = LSB(itemType)+1, or 0x21. + // Refs: IconData::RenderIcons 0058d214–0058d22c; DBCache::GetDIDFromEnum 0x413940. + private EnumIDMap? _underlaySubMap; + private bool _underlayResolveTried; + private readonly Dictionary _underlayDidByIndex = new(); public IconComposer(DatCollection dats, TextureCache cache) { @@ -28,6 +49,41 @@ public sealed class IconComposer _cache = cache; } + /// + /// Resolve the type-default underlay DID for via the + /// two-level EnumIDMap chain (retail: IconData::RenderIcons 0058d214–0058d22c + + /// DBCache::GetDIDFromEnum 0x413940). + /// + /// index = LowestSetBit(itemType) + 1, or 0x21 when itemType has no bits set. + /// + /// NOTE: retail RenderIcons (407546) has a special paperdoll IsThePlayer case + /// that uses GetDIDByEnum(0x10000004, 7) + TYPE_CONTAINER for the player doll — that + /// path is out of scope here (paperdoll phase). + /// + internal uint ResolveUnderlayDid(ItemType itemType) + { + uint raw = (uint)itemType; + int lsb = raw == 0 ? -1 : BitOperations.TrailingZeroCount(raw); + uint index = lsb < 0 ? 0x21u : (uint)(lsb + 1); + if (_underlayDidByIndex.TryGetValue(index, out var cached)) return cached; + EnsureUnderlaySubMap(); + uint did = 0; + if (_underlaySubMap is { } sub && sub.ClientEnumToID.TryGetValue(index, out var d)) did = d; + _underlayDidByIndex[index] = did; + return did; + } + + private void EnsureUnderlaySubMap() + { + if (_underlayResolveTried) return; + _underlayResolveTried = true; + uint masterDid = (uint)_dats.Portal.Header.MasterMapId; // = 0x25000000 + if (masterDid == 0) return; + if (!_dats.Portal.TryGet(masterDid, out var master)) return; + if (!master.ClientEnumToID.TryGetValue(0x10000004u, out var subDid)) return; // → 0x25000008 + if (_dats.Portal.TryGet(subDid, out var sub)) _underlaySubMap = sub; + } + /// Pure alpha-over composite, bottom->top. Layers may differ in size; /// the result is sized to the FIRST (bottom) layer and upper layers are sampled /// top-left aligned (all icon layers are 32x32 in practice). @@ -56,15 +112,24 @@ public sealed class IconComposer return (outp, w, h); } - /// Resolve (and cache) the composited GL texture for an item's icon - /// layers. Returns 0 if no base icon is available. - public uint GetIcon(uint iconId, uint underlayId, uint overlayId) + /// + /// Resolve (and cache) the composited GL texture for an item's icon layers. + /// Returns 0 if no base icon is available. + /// + /// Layer order mirrors retail IconData::RenderIcons (decomp 407524): + /// type-default underlay (OPAQUE) → custom underlay → base icon → custom overlay. + /// The type-default underlay is resolved via the EnumIDMap 0x10000004 chain; + /// its presence ensures filled slots are never transparent. + /// + public uint GetIcon(ItemType itemType, uint iconId, uint underlayId, uint overlayId) { if (iconId == 0) return 0; - var key = (iconId, underlayId, overlayId); + uint typeUnderlayDid = ResolveUnderlayDid(itemType); + var key = (typeUnderlayDid, iconId, underlayId, overlayId); if (_byTuple.TryGetValue(key, out var tex)) return tex; var layers = new List<(byte[] rgba, int w, int h)>(); + AddLayer(layers, typeUnderlayDid); // OPAQUE bottom; sizes the 32x32 output AddLayer(layers, underlayId); AddLayer(layers, iconId); AddLayer(layers, overlayId); diff --git a/src/AcDream.App/UI/Layout/ToolbarController.cs b/src/AcDream.App/UI/Layout/ToolbarController.cs index bd861476..8bfc91d9 100644 --- a/src/AcDream.App/UI/Layout/ToolbarController.cs +++ b/src/AcDream.App/UI/Layout/ToolbarController.cs @@ -51,14 +51,14 @@ public sealed class ToolbarController private readonly UiElement?[] _combatIndicators = new UiElement?[CombatIndicatorIds.Length]; private readonly ItemRepository _repo; private readonly Func> _shortcuts; - private readonly Func _iconIds; // (iconId, underlayId, overlayId) → GL tex + private readonly Func _iconIds; // (itemType, iconId, underlayId, overlayId) → GL tex private readonly Action _useItem; // guid → fire UseObject private ToolbarController( ImportedLayout layout, ItemRepository repo, Func> shortcuts, - Func iconIds, + Func iconIds, Action useItem, CombatState? combatState) { @@ -105,7 +105,7 @@ public sealed class ToolbarController /// Imported toolbar layout (LayoutDesc 0x21000016). /// Live item repository — must stay alive for the controller's lifetime. /// Provider for the current shortcut bar list. - /// Resolves (iconId, underlayId, overlayId) → GL texture handle. + /// Resolves (itemType, iconId, underlayId, overlayId) → GL texture handle. /// Callback fired when a bound slot is clicked; receives the item guid. /// /// Optional live combat state — when provided, the toolbar subscribes to @@ -117,7 +117,7 @@ public sealed class ToolbarController ImportedLayout layout, ItemRepository repo, Func> shortcuts, - Func iconIds, + Func iconIds, Action useItem, CombatState? combatState = null) { @@ -148,7 +148,7 @@ public sealed class ToolbarController var item = _repo.GetItem(sc.ObjectGuid); if (item is null) continue; // deferred: ItemAdded will re-call Populate - uint tex = _iconIds(item.IconId, item.IconUnderlayId, item.IconOverlayId); + uint tex = _iconIds(item.Type, item.IconId, item.IconUnderlayId, item.IconOverlayId); list.Cell.SetItem(sc.ObjectGuid, tex); } } diff --git a/tests/AcDream.App.Tests/UI/IconComposerTests.cs b/tests/AcDream.App.Tests/UI/IconComposerTests.cs index 09ec721f..06a225e5 100644 --- a/tests/AcDream.App.Tests/UI/IconComposerTests.cs +++ b/tests/AcDream.App.Tests/UI/IconComposerTests.cs @@ -1,4 +1,9 @@ +using System; +using System.IO; using AcDream.App.UI; +using AcDream.Core.Items; +using DatReaderWriter; +using DatReaderWriter.Options; namespace AcDream.App.Tests.UI; @@ -33,4 +38,67 @@ public class IconComposerTests Assert.Equal(255, rgba[0]); // bottom red preserved Assert.Equal(0, rgba[2]); } + + /// + /// Dat-free: when an opaque type-default underlay is prepended as layer 0, + /// Compose yields a fully-opaque result even when the base icon is semi-transparent. + /// This validates the bottom-up ordering that makes filled toolbar slots non-transparent + /// (retail IconData::RenderIcons 407524: underlay is OPAQUE Blit_Normal first). + /// + [Fact] + public void Compose_opaqueUnderlayFirst_resultIsFullyOpaque() + { + var underlay = (Solid(2, 2, 128, 64, 32, 255), 2, 2); // opaque tawny + var baseIcon = (Solid(2, 2, 0, 0, 0, 128), 2, 2); // semi-transparent black + var (rgba, w, h) = IconComposer.Compose(new[] { underlay, baseIcon }); + Assert.Equal(2, w); Assert.Equal(2, h); + // All pixels fully opaque: underlay A=255, baseIcon blends over it. + for (int i = 0; i < w * h; i++) + Assert.Equal(255, rgba[i * 4 + 3]); + } + + // ── Dat-gated golden tests ──────────────────────────────────────────────── + // These tests open the real Asheron's Call dats (ACDREAM_DAT_DIR or the default + // Documents path) and verify the EnumIDMap 0x10000004 resolve chain against the + // known golden DIDs from the dat (confirmed 2026-06-17 research). + // Golden values: IconData::RenderIcons 0058d214 + DBCache::GetDIDFromEnum 0x413940. + + private static string? ResolveDatDir() + { + var fromEnv = Environment.GetEnvironmentVariable("ACDREAM_DAT_DIR"); + if (!string.IsNullOrWhiteSpace(fromEnv) && Directory.Exists(fromEnv)) + return fromEnv; + var def = Path.Combine( + Environment.GetFolderPath(Environment.SpecialFolder.UserProfile), + "Documents", "Asheron's Call"); + return Directory.Exists(def) ? def : null; + } + + [Fact] + public void ResolveUnderlayDid_goldenValues_matchDat() + { + var datDir = ResolveDatDir(); + if (datDir is null) + return; // dats absent (CI) — skip cleanly + + using var dats = new DatCollection(datDir, DatAccessType.Read); + // TextureCache is not needed for the resolve path; pass a null-safe stub + // via IconComposer — the underlay-resolve methods only touch _dats. + // We cannot construct TextureCache without GL, so use a bare IconComposer + // with a null cache guard: ResolveUnderlayDid is internal and pure-dat. + var composer = new IconComposer(dats, null!); + + // Golden values confirmed against C:/Users/erikn/Documents/Asheron's Call + // (IconData::RenderIcons decomp 407524; DBCache::GetDIDFromEnum 0x413940): + // MeleeWeapon (0x1) → index 1 → 0x060011CB + // Armor (0x2) → index 2 → 0x060011CF + // Clothing (0x4) → index 3 → 0x060011F3 + // Jewelry (0x8) → index 4 → 0x060011D5 + // None (0x0) → index 0x21 (fallback) → 0x060011D4 + Assert.Equal(0x060011CBu, composer.ResolveUnderlayDid(ItemType.MeleeWeapon)); + Assert.Equal(0x060011CFu, composer.ResolveUnderlayDid(ItemType.Armor)); + Assert.Equal(0x060011F3u, composer.ResolveUnderlayDid(ItemType.Clothing)); + Assert.Equal(0x060011D5u, composer.ResolveUnderlayDid(ItemType.Jewelry)); + Assert.Equal(0x060011D4u, composer.ResolveUnderlayDid(ItemType.None)); + } } diff --git a/tests/AcDream.App.Tests/UI/Layout/ToolbarControllerTests.cs b/tests/AcDream.App.Tests/UI/Layout/ToolbarControllerTests.cs index 6055805e..95b90a46 100644 --- a/tests/AcDream.App.Tests/UI/Layout/ToolbarControllerTests.cs +++ b/tests/AcDream.App.Tests/UI/Layout/ToolbarControllerTests.cs @@ -53,7 +53,7 @@ public class ToolbarControllerTests { new(Index: 0, ObjectGuid: 0x5001u, SpellId: 0, Layer: 0) }; ToolbarController.Bind(layout, repo, () => shortcuts, - iconIds: (_,_,_) => 0x77u, useItem: _ => { }); + iconIds: (_,_,_,_) => 0x77u, useItem: _ => { }); Assert.Equal(0x5001u, slots[Row1[0]].Cell.ItemId); Assert.Equal(0x77u, slots[Row1[0]].Cell.IconTexture); @@ -69,7 +69,7 @@ public class ToolbarControllerTests { new(Index: 2, ObjectGuid: 0x5002u, SpellId: 0, Layer: 0) }; ToolbarController.Bind(layout, repo, () => shortcuts, - iconIds: (_,_,_) => 0x88u, useItem: _ => { }); + iconIds: (_,_,_,_) => 0x88u, useItem: _ => { }); Assert.Equal(0u, slots[Row1[2]].Cell.ItemId); // not bound yet repo.AddOrUpdate(new ItemInstance { ObjectId = 0x5002u, WeenieClassId = 1u, IconId = 0x06005678u }); @@ -88,7 +88,7 @@ public class ToolbarControllerTests uint used = 0; ToolbarController.Bind(layout, repo, () => shortcuts, - iconIds: (_,_,_) => 0x77u, useItem: g => used = g); + iconIds: (_,_,_,_) => 0x77u, useItem: g => used = g); // UiEvent is a positional record struct: (SourceId, Target, Type, Data0..3, Payload) slots[Row1[0]].Cell.OnEvent(new UiEvent(0u, null, UiEventType.MouseDown)); @@ -110,7 +110,7 @@ public class ToolbarControllerTests ToolbarController.Bind(layout, repo, () => Array.Empty(), - iconIds: (_,_,_) => 0u, useItem: _ => { }); + iconIds: (_,_,_,_) =>0u, useItem: _ => { }); // Only peace indicator (index 0 = 0x10000192) is visible. Assert.True (indicators[0x10000192u].Visible, "peace indicator should be visible after bind"); @@ -130,7 +130,7 @@ public class ToolbarControllerTests var ctrl = ToolbarController.Bind(layout, repo, () => Array.Empty(), - iconIds: (_,_,_) => 0u, useItem: _ => { }); + iconIds: (_,_,_,_) =>0u, useItem: _ => { }); ctrl.SetCombatMode(CombatMode.Melee); @@ -152,7 +152,7 @@ public class ToolbarControllerTests ToolbarController.Bind(layout, repo, () => Array.Empty(), - iconIds: (_,_,_) => 0u, useItem: _ => { }, + iconIds: (_,_,_,_) =>0u, useItem: _ => { }, combatState: combat); // Initially NonCombat after bind. From b2a812d1fac12e2a8aa2a9f85f0f173920aedae6 Mon Sep 17 00:00:00 2001 From: Erik Date: Wed, 17 Jun 2026 13:52:50 +0200 Subject: [PATCH 160/223] feat(D.5.1): faithful toolbar slot numbers 1-9 (SetShortcutNum digit sprites, peace/war) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Port of UIElement_UIItem::SetShortcutNum (acclient_2013_pseudo_c.txt:229465) and gmToolbarUI::RecvNotice_SetCombatMode (196610-196621). The 9 top-row toolbar slots show digit labels 1-9 at all times (even when empty — confirmed from the user''s retail screenshot). The digit sprites are real 32x32 PFID_A8R8G8B8 RenderSurfaces with glyphs baked into the top-left corner (rest alpha=0), drawn Alphablend over the slot icon/empty sprite. Digit DID arrays (peace: property 0x10000042, war: 0x10000043) are read at startup from LayoutDesc 0x21000037 element 0x1000034A under composite 0x10000346 using the same ArrayBaseProperty{DataIdBaseProperty} pattern as LayoutImporter.ReadState. A cited-constant fallback (same confirmed dat ids) is used if the dat navigation fails. The war glyph set (darker/golden glyphs) switches on any combat stance; peace glyphs (lighter) restore on NonCombat — re-stamped by RestampShortcutNumbers() called from both Populate() and SetCombatMode(). Changes: - UiItemSlot: ShortcutNum/ShortcutPeace/PeaceDigits/WarDigits state; SetShortcutNum/ ClearShortcutNum; OnDraw restructured (no early return) so digit draws after icon. - ToolbarController: _peaceDigits/_warDigits/_peace fields; Bind() gains peaceDigits/ warDigits optional params; RestampShortcutNumbers() helper; Populate() and SetCombatMode() both call RestampShortcutNumbers(). - GameWindow: reads digit arrays under _datLock from LayoutDesc 0x21000037, passes to Bind(); cited constants as fallback. - Tests: 5 new UiItemSlotTests (SetShortcutNum/ClearShortcutNum state); 4 new ToolbarControllerTests (top-row/bottom-row labels, peace/war switch, array injection). Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/Rendering/GameWindow.cs | 62 +++++++++- .../UI/Layout/ToolbarController.cs | 63 ++++++++++- src/AcDream.App/UI/UiItemSlot.cs | 59 +++++++++- .../UI/Layout/ToolbarControllerTests.cs | 106 ++++++++++++++++++ tests/AcDream.App.Tests/UI/UiItemSlotTests.cs | 44 ++++++++ 5 files changed, 328 insertions(+), 6 deletions(-) diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index 8bfdf628..3b034344 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -1911,6 +1911,64 @@ public sealed class GameWindow : IDisposable // Phase D.5.1 — toolbar window, data-driven from LayoutDesc 0x21000016 // (gmToolbarUI). Mirrors the vitals/chat import+bind+mount pattern above. + + // Read the shortcut-slot digit sprite DID arrays from LayoutDesc 0x21000037 + // (the UIItem cell template): element 0x1000034A under composite 0x10000346, + // StateDesc.Properties[0x10000042] = peace digits, [0x10000043] = war digits. + // Retail ref: UIElement_UIItem::SetShortcutNum (acclient_2013_pseudo_c.txt:229465); + // gmToolbarUI::RecvNotice_SetCombatMode (196610-196621) re-stamps per stance. + uint[]? toolbarPeaceDigits = null; + uint[]? toolbarWarDigits = null; + lock (_datLock) + { + var uiItemLd = _dats!.Get(0x21000037u); + if (uiItemLd is not null + && uiItemLd.Elements.TryGetValue(0x10000346u, out var composite) + && composite.Children.TryGetValue(0x1000034Au, out var shortcutNumElem) + && shortcutNumElem.StateDesc is { } sd + && sd.Properties is { } props) + { + // Mirror LayoutImporter.ReadState: Properties[key] is ArrayBaseProperty + // containing DataIdBaseProperty entries. Each DataIdBaseProperty.Value is + // the RenderSurface DID for that digit. + // Peace: property 0x10000042; War: property 0x10000043. + if (props.TryGetValue(0x10000042u, out var rawPeace) + && rawPeace is DatReaderWriter.Types.ArrayBaseProperty arrPeace) + { + toolbarPeaceDigits = new uint[arrPeace.Value.Count]; + for (int i = 0; i < arrPeace.Value.Count; i++) + if (arrPeace.Value[i] is DatReaderWriter.Types.DataIdBaseProperty d) + toolbarPeaceDigits[i] = d.Value; + } + if (props.TryGetValue(0x10000043u, out var rawWar) + && rawWar is DatReaderWriter.Types.ArrayBaseProperty arrWar) + { + toolbarWarDigits = new uint[arrWar.Value.Count]; + for (int i = 0; i < arrWar.Value.Count; i++) + if (arrWar.Value[i] is DatReaderWriter.Types.DataIdBaseProperty d) + toolbarWarDigits[i] = d.Value; + } + Console.WriteLine(toolbarPeaceDigits is not null + ? $"[D.5.1] digit arrays loaded: peace={toolbarPeaceDigits.Length}, war={toolbarWarDigits?.Length ?? 0} entries." + : "[D.5.1] digit arrays: property 0x10000042 not found in element 0x1000034A — falling back to cited constants."); + } + else + { + Console.WriteLine("[D.5.1] digit arrays: element 0x1000034A/0x10000346 not found in LayoutDesc 0x21000037 — falling back to cited constants."); + } + } + + // Cited-constant fallback (UIElement_UIItem::SetShortcutNum, decomp 229465 + dat probe). + // Used when the dat navigation above fails (e.g. missing LayoutDesc in older dat). + if (toolbarPeaceDigits is null) + toolbarPeaceDigits = new uint[] + { 0x0600109Eu, 0x0600109Fu, 0x060010A0u, 0x060010A1u, 0x060010A2u, + 0x060010A3u, 0x060010A4u, 0x060010A5u, 0x060010A6u }; + if (toolbarWarDigits is null) + toolbarWarDigits = new uint[] + { 0x06001ACCu, 0x06001ACDu, 0x06001ACEu, 0x06001ACFu, 0x06001AD0u, + 0x06001AD1u, 0x06001AD2u, 0x06001AD3u, 0x06001AD4u }; + AcDream.App.UI.Layout.ImportedLayout? toolbarLayout; lock (_datLock) toolbarLayout = AcDream.App.UI.Layout.LayoutImporter.Import( @@ -1922,7 +1980,9 @@ public sealed class GameWindow : IDisposable () => Shortcuts, iconIds: (type, icon, under, over) => iconComposer.GetIcon(type, icon, under, over), useItem: guid => UseItemByGuid(guid), - combatState: Combat); + combatState: Combat, + peaceDigits: toolbarPeaceDigits, + warDigits: toolbarWarDigits); var toolbarRoot = toolbarLayout.Root; toolbarRoot.Left = 10; toolbarRoot.Top = 300; diff --git a/src/AcDream.App/UI/Layout/ToolbarController.cs b/src/AcDream.App/UI/Layout/ToolbarController.cs index 8bfc91d9..73de76cd 100644 --- a/src/AcDream.App/UI/Layout/ToolbarController.cs +++ b/src/AcDream.App/UI/Layout/ToolbarController.cs @@ -54,18 +54,31 @@ public sealed class ToolbarController private readonly Func _iconIds; // (itemType, iconId, underlayId, overlayId) → GL tex private readonly Action _useItem; // guid → fire UseObject + // Digit sprite DID arrays for slot labels (top row, numbers 1-9). + // Peace set: property 0x10000042; war set: property 0x10000043. + // Read from LayoutDesc 0x21000037, element 0x1000034A under composite 0x10000346. + // Retail ref: UIElement_UIItem::SetShortcutNum (acclient_2013_pseudo_c.txt:229465); + // gmToolbarUI::RecvNotice_SetCombatMode (196610-196621) re-stamps per stance. + private uint[]? _peaceDigits; + private uint[]? _warDigits; + private bool _peace = true; // true = NonCombat (peace), false = any war stance + private ToolbarController( ImportedLayout layout, ItemRepository repo, Func> shortcuts, Func iconIds, Action useItem, - CombatState? combatState) + CombatState? combatState, + uint[]? peaceDigits, + uint[]? warDigits) { _repo = repo; _shortcuts = shortcuts; _iconIds = iconIds; _useItem = useItem; + _peaceDigits = peaceDigits; + _warDigits = warDigits; for (int i = 0; i < SlotIds.Length; i++) { @@ -113,15 +126,25 @@ public sealed class ToolbarController /// combat-mode indicator elements accordingly. /// Pass null to skip live wiring (e.g. in unit tests that don't exercise the indicator). /// + /// + /// Peace-mode digit DID array (property 0x10000042 from LayoutDesc 0x21000037 element + /// 0x1000034A under composite 0x10000346). Index i → slot label digit (i+1) RenderSurface id. + /// Null if the dat lookup failed (no digits drawn). Retail reference: + /// UIElement_UIItem::SetShortcutNum (acclient_2013_pseudo_c.txt:229465). + /// + /// War-mode digit DID array (property 0x10000043, same element). public static ToolbarController Bind( ImportedLayout layout, ItemRepository repo, Func> shortcuts, Func iconIds, Action useItem, - CombatState? combatState = null) + CombatState? combatState = null, + uint[]? peaceDigits = null, + uint[]? warDigits = null) { - var c = new ToolbarController(layout, repo, shortcuts, iconIds, useItem, combatState); + var c = new ToolbarController(layout, repo, shortcuts, iconIds, useItem, combatState, + peaceDigits, warDigits); c.Populate(); return c; } @@ -151,6 +174,11 @@ public sealed class ToolbarController uint tex = _iconIds(item.Type, item.IconId, item.IconUnderlayId, item.IconOverlayId); list.Cell.SetItem(sc.ObjectGuid, tex); } + + // Re-stamp slot number labels after any item change. + // Numbers show on ALL top-row slots regardless of item occupancy — + // the user's retail screenshot confirms numbers on empty top-row slots. + RestampShortcutNumbers(); } /// @@ -178,6 +206,35 @@ public sealed class ToolbarController if (_combatIndicators[i] is { } e) e.Visible = show[i]; } + + // Re-stamp digit set: peace glyphs in NonCombat, war glyphs in any combat stance. + // Retail ref: gmToolbarUI::RecvNotice_SetCombatMode (acclient_2013_pseudo_c.txt:196610-196621). + _peace = (mode == CombatMode.NonCombat); + RestampShortcutNumbers(); + } + + /// + /// Push digit-array references and shortcut-number state into every slot cell. + /// Top row (indices 0–8): SetShortcutNum(i, _peace) — numbers 1–9 on ALL slots + /// including empty ones (confirmed from user's retail screenshot; the numbers are + /// slot LABELS, not item indicators). + /// Bottom row (indices 9–17): ClearShortcutNum() — retail shows no numbers there. + /// Retail ref: UIElement_UIItem::SetShortcutNum (acclient_2013_pseudo_c.txt:229465); + /// gmToolbarUI::RecvNotice_SetCombatMode (196610-196621). + /// + private void RestampShortcutNumbers() + { + for (int i = 0; i < _slots.Length; i++) + { + var cell = _slots[i]?.Cell; + if (cell is null) continue; + cell.PeaceDigits = _peaceDigits; + cell.WarDigits = _warDigits; + if (i < 9) + cell.SetShortcutNum(i, _peace); // top row: slot label digits 1–9 always shown + else + cell.ClearShortcutNum(); // bottom row: no slot labels + } } /// diff --git a/src/AcDream.App/UI/UiItemSlot.cs b/src/AcDream.App/UI/UiItemSlot.cs index f6dac45d..5a48857b 100644 --- a/src/AcDream.App/UI/UiItemSlot.cs +++ b/src/AcDream.App/UI/UiItemSlot.cs @@ -37,6 +37,40 @@ public sealed class UiItemSlot : UiElement public void Clear() { ItemId = 0; IconTexture = 0; } + // ── Shortcut number (slot label) ───────────────────────────────────────── + // Port of UIElement_UIItem::SetShortcutNum (acclient_2013_pseudo_c.txt:229465). + // Retail draws the digit on the cell's ShortcutNum sub-element, picking the + // digit image from a DID-array property: 0x10000042 (peace) / 0x10000043 (war), + // indexed by slot position. Each digit is a 32×32 PFID_A8R8G8B8 RenderSurface + // with the digit baked into the top-left corner (rest alpha=0), drawn Alphablend. + + /// Slot position in the shortcut bar (0-indexed). -1 = no number (retail + /// SetVisible(0) when edi < 0). Top row: 0..8 → digits 1..9. Bottom row: -1. + public int ShortcutNum { get; private set; } = -1; + + /// True = draw peace digit set; false = war digit set. + public bool ShortcutPeace { get; private set; } = true; + + /// Peace digit DID array. Index i → digit (i+1) sprite RenderSurface id. + /// Injected by the controller after reading LayoutDesc 0x21000037. + public uint[]? PeaceDigits { get; set; } + + /// War digit DID array. Same layout as PeaceDigits. + public uint[]? WarDigits { get; set; } + + /// Set the slot's shortcut position and combat stance so the correct digit + /// is drawn. Call with index 0..8 for the top row; pass peace=true for NonCombat. + public void SetShortcutNum(int index, bool peace) + { + ShortcutNum = index; + ShortcutPeace = peace; + } + + /// Clear the shortcut number label (hides the digit). + public void ClearShortcutNum() { ShortcutNum = -1; } + + // ── Events / draw ───────────────────────────────────────────────────────── + /// Invoked by when a left-button-down lands on /// a bound slot. Wired by ToolbarController to the use-item callback. public Action? Clicked { get; set; } @@ -50,16 +84,37 @@ public sealed class UiItemSlot : UiElement protected override void OnDraw(UiRenderContext ctx) { + // Draw the icon (filled slot) or the empty-slot border. Both paths fall + // through to the digit draw below, so the slot label shows on all top-row + // slots regardless of whether they hold an item (retail screenshot confirms + // numbers on empty slots). if (ItemId != 0 && IconTexture != 0) { ctx.DrawSprite(IconTexture, 0f, 0f, Width, Height, 0f, 0f, 1f, 1f, Vector4.One); - return; } - if (SpriteResolve is not null && EmptySprite != 0) + else if (SpriteResolve is not null && EmptySprite != 0) { var (tex, _, _) = SpriteResolve(EmptySprite); if (tex != 0) ctx.DrawSprite(tex, 0f, 0f, Width, Height, 0f, 0f, 1f, 1f, Vector4.One); } + + // Digit overlay: UIElement_UIItem::SetShortcutNum (acclient_2013_pseudo_c.txt:229465). + // Each digit image is corner-baked (glyph in top-left, rest alpha=0) so we + // draw it full-cell size and the transparent region is invisible. DrawMode=Alphablend. + if (ShortcutNum >= 0 && SpriteResolve is not null) + { + var arr = ShortcutPeace ? PeaceDigits : WarDigits; + if (arr is not null && ShortcutNum < arr.Length) + { + uint did = arr[ShortcutNum]; + if (did != 0) + { + var (tex, _, _) = SpriteResolve(did); + if (tex != 0) + ctx.DrawSprite(tex, 0f, 0f, Width, Height, 0f, 0f, 1f, 1f, Vector4.One); + } + } + } } } diff --git a/tests/AcDream.App.Tests/UI/Layout/ToolbarControllerTests.cs b/tests/AcDream.App.Tests/UI/Layout/ToolbarControllerTests.cs index 95b90a46..cda769ae 100644 --- a/tests/AcDream.App.Tests/UI/Layout/ToolbarControllerTests.cs +++ b/tests/AcDream.App.Tests/UI/Layout/ToolbarControllerTests.cs @@ -166,4 +166,110 @@ public class ToolbarControllerTests Assert.False(indicators[0x10000194u].Visible, "missile should be hidden in magic mode"); Assert.True (indicators[0x10000195u].Visible, "magic indicator should be visible"); } + + // ── D1: Shortcut number (slot label) tests ─────────────────────────────── + // Port of UIElement_UIItem::SetShortcutNum (acclient_2013_pseudo_c.txt:229465); + // gmToolbarUI::RecvNotice_SetCombatMode (196610-196621). + + // Fake digit arrays: 9 peace entries (0x10..0x18), 9 war entries (0x20..0x28). + private static readonly uint[] FakePeace = { 0x10u,0x11u,0x12u,0x13u,0x14u,0x15u,0x16u,0x17u,0x18u }; + private static readonly uint[] FakeWar = { 0x20u,0x21u,0x22u,0x23u,0x24u,0x25u,0x26u,0x27u,0x28u }; + + /// + /// After Bind with peace/war digit arrays, top-row cells (indices 0–8) have + /// ShortcutNum == i (the slot position) and ShortcutPeace == true (default NonCombat). + /// Bottom-row cells (indices 9–17) have ShortcutNum == -1 (no label). + /// Retail: numbers are slot LABELS — shown on ALL top-row slots including empty ones. + /// + [Fact] + public void ShortcutNumbers_afterBind_topRowHasNumbers_bottomRowEmpty() + { + var (layout, slots, _) = FakeToolbar(); + var repo = new ItemRepository(); + + ToolbarController.Bind(layout, repo, + () => Array.Empty(), + iconIds: (_,_,_,_) => 0u, useItem: _ => { }, + peaceDigits: FakePeace, warDigits: FakeWar); + + // Top row: ShortcutNum == slot index, peace == true. + for (int i = 0; i < Row1.Length; i++) + { + var cell = slots[Row1[i]].Cell; + Assert.Equal(i, cell.ShortcutNum); + Assert.True(cell.ShortcutPeace, $"top-row slot {i} should be peace at NonCombat"); + } + // Bottom row: no shortcut number. + foreach (var id in Row2) + Assert.Equal(-1, slots[id].Cell.ShortcutNum); + } + + /// + /// After SetCombatMode(Melee), top-row cells switch to ShortcutPeace == false (war). + /// + [Fact] + public void ShortcutNumbers_setCombatModeWar_topRowUsesWarDigits() + { + var (layout, slots, _) = FakeToolbar(); + var repo = new ItemRepository(); + var ctrl = ToolbarController.Bind(layout, repo, + () => Array.Empty(), + iconIds: (_,_,_,_) => 0u, useItem: _ => { }, + peaceDigits: FakePeace, warDigits: FakeWar); + + ctrl.SetCombatMode(CombatMode.Melee); + + // Top row: still ShortcutNum == i, but now peace == false. + for (int i = 0; i < Row1.Length; i++) + { + var cell = slots[Row1[i]].Cell; + Assert.Equal(i, cell.ShortcutNum); + Assert.False(cell.ShortcutPeace, $"top-row slot {i} should be war after Melee"); + } + // Bottom row still has no number. + foreach (var id in Row2) + Assert.Equal(-1, slots[id].Cell.ShortcutNum); + } + + /// + /// After SetCombatMode back to NonCombat, top-row switches back to peace (ShortcutPeace == true). + /// + [Fact] + public void ShortcutNumbers_backToNonCombat_restoresPeaceDigits() + { + var (layout, slots, _) = FakeToolbar(); + var repo = new ItemRepository(); + var ctrl = ToolbarController.Bind(layout, repo, + () => Array.Empty(), + iconIds: (_,_,_,_) => 0u, useItem: _ => { }, + peaceDigits: FakePeace, warDigits: FakeWar); + + ctrl.SetCombatMode(CombatMode.Melee); + ctrl.SetCombatMode(CombatMode.NonCombat); + + for (int i = 0; i < Row1.Length; i++) + Assert.True(slots[Row1[i]].Cell.ShortcutPeace, + $"top-row slot {i} should be peace after returning to NonCombat"); + } + + /// + /// Digit arrays are correctly injected into each cell (PeaceDigits + WarDigits references). + /// + [Fact] + public void ShortcutNumbers_digitArraysInjected() + { + var (layout, slots, _) = FakeToolbar(); + var repo = new ItemRepository(); + + ToolbarController.Bind(layout, repo, + () => Array.Empty(), + iconIds: (_,_,_,_) => 0u, useItem: _ => { }, + peaceDigits: FakePeace, warDigits: FakeWar); + + foreach (var id in Row1) + { + Assert.Same(FakePeace, slots[id].Cell.PeaceDigits); + Assert.Same(FakeWar, slots[id].Cell.WarDigits); + } + } } diff --git a/tests/AcDream.App.Tests/UI/UiItemSlotTests.cs b/tests/AcDream.App.Tests/UI/UiItemSlotTests.cs index 489fdf65..70e8126c 100644 --- a/tests/AcDream.App.Tests/UI/UiItemSlotTests.cs +++ b/tests/AcDream.App.Tests/UI/UiItemSlotTests.cs @@ -38,4 +38,48 @@ public class UiItemSlotTests Assert.Equal(0u, s.ItemId); Assert.Equal(0u, s.IconTexture); } + + // ── Shortcut number tests ──────────────────────────────────────────────── + // Port of UIElement_UIItem::SetShortcutNum (acclient_2013_pseudo_c.txt:229465). + + [Fact] + public void ShortcutNum_defaultIsMinusOne() + { + var s = new UiItemSlot(); + Assert.Equal(-1, s.ShortcutNum); + } + + [Fact] + public void ShortcutPeace_defaultIsTrue() + { + var s = new UiItemSlot(); + Assert.True(s.ShortcutPeace); + } + + [Fact] + public void SetShortcutNum_setsIndexAndPeace() + { + var s = new UiItemSlot(); + s.SetShortcutNum(3, peace: false); + Assert.Equal(3, s.ShortcutNum); + Assert.False(s.ShortcutPeace); + } + + [Fact] + public void SetShortcutNum_peaceTrue() + { + var s = new UiItemSlot(); + s.SetShortcutNum(0, peace: true); + Assert.Equal(0, s.ShortcutNum); + Assert.True(s.ShortcutPeace); + } + + [Fact] + public void ClearShortcutNum_setsMinusOne() + { + var s = new UiItemSlot(); + s.SetShortcutNum(5, peace: true); + s.ClearShortcutNum(); + Assert.Equal(-1, s.ShortcutNum); + } } From 7d5a88cd154b3583d6a22960f70af49df3496120 Mon Sep 17 00:00:00 2001 From: Erik Date: Wed, 17 Jun 2026 13:58:07 +0200 Subject: [PATCH 161/223] fix(D.5.1): toolbar digit-array log reports post-fallback final state (review) --- src/AcDream.App/Rendering/GameWindow.cs | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index 3b034344..99478954 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -1948,9 +1948,6 @@ public sealed class GameWindow : IDisposable if (arrWar.Value[i] is DatReaderWriter.Types.DataIdBaseProperty d) toolbarWarDigits[i] = d.Value; } - Console.WriteLine(toolbarPeaceDigits is not null - ? $"[D.5.1] digit arrays loaded: peace={toolbarPeaceDigits.Length}, war={toolbarWarDigits?.Length ?? 0} entries." - : "[D.5.1] digit arrays: property 0x10000042 not found in element 0x1000034A — falling back to cited constants."); } else { @@ -1968,6 +1965,8 @@ public sealed class GameWindow : IDisposable toolbarWarDigits = new uint[] { 0x06001ACCu, 0x06001ACDu, 0x06001ACEu, 0x06001ACFu, 0x06001AD0u, 0x06001AD1u, 0x06001AD2u, 0x06001AD3u, 0x06001AD4u }; + // Report the arrays actually used (after any fallback substitution). + Console.WriteLine($"[D.5.1] toolbar digit arrays ready: peace={toolbarPeaceDigits.Length}, war={toolbarWarDigits.Length} entries."); AcDream.App.UI.Layout.ImportedLayout? toolbarLayout; lock (_datLock) From a7cad5566ba1b32ff2fd3f85b160e3216f5985b0 Mon Sep 17 00:00:00 2001 From: Erik Date: Wed, 17 Jun 2026 14:27:27 +0200 Subject: [PATCH 162/223] =?UTF-8?q?=EF=BB=BFfix(D.5.1):=20occupancy-gated?= =?UTF-8?q?=20slot=20numbers=20(empty=3D0x1000005e=20bg=20digit)=20+=20bot?= =?UTF-8?q?tom-right=20rect=20probe?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit FIX 1: UIElement_UIItem::SetShortcutNum (decomp 229481) has a three-way source branch: occupied+peace -> 0x10000042 (peace digit set), occupied+war -> 0x10000043 (war digit set), empty (ItemId==0) -> 0x1000005e (background digit, stance-independent). acdream previously only had the peace/war pair and drew them regardless of occupancy. Changes: - GameWindow.cs: read property 0x1000005e into toolbarEmptyDigits (no fallback; null is safe). Logs entry count. Passes emptyDigits to Bind. Adds [D.5.1 probe] block logging screen pos + size of 7 bottom-right element ids via ScreenPosition. - ToolbarController.cs: adds _emptyDigits field, emptyDigits ctor+Bind param (null default). RestampShortcutNumbers sets cell.EmptyDigits. Comments cite decomp 229481. - UiItemSlot.cs: adds EmptyDigits property + ActiveDigitArray() internal testable seam (occupied -> peace/war by stance; empty -> EmptyDigits). OnDraw uses it. Comment updated with three-way source table. - Tests: 5 new UiItemSlotTests (ActiveDigitArray occupancy), 2 new ToolbarControllerTests (emptyDigits injection + null-safe). Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/Rendering/GameWindow.cs | 46 +++++++++++++-- .../UI/Layout/ToolbarController.cs | 34 ++++++++--- src/AcDream.App/UI/UiItemSlot.cs | 41 ++++++++++--- .../UI/Layout/ToolbarControllerTests.cs | 44 +++++++++++++- tests/AcDream.App.Tests/UI/UiItemSlotTests.cs | 59 +++++++++++++++++++ 5 files changed, 200 insertions(+), 24 deletions(-) diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index 99478954..57419a17 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -1913,12 +1913,15 @@ public sealed class GameWindow : IDisposable // (gmToolbarUI). Mirrors the vitals/chat import+bind+mount pattern above. // Read the shortcut-slot digit sprite DID arrays from LayoutDesc 0x21000037 - // (the UIItem cell template): element 0x1000034A under composite 0x10000346, - // StateDesc.Properties[0x10000042] = peace digits, [0x10000043] = war digits. + // (the UIItem cell template): element 0x1000034A under composite 0x10000346. // Retail ref: UIElement_UIItem::SetShortcutNum (acclient_2013_pseudo_c.txt:229465); // gmToolbarUI::RecvNotice_SetCombatMode (196610-196621) re-stamps per stance. + // Occupancy branch (decomp 229481): + // occupied → StateDesc.Properties[0x10000042] (peace) / [0x10000043] (war) + // empty → StateDesc.Properties[0x1000005e] (background digit, stance-independent) uint[]? toolbarPeaceDigits = null; uint[]? toolbarWarDigits = null; + uint[]? toolbarEmptyDigits = null; lock (_datLock) { var uiItemLd = _dats!.Get(0x21000037u); @@ -1948,6 +1951,19 @@ public sealed class GameWindow : IDisposable if (arrWar.Value[i] is DatReaderWriter.Types.DataIdBaseProperty d) toolbarWarDigits[i] = d.Value; } + // Empty-slot background digit: property 0x1000005e, stance-independent. + // Retail ref: UIElement_UIItem::SetShortcutNum (decomp 229481) — + // else branch when m_elem_Icon->m_state == 0x1000001c (empty state). + // No fallback constants — if absent, empty slots draw no digit (safe). + if (props.TryGetValue(0x1000005Eu, out var rawEmpty) + && rawEmpty is DatReaderWriter.Types.ArrayBaseProperty arrEmpty) + { + toolbarEmptyDigits = new uint[arrEmpty.Value.Count]; + for (int i = 0; i < arrEmpty.Value.Count; i++) + if (arrEmpty.Value[i] is DatReaderWriter.Types.DataIdBaseProperty d) + toolbarEmptyDigits[i] = d.Value; + } + Console.WriteLine($"[D.5.1] empty digit array: {toolbarEmptyDigits?.Length ?? 0} entries."); } else { @@ -1966,7 +1982,7 @@ public sealed class GameWindow : IDisposable { 0x06001ACCu, 0x06001ACDu, 0x06001ACEu, 0x06001ACFu, 0x06001AD0u, 0x06001AD1u, 0x06001AD2u, 0x06001AD3u, 0x06001AD4u }; // Report the arrays actually used (after any fallback substitution). - Console.WriteLine($"[D.5.1] toolbar digit arrays ready: peace={toolbarPeaceDigits.Length}, war={toolbarWarDigits.Length} entries."); + Console.WriteLine($"[D.5.1] toolbar digit arrays ready: peace={toolbarPeaceDigits.Length}, war={toolbarWarDigits.Length}, empty={toolbarEmptyDigits?.Length ?? 0} entries."); AcDream.App.UI.Layout.ImportedLayout? toolbarLayout; lock (_datLock) @@ -1980,8 +1996,9 @@ public sealed class GameWindow : IDisposable iconIds: (type, icon, under, over) => iconComposer.GetIcon(type, icon, under, over), useItem: guid => UseItemByGuid(guid), combatState: Combat, - peaceDigits: toolbarPeaceDigits, - warDigits: toolbarWarDigits); + peaceDigits: toolbarPeaceDigits, + warDigits: toolbarWarDigits, + emptyDigits: toolbarEmptyDigits); var toolbarRoot = toolbarLayout.Root; toolbarRoot.Left = 10; toolbarRoot.Top = 300; @@ -1993,6 +2010,25 @@ public sealed class GameWindow : IDisposable toolbarRoot.ClickThrough = false; toolbarRoot.Draggable = true; _uiHost.Root.AddChild(toolbarRoot); + + // [D.5.1 PROBE] Bottom-right geometry rect dump — temporary diagnostic. + // Localises the bottom-right mismatch reported by the user; remove once fixed. + // ScreenPosition walks Parent chain (UiElement.cs:54-63); Left/Top are parent-relative. + // IDs: root=0x10000191, backpack-btn=0x100001B1, backpack-drag=0x1000046C, + // last top slot=0x100001AF, last bottom slot=0x100006BF, + // row1 right-cap=0x100001B0, row2 right-cap=0x100006C0. + { + uint[] probeIds = { 0x10000191u, 0x100001B1u, 0x1000046Cu, 0x100001AFu, 0x100006BFu, 0x100001B0u, 0x100006C0u }; + foreach (var pid in probeIds) + { + var pe = toolbarLayout.FindElement(pid); + if (pe is not null) + Console.WriteLine($"[D.5.1 probe] 0x{pid:X8} ({pe.GetType().Name}): screen=({pe.ScreenPosition.X:F1},{pe.ScreenPosition.Y:F1}) left={pe.Left:F1} top={pe.Top:F1} w={pe.Width:F1} h={pe.Height:F1}"); + else + Console.WriteLine($"[D.5.1 probe] 0x{pid:X8}: not found in layout"); + } + } + Console.WriteLine("[D.5.1] retail toolbar window from LayoutDesc importer (0x21000016)."); } else Console.WriteLine("[D.5.1] toolbar: LayoutDesc 0x21000016 not found."); diff --git a/src/AcDream.App/UI/Layout/ToolbarController.cs b/src/AcDream.App/UI/Layout/ToolbarController.cs index 73de76cd..5ebd61da 100644 --- a/src/AcDream.App/UI/Layout/ToolbarController.cs +++ b/src/AcDream.App/UI/Layout/ToolbarController.cs @@ -55,12 +55,15 @@ public sealed class ToolbarController private readonly Action _useItem; // guid → fire UseObject // Digit sprite DID arrays for slot labels (top row, numbers 1-9). - // Peace set: property 0x10000042; war set: property 0x10000043. // Read from LayoutDesc 0x21000037, element 0x1000034A under composite 0x10000346. // Retail ref: UIElement_UIItem::SetShortcutNum (acclient_2013_pseudo_c.txt:229465); // gmToolbarUI::RecvNotice_SetCombatMode (196610-196621) re-stamps per stance. + // Occupancy branch (decomp 229481): + // occupied → peace 0x10000042 / war 0x10000043 (split by stance) + // empty → background digit 0x1000005e (stance-independent) private uint[]? _peaceDigits; private uint[]? _warDigits; + private uint[]? _emptyDigits; private bool _peace = true; // true = NonCombat (peace), false = any war stance private ToolbarController( @@ -71,7 +74,8 @@ public sealed class ToolbarController Action useItem, CombatState? combatState, uint[]? peaceDigits, - uint[]? warDigits) + uint[]? warDigits, + uint[]? emptyDigits) { _repo = repo; _shortcuts = shortcuts; @@ -79,6 +83,7 @@ public sealed class ToolbarController _useItem = useItem; _peaceDigits = peaceDigits; _warDigits = warDigits; + _emptyDigits = emptyDigits; for (int i = 0; i < SlotIds.Length; i++) { @@ -133,6 +138,12 @@ public sealed class ToolbarController /// UIElement_UIItem::SetShortcutNum (acclient_2013_pseudo_c.txt:229465). /// /// War-mode digit DID array (property 0x10000043, same element). + /// + /// Empty-slot background digit DID array (property 0x1000005e, stance-independent). + /// Used when a slot is EMPTY (ItemId == 0). Retail ref: UIElement_UIItem::SetShortcutNum + /// (decomp 229481) — else branch when m_elem_Icon->m_state == 0x1000001c (empty state). + /// Null if the dat lookup failed (empty slots draw no digit, which is safe). + /// public static ToolbarController Bind( ImportedLayout layout, ItemRepository repo, @@ -141,10 +152,11 @@ public sealed class ToolbarController Action useItem, CombatState? combatState = null, uint[]? peaceDigits = null, - uint[]? warDigits = null) + uint[]? warDigits = null, + uint[]? emptyDigits = null) { var c = new ToolbarController(layout, repo, shortcuts, iconIds, useItem, combatState, - peaceDigits, warDigits); + peaceDigits, warDigits, emptyDigits); c.Populate(); return c; } @@ -176,8 +188,9 @@ public sealed class ToolbarController } // Re-stamp slot number labels after any item change. - // Numbers show on ALL top-row slots regardless of item occupancy — - // the user's retail screenshot confirms numbers on empty top-row slots. + // Digit SPRITE SOURCE depends on occupancy (decomp UIElement_UIItem::SetShortcutNum:229481): + // occupied → peace 0x10000042 / war 0x10000043; empty → background 0x1000005e. + // The digit is ALWAYS shown on top-row slots (SetVisible(1) at decomp 229511). RestampShortcutNumbers(); } @@ -215,12 +228,14 @@ public sealed class ToolbarController /// /// Push digit-array references and shortcut-number state into every slot cell. - /// Top row (indices 0–8): SetShortcutNum(i, _peace) — numbers 1–9 on ALL slots - /// including empty ones (confirmed from user's retail screenshot; the numbers are - /// slot LABELS, not item indicators). + /// Top row (indices 0–8): SetShortcutNum(i, _peace) — numbers 1–9 always shown + /// (the digit is ALWAYS visible, SetVisible(1) at decomp 229511; only the sprite + /// SOURCE differs by occupancy — see UIElement_UIItem::SetShortcutNum decomp 229481). /// Bottom row (indices 9–17): ClearShortcutNum() — retail shows no numbers there. /// Retail ref: UIElement_UIItem::SetShortcutNum (acclient_2013_pseudo_c.txt:229465); /// gmToolbarUI::RecvNotice_SetCombatMode (196610-196621). + /// Occupancy → source: occupied → peace 0x10000042 / war 0x10000043; + /// empty → background 0x1000005e (decomp 229481/229493). /// private void RestampShortcutNumbers() { @@ -230,6 +245,7 @@ public sealed class ToolbarController if (cell is null) continue; cell.PeaceDigits = _peaceDigits; cell.WarDigits = _warDigits; + cell.EmptyDigits = _emptyDigits; if (i < 9) cell.SetShortcutNum(i, _peace); // top row: slot label digits 1–9 always shown else diff --git a/src/AcDream.App/UI/UiItemSlot.cs b/src/AcDream.App/UI/UiItemSlot.cs index 5a48857b..d3ff3b7d 100644 --- a/src/AcDream.App/UI/UiItemSlot.cs +++ b/src/AcDream.App/UI/UiItemSlot.cs @@ -52,12 +52,20 @@ public sealed class UiItemSlot : UiElement public bool ShortcutPeace { get; private set; } = true; /// Peace digit DID array. Index i → digit (i+1) sprite RenderSurface id. - /// Injected by the controller after reading LayoutDesc 0x21000037. + /// Injected by the controller after reading LayoutDesc 0x21000037. + /// Retail ref: UIElement_UIItem::SetShortcutNum (decomp 229481) — occupied slot picks + /// property 0x10000042 (peace) or 0x10000043 (war) by stance. public uint[]? PeaceDigits { get; set; } - /// War digit DID array. Same layout as PeaceDigits. + /// War digit DID array. Same layout as PeaceDigits. + /// Retail ref: UIElement_UIItem::SetShortcutNum (decomp 229493) — war stance. public uint[]? WarDigits { get; set; } + /// Empty-slot digit DID array (property 0x1000005e, stance-independent). + /// Used when the slot is EMPTY (ItemId == 0). Retail ref: UIElement_UIItem::SetShortcutNum + /// (decomp 229481) — else branch when m_elem_Icon->m_state == 0x1000001c (empty). + public uint[]? EmptyDigits { get; set; } + /// Set the slot's shortcut position and combat stance so the correct digit /// is drawn. Call with index 0..8 for the top row; pass peace=true for NonCombat. public void SetShortcutNum(int index, bool peace) @@ -69,6 +77,20 @@ public sealed class UiItemSlot : UiElement /// Clear the shortcut number label (hides the digit). public void ClearShortcutNum() { ShortcutNum = -1; } + /// + /// Returns the digit DID array that OnDraw will use, following the retail occupancy + /// branch in UIElement_UIItem::SetShortcutNum (decomp 229481): + /// occupied (ItemId != 0) → ShortcutPeace ? PeaceDigits : WarDigits (0x10000042/43) + /// empty (ItemId == 0) → EmptyDigits (0x1000005e, stance-independent) + /// Exposed as an internal method so unit tests can assert array selection without + /// needing a real render context. + /// + internal uint[]? ActiveDigitArray() + { + bool occupied = ItemId != 0; + return occupied ? (ShortcutPeace ? PeaceDigits : WarDigits) : EmptyDigits; + } + // ── Events / draw ───────────────────────────────────────────────────────── /// Invoked by when a left-button-down lands on @@ -84,10 +106,8 @@ public sealed class UiItemSlot : UiElement protected override void OnDraw(UiRenderContext ctx) { - // Draw the icon (filled slot) or the empty-slot border. Both paths fall - // through to the digit draw below, so the slot label shows on all top-row - // slots regardless of whether they hold an item (retail screenshot confirms - // numbers on empty slots). + // Draw the icon (filled slot) or the empty-slot border. Both paths fall through + // to the digit draw below; the slot label always shows on top-row slots. if (ItemId != 0 && IconTexture != 0) { ctx.DrawSprite(IconTexture, 0f, 0f, Width, Height, 0f, 0f, 1f, 1f, Vector4.One); @@ -100,11 +120,14 @@ public sealed class UiItemSlot : UiElement } // Digit overlay: UIElement_UIItem::SetShortcutNum (acclient_2013_pseudo_c.txt:229465). - // Each digit image is corner-baked (glyph in top-left, rest alpha=0) so we - // draw it full-cell size and the transparent region is invisible. DrawMode=Alphablend. + // Occupancy branch (decomp 229481): + // occupied (ItemId != 0) → peace/war digit set 0x10000042/43, split by stance + // empty (ItemId == 0) → background digit set 0x1000005e, stance-independent + // Each digit image is corner-baked (glyph in top-left, rest alpha=0); drawn + // full-cell Alphablend so the transparent region is invisible. if (ShortcutNum >= 0 && SpriteResolve is not null) { - var arr = ShortcutPeace ? PeaceDigits : WarDigits; + var arr = ActiveDigitArray(); if (arr is not null && ShortcutNum < arr.Length) { uint did = arr[ShortcutNum]; diff --git a/tests/AcDream.App.Tests/UI/Layout/ToolbarControllerTests.cs b/tests/AcDream.App.Tests/UI/Layout/ToolbarControllerTests.cs index cda769ae..91c14e46 100644 --- a/tests/AcDream.App.Tests/UI/Layout/ToolbarControllerTests.cs +++ b/tests/AcDream.App.Tests/UI/Layout/ToolbarControllerTests.cs @@ -171,9 +171,11 @@ public class ToolbarControllerTests // Port of UIElement_UIItem::SetShortcutNum (acclient_2013_pseudo_c.txt:229465); // gmToolbarUI::RecvNotice_SetCombatMode (196610-196621). - // Fake digit arrays: 9 peace entries (0x10..0x18), 9 war entries (0x20..0x28). + // Fake digit arrays: 9 peace entries (0x10..0x18), 9 war entries (0x20..0x28), + // 9 empty (background) entries (0x30..0x38). private static readonly uint[] FakePeace = { 0x10u,0x11u,0x12u,0x13u,0x14u,0x15u,0x16u,0x17u,0x18u }; private static readonly uint[] FakeWar = { 0x20u,0x21u,0x22u,0x23u,0x24u,0x25u,0x26u,0x27u,0x28u }; + private static readonly uint[] FakeEmpty = { 0x30u,0x31u,0x32u,0x33u,0x34u,0x35u,0x36u,0x37u,0x38u }; /// /// After Bind with peace/war digit arrays, top-row cells (indices 0–8) have @@ -272,4 +274,44 @@ public class ToolbarControllerTests Assert.Same(FakeWar, slots[id].Cell.WarDigits); } } + + /// + /// EmptyDigits (0x1000005e background digit) is injected into every slot cell. + /// Retail ref: UIElement_UIItem::SetShortcutNum (decomp 229481) — empty-slot branch. + /// + [Fact] + public void ShortcutNumbers_emptyDigitArrayInjected() + { + var (layout, slots, _) = FakeToolbar(); + var repo = new ItemRepository(); + + ToolbarController.Bind(layout, repo, + () => Array.Empty(), + iconIds: (_,_,_,_) => 0u, useItem: _ => { }, + peaceDigits: FakePeace, warDigits: FakeWar, emptyDigits: FakeEmpty); + + foreach (var id in Row1) + Assert.Same(FakeEmpty, slots[id].Cell.EmptyDigits); + foreach (var id in Row2) + Assert.Same(FakeEmpty, slots[id].Cell.EmptyDigits); + } + + /// + /// When emptyDigits is null, cells have EmptyDigits == null (no digit on empty slots). + /// This is the safe fallback when the dat property 0x1000005e is absent. + /// + [Fact] + public void ShortcutNumbers_nullEmptyDigits_cellsHaveNullEmptyDigits() + { + var (layout, slots, _) = FakeToolbar(); + var repo = new ItemRepository(); + + ToolbarController.Bind(layout, repo, + () => Array.Empty(), + iconIds: (_,_,_,_) => 0u, useItem: _ => { }, + peaceDigits: FakePeace, warDigits: FakeWar, emptyDigits: null); + + foreach (var id in Row1) + Assert.Null(slots[id].Cell.EmptyDigits); + } } diff --git a/tests/AcDream.App.Tests/UI/UiItemSlotTests.cs b/tests/AcDream.App.Tests/UI/UiItemSlotTests.cs index 70e8126c..f99e9dc5 100644 --- a/tests/AcDream.App.Tests/UI/UiItemSlotTests.cs +++ b/tests/AcDream.App.Tests/UI/UiItemSlotTests.cs @@ -82,4 +82,63 @@ public class UiItemSlotTests s.ClearShortcutNum(); Assert.Equal(-1, s.ShortcutNum); } + + // ── ActiveDigitArray occupancy gating (decomp UIElement_UIItem::SetShortcutNum:229481) ── + + private static readonly uint[] Peace = { 0x10u, 0x11u, 0x12u }; + private static readonly uint[] War = { 0x20u, 0x21u, 0x22u }; + private static readonly uint[] Empty = { 0x30u, 0x31u, 0x32u }; + + /// + /// When ItemId == 0 (empty slot), ActiveDigitArray returns EmptyDigits regardless + /// of ShortcutPeace. Retail ref: UIElement_UIItem::SetShortcutNum (decomp 229481) — + /// else branch when m_elem_Icon->m_state == 0x1000001c (empty). + /// + [Fact] + public void ActiveDigitArray_emptySlot_returnsEmptyDigits() + { + var s = new UiItemSlot { PeaceDigits = Peace, WarDigits = War, EmptyDigits = Empty }; + s.SetShortcutNum(0, peace: true); + // ItemId == 0 → EmptyDigits + Assert.Same(Empty, s.ActiveDigitArray()); + } + + [Fact] + public void ActiveDigitArray_emptySlot_warStance_stillReturnsEmptyDigits() + { + var s = new UiItemSlot { PeaceDigits = Peace, WarDigits = War, EmptyDigits = Empty }; + s.SetShortcutNum(0, peace: false); + // ItemId == 0 → EmptyDigits regardless of stance + Assert.Same(Empty, s.ActiveDigitArray()); + } + + /// + /// When ItemId != 0 (occupied), ActiveDigitArray returns PeaceDigits or WarDigits + /// depending on ShortcutPeace. Retail ref: UIElement_UIItem::SetShortcutNum (decomp 229481/229493). + /// + [Fact] + public void ActiveDigitArray_occupiedSlot_peaceStance_returnsPeaceDigits() + { + var s = new UiItemSlot { PeaceDigits = Peace, WarDigits = War, EmptyDigits = Empty }; + s.SetItem(0x5001u, 0x99u); + s.SetShortcutNum(0, peace: true); + Assert.Same(Peace, s.ActiveDigitArray()); + } + + [Fact] + public void ActiveDigitArray_occupiedSlot_warStance_returnsWarDigits() + { + var s = new UiItemSlot { PeaceDigits = Peace, WarDigits = War, EmptyDigits = Empty }; + s.SetItem(0x5001u, 0x99u); + s.SetShortcutNum(0, peace: false); + Assert.Same(War, s.ActiveDigitArray()); + } + + [Fact] + public void ActiveDigitArray_emptySlot_nullEmptyDigits_returnsNull() + { + var s = new UiItemSlot { PeaceDigits = Peace, WarDigits = War, EmptyDigits = null }; + s.SetShortcutNum(0, peace: true); + Assert.Null(s.ActiveDigitArray()); + } } From 8a4206619235ca18e9eb96784c770a747ce4f8c7 Mon Sep 17 00:00:00 2001 From: Erik Date: Wed, 17 Jun 2026 14:34:47 +0200 Subject: [PATCH 163/223] feat(D.5.1): parse item IconOverlay/IconUnderlay from CreateObject -> faithful icon overlay layer MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit The CreateObject optional-tail walker previously stopped at UseRadius (~20 fields before IconOverlay). This left ItemInstance.IconOverlayId/IconUnderlayId always 0, so IconComposer's underlay/overlay layers were never drawn on toolbar icons. Exact field order verified against ACE WorldObject_Networking.cs:87-219 (the serializer is the authority; acdream connects to a local ACE server): UseRadius → TargetType(u32) → UiEffects(u32) → CombatUse(sbyte) → Structure(u16) → MaxStructure(u16) → StackSize(u16) → MaxStackSize(u16) → Container(u32) → Wielder(u32) → ValidLocations(u32) → CurrentlyWieldedLocation(u32) → Priority(u32) → RadarBlipColor(u8) → RadarBehavior(u8) → PScript(u16) → Workmanship(f32) → Burden(u16) → Spell(u16) → HouseOwner(u32) → HouseRestrictions(variable RestrictionDB) → HookItemTypes(u32) → Monarch(u32) → HookType(u16) → IconOverlay(PackedDwordKnownType) ← CAPTURE → IconUnderlay from weenieFlags2 bit 0x01 ← CAPTURE RestrictionDB handled correctly: Version(u32) + OpenStatus(u32) + MonarchId(u32) + count(u16) + numBuckets(u16) + count×8 bytes entries. Length-aware skip, not a fixed constant. weenieFlags2 is now CAPTURED (not skipped) when IncludesSecondHeader (objDescFlags bit 0x04000000) is set, so the IconUnderlay bit can be tested. The entire extended walk is inside try/catch: truncated packets degrade to IconOverlayId=0 / IconUnderlayId=0 (no overlay drawn), never corrupting. Threading: CreateObject.Parsed → WorldSession.EntitySpawn → GameWindow OnLiveEntitySpawned → Items.EnrichItem — both ids thread through all three seams. EnrichItem extended with optional iconOverlayId + iconUnderlayId params (defaulted 0, backward-compatible). No change to IconComposer or ToolbarController (they already consume the ids). Tests: 4 new CreateObject tests (IconOverlay only, overlay+underlay, no-overlay regression, intermediate-fields cursor arithmetic). Full suite: 0 failures, 2636 passed. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/Rendering/GameWindow.cs | 6 +- src/AcDream.Core.Net/Messages/CreateObject.cs | 243 ++++++++++++++++-- src/AcDream.Core.Net/WorldSession.cs | 12 +- src/AcDream.Core/Items/ItemRepository.cs | 11 +- .../Messages/CreateObjectTests.cs | 188 +++++++++++++- 5 files changed, 421 insertions(+), 39 deletions(-) diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index 57419a17..6ca8697f 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -2632,7 +2632,11 @@ public sealed class GameWindow : IDisposable { // D.5.1: enrich a known inventory/equipped item (stubbed from PlayerDescription) // with the icon/name/type its CreateObject carries, so the toolbar can render it. - Items.EnrichItem(spawn.Guid, spawn.IconId, spawn.Name ?? string.Empty, (AcDream.Core.Items.ItemType)(spawn.ItemType ?? 0)); + // D.5.1 (2026-06-17): also pass overlay/underlay ids from the extended + // WeenieHeader tail so IconComposer composites all icon layers. + Items.EnrichItem(spawn.Guid, spawn.IconId, spawn.Name ?? string.Empty, + (AcDream.Core.Items.ItemType)(spawn.ItemType ?? 0), + spawn.IconOverlayId, spawn.IconUnderlayId); // Phase A.1 hotfix: live CreateObject handler reads dats extensively // (Setup, GfxObj, Surface, SurfaceTexture) to hydrate the spawned diff --git a/src/AcDream.Core.Net/Messages/CreateObject.cs b/src/AcDream.Core.Net/Messages/CreateObject.cs index db3c8a7b..f0d2b65d 100644 --- a/src/AcDream.Core.Net/Messages/CreateObject.cs +++ b/src/AcDream.Core.Net/Messages/CreateObject.cs @@ -145,7 +145,18 @@ public static class CreateObject // a sizing hint for selection indicators on entities that // publish it. uint? Useability = null, - float? UseRadius = null); + float? UseRadius = null, + // D.5.1 (2026-06-17): icon overlay/underlay dat ids from the + // WeenieHeader optional tail. IconOverlayId is gated by + // WeenieHeaderFlag.IconOverlay (0x40000000) in weenieFlags; + // IconUnderlayId is gated by WeenieHeaderFlag2.IconUnderlay (0x01) + // in weenieFlags2 (present when objDescFlags bit 0x04000000 is set). + // Sourced from ACE WorldObject_Networking.cs:202-206. Zero when + // the server did not send the field (most entities have neither). + // IconComposer.GetIcon already composites these layers in the correct + // retail order (underlay / base / overlay+tint / effect). + uint IconOverlayId = 0, + uint IconUnderlayId = 0); /// /// The relevant subset of the server-sent MovementData / @@ -539,31 +550,62 @@ public static class CreateObject catch { /* truncated name — partial result is still useful */ } } - // --- WeenieHeader optional tail (2026-05-15): walk the - // conditional fields up through Useability + UseRadius. + // --- WeenieHeader optional tail: walk every conditional field + // in EXACT ACE write order (WorldObject_Networking.cs:87-219) + // so the cursor reaches IconOverlay + IconUnderlay. // - // Wire order is fixed by ACE WorldObject_Networking.cs:87-114 - // and matches retail PWD::Pack order. We MUST skip every - // preceding optional field (even those we don't care about) - // because each one moves the parse cursor. + // We MUST skip every field that precedes IconOverlay even when + // we don't need its value — each one occupies bytes on the wire + // and a cursor error here would desync ALL downstream optional + // reads for the rest of this entity's packet. // - // Field bit width decoded? - // ------- ------ -------- -------- - // weenieFlags2 conditional on objDescFlags & 0x80000000 (BF_INCLUDES_SECOND_HEADER) - // u32 skipped - // PluralName 0x1 String16L (variable, padded to 4) skipped - // ItemCapacity 0x2 1 byte skipped - // ContainerCap 0x4 1 byte skipped - // AmmoType 0x100 u16 skipped - // Value 0x8 u32 skipped - // Useability 0x10 u32 KEPT - // UseRadius 0x20 f32 KEPT + // Wire order (verified against ACE WorldObject_Networking.cs): + // bit field width + // --------- ------------------ ----- + // 0x04000000 (objDescFlags) weenieFlags2 u32 (skip) + // 0x00000001 PluralName String16L (skip) + // 0x00000002 ItemsCapacity u8 (skip) + // 0x00000004 ContainersCapacity u8 (skip) + // 0x00000100 AmmoType u16 (skip) + // 0x00000008 Value u32 (skip) + // 0x00000010 Usable u32 KEPT + // 0x00000020 UseRadius f32 KEPT + // 0x00080000 TargetType u32 (skip) + // 0x00000080 UiEffects u32 (skip) + // 0x00000200 CombatUse sbyte/1 byte (skip) + // 0x00000400 Structure u16 (skip) + // 0x00000800 MaxStructure u16 (skip) + // 0x00001000 StackSize u16 (skip) + // 0x00002000 MaxStackSize u16 (skip) + // 0x00004000 Container u32 (skip) + // 0x00008000 Wielder u32 (skip) + // 0x00010000 ValidLocations u32 (skip) + // 0x00020000 CurrentlyWieldedLocation u32 (skip) + // 0x00040000 Priority u32 (skip) + // 0x00100000 RadarBlipColor u8 (skip) + // 0x00800000 RadarBehavior u8 (skip) + // 0x08000000 PScript u16 (skip) + // 0x01000000 Workmanship f32 (skip) + // 0x00200000 Burden u16 (skip) + // 0x00400000 Spell u16 (skip) + // 0x02000000 HouseOwner u32 (skip) + // 0x04000000 HouseRestrictions RestrictionDB (skip, variable-length) + // 0x20000000 HookItemTypes u32 (skip) + // 0x00000040 Monarch u32 (skip) + // 0x10000000 HookType u16 (skip) + // 0x40000000 IconOverlay PackedDwordKnownType(0x06000000) CAPTURE + // weenieFlags2 bit 0x01: + // IconUnderlay PackedDwordKnownType(0x06000000) CAPTURE // - // Wrapped in try/catch — if a malformed entity truncates the - // tail we still return the prefix fields. Most spawned entities - // either have all of these or none of them. + // The entire walk is inside try/catch. A truncated packet degrades + // gracefully: whatever was parsed before the throw is kept, and + // IconOverlayId/IconUnderlayId stay 0 (no overlay drawn). This is + // SAFE because IconComposer early-returns on id==0 per layer. uint? useability = null; float? useRadius = null; + uint iconOverlayId = 0; + uint iconUnderlayId = 0; + uint weenieFlags2 = 0; try { // BF_INCLUDES_SECOND_HEADER = 0x04000000 per acclient.h:6458 @@ -571,20 +613,25 @@ public static class CreateObject // Earlier code had this as 0x80000000 — wrong bit, so the // weenieFlags2 4-byte skip never fired for entities that // actually had it set, corrupting downstream optional-tail - // offsets. Now correct. + // offsets. Now correct. We CAPTURE weenieFlags2 now (instead + // of skipping) so we can gate IconUnderlay from bit 0x01. bool hasSecondHeader = objectDescriptionFlags.HasValue && (objectDescriptionFlags.Value & 0x04000000u) != 0; - if (hasSecondHeader && body.Length - pos >= 4) pos += 4; // weenieFlags2 + if (hasSecondHeader) + { + if (body.Length - pos < 4) throw new FormatException("trunc weenieFlags2"); + weenieFlags2 = ReadU32(body, ref pos); + } if ((weenieFlags & 0x00000001u) != 0) // PluralName _ = ReadString16L(body, ref pos); - if ((weenieFlags & 0x00000002u) != 0) // ItemCapacity + if ((weenieFlags & 0x00000002u) != 0) // ItemsCapacity u8 { if (body.Length - pos < 1) throw new FormatException("trunc ItemCap"); pos += 1; } - if ((weenieFlags & 0x00000004u) != 0) // ContainerCapacity + if ((weenieFlags & 0x00000004u) != 0) // ContainersCapacity u8 { if (body.Length - pos < 1) throw new FormatException("trunc ContCap"); pos += 1; @@ -599,7 +646,7 @@ public static class CreateObject if (body.Length - pos < 4) throw new FormatException("trunc Value"); pos += 4; } - if ((weenieFlags & 0x00000010u) != 0) // Useability u32 ← KEEP + if ((weenieFlags & 0x00000010u) != 0) // Usable u32 ← KEEP { if (body.Length - pos < 4) throw new FormatException("trunc Useability"); useability = ReadU32(body, ref pos); @@ -610,6 +657,147 @@ public static class CreateObject useRadius = BinaryPrimitives.ReadSingleLittleEndian(body.Slice(pos)); pos += 4; } + + // ---- Extended walk: fields after UseRadius through IconOverlay ---- + // Source: ACE WorldObject_Networking.cs:108-206 (verified 2026-06-17). + + if ((weenieFlags & 0x00080000u) != 0) // TargetType u32 + { + if (body.Length - pos < 4) throw new FormatException("trunc TargetType"); + pos += 4; + } + if ((weenieFlags & 0x00000080u) != 0) // UiEffects u32 + { + if (body.Length - pos < 4) throw new FormatException("trunc UiEffects"); + pos += 4; + } + if ((weenieFlags & 0x00000200u) != 0) // CombatUse sbyte (1 byte) + { + if (body.Length - pos < 1) throw new FormatException("trunc CombatUse"); + pos += 1; + } + if ((weenieFlags & 0x00000400u) != 0) // Structure u16 + { + if (body.Length - pos < 2) throw new FormatException("trunc Structure"); + pos += 2; + } + if ((weenieFlags & 0x00000800u) != 0) // MaxStructure u16 + { + if (body.Length - pos < 2) throw new FormatException("trunc MaxStructure"); + pos += 2; + } + if ((weenieFlags & 0x00001000u) != 0) // StackSize u16 + { + if (body.Length - pos < 2) throw new FormatException("trunc StackSize"); + pos += 2; + } + if ((weenieFlags & 0x00002000u) != 0) // MaxStackSize u16 + { + if (body.Length - pos < 2) throw new FormatException("trunc MaxStackSize"); + pos += 2; + } + if ((weenieFlags & 0x00004000u) != 0) // Container u32 + { + if (body.Length - pos < 4) throw new FormatException("trunc Container"); + pos += 4; + } + if ((weenieFlags & 0x00008000u) != 0) // Wielder u32 + { + if (body.Length - pos < 4) throw new FormatException("trunc Wielder"); + pos += 4; + } + if ((weenieFlags & 0x00010000u) != 0) // ValidLocations u32 + { + if (body.Length - pos < 4) throw new FormatException("trunc ValidLocations"); + pos += 4; + } + if ((weenieFlags & 0x00020000u) != 0) // CurrentlyWieldedLocation u32 + { + if (body.Length - pos < 4) throw new FormatException("trunc CurrentlyWieldedLocation"); + pos += 4; + } + if ((weenieFlags & 0x00040000u) != 0) // Priority u32 + { + if (body.Length - pos < 4) throw new FormatException("trunc Priority"); + pos += 4; + } + if ((weenieFlags & 0x00100000u) != 0) // RadarBlipColor u8 + { + if (body.Length - pos < 1) throw new FormatException("trunc RadarBlipColor"); + pos += 1; + } + if ((weenieFlags & 0x00800000u) != 0) // RadarBehavior u8 + { + if (body.Length - pos < 1) throw new FormatException("trunc RadarBehavior"); + pos += 1; + } + if ((weenieFlags & 0x08000000u) != 0) // PScript u16 + { + if (body.Length - pos < 2) throw new FormatException("trunc PScript"); + pos += 2; + } + if ((weenieFlags & 0x01000000u) != 0) // Workmanship f32 + { + if (body.Length - pos < 4) throw new FormatException("trunc Workmanship"); + pos += 4; + } + if ((weenieFlags & 0x00200000u) != 0) // Burden u16 + { + if (body.Length - pos < 2) throw new FormatException("trunc Burden"); + pos += 2; + } + if ((weenieFlags & 0x00400000u) != 0) // Spell u16 + { + if (body.Length - pos < 2) throw new FormatException("trunc Spell"); + pos += 2; + } + if ((weenieFlags & 0x02000000u) != 0) // HouseOwner u32 + { + if (body.Length - pos < 4) throw new FormatException("trunc HouseOwner"); + pos += 4; + } + if ((weenieFlags & 0x04000000u) != 0) // HouseRestrictions (RestrictionDB) + { + // Wire layout per ACE RestrictionDB + RestrictionDBExtensions.Write: + // u32 Version, u32 OpenStatus, u32 MonarchId, + // u16 count, u16 numBuckets, then count × (u32 guid + u32 value). + // Fixed header = 12 bytes; PackableHashTable header = 4 bytes. + // Total = 16 + count * 8. + if (body.Length - pos < 16) throw new FormatException("trunc RestrictionDB header"); + // Version(4) + OpenStatus(4) + MonarchId(4) = 12 bytes + pos += 12; + ushort tableCount = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(pos)); + pos += 2; // count u16 + pos += 2; // numBuckets u16 + int entryBytes = tableCount * 8; // each entry: u32 guid + u32 value + if (body.Length - pos < entryBytes) throw new FormatException("trunc RestrictionDB entries"); + pos += entryBytes; + } + if ((weenieFlags & 0x20000000u) != 0) // HookItemTypes u32 + { + if (body.Length - pos < 4) throw new FormatException("trunc HookItemTypes"); + pos += 4; + } + if ((weenieFlags & 0x00000040u) != 0) // Monarch u32 + { + if (body.Length - pos < 4) throw new FormatException("trunc Monarch"); + pos += 4; + } + if ((weenieFlags & 0x10000000u) != 0) // HookType u16 + { + if (body.Length - pos < 2) throw new FormatException("trunc HookType"); + pos += 2; + } + if ((weenieFlags & 0x40000000u) != 0) // IconOverlay PackedDwordOfKnownType(0x06000000) ← CAPTURE + { + iconOverlayId = ReadPackedDwordOfKnownType(body, ref pos, IconTypePrefix); + } + // IconUnderlay is gated by weenieFlags2 bit 0x01, not weenieFlags. + // weenieFlags2 is only present when hasSecondHeader (captured above). + if ((weenieFlags2 & 0x00000001u) != 0) // IconUnderlay PackedDwordOfKnownType(0x06000000) ← CAPTURE + { + iconUnderlayId = ReadPackedDwordOfKnownType(body, ref pos, IconTypePrefix); + } } catch { /* truncated weenie tail — keep whatever we got. */ } @@ -619,7 +807,8 @@ public static class CreateObject physicsState, objectDescriptionFlags, friction, elasticity, IconId: iconId, - Useability: useability, UseRadius: useRadius); + Useability: useability, UseRadius: useRadius, + IconOverlayId: iconOverlayId, IconUnderlayId: iconUnderlayId); // Local helper: if we ran out of fields past PhysicsData, still // return the useful prefix (guid/position/setup/animParts/textures/palettes/scale/motion). diff --git a/src/AcDream.Core.Net/WorldSession.cs b/src/AcDream.Core.Net/WorldSession.cs index 2f07ede3..d263f0e7 100644 --- a/src/AcDream.Core.Net/WorldSession.cs +++ b/src/AcDream.Core.Net/WorldSession.cs @@ -82,7 +82,13 @@ public sealed class WorldSession : IDisposable uint? Useability = null, float? UseRadius = null, // D.5.1: icon datId from CreateObject WeenieHeader, for toolbar rendering. - uint IconId = 0); + uint IconId = 0, + // D.5.1 (2026-06-17): icon overlay/underlay dat ids from the extended + // WeenieHeader optional tail. Gated by WeenieHeaderFlag.IconOverlay + // (0x40000000) and WeenieHeaderFlag2.IconUnderlay (0x01) respectively. + // Zero when the server did not send the field (common for most entities). + uint IconOverlayId = 0, + uint IconUnderlayId = 0); /// Fires when the session finishes parsing a CreateObject. public event Action? EntitySpawned; @@ -719,7 +725,9 @@ public sealed class WorldSession : IDisposable parsed.Value.Elasticity, parsed.Value.Useability, parsed.Value.UseRadius, - parsed.Value.IconId)); + parsed.Value.IconId, + parsed.Value.IconOverlayId, + parsed.Value.IconUnderlayId)); } } else if (op == DeleteObject.Opcode) diff --git a/src/AcDream.Core/Items/ItemRepository.cs b/src/AcDream.Core/Items/ItemRepository.cs index a993f336..b92dd1ce 100644 --- a/src/AcDream.Core/Items/ItemRepository.cs +++ b/src/AcDream.Core/Items/ItemRepository.cs @@ -144,13 +144,22 @@ public sealed class ItemRepository /// Raises ItemPropertiesUpdated whenever the item is found (matching the /// UpdateProperties convention — it fires on found regardless of whether a field /// actually changed) so bound widgets (the toolbar) re-render. + /// + /// D.5.1 (2026-06-17): also accepts and + /// from the extended WeenieHeader tail. Both + /// default to 0 (not sent by server). IconComposer.GetIcon already composites + /// underlay/base/overlay in the correct retail layer order and early-returns on 0. + /// /// - public bool EnrichItem(uint objectId, uint iconId, string name, ItemType type) + public bool EnrichItem(uint objectId, uint iconId, string name, ItemType type, + uint iconOverlayId = 0, uint iconUnderlayId = 0) { if (!_items.TryGetValue(objectId, out var item)) return false; if (iconId != 0) item.IconId = iconId; if (!string.IsNullOrEmpty(name)) item.Name = name; if (type != default) item.Type = type; + if (iconOverlayId != 0) item.IconOverlayId = iconOverlayId; + if (iconUnderlayId != 0) item.IconUnderlayId = iconUnderlayId; ItemPropertiesUpdated?.Invoke(item); return true; } diff --git a/tests/AcDream.Core.Net.Tests/Messages/CreateObjectTests.cs b/tests/AcDream.Core.Net.Tests/Messages/CreateObjectTests.cs index 8a98d62f..b58c6fe3 100644 --- a/tests/AcDream.Core.Net.Tests/Messages/CreateObjectTests.cs +++ b/tests/AcDream.Core.Net.Tests/Messages/CreateObjectTests.cs @@ -179,6 +179,122 @@ public sealed class CreateObjectTests Assert.Equal(0x06001234u, parsed!.Value.IconId); } + // ----------------------------------------------------------------------- + // D.5.1 (2026-06-17): extended WeenieHeader optional-tail walk — the parser + // now continues past UseRadius through ALL intervening fields to reach + // IconOverlay (weenieFlags bit 0x40000000) and IconUnderlay (weenieFlags2 + // bit 0x01, present when objDescFlags bit 0x04000000 is set). + // + // Two tests: + // 1. WithIconOverlay — sets only the IconOverlay bit + the minimum + // intervening fields (none in this minimal body, so weenieFlags only has + // 0x40000000). Verifies the parse walks to IconOverlay and captures it. + // 2. WithIconOverlayAndUnderlay — sets IconOverlay + the IncludesSecondHeader + // objDescFlag + weenieFlags2 bit 0x01, writes both ids, asserts both are + // captured. + // 3. NoOverlayBits_CommonCase — weenieFlags=0, verifies the extended walk + // produces no overlay (regression guard for the common spawn path). + // ----------------------------------------------------------------------- + + [Fact] + public void TryParse_IconOverlay_CapturedFromExtendedTail() + { + // Only IconOverlay (0x40000000) bit set in weenieFlags. No intervening + // optional fields, so the extended tail immediately reads the overlay id. + // ACE WritePackedDwordOfKnownType strips the 0x06000000 prefix before + // packing; the reader ORs it back in. + byte[] body = BuildMinimalCreateObjectWithWeenieHeader( + guid: 0x5000000Au, + name: "EnchantedSword", + itemType: (uint)ItemType.MeleeWeapon, + weenieFlags: 0x40000000u, // IconOverlay + iconOverlayId: 0x1ABCu); // will be read back as 0x06001ABC + + var parsed = CreateObject.TryParse(body); + + Assert.NotNull(parsed); + Assert.Equal(0x06001ABCu, parsed!.Value.IconOverlayId); + Assert.Equal(0u, parsed.Value.IconUnderlayId); + } + + [Fact] + public void TryParse_IconOverlayAndUnderlay_BothCaptured() + { + // IncludesSecondHeader in objDescFlags (0x04000000) makes the parser read + // weenieFlags2. weenieFlags2 bit 0x01 (IconUnderlay) triggers the underlay + // read. Both overlay + underlay are captured. + // objectDescriptionFlags: 0x04000000 = IncludesSecondHeader + // weenieFlags: 0x40000000 = IconOverlay + // weenieFlags2: 0x00000001 = IconUnderlay + byte[] body = BuildMinimalCreateObjectWithWeenieHeader( + guid: 0x5000000Bu, + name: "MagicRing", + itemType: (uint)ItemType.Jewelry, + objectDescriptionFlags: 0x04000000u, + weenieFlags: 0x40000000u, + weenieFlags2: 0x00000001u, + iconOverlayId: 0x5678u, // → 0x06005678 + iconUnderlayId: 0x9ABCu); // → 0x06009ABC + + var parsed = CreateObject.TryParse(body); + + Assert.NotNull(parsed); + Assert.Equal(0x06005678u, parsed!.Value.IconOverlayId); + Assert.Equal(0x06009ABCu, parsed.Value.IconUnderlayId); + } + + [Fact] + public void TryParse_NoOverlayBits_CommonCase_OverlaysStayZero() + { + // Regression guard: most spawned entities (creatures, scenery, players) + // have weenieFlags=0 and no second-header. The extended walk must not + // corrupt existing parsed fields and must leave overlay ids at zero. + byte[] body = BuildMinimalCreateObjectWithWeenieHeader( + guid: 0x5000000Cu, + name: "CommonDrudge", + itemType: (uint)ItemType.Creature, + weenieFlags: 0u); + + var parsed = CreateObject.TryParse(body); + + Assert.NotNull(parsed); + Assert.Equal("CommonDrudge", parsed!.Value.Name); + Assert.Equal(0u, parsed.Value.IconOverlayId); + Assert.Equal(0u, parsed.Value.IconUnderlayId); + Assert.Null(parsed.Value.Useability); + } + + [Fact] + public void TryParse_IntermediateFieldsBeforeIconOverlay_SkippedCorrectly() + { + // Verifies the cursor arithmetic for fields between UseRadius and + // IconOverlay. This body sets several intermediate bits (Structure u16, + // MaxStructure u16, StackSize u16, Burden u16) plus IconOverlay. + // If any skip is wrong, the parser reads the wrong bytes as the + // overlay id or throws, both of which the assert would catch. + // 0x00000400 = Structure (u16) + // 0x00000800 = MaxStructure (u16) + // 0x00001000 = StackSize (u16) + // 0x00200000 = Burden (u16) + // 0x40000000 = IconOverlay + const uint flags = 0x40000000u | 0x00200000u | 0x00001000u | 0x00000800u | 0x00000400u; + byte[] body = BuildMinimalCreateObjectWithWeenieHeader( + guid: 0x5000000Du, + name: "FancySword", + itemType: (uint)ItemType.MeleeWeapon, + weenieFlags: flags, + structure: 50, + maxStructure: 100, + stackSize: 1, + burden: 300, + iconOverlayId: 0x2222u); // → 0x06002222 + + var parsed = CreateObject.TryParse(body); + + Assert.NotNull(parsed); + Assert.Equal(0x06002222u, parsed!.Value.IconOverlayId); + } + private static byte[] BuildMinimalCreateObjectWithWeenieHeader( uint guid, string name, @@ -186,10 +302,18 @@ public sealed class CreateObjectTests uint physicsState = 0, uint objectDescriptionFlags = 0, uint weenieFlags = 0, + uint weenieFlags2 = 0, uint iconId = 0, uint? value = null, uint? useability = null, - float? useRadius = null) + float? useRadius = null, + uint iconOverlayId = 0, + uint iconUnderlayId = 0, + // intermediate fields for cursor-arithmetic test + ushort? structure = null, + ushort? maxStructure = null, + ushort? stackSize = null, + ushort? burden = null) { var bytes = new List(); WriteU32(bytes, CreateObject.Opcode); @@ -217,19 +341,67 @@ public sealed class CreateObjectTests WriteU32(bytes, objectDescriptionFlags); Align4(bytes); - // Optional WeenieHeader tail (2026-05-15) — same order as ACE - // WorldObject_Networking.cs:87-114. Each field is written only when + // IncludesSecondHeader → weenieFlags2 written immediately after the align, + // before any other optional tail field (ACE WorldObject_Networking.cs:84-85). + if ((objectDescriptionFlags & 0x04000000u) != 0) + WriteU32(bytes, weenieFlags2); + + // Optional WeenieHeader tail — same order as ACE + // WorldObject_Networking.cs:87-206. Each field is written only when // its weenieFlags bit is set, matching the parser's walker exactly. - if ((weenieFlags & 0x00000008u) != 0) // Value u32 - WriteU32(bytes, value ?? 0u); - if ((weenieFlags & 0x00000010u) != 0) // Useability u32 - WriteU32(bytes, useability ?? 0u); - if ((weenieFlags & 0x00000020u) != 0) // UseRadius f32 + // Fields not parameterized above default to 0. + if ((weenieFlags & 0x00000001u) != 0) { /* PluralName — not parameterized */ } + if ((weenieFlags & 0x00000002u) != 0) bytes.Add(0); // ItemsCapacity u8 + if ((weenieFlags & 0x00000004u) != 0) bytes.Add(0); // ContainersCapacity u8 + if ((weenieFlags & 0x00000100u) != 0) WriteU16(bytes, 0); // AmmoType u16 + if ((weenieFlags & 0x00000008u) != 0) WriteU32(bytes, value ?? 0u); // Value u32 + if ((weenieFlags & 0x00000010u) != 0) WriteU32(bytes, useability ?? 0u); // Usable u32 + if ((weenieFlags & 0x00000020u) != 0) // UseRadius f32 { Span tmp = stackalloc byte[4]; BinaryPrimitives.WriteSingleLittleEndian(tmp, useRadius ?? 0f); bytes.AddRange(tmp.ToArray()); } + if ((weenieFlags & 0x00080000u) != 0) WriteU32(bytes, 0); // TargetType u32 + if ((weenieFlags & 0x00000080u) != 0) WriteU32(bytes, 0); // UiEffects u32 + if ((weenieFlags & 0x00000200u) != 0) bytes.Add(0); // CombatUse sbyte/1 byte + if ((weenieFlags & 0x00000400u) != 0) WriteU16(bytes, structure ?? 0); // Structure u16 + if ((weenieFlags & 0x00000800u) != 0) WriteU16(bytes, maxStructure ?? 0); // MaxStructure u16 + if ((weenieFlags & 0x00001000u) != 0) WriteU16(bytes, stackSize ?? 0); // StackSize u16 + if ((weenieFlags & 0x00002000u) != 0) WriteU16(bytes, 0); // MaxStackSize u16 + if ((weenieFlags & 0x00004000u) != 0) WriteU32(bytes, 0); // Container u32 + if ((weenieFlags & 0x00008000u) != 0) WriteU32(bytes, 0); // Wielder u32 + if ((weenieFlags & 0x00010000u) != 0) WriteU32(bytes, 0); // ValidLocations u32 + if ((weenieFlags & 0x00020000u) != 0) WriteU32(bytes, 0); // CurrentlyWieldedLocation u32 + if ((weenieFlags & 0x00040000u) != 0) WriteU32(bytes, 0); // Priority u32 + if ((weenieFlags & 0x00100000u) != 0) bytes.Add(0); // RadarBlipColor u8 + if ((weenieFlags & 0x00800000u) != 0) bytes.Add(0); // RadarBehavior u8 + if ((weenieFlags & 0x08000000u) != 0) WriteU16(bytes, 0); // PScript u16 + if ((weenieFlags & 0x01000000u) != 0) // Workmanship f32 + { + Span tmp = stackalloc byte[4]; + BinaryPrimitives.WriteSingleLittleEndian(tmp, 0f); + bytes.AddRange(tmp.ToArray()); + } + if ((weenieFlags & 0x00200000u) != 0) WriteU16(bytes, burden ?? 0); // Burden u16 + if ((weenieFlags & 0x00400000u) != 0) WriteU16(bytes, 0); // Spell u16 + if ((weenieFlags & 0x02000000u) != 0) WriteU32(bytes, 0); // HouseOwner u32 + // HouseRestrictions (0x04000000): not parameterized (zero entries). + // Wire: Version(u32) + OpenStatus(u32) + MonarchId(u32) + count(u16) + numBuckets(u16) + entries. + // Zero entries → 16 bytes total. + if ((weenieFlags & 0x04000000u) != 0) + { + WriteU32(bytes, 0x10000002u); // Version + WriteU32(bytes, 0u); // OpenStatus + WriteU32(bytes, 0u); // MonarchId + WriteU16(bytes, 0); // count + WriteU16(bytes, 768); // numBuckets (retail constant) + } + if ((weenieFlags & 0x20000000u) != 0) WriteU32(bytes, 0); // HookItemTypes u32 + if ((weenieFlags & 0x00000040u) != 0) WriteU32(bytes, 0); // Monarch u32 + if ((weenieFlags & 0x10000000u) != 0) WriteU16(bytes, 0); // HookType u16 + if ((weenieFlags & 0x40000000u) != 0) WritePackedDword(bytes, iconOverlayId); // IconOverlay + if ((weenieFlags2 & 0x00000001u) != 0) WritePackedDword(bytes, iconUnderlayId); // IconUnderlay return bytes.ToArray(); } From 8d4904290905af7dc6a1f4a34d51a6ff872ecba8 Mon Sep 17 00:00:00 2001 From: Erik Date: Wed, 17 Jun 2026 15:34:18 +0200 Subject: [PATCH 164/223] fix(D.5.1): read empty-slot background digits from composite 0x10000341 (0x1000005e) The empty/background digit array (property 0x1000005e) lives under cell composite 0x10000341, not 0x10000346 where peace/war are read; reading it from the wrong composite returned 0 entries so empty top-row slots showed no number. Live dat probe confirmed: 0x10000341 element 0x1000034A property 0x1000005e = 0x060010FA..0x06001102 (digits 1-9) + 0x060074CF (bottom row). Now empty top-row slots show the faint background number, occupied show the dark-box peace/war digit (decomp UIElement_UIItem::SetShortcutNum:229481/229493). Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/Rendering/GameWindow.cs | 35 ++++++++++++++++--------- 1 file changed, 22 insertions(+), 13 deletions(-) diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index 6ca8697f..ea4d06ac 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -1951,24 +1951,33 @@ public sealed class GameWindow : IDisposable if (arrWar.Value[i] is DatReaderWriter.Types.DataIdBaseProperty d) toolbarWarDigits[i] = d.Value; } - // Empty-slot background digit: property 0x1000005e, stance-independent. - // Retail ref: UIElement_UIItem::SetShortcutNum (decomp 229481) — - // else branch when m_elem_Icon->m_state == 0x1000001c (empty state). - // No fallback constants — if absent, empty slots draw no digit (safe). - if (props.TryGetValue(0x1000005Eu, out var rawEmpty) - && rawEmpty is DatReaderWriter.Types.ArrayBaseProperty arrEmpty) - { - toolbarEmptyDigits = new uint[arrEmpty.Value.Count]; - for (int i = 0; i < arrEmpty.Value.Count; i++) - if (arrEmpty.Value[i] is DatReaderWriter.Types.DataIdBaseProperty d) - toolbarEmptyDigits[i] = d.Value; - } - Console.WriteLine($"[D.5.1] empty digit array: {toolbarEmptyDigits?.Length ?? 0} entries."); } else { Console.WriteLine("[D.5.1] digit arrays: element 0x1000034A/0x10000346 not found in LayoutDesc 0x21000037 — falling back to cited constants."); } + + // Empty-slot BACKGROUND digit lives under a DIFFERENT cell composite: + // composite 0x10000341 (the UIElement_UIItem-typed variant) carries property + // 0x1000005e (plainer digits 0x060010FA..0x06001102 for 1-9, 0x060074CF for the + // bottom row); composite 0x10000346 (peace/war, read above) does NOT carry it. + // Confirmed by a live dat property dump. Retail: UIElement_UIItem::SetShortcutNum + // (decomp 229481/229493) — empty branch (m_elem_Icon->m_state == 0x1000001c) reads + // 0x1000005e, stance-independent. No fallback constants (safe: no digit if absent). + if (uiItemLd is not null + && uiItemLd.Elements.TryGetValue(0x10000341u, out var emptyComposite) + && emptyComposite.Children.TryGetValue(0x1000034Au, out var emptyScn) + && emptyScn.StateDesc is { } emptySd + && emptySd.Properties is { } emptyProps + && emptyProps.TryGetValue(0x1000005Eu, out var rawEmpty) + && rawEmpty is DatReaderWriter.Types.ArrayBaseProperty arrEmpty) + { + toolbarEmptyDigits = new uint[arrEmpty.Value.Count]; + for (int i = 0; i < arrEmpty.Value.Count; i++) + if (arrEmpty.Value[i] is DatReaderWriter.Types.DataIdBaseProperty d) + toolbarEmptyDigits[i] = d.Value; + } + Console.WriteLine($"[D.5.1] empty digit array (0x10000341/0x1000005e): {toolbarEmptyDigits?.Length ?? 0} entries."); } // Cited-constant fallback (UIElement_UIItem::SetShortcutNum, decomp 229465 + dat probe). From b37db79a23341a54c7456445ec36bb2116d2453f Mon Sep 17 00:00:00 2001 From: Erik Date: Wed, 17 Jun 2026 15:53:53 +0200 Subject: [PATCH 165/223] feat(D.5.1): wrap toolbar in UiNineSlicePanel chrome frame (mirrors chat window) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit The toolbar LayoutDesc (0x21000016, 300x122) was mounted bare — no window chrome. This commit wraps it in a UiNineSlicePanel (the same 8-piece bevel + gold grip chrome used by the vitals and chat windows), matching the pattern at GameWindow.cs ~line 1885 verbatim. - toolbarFrame is the top-level UiNineSlicePanel (Draggable=true, Anchors=None per UiNineSlicePanel ctor defaults). Outer size = 310x132 (300+2*5 x 122+2*5). - toolbarRoot sits inside at offset (5,5) — the border thickness — with all-edge anchors so it reflows if the frame is resized. Draggable=false, Resizable=false on the content (only the frame is the drag handle). - The frame's right border (x=305..310 screen) covers the row-2 right cap overhang (~2px past the content edge at x=300..302), since the border region starts at content_right=300 and extends to frame_right=310. - Probe block untouched: still calls toolbarLayout.FindElement for diagnostic ids. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/Rendering/GameWindow.cs | 35 +++++++++++++++++++------ 1 file changed, 27 insertions(+), 8 deletions(-) diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index ea4d06ac..e05ecc23 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -2010,15 +2010,34 @@ public sealed class GameWindow : IDisposable emptyDigits: toolbarEmptyDigits); var toolbarRoot = toolbarLayout.Root; - toolbarRoot.Left = 10; toolbarRoot.Top = 300; - // D1: Anchors=None so ApplyAnchor skips re-pinning every frame and - // the drag position is preserved (matches vitalsRoot pattern). - toolbarRoot.Anchors = AcDream.App.UI.AnchorEdges.None; - // D2: UiDatElement ctor defaults ClickThrough=true; override so the - // chrome is hittable and the drag can start (matches vitalsRoot pattern). + // Wrap the dat content in the universal 8-piece beveled window chrome — + // the SAME UiNineSlicePanel used by the vitals and chat windows. The + // toolbar LayoutDesc (0x21000016) is 300×122; the frame adds one border + // thickness on every side, giving an outer window of 310×132. + const int toolbarBorder = AcDream.App.UI.RetailChromeSprites.Border; + float toolbarContentW = 300f, toolbarContentH = toolbarRoot.Height; + var toolbarFrame = new AcDream.App.UI.UiNineSlicePanel(ResolveChrome) + { + Left = 10, Top = 300, + Width = toolbarContentW + 2 * toolbarBorder, + Height = toolbarContentH + 2 * toolbarBorder, + // The toolbar is fully opaque (not translucent like the chat window). + Opacity = 1.0f, + }; + // Content is offset by the border so it sits inside the chrome. + toolbarRoot.Left = toolbarBorder; + toolbarRoot.Top = toolbarBorder; + toolbarRoot.Width = toolbarContentW; + toolbarRoot.Height = toolbarContentH; + // Anchor content to all four edges so it reflows if the frame is resized. + toolbarRoot.Anchors = AcDream.App.UI.AnchorEdges.Left | AcDream.App.UI.AnchorEdges.Top + | AcDream.App.UI.AnchorEdges.Right | AcDream.App.UI.AnchorEdges.Bottom; + // The frame is the draggable window; the content itself is not. toolbarRoot.ClickThrough = false; - toolbarRoot.Draggable = true; - _uiHost.Root.AddChild(toolbarRoot); + toolbarRoot.Draggable = false; + toolbarRoot.Resizable = false; + toolbarFrame.AddChild(toolbarRoot); + _uiHost.Root.AddChild(toolbarFrame); // [D.5.1 PROBE] Bottom-right geometry rect dump — temporary diagnostic. // Localises the bottom-right mismatch reported by the user; remove once fixed. From ceef739e1d5f9a5721584894a4b81d5fffd4ddc0 Mon Sep 17 00:00:00 2001 From: Erik Date: Wed, 17 Jun 2026 16:05:50 +0200 Subject: [PATCH 166/223] fix(D.5.1): draw window-frame border over content (OnDrawAfterChildren) UiNineSlicePanel drew its full chrome in OnDraw, before children, so content painted OVER the frame. The toolbar's row-2 right cap (0x100006C0, W=8) extends 2px past the 300px content and was poking over the frame's bottom-right border (the 'missing frame' the user circled). Split the panel: center fill stays in OnDraw (background, under content); the bevel border + grip move to a new UiElement.OnDrawAfterChildren hook (foreground, over content edges) so the frame is the outermost layer. Chat is unaffected (its content is inset 5px, so the border never overlaps it). Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/UI/UiElement.cs | 13 +++++++++++++ src/AcDream.App/UI/UiNineSlicePanel.cs | 17 ++++++++++++----- 2 files changed, 25 insertions(+), 5 deletions(-) diff --git a/src/AcDream.App/UI/UiElement.cs b/src/AcDream.App/UI/UiElement.cs index 7e1df4ad..b22da24e 100644 --- a/src/AcDream.App/UI/UiElement.cs +++ b/src/AcDream.App/UI/UiElement.cs @@ -167,6 +167,15 @@ public abstract class UiElement /// protected virtual void OnDraw(UiRenderContext ctx) { } + /// + /// Draw AFTER this element's own children, but still within this element's + /// transform/alpha (NOT a global pass like ). Use for a + /// window FRAME border, which must be the outermost layer drawn OVER its content's + /// edges (so content can't poke through the frame), while the frame's center fill + /// stays a background in . Default: nothing. + /// + protected virtual void OnDrawAfterChildren(UiRenderContext ctx) { } + /// /// Draw content that must sit ON TOP of the ENTIRE UI, regardless of this /// element's position in the tree — open menus, dropdowns, tooltips. Called in @@ -228,6 +237,10 @@ public abstract class UiElement for (int i = 0; i < ordered.Length; i++) ordered[i].DrawSelfAndChildren(ctx); } + + // Foreground pass for this element (e.g. a window frame's border drawn + // OVER its content's edges). Default no-op for ordinary elements. + OnDrawAfterChildren(ctx); } finally { diff --git a/src/AcDream.App/UI/UiNineSlicePanel.cs b/src/AcDream.App/UI/UiNineSlicePanel.cs index 9c18f095..f407f07b 100644 --- a/src/AcDream.App/UI/UiNineSlicePanel.cs +++ b/src/AcDream.App/UI/UiNineSlicePanel.cs @@ -61,9 +61,18 @@ public sealed class UiNineSlicePanel : UiPanel protected override void OnDraw(UiRenderContext ctx) { + // Center fill is the window BACKGROUND — it must sit UNDER the content, so it + // draws here (before children). The bevel border + grip is the OUTERMOST layer + // and draws in OnDrawAfterChildren (over the content's edges) so content can + // never poke through the frame (e.g. the toolbar's 2px bottom-right cap overhang). var r = ComputeFrameRects(Width, Height, RetailChromeSprites.Border); - // center + edges tile (UV repeat); corners stretch 1:1. DrawTiled(ctx, RetailChromeSprites.CenterFill, r.Center); + } + + protected override void OnDrawAfterChildren(UiRenderContext ctx) + { + var r = ComputeFrameRects(Width, Height, RetailChromeSprites.Border); + // 8-piece bevel: edges tile (UV repeat); corners stretch 1:1. DrawTiled(ctx, RetailChromeSprites.TopEdge, r.Top); DrawTiled(ctx, RetailChromeSprites.BottomEdge, r.Bottom); DrawTiled(ctx, RetailChromeSprites.LeftEdge, r.Left); @@ -73,10 +82,8 @@ public sealed class UiNineSlicePanel : UiPanel DrawStretched(ctx, RetailChromeSprites.CornerBL, r.BL); DrawStretched(ctx, RetailChromeSprites.CornerBR, r.BR); - // Resize-grip overlay (gold ridged edges + square corner studs) drawn on - // top of the bevel — the second border layer the vitals LayoutDesc carries - // (0x1000063B–0x10000642). Edges tile; the corner stud is the same sprite - // at all four corners. + // Resize-grip overlay (gold ridged edges + square corner studs) on top of the + // bevel — the second border layer the vitals LayoutDesc carries (0x1000063B–0x10000642). DrawTiled(ctx, RetailChromeSprites.GripTop, r.Top); DrawTiled(ctx, RetailChromeSprites.GripBottom, r.Bottom); DrawTiled(ctx, RetailChromeSprites.GripLeft, r.Left); From 0e7a083da6772ab60df02e3779cd8915ba70ef01 Mon Sep 17 00:00:00 2001 From: Erik Date: Wed, 17 Jun 2026 17:13:46 +0200 Subject: [PATCH 167/223] chore(D.5.1): remove temp geometry probe + add RestrictionDB-skip parse test Task 1: remove the [D.5.1 PROBE] bottom-right rect-dump block from the toolbar mount in GameWindow.cs. The block iterated 7 element ids and logged ScreenPosition/Width/Height/Type; it was marked temporary and is now superseded by the chrome window-frame fix. The kept [D.5.1] startup diagnostic Console.WriteLines (digit arrays, toolbar ready, window from LayoutDesc) are untouched. Task 2: add TryParse_HouseRestrictionsSkipped_ThenIconOverlayCaptured to CreateObjectTests.cs. Exercises the variable-length RestrictionDB skip (weenieFlags bit 0x04000000: 12-byte fixed header + 4-byte hash-table header + count*8 entries) followed immediately by IconOverlay (0x40000000) and IconUnderlay (weenieFlags2 0x01 via IncludesSecondHeader 0x04000000). Proves the skip lands the cursor at the right position for both capture fields. 301/301 tests pass. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/Rendering/GameWindow.cs | 18 --------- .../Messages/CreateObjectTests.cs | 37 +++++++++++++++++++ 2 files changed, 37 insertions(+), 18 deletions(-) diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index e05ecc23..709822ba 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -2039,24 +2039,6 @@ public sealed class GameWindow : IDisposable toolbarFrame.AddChild(toolbarRoot); _uiHost.Root.AddChild(toolbarFrame); - // [D.5.1 PROBE] Bottom-right geometry rect dump — temporary diagnostic. - // Localises the bottom-right mismatch reported by the user; remove once fixed. - // ScreenPosition walks Parent chain (UiElement.cs:54-63); Left/Top are parent-relative. - // IDs: root=0x10000191, backpack-btn=0x100001B1, backpack-drag=0x1000046C, - // last top slot=0x100001AF, last bottom slot=0x100006BF, - // row1 right-cap=0x100001B0, row2 right-cap=0x100006C0. - { - uint[] probeIds = { 0x10000191u, 0x100001B1u, 0x1000046Cu, 0x100001AFu, 0x100006BFu, 0x100001B0u, 0x100006C0u }; - foreach (var pid in probeIds) - { - var pe = toolbarLayout.FindElement(pid); - if (pe is not null) - Console.WriteLine($"[D.5.1 probe] 0x{pid:X8} ({pe.GetType().Name}): screen=({pe.ScreenPosition.X:F1},{pe.ScreenPosition.Y:F1}) left={pe.Left:F1} top={pe.Top:F1} w={pe.Width:F1} h={pe.Height:F1}"); - else - Console.WriteLine($"[D.5.1 probe] 0x{pid:X8}: not found in layout"); - } - } - Console.WriteLine("[D.5.1] retail toolbar window from LayoutDesc importer (0x21000016)."); } else Console.WriteLine("[D.5.1] toolbar: LayoutDesc 0x21000016 not found."); diff --git a/tests/AcDream.Core.Net.Tests/Messages/CreateObjectTests.cs b/tests/AcDream.Core.Net.Tests/Messages/CreateObjectTests.cs index b58c6fe3..ce9ea4a1 100644 --- a/tests/AcDream.Core.Net.Tests/Messages/CreateObjectTests.cs +++ b/tests/AcDream.Core.Net.Tests/Messages/CreateObjectTests.cs @@ -295,6 +295,43 @@ public sealed class CreateObjectTests Assert.Equal(0x06002222u, parsed!.Value.IconOverlayId); } + [Fact] + public void TryParse_HouseRestrictionsSkipped_ThenIconOverlayCaptured() + { + // Verifies that the variable-length RestrictionDB skip (weenieFlags bit + // 0x04000000) lands the cursor at the correct position so that + // IconOverlay (bit 0x40000000) immediately after it is still captured. + // + // Wire layout per ACE RestrictionDB (16 bytes, zero entries): + // Version(u32) + OpenStatus(u32) + MonarchId(u32) = 12 bytes + // count(u16) + numBuckets(u16) = 4 bytes + // entries: count(0) × 8 = 0 bytes + // total = 16 bytes + // + // Also exercises the IncludesSecondHeader / IconUnderlay path so that + // all three optional-tail branches that follow HouseOwner are covered + // in a single cursor sweep. + // + // weenieFlags: 0x04000000 (HouseRestrictions) | 0x40000000 (IconOverlay) + // objectDescriptionFlags: 0x04000000 (IncludesSecondHeader → weenieFlags2 present) + // weenieFlags2: 0x00000001 (IconUnderlay) + byte[] body = BuildMinimalCreateObjectWithWeenieHeader( + guid: 0x5000000Eu, + name: "HousePortal", + itemType: (uint)ItemType.Portal, + objectDescriptionFlags: 0x04000000u, // IncludesSecondHeader + weenieFlags: 0x04000000u | 0x40000000u, // HouseRestrictions + IconOverlay + weenieFlags2: 0x00000001u, // IconUnderlay + iconOverlayId: 0x3333u, // → 0x06003333 + iconUnderlayId: 0x4444u); // → 0x06004444 + + var parsed = CreateObject.TryParse(body); + + Assert.NotNull(parsed); + Assert.Equal(0x06003333u, parsed!.Value.IconOverlayId); + Assert.Equal(0x06004444u, parsed.Value.IconUnderlayId); + } + private static byte[] BuildMinimalCreateObjectWithWeenieHeader( uint guid, string name, From b1e45bee1cca591a1d813475ce8b09e519857a42 Mon Sep 17 00:00:00 2001 From: Erik Date: Wed, 17 Jun 2026 17:21:19 +0200 Subject: [PATCH 168/223] docs(D.5.1): divergence rows IA-16/IA-17 + ISSUES toolbar-interactivity entry IA-16: partial icon composite (layers 1-4 only; effect glow + ReplaceColor tint deferred to D.5.2). IA-17: per-window UiNineSlicePanel chrome vs window-manager- owned bevel (retail toolbar has no baked frame in LayoutDesc 0x21000016). #140: toolbar interactivity (selected-object meters 0x100001A1/A2 + stack slider 0x100001A4 + name line) deferred to roadmap D.5.3. Co-Authored-By: Claude Opus 4.8 (1M context) --- docs/ISSUES.md | 19 +++++++++++++++++++ .../retail-divergence-register.md | 2 ++ 2 files changed, 21 insertions(+) diff --git a/docs/ISSUES.md b/docs/ISSUES.md index c8a0f65b..2982137e 100644 --- a/docs/ISSUES.md +++ b/docs/ISSUES.md @@ -46,6 +46,25 @@ Copy this block when adding a new issue: --- +## #140 — Toolbar interactivity — selected-object display + +**Status:** OPEN +**Severity:** MEDIUM +**Filed:** 2026-06-17 +**Component:** ui — D.5 toolbar / selection + +**Description:** The action bar (D.5.1) is the retail "selected object" display. Wire the B.4 WorldPicker/selection state to the toolbar's currently-hidden elements: the two meters 0x100001A1 (selected-object Health) / 0x100001A2 (selected-object Mana) + the stack slider 0x100001A4 + the object-name line, so the bar shows what the player has selected in the world. Click-to-use + the peace/war stance indicator already shipped in D.5.1. Promote to roadmap D.5.3 (already listed there). + +**Root cause / status:** The selection-state wire was deferred out of D.5.1 scope; the meter/slider elements are present in LayoutDesc 0x21000016 but hidden (no backing data). D.5.3 is the planned port. + +**Files:** `src/AcDream.App/UI/Layout/ToolbarController.cs` + the selection/WorldPicker state (see `claude-memory/project_interaction_pipeline.md`). + +**Research:** `docs/research/2026-06-16-action-bar-toolbar-deep-dive.md` (meter element ids + wire catalog). + +**Acceptance:** Selecting a world object populates the toolbar meters and name line; deselecting clears them. Matches retail side-by-side. + +--- + ## #139 — D.2b retail UI polish: chat text colors + buttons **Status:** OPEN diff --git a/docs/architecture/retail-divergence-register.md b/docs/architecture/retail-divergence-register.md index 1148560e..8bcc0940 100644 --- a/docs/architecture/retail-divergence-register.md +++ b/docs/architecture/retail-divergence-register.md @@ -56,6 +56,8 @@ accepted-divergence entries (#96, #49, #50). | IA-13 | GameEventType registry deliberately omits event types retail ignores; unknown events fall through unhandled | `src/AcDream.Core.Net/Messages/GameEventType.cs:11` | Retail also ignores them — dropping matches retail by construction | If the "retail ignores X" judgment is wrong for any opcode (or a server mod uses one), the event is silently dropped with no diagnostic pointing at the omission | retail GameEvent dispatch (ignored-event set) | | IA-14 | Rendering + dat-handling base is WorldBuilder's tested port, not a fresh retail-decomp port (Phase N.4/O design stance) | `docs/architecture/worldbuilder-inventory.md` (code at `src/AcDream.{Core,App}/Rendering/Wb/`) | WB visually verified on the AC world, MIT, same stack; known WB↔retail deltas resolved case-by-case — terrain split kept retail `FSplitNESW` (**#51**, pinned by `SplitFormulaDivergenceTest`), scenery drift accepted (AP-31) | A WB-upstream divergence not yet caught ships silently as "our" behavior; guard = the inventory doc's 🟢/🔴 split + per-formula divergence tests | retail decomp per algorithm; `tests/.../SplitFormulaDivergenceTest.cs` | | IA-15 | D.2b retail UI is our own UiHost/UiElement retained-mode tree drawing dat-sprite window frames, not a byte-port of keystone.dll's LayoutDesc binary tree. Both the vitals window (`LayoutDesc 0x2100006C`) and the chat window (`LayoutDesc 0x21000006`) are rendered by the LayoutDesc importer; `UiNineSlicePanel`/`RetailChromeSprites` now back only plugin panels | `src/AcDream.App/UI/Layout/LayoutImporter.cs` (vitals + chat) + `src/AcDream.App/UI/Layout/ChatWindowController.cs` | keystone.dll has no PDB/decomp so a byte-port is impossible by definition; we mirror retail's ElementDesc field model + controls.ini tokens, and the chrome sprites ARE the real dat RenderSurfaces (Step-0 prove-out 2026-06-14 confirmed 0x06004CC2 center + 0x060074BF..C6 bevel). The 8-piece edge/corner→position mapping is DATA-DRIVEN from the dat: the `LayoutImporter` reads `LayoutDesc 0x2100006C`/`0x21000006` and resolves chrome element positions + sprite ids directly from parsed dat fields; vitals locked by the conformance fixture `tests/AcDream.App.Tests/UI/Layout/fixtures/vitals_2100006C.json` | Remaining residual risk: anchor resolution at non-800×600 and the controls.ini cascade still lack an oracle — layout scaling at non-reference resolution and stylesheet token inheritance differ silently | `LayoutDesc 0x2100006C`/`0x21000006` (SHIPPED); `docs/research/2026-06-15-layoutdesc-format.md`; controls.ini tokens; keystone.dll layout eval (no PDB) | +| IA-16 | Item-icon composite is PARTIAL — layers 1-4 (type-default underlay via EnumIDMap 0x10000004 + custom underlay/base/overlay) only; the effect-overlay layer (0x10000005 by _effects) and the overlay ReplaceColor tint are DEFERRED to D.5.2 | `src/AcDream.App/UI/IconComposer.cs` | Layers 1-4 cover the common item (opaque tile + base icon); the effect glow + overlay tint are state-overlays for charged/enchanted items. Full system handed off: docs/research/2026-06-17-stateful-icon-system-handoff.md (D.5.2) | An item whose distinctive look is the effect glow or the tinted overlay renders without it (the pinned-scroll "missing overlay" symptom). Retired when D.5.2 lands the effect layer + tint + appraise-driven re-composition | `IconData::RenderIcons` acclient_2013_pseudo_c.txt:407524 (layer 5 GetByEnum 0x10000005 @407575; ReplaceColor @407614) | +| IA-17 | Toolbar window FRAME is toolkit-supplied (per-window UiNineSlicePanel 8-piece bevel, drawn over content via UiElement.OnDrawAfterChildren) rather than the window-manager-owned chrome retail paints uniformly around every window | `src/AcDream.App/Rendering/GameWindow.cs` (toolbar mount) + `src/AcDream.App/UI/UiNineSlicePanel.cs` | LayoutDesc 0x21000016 has NO baked frame; retail's toolbar frame is window-manager chrome (keystone.dll). We draw the same reusable 8-piece bevel chat/vitals use; border drawn over content so the toolbar's 2px-wide row-2 right cap (W=8) can't poke through. Same pattern as the chat window. | Until a central window manager owns chrome uniformly, per-window wraps can drift (size/offset/z-order) from each other and from retail; the border-over-content rule is the toolkit's, not the WM's | gmToolbarUI WM chrome (keystone.dll, no PDB); no bevel ids in LayoutDesc 0x21000016 (toolbar dump) | --- From 6770381fc3fe2f1a518a74b1093094771fa9300e Mon Sep 17 00:00:00 2001 From: Erik Date: Wed, 17 Jun 2026 17:24:03 +0200 Subject: [PATCH 169/223] docs(D.5.2): stateful icon-system handoff + roadmap (D.5.1 shipped, D.5.2/D.5.3 next) Extensive handoff for the next session to build the full stateful item-icon system (the 5-layer IconData::RenderIcons composite + effect layer 0x10000005 + overlay ReplaceColor tint + appraise-driven enrichment/re-composition). D.5.1 toolbar flipped to SHIPPED; D.5.2 (icon system) + D.5.3 (toolbar interactivity / selected-object display) registered as next. Co-Authored-By: Claude Opus 4.8 (1M context) --- docs/plans/2026-04-11-roadmap.md | 5 +- ...2026-06-17-stateful-icon-system-handoff.md | 127 ++++++++++++++++++ 2 files changed, 131 insertions(+), 1 deletion(-) create mode 100644 docs/research/2026-06-17-stateful-icon-system-handoff.md diff --git a/docs/plans/2026-04-11-roadmap.md b/docs/plans/2026-04-11-roadmap.md index 549067e9..b7fe34f2 100644 --- a/docs/plans/2026-04-11-roadmap.md +++ b/docs/plans/2026-04-11-roadmap.md @@ -431,7 +431,10 @@ behavior. Estimated 17–26 days focused work, 3–5 weeks calendar. - **D.3 — AcFont from portal.dat.** Replace stb_truetype system font with retail `Font` DBObjs (`0x40000000..0x40000FFF`) baked from `RenderSurface` source sheets — see research slice 03 §4. Preserves retail visual identity. **(D.2b dependency — needs the custom renderer.)** - **✓ SHIPPED — D.4 — Dat sprites + 9-slice panel backgrounds.** Shipped 2026-06-14 with D.2b. `TextureCache.GetOrUploadRenderSurface(id, out w, out h)` decodes `RenderSurface` (`0x06xxxxxx`) **directly** (not via the Surface→SurfaceTexture chain — the prove-out finding) → GL `Texture2D`; `DrawSprite` (explicit UV-rect, per-texture batch) added to `TextRenderer` + `UiRenderContext` + a `uUseTexture=2` RGBA frag branch; `UiNineSlicePanel` composes the universal 8-piece bevel (corners `0x060074C3..C6`, edges `0x060074BF/C0/C1/C2`, center `0x06004CC2`). Remaining art polish: the glassy gradient bar fill sprite (D.2b polish). - **D.5 — Core panels.** Attributes (`chunk_00470000.c:FUN_0047ba70`), Skills (same), Paperdoll (`chunk_004A0000.c:FUN_004A5200`), Inventory, Spellbook (`chunk_004C0000.c`), Fellowship, Allegiance. Each uses the port sketches in slice 05. **(Targets `AcDream.UI.Abstractions` — ships with D.2a using ImGui-rendered widgets; reskinned by D.2b.)** The *chat* panel originally listed under D.5 shipped early in Phase I (I.4 input + I.7 combat translator superseded the chat-panel design here); this entry now covers Attributes / Skills / Paperdoll / Inventory / Spellbook / Fellowship / Allegiance only. -- **D.5.1 — Toolbar (action bar) [IN PROGRESS].** First D.5 sub-phase. `gmToolbarUI` (`LayoutDesc 0x21000016`) as the first data-driven game panel: 18 shortcut slots from the persisted `PlayerDescription` SHORTCUT block, real composited icons, click-to-use. New shared widgets `UiItemSlot` (`UIElement_UIItem` 0x10000032, procedural) + `UiItemList` (`UIElement_ItemList` 0x10000031, factory-registered) + `IconComposer` (CPU 5-layer composite, `IconData::RenderIcons` @407524) + the `CreateObject`→`ItemRepository` IconId wiring. Spec/plan: `docs/superpowers/{specs,plans}/2026-06-16-d2b-toolbar-phase1*.md`. Deferred to later D.5 sub-phases: drag/reorder, the AddShortcut/RemoveShortcut mutate wire, meters/slider, spell shortcuts, faithful window manager, inventory, paperdoll. +- **✓ SHIPPED — D.5.1 — Toolbar (action bar).** Shipped 2026-06-16/17 (`30b28c2`→`0e7a083`, branch claude/hopeful-maxwell-214a12). First data-driven *game* panel: `gmToolbarUI` (`LayoutDesc 0x21000016`) — 18 shortcut slots from the persisted `PlayerDescription` SHORTCUT block, real **composited** item icons (opaque type-default underlay via the `EnumIDMap 0x10000004` resolve), **occupancy-gated slot numbers 1–9** (occupied = dark-box peace/war `0x10000042/43`; empty = background `0x1000005e` from cell composite `0x10000341`), **click-to-use** (`ItemHolder::UseObject` → `0x0036`), **peace/war stance** indicator live-wired to `CombatState`, **movable**, and a **chrome frame** (UiNineSlicePanel drawn over content via the new `UiElement.OnDrawAfterChildren` hook). New shared widgets `UiItemSlot` (`UIElement_UIItem` 0x10000032, procedural leaf) + `UiItemList` (`UIElement_ItemList` 0x10000031, factory branch) + `IconComposer` (CPU layered composite). `CreateObject.TryParse` extended to the full ACE-order weenie-header tail to capture `IconId`/`IconOverlay`/`IconUnderlay` → `ItemRepository.EnrichItem` → re-render. Spec/plan `docs/superpowers/{specs,plans}/2026-06-16-d2b-toolbar-phase1*.md`; research drop `docs/research/2026-06-16-*deep-dive.md` + synthesis. Divergence IA-16/IA-17 added. **User-confirmed** (numbers, icons, frame). Per-task spec+code-review throughout. +- **D.5.2 — Stateful item-icon system [NEXT — handoff ready].** The full retail icon composite (`IconData::RenderIcons` @407524, 5 layers). D.5.1 built layers 1–4 (type-default underlay + custom underlay/base/overlay) + the `CreateObject` parse. **Remaining:** the effect layer (`_effects`→`GetByEnum 0x10000005`, the "item with mana vs out-of-mana" state), the overlay `ReplaceColor` tint, and **appraise-driven enrichment + icon re-composition** (overlay/effects likely arrive at Appraise `0x00C9`, not the bare `CreateObject` — capture with WireMCP first). Shared by inventory/equipment/vendor/trade — do before those panels. **Handoff: [`docs/research/2026-06-17-stateful-icon-system-handoff.md`](../research/2026-06-17-stateful-icon-system-handoff.md).** +- **D.5.3 — Toolbar interactivity [NEXT].** The toolbar is the **selected-object display**: wire the B.4 `WorldPicker`/selection state → the two hidden meters (`0x100001A1` health / `0x100001A2` mana) + the stack slider (`0x100001A4`) + the object-name line, so the bar shows what the player has selected in the world. (Click-to-use + the peace/war stance indicator already landed in D.5.1.) +- **D.5.4+ — remaining core panels.** Inventory (`gmInventoryUI`/`gmBackpackUI`), equipment/paperdoll (`gmPaperDollUI`/`gm3DItemsUI` + the `UiViewport` 3D doll), spellbook, etc. — research drop done (`docs/research/2026-06-16-*`); depends on D.5.2 (the stateful icon) + the item-slot/list spine (shipped in D.5.1) + the window manager. Deferred from D.5.1: drag/reorder, the AddShortcut/RemoveShortcut mutate wire, spell shortcuts, the faithful grip/dragbar window manager. - **D.6 — HUD.** Vital orbs (scissor-rect partial fill, dat sprites `0x060013B2`), radar (`0x06001388` / `0x06004CC1`, 1.18× range factor), compass strip (scrolling U), target name plate, damage floaters, selection indicator. See slice 06. **(Targets `AcDream.UI.Abstractions` — ships with D.2a; reskinned by D.2b.)** Phase I.2 retired the StbTrueTypeSharp `DebugOverlay` but kept `TextRenderer` + `BitmapFont` alive specifically for D.6's world-space HUD elements (damage floaters, name plates) — they need raw GL text drawing that ImGui can't reach into the 3D scene. - **D.7 — Cursor manager.** OS + dat-sourced custom cursors (`FUN_0043c1c0` GDI HCURSOR builder pattern from slice 03). **(D.2b dependency.)** - ~~**D.8 — Sound.**~~ **Superseded — shipped as Phase E.2** (`SoundTable`/`Sound` dat decode, OpenAL 16-voice engine, per-entity 3D positional audio via `AudioHookSink`). Entry kept here for history; see the shipped table. diff --git a/docs/research/2026-06-17-stateful-icon-system-handoff.md b/docs/research/2026-06-17-stateful-icon-system-handoff.md new file mode 100644 index 00000000..e1c952d5 --- /dev/null +++ b/docs/research/2026-06-17-stateful-icon-system-handoff.md @@ -0,0 +1,127 @@ +# Handoff — the FULL stateful item-icon system (next session) + +**Date:** 2026-06-17 +**From:** the D.5.1 toolbar session (the action bar shipped; its icon compositor is **partial**). +**Purpose:** build the **complete, retail-faithful, stateful item-icon system** — the multi-layer icon composite that reflects an item's *current state* (charged/enchanted/etc.), driven by both `CreateObject` and `Appraise`. This is **shared infrastructure**: the inventory, equipment/paperdoll, vendor, and trade panels all render item icons, so it must be solved properly once, here, before those panels are built. + +This doc is the entry point. The new-session prompt is at the bottom (§10). + +--- + +## 0. TL;DR + +A retail item icon is **not one sprite** — it's a runtime composite of **up to 5 layers** (`IconData::RenderIcons`, decomp `acclient_2013_pseudo_c.txt:407524` / `0058d180`), and **which layers apply depends on the item's live state** (item type, magic underlay, overlay tint, and the `_effects` bitfield). The D.5.1 toolbar built layers 1–4 of the composite and the `CreateObject` parse for the base/overlay/underlay ids — but the **effect layer (5), the overlay tint, and the appraise-driven state updates are missing**, which is why the user's pinned scroll still shows no overlay. The user is correct: "an item *with* mana vs *out of* mana shows a different icon" — that's exactly the stateful layer system. Build it fully. + +--- + +## 1. The retail icon model (the oracle: `IconData::RenderIcons`) + +`IconData::RenderIcons(IconData* this, ACCWeenieObject* obj)` — decomp `407524` (`0058d180`). It builds the on-screen icon by blitting layers **bottom → top** into one private 32×32 surface: + +| # | Layer | Source | Blit | Driven by | Status | +|---|---|---|---|---|---| +| 1 | **type-default underlay** (the opaque background tile) | `DBObj::GetByEnum(0x10000004, LowestSetBit(itemType)+1)`, fallback index `0x21` | `Blit_Normal` (opaque) | the item's `ItemType` | ✅ **built** (D.5.1) | +| 2 | **custom underlay** ("has magic") | `_iconUnderlayID` | `Blit_3Alpha` | item has an underlay id | ✅ parse+composite built | +| 3 | **base icon** | `_iconID` | `Blit_Normal` | always | ✅ built | +| 4 | **custom overlay** ("enchanted") | `_iconOverlayID` + `SurfaceWindow::ReplaceColor` **tint** | `Blit_3Alpha` | item has an overlay id | ⚠️ overlay sprite composited, **tint NOT applied** | +| 5 | **effect overlay** (the magic glow/state) | `DBObj::GetByEnum(0x10000005, LowestSetBit(_effects)+1)` | blit | the item's **`_effects`** bitfield (Magical/Enchanted/…) | ❌ **NOT built** | + +Plus a special case at `407546` (`0058d1ee`): **`IsThePlayer`** → `m_idIcon = GetDIDByEnum(0x10000004, 7)`, `itemType = TYPE_CONTAINER (0x200)` — the player's own paperdoll icon. Out of scope for the toolbar; **needed for the paperdoll**. + +### The enum-mapper resolve chain (already wired for 0x10000004) +`GetByEnum(enumId, index)` → `DBCache::GetDIDFromEnum` (`0x413940`): `master[enumId] → submapDID`; `submap[index] → the 0x06 RenderSurface DID`. DatReaderWriter exposes the mapper as **`EnumIDMap`** (`DB_TYPE_DID_MAPPER`); the master map DID is `_dats.Portal.Header.MasterMapId` (**= 0x25000000**, confirmed live). For the underlay: `master[0x10000004] = submap 0x25000008` (34 entries). **For the effect layer you need `master[0x10000005]`** (not yet read). `EnumIDMap.ClientEnumToID` is `IReadOnlyDictionary`; each layer DID is a `0x06` RenderSurface decoded directly by `SurfaceDecoder.DecodeRenderSurface`. + +--- + +## 2. What D.5.1 already built (read this code first) + +- **`src/AcDream.App/UI/IconComposer.cs`** — the CPU compositor. `Compose(layers)` = alpha-over, sizes to layer 0. `GetIcon(ItemType, iconId, underlayId, overlayId)` resolves the **type-default underlay** (`ResolveUnderlayDid` + `EnsureUnderlaySubMap`, via `EnumIDMap` master→`0x10000004`→submap), prepends it as the opaque layer 0, then composites custom-underlay + base + custom-overlay, caches by the `(typeUnderlayDid, iconId, underlayId, overlayId)` tuple, uploads via `TextureCache.UploadRgba8`. **Layer order + the underlay are faithful** (golden test `ResolveUnderlayDid_goldenValues_matchDat` passes against the live dat). +- **`src/AcDream.Core.Net/Messages/CreateObject.cs`** — `TryParse` now walks the **full** weenie-header optional tail (in exact ACE order, verified against `references/ACE/.../WorldObject_Networking.cs`) and captures `IconId`, `IconOverlayId` (weenieFlags `0x40000000`), `IconUnderlayId` (weenieFlags2 `0x01`). It reads `UiEffects` (weenieFlags `0x80`) but **discards it** — capturing it is part of this next phase. RestrictionDB skip is length-aware + tested. +- **`src/AcDream.Core/Items/ItemInstance.cs`** — has `IconId`, `IconUnderlayId`, `IconOverlayId`, `Type`. **No `Effects`/`UiEffects` field yet.** +- **`src/AcDream.Core/Items/ItemRepository.cs`** — `EnrichItem(objectId, iconId, name, type, iconOverlayId=0, iconUnderlayId=0)` writes the typed icon ids onto an existing item + fires `ItemPropertiesUpdated`. Threaded from `WorldSession.EntitySpawned` → `GameWindow.OnLiveEntitySpawned`. +- **`src/AcDream.App/UI/Layout/ToolbarController.cs`** — calls `iconIds(item.Type, item.IconId, item.IconUnderlayId, item.IconOverlayId)` per slot, re-runs `Populate()` on `ItemRepository.ItemAdded`/`ItemPropertiesUpdated` (so a late `CreateObject` re-binds the slot's icon). +- **(related, not icon-composite)** the **slot-number** system (`SetShortcutNum`, 3 digit arrays: occupied peace/war `0x10000042`/`0x10000043` from cell composite `0x10000346`, empty/background `0x1000005e` from composite `0x10000341`) is done — it's a separate `UIElement_UIItem` feature, not the icon composite, but lives on the same widget. + +--- + +## 3. What's MISSING (the next session's work) + +1. **Layer 5 — the effect overlay (`_effects`).** Capture the item's `_effects`/`UiEffects` bitfield (CreateObject reads `UiEffects` at weenieFlags `0x80` but discards it — keep it; also it may be the appraise-only `PropertyInt.UiEffects`). Add an `Effects` field to `ItemInstance`. In `IconComposer`, resolve `GetByEnum(0x10000005, LowestSetBit(effects)+1)` (the second enum submap, `master[0x10000005]`) and composite it as the top layer. Widen `GetIcon` + the cache key to include effects. **This is the user's "mana vs out-of-mana" layer** and the most likely cause of the scroll's missing overlay (if its distinctive look is the effect glow, not a static `_iconOverlayID`). +2. **Layer 4 tint — `SurfaceWindow::ReplaceColor`.** The custom overlay is composited as a plain sprite; retail applies a per-pixel palette `ReplaceColor` tint (`407614`). Port the tint (it's a palette-index color replace — see `ACViewer TextureCache.IndexToColor` for the subpalette-overlay technique, though confirm it's the right op for icons). +3. **Appraise-driven enrichment + RE-COMPOSITION.** The icon must update when the item's icon-relevant properties change. `IdentifyObjectResponse` (`0x00C9`, `AppraiseInfoParser` / `GameEventWiring`) currently updates the `PropertyBundle` only — it does **not** update the typed `IconId/Overlay/Underlay/Effects`. Wire appraise → update those typed fields → `ItemPropertiesUpdated` → the bound widget re-resolves the icon (the cache key already changes when an id changes, so a new composite is produced). **This is the other likely cause of the scroll's blank overlay**: the overlay/effects ids may only arrive at appraise, not on the bare `CreateObject`. +4. **Settle the data-availability question (DO THIS FIRST — it's a 10-min capture).** Does ACE send `IconOverlay`/`UiEffects` on a *contained* (in-pack, un-appraised) item's `CreateObject`, or only at appraise? Capture the scroll's `0xF745 CreateObject` **and** its `0x00C9 IdentifyObjectResponse` with WireMCP (`mcp__wiremcp__*`, loopback `127.0.0.1:9000`) and log `CreateObject.Parsed.IconOverlayId/IconUnderlayId` at runtime. The answer decides whether the fix is "just build layer 5" (data already on CreateObject) or "build layer 5 + appraise enrichment" (data is appraise-gated). **Don't guess — capture.** +5. **The `IsThePlayer` container icon** (paperdoll) — `GetDIDByEnum(0x10000004, 7)` + `TYPE_CONTAINER`. Needed when the paperdoll renders the player's own icon. +6. **Identified-vs-unidentified does NOT swap the icon** (confirmed last session): appraise gates *tooltip* detail, not the base icon. So the icon layers come from the item's real props (sent on CreateObject and/or appraise), not an "identified" toggle. Don't add an appraise-gated icon variant. + +--- + +## 4. The user's framing (their words are the spec) + +> "the icon system in AC consists of several icons making up an icon. For example an item with mana has a different icon from the same item that is out of mana." + +Correct, and it maps exactly onto the model above: the **`_effects` bitfield** (and the underlay/overlay ids) reflect the item's current state, and `RenderIcons` composites the corresponding layers. "With mana vs out of mana" = the effect/underlay layers present vs absent → **the icon must re-compose when that state changes** (§3.3). Build the system so the displayed icon is always a function of the item's *current* properties, updated on every relevant property change. + +--- + +## 5. Research questions for the next session + +1. **`_effects` source + layout.** Is the icon effect bitfield the `CreateObject` `UiEffects` (weenieFlags `0x80`), the appraise `PropertyInt.UiEffects`, or both? What are its bit values (Magical/Enchanted/…)? (grep the decomp + ACE `PropertyInt`/`UiEffects` + `IconData::RenderIcons` `_effects` use at `407575`.) +2. **`master[0x10000005]` submap** — read it from the live dat (mirror the confirmed `0x10000004` resolve); enumerate its entries (index → effect-overlay `0x06` DID). Add a golden test like the underlay one. +3. **The `ReplaceColor` tint** — what color/palette does layer 4 tint with, and is it a straight palette-index replace? Cross-ref `SurfaceWindow::ReplaceColor` (decomp) + ACViewer. +4. **Appraise → icon fields** — exactly which `IdentifyObjectResponse` / `AppraiseInfo` fields carry `IconOverlay`/`IconUnderlay`/`UiEffects` (cross-ref ACE `AppraiseInfo` serialization + Chorizite). Wire them to update `ItemInstance` typed fields. +5. **Data-availability capture** (§3.4) — the WireMCP result for the scroll. +6. **Re-composition trigger** — confirm `ItemPropertiesUpdated` → widget re-resolve is sufficient (it is for the toolbar; verify the inventory/paperdoll widgets will subscribe the same way). + +--- + +## 6. References (cross-reference ≥2 per question) + +- **Named decomp** `docs/research/named-retail/acclient_2013_pseudo_c.txt`: `IconData::RenderIcons` (407524), `ACCWeenieObject::GetIconData` (408224), `DBCache::GetDIDFromEnum` (0x413940), `EnumIDMap::EnumToDID` (0x415970), `SurfaceWindow::ReplaceColor` (~407614). Headers: `acclient.h` (IconData / ACCWeenieObject struct). +- **This session's research** (the icon facts are anchored here): `docs/research/2026-06-16-ui-item-slot-icon-dragdrop-spine-deep-dive.md` (the 5-layer composite, the RenderSurface-direct decode), the D.5.1 spec/plan `docs/superpowers/{specs,plans}/2026-06-16-d2b-toolbar-phase1*.md`. +- **ACE** `references/ACE/Source/ACE.Server/WorldObjects/WorldObject_Networking.cs` (CreateObject field order), `.../Network/Structure/AppraiseInfo*.cs` (appraise fields), `ACE.Entity/Enum/PropertyInt.cs` (UiEffects). +- **ACViewer** `references/ACViewer/ACViewer/Render/TextureCache.cs` (IndexToColor / subpalette overlay) — for the layer-4 tint + icon decode. +- **Chorizite.ACProtocol** `.../Messages/` — PublicWeenieDesc + appraise field order. +- **DatReaderWriter** (nuget): `EnumIDMap` (DB_TYPE_DID_MAPPER), `RenderSurface`, `DatHeader.MasterMapId`. +- **D.2b memory crib**: `claude-memory/project_d2b_retail_ui.md` (the toolkit + the RenderSurface-vs-Surface decode gotcha; START-HERE for UI work). + +--- + +## 7. Files involved + +- `src/AcDream.App/UI/IconComposer.cs` — add the effect layer (`0x10000005`), the overlay tint, widen `GetIcon`/cache for effects. +- `src/AcDream.Core/Items/ItemInstance.cs` — add `Effects` (+ any other state fields the icon needs). +- `src/AcDream.Core.Net/Messages/CreateObject.cs` — capture `UiEffects` (already read, currently discarded) onto `Parsed`. +- `src/AcDream.Core.Net/WorldSession.cs` (`EntitySpawn` record) + `src/AcDream.App/Rendering/GameWindow.cs` (`OnLiveEntitySpawned`) — thread `UiEffects` through. +- `src/AcDream.Core/Items/ItemRepository.cs` — `EnrichItem` carry effects; **appraise enrichment** path. +- The appraise handler — `src/AcDream.Core.Net/GameEventWiring.cs` / `AppraiseInfoParser` — update typed icon fields on `0x00C9`. +- `src/AcDream.App/UI/UiItemSlot.cs` / `ToolbarController.cs` — already re-resolve on `ItemPropertiesUpdated`; no change expected (verify). + +--- + +## 8. New toolkit/API shape this introduces + +- **`IconComposer.GetIcon` becomes the single stateful icon entry point** — input is the item's full icon state `(ItemType, iconId, underlayId, overlayId, effects [, isPlayer])`; output is the composited GL texture; cache keyed by the full state tuple. Every item panel calls this. +- **`ItemInstance` carries the full icon state** (`IconId/Underlay/Overlay/Effects/Type`), updated from BOTH `CreateObject` and `Appraise`. +- **One re-composition contract**: any change to an item's icon state → `ItemRepository.ItemPropertiesUpdated` → bound `UiItemSlot` re-calls `GetIcon` (new state tuple → new composite). The toolbar already follows this; inventory/paperdoll reuse it. + +--- + +## 9. Related (separate) next toolbar work — NOT this handoff, but flagged + +The toolbar still needs **interactivity** beyond click-to-use (tracked separately in `docs/ISSUES.md`): +- It is the **selected-object display** — the two hidden meters (`0x100001A1` health / `0x100001A2` mana) + the stack slider (`0x100001A4`) + the object-name line show the object currently **selected in the world** (wire the B.4 `WorldPicker`/selection state → those elements). +- Click-to-use ✅ and peace/war stance indicator + slot-number recolor ✅ are done. +This is a distinct feature from the icon system; do the icon system first (it's the shared dependency). + +--- + +## 10. New-session prompt (paste into a fresh session) + +> Build the **FULL stateful item-icon system** for acdream (shared by inventory/equipment/vendor/trade — needed before those panels). **Read the handoff first: `docs/research/2026-06-17-stateful-icon-system-handoff.md`**, then `claude-memory/project_d2b_retail_ui.md` and `docs/research/2026-06-16-ui-item-slot-icon-dragdrop-spine-deep-dive.md`. +> +> The D.5.1 toolbar built layers 1–4 of the retail icon composite (`IconData::RenderIcons` @407524) + the `CreateObject` parse for base/overlay/underlay ids. **Missing:** the effect layer (`_effects` → `GetByEnum(0x10000005)`), the layer-4 `ReplaceColor` tint, and — critically — **appraise-driven enrichment + icon re-composition** (the overlay/effects ids likely arrive at `Appraise` (`0x00C9`), not on the bare `CreateObject`, which is why a pinned scroll shows no overlay). **First, settle the data-availability question with a WireMCP capture** of the scroll's CreateObject + IdentifyObjectResponse — don't guess. Then: capture `UiEffects` onto `ItemInstance`, read `master[0x10000005]` (mirror the working `0x10000004` underlay resolve), composite the effect layer + the overlay tint, and wire appraise → update the typed icon fields → re-compose. Follow the mandatory grep-named→cross-ref(ACE/ACViewer/Chorizite)→pseudocode→port workflow; conformance tests with golden dat values like the underlay test. The displayed icon must always be a function of the item's *current* state (the user's "item with mana vs out of mana" requirement). + +--- + +**MEMORY.md index line:** +- [Handoff: stateful item-icon system (2026-06-17)](research/2026-06-17-stateful-icon-system-handoff.md) — the full retail icon composite (`IconData::RenderIcons` @407524, 5 layers). D.5.1 built layers 1–4 + CreateObject parse (IconId/Overlay/Underlay) + the EnumIDMap `0x10000004` underlay resolve; MISSING = effect layer (`_effects`→`GetByEnum 0x10000005`, the "mana vs out-of-mana" layer), the overlay `ReplaceColor` tint, and appraise-driven enrichment+re-composition (overlay/effects likely arrive at Appraise 0x00C9, not bare CreateObject — capture with WireMCP first). Shared by inventory/equipment/vendor. From 419c3ac40ca86e6dfbd5bd6329cf59431dfb92ec Mon Sep 17 00:00:00 2001 From: Erik Date: Wed, 17 Jun 2026 18:12:45 +0200 Subject: [PATCH 170/223] docs(D.5.2): stateful item-icon spec + RESOLVED research Research basis (clean Ghidra decompile via MCP + live-dat probe + ACE oracle) overturns two handoff hypotheses: - Appraise carries NO icon/UiEffects data (Icon/IconOverlay/IconUnderlay + PropertyInt.UiEffects all lack [AssessmentProperty]); every icon input is CreateObject-only. The "wire appraise -> enrichment" item is a no-op. - The effect overlay (enum 0x10000005) is a ReplaceColor tint SOURCE, not a blit layer (RenderIcons 0x0058d180 + ReplaceColor 0x00441530); effect tiles are 32x32 fully-opaque colored squares. Design (user-approved): capture UiEffects (weenieFlags 0x80, currently discarded) -> ItemInstance.Effects; faithful 2-stage IconComposer recolor (white pixels -> effect hue); live PublicUpdatePropertyInt(0x02CE) wire-up so the icon updates as state changes ("item with mana vs out of mana"). Drops the appraise no-op. Co-Authored-By: Claude Opus 4.8 (1M context) --- .../2026-06-17-stateful-icon-RESOLVED.md | 142 ++++++++++++ .../2026-06-17-d2b-stateful-icon-design.md | 210 ++++++++++++++++++ 2 files changed, 352 insertions(+) create mode 100644 docs/research/2026-06-17-stateful-icon-RESOLVED.md create mode 100644 docs/superpowers/specs/2026-06-17-d2b-stateful-icon-design.md diff --git a/docs/research/2026-06-17-stateful-icon-RESOLVED.md b/docs/research/2026-06-17-stateful-icon-RESOLVED.md new file mode 100644 index 00000000..c1d1023e --- /dev/null +++ b/docs/research/2026-06-17-stateful-icon-RESOLVED.md @@ -0,0 +1,142 @@ +# Stateful item-icon system — RESEARCH RESOLVED (the build basis for D.5.2) + +**Date:** 2026-06-17 +**Supersedes the key hypotheses in** `docs/research/2026-06-17-stateful-icon-system-handoff.md`. +**Method:** grep-named → cross-ref (ACE/ACViewer/Chorizite) → clean Ghidra decompile +(MCP, PDB-applied `patchmem.gpr`) → live-dat probe. Each decomp claim adversarially +verified against source. + +This doc records the **definitive** answers. Two handoff hypotheses were **wrong**; both +are corrected here with evidence. + +--- + +## 1. Data-availability — SETTLED (handoff's "DO THIS FIRST" question) + +**The icon ids and the effect bitfield arrive ONLY on `CreateObject`. Appraise carries +NONE of them.** Definitive from the ACE oracle (the user's own server): + +- `references/ACE/.../Enum/Properties/PropertyDataId.cs:5-7` (verbatim): + *"No properties are sent to the client unless they featured an attribute. … AssessmentProperty + gets sent in successful appraisal."* +- `Icon = 8`, `IconOverlay = 50`, `IconUnderlay = 52` — **no `[AssessmentProperty]`** → never in + appraise (nor `[SendOnLogin]` → never in PlayerDescription property tables). +- `PropertyInt.UiEffects = 18` — **no `[AssessmentProperty]`** (`PropertyInt.cs:34`; the + research-agent claim that it has the attribute was a **fabrication**, caught by the verifier). +- `AppraiseInfo.Write` serializes only the attributed `PropertiesInt/PropertiesDID/…` tables + + the profile blobs — **no icon / UiEffects field anywhere**. + +Wire path for every icon input (all on the `CreateObject` weenie header, ACE +`WorldObject_Networking.cs` + `PublicWeenieDesc::Pack` decomp `442421/442489/442628/442631`): + +| Field | weenie-flag gate | acdream status | +|---|---|---| +| `_iconID` | always | captured (D.5.1) | +| `_iconOverlayID` | weenieFlags `0x40000000` | captured (D.5.1) | +| `_iconUnderlayID` | weenieFlags2 `0x01` | captured (D.5.1) | +| `_effects` (UiEffects) | weenieFlags `0x80` | **read + DISCARDED** at `CreateObject.cs:669` | + +**Consequence (corrects handoff §3.3/§3.4 + §5.4):** the pinned scroll shows no overlay because +acdream **discards `UiEffects`** and never builds the effect treatment — NOT because the data is +appraise-gated. **The handoff's "wire appraise → enrichment" item is a no-op**: appraise never +carries this data, and acdream never even *sends* an `AppraiseRequest` (`AppraiseRequest.Build` +exists but has zero call sites). The live "mana vs out-of-mana" re-trigger is a future +`PrivateUpdateInt(UiEffects=18)` (the `0x02CD` property-update block, inventory/M2 phase), feeding +the same re-composition contract — NOT appraise. + +--- + +## 2. The effect overlay is a `ReplaceColor` tint SOURCE, not a blit layer — SETTLED + +Clean Ghidra decompile of `IconData::RenderIcons` (`0x0058d180`) + `SurfaceWindow::ReplaceColor` +(`0x00441530`) resolves the Binary-Ninja register/calling-convention artifacts the handoff and the +spine doc flagged UNVERIFIED. + +**`SurfaceWindow::ReplaceColor(this, RGBAColor src, RGBAColor dest)`** = for each pixel `== +GetColor32(src)`, set it to `GetColor32(dest)`. A flat single-color → single-color replace. + +**`RenderIcons` builds two surfaces (bottom→top):** + +``` +m_pDragIcon (32x32): + Blit base icon (m_idIcon) mode Blit_Normal (opaque) + Blit custom overlay (m_idOverlayID) mode Blit_4Alpha + if (effectTile != null): # effectTile = GetByEnum(0x10000005, …) + ReplaceColor(this, src = WHITE(1,1,1,1), dest = ) + +m_pIcon (32x32): + Blit type-default underlay (GetByEnum 0x10000004, lsb(itemType)+1, fb 0x21) Blit_Normal (opaque) + Blit custom underlay (m_idUnderlayID) Blit_3Alpha + Blit m_pDragIcon Blit_3Alpha +``` + +- The **effect tile is NEVER blitted** (it's the `ReplaceColor` `dest`-color source). The dat probe + confirms why: every `enum 0x10000005` entry is a **32×32 FULLY-OPAQUE** colored tile + (`opaque=1024, transp=0`) — blitting one on top would erase the icon. +- `src` color = `RGBAColor(1,1,1,1)` → `GetColor32` → `0xFFFFFFFF` (pure-white, full alpha). So + **only pure-white-opaque pixels recolor** — the effect is the recolor of the icon/overlay's white + highlights to the effect hue. Subtle, data-dependent. +- **Effect index:** `LowestSetBit(_effects)+1` into `enum 0x10000005`; if the resolved DBObj is null, + fallback index `0x21`. NOTE retail has **no** `lsb==-1 → 0x21` pre-check on the effect path (unlike + the type-underlay path), so `_effects==0` → index 0 → null → fallback `0x21` (the SOLID-BLACK tile). +- **UpdateIcons dirty-check** (`0x0058da…`, decomp `407962`): re-render on change of + `iconID / overlayID / underlayID / itemType / _effects`. acdream's per-tuple icon cache keyed on + exactly these IS the re-composition contract. + +### The one residual ambiguity (decompiler-bounded) +The exact byte `ReplaceColor`'s `dest` color is read from is `effectTile + 0xac` (= the effect tile's +`SurfaceWindow` header) reinterpreted as `RGBAColor` — both BN and Ghidra leave this as a struct +read neither types cleanly. It is NOT pixel data and NOT a clean field either decompiler resolves. +**Faithful resolution:** the effect tiles are purpose-built per-effect colored tiles, so the effect +color = the tile's own representative (mean opaque) color. This is intent-faithful, not a guess about +an unknown constant. Flagged for cdb/visual confirmation. (Register row + visual gate.) + +--- + +## 3. `enum 0x10000005` effect submap — golden values (live dat, MasterMap `0x25000000` → submap `0x25000009`) + +`index = LowestSetBit(UiEffects)+1`; submap has 14 entries (idx 0–12 + `0x21` fallback): + +| UiEffects bit | name | idx | effect tile DID | tile mean RGB | +|---|---|---|---|---| +| 0x0001 | Magical | 1 | `0x060011CA` | blue (53,70,212) | +| 0x0002 | Poisoned | 2 | `0x060011C6` | green (79,204,34) | +| 0x0004 | BoostHealth | 3 | `0x06001B05` | red (213,57,59) | +| 0x0008 | BoostMana | 4 | `0x060011CA` | blue | +| 0x0010 | BoostStamina | 5 | `0x06001B06` | yellow (223,206,21) | +| 0x0020 | Fire | 6 | `0x06001B2E` | orange | +| 0x0040 | Lightning | 7 | `0x06001B2D` | purple | +| 0x0080 | Frost | 8 | `0x06001B2F` | cyan-grey | +| 0x0100 | Acid | 9 | `0x06001B2C` | green | +| 0x0200 | Bludgeoning | 10 | `0x060033C3` | grey | +| 0x0400 | Slashing | 11 | `0x060033C2` | pink-grey | +| 0x0800 | Piercing | 12 | `0x060033C4` | tan | +| 0x1000 | Nether | 13 | *(absent)* → fallback | → `0x060011C5` | +| — | (`_effects==0`) | 0 | *(zero)* → fallback | → `0x060011C5` (SOLID black) | +| — | fallback | 0x21 | `0x060011C5` | SOLID 0xFF000000 | + +(Cross-check, `enum 0x10000004` type-underlay, already shipped + golden-tested: Melee→`0x060011CB`, +Armor→`0x060011CF`, Clothing→`0x060011F3`, Jewelry→`0x060011D5`, fallback `0x21`→`0x060011D4`.) + +--- + +## 4. Build decisions (D.5.2) + +1. **Capture `UiEffects`** from `CreateObject` → `ItemInstance.Effects`; thread through + `EntitySpawn` → `EnrichItem`. +2. **`IconComposer`: faithful 2-stage composite** (drag = base+overlay+recolor; slot = + typeUnderlay+customUnderlay+drag). New `ResolveEffectDid` mirrors the proven `ResolveUnderlayDid`. + `GetIcon` + cache key widened to include `effects`. +3. **Effect recolor** applied only when `_effects != 0` (the meaningful case). Retail nominally runs + the `_effects==0` black-fallback recolor too; we **skip** it — recoloring white→black on every + item is a likely visual no-op (few pure-white pixels) but a real regression risk; documented + divergence pending visual/cdb confirmation. +4. **DROP the appraise-enrichment item** (no-op — §1). The re-composition contract + (`ItemPropertiesUpdated` → widget re-resolve) is already wired; its future trigger is + `PrivateUpdateInt(UiEffects)`, filed for the property-update phase. +5. **Conformance**: golden `ResolveEffectDid` test (the §3 values) + a dat-free recolor test. +6. **Register**: retire `IA-16`; add rows for effect-as-recolor, the `_effects==0` skip, and the + representative-color approximation. + +**MEMORY.md index line:** +- [Research: stateful icon RESOLVED (2026-06-17)](research/2026-06-17-stateful-icon-RESOLVED.md) — definitive basis for D.5.2. Appraise carries NO icon/UiEffects (ACE `[AssessmentProperty]` proof); all icon inputs are CreateObject-only (UiEffects weenieFlags 0x80, discarded at CreateObject.cs:669). Effect overlay (enum 0x10000005) is a `ReplaceColor(white→effectColor)` SOURCE, NOT a blit layer (Ghidra `RenderIcons`@0x0058d180 + `ReplaceColor`@0x00441530). Golden effect-submap values + the 2-stage composite. Corrects the handoff's appraise + blit-layer hypotheses. diff --git a/docs/superpowers/specs/2026-06-17-d2b-stateful-icon-design.md b/docs/superpowers/specs/2026-06-17-d2b-stateful-icon-design.md new file mode 100644 index 00000000..5a2806b5 --- /dev/null +++ b/docs/superpowers/specs/2026-06-17-d2b-stateful-icon-design.md @@ -0,0 +1,210 @@ +# D.2b — Stateful item-icon system (D.5.2) — design + +**Date:** 2026-06-17 +**Phase:** D.2b retail-UI engine → D.5.2 (the shared icon infrastructure before the +inventory / equipment / vendor / trade panels). +**Research basis (READ FIRST):** [`docs/research/2026-06-17-stateful-icon-RESOLVED.md`](../../research/2026-06-17-stateful-icon-RESOLVED.md) +— the definitive, source-verified answers (clean Ghidra decompile + live-dat probe + ACE +oracle). It **supersedes** the hypotheses in `docs/research/2026-06-17-stateful-icon-system-handoff.md`. + +## 1. Goal + +The displayed item icon must **always be a function of the item's current state** — the +shared compositor every item panel reuses. Two concrete gaps remain after D.5.1: + +1. The **effect treatment** (retail's `UiEffects`-driven recolor) is unbuilt, and acdream + **discards** the `UiEffects` bitfield at `CreateObject.cs` (the UiEffects skip). +2. There is no **live** re-trigger: when an item's state changes (the user's "item with + mana vs out of mana"), the icon must re-composite. + +User decisions (2026-06-17): **(a)** port the effect treatment **faithfully** (retail's +subtle white-pixel recolor, not a bold overlay); **(b)** D.5.2 **includes** the live +`PublicUpdatePropertyInt(0x02CE)` wire-up so the icon updates in real time. + +## 2. Scope + +**In scope** +- Capture `UiEffects` (weenieFlags `0x80`) from `CreateObject` onto the item. +- The faithful 2-stage effect composite in `IconComposer`. +- The live `PublicUpdatePropertyInt(0x02CE)` parser → `UiEffects` → re-composition. +- Conformance tests + divergence-register bookkeeping. + +**Out of scope (with reasons)** +- **Appraise-driven icon enrichment** — DROPPED. ACE proves appraise carries no icon / + UiEffects data (`Icon`/`IconOverlay`/`IconUnderlay` and `PropertyInt.UiEffects` all lack + `[AssessmentProperty]`). It is a no-op, and acdream never sends an appraise anyway. +- `IsThePlayer` paperdoll container icon (`GetDIDByEnum(0x10000004, 7)`) — paperdoll phase. +- `PrivateUpdatePropertyInt(0x02CD)` (player's own object, no guid) — not an item path. + +## 3. Background — the corrected retail facts (from the RESOLVED doc) + +- **All icon inputs are CreateObject-only.** `_iconID` (always), `_iconOverlayID` + (weenieFlags `0x40000000`), `_iconUnderlayID` (weenieFlags2 `0x01`), `_effects`/UiEffects + (weenieFlags `0x80`). D.5.1 already captures the first three; `_effects` is discarded. +- **The effect overlay is a `ReplaceColor` tint SOURCE, not a blit layer.** Clean decompile + of `IconData::RenderIcons` (`0x0058d180`) + `SurfaceWindow::ReplaceColor` (`0x00441530`): + + ``` + drag surface = Blit base (Blit_Normal) + Blit custom overlay (Blit_4Alpha) + + if effect: ReplaceColor(this=drag, src=WHITE(1,1,1,1), dest=) + slot icon = Blit type-default underlay (Blit_Normal, opaque) + + Blit custom underlay (Blit_3Alpha) + + Blit drag surface (Blit_3Alpha) + ``` + `ReplaceColor` replaces pixels exactly equal to `0xFFFFFFFF` with the dest color. The + effect tiles (`enum 0x10000005`) are 32×32 **fully-opaque** colored squares — they cannot + be blitted on top (would erase the icon); they source the recolor. +- **Effect index** = `LowestSetBit(_effects)+1` into `enum 0x10000005`; if the resolved DBObj + is null → fallback index `0x21`. (No `lsb==-1 → 0x21` pre-check on the effect path, unlike + the type-underlay path.) +- **Dirty-check** (`UpdateIcons`): re-render on change of `iconID / overlayID / underlayID / + itemType / _effects`. acdream's per-tuple icon cache keyed on exactly these IS the + re-composition contract. + +### Golden effect-submap values (live dat — MasterMap `0x25000000` → submap `0x25000009`) + +| UiEffects | bit | index | effect DID | tile mean RGB | +|---|---|---|---|---| +| Magical | 0x0001 | 1 | `0x060011CA` | blue | +| Poisoned | 0x0002 | 2 | `0x060011C6` | green | +| BoostHealth | 0x0004 | 3 | `0x06001B05` | red | +| BoostStamina | 0x0010 | 5 | `0x06001B06` | yellow | +| Nether | 0x1000 | 13 (absent) | → fallback `0x060011C5` | black | +| (none, `_effects==0`) | — | 0 (zero) | → fallback `0x060011C5` | black | + +Full table + the type-underlay (`0x10000004`) cross-check are in the RESOLVED doc. + +## 4. Architecture & data flow + +``` +CreateObject (0xF745) ──UiEffects(0x80)──┐ + ├──► ItemInstance.Effects ──► ItemRepository.ItemPropertiesUpdated +PublicUpdatePropertyInt(0x02CE) ──────────┤ │ + prop==UiEffects(18), guid==item │ ▼ + └──────────► UiItemSlot re-calls IconComposer.GetIcon(…, effects) + (new cache key ⇒ fresh composite) +``` + +The re-composition contract (`ItemPropertiesUpdated` → widget re-resolve via the +toolbar's `Populate`) already exists; D.5.2 feeds it the effect state from two sources. + +## 5. Components + +Each component below states **what it does / how it's used / what it depends on.** + +### 5.1 `ItemInstance.Effects` (`AcDream.Core/Items/ItemInstance.cs`) +- **What:** a `uint Effects` field — the live UiEffects bitfield (0 = no effect). +- **Use:** read by the icon-id resolver; written by `EnrichItem` (CreateObject) and + `UpdateIntProperty` (live update). +- **Depends on:** nothing (pure data). + +### 5.2 `CreateObject.Parsed.UiEffects` (`AcDream.Core.Net/Messages/CreateObject.cs`) +- **What:** capture the `UiEffects` u32 (weenieFlags `0x80`) currently read-and-discarded; + add `uint UiEffects = 0` to the `Parsed` record. +- **Use:** threaded into `EntitySpawn`. +- **Depends on:** the existing weenie-tail walk (no order change — UiEffects already sits at + its correct position in the walk). + +### 5.3 `WorldSession.EntitySpawn.UiEffects` + the `0x02CE` route (`AcDream.Core.Net/WorldSession.cs`) +- **What:** add `uint UiEffects = 0` to `EntitySpawn`, thread `parsed.Value.UiEffects`; add a + message-loop branch for `PublicUpdatePropertyInt.Opcode (0x02CE)` that parses the body and + fires a new `ObjectIntPropertyUpdated(guid, property, value)` event. +- **Use:** `GameWindow` consumes `EntitySpawn`; `GameEventWiring` consumes the new event. +- **Depends on:** `CreateObject.Parsed.UiEffects`, `PublicUpdatePropertyInt` parser. + +### 5.4 `PublicUpdatePropertyInt` parser (`AcDream.Core.Net/Messages/PublicUpdatePropertyInt.cs`, NEW) +- **What:** a static parser mirroring `PrivateUpdateVital.cs`. Wire layout (ACE + `GameMessagePublicUpdatePropertyInt`, size hint 17): + ``` + u32 opcode = 0x02CE + u8 sequence (single byte, per the PrivateUpdateVital note) + u32 guid + u32 property (PropertyInt enum; UiEffects = 18) + i32 value + ``` + `TryParse(body) -> (uint Guid, uint Property, int Value)?` — null on opcode mismatch / + truncation. (Sequence parsed-past, not honored — latest-wins; see divergence DR-4.) +- **Use:** called from the `WorldSession` `0x02CE` branch. +- **Depends on:** nothing. + +### 5.5 `ItemRepository` (`AcDream.Core/Items/ItemRepository.cs`) +- **What:** + - `EnrichItem(..., uint effects = 0)` — assign `item.Effects = effects` (unconditional; 0 + is a meaningful "no effect" state). + - `UpdateIntProperty(uint itemId, uint propertyId, int value)` — NEW extensible hook: + stores into `Properties.Ints[propertyId]`, and for known typed ints maps to the typed + field (`propertyId == 18 (UiEffects) → item.Effects = (uint)value`), then fires + `ItemPropertiesUpdated`. Returns false if the item is unknown. +- **Use:** `EnrichItem` from `GameWindow.OnLiveEntitySpawned`; `UpdateIntProperty` from + `GameEventWiring` on `ObjectIntPropertyUpdated`. +- **Depends on:** `ItemInstance.Effects`. + +### 5.6 `IconComposer` (`AcDream.App/UI/IconComposer.cs`) — the compositor +- **What:** `GetIcon(ItemType, iconId, underlayId, overlayId, effects)` — 5-arg, cache key + widened to include `effects`. Implements the faithful 2-stage composite (§3): + - **Stage 1 (drag):** `Compose([base, customOverlay])`; if `effects != 0` and the effect + color resolves, `ReplaceColor(white → effectColor)` on the drag buffer. + - **Stage 2 (slot):** `Compose([typeUnderlay, customUnderlay, drag])`. + - `ResolveEffectDid(effects)` mirrors `ResolveUnderlayDid` but via `enum 0x10000005` + (`EnsureEffectSubMap`), index `LowestSetBit(effects)+1`, fallback `0x21`. + - `TryGetEffectColor(effects)` decodes the effect tile and returns its **mean-opaque** + color (the faithful representative; the exact retail byte is a decompiler-ambiguous + `SurfaceWindow`-header read — see DR-2). + - `ReplaceColorWhite(rgba, w, h, dest)` — retail `ReplaceColor` (`0x00441530`): replace + pixels `== (255,255,255,255)` with `dest`. + - **Effect recolor applies only when `effects != 0`** (DR-3: retail nominally runs the + `effects==0` black-fallback recolor; we skip it — likely a no-op but a regression risk). +- **Use:** called by the toolbar's `iconIds` delegate (and future item panels). +- **Depends on:** `DatCollection`, `TextureCache`, `SurfaceDecoder`, `EnumIDMap`. +- **Note:** the 2-stage form is associative-equivalent to D.5.1's single Compose for the + non-effect case (Porter-Duff "over" is associative), so shipped D.5.1 visuals are + unchanged when `effects == 0`. + +### 5.7 Delegate widening (`ToolbarController.cs` + `GameWindow.cs`) +- **What:** the `iconIds` delegate becomes `Func` + (+effects); `ToolbarController.Populate` passes `item.Effects`; `GameWindow`'s closure + + `OnLiveEntitySpawned` pass `spawn.UiEffects`. +- **Depends on:** §5.1, §5.6. + +### 5.8 `GameEventWiring` (`AcDream.Core.Net/GameEventWiring.cs`) +- **What:** subscribe to `WorldSession.ObjectIntPropertyUpdated`; route + `property == 18 (UiEffects)` to `items.UpdateIntProperty(guid, 18, value)`. +- **Depends on:** §5.3, §5.5. + +## 6. Divergence-register changes + +- **Retire `IA-16`** (item-icon composite PARTIAL) — the composite is now complete. +- **Add DR-1** — effect overlay is a `ReplaceColor` recolor SOURCE, not a blit layer (this + IS the faithful retail behavior; row documents the model so future readers don't "fix" it + back to a blit). Anchor: `RenderIcons` `0x0058d180`, `ReplaceColor` `0x00441530`. +- **Add DR-2** — the effect tint color uses the effect tile's mean-opaque color; the exact + retail color byte (`effectTile + 0xac` reinterpreted as `RGBAColor`) is decompiler- + ambiguous. Approximation; visual/cdb confirmation pending. +- **Add DR-3** — we skip the `_effects==0` black-fallback recolor that retail nominally runs. +- **Add DR-4** — `PublicUpdatePropertyInt(0x02CE)` sequence not honored (latest-wins). + +## 7. Tests (conformance + acceptance) + +- **Resolve (dat-gated golden):** `ResolveEffectDid` → Magical `0x060011CA`, Poisoned + `0x060011C6`, BoostHealth `0x06001B05`, None & Nether → fallback `0x060011C5`. +- **Recolor (dat-free):** `ReplaceColorWhite` turns `0xFFFFFFFF` pixels into the dest color + and leaves non-white pixels untouched; a 2-layer compose + recolor yields the expected + pixels. +- **Parse:** `CreateObject.TryParse` captures `UiEffects` from a synthetic body with the + `0x80` flag; `PublicUpdatePropertyInt.TryParse` returns `(guid, prop, value)` from golden + bytes and rejects a wrong opcode / truncation. +- **Repository:** `EnrichItem(effects:…)` sets `Effects`; `UpdateIntProperty(guid, 18, v)` + sets `Effects` and fires `ItemPropertiesUpdated`; returns false for an unknown guid. +- **Acceptance (visual):** build + `dotnet test` green, then the user confirms in the live + client — a magical item shows the effect tint, and an item draining mana updates live. + +## 8. Acceptance criteria checklist + +- [ ] `UiEffects` captured on `CreateObject`, threaded to `ItemInstance.Effects`. +- [ ] `IconComposer.GetIcon` 5-arg with the faithful 2-stage composite + effect recolor. +- [ ] `ResolveEffectDid` golden test passes against the live dat. +- [ ] `PublicUpdatePropertyInt(0x02CE)` parsed; `UiEffects` updates re-composite live. +- [ ] Appraise path left as-is (no speculative icon enrichment added). +- [ ] Register: `IA-16` retired; `DR-1..DR-4` added (same commits as the code they describe). +- [ ] `dotnet build` + `dotnet test` green; roadmap + memory digest updated. +- [ ] Visual verification by the user. From 52306d92682cd9ab2afd8407454bda2e2f55085c Mon Sep 17 00:00:00 2001 From: Erik Date: Wed, 17 Jun 2026 18:19:26 +0200 Subject: [PATCH 171/223] docs(D.5.2): implementation plan (9 TDD tasks) + spec wiring fix Bite-sized TDD plan for the stateful item-icon system. Corrects spec 5.8: the live 0x02CE event binds in GameWindow (next to VitalUpdated), not GameEventWiring (which only handles the 0xF7B0 GameEvent dispatcher). Co-Authored-By: Claude Opus 4.8 (1M context) --- .../plans/2026-06-17-d2b-stateful-icon.md | 973 ++++++++++++++++++ .../2026-06-17-d2b-stateful-icon-design.md | 11 +- 2 files changed, 981 insertions(+), 3 deletions(-) create mode 100644 docs/superpowers/plans/2026-06-17-d2b-stateful-icon.md diff --git a/docs/superpowers/plans/2026-06-17-d2b-stateful-icon.md b/docs/superpowers/plans/2026-06-17-d2b-stateful-icon.md new file mode 100644 index 00000000..63b76929 --- /dev/null +++ b/docs/superpowers/plans/2026-06-17-d2b-stateful-icon.md @@ -0,0 +1,973 @@ +# Stateful item-icon system (D.5.2) — Implementation Plan + +> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking. + +**Goal:** Make the item icon a live function of the item's state — capture the discarded `UiEffects` bitfield, build retail's faithful effect-recolor in the icon compositor, and wire the live `PublicUpdatePropertyInt(0x02CE)` update so the icon re-composites in real time. + +**Architecture:** `UiEffects` flows `CreateObject → EntitySpawn → ItemInstance.Effects` and, live, `PublicUpdatePropertyInt(0x02CE) → ItemRepository.UpdateIntProperty → ItemInstance.Effects`. Any change fires `ItemPropertiesUpdated`, which the bound `UiItemSlot` already re-resolves via `IconComposer.GetIcon(…, effects)`. The compositor mirrors retail `IconData::RenderIcons`: a 2-stage composite where the effect tile (`enum 0x10000005`) supplies a `ReplaceColor(white → effectColor)` tint, never a blit layer. + +**Tech Stack:** C# .NET 10, xUnit, `DatReaderWriter` (EnumIDMap/RenderSurface), Silk.NET (GL via `TextureCache`). + +**Spec:** [`docs/superpowers/specs/2026-06-17-d2b-stateful-icon-design.md`](../specs/2026-06-17-d2b-stateful-icon-design.md). **Research:** [`docs/research/2026-06-17-stateful-icon-RESOLVED.md`](../../research/2026-06-17-stateful-icon-RESOLVED.md). + +**Conventions:** Every commit appends the CLAUDE.md co-author trailer: +`Co-Authored-By: Claude Opus 4.8 (1M context) `. Build with `dotnet build`; the tree must be green after every task. + +--- + +### Task 1: Core data model — `ItemInstance.Effects` + `ItemRepository` hooks + +**Files:** +- Modify: `src/AcDream.Core/Items/ItemInstance.cs` (add `Effects` field, ~line 138) +- Modify: `src/AcDream.Core/Items/ItemRepository.cs` (`EnrichItem` +param; add `UpdateIntProperty`) +- Test: `tests/AcDream.Core.Tests/Items/ItemRepositoryTests.cs` + +- [ ] **Step 1: Write the failing tests** + +Add to `ItemRepositoryTests.cs`: + +```csharp +[Fact] +public void EnrichItem_carriesEffects() +{ + var repo = new ItemRepository(); + repo.AddOrUpdate(new ItemInstance { ObjectId = 0x500000AAu }); + bool ok = repo.EnrichItem(0x500000AAu, iconId: 0x06001234u, name: "Wand", + type: ItemType.Caster, iconOverlayId: 0, iconUnderlayId: 0, effects: 0x1u); + Assert.True(ok); + Assert.Equal(0x1u, repo.GetItem(0x500000AAu)!.Effects); +} + +[Fact] +public void UpdateIntProperty_uiEffects_setsEffectsAndFires() +{ + var repo = new ItemRepository(); + repo.AddOrUpdate(new ItemInstance { ObjectId = 0x500000ABu }); + ItemInstance? fired = null; + repo.ItemPropertiesUpdated += i => fired = i; + bool ok = repo.UpdateIntProperty(0x500000ABu, 18u, value: 0x9); // 18 = UiEffects + Assert.True(ok); + Assert.Equal(0x9u, repo.GetItem(0x500000ABu)!.Effects); + Assert.Equal(0x9, repo.GetItem(0x500000ABu)!.Properties.Ints[18u]); + Assert.NotNull(fired); +} + +[Fact] +public void UpdateIntProperty_unknownItem_returnsFalse() +{ + var repo = new ItemRepository(); + Assert.False(repo.UpdateIntProperty(0xDEADBEEFu, 18u, 1)); +} +``` + +- [ ] **Step 2: Run tests to verify they fail** + +Run: `dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj --filter "FullyQualifiedName~ItemRepositoryTests"` +Expected: FAIL — `EnrichItem` has no `effects` param; `UpdateIntProperty`/`Effects` don't exist. + +- [ ] **Step 3: Add the `Effects` field** + +In `ItemInstance.cs`, after the `IconOverlayId` property (~line 138): + +```csharp + /// + /// UiEffects bitfield (retail PublicWeenieDesc._effects, acclient.h:37183). + /// Drives the icon's effect-overlay recolor (Magical=0x1 … Nether=0x1000). + /// CreateObject-only (weenieFlags 0x80) + live PublicUpdatePropertyInt(0x02CE); + /// appraise never carries it. 0 = no effect. + /// + public uint Effects { get; set; } +``` + +- [ ] **Step 4: Add the `effects` param to `EnrichItem`** + +In `ItemRepository.cs`, change the `EnrichItem` signature + body: + +```csharp + public bool EnrichItem(uint objectId, uint iconId, string name, ItemType type, + uint iconOverlayId = 0, uint iconUnderlayId = 0, uint effects = 0) + { + if (!_items.TryGetValue(objectId, out var item)) return false; + if (iconId != 0) item.IconId = iconId; + if (!string.IsNullOrEmpty(name)) item.Name = name; + if (type != default) item.Type = type; + if (iconOverlayId != 0) item.IconOverlayId = iconOverlayId; + if (iconUnderlayId != 0) item.IconUnderlayId = iconUnderlayId; + // D.5.2: 0 is a meaningful "no effect" state (e.g. a caster out of mana), + // so assign unconditionally — re-composition reflects the CURRENT state. + item.Effects = effects; + ItemPropertiesUpdated?.Invoke(item); + return true; + } +``` + +- [ ] **Step 5: Add `UpdateIntProperty`** + +In `ItemRepository.cs`, add after `UpdateProperties`: + +```csharp + /// PropertyInt.UiEffects (ACE enum value 18) — the icon effect bitfield. + public const uint UiEffectsPropertyId = 18u; + + /// + /// Apply a single PropertyInt update (from PublicUpdatePropertyInt 0x02CE) to an + /// item: store it in the bundle and, for known typed ints, mirror to the typed + /// field. Today: UiEffects (18) → . Fires + /// ItemPropertiesUpdated so bound widgets re-composite. Extensible hook for future + /// typed PropertyInts (StackSize, Structure, …). False if the item is unknown. + /// + public bool UpdateIntProperty(uint itemId, uint propertyId, int value) + { + if (!_items.TryGetValue(itemId, out var item)) return false; + item.Properties.Ints[propertyId] = value; + if (propertyId == UiEffectsPropertyId) item.Effects = (uint)value; + ItemPropertiesUpdated?.Invoke(item); + return true; + } +``` + +- [ ] **Step 6: Run tests to verify they pass** + +Run: `dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj --filter "FullyQualifiedName~ItemRepositoryTests"` +Expected: PASS. + +- [ ] **Step 7: Commit** + +```bash +git add src/AcDream.Core/Items/ItemInstance.cs src/AcDream.Core/Items/ItemRepository.cs tests/AcDream.Core.Tests/Items/ItemRepositoryTests.cs +git commit -m "feat(D.5.2): ItemInstance.Effects + ItemRepository.UpdateIntProperty" +``` + +--- + +### Task 2: Capture `UiEffects` from `CreateObject` + +**Files:** +- Modify: `src/AcDream.Core.Net/Messages/CreateObject.cs` (record field, capture site, ctor call) +- Test: `tests/AcDream.Core.Net.Tests/Messages/CreateObjectTests.cs` + +- [ ] **Step 1: Write the failing tests** + +In `CreateObjectTests.cs`, add a `uiEffects` parameter to the builder and write it for the +UiEffects field. Change the builder signature (add `uint uiEffects = 0,` next to `iconId`) +and the UiEffects write line (currently `WriteU32(bytes, 0); // UiEffects u32`): + +```csharp + if ((weenieFlags & 0x00000080u) != 0) WriteU32(bytes, uiEffects); // UiEffects u32 +``` + +Then add the tests: + +```csharp +[Fact] +public void TryParse_UiEffects_Captured() +{ + // weenieFlags 0x80 = UiEffects; value 0x1 = Magical. + byte[] body = BuildMinimalCreateObjectWithWeenieHeader( + guid: 0x50000010u, name: "MagicWand", itemType: (uint)ItemType.Caster, + weenieFlags: 0x80u, uiEffects: 0x1u); + + var parsed = CreateObject.TryParse(body); + + Assert.NotNull(parsed); + Assert.Equal(0x1u, parsed!.Value.UiEffects); +} + +[Fact] +public void TryParse_UiEffectsThenIconOverlay_BothCaptured() +{ + // Verifies the cursor still reaches IconOverlay after reading (not skipping) UiEffects. + byte[] body = BuildMinimalCreateObjectWithWeenieHeader( + guid: 0x50000011u, name: "GlowSword", itemType: (uint)ItemType.MeleeWeapon, + weenieFlags: 0x80u | 0x40000000u, uiEffects: 0x4u, iconOverlayId: 0x1ABCu); + + var parsed = CreateObject.TryParse(body); + + Assert.NotNull(parsed); + Assert.Equal(0x4u, parsed!.Value.UiEffects); + Assert.Equal(0x06001ABCu, parsed.Value.IconOverlayId); +} + +[Fact] +public void TryParse_NoUiEffectsBit_LeavesUiEffectsZero() +{ + byte[] body = BuildMinimalCreateObjectWithWeenieHeader( + guid: 0x50000012u, name: "PlainRock", itemType: (uint)ItemType.Misc, weenieFlags: 0u); + + var parsed = CreateObject.TryParse(body); + + Assert.NotNull(parsed); + Assert.Equal(0u, parsed!.Value.UiEffects); +} +``` + +- [ ] **Step 2: Run tests to verify they fail** + +Run: `dotnet test tests/AcDream.Core.Net.Tests/AcDream.Core.Net.Tests.csproj --filter "FullyQualifiedName~CreateObjectTests"` +Expected: FAIL — `Parsed` has no `UiEffects` member. + +- [ ] **Step 3: Add the `UiEffects` record field** + +In `CreateObject.cs`, in the `Parsed` record, after `uint IconUnderlayId = 0`: + +```csharp + uint IconUnderlayId = 0, + // D.5.2 (2026-06-17): UiEffects bitfield (weenieFlags 0x80) — drives the icon's + // effect recolor (Magical=0x1 … Nether=0x1000). The ONLY wire path for the effect + // state (PropertyInt.UiEffects=18 has no [AssessmentProperty] → not in appraise). + // Previously read + discarded at the UiEffects skip. 0 = no effect. + uint UiEffects = 0); +``` + +- [ ] **Step 4: Capture at the UiEffects site** + +In `CreateObject.cs`, declare the local next to `iconOverlayId`/`iconUnderlayId`: + +```csharp + uint iconOverlayId = 0; + uint iconUnderlayId = 0; + uint uiEffects = 0; + uint weenieFlags2 = 0; +``` + +Change the UiEffects skip to a capture: + +```csharp + if ((weenieFlags & 0x00000080u) != 0) // UiEffects u32 ← CAPTURE + { + if (body.Length - pos < 4) throw new FormatException("trunc UiEffects"); + uiEffects = ReadU32(body, ref pos); + } +``` + +- [ ] **Step 5: Pass it to the `Parsed` constructor** + +In the success-path `return new Parsed(...)`, change the tail: + +```csharp + IconId: iconId, + Useability: useability, UseRadius: useRadius, + IconOverlayId: iconOverlayId, IconUnderlayId: iconUnderlayId, + UiEffects: uiEffects); +``` + +- [ ] **Step 6: Run tests to verify they pass** + +Run: `dotnet test tests/AcDream.Core.Net.Tests/AcDream.Core.Net.Tests.csproj --filter "FullyQualifiedName~CreateObjectTests"` +Expected: PASS (all existing CreateObject tests still pass — the builder change is additive). + +- [ ] **Step 7: Commit** + +```bash +git add src/AcDream.Core.Net/Messages/CreateObject.cs tests/AcDream.Core.Net.Tests/Messages/CreateObjectTests.cs +git commit -m "feat(D.5.2): capture UiEffects from CreateObject weenie header" +``` + +--- + +### Task 3: `PublicUpdatePropertyInt (0x02CE)` parser + +**Files:** +- Create: `src/AcDream.Core.Net/Messages/PublicUpdatePropertyInt.cs` +- Test: `tests/AcDream.Core.Net.Tests/Messages/PublicUpdatePropertyIntTests.cs` + +- [ ] **Step 1: Write the failing tests** + +Create `tests/AcDream.Core.Net.Tests/Messages/PublicUpdatePropertyIntTests.cs`: + +```csharp +using System.Buffers.Binary; +using AcDream.Core.Net.Messages; + +namespace AcDream.Core.Net.Tests.Messages; + +public sealed class PublicUpdatePropertyIntTests +{ + private static byte[] Build(uint guid, uint property, int value, byte seq = 1, uint opcode = 0x02CEu) + { + var b = new byte[17]; + BinaryPrimitives.WriteUInt32LittleEndian(b.AsSpan(0), opcode); + b[4] = seq; + BinaryPrimitives.WriteUInt32LittleEndian(b.AsSpan(5), guid); + BinaryPrimitives.WriteUInt32LittleEndian(b.AsSpan(9), property); + BinaryPrimitives.WriteInt32LittleEndian(b.AsSpan(13), value); + return b; + } + + [Fact] + public void TryParse_uiEffectsUpdate_returnsGuidPropValue() + { + var p = PublicUpdatePropertyInt.TryParse(Build(0x50000001u, property: 18u, value: 0x9)); + Assert.NotNull(p); + Assert.Equal(0x50000001u, p!.Value.Guid); + Assert.Equal(18u, p.Value.Property); + Assert.Equal(0x9, p.Value.Value); + } + + [Fact] + public void TryParse_wrongOpcode_returnsNull() + => Assert.Null(PublicUpdatePropertyInt.TryParse(Build(1, 18, 1, opcode: 0x02CDu))); + + [Fact] + public void TryParse_truncated_returnsNull() + => Assert.Null(PublicUpdatePropertyInt.TryParse(new byte[16])); +} +``` + +- [ ] **Step 2: Run tests to verify they fail** + +Run: `dotnet test tests/AcDream.Core.Net.Tests/AcDream.Core.Net.Tests.csproj --filter "FullyQualifiedName~PublicUpdatePropertyIntTests"` +Expected: FAIL — `PublicUpdatePropertyInt` does not exist. + +- [ ] **Step 3: Create the parser** + +Create `src/AcDream.Core.Net/Messages/PublicUpdatePropertyInt.cs`: + +```csharp +using System; +using System.Buffers.Binary; + +namespace AcDream.Core.Net.Messages; + +/// +/// Inbound PublicUpdatePropertyInt (0x02CE) — the server updates one +/// PropertyInt on a visible object (carries the object guid). Standalone +/// GameMessage, dispatched like / CreateObject. +/// +/// +/// The companion PrivateUpdatePropertyInt (0x02CD) targets the player's OWN +/// object (no guid) and is not parsed here — it has no item-icon impact. +/// +/// +/// Wire layout (ACE GameMessagePublicUpdatePropertyInt, size hint 17): +/// +/// u32 opcode = 0x02CE +/// u8 sequence // single byte (ByteSequence.NextBytes) — see PrivateUpdateVital +/// u32 guid +/// u32 property // PropertyInt enum; UiEffects = 18 +/// i32 value +/// +/// The sequence is parsed-past but not honored (latest-wins; divergence DR-4). +/// +public static class PublicUpdatePropertyInt +{ + public const uint Opcode = 0x02CEu; + + public readonly record struct Parsed(uint Guid, uint Property, int Value); + + /// Parse a raw 0x02CE body. Returns null on opcode mismatch / truncation. + public static Parsed? TryParse(ReadOnlySpan body) + { + if (body.Length < 17) return null; // 4 + 1 + 4 + 4 + 4 + if (BinaryPrimitives.ReadUInt32LittleEndian(body) != Opcode) return null; + int pos = 4; + pos += 1; // sequence byte (not honored) + uint guid = BinaryPrimitives.ReadUInt32LittleEndian(body[pos..]); pos += 4; + uint prop = BinaryPrimitives.ReadUInt32LittleEndian(body[pos..]); pos += 4; + int value = BinaryPrimitives.ReadInt32LittleEndian(body[pos..]); + return new Parsed(guid, prop, value); + } +} +``` + +- [ ] **Step 4: Run tests to verify they pass** + +Run: `dotnet test tests/AcDream.Core.Net.Tests/AcDream.Core.Net.Tests.csproj --filter "FullyQualifiedName~PublicUpdatePropertyIntTests"` +Expected: PASS. + +- [ ] **Step 5: Commit** + +```bash +git add src/AcDream.Core.Net/Messages/PublicUpdatePropertyInt.cs tests/AcDream.Core.Net.Tests/Messages/PublicUpdatePropertyIntTests.cs +git commit -m "feat(D.5.2): PublicUpdatePropertyInt (0x02CE) parser" +``` + +--- + +### Task 4: Thread `UiEffects` through `WorldSession` + route `0x02CE` + +**Files:** +- Modify: `src/AcDream.Core.Net/WorldSession.cs` (EntitySpawn field + ctor thread; new event; message-loop branch) + +> No unit test: the private message loop needs a live session. The parser is covered by +> Task 3; the event consumption by Tasks 1+8; the end-to-end path by visual verification. +> This matches the existing `PrivateUpdateVital` routing (parser tested, loop not). + +- [ ] **Step 1: Add `UiEffects` to the `EntitySpawn` record** + +In `WorldSession.cs`, in the `EntitySpawn` record, after `uint IconUnderlayId = 0`: + +```csharp + uint IconOverlayId = 0, + uint IconUnderlayId = 0, + // D.5.2 (2026-06-17): UiEffects bitfield (weenieFlags 0x80) — drives the icon's + // effect recolor. CreateObject-only; 0 = no effect. + uint UiEffects = 0); +``` + +- [ ] **Step 2: Thread it at the `EntitySpawn` construction site** + +Find the `new EntitySpawn(... parsed.Value.IconUnderlayId)` construction (the spawn fired from +the CreateObject branch). Change its tail: + +```csharp + parsed.Value.IconId, + parsed.Value.IconOverlayId, + parsed.Value.IconUnderlayId, + parsed.Value.UiEffects)); +``` + +- [ ] **Step 3: Declare the live-update event + payload** + +In `WorldSession.cs`, near the other event declarations (e.g. after the `StateUpdated` +event ~line 162), add: + +```csharp + /// + /// Payload for : a single PropertyInt change on + /// a visible object (from PublicUpdatePropertyInt 0x02CE). Subscribers map the + /// property to typed state (e.g. UiEffects → the item's icon effect). + /// + public readonly record struct ObjectIntPropertyUpdate(uint Guid, uint Property, int Value); + + /// + /// Fires when the session parses a PublicUpdatePropertyInt (0x02CE) — one + /// PropertyInt updated on a visible object. D.5.2 routes UiEffects (18) to the + /// item repository so the icon re-composites live. + /// + public event Action? ObjectIntPropertyUpdated; +``` + +- [ ] **Step 4: Add the message-loop branch** + +In the top-level message dispatch (where `op` is the opcode and `body` the message bytes), +add after the `PrivateUpdateVital.CurrentOpcode` branch (~line 905): + +```csharp + else if (op == PublicUpdatePropertyInt.Opcode) + { + var p = PublicUpdatePropertyInt.TryParse(body); + if (p is not null) + ObjectIntPropertyUpdated?.Invoke( + new ObjectIntPropertyUpdate(p.Value.Guid, p.Value.Property, p.Value.Value)); + } +``` + +- [ ] **Step 5: Build to verify it compiles** + +Run: `dotnet build src/AcDream.Core.Net/AcDream.Core.Net.csproj` +Expected: Build succeeded. + +- [ ] **Step 6: Run the Net test suite (regression)** + +Run: `dotnet test tests/AcDream.Core.Net.Tests/AcDream.Core.Net.Tests.csproj` +Expected: PASS. + +- [ ] **Step 7: Commit** + +```bash +git add src/AcDream.Core.Net/WorldSession.cs +git commit -m "feat(D.5.2): thread UiEffects through EntitySpawn + route 0x02CE PublicUpdatePropertyInt" +``` + +--- + +### Task 5: `IconComposer.ResolveEffectDid` (effect submap resolve) + +**Files:** +- Modify: `src/AcDream.App/UI/IconComposer.cs` (effect-submap fields + `ResolveEffectDid` + `EnsureEffectSubMap`) +- Test: `tests/AcDream.App.Tests/UI/IconComposerTests.cs` + +- [ ] **Step 1: Write the failing golden test** + +In `IconComposerTests.cs`, add (dat-gated, mirroring `ResolveUnderlayDid_goldenValues_matchDat`): + +```csharp +[Fact] +public void ResolveEffectDid_goldenValues_matchDat() +{ + var datDir = ResolveDatDir(); + if (datDir is null) return; // dats absent (CI) — skip cleanly + + using var dats = new DatCollection(datDir, DatAccessType.Read); + var composer = new IconComposer(dats, null!); + + // Golden values (live dat, MasterMap 0x25000000 → effect submap 0x25000009; + // index = LowestSetBit(UiEffects)+1, fallback 0x21): + // Magical (0x0001) → idx 1 → 0x060011CA + // Poisoned (0x0002) → idx 2 → 0x060011C6 + // BoostHealth (0x0004) → idx 3 → 0x06001B05 + // BoostStamina (0x0010) → idx 5 → 0x06001B06 + // Nether (0x1000) → idx 13 (absent) → fallback 0x21 → 0x060011C5 + // none (0x0000) → idx 0 (zero) → fallback 0x21 → 0x060011C5 + Assert.Equal(0x060011CAu, composer.ResolveEffectDid(0x0001u)); + Assert.Equal(0x060011C6u, composer.ResolveEffectDid(0x0002u)); + Assert.Equal(0x06001B05u, composer.ResolveEffectDid(0x0004u)); + Assert.Equal(0x06001B06u, composer.ResolveEffectDid(0x0010u)); + Assert.Equal(0x060011C5u, composer.ResolveEffectDid(0x1000u)); + Assert.Equal(0x060011C5u, composer.ResolveEffectDid(0x0000u)); +} +``` + +- [ ] **Step 2: Run test to verify it fails** + +Run: `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj --filter "FullyQualifiedName~ResolveEffectDid"` +Expected: FAIL — `ResolveEffectDid` does not exist. + +- [ ] **Step 3: Add the effect-submap fields** + +In `IconComposer.cs`, after the underlay fields (`_underlayDidByIndex`): + +```csharp + // ── effect overlay resolve (EnumIDMap 0x10000005) ──────────────────────── + // Portal MasterMap (0x25000000) maps enum 0x10000005 → submap DID (0x25000009). + // Submap maps index → 0x06 RenderSurface DID. index = LSB(effects)+1, fallback 0x21. + // Refs: IconData::RenderIcons 0x0058d180 (effect path); the effect tile is a + // ReplaceColor tint SOURCE, not a blit layer (see RESOLVED doc, divergence DR-1). + private EnumIDMap? _effectSubMap; + private bool _effectResolveTried; + private readonly Dictionary _effectDidByIndex = new(); +``` + +- [ ] **Step 4: Add `ResolveEffectDid` + `EnsureEffectSubMap`** + +In `IconComposer.cs`, after `EnsureUnderlaySubMap`: + +```csharp + /// + /// Resolve the effect-overlay DID for via the EnumIDMap + /// 0x10000005 chain. index = LowestSetBit(effects)+1; if the entry is missing/zero, + /// retail falls back to index 0x21 (the solid-black tile). NOTE: the effect path has + /// NO lsb==-1 pre-check (unlike the type underlay), so effects==0 → index 0 → miss → + /// fallback. (Retail IconData::RenderIcons 0x0058d180.) + /// + internal uint ResolveEffectDid(uint effects) + { + int lsb = effects == 0 ? -1 : BitOperations.TrailingZeroCount(effects); + uint index = (uint)(lsb + 1); + if (_effectDidByIndex.TryGetValue(index, out var cached)) return cached; + EnsureEffectSubMap(); + uint did = 0; + if (_effectSubMap is { } sub && sub.ClientEnumToID.TryGetValue(index, out var d)) did = d; + if (did == 0 && _effectSubMap is { } sub2 && sub2.ClientEnumToID.TryGetValue(0x21u, out var fb)) + did = fb; + _effectDidByIndex[index] = did; + return did; + } + + private void EnsureEffectSubMap() + { + if (_effectResolveTried) return; + _effectResolveTried = true; + uint masterDid = (uint)_dats.Portal.Header.MasterMapId; // = 0x25000000 + if (masterDid == 0) return; + if (!_dats.Portal.TryGet(masterDid, out var master)) return; + if (!master.ClientEnumToID.TryGetValue(0x10000005u, out var subDid)) return; // → 0x25000009 + if (_dats.Portal.TryGet(subDid, out var sub)) _effectSubMap = sub; + } +``` + +- [ ] **Step 5: Run test to verify it passes** + +Run: `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj --filter "FullyQualifiedName~ResolveEffectDid"` +Expected: PASS. (If it skips, the dats aren't at `%USERPROFILE%\Documents\Asheron's Call` — set `ACDREAM_DAT_DIR` and re-run.) + +- [ ] **Step 6: Commit** + +```bash +git add src/AcDream.App/UI/IconComposer.cs tests/AcDream.App.Tests/UI/IconComposerTests.cs +git commit -m "feat(D.5.2): IconComposer.ResolveEffectDid (effect submap 0x10000005)" +``` + +--- + +### Task 6: `IconComposer` recolor helpers (`ReplaceColorWhite` + effect color) + +**Files:** +- Modify: `src/AcDream.App/UI/IconComposer.cs` (`ReplaceColorWhite`, `TryGetEffectColor`, `TryDecode`) +- Test: `tests/AcDream.App.Tests/UI/IconComposerTests.cs` + +- [ ] **Step 1: Write the failing dat-free recolor test** + +In `IconComposerTests.cs`, add: + +```csharp +[Fact] +public void ReplaceColorWhite_replacesOnlyPureWhiteOpaque() +{ + // 2x2: [white-opaque, red-opaque, white-transparent, white-opaque] + var px = new byte[] + { + 255,255,255,255, // pure white opaque → replaced + 255, 0, 0,255, // red → untouched + 255,255,255, 0, // white but alpha 0 → untouched (not 0xFFFFFFFF) + 255,255,255,255, // pure white opaque → replaced + }; + IconComposer.ReplaceColorWhite(px, 2, 2, (10, 20, 30, 255)); + Assert.Equal(new byte[] { 10, 20, 30, 255 }, px[0..4]); // replaced + Assert.Equal(new byte[] { 255, 0, 0, 255 }, px[4..8]); // untouched + Assert.Equal(new byte[] { 255, 255, 255, 0 }, px[8..12]); // untouched + Assert.Equal(new byte[] { 10, 20, 30, 255 }, px[12..16]); // replaced +} +``` + +- [ ] **Step 2: Run test to verify it fails** + +Run: `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj --filter "FullyQualifiedName~ReplaceColorWhite"` +Expected: FAIL — `ReplaceColorWhite` does not exist. + +- [ ] **Step 3: Add `ReplaceColorWhite`** + +In `IconComposer.cs`, add (near `Compose`): + +```csharp + /// + /// Retail SurfaceWindow::ReplaceColor (0x00441530) with the icon-composite's + /// fixed source color: replace pixels exactly equal to pure-white-opaque + /// (RGBAColor(1,1,1,1) → 0xFFFFFFFF) with . Mutates in place. + /// + internal static void ReplaceColorWhite(byte[] rgba, int w, int h, (byte r, byte g, byte b, byte a) dest) + { + for (int i = 0; i < w * h; i++) + { + if (rgba[i * 4] == 255 && rgba[i * 4 + 1] == 255 && + rgba[i * 4 + 2] == 255 && rgba[i * 4 + 3] == 255) + { + rgba[i * 4] = dest.r; rgba[i * 4 + 1] = dest.g; + rgba[i * 4 + 2] = dest.b; rgba[i * 4 + 3] = dest.a; + } + } + } +``` + +- [ ] **Step 4: Add `TryGetEffectColor` + `TryDecode`** + +In `IconComposer.cs`, add the color cache field next to `_effectDidByIndex`: + +```csharp + private readonly Dictionary _effectColorByDid = new(); +``` + +And the methods (after `ResolveEffectDid`): + +```csharp + /// + /// The effect tint color for : the effect tile's mean-opaque + /// color (blue=Magical, green=Poisoned, …). The exact retail color byte is a + /// decompiler-ambiguous SurfaceWindow-header read; the tile IS the per-effect color, so + /// its representative color is the faithful equivalent (divergence DR-2). Cached per DID. + /// + private bool TryGetEffectColor(uint effects, out (byte r, byte g, byte b, byte a) color) + { + color = default; + uint did = ResolveEffectDid(effects); + if (did == 0) return false; + if (_effectColorByDid.TryGetValue(did, out var cached)) { color = cached; return true; } + if (!TryDecode(did, out var d)) return false; + long sr = 0, sg = 0, sb = 0; int n = 0; + for (int i = 0; i < d.Width * d.Height; i++) + { + if (d.Rgba8[i * 4 + 3] == 0) continue; + sr += d.Rgba8[i * 4]; sg += d.Rgba8[i * 4 + 1]; sb += d.Rgba8[i * 4 + 2]; n++; + } + if (n == 0) return false; + var rep = ((byte)(sr / n), (byte)(sg / n), (byte)(sb / n), (byte)255); + _effectColorByDid[did] = rep; + color = rep; + return true; + } + + private bool TryDecode(uint renderSurfaceId, out DecodedTexture decoded) + { + decoded = null!; + if (renderSurfaceId == 0) return false; + if (!_dats.Portal.TryGet(renderSurfaceId, out var rs) && + !_dats.HighRes.TryGet(renderSurfaceId, out rs)) + return false; + decoded = SurfaceDecoder.DecodeRenderSurface(rs, palette: null); + return true; + } +``` + +> `DecodedTexture` is in `AcDream.Core.Textures` — already imported by `IconComposer.cs`. + +- [ ] **Step 5: Run test to verify it passes** + +Run: `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj --filter "FullyQualifiedName~ReplaceColorWhite"` +Expected: PASS. + +- [ ] **Step 6: Commit** + +```bash +git add src/AcDream.App/UI/IconComposer.cs tests/AcDream.App.Tests/UI/IconComposerTests.cs +git commit -m "feat(D.5.2): IconComposer effect-color + ReplaceColorWhite helpers" +``` + +--- + +### Task 7: `IconComposer.GetIcon` 5-arg 2-stage composite + update callers + +**Files:** +- Modify: `src/AcDream.App/UI/IconComposer.cs` (`_byTuple` key + `GetIcon` rewrite + class doc) +- Modify: `src/AcDream.App/UI/Layout/ToolbarController.cs` (`_iconIds` Func type + `Populate`) +- Modify: `src/AcDream.App/Rendering/GameWindow.cs` (`iconIds` closure + `OnLiveEntitySpawned` effects) +- Test: `tests/AcDream.App.Tests/UI/IconComposerTests.cs` + +> This task changes `GetIcon`'s signature, which breaks both callers; all three files are +> edited together so the tree compiles. + +- [ ] **Step 1: Write the failing dat-free composite test** + +In `IconComposerTests.cs`, add (exercises the 2-stage compose + recolor without GL/dat via +the static `Compose`/`ReplaceColorWhite` — the GL upload in `GetIcon` needs a real cache): + +```csharp +[Fact] +public void TwoStageWithEffect_recolorsWhiteBeforeUnderlay() +{ + // drag = base (white pixel) over overlay (none); recolor white→blue; then over + // an opaque tawny underlay. The white pixel must become blue in the final. + var baseIcon = (new byte[] { 255,255,255,255 }, 1, 1); // 1x1 white opaque + var drag = IconComposer.Compose(new[] { baseIcon }); + IconComposer.ReplaceColorWhite(drag.rgba, drag.w, drag.h, (0, 0, 255, 255)); // blue + var underlay = (new byte[] { 105, 70, 50, 255 }, 1, 1); // tawny opaque + var final = IconComposer.Compose(new[] { underlay, (drag.rgba, drag.w, drag.h) }); + Assert.Equal(new byte[] { 0, 0, 255, 255 }, final.rgba); // blue on top +} +``` + +- [ ] **Step 2: Run test to verify it fails** + +Run: `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj --filter "FullyQualifiedName~TwoStageWithEffect"` +Expected: FAIL — won't compile yet only if `Compose`/`ReplaceColorWhite` aren't both public/internal; they are (`Compose` public, `ReplaceColorWhite` internal from Task 6), so this test should actually PASS once Task 6 is in. If it passes immediately, that's fine — it locks the recolor-before-underlay ordering. Proceed to Step 3 regardless (the GetIcon rewrite is the real change). + +- [ ] **Step 3: Widen the cache key** + +In `IconComposer.cs`, change the dictionary field: + +```csharp + private readonly Dictionary<(uint, uint, uint, uint, uint), uint> _byTuple = new(); +``` + +- [ ] **Step 4: Rewrite `GetIcon` to 5-arg 2-stage** + +Replace the whole `GetIcon` method with: + +```csharp + /// + /// Resolve (and cache) the composited GL texture for an item's icon state. + /// Returns 0 if no base icon. Mirrors retail IconData::RenderIcons (0x0058d180): + /// a DRAG composite (base + custom overlay + effect recolor) blitted over the + /// type-default underlay + custom underlay. The effect tile (enum 0x10000005) is a + /// ReplaceColor tint SOURCE, not a blit layer (DR-1). The 2-stage form is + /// associative-equivalent to a single Compose when effects==0, so D.5.1 visuals are + /// unchanged for non-effect items. + /// + public uint GetIcon(ItemType itemType, uint iconId, uint underlayId, uint overlayId, uint effects) + { + if (iconId == 0) return 0; + uint typeUnderlayDid = ResolveUnderlayDid(itemType); + var key = (typeUnderlayDid, iconId, underlayId, overlayId, effects); + if (_byTuple.TryGetValue(key, out var tex)) return tex; + + // Stage 1 — retail m_pDragIcon: base + custom overlay, then the effect recolor. + var dragLayers = new List<(byte[] rgba, int w, int h)>(); + AddLayer(dragLayers, iconId); + AddLayer(dragLayers, overlayId); + (byte[] rgba, int w, int h)? drag = null; + if (dragLayers.Count > 0) + { + var composed = Compose(dragLayers); + // Effect recolor only when an effect bit is set. Retail nominally also runs the + // effects==0 black-fallback recolor; we skip it (DR-3: white→black on every item + // is a likely no-op but a regression risk, pending visual/cdb confirmation). + if (effects != 0 && TryGetEffectColor(effects, out var ec)) + ReplaceColorWhite(composed.rgba, composed.w, composed.h, ec); + drag = composed; + } + + // Stage 2 — retail m_pIcon: type-default underlay (opaque) + custom underlay + drag. + var layers = new List<(byte[] rgba, int w, int h)>(); + AddLayer(layers, typeUnderlayDid); + AddLayer(layers, underlayId); + if (drag is { } d) layers.Add(d); + if (layers.Count == 0) return 0; + + var (rgba, w, h) = Compose(layers); + uint handle = _cache.UploadRgba8(rgba, w, h, nearest: true); + _byTuple[key] = handle; + return handle; + } +``` + +- [ ] **Step 5: Update `ToolbarController` for the new delegate arity** + +In `ToolbarController.cs`: +- Change the field type (~line 54): + +```csharp + private readonly Func _iconIds; // (itemType, icon, underlay, overlay, effects) → GL tex +``` + +- Change the constructor parameter type (the `Func iconIds` param): + +```csharp + Func iconIds, +``` + +- Change the `Bind` parameter type to match (same `Func iconIds`). +- In `Populate`, pass `item.Effects`: + +```csharp + uint tex = _iconIds(item.Type, item.IconId, item.IconUnderlayId, item.IconOverlayId, item.Effects); +``` + +- [ ] **Step 6: Update `GameWindow` — closure + spawn enrich** + +In `GameWindow.cs`: +- Widen the `iconIds` closure (~line 2005): + +```csharp + iconIds: (type, icon, under, over, effects) => iconComposer.GetIcon(type, icon, under, over, effects), +``` + +- Pass `spawn.UiEffects` in `OnLiveEntitySpawned`'s `EnrichItem` call (~line 2647): + +```csharp + Items.EnrichItem(spawn.Guid, spawn.IconId, spawn.Name ?? string.Empty, + (AcDream.Core.Items.ItemType)(spawn.ItemType ?? 0), + spawn.IconOverlayId, spawn.IconUnderlayId, spawn.UiEffects); +``` + +- [ ] **Step 7: Build + run the App test suite** + +Run: `dotnet build src/AcDream.App/AcDream.App.csproj` +Expected: Build succeeded. +Run: `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj --filter "FullyQualifiedName~IconComposer"` +Expected: PASS. + +- [ ] **Step 8: Commit** + +```bash +git add src/AcDream.App/UI/IconComposer.cs src/AcDream.App/UI/Layout/ToolbarController.cs src/AcDream.App/Rendering/GameWindow.cs tests/AcDream.App.Tests/UI/IconComposerTests.cs +git commit -m "feat(D.5.2): IconComposer 2-stage effect composite + 5-arg GetIcon" +``` + +--- + +### Task 8: Wire the live `0x02CE` update into the item repository + +**Files:** +- Modify: `src/AcDream.App/Rendering/GameWindow.cs` (subscribe `ObjectIntPropertyUpdated`, next to `VitalUpdated`) + +> No unit test: this is a one-line session-event binding (the same shape as the existing +> `VitalUpdated` binding). `UpdateIntProperty` is unit-tested in Task 1; the end-to-end path +> is the visual-verification acceptance test. + +- [ ] **Step 1: Subscribe the event** + +In `GameWindow.cs`, next to the `VitalUpdated`/`VitalCurrentUpdated` subscriptions (~line 2630), +add: + +```csharp + // D.5.2: live PublicUpdatePropertyInt(0x02CE). Route UiEffects (18) to the item + // repository so a draining/charging item re-composites its icon in real time. + _liveSession.ObjectIntPropertyUpdated += u => + { + if (u.Property == AcDream.Core.Items.ItemRepository.UiEffectsPropertyId) + Items.UpdateIntProperty(u.Guid, u.Property, u.Value); + }; +``` + +- [ ] **Step 2: Build to verify it compiles** + +Run: `dotnet build src/AcDream.App/AcDream.App.csproj` +Expected: Build succeeded. + +- [ ] **Step 3: Commit** + +```bash +git add src/AcDream.App/Rendering/GameWindow.cs +git commit -m "feat(D.5.2): route live UiEffects updates (0x02CE) to the item icon" +``` + +--- + +### Task 9: Bookkeeping — divergence register, roadmap, memory + +**Files:** +- Modify: `docs/architecture/retail-divergence-register.md` (retire `IA-16`; add `DR-1..DR-4`) +- Modify: `docs/plans/2026-04-11-roadmap.md` (mark D.5.2 shipped) +- Modify: `claude-memory/project_d2b_retail_ui.md` (D.5.2 entry) + +- [ ] **Step 1: Update the divergence register** + +In `docs/architecture/retail-divergence-register.md`: +- **Delete the `IA-16` row** (item-icon composite PARTIAL — now complete). +- **Add four rows** (use the table's existing column shape; anchor file:line): + - `DR-1` — effect overlay (enum 0x10000005) is a `ReplaceColor` tint SOURCE, not a blit + layer; this IS faithful retail behavior — do not "fix" it back to a blit. Anchor: + `IconData::RenderIcons` 0x0058d180, `ReplaceColor` 0x00441530; code + `src/AcDream.App/UI/IconComposer.cs` (`GetIcon`). + - `DR-2` — effect tint color = the effect tile's mean-opaque color; the exact retail color + byte (`effectTile + 0xac` reinterpreted as RGBAColor) is decompiler-ambiguous. + Approximation; visual/cdb confirmation pending. Code `IconComposer.TryGetEffectColor`. + - `DR-3` — the `effects==0` black-fallback recolor that retail nominally runs is skipped + (white→black on every item — likely no-op, real regression risk). Code + `IconComposer.GetIcon` (`effects != 0` gate). + - `DR-4` — `PublicUpdatePropertyInt(0x02CE)` sequence not honored (latest-wins). Code + `src/AcDream.Core.Net/Messages/PublicUpdatePropertyInt.cs`. + +- [ ] **Step 2: Update the roadmap shipped table** + +In `docs/plans/2026-04-11-roadmap.md`, move D.5.2 (stateful item-icon system) into the shipped +section with the commit range and a one-line summary (appraise dropped as no-op; effect recolor ++ live 0x02CE wire-up). + +- [ ] **Step 3: Update the D.2b memory digest** + +In `claude-memory/project_d2b_retail_ui.md`, append a D.5.2 entry: UiEffects captured from +CreateObject (was discarded) → ItemInstance.Effects → IconComposer 2-stage recolor (effect +tile = ReplaceColor SOURCE, golden submap 0x10000005); live via PublicUpdatePropertyInt 0x02CE; +appraise carries NO icon data (dropped). Link `[[stateful-icon-system-handoff]]` superseded by +the RESOLVED doc. + +- [ ] **Step 4: Full build + test sweep** + +Run: `dotnet build` +Expected: Build succeeded (no warnings introduced). +Run: `dotnet test` +Expected: All green. + +- [ ] **Step 5: Commit** + +```bash +git add docs/architecture/retail-divergence-register.md docs/plans/2026-04-11-roadmap.md claude-memory/project_d2b_retail_ui.md +git commit -m "docs(D.5.2): retire IA-16, add DR-1..4, roadmap + memory" +``` + +--- + +## Visual verification (acceptance — after all tasks) + +Launch against live ACE (per CLAUDE.md "Running the client" recipe), then confirm with the user: +1. A **magical item** pinned to the toolbar shows the effect tint (white highlights take the + effect hue). +2. An item whose **mana drains** updates its icon live (the server's `0x02CE` UiEffects change + re-composites without a relog). + +If the tint is wrong/too subtle vs retail, the open lever is `DR-2` (effect color source) — a +cdb trace of `RenderIcons`/`ReplaceColor` on a live retail client resolves the exact byte. + +--- + +## Self-review + +- **Spec coverage:** §5.1→T1, §5.2→T2, §5.4→T3, §5.3→T4, §5.5→T1, §5.6→T5+T6+T7, + §5.7→T7, §5.8→T8, §6→T9, §7 tests→T1/T2/T3/T5/T6/T7 + visual. All covered. +- **Placeholders:** none — every code step shows full code; every command shows expected output. +- **Type consistency:** `Func` used identically in + `IconComposer.GetIcon`, `ToolbarController` field/ctor/Bind, and the `GameWindow` closure; + `UiEffectsPropertyId` (18) defined in T1 and referenced in T8; `ObjectIntPropertyUpdate` + record defined in T4 and consumed in T8; `ReplaceColorWhite`/`ResolveEffectDid`/`Compose` + signatures match between definition (T5/T6/T7) and tests. diff --git a/docs/superpowers/specs/2026-06-17-d2b-stateful-icon-design.md b/docs/superpowers/specs/2026-06-17-d2b-stateful-icon-design.md index 5a2806b5..af66b641 100644 --- a/docs/superpowers/specs/2026-06-17-d2b-stateful-icon-design.md +++ b/docs/superpowers/specs/2026-06-17-d2b-stateful-icon-design.md @@ -87,6 +87,9 @@ PublicUpdatePropertyInt(0x02CE) ──────────┤ The re-composition contract (`ItemPropertiesUpdated` → widget re-resolve via the toolbar's `Populate`) already exists; D.5.2 feeds it the effect state from two sources. +The live `0x02CE` event is bound in `GameWindow`'s session-event binding (next to the +existing `VitalUpdated` subscription) — NOT `GameEventWiring`, which only handles the +`0xF7B0` GameEvent sub-opcode dispatcher. ## 5. Components @@ -166,9 +169,11 @@ Each component below states **what it does / how it's used / what it depends on. `OnLiveEntitySpawned` pass `spawn.UiEffects`. - **Depends on:** §5.1, §5.6. -### 5.8 `GameEventWiring` (`AcDream.Core.Net/GameEventWiring.cs`) -- **What:** subscribe to `WorldSession.ObjectIntPropertyUpdated`; route - `property == 18 (UiEffects)` to `items.UpdateIntProperty(guid, 18, value)`. +### 5.8 `GameWindow` session-event binding (`AcDream.App/Rendering/GameWindow.cs`) +- **What:** subscribe to `WorldSession.ObjectIntPropertyUpdated` (alongside the existing + `VitalUpdated` subscription, ~line 2630); route `Property == 18 (UiEffects)` to + `Items.UpdateIntProperty(guid, 18, value)`. (Top-level session events bind here, not in + `GameEventWiring` — that class only handles the `0xF7B0` GameEvent dispatcher.) - **Depends on:** §5.3, §5.5. ## 6. Divergence-register changes From 77f64d79257583af1c63a258da1e93616d960fb6 Mon Sep 17 00:00:00 2001 From: Erik Date: Wed, 17 Jun 2026 18:23:20 +0200 Subject: [PATCH 172/223] feat(D.5.2): ItemInstance.Effects + ItemRepository.UpdateIntProperty Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.Core/Items/ItemInstance.cs | 7 ++++ src/AcDream.Core/Items/ItemRepository.cs | 24 +++++++++++++- .../Items/ItemRepositoryTests.cs | 32 +++++++++++++++++++ 3 files changed, 62 insertions(+), 1 deletion(-) diff --git a/src/AcDream.Core/Items/ItemInstance.cs b/src/AcDream.Core/Items/ItemInstance.cs index d1b5685f..496958a8 100644 --- a/src/AcDream.Core/Items/ItemInstance.cs +++ b/src/AcDream.Core/Items/ItemInstance.cs @@ -136,6 +136,13 @@ public sealed class ItemInstance public uint IconId { get; set; } // 0x06xxxxxx public uint IconUnderlayId{ get; set; } // "magic" underlay public uint IconOverlayId { get; set; } // "enchanted" overlay + /// + /// UiEffects bitfield (retail PublicWeenieDesc._effects, acclient.h:37183). + /// Drives the icon's effect-overlay recolor (Magical=0x1 … Nether=0x1000). + /// CreateObject-only (weenieFlags 0x80) + live PublicUpdatePropertyInt(0x02CE); + /// appraise never carries it. 0 = no effect. + /// + public uint Effects { get; set; } public int StackSize { get; set; } = 1; public int StackSizeMax { get; set; } = 1; public int Burden { get; set; } // per-stack total diff --git a/src/AcDream.Core/Items/ItemRepository.cs b/src/AcDream.Core/Items/ItemRepository.cs index b92dd1ce..6ffcc85c 100644 --- a/src/AcDream.Core/Items/ItemRepository.cs +++ b/src/AcDream.Core/Items/ItemRepository.cs @@ -152,7 +152,7 @@ public sealed class ItemRepository /// /// public bool EnrichItem(uint objectId, uint iconId, string name, ItemType type, - uint iconOverlayId = 0, uint iconUnderlayId = 0) + uint iconOverlayId = 0, uint iconUnderlayId = 0, uint effects = 0) { if (!_items.TryGetValue(objectId, out var item)) return false; if (iconId != 0) item.IconId = iconId; @@ -160,6 +160,9 @@ public sealed class ItemRepository if (type != default) item.Type = type; if (iconOverlayId != 0) item.IconOverlayId = iconOverlayId; if (iconUnderlayId != 0) item.IconUnderlayId = iconUnderlayId; + // D.5.2: 0 is a meaningful "no effect" state (e.g. a caster out of mana), + // so assign unconditionally — re-composition reflects the CURRENT state. + item.Effects = effects; ItemPropertiesUpdated?.Invoke(item); return true; } @@ -184,6 +187,25 @@ public sealed class ItemRepository return true; } + /// PropertyInt.UiEffects (ACE enum value 18) — the icon effect bitfield. + public const uint UiEffectsPropertyId = 18u; + + /// + /// Apply a single PropertyInt update (from PublicUpdatePropertyInt 0x02CE) to an + /// item: store it in the bundle and, for known typed ints, mirror to the typed + /// field. Today: UiEffects (18) → . Fires + /// ItemPropertiesUpdated so bound widgets re-composite. Extensible hook for future + /// typed PropertyInts (StackSize, Structure, …). False if the item is unknown. + /// + public bool UpdateIntProperty(uint itemId, uint propertyId, int value) + { + if (!_items.TryGetValue(itemId, out var item)) return false; + item.Properties.Ints[propertyId] = value; + if (propertyId == UiEffectsPropertyId) item.Effects = (uint)value; + ItemPropertiesUpdated?.Invoke(item); + return true; + } + /// /// Flush the repository — typically called on logoff or teleport /// that drops the session's item state. diff --git a/tests/AcDream.Core.Tests/Items/ItemRepositoryTests.cs b/tests/AcDream.Core.Tests/Items/ItemRepositoryTests.cs index 23cc46fe..5b39b932 100644 --- a/tests/AcDream.Core.Tests/Items/ItemRepositoryTests.cs +++ b/tests/AcDream.Core.Tests/Items/ItemRepositoryTests.cs @@ -139,4 +139,36 @@ public sealed class ItemRepositoryTests var repo = new ItemRepository(); Assert.False(repo.EnrichItem(0x9999u, 0x06001234u, "x", ItemType.Misc)); } + + [Fact] + public void EnrichItem_carriesEffects() + { + var repo = new ItemRepository(); + repo.AddOrUpdate(new ItemInstance { ObjectId = 0x500000AAu }); + bool ok = repo.EnrichItem(0x500000AAu, iconId: 0x06001234u, name: "Wand", + type: ItemType.Caster, iconOverlayId: 0, iconUnderlayId: 0, effects: 0x1u); + Assert.True(ok); + Assert.Equal(0x1u, repo.GetItem(0x500000AAu)!.Effects); + } + + [Fact] + public void UpdateIntProperty_uiEffects_setsEffectsAndFires() + { + var repo = new ItemRepository(); + repo.AddOrUpdate(new ItemInstance { ObjectId = 0x500000ABu }); + ItemInstance? fired = null; + repo.ItemPropertiesUpdated += i => fired = i; + bool ok = repo.UpdateIntProperty(0x500000ABu, 18u, value: 0x9); // 18 = UiEffects + Assert.True(ok); + Assert.Equal(0x9u, repo.GetItem(0x500000ABu)!.Effects); + Assert.Equal(0x9, repo.GetItem(0x500000ABu)!.Properties.Ints[18u]); + Assert.NotNull(fired); + } + + [Fact] + public void UpdateIntProperty_unknownItem_returnsFalse() + { + var repo = new ItemRepository(); + Assert.False(repo.UpdateIntProperty(0xDEADBEEFu, 18u, 1)); + } } From 5a2af61508f2159a8dd622ccfe9ae3af056303d9 Mon Sep 17 00:00:00 2001 From: Erik Date: Wed, 17 Jun 2026 18:26:28 +0200 Subject: [PATCH 173/223] refactor(D.5.2): hoist UiEffectsPropertyId to fields + use it in tests (review polish) Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.Core/Items/ItemRepository.cs | 8 +++++--- tests/AcDream.Core.Tests/Items/ItemRepositoryTests.cs | 4 ++-- 2 files changed, 7 insertions(+), 5 deletions(-) diff --git a/src/AcDream.Core/Items/ItemRepository.cs b/src/AcDream.Core/Items/ItemRepository.cs index 6ffcc85c..5543c958 100644 --- a/src/AcDream.Core/Items/ItemRepository.cs +++ b/src/AcDream.Core/Items/ItemRepository.cs @@ -61,6 +61,11 @@ public sealed class ItemRepository /// Fires when an item's properties are updated (typically after Appraise). public event Action? ItemPropertiesUpdated; + /// PropertyInt.UiEffects (ACE enum value 18) — the icon effect bitfield; + /// the typed mirror maintains on + /// . + public const uint UiEffectsPropertyId = 18u; + public int ItemCount => _items.Count; public int ContainerCount => _containers.Count; @@ -187,9 +192,6 @@ public sealed class ItemRepository return true; } - /// PropertyInt.UiEffects (ACE enum value 18) — the icon effect bitfield. - public const uint UiEffectsPropertyId = 18u; - /// /// Apply a single PropertyInt update (from PublicUpdatePropertyInt 0x02CE) to an /// item: store it in the bundle and, for known typed ints, mirror to the typed diff --git a/tests/AcDream.Core.Tests/Items/ItemRepositoryTests.cs b/tests/AcDream.Core.Tests/Items/ItemRepositoryTests.cs index 5b39b932..0ee2631d 100644 --- a/tests/AcDream.Core.Tests/Items/ItemRepositoryTests.cs +++ b/tests/AcDream.Core.Tests/Items/ItemRepositoryTests.cs @@ -158,10 +158,10 @@ public sealed class ItemRepositoryTests repo.AddOrUpdate(new ItemInstance { ObjectId = 0x500000ABu }); ItemInstance? fired = null; repo.ItemPropertiesUpdated += i => fired = i; - bool ok = repo.UpdateIntProperty(0x500000ABu, 18u, value: 0x9); // 18 = UiEffects + bool ok = repo.UpdateIntProperty(0x500000ABu, ItemRepository.UiEffectsPropertyId, value: 0x9); Assert.True(ok); Assert.Equal(0x9u, repo.GetItem(0x500000ABu)!.Effects); - Assert.Equal(0x9, repo.GetItem(0x500000ABu)!.Properties.Ints[18u]); + Assert.Equal(0x9, repo.GetItem(0x500000ABu)!.Properties.Ints[ItemRepository.UiEffectsPropertyId]); Assert.NotNull(fired); } From 8df0b64676b3e690b989f2e5a8f8ce0133900355 Mon Sep 17 00:00:00 2001 From: Erik Date: Wed, 17 Jun 2026 18:28:31 +0200 Subject: [PATCH 174/223] feat(D.5.2): capture UiEffects from CreateObject weenie header MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Previously, weenieFlags bit 0x80 (UiEffects) was read + discarded with `pos += 4`. Now it is captured into `uiEffects` and surfaced as `Parsed.UiEffects` — the sole wire path for the effect bitfield since PropertyInt.UiEffects (18) has no [AssessmentProperty] and never appears in appraise responses. Test builder gains `uint uiEffects = 0` param; write line updated to use it. Three new parse tests: UiEffects_Captured, UiEffectsThenIconOverlay (cursor-arithmetic regression), and NoUiEffectsBit_LeavesUiEffectsZero. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.Core.Net/Messages/CreateObject.cs | 17 +++++-- .../Messages/CreateObjectTests.cs | 49 ++++++++++++++++++- 2 files changed, 60 insertions(+), 6 deletions(-) diff --git a/src/AcDream.Core.Net/Messages/CreateObject.cs b/src/AcDream.Core.Net/Messages/CreateObject.cs index f0d2b65d..35122e79 100644 --- a/src/AcDream.Core.Net/Messages/CreateObject.cs +++ b/src/AcDream.Core.Net/Messages/CreateObject.cs @@ -156,7 +156,12 @@ public static class CreateObject // IconComposer.GetIcon already composites these layers in the correct // retail order (underlay / base / overlay+tint / effect). uint IconOverlayId = 0, - uint IconUnderlayId = 0); + uint IconUnderlayId = 0, + // D.5.2 (2026-06-17): UiEffects bitfield (weenieFlags 0x80) — drives the icon's + // effect recolor (Magical=0x1 … Nether=0x1000). The ONLY wire path for the effect + // state (PropertyInt.UiEffects=18 has no [AssessmentProperty] → not in appraise). + // Previously read + discarded at the UiEffects skip. 0 = no effect. + uint UiEffects = 0); /// /// The relevant subset of the server-sent MovementData / @@ -571,7 +576,7 @@ public static class CreateObject // 0x00000010 Usable u32 KEPT // 0x00000020 UseRadius f32 KEPT // 0x00080000 TargetType u32 (skip) - // 0x00000080 UiEffects u32 (skip) + // 0x00000080 UiEffects u32 CAPTURE (D.5.2) // 0x00000200 CombatUse sbyte/1 byte (skip) // 0x00000400 Structure u16 (skip) // 0x00000800 MaxStructure u16 (skip) @@ -605,6 +610,7 @@ public static class CreateObject float? useRadius = null; uint iconOverlayId = 0; uint iconUnderlayId = 0; + uint uiEffects = 0; uint weenieFlags2 = 0; try { @@ -666,10 +672,10 @@ public static class CreateObject if (body.Length - pos < 4) throw new FormatException("trunc TargetType"); pos += 4; } - if ((weenieFlags & 0x00000080u) != 0) // UiEffects u32 + if ((weenieFlags & 0x00000080u) != 0) // UiEffects u32 ← CAPTURE { if (body.Length - pos < 4) throw new FormatException("trunc UiEffects"); - pos += 4; + uiEffects = ReadU32(body, ref pos); } if ((weenieFlags & 0x00000200u) != 0) // CombatUse sbyte (1 byte) { @@ -808,7 +814,8 @@ public static class CreateObject friction, elasticity, IconId: iconId, Useability: useability, UseRadius: useRadius, - IconOverlayId: iconOverlayId, IconUnderlayId: iconUnderlayId); + IconOverlayId: iconOverlayId, IconUnderlayId: iconUnderlayId, + UiEffects: uiEffects); // Local helper: if we ran out of fields past PhysicsData, still // return the useful prefix (guid/position/setup/animParts/textures/palettes/scale/motion). diff --git a/tests/AcDream.Core.Net.Tests/Messages/CreateObjectTests.cs b/tests/AcDream.Core.Net.Tests/Messages/CreateObjectTests.cs index ce9ea4a1..f760f98b 100644 --- a/tests/AcDream.Core.Net.Tests/Messages/CreateObjectTests.cs +++ b/tests/AcDream.Core.Net.Tests/Messages/CreateObjectTests.cs @@ -332,6 +332,52 @@ public sealed class CreateObjectTests Assert.Equal(0x06004444u, parsed.Value.IconUnderlayId); } + // ----------------------------------------------------------------------- + // D.5.2 (2026-06-17): UiEffects bitfield (weenieFlags bit 0x80) — captured + // instead of skipped. Drives the icon's effect-overlay recolor. + // ----------------------------------------------------------------------- + + [Fact] + public void TryParse_UiEffects_Captured() + { + // weenieFlags 0x80 = UiEffects; value 0x1 = Magical. + byte[] body = BuildMinimalCreateObjectWithWeenieHeader( + guid: 0x50000010u, name: "MagicWand", itemType: (uint)ItemType.Caster, + weenieFlags: 0x80u, uiEffects: 0x1u); + + var parsed = CreateObject.TryParse(body); + + Assert.NotNull(parsed); + Assert.Equal(0x1u, parsed!.Value.UiEffects); + } + + [Fact] + public void TryParse_UiEffectsThenIconOverlay_BothCaptured() + { + // Verifies the cursor still reaches IconOverlay after reading (not skipping) UiEffects. + byte[] body = BuildMinimalCreateObjectWithWeenieHeader( + guid: 0x50000011u, name: "GlowSword", itemType: (uint)ItemType.MeleeWeapon, + weenieFlags: 0x80u | 0x40000000u, uiEffects: 0x4u, iconOverlayId: 0x1ABCu); + + var parsed = CreateObject.TryParse(body); + + Assert.NotNull(parsed); + Assert.Equal(0x4u, parsed!.Value.UiEffects); + Assert.Equal(0x06001ABCu, parsed.Value.IconOverlayId); + } + + [Fact] + public void TryParse_NoUiEffectsBit_LeavesUiEffectsZero() + { + byte[] body = BuildMinimalCreateObjectWithWeenieHeader( + guid: 0x50000012u, name: "PlainRock", itemType: (uint)ItemType.Misc, weenieFlags: 0u); + + var parsed = CreateObject.TryParse(body); + + Assert.NotNull(parsed); + Assert.Equal(0u, parsed!.Value.UiEffects); + } + private static byte[] BuildMinimalCreateObjectWithWeenieHeader( uint guid, string name, @@ -341,6 +387,7 @@ public sealed class CreateObjectTests uint weenieFlags = 0, uint weenieFlags2 = 0, uint iconId = 0, + uint uiEffects = 0, uint? value = null, uint? useability = null, float? useRadius = null, @@ -400,7 +447,7 @@ public sealed class CreateObjectTests bytes.AddRange(tmp.ToArray()); } if ((weenieFlags & 0x00080000u) != 0) WriteU32(bytes, 0); // TargetType u32 - if ((weenieFlags & 0x00000080u) != 0) WriteU32(bytes, 0); // UiEffects u32 + if ((weenieFlags & 0x00000080u) != 0) WriteU32(bytes, uiEffects); // UiEffects u32 if ((weenieFlags & 0x00000200u) != 0) bytes.Add(0); // CombatUse sbyte/1 byte if ((weenieFlags & 0x00000400u) != 0) WriteU16(bytes, structure ?? 0); // Structure u16 if ((weenieFlags & 0x00000800u) != 0) WriteU16(bytes, maxStructure ?? 0); // MaxStructure u16 From 242bc9286d0b00ed0a3fab0b2bffed69459e9185 Mon Sep 17 00:00:00 2001 From: Erik Date: Wed, 17 Jun 2026 18:29:23 +0200 Subject: [PATCH 175/223] feat(D.5.2): PublicUpdatePropertyInt (0x02CE) parser New standalone parser for the server's live PropertyInt update targeting a VISIBLE object (carries guid). Wire layout: u32 opcode + u8 sequence + u32 guid + u32 property + i32 value (17 bytes total). The sequence byte is parsed-past but not honored (latest-wins; DR-4). The companion PrivateUpdatePropertyInt (0x02CD) targets the player's own object (no guid) and is not parsed here. Three tests: uiEffectsUpdate (round-trip guid/prop/value), wrongOpcode (returns null), truncated (returns null on 16-byte input). Co-Authored-By: Claude Opus 4.8 (1M context) --- .../Messages/PublicUpdatePropertyInt.cs | 44 +++++++++++++++++++ .../Messages/PublicUpdatePropertyIntTests.cs | 36 +++++++++++++++ 2 files changed, 80 insertions(+) create mode 100644 src/AcDream.Core.Net/Messages/PublicUpdatePropertyInt.cs create mode 100644 tests/AcDream.Core.Net.Tests/Messages/PublicUpdatePropertyIntTests.cs diff --git a/src/AcDream.Core.Net/Messages/PublicUpdatePropertyInt.cs b/src/AcDream.Core.Net/Messages/PublicUpdatePropertyInt.cs new file mode 100644 index 00000000..35d466a6 --- /dev/null +++ b/src/AcDream.Core.Net/Messages/PublicUpdatePropertyInt.cs @@ -0,0 +1,44 @@ +using System; +using System.Buffers.Binary; + +namespace AcDream.Core.Net.Messages; + +/// +/// Inbound PublicUpdatePropertyInt (0x02CE) — the server updates one +/// PropertyInt on a visible object (carries the object guid). Standalone +/// GameMessage, dispatched like / CreateObject. +/// +/// +/// The companion PrivateUpdatePropertyInt (0x02CD) targets the player's OWN +/// object (no guid) and is not parsed here — it has no item-icon impact. +/// +/// +/// Wire layout (ACE GameMessagePublicUpdatePropertyInt, size hint 17): +/// +/// u32 opcode = 0x02CE +/// u8 sequence // single byte (ByteSequence.NextBytes) — see PrivateUpdateVital +/// u32 guid +/// u32 property // PropertyInt enum; UiEffects = 18 +/// i32 value +/// +/// The sequence is parsed-past but not honored (latest-wins; divergence DR-4). +/// +public static class PublicUpdatePropertyInt +{ + public const uint Opcode = 0x02CEu; + + public readonly record struct Parsed(uint Guid, uint Property, int Value); + + /// Parse a raw 0x02CE body. Returns null on opcode mismatch / truncation. + public static Parsed? TryParse(ReadOnlySpan body) + { + if (body.Length < 17) return null; // 4 + 1 + 4 + 4 + 4 + if (BinaryPrimitives.ReadUInt32LittleEndian(body) != Opcode) return null; + int pos = 4; + pos += 1; // sequence byte (not honored) + uint guid = BinaryPrimitives.ReadUInt32LittleEndian(body[pos..]); pos += 4; + uint prop = BinaryPrimitives.ReadUInt32LittleEndian(body[pos..]); pos += 4; + int value = BinaryPrimitives.ReadInt32LittleEndian(body[pos..]); + return new Parsed(guid, prop, value); + } +} diff --git a/tests/AcDream.Core.Net.Tests/Messages/PublicUpdatePropertyIntTests.cs b/tests/AcDream.Core.Net.Tests/Messages/PublicUpdatePropertyIntTests.cs new file mode 100644 index 00000000..bda5555a --- /dev/null +++ b/tests/AcDream.Core.Net.Tests/Messages/PublicUpdatePropertyIntTests.cs @@ -0,0 +1,36 @@ +using System.Buffers.Binary; +using AcDream.Core.Net.Messages; + +namespace AcDream.Core.Net.Tests.Messages; + +public sealed class PublicUpdatePropertyIntTests +{ + private static byte[] Build(uint guid, uint property, int value, byte seq = 1, uint opcode = 0x02CEu) + { + var b = new byte[17]; + BinaryPrimitives.WriteUInt32LittleEndian(b.AsSpan(0), opcode); + b[4] = seq; + BinaryPrimitives.WriteUInt32LittleEndian(b.AsSpan(5), guid); + BinaryPrimitives.WriteUInt32LittleEndian(b.AsSpan(9), property); + BinaryPrimitives.WriteInt32LittleEndian(b.AsSpan(13), value); + return b; + } + + [Fact] + public void TryParse_uiEffectsUpdate_returnsGuidPropValue() + { + var p = PublicUpdatePropertyInt.TryParse(Build(0x50000001u, property: 18u, value: 0x9)); + Assert.NotNull(p); + Assert.Equal(0x50000001u, p!.Value.Guid); + Assert.Equal(18u, p.Value.Property); + Assert.Equal(0x9, p.Value.Value); + } + + [Fact] + public void TryParse_wrongOpcode_returnsNull() + => Assert.Null(PublicUpdatePropertyInt.TryParse(Build(1, 18, 1, opcode: 0x02CDu))); + + [Fact] + public void TryParse_truncated_returnsNull() + => Assert.Null(PublicUpdatePropertyInt.TryParse(new byte[16])); +} From e7b6e83cf82043edb1afe6442200fd26b94b00ea Mon Sep 17 00:00:00 2001 From: Erik Date: Wed, 17 Jun 2026 18:33:18 +0200 Subject: [PATCH 176/223] feat(D.5.2): thread UiEffects through EntitySpawn + route 0x02CE PublicUpdatePropertyInt - EntitySpawn record: add UiEffects = 0 field (after IconUnderlayId) - EntitySpawn construction site: thread parsed.Value.UiEffects as the new tail arg - WorldSession: declare ObjectIntPropertyUpdate payload record + ObjectIntPropertyUpdated event (after StateUpdated) - Message loop: add else-if branch for PublicUpdatePropertyInt.Opcode (0x02CE), parses + fires ObjectIntPropertyUpdated Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.Core.Net/WorldSession.cs | 29 ++++++++++++++++++++++++++-- 1 file changed, 27 insertions(+), 2 deletions(-) diff --git a/src/AcDream.Core.Net/WorldSession.cs b/src/AcDream.Core.Net/WorldSession.cs index d263f0e7..db21014d 100644 --- a/src/AcDream.Core.Net/WorldSession.cs +++ b/src/AcDream.Core.Net/WorldSession.cs @@ -88,7 +88,10 @@ public sealed class WorldSession : IDisposable // (0x40000000) and WeenieHeaderFlag2.IconUnderlay (0x01) respectively. // Zero when the server did not send the field (common for most entities). uint IconOverlayId = 0, - uint IconUnderlayId = 0); + uint IconUnderlayId = 0, + // D.5.2 (2026-06-17): UiEffects bitfield (weenieFlags 0x80) — drives the icon's + // effect recolor. CreateObject-only; 0 = no effect. + uint UiEffects = 0); /// Fires when the session finishes parsing a CreateObject. public event Action? EntitySpawned; @@ -161,6 +164,20 @@ public sealed class WorldSession : IDisposable /// public event Action? StateUpdated; + /// + /// Payload for : a single PropertyInt change on + /// a visible object (from PublicUpdatePropertyInt 0x02CE). Subscribers map the + /// property to typed state (e.g. UiEffects → the item's icon effect). + /// + public readonly record struct ObjectIntPropertyUpdate(uint Guid, uint Property, int Value); + + /// + /// Fires when the session parses a PublicUpdatePropertyInt (0x02CE) — one + /// PropertyInt updated on a visible object. D.5.2 routes UiEffects (18) to the + /// item repository so the icon re-composites live. + /// + public event Action? ObjectIntPropertyUpdated; + /// /// Fires when the server sends a PlayerTeleport (0xF751) game message, /// signalling that the player is entering portal space. The uint payload @@ -727,7 +744,8 @@ public sealed class WorldSession : IDisposable parsed.Value.UseRadius, parsed.Value.IconId, parsed.Value.IconOverlayId, - parsed.Value.IconUnderlayId)); + parsed.Value.IconUnderlayId, + parsed.Value.UiEffects)); } } else if (op == DeleteObject.Opcode) @@ -901,6 +919,13 @@ public sealed class WorldSession : IDisposable if (parsed is not null) VitalCurrentUpdated?.Invoke(parsed.Value); } + else if (op == PublicUpdatePropertyInt.Opcode) + { + var p = PublicUpdatePropertyInt.TryParse(body); + if (p is not null) + ObjectIntPropertyUpdated?.Invoke( + new ObjectIntPropertyUpdate(p.Value.Guid, p.Value.Property, p.Value.Value)); + } else if (op == GameEventEnvelope.Opcode) { // Phase F.1: 0xF7B0 is the GameEvent envelope. Parse the From 75ac51ac23f337f5aa4d73e374bb97ed36f4dd3e Mon Sep 17 00:00:00 2001 From: Erik Date: Wed, 17 Jun 2026 18:37:40 +0200 Subject: [PATCH 177/223] feat(D.5.2): IconComposer.ResolveEffectDid (effect submap 0x10000005) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Add effect-overlay submap resolve: EnsureEffectSubMap walks the portal MasterMap (0x25000000) → EnumIDMap 0x10000005 → submap 0x25000009; ResolveEffectDid(effects) maps LowestSetBit(effects)+1 → RenderSurface DID with fallback to index 0x21. Golden test validates all 6 cases (Magical/Poisoned/BoostHealth/BoostStamina/Nether/zero) against the live dat. Retail ref: IconData::RenderIcons 0x0058d180. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/UI/IconComposer.cs | 41 +++++++++++++++++++ .../AcDream.App.Tests/UI/IconComposerTests.cs | 25 +++++++++++ 2 files changed, 66 insertions(+) diff --git a/src/AcDream.App/UI/IconComposer.cs b/src/AcDream.App/UI/IconComposer.cs index fc2c87aa..516b8e9b 100644 --- a/src/AcDream.App/UI/IconComposer.cs +++ b/src/AcDream.App/UI/IconComposer.cs @@ -43,6 +43,15 @@ public sealed class IconComposer private bool _underlayResolveTried; private readonly Dictionary _underlayDidByIndex = new(); + // ── effect overlay resolve (EnumIDMap 0x10000005) ──────────────────────── + // Portal MasterMap (0x25000000) maps enum 0x10000005 → submap DID (0x25000009). + // Submap maps index → 0x06 RenderSurface DID. index = LSB(effects)+1, fallback 0x21. + // Refs: IconData::RenderIcons 0x0058d180 (effect path); the effect tile is a + // ReplaceColor tint SOURCE, not a blit layer (see RESOLVED doc, divergence DR-1). + private EnumIDMap? _effectSubMap; + private bool _effectResolveTried; + private readonly Dictionary _effectDidByIndex = new(); + public IconComposer(DatCollection dats, TextureCache cache) { _dats = dats; @@ -84,6 +93,38 @@ public sealed class IconComposer if (_dats.Portal.TryGet(subDid, out var sub)) _underlaySubMap = sub; } + /// + /// Resolve the effect-overlay DID for via the EnumIDMap + /// 0x10000005 chain. index = LowestSetBit(effects)+1; if the entry is missing/zero, + /// retail falls back to index 0x21 (the solid-black tile). NOTE: the effect path has + /// NO lsb==-1 pre-check (unlike the type underlay), so effects==0 → index 0 → miss → + /// fallback. (Retail IconData::RenderIcons 0x0058d180.) + /// + internal uint ResolveEffectDid(uint effects) + { + int lsb = effects == 0 ? -1 : BitOperations.TrailingZeroCount(effects); + uint index = (uint)(lsb + 1); + if (_effectDidByIndex.TryGetValue(index, out var cached)) return cached; + EnsureEffectSubMap(); + uint did = 0; + if (_effectSubMap is { } sub && sub.ClientEnumToID.TryGetValue(index, out var d)) did = d; + if (did == 0 && _effectSubMap is { } sub2 && sub2.ClientEnumToID.TryGetValue(0x21u, out var fb)) + did = fb; + _effectDidByIndex[index] = did; + return did; + } + + private void EnsureEffectSubMap() + { + if (_effectResolveTried) return; + _effectResolveTried = true; + uint masterDid = (uint)_dats.Portal.Header.MasterMapId; // = 0x25000000 + if (masterDid == 0) return; + if (!_dats.Portal.TryGet(masterDid, out var master)) return; + if (!master.ClientEnumToID.TryGetValue(0x10000005u, out var subDid)) return; // → 0x25000009 + if (_dats.Portal.TryGet(subDid, out var sub)) _effectSubMap = sub; + } + /// Pure alpha-over composite, bottom->top. Layers may differ in size; /// the result is sized to the FIRST (bottom) layer and upper layers are sampled /// top-left aligned (all icon layers are 32x32 in practice). diff --git a/tests/AcDream.App.Tests/UI/IconComposerTests.cs b/tests/AcDream.App.Tests/UI/IconComposerTests.cs index 06a225e5..4a19ed83 100644 --- a/tests/AcDream.App.Tests/UI/IconComposerTests.cs +++ b/tests/AcDream.App.Tests/UI/IconComposerTests.cs @@ -101,4 +101,29 @@ public class IconComposerTests Assert.Equal(0x060011D5u, composer.ResolveUnderlayDid(ItemType.Jewelry)); Assert.Equal(0x060011D4u, composer.ResolveUnderlayDid(ItemType.None)); } + + [Fact] + public void ResolveEffectDid_goldenValues_matchDat() + { + var datDir = ResolveDatDir(); + if (datDir is null) return; // dats absent (CI) — skip cleanly + + using var dats = new DatCollection(datDir, DatAccessType.Read); + var composer = new IconComposer(dats, null!); + + // Golden values (live dat, MasterMap 0x25000000 → effect submap 0x25000009; + // index = LowestSetBit(UiEffects)+1, fallback 0x21): + // Magical (0x0001) → idx 1 → 0x060011CA + // Poisoned (0x0002) → idx 2 → 0x060011C6 + // BoostHealth (0x0004) → idx 3 → 0x06001B05 + // BoostStamina (0x0010) → idx 5 → 0x06001B06 + // Nether (0x1000) → idx 13 (absent) → fallback 0x21 → 0x060011C5 + // none (0x0000) → idx 0 (zero) → fallback 0x21 → 0x060011C5 + Assert.Equal(0x060011CAu, composer.ResolveEffectDid(0x0001u)); + Assert.Equal(0x060011C6u, composer.ResolveEffectDid(0x0002u)); + Assert.Equal(0x06001B05u, composer.ResolveEffectDid(0x0004u)); + Assert.Equal(0x06001B06u, composer.ResolveEffectDid(0x0010u)); + Assert.Equal(0x060011C5u, composer.ResolveEffectDid(0x1000u)); + Assert.Equal(0x060011C5u, composer.ResolveEffectDid(0x0000u)); + } } From 3e019e408a3ad5d21209c4f054b399c716eee524 Mon Sep 17 00:00:00 2001 From: Erik Date: Wed, 17 Jun 2026 18:38:51 +0200 Subject: [PATCH 178/223] feat(D.5.2): IconComposer effect-color + ReplaceColorWhite helpers ReplaceColorWhite (retail SurfaceWindow::ReplaceColor 0x00441530): replaces only pure-white-opaque (RGBA 255,255,255,255) pixels in place. TryGetEffectColor: resolves the effect tile DID via ResolveEffectDid, decodes the RenderSurface, and returns the mean-opaque RGB as the tint color (divergence DR-2: exact retail color byte is decompiler-ambiguous). TryDecode: shared RenderSurface decode helper for the effect path. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/UI/IconComposer.cs | 56 +++++++++++++++++++ .../AcDream.App.Tests/UI/IconComposerTests.cs | 18 ++++++ 2 files changed, 74 insertions(+) diff --git a/src/AcDream.App/UI/IconComposer.cs b/src/AcDream.App/UI/IconComposer.cs index 516b8e9b..68b59ffa 100644 --- a/src/AcDream.App/UI/IconComposer.cs +++ b/src/AcDream.App/UI/IconComposer.cs @@ -51,6 +51,7 @@ public sealed class IconComposer private EnumIDMap? _effectSubMap; private bool _effectResolveTried; private readonly Dictionary _effectDidByIndex = new(); + private readonly Dictionary _effectColorByDid = new(); public IconComposer(DatCollection dats, TextureCache cache) { @@ -125,6 +126,61 @@ public sealed class IconComposer if (_dats.Portal.TryGet(subDid, out var sub)) _effectSubMap = sub; } + /// + /// Retail SurfaceWindow::ReplaceColor (0x00441530) with the icon-composite's + /// fixed source color: replace pixels exactly equal to pure-white-opaque + /// (RGBAColor(1,1,1,1) → 0xFFFFFFFF) with . Mutates in place. + /// + internal static void ReplaceColorWhite(byte[] rgba, int w, int h, (byte r, byte g, byte b, byte a) dest) + { + for (int i = 0; i < w * h; i++) + { + if (rgba[i * 4] == 255 && rgba[i * 4 + 1] == 255 && + rgba[i * 4 + 2] == 255 && rgba[i * 4 + 3] == 255) + { + rgba[i * 4] = dest.r; rgba[i * 4 + 1] = dest.g; + rgba[i * 4 + 2] = dest.b; rgba[i * 4 + 3] = dest.a; + } + } + } + + /// + /// The effect tint color for : the effect tile's mean-opaque + /// color (blue=Magical, green=Poisoned, …). The exact retail color byte is a + /// decompiler-ambiguous SurfaceWindow-header read; the tile IS the per-effect color, so + /// its representative color is the faithful equivalent (divergence DR-2). Cached per DID. + /// + private bool TryGetEffectColor(uint effects, out (byte r, byte g, byte b, byte a) color) + { + color = default; + uint did = ResolveEffectDid(effects); + if (did == 0) return false; + if (_effectColorByDid.TryGetValue(did, out var cached)) { color = cached; return true; } + if (!TryDecode(did, out var d)) return false; + long sr = 0, sg = 0, sb = 0; int n = 0; + for (int i = 0; i < d.Width * d.Height; i++) + { + if (d.Rgba8[i * 4 + 3] == 0) continue; + sr += d.Rgba8[i * 4]; sg += d.Rgba8[i * 4 + 1]; sb += d.Rgba8[i * 4 + 2]; n++; + } + if (n == 0) return false; + var rep = ((byte)(sr / n), (byte)(sg / n), (byte)(sb / n), (byte)255); + _effectColorByDid[did] = rep; + color = rep; + return true; + } + + private bool TryDecode(uint renderSurfaceId, out DecodedTexture decoded) + { + decoded = null!; + if (renderSurfaceId == 0) return false; + if (!_dats.Portal.TryGet(renderSurfaceId, out var rs) && + !_dats.HighRes.TryGet(renderSurfaceId, out rs)) + return false; + decoded = SurfaceDecoder.DecodeRenderSurface(rs, palette: null); + return true; + } + /// Pure alpha-over composite, bottom->top. Layers may differ in size; /// the result is sized to the FIRST (bottom) layer and upper layers are sampled /// top-left aligned (all icon layers are 32x32 in practice). diff --git a/tests/AcDream.App.Tests/UI/IconComposerTests.cs b/tests/AcDream.App.Tests/UI/IconComposerTests.cs index 4a19ed83..2e4ad458 100644 --- a/tests/AcDream.App.Tests/UI/IconComposerTests.cs +++ b/tests/AcDream.App.Tests/UI/IconComposerTests.cs @@ -126,4 +126,22 @@ public class IconComposerTests Assert.Equal(0x060011C5u, composer.ResolveEffectDid(0x1000u)); Assert.Equal(0x060011C5u, composer.ResolveEffectDid(0x0000u)); } + + [Fact] + public void ReplaceColorWhite_replacesOnlyPureWhiteOpaque() + { + // 2x2: [white-opaque, red-opaque, white-transparent, white-opaque] + var px = new byte[] + { + 255,255,255,255, // pure white opaque → replaced + 255, 0, 0,255, // red → untouched + 255,255,255, 0, // white but alpha 0 → untouched (not 0xFFFFFFFF) + 255,255,255,255, // pure white opaque → replaced + }; + IconComposer.ReplaceColorWhite(px, 2, 2, (10, 20, 30, 255)); + Assert.Equal(new byte[] { 10, 20, 30, 255 }, px[0..4]); // replaced + Assert.Equal(new byte[] { 255, 0, 0, 255 }, px[4..8]); // untouched + Assert.Equal(new byte[] { 255, 255, 255, 0 }, px[8..12]); // untouched + Assert.Equal(new byte[] { 10, 20, 30, 255 }, px[12..16]); // replaced + } } From e0dce5aa9fd80fadc0dddebf20cc5eead2e2c313 Mon Sep 17 00:00:00 2001 From: Erik Date: Wed, 17 Jun 2026 18:40:37 +0200 Subject: [PATCH 179/223] feat(D.5.2): IconComposer 2-stage effect composite + 5-arg GetIcon Widen the cache key to (typeUnderlay, icon, underlay, overlay, effects). GetIcon is now a 2-stage composite mirroring retail IconData::RenderIcons (0x0058d180): Stage 1 builds the drag composite (base + overlay) and, when effects != 0, ReplaceColorWhite tints it with the effect tile's mean-opaque color (DR-1: tint SOURCE, not blit; DR-3: zero-effects black path skipped). Stage 2 blits typeUnderlay + custom underlay + drag into the final cached GL texture. Both callers updated: ToolbarController Func arity widened to 6-arg (passes item.Effects); GameWindow closure and OnLiveEntitySpawned EnrichItem call pass spawn.UiEffects. Tree builds with 0 warnings. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/Rendering/GameWindow.cs | 4 +- src/AcDream.App/UI/IconComposer.cs | 42 +++++++++++++------ .../UI/Layout/ToolbarController.cs | 10 ++--- .../AcDream.App.Tests/UI/IconComposerTests.cs | 13 ++++++ 4 files changed, 49 insertions(+), 20 deletions(-) diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index 709822ba..385e1cb1 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -2002,7 +2002,7 @@ public sealed class GameWindow : IDisposable _toolbarController = AcDream.App.UI.Layout.ToolbarController.Bind( toolbarLayout, Items, () => Shortcuts, - iconIds: (type, icon, under, over) => iconComposer.GetIcon(type, icon, under, over), + iconIds: (type, icon, under, over, effects) => iconComposer.GetIcon(type, icon, under, over, effects), useItem: guid => UseItemByGuid(guid), combatState: Combat, peaceDigits: toolbarPeaceDigits, @@ -2646,7 +2646,7 @@ public sealed class GameWindow : IDisposable // WeenieHeader tail so IconComposer composites all icon layers. Items.EnrichItem(spawn.Guid, spawn.IconId, spawn.Name ?? string.Empty, (AcDream.Core.Items.ItemType)(spawn.ItemType ?? 0), - spawn.IconOverlayId, spawn.IconUnderlayId); + spawn.IconOverlayId, spawn.IconUnderlayId, spawn.UiEffects); // Phase A.1 hotfix: live CreateObject handler reads dats extensively // (Setup, GfxObj, Surface, SurfaceTexture) to hydrate the spawned diff --git a/src/AcDream.App/UI/IconComposer.cs b/src/AcDream.App/UI/IconComposer.cs index 68b59ffa..a0182b1f 100644 --- a/src/AcDream.App/UI/IconComposer.cs +++ b/src/AcDream.App/UI/IconComposer.cs @@ -33,7 +33,7 @@ public sealed class IconComposer { private readonly DatCollection _dats; private readonly TextureCache _cache; - private readonly Dictionary<(uint, uint, uint, uint), uint> _byTuple = new(); + private readonly Dictionary<(uint, uint, uint, uint, uint), uint> _byTuple = new(); // ── type-default underlay resolve (EnumIDMap 0x10000004) ───────────────── // Portal MasterMap (0x25000000) maps enum 0x10000004 → submap DID (0x25000008). @@ -210,26 +210,42 @@ public sealed class IconComposer } /// - /// Resolve (and cache) the composited GL texture for an item's icon layers. - /// Returns 0 if no base icon is available. - /// - /// Layer order mirrors retail IconData::RenderIcons (decomp 407524): - /// type-default underlay (OPAQUE) → custom underlay → base icon → custom overlay. - /// The type-default underlay is resolved via the EnumIDMap 0x10000004 chain; - /// its presence ensures filled slots are never transparent. + /// Resolve (and cache) the composited GL texture for an item's icon state. + /// Returns 0 if no base icon. Mirrors retail IconData::RenderIcons (0x0058d180): + /// a DRAG composite (base + custom overlay + effect recolor) blitted over the + /// type-default underlay + custom underlay. The effect tile (enum 0x10000005) is a + /// ReplaceColor tint SOURCE, not a blit layer (DR-1). The 2-stage form is + /// associative-equivalent to a single Compose when effects==0, so D.5.1 visuals are + /// unchanged for non-effect items. /// - public uint GetIcon(ItemType itemType, uint iconId, uint underlayId, uint overlayId) + public uint GetIcon(ItemType itemType, uint iconId, uint underlayId, uint overlayId, uint effects) { if (iconId == 0) return 0; uint typeUnderlayDid = ResolveUnderlayDid(itemType); - var key = (typeUnderlayDid, iconId, underlayId, overlayId); + var key = (typeUnderlayDid, iconId, underlayId, overlayId, effects); if (_byTuple.TryGetValue(key, out var tex)) return tex; + // Stage 1 — retail m_pDragIcon: base + custom overlay, then the effect recolor. + var dragLayers = new List<(byte[] rgba, int w, int h)>(); + AddLayer(dragLayers, iconId); + AddLayer(dragLayers, overlayId); + (byte[] rgba, int w, int h)? drag = null; + if (dragLayers.Count > 0) + { + var composed = Compose(dragLayers); + // Effect recolor only when an effect bit is set. Retail nominally also runs the + // effects==0 black-fallback recolor; we skip it (DR-3: white→black on every item + // is a likely no-op but a regression risk, pending visual/cdb confirmation). + if (effects != 0 && TryGetEffectColor(effects, out var ec)) + ReplaceColorWhite(composed.rgba, composed.w, composed.h, ec); + drag = composed; + } + + // Stage 2 — retail m_pIcon: type-default underlay (opaque) + custom underlay + drag. var layers = new List<(byte[] rgba, int w, int h)>(); - AddLayer(layers, typeUnderlayDid); // OPAQUE bottom; sizes the 32x32 output + AddLayer(layers, typeUnderlayDid); AddLayer(layers, underlayId); - AddLayer(layers, iconId); - AddLayer(layers, overlayId); + if (drag is { } d) layers.Add(d); if (layers.Count == 0) return 0; var (rgba, w, h) = Compose(layers); diff --git a/src/AcDream.App/UI/Layout/ToolbarController.cs b/src/AcDream.App/UI/Layout/ToolbarController.cs index 5ebd61da..f33ddfe2 100644 --- a/src/AcDream.App/UI/Layout/ToolbarController.cs +++ b/src/AcDream.App/UI/Layout/ToolbarController.cs @@ -51,7 +51,7 @@ public sealed class ToolbarController private readonly UiElement?[] _combatIndicators = new UiElement?[CombatIndicatorIds.Length]; private readonly ItemRepository _repo; private readonly Func> _shortcuts; - private readonly Func _iconIds; // (itemType, iconId, underlayId, overlayId) → GL tex + private readonly Func _iconIds; // (itemType, icon, underlay, overlay, effects) → GL tex private readonly Action _useItem; // guid → fire UseObject // Digit sprite DID arrays for slot labels (top row, numbers 1-9). @@ -70,7 +70,7 @@ public sealed class ToolbarController ImportedLayout layout, ItemRepository repo, Func> shortcuts, - Func iconIds, + Func iconIds, Action useItem, CombatState? combatState, uint[]? peaceDigits, @@ -123,7 +123,7 @@ public sealed class ToolbarController /// Imported toolbar layout (LayoutDesc 0x21000016). /// Live item repository — must stay alive for the controller's lifetime. /// Provider for the current shortcut bar list. - /// Resolves (itemType, iconId, underlayId, overlayId) → GL texture handle. + /// Resolves (itemType, iconId, underlayId, overlayId, effects) → GL texture handle. /// Callback fired when a bound slot is clicked; receives the item guid. /// /// Optional live combat state — when provided, the toolbar subscribes to @@ -148,7 +148,7 @@ public sealed class ToolbarController ImportedLayout layout, ItemRepository repo, Func> shortcuts, - Func iconIds, + Func iconIds, Action useItem, CombatState? combatState = null, uint[]? peaceDigits = null, @@ -183,7 +183,7 @@ public sealed class ToolbarController var item = _repo.GetItem(sc.ObjectGuid); if (item is null) continue; // deferred: ItemAdded will re-call Populate - uint tex = _iconIds(item.Type, item.IconId, item.IconUnderlayId, item.IconOverlayId); + uint tex = _iconIds(item.Type, item.IconId, item.IconUnderlayId, item.IconOverlayId, item.Effects); list.Cell.SetItem(sc.ObjectGuid, tex); } diff --git a/tests/AcDream.App.Tests/UI/IconComposerTests.cs b/tests/AcDream.App.Tests/UI/IconComposerTests.cs index 2e4ad458..a953e843 100644 --- a/tests/AcDream.App.Tests/UI/IconComposerTests.cs +++ b/tests/AcDream.App.Tests/UI/IconComposerTests.cs @@ -144,4 +144,17 @@ public class IconComposerTests Assert.Equal(new byte[] { 255, 255, 255, 0 }, px[8..12]); // untouched Assert.Equal(new byte[] { 10, 20, 30, 255 }, px[12..16]); // replaced } + + [Fact] + public void TwoStageWithEffect_recolorsWhiteBeforeUnderlay() + { + // drag = base (white pixel) over overlay (none); recolor white→blue; then over + // an opaque tawny underlay. The white pixel must become blue in the final. + var baseIcon = (new byte[] { 255,255,255,255 }, 1, 1); // 1x1 white opaque + var drag = IconComposer.Compose(new[] { baseIcon }); + IconComposer.ReplaceColorWhite(drag.rgba, drag.w, drag.h, (0, 0, 255, 255)); // blue + var underlay = (new byte[] { 105, 70, 50, 255 }, 1, 1); // tawny opaque + var final = IconComposer.Compose(new[] { underlay, (drag.rgba, drag.w, drag.h) }); + Assert.Equal(new byte[] { 0, 0, 255, 255 }, final.rgba); // blue on top + } } From 2f789da73d69b49addd3d1bdb493fb7571f2c5e5 Mon Sep 17 00:00:00 2001 From: Erik Date: Wed, 17 Jun 2026 18:47:54 +0200 Subject: [PATCH 180/223] feat(D.5.2): route live UiEffects updates (0x02CE) to the item icon MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Subscribe ObjectIntPropertyUpdated (added in Group C Task 4) in GameWindow next to the existing VitalUpdated/VitalCurrentUpdated subscriptions. Routes PublicUpdatePropertyInt(0x02CE) UiEffects (property 18) → ItemRepository. UpdateIntProperty → ItemInstance.Effects → ItemPropertiesUpdated → UiItemSlot re-composites the icon in real time. The end-to-end path is the visual- verification acceptance test (live ACE server + a draining magical item). Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/Rendering/GameWindow.cs | 8 ++++++++ 1 file changed, 8 insertions(+) diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index 385e1cb1..8439d051 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -2631,6 +2631,14 @@ public sealed class GameWindow : IDisposable LocalPlayer.OnVitalUpdate(v.VitalId, v.Ranks, v.Start, v.Xp, v.Current); _liveSession.VitalCurrentUpdated += v => LocalPlayer.OnVitalCurrent(v.VitalId, v.Current); + + // D.5.2: live PublicUpdatePropertyInt(0x02CE). Route UiEffects (18) to the item + // repository so a draining/charging item re-composites its icon in real time. + _liveSession.ObjectIntPropertyUpdated += u => + { + if (u.Property == AcDream.Core.Items.ItemRepository.UiEffectsPropertyId) + Items.UpdateIntProperty(u.Guid, u.Property, u.Value); + }; } /// From 73adc3768cc614197d62eded419d3ea0b22cd91c Mon Sep 17 00:00:00 2001 From: Erik Date: Wed, 17 Jun 2026 18:52:15 +0200 Subject: [PATCH 181/223] docs(D.5.2): retire IA-16, add IA-18/AP-43..45, roadmap + memory MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Divergence register: - Retire IA-16 (item-icon composite PARTIAL — D.5.2 now complete). - Add IA-18 (effect overlay = ReplaceColor tint SOURCE, faithful retail behavior; anti-regression guard — do NOT re-implement as a blit layer; cites IconData::RenderIcons 0x0058d180 + ReplaceColor 0x00441530). - Add AP-43 (effect tint = mean-opaque color; exact retail byte decompiler-ambiguous, visual/cdb confirmation pending). - Add AP-44 (effects==0 black-fallback recolor skipped; regression-risk avoidance, pending visual/cdb confirm). - Add AP-45 (0x02CE sequence byte not honored, latest-wins). Section header counts updated: IA 15→17, AP 41→44. Roadmap: mark D.5.2 shipped (419c3ac..2f789da; appraise dropped as no-op; effect recolor + live 0x02CE). Tests: update ToolbarControllerTests iconIds lambda arity 4→5 to match the D.5.2 GetIcon signature change (was caught by the build). Memory: project_d2b_retail_ui.md updated with D.5.2 shipped entry (via claude-memory symlink to ~/.claude/projects/.../memory/). Co-Authored-By: Claude Opus 4.8 (1M context) --- .../retail-divergence-register.md | 9 ++++--- docs/plans/2026-04-11-roadmap.md | 2 +- .../UI/Layout/ToolbarControllerTests.cs | 24 +++++++++---------- 3 files changed, 19 insertions(+), 16 deletions(-) diff --git a/docs/architecture/retail-divergence-register.md b/docs/architecture/retail-divergence-register.md index 8bcc0940..6b6a9b20 100644 --- a/docs/architecture/retail-divergence-register.md +++ b/docs/architecture/retail-divergence-register.md @@ -37,7 +37,7 @@ accepted-divergence entries (#96, #49, #50). --- -## 1. Intentional architecture (IA) — 15 rows +## 1. Intentional architecture (IA) — 17 rows | # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle | |---|---|---|---|---|---| @@ -56,8 +56,8 @@ accepted-divergence entries (#96, #49, #50). | IA-13 | GameEventType registry deliberately omits event types retail ignores; unknown events fall through unhandled | `src/AcDream.Core.Net/Messages/GameEventType.cs:11` | Retail also ignores them — dropping matches retail by construction | If the "retail ignores X" judgment is wrong for any opcode (or a server mod uses one), the event is silently dropped with no diagnostic pointing at the omission | retail GameEvent dispatch (ignored-event set) | | IA-14 | Rendering + dat-handling base is WorldBuilder's tested port, not a fresh retail-decomp port (Phase N.4/O design stance) | `docs/architecture/worldbuilder-inventory.md` (code at `src/AcDream.{Core,App}/Rendering/Wb/`) | WB visually verified on the AC world, MIT, same stack; known WB↔retail deltas resolved case-by-case — terrain split kept retail `FSplitNESW` (**#51**, pinned by `SplitFormulaDivergenceTest`), scenery drift accepted (AP-31) | A WB-upstream divergence not yet caught ships silently as "our" behavior; guard = the inventory doc's 🟢/🔴 split + per-formula divergence tests | retail decomp per algorithm; `tests/.../SplitFormulaDivergenceTest.cs` | | IA-15 | D.2b retail UI is our own UiHost/UiElement retained-mode tree drawing dat-sprite window frames, not a byte-port of keystone.dll's LayoutDesc binary tree. Both the vitals window (`LayoutDesc 0x2100006C`) and the chat window (`LayoutDesc 0x21000006`) are rendered by the LayoutDesc importer; `UiNineSlicePanel`/`RetailChromeSprites` now back only plugin panels | `src/AcDream.App/UI/Layout/LayoutImporter.cs` (vitals + chat) + `src/AcDream.App/UI/Layout/ChatWindowController.cs` | keystone.dll has no PDB/decomp so a byte-port is impossible by definition; we mirror retail's ElementDesc field model + controls.ini tokens, and the chrome sprites ARE the real dat RenderSurfaces (Step-0 prove-out 2026-06-14 confirmed 0x06004CC2 center + 0x060074BF..C6 bevel). The 8-piece edge/corner→position mapping is DATA-DRIVEN from the dat: the `LayoutImporter` reads `LayoutDesc 0x2100006C`/`0x21000006` and resolves chrome element positions + sprite ids directly from parsed dat fields; vitals locked by the conformance fixture `tests/AcDream.App.Tests/UI/Layout/fixtures/vitals_2100006C.json` | Remaining residual risk: anchor resolution at non-800×600 and the controls.ini cascade still lack an oracle — layout scaling at non-reference resolution and stylesheet token inheritance differ silently | `LayoutDesc 0x2100006C`/`0x21000006` (SHIPPED); `docs/research/2026-06-15-layoutdesc-format.md`; controls.ini tokens; keystone.dll layout eval (no PDB) | -| IA-16 | Item-icon composite is PARTIAL — layers 1-4 (type-default underlay via EnumIDMap 0x10000004 + custom underlay/base/overlay) only; the effect-overlay layer (0x10000005 by _effects) and the overlay ReplaceColor tint are DEFERRED to D.5.2 | `src/AcDream.App/UI/IconComposer.cs` | Layers 1-4 cover the common item (opaque tile + base icon); the effect glow + overlay tint are state-overlays for charged/enchanted items. Full system handed off: docs/research/2026-06-17-stateful-icon-system-handoff.md (D.5.2) | An item whose distinctive look is the effect glow or the tinted overlay renders without it (the pinned-scroll "missing overlay" symptom). Retired when D.5.2 lands the effect layer + tint + appraise-driven re-composition | `IconData::RenderIcons` acclient_2013_pseudo_c.txt:407524 (layer 5 GetByEnum 0x10000005 @407575; ReplaceColor @407614) | | IA-17 | Toolbar window FRAME is toolkit-supplied (per-window UiNineSlicePanel 8-piece bevel, drawn over content via UiElement.OnDrawAfterChildren) rather than the window-manager-owned chrome retail paints uniformly around every window | `src/AcDream.App/Rendering/GameWindow.cs` (toolbar mount) + `src/AcDream.App/UI/UiNineSlicePanel.cs` | LayoutDesc 0x21000016 has NO baked frame; retail's toolbar frame is window-manager chrome (keystone.dll). We draw the same reusable 8-piece bevel chat/vitals use; border drawn over content so the toolbar's 2px-wide row-2 right cap (W=8) can't poke through. Same pattern as the chat window. | Until a central window manager owns chrome uniformly, per-window wraps can drift (size/offset/z-order) from each other and from retail; the border-over-content rule is the toolkit's, not the WM's | gmToolbarUI WM chrome (keystone.dll, no PDB); no bevel ids in LayoutDesc 0x21000016 (toolbar dump) | +| IA-18 | Effect overlay tile (enum 0x10000005) is used as a `ReplaceColor` tint SOURCE — white pixels in the composited drag icon are replaced with the tile's representative color; the tile itself is NOT blitted as an additional layer. This IS faithful retail behavior (`IconData::RenderIcons` 0x0058d180 / `SurfaceWindow::ReplaceColor` 0x00441530). **Anti-regression: do NOT re-implement this as a separate blit layer.** | `src/AcDream.App/UI/IconComposer.cs` (`GetIcon`) | Faithful port of `IconData::RenderIcons` @407575 / `ReplaceColor` @407614; confirmed in `docs/research/2026-06-17-stateful-icon-RESOLVED.md`. Recorded here as a guard against a future dev "fixing" it back to a blit. | A blit-layer re-implementation would show the tile's colors additively over the icon instead of recoloring the base white highlights — wrong effect look, masked by the fact that the tile IS mostly the right color but composites differently | `IconData::RenderIcons` acclient_2013_pseudo_c.txt:407524; `ReplaceColor` @407614 (fixed src=white); `docs/research/2026-06-17-stateful-icon-RESOLVED.md` | --- @@ -96,7 +96,7 @@ accepted-divergence entries (#96, #49, #50). --- -## 3. Documented approximation (AP) — 41 rows +## 3. Documented approximation (AP) — 44 rows | # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle | |---|---|---|---|---|---| @@ -142,6 +142,9 @@ accepted-divergence entries (#96, #49, #50). | AP-40 | Single default translucency for the chat window chrome; no focused/unfocused opacity transition; dat font face/size taken from the vitals `vitalsDatFont` (same dat font, not a chat-specific size lookup) | `src/AcDream.App/Rendering/GameWindow.cs` (chatController binding line) | Retail fades the chat window to ~80% alpha when unfocused (`gmMainChatUI::UpdateAlpha @0x4cdea0`); the opacity animation deferred to the Plan-2 window-manager input integration; sharing `vitalsDatFont` is safe — retail uses the same AC-default font for both | The chat window is always fully opaque/same-font rather than subtly fading when idle; no wrong text, but the focused/unfocused breathing rhythm is absent | `gmMainChatUI::UpdateAlpha` @0x4cdea0; `UCF::SetAceFont @0x4d3940` | | AP-41 | Scrollbar thumb 3-slice cap fallback only: single-tile draw (`0x06004C63`) used only when `ThumbTopSprite`/`ThumbBotSprite` are unset; the chat controller passes all three cap ids so the 3-slice path is drawn in practice | `src/AcDream.App/UI/UiScrollbar.cs:35` | The fallback single-tile path is unreachable when caps are bound (chat controller always sets them); the 3-slice path is the active code path | Only if a future caller omits the cap ids will the fallback fire — no visual regression in the chat window | `UIElement_Scrollbar::UpdateLayout @0x4710d0`; cap sprites `0x06004C60` (top) + `0x06004C66` (bottom) from base layout `0x2100003E` | | AP-42 | `UiMenu` item model is flat (label + opaque payload, single-level popup); retail `UIElement_Menu::MakePopup @0x46d310` supports hierarchical nested submenus via recursive popup chain | `src/AcDream.App/UI/UiMenu.cs` | The chat talk-focus menu is single-level (14 rows, 2 columns, no submenu); hierarchy is latent and unreachable through the chat window — no behavioral difference in the current usage | A future menu with nested submenus would render flat (only the top-level items drawn, no drill-down) | `UIElement_Menu::MakePopup` @0x46d310 | +| AP-43 | Effect tint color = the effect tile's mean-opaque RGB (average of non-transparent pixels); the exact retail color is an `effectTile + 0xac` pointer reinterpreted as `RGBAColor` — decompiler-ambiguous in the BN pseudo-C (field offset vs pointer). Visual/cdb confirmation pending (D.5.2 lever: DR-2) | `src/AcDream.App/UI/IconComposer.cs` (`TryGetEffectColor`) | The tile IS the per-effect coloring authority (Magical=blue, Poisoned=green, …); its mean-opaque color is the representative color. The ambiguity only affects hue saturation slightly. | Effect tints could be subtly wrong vs retail (too washed-out or oversaturated) if the header field is a precomputed key color rather than the pixel mean — visible on items with distinctive effect glows | `IconData::RenderIcons` 0x0058d180 (`effectTile+0xac` usage); `docs/research/2026-06-17-stateful-icon-RESOLVED.md` | +| AP-44 | The `effects==0` black-fallback recolor retail nominally runs (white→black on every item when no effect bit is set) is SKIPPED; we gate on `effects != 0` | `src/AcDream.App/UI/IconComposer.cs` (`GetIcon` `effects != 0` gate) | The white→black recolor on a no-effect item is presumed a no-op in practice (items without magic are unlikely to have white-opaque pixels in the base icon); skipping avoids a regression risk pending visual/cdb confirmation (DR-3). Filed as a known deviation — not an oversight. | If retail does darken non-effect items' white highlights, those highlights will appear brighter than retail until a cdb session confirms or refutes | `IconData::RenderIcons` 0x0058d180 (fallback-0x21 path leads to ReplaceColor with a near-black tile) | +| AP-45 | `PublicUpdatePropertyInt (0x02CE)` sequence byte parsed-past but not honored; last update wins (no freshness check against sequence number) | `src/AcDream.Core.Net/Messages/PublicUpdatePropertyInt.cs` | Loopback ACE rarely reorders; latest-wins matches `PrivateUpdateVital`/`UpdatePosition`'s existing non-sequence behavior. Sequence tracking added when needed alongside TS-26. | A reordered 0x02CE on a real network could apply a stale UiEffects value — item icon temporarily shows the wrong effect state, corrected on next update | `PublicUpdatePropertyInt` sequence byte (ACE GameMessagePublicUpdatePropertyInt) | --- diff --git a/docs/plans/2026-04-11-roadmap.md b/docs/plans/2026-04-11-roadmap.md index b7fe34f2..15d98f6a 100644 --- a/docs/plans/2026-04-11-roadmap.md +++ b/docs/plans/2026-04-11-roadmap.md @@ -432,7 +432,7 @@ behavior. Estimated 17–26 days focused work, 3–5 weeks calendar. - **✓ SHIPPED — D.4 — Dat sprites + 9-slice panel backgrounds.** Shipped 2026-06-14 with D.2b. `TextureCache.GetOrUploadRenderSurface(id, out w, out h)` decodes `RenderSurface` (`0x06xxxxxx`) **directly** (not via the Surface→SurfaceTexture chain — the prove-out finding) → GL `Texture2D`; `DrawSprite` (explicit UV-rect, per-texture batch) added to `TextRenderer` + `UiRenderContext` + a `uUseTexture=2` RGBA frag branch; `UiNineSlicePanel` composes the universal 8-piece bevel (corners `0x060074C3..C6`, edges `0x060074BF/C0/C1/C2`, center `0x06004CC2`). Remaining art polish: the glassy gradient bar fill sprite (D.2b polish). - **D.5 — Core panels.** Attributes (`chunk_00470000.c:FUN_0047ba70`), Skills (same), Paperdoll (`chunk_004A0000.c:FUN_004A5200`), Inventory, Spellbook (`chunk_004C0000.c`), Fellowship, Allegiance. Each uses the port sketches in slice 05. **(Targets `AcDream.UI.Abstractions` — ships with D.2a using ImGui-rendered widgets; reskinned by D.2b.)** The *chat* panel originally listed under D.5 shipped early in Phase I (I.4 input + I.7 combat translator superseded the chat-panel design here); this entry now covers Attributes / Skills / Paperdoll / Inventory / Spellbook / Fellowship / Allegiance only. - **✓ SHIPPED — D.5.1 — Toolbar (action bar).** Shipped 2026-06-16/17 (`30b28c2`→`0e7a083`, branch claude/hopeful-maxwell-214a12). First data-driven *game* panel: `gmToolbarUI` (`LayoutDesc 0x21000016`) — 18 shortcut slots from the persisted `PlayerDescription` SHORTCUT block, real **composited** item icons (opaque type-default underlay via the `EnumIDMap 0x10000004` resolve), **occupancy-gated slot numbers 1–9** (occupied = dark-box peace/war `0x10000042/43`; empty = background `0x1000005e` from cell composite `0x10000341`), **click-to-use** (`ItemHolder::UseObject` → `0x0036`), **peace/war stance** indicator live-wired to `CombatState`, **movable**, and a **chrome frame** (UiNineSlicePanel drawn over content via the new `UiElement.OnDrawAfterChildren` hook). New shared widgets `UiItemSlot` (`UIElement_UIItem` 0x10000032, procedural leaf) + `UiItemList` (`UIElement_ItemList` 0x10000031, factory branch) + `IconComposer` (CPU layered composite). `CreateObject.TryParse` extended to the full ACE-order weenie-header tail to capture `IconId`/`IconOverlay`/`IconUnderlay` → `ItemRepository.EnrichItem` → re-render. Spec/plan `docs/superpowers/{specs,plans}/2026-06-16-d2b-toolbar-phase1*.md`; research drop `docs/research/2026-06-16-*deep-dive.md` + synthesis. Divergence IA-16/IA-17 added. **User-confirmed** (numbers, icons, frame). Per-task spec+code-review throughout. -- **D.5.2 — Stateful item-icon system [NEXT — handoff ready].** The full retail icon composite (`IconData::RenderIcons` @407524, 5 layers). D.5.1 built layers 1–4 (type-default underlay + custom underlay/base/overlay) + the `CreateObject` parse. **Remaining:** the effect layer (`_effects`→`GetByEnum 0x10000005`, the "item with mana vs out-of-mana" state), the overlay `ReplaceColor` tint, and **appraise-driven enrichment + icon re-composition** (overlay/effects likely arrive at Appraise `0x00C9`, not the bare `CreateObject` — capture with WireMCP first). Shared by inventory/equipment/vendor/trade — do before those panels. **Handoff: [`docs/research/2026-06-17-stateful-icon-system-handoff.md`](../research/2026-06-17-stateful-icon-system-handoff.md).** +- **✓ SHIPPED — D.5.2 — Stateful item-icon system.** Shipped 2026-06-17 (`419c3ac`..`2f789da`, branch claude/hopeful-maxwell-214a12). Full retail icon composite (`IconData::RenderIcons` @407524, 5 layers + recolor): (1) `UiEffects` bitfield captured from `CreateObject` weenie header (was discarded) → `ItemInstance.Effects`; (2) `IconComposer.GetIcon` rewritten as a 2-stage composite — Stage 1 = drag icon (base + overlay) + effect `ReplaceColor` tint (tile from `EnumIDMap 0x10000005` submap, mean-opaque color → white pixels recolored), Stage 2 = underlay + drag; (3) `PublicUpdatePropertyInt (0x02CE)` parser + `WorldSession.ObjectIntPropertyUpdated` event + `GameWindow` subscription → `ItemRepository.UpdateIntProperty` → icon re-composites live. **Appraise (`0x00C9`) carries NO icon data** (WireMCP confirmed, no overlay/effects in appraise payload) — dropped from scope as a no-op. Retire IA-16 (partial composite); add IA-18 (ReplaceColor anti-regression), AP-43 (effect mean-color), AP-44 (effects==0 recolor skipped), AP-45 (0x02CE sequence not honored). Spec: `docs/superpowers/specs/2026-06-17-d2b-stateful-icon-design.md`; plan: `docs/superpowers/plans/2026-06-17-d2b-stateful-icon.md`; research: `docs/research/2026-06-17-stateful-icon-RESOLVED.md`. - **D.5.3 — Toolbar interactivity [NEXT].** The toolbar is the **selected-object display**: wire the B.4 `WorldPicker`/selection state → the two hidden meters (`0x100001A1` health / `0x100001A2` mana) + the stack slider (`0x100001A4`) + the object-name line, so the bar shows what the player has selected in the world. (Click-to-use + the peace/war stance indicator already landed in D.5.1.) - **D.5.4+ — remaining core panels.** Inventory (`gmInventoryUI`/`gmBackpackUI`), equipment/paperdoll (`gmPaperDollUI`/`gm3DItemsUI` + the `UiViewport` 3D doll), spellbook, etc. — research drop done (`docs/research/2026-06-16-*`); depends on D.5.2 (the stateful icon) + the item-slot/list spine (shipped in D.5.1) + the window manager. Deferred from D.5.1: drag/reorder, the AddShortcut/RemoveShortcut mutate wire, spell shortcuts, the faithful grip/dragbar window manager. - **D.6 — HUD.** Vital orbs (scissor-rect partial fill, dat sprites `0x060013B2`), radar (`0x06001388` / `0x06004CC1`, 1.18× range factor), compass strip (scrolling U), target name plate, damage floaters, selection indicator. See slice 06. **(Targets `AcDream.UI.Abstractions` — ships with D.2a; reskinned by D.2b.)** Phase I.2 retired the StbTrueTypeSharp `DebugOverlay` but kept `TextRenderer` + `BitmapFont` alive specifically for D.6's world-space HUD elements (damage floaters, name plates) — they need raw GL text drawing that ImGui can't reach into the 3D scene. diff --git a/tests/AcDream.App.Tests/UI/Layout/ToolbarControllerTests.cs b/tests/AcDream.App.Tests/UI/Layout/ToolbarControllerTests.cs index 91c14e46..d8d0a6f9 100644 --- a/tests/AcDream.App.Tests/UI/Layout/ToolbarControllerTests.cs +++ b/tests/AcDream.App.Tests/UI/Layout/ToolbarControllerTests.cs @@ -53,7 +53,7 @@ public class ToolbarControllerTests { new(Index: 0, ObjectGuid: 0x5001u, SpellId: 0, Layer: 0) }; ToolbarController.Bind(layout, repo, () => shortcuts, - iconIds: (_,_,_,_) => 0x77u, useItem: _ => { }); + iconIds: (_,_,_,_,_) => 0x77u, useItem: _ => { }); Assert.Equal(0x5001u, slots[Row1[0]].Cell.ItemId); Assert.Equal(0x77u, slots[Row1[0]].Cell.IconTexture); @@ -69,7 +69,7 @@ public class ToolbarControllerTests { new(Index: 2, ObjectGuid: 0x5002u, SpellId: 0, Layer: 0) }; ToolbarController.Bind(layout, repo, () => shortcuts, - iconIds: (_,_,_,_) => 0x88u, useItem: _ => { }); + iconIds: (_,_,_,_,_) => 0x88u, useItem: _ => { }); Assert.Equal(0u, slots[Row1[2]].Cell.ItemId); // not bound yet repo.AddOrUpdate(new ItemInstance { ObjectId = 0x5002u, WeenieClassId = 1u, IconId = 0x06005678u }); @@ -88,7 +88,7 @@ public class ToolbarControllerTests uint used = 0; ToolbarController.Bind(layout, repo, () => shortcuts, - iconIds: (_,_,_,_) => 0x77u, useItem: g => used = g); + iconIds: (_,_,_,_,_) => 0x77u, useItem: g => used = g); // UiEvent is a positional record struct: (SourceId, Target, Type, Data0..3, Payload) slots[Row1[0]].Cell.OnEvent(new UiEvent(0u, null, UiEventType.MouseDown)); @@ -110,7 +110,7 @@ public class ToolbarControllerTests ToolbarController.Bind(layout, repo, () => Array.Empty(), - iconIds: (_,_,_,_) =>0u, useItem: _ => { }); + iconIds: (_,_,_,_,_) =>0u, useItem: _ => { }); // Only peace indicator (index 0 = 0x10000192) is visible. Assert.True (indicators[0x10000192u].Visible, "peace indicator should be visible after bind"); @@ -130,7 +130,7 @@ public class ToolbarControllerTests var ctrl = ToolbarController.Bind(layout, repo, () => Array.Empty(), - iconIds: (_,_,_,_) =>0u, useItem: _ => { }); + iconIds: (_,_,_,_,_) =>0u, useItem: _ => { }); ctrl.SetCombatMode(CombatMode.Melee); @@ -152,7 +152,7 @@ public class ToolbarControllerTests ToolbarController.Bind(layout, repo, () => Array.Empty(), - iconIds: (_,_,_,_) =>0u, useItem: _ => { }, + iconIds: (_,_,_,_,_) =>0u, useItem: _ => { }, combatState: combat); // Initially NonCombat after bind. @@ -191,7 +191,7 @@ public class ToolbarControllerTests ToolbarController.Bind(layout, repo, () => Array.Empty(), - iconIds: (_,_,_,_) => 0u, useItem: _ => { }, + iconIds: (_,_,_,_,_) => 0u, useItem: _ => { }, peaceDigits: FakePeace, warDigits: FakeWar); // Top row: ShortcutNum == slot index, peace == true. @@ -216,7 +216,7 @@ public class ToolbarControllerTests var repo = new ItemRepository(); var ctrl = ToolbarController.Bind(layout, repo, () => Array.Empty(), - iconIds: (_,_,_,_) => 0u, useItem: _ => { }, + iconIds: (_,_,_,_,_) => 0u, useItem: _ => { }, peaceDigits: FakePeace, warDigits: FakeWar); ctrl.SetCombatMode(CombatMode.Melee); @@ -243,7 +243,7 @@ public class ToolbarControllerTests var repo = new ItemRepository(); var ctrl = ToolbarController.Bind(layout, repo, () => Array.Empty(), - iconIds: (_,_,_,_) => 0u, useItem: _ => { }, + iconIds: (_,_,_,_,_) => 0u, useItem: _ => { }, peaceDigits: FakePeace, warDigits: FakeWar); ctrl.SetCombatMode(CombatMode.Melee); @@ -265,7 +265,7 @@ public class ToolbarControllerTests ToolbarController.Bind(layout, repo, () => Array.Empty(), - iconIds: (_,_,_,_) => 0u, useItem: _ => { }, + iconIds: (_,_,_,_,_) => 0u, useItem: _ => { }, peaceDigits: FakePeace, warDigits: FakeWar); foreach (var id in Row1) @@ -287,7 +287,7 @@ public class ToolbarControllerTests ToolbarController.Bind(layout, repo, () => Array.Empty(), - iconIds: (_,_,_,_) => 0u, useItem: _ => { }, + iconIds: (_,_,_,_,_) => 0u, useItem: _ => { }, peaceDigits: FakePeace, warDigits: FakeWar, emptyDigits: FakeEmpty); foreach (var id in Row1) @@ -308,7 +308,7 @@ public class ToolbarControllerTests ToolbarController.Bind(layout, repo, () => Array.Empty(), - iconIds: (_,_,_,_) => 0u, useItem: _ => { }, + iconIds: (_,_,_,_,_) => 0u, useItem: _ => { }, peaceDigits: FakePeace, warDigits: FakeWar, emptyDigits: null); foreach (var id in Row1) From 702d6e1e90487060bf07b584a1bf45d743787501 Mon Sep 17 00:00:00 2001 From: Erik Date: Wed, 17 Jun 2026 19:02:03 +0200 Subject: [PATCH 182/223] test(D.5.2): lock effects-clears-to-zero contract (final-review polish) The 'item with mana vs out of mana' core promise: a draining item whose UiEffects clears to 0 returns to its base icon. Guards EnrichItem + UpdateIntProperty unconditional-assign against a future != 0 regression. Co-Authored-By: Claude Opus 4.8 (1M context) --- .../Items/ItemRepositoryTests.cs | 27 +++++++++++++++++++ 1 file changed, 27 insertions(+) diff --git a/tests/AcDream.Core.Tests/Items/ItemRepositoryTests.cs b/tests/AcDream.Core.Tests/Items/ItemRepositoryTests.cs index 0ee2631d..9db4a454 100644 --- a/tests/AcDream.Core.Tests/Items/ItemRepositoryTests.cs +++ b/tests/AcDream.Core.Tests/Items/ItemRepositoryTests.cs @@ -171,4 +171,31 @@ public sealed class ItemRepositoryTests var repo = new ItemRepository(); Assert.False(repo.UpdateIntProperty(0xDEADBEEFu, 18u, 1)); } + + [Fact] + public void UpdateIntProperty_uiEffectsClearedToZero_clearsEffects() + { + // The core "item with mana vs out of mana" promise: a draining item whose + // UiEffects clears to 0 must return to its base (un-tinted) icon. Guards + // against a future `if (value != 0)` regression on the unconditional assign. + var repo = new ItemRepository(); + repo.AddOrUpdate(new ItemInstance { ObjectId = 0x500000ACu, Effects = 0x1u }); + repo.UpdateIntProperty(0x500000ACu, ItemRepository.UiEffectsPropertyId, value: 0x1); + Assert.Equal(0x1u, repo.GetItem(0x500000ACu)!.Effects); + repo.UpdateIntProperty(0x500000ACu, ItemRepository.UiEffectsPropertyId, value: 0); + Assert.Equal(0u, repo.GetItem(0x500000ACu)!.Effects); + } + + [Fact] + public void EnrichItem_effectsZero_clearsPriorEffects() + { + // A re-spawn (CreateObject) of a now-inert item carries effects=0; it must + // clear a previously-set effect (unconditional assign, not gated on != 0). + var repo = new ItemRepository(); + repo.AddOrUpdate(new ItemInstance { ObjectId = 0x500000ADu, Effects = 0x1u }); + bool ok = repo.EnrichItem(0x500000ADu, iconId: 0x06001234u, name: "Wand", + type: ItemType.Caster, effects: 0u); + Assert.True(ok); + Assert.Equal(0u, repo.GetItem(0x500000ADu)!.Effects); + } } From 40c97a53ace25f629a908a997dde6d6c599df7eb Mon Sep 17 00:00:00 2001 From: Erik Date: Wed, 17 Jun 2026 22:54:15 +0200 Subject: [PATCH 183/223] fix(D.5.2): always run effect recolor (effects==0 -> black) to match retail Visual verification caught it: a no-mana scroll's icon edges are BLACK in retail but rendered WHITE in acdream. Cause = the effects!=0 gate (registered AP-44) that skipped retail's effects==0 recolor. Retail's effect tile is non-null even for effects==0 (the 0x21 SOLID-BLACK fallback 0x060011C5), so RenderIcons recolors pure-white pixels to black on mundane items and to the effect hue on magical ones. Remove the gate (always recolor); retire AP-44 (now faithful). TryGetEffectColor made internal + a golden test pins effects==0 -> ~black. Co-Authored-By: Claude Opus 4.8 (1M context) --- .../retail-divergence-register.md | 3 +-- src/AcDream.App/UI/IconComposer.cs | 19 +++++++++++-------- .../AcDream.App.Tests/UI/IconComposerTests.cs | 18 ++++++++++++++++++ 3 files changed, 30 insertions(+), 10 deletions(-) diff --git a/docs/architecture/retail-divergence-register.md b/docs/architecture/retail-divergence-register.md index 6b6a9b20..9527df41 100644 --- a/docs/architecture/retail-divergence-register.md +++ b/docs/architecture/retail-divergence-register.md @@ -96,7 +96,7 @@ accepted-divergence entries (#96, #49, #50). --- -## 3. Documented approximation (AP) — 44 rows +## 3. Documented approximation (AP) — 43 rows | # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle | |---|---|---|---|---|---| @@ -143,7 +143,6 @@ accepted-divergence entries (#96, #49, #50). | AP-41 | Scrollbar thumb 3-slice cap fallback only: single-tile draw (`0x06004C63`) used only when `ThumbTopSprite`/`ThumbBotSprite` are unset; the chat controller passes all three cap ids so the 3-slice path is drawn in practice | `src/AcDream.App/UI/UiScrollbar.cs:35` | The fallback single-tile path is unreachable when caps are bound (chat controller always sets them); the 3-slice path is the active code path | Only if a future caller omits the cap ids will the fallback fire — no visual regression in the chat window | `UIElement_Scrollbar::UpdateLayout @0x4710d0`; cap sprites `0x06004C60` (top) + `0x06004C66` (bottom) from base layout `0x2100003E` | | AP-42 | `UiMenu` item model is flat (label + opaque payload, single-level popup); retail `UIElement_Menu::MakePopup @0x46d310` supports hierarchical nested submenus via recursive popup chain | `src/AcDream.App/UI/UiMenu.cs` | The chat talk-focus menu is single-level (14 rows, 2 columns, no submenu); hierarchy is latent and unreachable through the chat window — no behavioral difference in the current usage | A future menu with nested submenus would render flat (only the top-level items drawn, no drill-down) | `UIElement_Menu::MakePopup` @0x46d310 | | AP-43 | Effect tint color = the effect tile's mean-opaque RGB (average of non-transparent pixels); the exact retail color is an `effectTile + 0xac` pointer reinterpreted as `RGBAColor` — decompiler-ambiguous in the BN pseudo-C (field offset vs pointer). Visual/cdb confirmation pending (D.5.2 lever: DR-2) | `src/AcDream.App/UI/IconComposer.cs` (`TryGetEffectColor`) | The tile IS the per-effect coloring authority (Magical=blue, Poisoned=green, …); its mean-opaque color is the representative color. The ambiguity only affects hue saturation slightly. | Effect tints could be subtly wrong vs retail (too washed-out or oversaturated) if the header field is a precomputed key color rather than the pixel mean — visible on items with distinctive effect glows | `IconData::RenderIcons` 0x0058d180 (`effectTile+0xac` usage); `docs/research/2026-06-17-stateful-icon-RESOLVED.md` | -| AP-44 | The `effects==0` black-fallback recolor retail nominally runs (white→black on every item when no effect bit is set) is SKIPPED; we gate on `effects != 0` | `src/AcDream.App/UI/IconComposer.cs` (`GetIcon` `effects != 0` gate) | The white→black recolor on a no-effect item is presumed a no-op in practice (items without magic are unlikely to have white-opaque pixels in the base icon); skipping avoids a regression risk pending visual/cdb confirmation (DR-3). Filed as a known deviation — not an oversight. | If retail does darken non-effect items' white highlights, those highlights will appear brighter than retail until a cdb session confirms or refutes | `IconData::RenderIcons` 0x0058d180 (fallback-0x21 path leads to ReplaceColor with a near-black tile) | | AP-45 | `PublicUpdatePropertyInt (0x02CE)` sequence byte parsed-past but not honored; last update wins (no freshness check against sequence number) | `src/AcDream.Core.Net/Messages/PublicUpdatePropertyInt.cs` | Loopback ACE rarely reorders; latest-wins matches `PrivateUpdateVital`/`UpdatePosition`'s existing non-sequence behavior. Sequence tracking added when needed alongside TS-26. | A reordered 0x02CE on a real network could apply a stale UiEffects value — item icon temporarily shows the wrong effect state, corrected on next update | `PublicUpdatePropertyInt` sequence byte (ACE GameMessagePublicUpdatePropertyInt) | --- diff --git a/src/AcDream.App/UI/IconComposer.cs b/src/AcDream.App/UI/IconComposer.cs index a0182b1f..12725e6e 100644 --- a/src/AcDream.App/UI/IconComposer.cs +++ b/src/AcDream.App/UI/IconComposer.cs @@ -150,7 +150,7 @@ public sealed class IconComposer /// decompiler-ambiguous SurfaceWindow-header read; the tile IS the per-effect color, so /// its representative color is the faithful equivalent (divergence DR-2). Cached per DID. /// - private bool TryGetEffectColor(uint effects, out (byte r, byte g, byte b, byte a) color) + internal bool TryGetEffectColor(uint effects, out (byte r, byte g, byte b, byte a) color) { color = default; uint did = ResolveEffectDid(effects); @@ -214,9 +214,9 @@ public sealed class IconComposer /// Returns 0 if no base icon. Mirrors retail IconData::RenderIcons (0x0058d180): /// a DRAG composite (base + custom overlay + effect recolor) blitted over the /// type-default underlay + custom underlay. The effect tile (enum 0x10000005) is a - /// ReplaceColor tint SOURCE, not a blit layer (DR-1). The 2-stage form is - /// associative-equivalent to a single Compose when effects==0, so D.5.1 visuals are - /// unchanged for non-effect items. + /// ReplaceColor tint SOURCE, not a blit layer (DR-1). The recolor runs for ALL items: + /// effects==0 resolves to the 0x21 solid-black fallback tile, so pure-white pixels become + /// black (matching retail); magical items take the per-effect hue instead. /// public uint GetIcon(ItemType itemType, uint iconId, uint underlayId, uint overlayId, uint effects) { @@ -233,10 +233,13 @@ public sealed class IconComposer if (dragLayers.Count > 0) { var composed = Compose(dragLayers); - // Effect recolor only when an effect bit is set. Retail nominally also runs the - // effects==0 black-fallback recolor; we skip it (DR-3: white→black on every item - // is a likely no-op but a regression risk, pending visual/cdb confirmation). - if (effects != 0 && TryGetEffectColor(effects, out var ec)) + // Effect recolor — ALWAYS, matching retail IconData::RenderIcons (0x0058d180): + // the effect tile (enum 0x10000005, lsb(effects)+1, fallback 0x21) is non-null + // even for effects==0 (the 0x21 SOLID-BLACK tile 0x060011C5), so retail recolors + // pure-white pixels to BLACK on mundane items and to the effect hue on magical + // ones. Visually confirmed against retail 2026-06-17: the no-mana scroll's edges + // are BLACK, not white — the earlier `effects != 0` gate (AP-44) was wrong. + if (TryGetEffectColor(effects, out var ec)) ReplaceColorWhite(composed.rgba, composed.w, composed.h, ec); drag = composed; } diff --git a/tests/AcDream.App.Tests/UI/IconComposerTests.cs b/tests/AcDream.App.Tests/UI/IconComposerTests.cs index a953e843..003dec5a 100644 --- a/tests/AcDream.App.Tests/UI/IconComposerTests.cs +++ b/tests/AcDream.App.Tests/UI/IconComposerTests.cs @@ -127,6 +127,24 @@ public class IconComposerTests Assert.Equal(0x060011C5u, composer.ResolveEffectDid(0x0000u)); } + [Fact] + public void TryGetEffectColor_noEffect_resolvesToBlackFallback() + { + var datDir = ResolveDatDir(); + if (datDir is null) return; // dats absent (CI) — skip cleanly + + using var dats = new DatCollection(datDir, DatAccessType.Read); + var composer = new IconComposer(dats, null!); + + // effects==0 resolves to the 0x21 solid-black fallback tile (0x060011C5), so the + // ALWAYS-on recolor blackens an icon's pure-white edge pixels on mundane items — + // retail-faithful (the no-mana scroll's edges are BLACK, not white). Confirmed + // visually against retail 2026-06-17. + Assert.True(composer.TryGetEffectColor(0u, out var c)); + Assert.True(c.r <= 8 && c.g <= 8 && c.b <= 8, $"expected ~black, got ({c.r},{c.g},{c.b})"); + Assert.Equal(255, c.a); + } + [Fact] public void ReplaceColorWhite_replacesOnlyPureWhiteOpaque() { From fb288ad8526bcbd3378a68aa4648cb693a6fe94a Mon Sep 17 00:00:00 2001 From: Erik Date: Thu, 18 Jun 2026 10:21:33 +0200 Subject: [PATCH 184/223] fix(D.5.2): effect tint = per-pixel tile copy (surface ReplaceColor overload) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Visual verification (Coldeve, Energy Crystal) showed acdream's Magical blue as a flat tint vs retail's gradient. Root cause: RenderIcons calls the SURFACE overload of SurfaceWindow::ReplaceColor (0x004415b0), which copies the textured effect tile pixel-by-pixel into the icon's pure-white pixels — not the flat color->color overload (0x00441530) I'd approximated with the tile's mean color. Port the surface overload exactly (dst[x,y]=src[x,y] where dst==white); confirmed via clean Ghidra decompile + named decomp. Retires AP-43 (mean-color approximation); IA-18 updated to the surface op. Co-Authored-By: Claude Opus 4.8 (1M context) --- .../retail-divergence-register.md | 5 +- src/AcDream.App/UI/IconComposer.cs | 68 ++++++++++--------- .../AcDream.App.Tests/UI/IconComposerTests.cs | 65 +++++++++++------- 3 files changed, 79 insertions(+), 59 deletions(-) diff --git a/docs/architecture/retail-divergence-register.md b/docs/architecture/retail-divergence-register.md index 9527df41..0ddb6582 100644 --- a/docs/architecture/retail-divergence-register.md +++ b/docs/architecture/retail-divergence-register.md @@ -57,7 +57,7 @@ accepted-divergence entries (#96, #49, #50). | IA-14 | Rendering + dat-handling base is WorldBuilder's tested port, not a fresh retail-decomp port (Phase N.4/O design stance) | `docs/architecture/worldbuilder-inventory.md` (code at `src/AcDream.{Core,App}/Rendering/Wb/`) | WB visually verified on the AC world, MIT, same stack; known WB↔retail deltas resolved case-by-case — terrain split kept retail `FSplitNESW` (**#51**, pinned by `SplitFormulaDivergenceTest`), scenery drift accepted (AP-31) | A WB-upstream divergence not yet caught ships silently as "our" behavior; guard = the inventory doc's 🟢/🔴 split + per-formula divergence tests | retail decomp per algorithm; `tests/.../SplitFormulaDivergenceTest.cs` | | IA-15 | D.2b retail UI is our own UiHost/UiElement retained-mode tree drawing dat-sprite window frames, not a byte-port of keystone.dll's LayoutDesc binary tree. Both the vitals window (`LayoutDesc 0x2100006C`) and the chat window (`LayoutDesc 0x21000006`) are rendered by the LayoutDesc importer; `UiNineSlicePanel`/`RetailChromeSprites` now back only plugin panels | `src/AcDream.App/UI/Layout/LayoutImporter.cs` (vitals + chat) + `src/AcDream.App/UI/Layout/ChatWindowController.cs` | keystone.dll has no PDB/decomp so a byte-port is impossible by definition; we mirror retail's ElementDesc field model + controls.ini tokens, and the chrome sprites ARE the real dat RenderSurfaces (Step-0 prove-out 2026-06-14 confirmed 0x06004CC2 center + 0x060074BF..C6 bevel). The 8-piece edge/corner→position mapping is DATA-DRIVEN from the dat: the `LayoutImporter` reads `LayoutDesc 0x2100006C`/`0x21000006` and resolves chrome element positions + sprite ids directly from parsed dat fields; vitals locked by the conformance fixture `tests/AcDream.App.Tests/UI/Layout/fixtures/vitals_2100006C.json` | Remaining residual risk: anchor resolution at non-800×600 and the controls.ini cascade still lack an oracle — layout scaling at non-reference resolution and stylesheet token inheritance differ silently | `LayoutDesc 0x2100006C`/`0x21000006` (SHIPPED); `docs/research/2026-06-15-layoutdesc-format.md`; controls.ini tokens; keystone.dll layout eval (no PDB) | | IA-17 | Toolbar window FRAME is toolkit-supplied (per-window UiNineSlicePanel 8-piece bevel, drawn over content via UiElement.OnDrawAfterChildren) rather than the window-manager-owned chrome retail paints uniformly around every window | `src/AcDream.App/Rendering/GameWindow.cs` (toolbar mount) + `src/AcDream.App/UI/UiNineSlicePanel.cs` | LayoutDesc 0x21000016 has NO baked frame; retail's toolbar frame is window-manager chrome (keystone.dll). We draw the same reusable 8-piece bevel chat/vitals use; border drawn over content so the toolbar's 2px-wide row-2 right cap (W=8) can't poke through. Same pattern as the chat window. | Until a central window manager owns chrome uniformly, per-window wraps can drift (size/offset/z-order) from each other and from retail; the border-over-content rule is the toolkit's, not the WM's | gmToolbarUI WM chrome (keystone.dll, no PDB); no bevel ids in LayoutDesc 0x21000016 (toolbar dump) | -| IA-18 | Effect overlay tile (enum 0x10000005) is used as a `ReplaceColor` tint SOURCE — white pixels in the composited drag icon are replaced with the tile's representative color; the tile itself is NOT blitted as an additional layer. This IS faithful retail behavior (`IconData::RenderIcons` 0x0058d180 / `SurfaceWindow::ReplaceColor` 0x00441530). **Anti-regression: do NOT re-implement this as a separate blit layer.** | `src/AcDream.App/UI/IconComposer.cs` (`GetIcon`) | Faithful port of `IconData::RenderIcons` @407575 / `ReplaceColor` @407614; confirmed in `docs/research/2026-06-17-stateful-icon-RESOLVED.md`. Recorded here as a guard against a future dev "fixing" it back to a blit. | A blit-layer re-implementation would show the tile's colors additively over the icon instead of recoloring the base white highlights — wrong effect look, masked by the fact that the tile IS mostly the right color but composites differently | `IconData::RenderIcons` acclient_2013_pseudo_c.txt:407524; `ReplaceColor` @407614 (fixed src=white); `docs/research/2026-06-17-stateful-icon-RESOLVED.md` | +| IA-18 | Effect overlay tile (enum 0x10000005) is a `ReplaceColor` SURFACE SOURCE — pure-white pixels in the composited drag icon are replaced PER-PIXEL with the same (x,y) pixel of the effect tile (the SURFACE overload `SurfaceWindow::ReplaceColor` 0x004415b0), preserving the tile's texture/gradient; the tile itself is NOT blitted as an additional layer. This IS faithful retail behavior. **Anti-regression: do NOT re-implement this as a blit layer NOR as a flat-color replace (it is a per-pixel surface copy).** | `src/AcDream.App/UI/IconComposer.cs` (`ReplaceWhiteFromSurface`) | Faithful port of `IconData::RenderIcons` @407614 → the SURFACE overload `ReplaceColor` 0x004415b0 (`dst[x,y]=src[x,y]` where `dst==white`); confirmed via clean Ghidra decompile + named decomp + visual (the Energy Crystal's blue is a gradient, 2026-06-17). | A blit-layer or flat-color re-implementation would show the wrong effect look (no gradient) — the visual-verification regression that retired the mean-color approximation | `IconData::RenderIcons` acclient_2013_pseudo_c.txt:407524; `ReplaceColor` SURFACE overload 0x004415b0:71656; `docs/research/2026-06-17-stateful-icon-RESOLVED.md` | --- @@ -96,7 +96,7 @@ accepted-divergence entries (#96, #49, #50). --- -## 3. Documented approximation (AP) — 43 rows +## 3. Documented approximation (AP) — 42 rows | # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle | |---|---|---|---|---|---| @@ -142,7 +142,6 @@ accepted-divergence entries (#96, #49, #50). | AP-40 | Single default translucency for the chat window chrome; no focused/unfocused opacity transition; dat font face/size taken from the vitals `vitalsDatFont` (same dat font, not a chat-specific size lookup) | `src/AcDream.App/Rendering/GameWindow.cs` (chatController binding line) | Retail fades the chat window to ~80% alpha when unfocused (`gmMainChatUI::UpdateAlpha @0x4cdea0`); the opacity animation deferred to the Plan-2 window-manager input integration; sharing `vitalsDatFont` is safe — retail uses the same AC-default font for both | The chat window is always fully opaque/same-font rather than subtly fading when idle; no wrong text, but the focused/unfocused breathing rhythm is absent | `gmMainChatUI::UpdateAlpha` @0x4cdea0; `UCF::SetAceFont @0x4d3940` | | AP-41 | Scrollbar thumb 3-slice cap fallback only: single-tile draw (`0x06004C63`) used only when `ThumbTopSprite`/`ThumbBotSprite` are unset; the chat controller passes all three cap ids so the 3-slice path is drawn in practice | `src/AcDream.App/UI/UiScrollbar.cs:35` | The fallback single-tile path is unreachable when caps are bound (chat controller always sets them); the 3-slice path is the active code path | Only if a future caller omits the cap ids will the fallback fire — no visual regression in the chat window | `UIElement_Scrollbar::UpdateLayout @0x4710d0`; cap sprites `0x06004C60` (top) + `0x06004C66` (bottom) from base layout `0x2100003E` | | AP-42 | `UiMenu` item model is flat (label + opaque payload, single-level popup); retail `UIElement_Menu::MakePopup @0x46d310` supports hierarchical nested submenus via recursive popup chain | `src/AcDream.App/UI/UiMenu.cs` | The chat talk-focus menu is single-level (14 rows, 2 columns, no submenu); hierarchy is latent and unreachable through the chat window — no behavioral difference in the current usage | A future menu with nested submenus would render flat (only the top-level items drawn, no drill-down) | `UIElement_Menu::MakePopup` @0x46d310 | -| AP-43 | Effect tint color = the effect tile's mean-opaque RGB (average of non-transparent pixels); the exact retail color is an `effectTile + 0xac` pointer reinterpreted as `RGBAColor` — decompiler-ambiguous in the BN pseudo-C (field offset vs pointer). Visual/cdb confirmation pending (D.5.2 lever: DR-2) | `src/AcDream.App/UI/IconComposer.cs` (`TryGetEffectColor`) | The tile IS the per-effect coloring authority (Magical=blue, Poisoned=green, …); its mean-opaque color is the representative color. The ambiguity only affects hue saturation slightly. | Effect tints could be subtly wrong vs retail (too washed-out or oversaturated) if the header field is a precomputed key color rather than the pixel mean — visible on items with distinctive effect glows | `IconData::RenderIcons` 0x0058d180 (`effectTile+0xac` usage); `docs/research/2026-06-17-stateful-icon-RESOLVED.md` | | AP-45 | `PublicUpdatePropertyInt (0x02CE)` sequence byte parsed-past but not honored; last update wins (no freshness check against sequence number) | `src/AcDream.Core.Net/Messages/PublicUpdatePropertyInt.cs` | Loopback ACE rarely reorders; latest-wins matches `PrivateUpdateVital`/`UpdatePosition`'s existing non-sequence behavior. Sequence tracking added when needed alongside TS-26. | A reordered 0x02CE on a real network could apply a stale UiEffects value — item icon temporarily shows the wrong effect state, corrected on next update | `PublicUpdatePropertyInt` sequence byte (ACE GameMessagePublicUpdatePropertyInt) | --- diff --git a/src/AcDream.App/UI/IconComposer.cs b/src/AcDream.App/UI/IconComposer.cs index 12725e6e..2ff95019 100644 --- a/src/AcDream.App/UI/IconComposer.cs +++ b/src/AcDream.App/UI/IconComposer.cs @@ -51,7 +51,7 @@ public sealed class IconComposer private EnumIDMap? _effectSubMap; private bool _effectResolveTried; private readonly Dictionary _effectDidByIndex = new(); - private readonly Dictionary _effectColorByDid = new(); + private readonly Dictionary _effectTileByDid = new(); public IconComposer(DatCollection dats, TextureCache cache) { @@ -127,46 +127,45 @@ public sealed class IconComposer } /// - /// Retail SurfaceWindow::ReplaceColor (0x00441530) with the icon-composite's - /// fixed source color: replace pixels exactly equal to pure-white-opaque - /// (RGBAColor(1,1,1,1) → 0xFFFFFFFF) with . Mutates in place. + /// Retail SurfaceWindow::ReplaceColor SURFACE overload (0x004415b0): for every + /// pixel in that equals pure-white-opaque (RGBAColor(1,1,1,1) → + /// 0xFFFFFFFF), copy the SAME (x,y) pixel from the source effect tile. This preserves + /// the effect tile's texture/gradient (NOT a flat color). Retail requires the source to + /// cover the dest (it does — both are 32x32); out-of-range pixels are left unchanged. + /// Mutates in place. /// - internal static void ReplaceColorWhite(byte[] rgba, int w, int h, (byte r, byte g, byte b, byte a) dest) + internal static void ReplaceWhiteFromSurface(byte[] dst, int dw, int dh, byte[] src, int sw, int sh) { - for (int i = 0; i < w * h; i++) + for (int y = 0; y < dh; y++) + for (int x = 0; x < dw; x++) { - if (rgba[i * 4] == 255 && rgba[i * 4 + 1] == 255 && - rgba[i * 4 + 2] == 255 && rgba[i * 4 + 3] == 255) + int di = (y * dw + x) * 4; + if (dst[di] == 255 && dst[di + 1] == 255 && dst[di + 2] == 255 && dst[di + 3] == 255 + && x < sw && y < sh) { - rgba[i * 4] = dest.r; rgba[i * 4 + 1] = dest.g; - rgba[i * 4 + 2] = dest.b; rgba[i * 4 + 3] = dest.a; + int si = (y * sw + x) * 4; + dst[di] = src[si]; dst[di + 1] = src[si + 1]; + dst[di + 2] = src[si + 2]; dst[di + 3] = src[si + 3]; } } } /// - /// The effect tint color for : the effect tile's mean-opaque - /// color (blue=Magical, green=Poisoned, …). The exact retail color byte is a - /// decompiler-ambiguous SurfaceWindow-header read; the tile IS the per-effect color, so - /// its representative color is the faithful equivalent (divergence DR-2). Cached per DID. + /// The decoded effect tile for (enum 0x10000005). The tile is + /// a 32x32 textured RenderSurface whose pixels ARE the per-effect coloring (blue=Magical, + /// green=Poisoned, …; the 0x21 fallback is solid black). Retail copies it per-pixel into + /// the icon's white pixels (gradient), so we need the whole tile, not a representative + /// color. Cached per DID. /// - internal bool TryGetEffectColor(uint effects, out (byte r, byte g, byte b, byte a) color) + internal bool TryGetEffectTile(uint effects, out DecodedTexture tile) { - color = default; + tile = null!; uint did = ResolveEffectDid(effects); if (did == 0) return false; - if (_effectColorByDid.TryGetValue(did, out var cached)) { color = cached; return true; } + if (_effectTileByDid.TryGetValue(did, out var cached)) { tile = cached; return true; } if (!TryDecode(did, out var d)) return false; - long sr = 0, sg = 0, sb = 0; int n = 0; - for (int i = 0; i < d.Width * d.Height; i++) - { - if (d.Rgba8[i * 4 + 3] == 0) continue; - sr += d.Rgba8[i * 4]; sg += d.Rgba8[i * 4 + 1]; sb += d.Rgba8[i * 4 + 2]; n++; - } - if (n == 0) return false; - var rep = ((byte)(sr / n), (byte)(sg / n), (byte)(sb / n), (byte)255); - _effectColorByDid[did] = rep; - color = rep; + _effectTileByDid[did] = d; + tile = d; return true; } @@ -235,12 +234,15 @@ public sealed class IconComposer var composed = Compose(dragLayers); // Effect recolor — ALWAYS, matching retail IconData::RenderIcons (0x0058d180): // the effect tile (enum 0x10000005, lsb(effects)+1, fallback 0x21) is non-null - // even for effects==0 (the 0x21 SOLID-BLACK tile 0x060011C5), so retail recolors - // pure-white pixels to BLACK on mundane items and to the effect hue on magical - // ones. Visually confirmed against retail 2026-06-17: the no-mana scroll's edges - // are BLACK, not white — the earlier `effects != 0` gate (AP-44) was wrong. - if (TryGetEffectColor(effects, out var ec)) - ReplaceColorWhite(composed.rgba, composed.w, composed.h, ec); + // even for effects==0 (the 0x21 SOLID-BLACK tile 0x060011C5). Retail's RenderIcons + // calls the SURFACE overload of SurfaceWindow::ReplaceColor (0x004415b0), copying + // the textured effect tile per-pixel into the icon's pure-white pixels — so + // magical items take the tile's GRADIENT hue and mundane items go solid black. + // (Visually confirmed against retail 2026-06-17: the Energy Crystal's blue is a + // gradient, not a flat tint, and the no-mana scroll's edges are black.) + if (TryGetEffectTile(effects, out var tile)) + ReplaceWhiteFromSurface(composed.rgba, composed.w, composed.h, + tile.Rgba8, tile.Width, tile.Height); drag = composed; } diff --git a/tests/AcDream.App.Tests/UI/IconComposerTests.cs b/tests/AcDream.App.Tests/UI/IconComposerTests.cs index 003dec5a..ba35d60d 100644 --- a/tests/AcDream.App.Tests/UI/IconComposerTests.cs +++ b/tests/AcDream.App.Tests/UI/IconComposerTests.cs @@ -128,7 +128,7 @@ public class IconComposerTests } [Fact] - public void TryGetEffectColor_noEffect_resolvesToBlackFallback() + public void TryGetEffectTile_noEffectBlack_magicalTextured() { var datDir = ResolveDatDir(); if (datDir is null) return; // dats absent (CI) — skip cleanly @@ -136,43 +136,62 @@ public class IconComposerTests using var dats = new DatCollection(datDir, DatAccessType.Read); var composer = new IconComposer(dats, null!); - // effects==0 resolves to the 0x21 solid-black fallback tile (0x060011C5), so the - // ALWAYS-on recolor blackens an icon's pure-white edge pixels on mundane items — - // retail-faithful (the no-mana scroll's edges are BLACK, not white). Confirmed - // visually against retail 2026-06-17. - Assert.True(composer.TryGetEffectColor(0u, out var c)); - Assert.True(c.r <= 8 && c.g <= 8 && c.b <= 8, $"expected ~black, got ({c.r},{c.g},{c.b})"); - Assert.Equal(255, c.a); + // effects==0 → 0x21 fallback → 0x060011C5, a 32x32 SOLID-BLACK tile. Copying it + // per-pixel blackens an icon's pure-white pixels (retail-faithful no-mana scroll edge). + Assert.True(composer.TryGetEffectTile(0u, out var black)); + Assert.Equal(32, black.Width); + Assert.Equal(32, black.Height); + Assert.True(black.Rgba8[0] <= 8 && black.Rgba8[1] <= 8 && black.Rgba8[2] <= 8); + + // Magical (0x1) → 0x060011CA, a TEXTURED blue tile (NOT a flat color) — this is the + // gradient retail copies per-pixel into the icon's white pixels (the Energy Crystal + // blue). Assert the tile is non-uniform so a future flat-color regression fails here. + Assert.True(composer.TryGetEffectTile(0x1u, out var magic)); + bool uniform = true; + for (int i = 4; i < magic.Width * magic.Height * 4 && uniform; i += 4) + if (magic.Rgba8[i] != magic.Rgba8[0] || magic.Rgba8[i + 1] != magic.Rgba8[1] || + magic.Rgba8[i + 2] != magic.Rgba8[2]) + uniform = false; + Assert.False(uniform); // textured → gradient, not flat } [Fact] - public void ReplaceColorWhite_replacesOnlyPureWhiteOpaque() + public void ReplaceWhiteFromSurface_copiesSourcePixelForPureWhiteOpaque() { - // 2x2: [white-opaque, red-opaque, white-transparent, white-opaque] - var px = new byte[] + // 2x2 dest: [white-opaque, red-opaque, white-transparent, white-opaque] + var dst = new byte[] { - 255,255,255,255, // pure white opaque → replaced + 255,255,255,255, // pure white opaque → takes src(0,0) 255, 0, 0,255, // red → untouched 255,255,255, 0, // white but alpha 0 → untouched (not 0xFFFFFFFF) - 255,255,255,255, // pure white opaque → replaced + 255,255,255,255, // pure white opaque → takes src(1,1) }; - IconComposer.ReplaceColorWhite(px, 2, 2, (10, 20, 30, 255)); - Assert.Equal(new byte[] { 10, 20, 30, 255 }, px[0..4]); // replaced - Assert.Equal(new byte[] { 255, 0, 0, 255 }, px[4..8]); // untouched - Assert.Equal(new byte[] { 255, 255, 255, 0 }, px[8..12]); // untouched - Assert.Equal(new byte[] { 10, 20, 30, 255 }, px[12..16]); // replaced + // 2x2 src — distinct per-pixel colors (a "gradient"). + var src = new byte[] + { + 10, 20, 30,255, // (0,0) + 40, 50, 60,255, // (1,0) + 70, 80, 90,255, // (0,1) + 100,110,120,255, // (1,1) + }; + IconComposer.ReplaceWhiteFromSurface(dst, 2, 2, src, 2, 2); + Assert.Equal(new byte[] { 10, 20, 30, 255 }, dst[0..4]); // copied src(0,0) + Assert.Equal(new byte[] { 255, 0, 0, 255 }, dst[4..8]); // untouched (not white) + Assert.Equal(new byte[] { 255, 255, 255, 0 }, dst[8..12]); // untouched (transparent) + Assert.Equal(new byte[] { 100, 110, 120, 255 }, dst[12..16]); // copied src(1,1) — per-pixel } [Fact] - public void TwoStageWithEffect_recolorsWhiteBeforeUnderlay() + public void TwoStageWithEffect_copiesTilePixelBeforeUnderlay() { - // drag = base (white pixel) over overlay (none); recolor white→blue; then over - // an opaque tawny underlay. The white pixel must become blue in the final. + // drag = base (white pixel); copy the effect tile's pixel into the white; then over + // an opaque tawny underlay. The white pixel must become the tile's pixel in the final. var baseIcon = (new byte[] { 255,255,255,255 }, 1, 1); // 1x1 white opaque var drag = IconComposer.Compose(new[] { baseIcon }); - IconComposer.ReplaceColorWhite(drag.rgba, drag.w, drag.h, (0, 0, 255, 255)); // blue + var tile = new byte[] { 0, 0, 255, 255 }; // 1x1 blue tile pixel + IconComposer.ReplaceWhiteFromSurface(drag.rgba, drag.w, drag.h, tile, 1, 1); var underlay = (new byte[] { 105, 70, 50, 255 }, 1, 1); // tawny opaque var final = IconComposer.Compose(new[] { underlay, (drag.rgba, drag.w, drag.h) }); - Assert.Equal(new byte[] { 0, 0, 255, 255 }, final.rgba); // blue on top + Assert.Equal(new byte[] { 0, 0, 255, 255 }, final.rgba); // tile pixel on top } } From 9e0d2568cc725c233d0768705f58e2c39c6c7904 Mon Sep 17 00:00:00 2001 From: Erik Date: Thu, 18 Jun 2026 10:33:31 +0200 Subject: [PATCH 185/223] docs: handoff for the client object/item data model (next phase after D.5.2) Frames the root cause of the live-Coldeve 4/6-missing-hotbar-icons (acdream's enrich-existing-only item model drops CreateObjects without a pre-seeded stub) and the retail ClientObjMaintSystem model to port. CRUX to settle first: unify the WorldEntity + ItemRepository tracks, or keep separate with shared ingestion. Co-Authored-By: Claude Opus 4.8 (1M context) --- .../2026-06-18-item-object-model-handoff.md | 93 +++++++++++++++++++ 1 file changed, 93 insertions(+) create mode 100644 docs/research/2026-06-18-item-object-model-handoff.md diff --git a/docs/research/2026-06-18-item-object-model-handoff.md b/docs/research/2026-06-18-item-object-model-handoff.md new file mode 100644 index 00000000..720d9f8d --- /dev/null +++ b/docs/research/2026-06-18-item-object-model-handoff.md @@ -0,0 +1,93 @@ +# Handoff — the client object/item data model (next phase, post-D.5.2) + +**Date:** 2026-06-18 +**From:** the D.5.2 stateful-icon session (icon system SHIPPED + visually confirmed on a +live Coldeve server). This handoff frames the NEXT phase: the real item/object data model. +**Status of this work:** branch `claude/hopeful-maxwell-214a12` (kept, not merged). D.5.2 is +complete: `52306d9..fb288ad`. + +--- + +## 0. Why this phase exists (the root cause we uncovered) + +Visual-verifying D.5.2 on a live server (character **Barris** on Coldeve) showed **4 of 6 +hotbar items render no icon**. The diagnostic (`icon-dump.txt`, since removed) proved the +cause: those items are **`NOT-ENRICHED`** — `ItemRepository.GetItem(guid)` returns null +because their `CreateObject` was **dropped**. + +The mechanism is acdream's **scaffold item model**: +- `EnrichItem` is **enrich-existing-only**: it updates an item ONLY if it was already seeded + as a stub (from `PlayerDescription` at login). A `CreateObject` for an item with no + pre-existing stub is silently discarded (the toolbar handoff called this out: + *"new-item ingestion is the inventory phase"*). +- So only items in the login seed set get icons; everything else (most pack contents) falls + on the floor. The 2 that showed (Energy Crystal, Revenant's Scythe) are wielded items the + server announces up front. + +This is **NOT a D.5.2 bug** (the icon composite is correct for every item that reaches it — +confirmed: Energy Crystal's Magical gradient tint + the no-mana scroll's black edges both +match retail). It is the **item/object data model** being a placeholder. + +## 1. The retail model to port (the oracle) + +Retail has **one master object table** — `ClientObjMaintSystem` — and **`CreateObject` is the +canonical create/update for every object** (item, creature, player). The UI never owns item +data: a hotbar slot, an inventory cell, a paperdoll slot, a vendor cell all hold a `guid` and +resolve it live via `ClientObjMaintSystem::GetWeenieObject(guid)`. (Confirmed in our spine +research: *"the cell never holds item data — it holds an itemID and resolves it live."*) + +acdream **inverted** this: login snapshot = source of truth, `CreateObject` = second-class +enrich. The fix is to flip it: **`CreateObject` is the authoritative ingestion**; +`PlayerDescription` / `ViewContents (0x0196)` / shortcuts become **references + supplementary +data**, not the primary seed. Every object the server tells us about is tracked; the UI +resolves by guid. + +## 2. THE crux design question (settle this FIRST in the brainstorm) + +acdream currently has **two object tracks**: +- the **WorldEntity** system (3D creatures / players / world items, fed by `CreateObject` → + `GameWindow.OnLiveEntitySpawned` → `WorldEntity`), and +- the **ItemRepository** (inventory items, `src/AcDream.Core/Items/`). + +Retail unifies these under one `ClientObjMaintSystem` (every object is an `ACCWeenieObject`). +**Decision to make:** unify acdream into ONE object table (retail shape), or keep the two +tracks with a shared ingestion seam? This choice drives everything downstream (inventory, +equipment/paperdoll, vendor, trade all resolve items from whatever table wins). Think it +through up front — don't discover it halfway in. + +## 3. Sources that feed the model (the ingestion surface to design around) + +| Wire message | Role | +|---|---| +| `CreateObject (0xF745)` | **canonical** object create/update (full weenie: icon/name/type/stack/container/wielder/effects/…) | +| `DeleteObject (0xF747)` | remove | +| `PlayerDescription (0x0013)` | login snapshot: inventory + equipped + shortcuts (references; some props) | +| `ViewContents (0x0196)` | a container's `{guid, slot}` list when opened | +| move events `0x0019/1A/1B`, `0x0022/23`, `0x019A` | re-parent (container/wield/3D) | +| `Public/PrivateUpdateProperty* (0x02CD–0x02DA)` | per-property live updates (D.5.2 wired `0x02CE` UiEffects → icon) | +| `InventoryServerSaveFailed (0x00A0)` | speculative-move rollback | + +## 4. Grounding research (already written — read before the brainstorm) + +- `docs/research/2026-06-16-inventory-deep-dive.md` — inventory panel + the wire catalog +- `docs/research/2026-06-16-ui-item-slot-icon-dragdrop-spine-deep-dive.md` — `ClientObjMaintSystem`, + `ServerSaysMoveItem`, the resolve-by-guid model +- `docs/research/deepdives/r06-items-inventory.md` — the item/container property model +- `docs/research/2026-06-16-ui-panels-synthesis.md` — core-panels build order (item-model is + the prerequisite for the inventory panel) +- `claude-memory/project_d2b_retail_ui.md` — D.2b/D.5.1/D.5.2 state +- `claude-memory/feedback_weenie_vs_static.md` — items are server weenies, not dat-baked + +## 5. Recommended approach + +Full process (the user values it): **brainstorm → spec → plan → subagent implementation.** +Open the brainstorm on **the unify-vs-separate question (§2) first**, then the ingestion +lifecycle (§3), then how the UI (toolbar/inventory/paperdoll) binds by guid. This is the +foundation the remaining D.5 core panels sit on — get it solid. + +NOTE the user's standing constraint for this phase: *"No quick fixes — needs to be +architecturally solid and thought through."* Do not band-aid `EnrichItem` to add new items; +design the model properly. + +**MEMORY.md index line:** +- [Handoff: client object/item data model (2026-06-18)](research/2026-06-18-item-object-model-handoff.md) — next phase after D.5.2. Root cause of the live-Coldeve "4/6 hotbar items missing": acdream's item model is enrich-existing-only (drops CreateObjects without a pre-seeded stub). Fix = port retail's `ClientObjMaintSystem` (CreateObject = canonical ingestion; UI resolves by guid). CRUX to settle first: unify the WorldEntity + ItemRepository tracks into one object table, or keep separate w/ shared ingestion? Grounding research + ingestion surface listed. User constraint: architecturally solid, no quick fixes. From 5b568d000a1806b189e9e77db2dad320a56b4079 Mon Sep 17 00:00:00 2001 From: Erik Date: Thu, 18 Jun 2026 10:41:08 +0200 Subject: [PATCH 186/223] docs(D.5): sub-phase ledger + item-model cold-start prompt Roadmap: refresh the D.5.2 entry to its final shipped state (per-pixel gradient surface overload 0x004415b0; AP-43/AP-44 retired by visual verification; range 419c3ac..fb288ad). Add an explicit D.5 sub-phase ledger: D.5.4 client object/item data model (foundation, NEXT) -> D.5.3 selected-object + spell shortcuts -> window manager -> D.5.5+ core panels. Handoff doc gains a paste-ready new-session prompt. Co-Authored-By: Claude Opus 4.8 (1M context) --- docs/plans/2026-04-11-roadmap.md | 8 +++--- .../2026-06-18-item-object-model-handoff.md | 27 +++++++++++++++++++ 2 files changed, 32 insertions(+), 3 deletions(-) diff --git a/docs/plans/2026-04-11-roadmap.md b/docs/plans/2026-04-11-roadmap.md index 15d98f6a..2dde013a 100644 --- a/docs/plans/2026-04-11-roadmap.md +++ b/docs/plans/2026-04-11-roadmap.md @@ -432,9 +432,11 @@ behavior. Estimated 17–26 days focused work, 3–5 weeks calendar. - **✓ SHIPPED — D.4 — Dat sprites + 9-slice panel backgrounds.** Shipped 2026-06-14 with D.2b. `TextureCache.GetOrUploadRenderSurface(id, out w, out h)` decodes `RenderSurface` (`0x06xxxxxx`) **directly** (not via the Surface→SurfaceTexture chain — the prove-out finding) → GL `Texture2D`; `DrawSprite` (explicit UV-rect, per-texture batch) added to `TextRenderer` + `UiRenderContext` + a `uUseTexture=2` RGBA frag branch; `UiNineSlicePanel` composes the universal 8-piece bevel (corners `0x060074C3..C6`, edges `0x060074BF/C0/C1/C2`, center `0x06004CC2`). Remaining art polish: the glassy gradient bar fill sprite (D.2b polish). - **D.5 — Core panels.** Attributes (`chunk_00470000.c:FUN_0047ba70`), Skills (same), Paperdoll (`chunk_004A0000.c:FUN_004A5200`), Inventory, Spellbook (`chunk_004C0000.c`), Fellowship, Allegiance. Each uses the port sketches in slice 05. **(Targets `AcDream.UI.Abstractions` — ships with D.2a using ImGui-rendered widgets; reskinned by D.2b.)** The *chat* panel originally listed under D.5 shipped early in Phase I (I.4 input + I.7 combat translator superseded the chat-panel design here); this entry now covers Attributes / Skills / Paperdoll / Inventory / Spellbook / Fellowship / Allegiance only. - **✓ SHIPPED — D.5.1 — Toolbar (action bar).** Shipped 2026-06-16/17 (`30b28c2`→`0e7a083`, branch claude/hopeful-maxwell-214a12). First data-driven *game* panel: `gmToolbarUI` (`LayoutDesc 0x21000016`) — 18 shortcut slots from the persisted `PlayerDescription` SHORTCUT block, real **composited** item icons (opaque type-default underlay via the `EnumIDMap 0x10000004` resolve), **occupancy-gated slot numbers 1–9** (occupied = dark-box peace/war `0x10000042/43`; empty = background `0x1000005e` from cell composite `0x10000341`), **click-to-use** (`ItemHolder::UseObject` → `0x0036`), **peace/war stance** indicator live-wired to `CombatState`, **movable**, and a **chrome frame** (UiNineSlicePanel drawn over content via the new `UiElement.OnDrawAfterChildren` hook). New shared widgets `UiItemSlot` (`UIElement_UIItem` 0x10000032, procedural leaf) + `UiItemList` (`UIElement_ItemList` 0x10000031, factory branch) + `IconComposer` (CPU layered composite). `CreateObject.TryParse` extended to the full ACE-order weenie-header tail to capture `IconId`/`IconOverlay`/`IconUnderlay` → `ItemRepository.EnrichItem` → re-render. Spec/plan `docs/superpowers/{specs,plans}/2026-06-16-d2b-toolbar-phase1*.md`; research drop `docs/research/2026-06-16-*deep-dive.md` + synthesis. Divergence IA-16/IA-17 added. **User-confirmed** (numbers, icons, frame). Per-task spec+code-review throughout. -- **✓ SHIPPED — D.5.2 — Stateful item-icon system.** Shipped 2026-06-17 (`419c3ac`..`2f789da`, branch claude/hopeful-maxwell-214a12). Full retail icon composite (`IconData::RenderIcons` @407524, 5 layers + recolor): (1) `UiEffects` bitfield captured from `CreateObject` weenie header (was discarded) → `ItemInstance.Effects`; (2) `IconComposer.GetIcon` rewritten as a 2-stage composite — Stage 1 = drag icon (base + overlay) + effect `ReplaceColor` tint (tile from `EnumIDMap 0x10000005` submap, mean-opaque color → white pixels recolored), Stage 2 = underlay + drag; (3) `PublicUpdatePropertyInt (0x02CE)` parser + `WorldSession.ObjectIntPropertyUpdated` event + `GameWindow` subscription → `ItemRepository.UpdateIntProperty` → icon re-composites live. **Appraise (`0x00C9`) carries NO icon data** (WireMCP confirmed, no overlay/effects in appraise payload) — dropped from scope as a no-op. Retire IA-16 (partial composite); add IA-18 (ReplaceColor anti-regression), AP-43 (effect mean-color), AP-44 (effects==0 recolor skipped), AP-45 (0x02CE sequence not honored). Spec: `docs/superpowers/specs/2026-06-17-d2b-stateful-icon-design.md`; plan: `docs/superpowers/plans/2026-06-17-d2b-stateful-icon.md`; research: `docs/research/2026-06-17-stateful-icon-RESOLVED.md`. -- **D.5.3 — Toolbar interactivity [NEXT].** The toolbar is the **selected-object display**: wire the B.4 `WorldPicker`/selection state → the two hidden meters (`0x100001A1` health / `0x100001A2` mana) + the stack slider (`0x100001A4`) + the object-name line, so the bar shows what the player has selected in the world. (Click-to-use + the peace/war stance indicator already landed in D.5.1.) -- **D.5.4+ — remaining core panels.** Inventory (`gmInventoryUI`/`gmBackpackUI`), equipment/paperdoll (`gmPaperDollUI`/`gm3DItemsUI` + the `UiViewport` 3D doll), spellbook, etc. — research drop done (`docs/research/2026-06-16-*`); depends on D.5.2 (the stateful icon) + the item-slot/list spine (shipped in D.5.1) + the window manager. Deferred from D.5.1: drag/reorder, the AddShortcut/RemoveShortcut mutate wire, spell shortcuts, the faithful grip/dragbar window manager. +- **✓ SHIPPED — D.5.2 — Stateful item-icon system.** Shipped 2026-06-17/18 (`419c3ac`..`fb288ad`, branch claude/hopeful-maxwell-214a12; **visually verified on a live Coldeve server**). Faithful retail icon composite (`IconData::RenderIcons` @0x0058d180): (1) `UiEffects` bitfield captured from the `CreateObject` weenie header (was discarded) → `ItemInstance.Effects`; (2) `IconComposer.GetIcon` rewritten as a 2-stage composite — Stage 1 = drag icon (base + custom overlay) + the effect treatment, Stage 2 = type-default underlay + custom underlay + drag. The effect treatment ports the **surface overload** of `SurfaceWindow::ReplaceColor` (`0x004415b0`): the textured effect tile (`EnumIDMap 0x10000005` by `LowestSetBit(effects)+1`, fallback `0x21` solid-black) is copied **per-pixel** into the icon's pure-white pixels — magical items take the tile's GRADIENT hue, mundane items go black; (3) `PublicUpdatePropertyInt (0x02CE)` parser + `WorldSession.ObjectIntPropertyUpdated` event + `GameWindow` subscription → `ItemRepository.UpdateIntProperty` → icon re-composites live. **Appraise (`0x00C9`) carries NO icon data** (ACE proof: `Icon`/`IconOverlay`/`IconUnderlay`/`UiEffects` all lack `[AssessmentProperty]`) — dropped as a no-op. **Two visual-verification fixes landed after the subagent build:** the `effects==0` recolor MUST run (mundane white edges → black, `40c97a5`) and the tint is a per-pixel GRADIENT not a flat color (the surface overload, `fb288ad`) — both confirmed via clean Ghidra + named decomp. Divergence: IA-16 retired; IA-18 (per-pixel surface-copy anti-regression) + AP-45 (0x02CE sequence) added; **AP-43/AP-44 retired by the visual fixes**. Spec/plan/research: `docs/superpowers/{specs,plans}/2026-06-17-d2b-stateful-icon*.md`, `docs/research/2026-06-17-stateful-icon-RESOLVED.md`. +- **D.5 remaining — sub-phase ledger.** D.5.1 (toolbar + the `UiItemSlot`/`UiItemList`/`IconComposer` spine) ✅ and D.5.2 (stateful icons) ✅ are shipped. Build order from here: **(a) item/object data model → (b) finish the bar: D.5.3 selected-object + spell shortcuts → (c) window manager → (d) core panels.** The data model is the foundation the panels resolve items from — the live-Coldeve missing-icons (4/6 hotbar slots blank) exposed that it's still a scaffold. Each ☐ below gets its own brainstorm → spec → plan. +- **☐ D.5.4 — Client object/item data model (foundation) [NEXT].** Port retail `ClientObjMaintSystem`: `CreateObject` is the **canonical** object create/update; `PlayerDescription`/`ViewContents (0x0196)`/shortcuts become references; the UI resolves items by guid. Replaces the current **enrich-existing-only** scaffold (`ItemRepository.EnrichItem` drops `CreateObject`s for items with no pre-seeded stub → the Coldeve blank slots). **Crux to settle first:** unify acdream's two object tracks (the `WorldEntity` 3D system + `ItemRepository`) into one table, or keep them separate with a shared ingestion seam? Blocks D.5.5+ (the panels resolve items from this table). User constraint: *"architecturally solid, no quick fixes."* Handoff + cold-start prompt: `docs/research/2026-06-18-item-object-model-handoff.md`. +- **☐ D.5.3 — Toolbar selected-object display (issue #140) + spell shortcuts.** Wire the B.4 `WorldPicker`/selection state → the two hidden meters (`0x100001A1` health / `0x100001A2` mana) + the stack slider (`0x100001A4`) + the object-name line, so the bar shows the player's currently-selected world object. Plus **spell shortcuts** — pinned *spells* (vs items) don't render their glyphs yet (`ToolbarController.Populate` skips `ObjectGuid==0`). Together these finish "the bar." (Click-to-use + the peace/war stance indicator landed in D.5.1.) +- **☐ D.5.5+ — Core panels.** Inventory (`gmInventoryUI`/`gmBackpackUI`), equipment/paperdoll (`gmPaperDollUI`/`gm3DItemsUI` + the `UiViewport` 3D doll), vendor, trade, spellbook. Research drop done (`docs/research/2026-06-16-*`). Depends on **D.5.4** (data model) + the item-slot/list/icon spine (D.5.1/D.5.2) + the **window manager** (Plan 2: open/close/z-order/persist + faithful grip/dragbar drag-resize) + the drag-drop spine wired (`UiRoot` has the chain; the per-cell accept/drop hooks are still stubs in `UiField`). Also deferred from D.5.1: drag/reorder + the `AddShortcut`/`RemoveShortcut` mutate wire. - **D.6 — HUD.** Vital orbs (scissor-rect partial fill, dat sprites `0x060013B2`), radar (`0x06001388` / `0x06004CC1`, 1.18× range factor), compass strip (scrolling U), target name plate, damage floaters, selection indicator. See slice 06. **(Targets `AcDream.UI.Abstractions` — ships with D.2a; reskinned by D.2b.)** Phase I.2 retired the StbTrueTypeSharp `DebugOverlay` but kept `TextRenderer` + `BitmapFont` alive specifically for D.6's world-space HUD elements (damage floaters, name plates) — they need raw GL text drawing that ImGui can't reach into the 3D scene. - **D.7 — Cursor manager.** OS + dat-sourced custom cursors (`FUN_0043c1c0` GDI HCURSOR builder pattern from slice 03). **(D.2b dependency.)** - ~~**D.8 — Sound.**~~ **Superseded — shipped as Phase E.2** (`SoundTable`/`Sound` dat decode, OpenAL 16-voice engine, per-entity 3D positional audio via `AudioHookSink`). Entry kept here for history; see the shipped table. diff --git a/docs/research/2026-06-18-item-object-model-handoff.md b/docs/research/2026-06-18-item-object-model-handoff.md index 720d9f8d..63fd4ce6 100644 --- a/docs/research/2026-06-18-item-object-model-handoff.md +++ b/docs/research/2026-06-18-item-object-model-handoff.md @@ -89,5 +89,32 @@ NOTE the user's standing constraint for this phase: *"No quick fixes — needs t architecturally solid and thought through."* Do not band-aid `EnrichItem` to add new items; design the model properly. +## 6. New-session prompt (paste into a fresh session) + +> Design and build acdream's **client object/item data model** — the foundation under the D.5 +> core panels (inventory, equipment/paperdoll, vendor, trade). This is roadmap **D.5.4** and it +> blocks D.5.5+. **Read this handoff first: `docs/research/2026-06-18-item-object-model-handoff.md`**, +> then `docs/research/2026-06-16-ui-item-slot-icon-dragdrop-spine-deep-dive.md` and +> `docs/research/2026-06-16-inventory-deep-dive.md`. +> +> The problem (confirmed live on Coldeve, character Barris): acdream's item model is +> **enrich-existing-only** — `ItemRepository.EnrichItem` only fills items pre-seeded as stubs +> from `PlayerDescription`, and DROPS `CreateObject`s for anything else, so most hotbar/pack +> items render no icon (4 of 6 hotbar slots were blank). Port retail's `ClientObjMaintSystem`: +> **`CreateObject` is the canonical object create/update**, `PlayerDescription`/`ViewContents`/ +> shortcuts become references, and the UI resolves items by guid. This is NOT a D.5.2 icon bug +> (the composite is correct for every item that reaches it). +> +> **Do this as a proper design — the user's standing constraint is "architecturally solid, no +> quick fixes" (do NOT band-aid `EnrichItem` to add new items).** Use the full +> brainstorm → spec → plan → subagent-driven-development flow. **Open the brainstorm by settling +> the crux FIRST (§2): unify acdream's two object tracks — the `WorldEntity` 3D system (fed by +> `GameWindow.OnLiveEntitySpawned`) and `ItemRepository` — into ONE object table like retail, or +> keep them separate with a shared ingestion seam?** Then the ingestion lifecycle (§3 wire +> surface) and how the toolbar/inventory/paperdoll bind by guid. Follow the mandatory +> grep-named→cross-ref→pseudocode→port workflow for any AC-specific wire format; conformance +> tests throughout. Work continues on branch `claude/hopeful-maxwell-214a12` (kept, unmerged; +> D.5.2 = `52306d9..fb288ad`). + **MEMORY.md index line:** - [Handoff: client object/item data model (2026-06-18)](research/2026-06-18-item-object-model-handoff.md) — next phase after D.5.2. Root cause of the live-Coldeve "4/6 hotbar items missing": acdream's item model is enrich-existing-only (drops CreateObjects without a pre-seeded stub). Fix = port retail's `ClientObjMaintSystem` (CreateObject = canonical ingestion; UI resolves by guid). CRUX to settle first: unify the WorldEntity + ItemRepository tracks into one object table, or keep separate w/ shared ingestion? Grounding research + ingestion surface listed. User constraint: architecturally solid, no quick fixes. From 969e55350b8121855abfa43b850bab4d3b7d65da Mon Sep 17 00:00:00 2001 From: Erik Date: Thu, 18 Jun 2026 15:06:00 +0200 Subject: [PATCH 187/223] docs(D.5.4): client object/item data model design (brainstorm spec) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Two guid-keyed tables (retail shape), CreateObject = canonical merge-upsert for the data table (ACCWeenieObject-equivalent holding ALL server objects), container membership index, retire _liveEntityInfoByGuid + EnrichItem. Settles the handoff crux against the named decomp: retail is TWO tables, not one, so acdream's WorldEntity + item-table split is already faithful — fix ingestion, don't unify. Co-Authored-By: Claude Opus 4.8 (1M context) --- ...2026-06-18-d54-object-item-model-design.md | 336 ++++++++++++++++++ 1 file changed, 336 insertions(+) create mode 100644 docs/superpowers/specs/2026-06-18-d54-object-item-model-design.md diff --git a/docs/superpowers/specs/2026-06-18-d54-object-item-model-design.md b/docs/superpowers/specs/2026-06-18-d54-object-item-model-design.md new file mode 100644 index 00000000..ee5c7118 --- /dev/null +++ b/docs/superpowers/specs/2026-06-18-d54-object-item-model-design.md @@ -0,0 +1,336 @@ +# D.5.4 — Client object/item data model (foundation) — design + +**Date:** 2026-06-18 +**Status:** design approved (brainstorm) → spec under review → writing-plans next +**Phase:** D.5.4 — the data-model foundation under D.5 "Core panels" (D.2b retail-look track). +Registered in the roadmap D.5 sub-phase ledger; blocks D.5.5+ (inventory / paperdoll / +vendor / trade panels resolve items from this table). +**Branch:** `claude/hopeful-maxwell-214a12` (D.5.1 + D.5.2 already landed here; this continues it). +**User constraint:** *"architecturally solid, no quick fixes"* — do NOT band-aid `EnrichItem` +to add new items; design the model properly. + +**Research evidence base (this spec cites; it does not re-derive):** +- [`docs/research/2026-06-18-item-object-model-handoff.md`](../../research/2026-06-18-item-object-model-handoff.md) — the phase framing + the crux +- [`docs/research/deepdives/r06-items-inventory.md`](../../research/deepdives/r06-items-inventory.md) — item/property/container model + `PublicWeenieDesc` wire layout (§4) + burden (§6) + 2-deep containers (§7) +- [`docs/research/2026-06-16-ui-item-slot-icon-dragdrop-spine-deep-dive.md`](../../research/2026-06-16-ui-item-slot-icon-dragdrop-spine-deep-dive.md) — `ClientObjMaintSystem` / resolve-by-guid model +- [`docs/research/2026-06-16-inventory-deep-dive.md`](../../research/2026-06-16-inventory-deep-dive.md) — inventory wire catalog + container learning +- The named-retail decomp `acclient_2013_pseudo_c.txt` / `acclient.h` (the oracle for the two-table model) + +--- + +## 1. Goal + +Replace acdream's **enrich-existing-only** item scaffold with retail's **canonical-create** +object model. Today `ItemRepository.EnrichItem` (`ItemRepository.cs:162`) returns `false` +and silently drops a `CreateObject` for any item that wasn't pre-seeded as a stub from +`PlayerDescription` — so items acquired mid-session, ground items, vendor items, and pack +items the login snapshot didn't enumerate never enter the model and render no icon (confirmed +live on Coldeve, character Barris: 4 of 6 hotbar slots blank). + +After this phase: **`CreateObject (0xF745)` is the canonical create-or-update for every +server object**, the data table holds the data side of *every* object (items and creatures +alike), `PlayerDescription`/shortcuts are references, the container membership index is live, +and all UI resolves objects by guid. The Coldeve blank-icon bug is fixed at the root, and the +foundation D.5.5's panels sit on is in place. + +This is a **data-model + ingestion** phase. No new panels ship; the toolbar (D.5.1) is the +only live consumer and must keep working (visually unchanged). + +## 2. The crux — settled (the three brainstorm decisions) + +The handoff's §2 framing ("retail unifies everything under one `ClientObjMaintSystem`") was a +misread. The named decomp shows retail is a **two-table** design, and the brainstorm settled +the architecture against that ground truth: + +1. **Two tables, fix ingestion** (not unify). Retail's `CObjectMaint` holds *two* hash tables + keyed by the same guid — `object_table` (`CPhysicsObj`, render/physics) and + `weenie_object_table` (`ACCWeenieObject`, data/UI) — cross-linked by pointer, created and + destroyed together. The UI *only* calls `GetWeenieObject(guid)`; physics *only* calls + `GetPhysicsObject(guid)`. acdream's existing `WorldEntity` + item-table split already + mirrors this. We keep them separate (joined by guid) and fix the *ingestion*, not the + structure. A merge would also violate Code Structure Rule 2 (`WorldEntity` carries + `MeshRef`/GfxObj dat handles and rendering-coupled AABB math; merging drags GL into + `AcDream.Core`). + +2. **Complete model + container index.** Capture the full item weenie-field set (currently + parsed-then-discarded) into the data object, maintain a live container-membership index + (`containerGuid → ordered items`), evict on `DeleteObject`, fix the `WeenieClassId` misuse, + and expose a formal resolve-by-guid surface. Defer only the panel UIs and panel-driven + flows to D.5.5. + +3. **All objects (true weenie table).** `CreateObject` upserts *every* object (creatures, + players, NPCs, items) into the data table, making it acdream's `ACCWeenieObject`-equivalent + and retiring the redundant `GameWindow._liveEntityInfoByGuid` (Name+ItemType duplicate) so + selection/target also resolves from the one table. End state = exactly retail's two tables. + +## 3. Retail anchors (the load-bearing facts) + +All from the named decomp (`acclient_2013_pseudo_c.txt` / `acclient.h`), verified during the +D.5.4 code-map research: + +- **Two parallel tables, one manager.** `CObjectMaint` (`acclient.h:33078`) holds + `object_table : LongHash`, `weenie_object_table : LongHash`, + matching `null_object_table` / `null_weenie_object_table` placeholders (for out-of-order + create), `visible_object_table`, and `object_inventory_table : LongHash` + (the per-container contents lists). Both object tables keyed by the same `uint32` guid. +- **`CreateObject` is create-OR-update (timestamp-driven upsert), not create-only.** + `SmartBox::HandleCreateObject` (decomp ~93740) first calls + `CObjectMaint::GetObjectA(guid, &phys, &weenie)` (the 3-arg overload, ~269768) to detect + whether *either* table already has the guid. Fresh → `ACCObjectMaint::CreateObject` + (~356155) which allocates the `ACCWeenieObject` (`ACCFactory::MakeCWeenieObject_Internal`, + 0x150 bytes, ~354698), inserts it, fills `pwd` via `SetWeenieDesc`, cross-links, and inserts + the `CPhysicsObj`. Existing → the **update branch** patches in place via `SetWeenieDesc` + (data) + per-timestamp physics updates. **There is no full-object replace** — updates merge. +- **The weenie object holds all item game-data** in `pwd` (`PublicWeenieDesc`, `acclient.h:37163+`): + `_iconID/_iconOverlayID/_iconUnderlayID`, `_effects`, `_type`, `_stackSize/_maxStackSize`, + `_value`, `_burden`, `_containerID/_wielderID/_location/_priority`, + `_itemsCapacity/_containersCapacity`, `_structure/_maxStructure`, `_workmanship`, … +- **Every object is an `ACCWeenieObject`** — creatures/players included; the UI resolves a + selected creature's name/health from the same table via `GetWeenieObject`. +- **`DeleteObject` frees both objects atomically** (`ACCObjectMaint::DeleteObject` ~355020 → + `CObjectMaint::DeleteObject(guid)` ~270149) — physics and weenie removed in one call. +- **The wire layout** of the `PublicWeenieDesc` flag-gated tail is r06 §4; acdream's + `CreateObject.cs:558-806` already walks every field in exact ACE order (it skips the ones it + doesn't keep — capturing them is changing `pos += N` to read the value). + +## 4. Scope + +**In scope (D.5.4):** +- Rename + broaden: `ItemRepository` → `ClientObjectTable`, `ItemInstance` → `ClientObject`, + events `Item*` → `Object*`. The data table holds the data side of **all** server objects. +- `CreateObject.TryParse` captures the full item field set (see §6.1) — currently discarded. +- **Upsert is a field-level merge** (create-if-absent, else patch wire-carried fields in + place, preserving the `PropertyBundle` and move-state). `EnrichItem` is deleted. +- Ingestion wiring moves **off `GameWindow`** into `AcDream.Core.Net` (`ObjectTableWiring`): + `CreateObject`→upsert, `DeleteObject`→remove, the `0x02CE` UiEffects path→`UpdateIntProperty`. +- Container membership index (`containerGuid → ordered item guids`), live on upsert + move + + remove, exposed via `GetContents(guid)`. +- `WeenieClassId` captured from `CreateObject` (stop misusing `PlayerDescription`'s + `ContainerType` as the class id). +- `PlayerDescription` becomes a membership manifest (records "this guid is mine / in + container / equipped at slot"); out-of-order with `CreateObject` is safe (whichever arrives + first creates the entry, the other merges). +- Retire `GameWindow._liveEntityInfoByGuid`; migrate its consumers + (`IsLiveCreatureTarget`/`DescribeLiveEntity`/target-indicator) to `ClientObjectTable.Get`. +- `ToolbarController` resolves via `ClientObjectTable.Get` and **filters its event handler by + guid** (only re-binds when a changed guid is one of its 18 shortcuts). +- `DeleteObject` (0xF747) evicts from the table. +- Conformance tests throughout (§8). Preserve the D.5.2 effects-contract tests. + +**Out of scope (D.5.5+, explicit non-goals):** +- The panel UIs themselves (inventory / paperdoll / vendor / trade / spellbook). +- `ViewContents (0x0196)` open/close flow + the still-unwired inbound move events + (`InventoryPutObjectIn3D 0x019A`, `CloseGroundContainer 0x0052`, + `InventoryServerSaveFailed 0x00A0`) and their builders (`DropItem`/`GetAndWieldItem`/ + `NoLongerViewingContents`). +- Drag-drop mutate wire (`AddShortcut`/`RemoveShortcut`, `PutItemInContainer` from UI, etc.). +- `ShortCutManager` durable persistence (shortcuts stay in the current closure path). +- The broader `PublicUpdateProperty*` family beyond the existing `UiEffects (0x02CE)` path + (live StackSize/Value/Structure updates) — captured at create time, but the per-property + live-update parsers are D.5.5/M2. +- `null_object_table`-style pre-queuing of a child `CreateObject` that arrives before its + parent. (Our upsert already makes plain out-of-order PD↔CreateObject safe; the parent/child + parenting edge case is deferred — see §10 risks.) + +## 5. Architecture & components + +Two guid-keyed tables, joined by guid, both mutated on the render thread: + +| Table | acdream type | retail analogue | holds | layer | +|---|---|---|---|---| +| Render/physics | `WorldEntity` (+ `GpuWorldState`) | `object_table` / `CPhysicsObj` | mesh, position, AABB, cell | `AcDream.Core/World` + `AcDream.App` | +| **Data/UI** | **`ClientObjectTable`** of **`ClientObject`** | `weenie_object_table` / `ACCWeenieObject` | icon, name, type, stack, value, container/equip, properties | `AcDream.Core/Items` (pure data) | + +**Components (file → responsibility → change):** + +1. **`ClientObject`** (`AcDream.Core/Items/ItemInstance.cs` → renamed file/type from + `ItemInstance`). Per-object data record. *Change:* add the §6.1 fields; make `WeenieClassId` + settable; keep `PropertyBundle`. Item-specific fields are simply unset for creatures + (faithful to retail's `ACCWeenieObject` for non-items). + +2. **`ClientObjectTable`** (`AcDream.Core/Items/ItemRepository.cs` → renamed). The guid-keyed + store + container index + event surface. *Change:* + - `AddOrUpdate` becomes a **field-level merge upsert** (§7.2), not a whole-object replace. + - Add the container index: `Dictionary>` keyed by containerGuid, kept + ordered by slot; updated on upsert / `MoveItem` / `Remove`; exposed via + `IReadOnlyList GetContents(uint containerGuid)`. + - Events renamed `ObjectAdded/ObjectUpdated/ObjectRemoved/ObjectMoved`. + - `EnrichItem` deleted. + - Keep `ConcurrentDictionary` (plugin reads) + `GetItem`→`Get` resolve surface. + +3. **`ObjectTableWiring`** (new, `AcDream.Core.Net/ObjectTableWiring.cs`). Static + `Wire(WorldSession session, ClientObjectTable table)` subscribing the WorldSession + GameMessage-level events: `EntitySpawned`→`AddOrUpdate(merge)`, `EntityDeleted`→`Remove`, + `ObjectIntPropertyUpdated`→`UpdateIntProperty`. This is the seam that moves item ingestion + off `GameWindow` (Rule 1) while keeping `AcDream.Core` GL-free (Rule 2). + +4. **`CreateObject.cs`** (`AcDream.Core.Net/Messages`). *Change:* capture the §6.1 fields into + `Parsed` (extend the record); the wire-cursor walk already exists — replace the `pos += N` + skips with value reads. **Risk:** the `Parsed` positional ctor + `WorldSession.EntitySpawn` + mirror must both grow; cursor arithmetic must stay byte-identical (locked by tests). + +5. **`WorldSession.EntitySpawn`** (`AcDream.Core.Net/WorldSession.cs:47`). *Change:* add the + new fields so they reach the ingestion wiring. + +6. **`GameEventWiring.cs`** (`AcDream.Core.Net`). *Change:* `PlayerDescription` handler stops + creating "source of truth" stubs with `WeenieClassId = ContainerType`; instead it records + membership (a merge upsert that sets container/equip placement + marks the guid as the + player's). `WieldObject`/`InventoryPutObjInContainer` → `MoveItem` stays (already wired). + +7. **`GameWindow.cs`** (`AcDream.App`). *Change:* delete the `EnrichItem` call; construct + `ClientObjectTable` + call `ObjectTableWiring.Wire`; retire `_liveEntityInfoByGuid` and + point its consumers at `ClientObjectTable.Get`. Render-entity build is unchanged. + +8. **`ToolbarController.cs`** (`AcDream.App/UI/Layout`). *Change:* resolve via + `ClientObjectTable.Get`; event handler filters by guid (only re-bind affected shortcut + slots); subscribe to `ObjectRemoved` too (today it doesn't, leaving stale slots). + +9. **`IconComposer.cs`** — unchanged (takes fields, not the table). + +## 6. Data model + +### 6.1 `ClientObject` fields to add (capture from `CreateObject`) + +The `ClientObject` type **already declares** most of these fields (they exist on today's +`ItemInstance`), but `CreateObject` **does not populate them** — it walks past them on the +wire. This table is the wire-capture work: rows marked **new** also need a field added to the +type; the rest just need the parser to read the value into the existing field instead of +skipping it. The cursor walk already exists in `CreateObject.cs:558-806` (each field has a +`pos += N` skip today). Wire bits per r06 §4 / `PublicWeenieDesc`: + +| Field | Wire bit | field state | Notes | +|---|---|---|---| +| `WeenieClassId` | fixed prefix PackedDword (`CreateObject.cs:538`) | **make settable** | discarded today; init-only on the type | +| `Value` | `0x00000008` | exists | `pos += 4` today | +| `StackSize` / `StackSizeMax` | `0x00001000` / `0x00002000` | exists | skipped today | +| `Burden` | `0x00200000` | exists | skipped today | +| `ContainerId` | `0x00004000` | exists | item's parent container guid (drives the index) | +| `ValidLocations` | `0x00010000` | exists | EquipMask (paperdoll needs it) | +| `CurrentWieldedLocation` | `0x00020000` | exists → `CurrentlyEquippedLocation` | EquipMask | +| `ItemsCapacity` / `ContainersCapacity` | `0x00000002` / `0x00000004` | **new** | feed `Container` (u8 each) | +| `WielderId` | `0x00008000` | **new** | equip placement | +| `Priority` (ClothingPriority) | `0x00040000` | **new** | layer order | +| `Structure` / `MaxStructure` | `0x00000400` / `0x00000800` | **new** | charges/uses | +| `Workmanship` | `0x01000000` (f32) | **new** | salvage/tinker display | + +`ContainerType` (PD inventory entry, 0/1/2) moves to its own field on the entry/`Container`, +no longer aliased onto `WeenieClassId`. + +### 6.2 Container index + +`ClientObjectTable` maintains the equivalent of retail's `object_inventory_table`: +`containerGuid → ordered list of item guids` (ordered by `ContainerSlot`). It is derived data, +rebuilt from each object's `ContainerId`/`ContainerSlot`: +- **on upsert:** if the object has a non-zero `ContainerId`, (re)index it under that parent. +- **on `MoveItem`:** remove from old container list, add to new (or to equip if `WielderId`). +- **on `Remove`:** drop from its container list. +- **expose** `GetContents(containerGuid)` → ordered item guids (inventory panel reads this). + +Equip placement (`WielderId` + `CurrentWieldedLocation`) is tracked the same way so paperdoll +can ask "what's equipped in slot X" without scanning. + +## 7. Ingestion lifecycle + +### 7.1 The flow +- **`CreateObject (0xF745)`** → `WorldSession` parses (full field set) → fires `EntitySpawned` + → **`ObjectTableWiring`** calls `ClientObjectTable.AddOrUpdate(merge)` for **every** object, + independent of whether it also becomes a `WorldEntity` (inventory items have no position). + `GameWindow` keeps its own `EntitySpawned` subscription for the render-entity build. +- **`DeleteObject (0xF747)` / Pickup** → `EntityDeleted` → `ClientObjectTable.Remove(guid)` + (today this leaks until `Clear()`). Render teardown unchanged. +- **`PlayerDescription (0x0013)`** → membership manifest: a merge upsert that marks each + inventory/equipped guid as the player's and records placement (container/equip slot). The + *data* (icon/name/type/…) arrives from `CreateObject`. Shortcuts stay on the existing path. +- **`WieldObject 0x0023` / `InventoryPutObjInContainer 0x0022`** → `MoveItem` (already wired) → + re-parents in the container index. +- **`PublicUpdatePropertyInt 0x02CE` (UiEffects)** → `UpdateIntProperty` (already wired, + preserved). + +### 7.2 Upsert = field-level merge (the key correctness rule) +`AddOrUpdate` must NOT replace the whole object (today's `_items[id] = item` clobbers appraise +`PropertyBundle` + move-state on a `CreateObject` re-send; retail's update branch patches via +`SetWeenieDesc`). The merge rule: +- **Absent** → insert the new object; fire `ObjectAdded`. +- **Present** → patch only the wire-carried fields onto the existing object (Name, Type, + Icon*, Effects, Stack, Value, Burden, capacities, `WeenieClassId`, and placement + `ContainerId`/`CurrentWieldedLocation`/`WielderId` when the wire carries them); **preserve** + the `PropertyBundle` (appraise detail) and any state the wire didn't carry; fire + `ObjectUpdated`. +- **Effects** keeps the D.5.2 contract: assign unconditionally from the parsed value (0 = "no + effect", a meaningful state) so re-composition reflects the current server state. + +### 7.3 Out-of-order safety +Because upsert is create-or-merge, the PD↔CreateObject arrival order is irrelevant: whichever +arrives first creates the entry; the other merges its fields in. No drops (the root fix for +the Coldeve bug), no silent races. + +### 7.4 Threading +Unchanged: the net channel drains on the render-thread `OnUpdate`; both tables mutate on the +render thread; `ConcurrentDictionary` is retained only for safe plugin reads. Events fire +synchronously on the render thread (matching today). + +## 8. Testing (conformance throughout) + +xUnit, hand-built byte fixtures (matching `CreateObjectTests` / `ItemRepositoryTests` style; +no pcap, no Moq). New + changed tests: +- **Full-field-capture parse:** each new weenie-header field reads correctly; cursor + arithmetic stays byte-identical (a packet with a mid-tail field set still reaches + IconOverlay/IconUnderlay). Extend `CreateObjectTests`. +- **Upsert creates a brand-new object** (no PD stub) — the Coldeve bug; this test would have + failed before the fix and locks it. +- **Upsert merge** preserves `PropertyBundle` (appraise) + move-state across a `CreateObject` + re-send; does not clobber. +- **Out-of-order:** CreateObject-before-PD and PD-before-CreateObject converge to identical + state. +- **Container index:** add/move/remove keeps `GetContents` correct and slot-ordered; 2-deep + container depth (r06 §7); equip placement queryable. +- **`DeleteObject` eviction** removes from the table + the container index. +- **`WeenieClassId`** is the real class id from CreateObject, not the PD ContainerType. +- **`_liveEntityInfoByGuid` retirement regression:** selection/describe still resolve + name+type for a creature via `ClientObjectTable.Get`. +- **Toolbar guid-filter:** an unrelated object's `ObjectAdded` does not re-bind a shortcut + slot; a shortcut's `ObjectUpdated` does. +- **Preserve** the D.5.2 effects tests (`effects==0` clears; per-pixel tint) under the new + merge path. + +## 9. Divergence register + +- **Retire** the enrich-only stopgap rows (the `EnrichItem` drops-unseeded-items behavior is + gone). Delete those rows in the same commit that lands the fix. +- **Add** a row for the global-event-with-guid-filter consumer model vs. retail's per-object + `NoticeRegistrar` observer dispatch (a deliberate simplification — consumers filter by guid + rather than registering per-object observers). Note it; don't hide it. +- **Add** a row (or note under it) for the deferred `null_object_table`-style parent/child + pre-queue (out-of-order *parented* create) — see §10. + +## 10. Risks & open questions + +- **Cursor arithmetic regression** in `CreateObject.cs` is the highest-risk change: turning + skips into reads must not shift any offset. Mitigation: the field walk already exists and is + test-covered; add per-field value assertions and a "mixed flags reach IconOverlay" test. +- **`AddOrUpdate` merge vs. replace** touches existing `AddOrUpdate` callers (PD seeding, + appraise `UpdateProperties`). Audit every caller; the merge must be a strict superset of + prior behavior for the toolbar path. +- **Event volume:** upserting all objects fires `ObjectAdded` per creature spawn. The toolbar + guid-filter handles it; future panels must filter too (documented in the table's event + XML-doc). +- **`_liveEntityInfoByGuid` retirement timing:** the ingestion wiring and `GameWindow`'s render + handler both subscribe to `EntitySpawned`; ensure the table is populated before any consumer + queries (consumers run on later user interaction, so this is safe, but assert it). +- **Parented item ordering** (a child `CreateObject` arriving before its parent) — retail uses + `null_object_table` pre-queuing. Deferred; PD↔CreateObject ordering is handled, but document + the parent/child gap so D.5.5 picks it up if a panel needs it. +- **Naming churn:** the rename touches `GameEventWiring`, `ToolbarController`, tests, and the + `IconComposer` call site. Mechanical but wide; do it as a focused rename commit so the diff + reads cleanly. + +## 11. Acceptance criteria + +- `dotnet build` + `dotnet test` green (the full suite, including the new conformance tests). +- A `CreateObject` for an item with **no** prior PD stub registers it in the table and the + toolbar renders its icon (the Coldeve repro, exercised by a unit test; visual confirmation + on a live server is the user's gate). +- The toolbar still renders correctly for pre-seeded items (no regression). +- Selection/target still resolves creature name+type after `_liveEntityInfoByGuid` retirement. +- Roadmap D.5 ledger updated (D.5.4 → shipped); divergence register rows added/retired; + memory digest updated if there's a durable lesson. From 57c11358b62d82ca72579b4d9bc5ed1eeab138ec Mon Sep 17 00:00:00 2001 From: Erik Date: Thu, 18 Jun 2026 15:08:52 +0200 Subject: [PATCH 188/223] =?UTF-8?q?fix(sky):=20A7=20=E2=80=94=20correct=20?= =?UTF-8?q?sun-vector=20magnitude=20(ambient=20+=20sun=20were=20~32%=20too?= =?UTF-8?q?=20bright)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Outdoor lighting was ~32% too bright (washed-out, weak shading). Live cdb on retail (SmartBox::SetWorldAmbientLight + SkyDesc::GetLighting + LScape::sunlight, binary matches refs/acclient.pdb) pinned it: at the SAME game time + DayGroup, acdream's ambient COLOR matched retail exactly (the purple is correct, authored per-time-of-day in the sky dat) but the LEVEL was 0.607 vs retail's 0.459. level = AmbBright + 0.2·|sunVec|, both AmbBright=0.40, so acdream's |sunVec|≈1.06 vs retail's ≈0.30. Retail's LScape::sunlight read live = (0.2238, ~0, 0.00352), magnitude 0.224 = DirBright, y≈0. RetailSunVector had `y = cos(P)` (≈1) — the raw PRE-transform value SkyDesc:: GetLighting writes to arg5 (0x00500ac9), before LScape::set_sky_position's world transform. acdream ported the un-transformed vector, so the y=cos(P)≈1 term inflated |sunVec| to ~1.06. That magnitude feeds BOTH the ambient boost (SkyKeyframe.AmbientColor) AND the sun colour (SkyKeyframe.SunColor = DirColor×|sunVec|), over-brightening the whole scene (terrain, objects, sky) ~30% and also pointing the sun the wrong way. Fix: RetailSunVector = DirBright × (cos(P)·sin(H), cos(P)·cos(H), sin(P)) — the world-space spherical form LScape::sunlight actually holds; |sunVec| == DirBright for all H/P. After: acdream ambient (0.353,0.176,0.449) vs retail (0.360,0.180, 0.459) — within ~2%, user-confirmed "better outside". Sun direction also corrected (was pointing ~North from the bad y term). Tests updated to the cdb-verified values (the prior tests pinned the inflated magnitude). 18/18 sky tests green. reference-retail-ambient-values memory updated. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.Core/World/SkyState.cs | 71 ++++++++++--------- .../World/SkyDescLoaderTests.cs | 17 ++--- .../AcDream.Core.Tests/World/SkyStateTests.cs | 41 ++++++----- 3 files changed, 73 insertions(+), 56 deletions(-) diff --git a/src/AcDream.Core/World/SkyState.cs b/src/AcDream.Core/World/SkyState.cs index 5acf2d39..0120e84a 100644 --- a/src/AcDream.Core/World/SkyState.cs +++ b/src/AcDream.Core/World/SkyState.cs @@ -74,22 +74,15 @@ public readonly record struct SkyKeyframe( /// (see ). /// /// - /// Why |sunVec| instead of DirBright directly: retail's - /// PrimD3DRender::UpdateLightsInternal at 0x0059b57c - /// (decomp line 424118-424119) computes - /// D3DLIGHT9.Diffuse.r = sunlight_color.r × sqrt(x²+y²+z²) - /// from the sun vector SkyDesc::GetLighting built at - /// 0x00500ac9 (decomp lines 261343-261353): - /// - /// sunVec.x = sin(H) × DirBright × cos(P) - /// sunVec.y = cos(P) // NOT scaled by DirBright - /// sunVec.z = DirBright × sin(P) - /// - /// Because Y is unscaled by DirBright, |sunVec| ≠ - /// DirBright in general — it varies with sun pitch and heading. - /// Using DirBright alone underweighted the warm directional - /// term, letting the cool ambient/fog dominate ⇒ acdream rendered - /// blue-white at keyframes where retail looked warm-gray. + /// |sunVec| is retail's D3DLIGHT9.Diffuse = DirColor × sqrt(x²+y²+z²) + /// scaling (PrimD3DRender::UpdateLightsInternal 0x0059b57c, decomp + /// 424118-424119) of the WORLD-space sun vector (LScape::sunlight). + /// Because is now the + /// DirBright-scaled spherical vector (magnitude == DirBright, cdb-verified — + /// see that method), |sunVec| == DirBright, so this is effectively + /// SunColor = DirColor × DirBright. (A prior bug used the un-transformed + /// y=cos(P) vector ⇒ |sunVec|≈1.06 ⇒ the sun was ~4–5× too bright at dawn/dusk; + /// [[reference-retail-ambient-values]].) /// /// public Vector3 SunColor => DirColor * SkyStateProvider.RetailSunVector(this).Length(); @@ -301,21 +294,35 @@ public sealed class SkyStateProvider } /// - /// Retail's raw sun vector (NOT normalized) — the same vector - /// SkyDesc::GetLighting writes at 0x00500ac9 - /// (decomp lines 261343, 261352, 261353): + /// Retail's world-space sun vector (NOT normalized): the standard + /// spherical-to-cartesian direction (East=x, North=y, Up=z) scaled by + /// DirBright: /// - /// sunVec.x = sin(H_rad) × DirBright × cos(P_rad) - /// sunVec.y = cos(P_rad) // NOT scaled by DirBright - /// sunVec.z = DirBright × sin(P_rad) + /// sunVec.x = DirBright × cos(P) × sin(H) + /// sunVec.y = DirBright × cos(P) × cos(H) + /// sunVec.z = DirBright × sin(P) /// - /// Y is unscaled by brightness on purpose — that's what makes - /// |sunVec|DirBright in general (the magnitude varies - /// with pitch/heading, which is the basis for retail's "sun is brighter - /// in some configurations than others" lighting behavior). The shader's - /// uSunDir uniform uses the NORMALIZED vector for N·L; the - /// magnitude feeds intensity and - /// the ambient brightness boost in . + /// so |sunVec| == DirBright exactly (cos²P·(sin²H+cos²H)+sin²P = 1). + /// + /// + /// GROUNDED IN A LIVE cdb CAPTURE (2026-06-18, [[reference-retail-ambient-values]]): + /// retail's LScape::sunlight read at a dawn keyframe (H=90°, P=0.9°, + /// DirBright≈0.224) = (0.2238, ~0, 0.00352) — y≈0, magnitude 0.224 = + /// DirBright. That fed level = 0.2·|sunlight| + ambient_level = 0.2·0.224 + + /// 0.40 = 0.445, matching the captured SetWorldAmbientLight level. + /// + /// + /// PRIOR BUG: an earlier version returned y = cos(P) (≈1) — the raw + /// PRE-transform value the decomp's SkyDesc::GetLighting writes to its + /// arg5 (0x00500ac9, before LScape::set_sky_position's world + /// transform). Porting that un-transformed vector inflated |sunVec| to + /// ~1.06 instead of ~0.22, over-brightening BOTH the ambient boost + /// () AND the sun colour + /// () by ~30% vs retail. The world-space + /// form above is what LScape::sunlight actually holds at runtime. + /// + /// The shader uses the NORMALIZED vector for N·L; the magnitude (= DirBright) + /// feeds the sun-colour intensity and the ambient brightness boost. /// public static Vector3 RetailSunVector(SkyKeyframe kf) { @@ -325,9 +332,9 @@ public sealed class SkyStateProvider float sinP = MathF.Sin(p); float B = kf.DirBright; return new Vector3( - MathF.Sin(h) * B * cosP, // x = sin(H) × B × cos(P) - cosP, // y = cos(P) ← unscaled by B - B * sinP); // z = B × sin(P) + B * cosP * MathF.Sin(h), // x = DirBright × cos(P) × sin(H) + B * cosP * MathF.Cos(h), // y = DirBright × cos(P) × cos(H) + B * sinP); // z = DirBright × sin(P) } /// diff --git a/tests/AcDream.Core.Tests/World/SkyDescLoaderTests.cs b/tests/AcDream.Core.Tests/World/SkyDescLoaderTests.cs index d07d0a64..4ceeddba 100644 --- a/tests/AcDream.Core.Tests/World/SkyDescLoaderTests.cs +++ b/tests/AcDream.Core.Tests/World/SkyDescLoaderTests.cs @@ -100,22 +100,23 @@ public sealed class SkyDescLoaderTests { // The loader stores DirColor and DirBright RAW. The SunColor property // composes them via |sunVec| per retail's UpdateLightsInternal at - // 0x59b57c (decomp 424118) — the diffuse magnitude is sqrt(x²+y²+z²) - // where the sun vector is built from heading/pitch/brightness with - // Y unscaled by brightness (decomp 261352). + // 0x59b57c (decomp 424118) — diffuse = DirColor × |LScape::sunlight|. + // cdb-verified (reference-retail-ambient-values): |LScape::sunlight| == + // DirBright for every keyframe (world-space spherical vector, magnitude + // DirBright·sqrt(cos²P+sin²P) = DirBright). // // For this region: H=180°, P=70°, B=1.5 - // sunVec = (sin(180)*1.5*cos(70), cos(70), 1.5*sin(70)) - // = (0, 0.342, 1.410) - // |sunVec| = sqrt(0 + 0.117 + 1.988) = 1.4509 + // sunVec = 1.5 × (cos(70)·sin(180), cos(70)·cos(180), sin(70)) + // = (0, -0.513, 1.410) + // |sunVec| = sqrt(0 + 0.263 + 1.988) = 1.500 (= DirBright) // DirColor.X = 200/255 = 0.7843 - // SunColor.X = 0.7843 × 1.4509 = 1.138 + // SunColor.X = 0.7843 × 1.500 = 1.1765 var region = MakeRegion(dirBright: 1.5f, rBgrOrder: 200); var loaded = SkyDescLoader.LoadFromRegion(region); Assert.NotNull(loaded); var kf = loaded!.DayGroups[0].SkyTimes[0].Keyframe; - Assert.InRange(kf.SunColor.X, 1.13f, 1.15f); + Assert.InRange(kf.SunColor.X, 1.17f, 1.18f); } [Fact] diff --git a/tests/AcDream.Core.Tests/World/SkyStateTests.cs b/tests/AcDream.Core.Tests/World/SkyStateTests.cs index 1c677204..3d87da00 100644 --- a/tests/AcDream.Core.Tests/World/SkyStateTests.cs +++ b/tests/AcDream.Core.Tests/World/SkyStateTests.cs @@ -66,24 +66,33 @@ public sealed class SkyStateTests } [Fact] - public void RetailSunVector_AtHorizonNorth_MagnitudeIsOne() + public void RetailSunVector_MagnitudeAlwaysEqualsDirBright() { - // Sun on horizon to the north (H=0°, P=0°): cos(P)=1, sin(P)=0. - // sunVec = (sin(0)×B×1, 1, B×0) = (0, 1, 0) - // |sunVec| = 1 regardless of B (because Y is unscaled by B) - var kf = new SkyKeyframe( - Begin: 0f, - SunHeadingDeg: 0f, - SunPitchDeg: 0f, - DirColor: Vector3.One, - DirBright: 2.0f, // anything - AmbColor: Vector3.One, - AmbBright: 1f, - FogColor: Vector3.One, - FogDensity: 0f); + // cdb-verified (2026-06-18, reference-retail-ambient-values): retail's + // world-space LScape::sunlight = DirBright × (cosP·sinH, cosP·cosH, sinP), + // whose magnitude is DirBright·sqrt(cos²P·(sin²H+cos²H)+sin²P) = DirBright + // for ALL headings/pitches. (The prior y=cos(P) port gave |sunVec|≈1 at the + // horizon — that was the ~30% over-bright bug.) + // Horizon north (H=0°, P=0°): (0, B, 0), |.| = B. + var horizon = new SkyKeyframe( + Begin: 0f, SunHeadingDeg: 0f, SunPitchDeg: 0f, + DirColor: Vector3.One, DirBright: 2.0f, + AmbColor: Vector3.One, AmbBright: 1f, + FogColor: Vector3.One, FogDensity: 0f); + Assert.InRange(SkyStateProvider.RetailSunVector(horizon).Length(), 1.99f, 2.01f); - var v = SkyStateProvider.RetailSunVector(kf); - Assert.InRange(v.Length(), 0.99f, 1.01f); + // Reproduce the live cdb capture: dawn keyframe H=90°, P=0.9°, DirBright=0.224 + // → LScape::sunlight = (0.2238, ~0, 0.00352), magnitude 0.224 = DirBright. + var dawn = new SkyKeyframe( + Begin: 0f, SunHeadingDeg: 90f, SunPitchDeg: 0.9f, + DirColor: Vector3.One, DirBright: 0.224f, + AmbColor: Vector3.One, AmbBright: 0.40f, + FogColor: Vector3.One, FogDensity: 0f); + var v = SkyStateProvider.RetailSunVector(dawn); + Assert.InRange(v.X, 0.223f, 0.225f); // DirBright·cosP·sin(90°) ≈ 0.224 + Assert.InRange(v.Y, -0.001f, 0.001f); // DirBright·cosP·cos(90°) ≈ 0 (was the bug: ≈1) + Assert.InRange(v.Z, 0.003f, 0.004f); // DirBright·sin(0.9°) ≈ 0.0035 + Assert.InRange(v.Length(), 0.223f, 0.225f); // = DirBright } [Fact] From 2fc253d9ff48baf0330fc7eee19dc261c1824623 Mon Sep 17 00:00:00 2001 From: Erik Date: Thu, 18 Jun 2026 15:19:15 +0200 Subject: [PATCH 189/223] docs(D.5.4): implementation plan (12 tasks, TDD, green-per-task) Rename -> field capture -> EntitySpawn plumb -> ClientObject/WeenieData -> Ingest merge-upsert -> container index -> ObjectTableWiring (off GameWindow) -> PD manifest -> delete EnrichItem -> retire _liveEntityInfoByGuid -> toolbar guid-filter -> bookkeeping+live run. Sequenced so every task builds green. Co-Authored-By: Claude Opus 4.8 (1M context) --- .../plans/2026-06-18-d54-object-item-model.md | 1344 +++++++++++++++++ 1 file changed, 1344 insertions(+) create mode 100644 docs/superpowers/plans/2026-06-18-d54-object-item-model.md diff --git a/docs/superpowers/plans/2026-06-18-d54-object-item-model.md b/docs/superpowers/plans/2026-06-18-d54-object-item-model.md new file mode 100644 index 00000000..9bfcee13 --- /dev/null +++ b/docs/superpowers/plans/2026-06-18-d54-object-item-model.md @@ -0,0 +1,1344 @@ +# D.5.4 Client Object/Item Data Model — Implementation Plan + +> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking. + +**Goal:** Make `CreateObject (0xF745)` the canonical create-or-update for every server object, holding the data side of all objects in one guid-keyed table (retail's `weenie_object_table` shape), so the UI resolves items by guid and the Coldeve blank-icon bug is fixed at the root. + +**Architecture:** Two guid-keyed tables (render/physics `WorldEntity` unchanged; data/UI `ClientObjectTable` broadened to all objects). `CreateObject` field-level **merge upsert** into `ClientObjectTable`; `DeleteObject` evicts; `PlayerDescription`/shortcuts are references; a live container-membership index; ingestion wired in `AcDream.Core.Net` (off `GameWindow`); `_liveEntityInfoByGuid` retired. + +**Tech Stack:** C# / .NET 10, xUnit (hand-built byte fixtures, no Moq), `AcDream.slnx` solution. Build `dotnet build`; test `dotnet test`. + +**Spec:** [`docs/superpowers/specs/2026-06-18-d54-object-item-model-design.md`](../specs/2026-06-18-d54-object-item-model-design.md) + +**Canonical name map (used throughout this plan):** + +| Old | New | +|---|---| +| `ItemInstance` (type) | `ClientObject` | +| `ItemRepository` (type) | `ClientObjectTable` | +| `ItemRepository.GetItem` | `ClientObjectTable.Get` | +| `ItemRepository.ItemCount` | `ClientObjectTable.ObjectCount` | +| `ItemRepository.Items` (IEnumerable) | `ClientObjectTable.Objects` | +| event `ItemAdded` | `ObjectAdded` | +| event `ItemMoved` | `ObjectMoved` | +| event `ItemRemoved` | `ObjectRemoved` | +| event `ItemPropertiesUpdated` | `ObjectUpdated` | +| `GameWindow.Items` (field) | `GameWindow.Objects` | + +Unchanged member names (object-agnostic / container-specific): `AddOrUpdate`, `MoveItem`, `Remove`, `UpdateProperties`, `UpdateIntProperty`, `Clear`, `AddContainer`, `GetContainer`, `Containers`, `ContainerCount`, `UiEffectsPropertyId`. (`EnrichItem` is kept temporarily and deleted in Task 9.) + +--- + +## Task 1: Mechanical rename — `ItemInstance`→`ClientObject`, `ItemRepository`→`ClientObjectTable` + +Pure refactor, no behavior change. Do this first so every later task uses the new names. + +**Files:** +- Rename: `src/AcDream.Core/Items/ItemInstance.cs` → `ClientObject.cs` +- Rename: `src/AcDream.Core/Items/ItemRepository.cs` → `ClientObjectTable.cs` +- Rename: `tests/AcDream.Core.Tests/Items/ItemRepositoryTests.cs` → `ClientObjectTableTests.cs` +- Modify (consumers): `src/AcDream.Core.Net/GameEventWiring.cs`, `src/AcDream.App/Rendering/GameWindow.cs`, `src/AcDream.App/UI/Layout/ToolbarController.cs`, plus anything the grep in Step 1 surfaces. + +- [ ] **Step 1: Enumerate every reference (bound the rename)** + +Run (Grep tool or shell): +```bash +grep -rn -E "ItemInstance|ItemRepository|\.GetItem\(|\.ItemAdded|\.ItemMoved|\.ItemRemoved|\.ItemPropertiesUpdated|\.ItemCount\b" src tests +``` +Expected: hits in the files listed above (ItemInstance.cs, ItemRepository.cs, GameEventWiring.cs, GameWindow.cs, ToolbarController.cs, ItemRepositoryTests.cs). Record any *additional* files (e.g. plugin abstractions) and include them in the edits below. `CreateObjectTests.cs` references only `ItemType` (not renamed) — leave it. + +- [ ] **Step 2: git mv the three files** + +```bash +git mv src/AcDream.Core/Items/ItemInstance.cs src/AcDream.Core/Items/ClientObject.cs +git mv src/AcDream.Core/Items/ItemRepository.cs src/AcDream.Core/Items/ClientObjectTable.cs +git mv tests/AcDream.Core.Tests/Items/ItemRepositoryTests.cs tests/AcDream.Core.Tests/Items/ClientObjectTableTests.cs +``` + +- [ ] **Step 3: Rename the types + members in `ClientObject.cs`** + +In `src/AcDream.Core/Items/ClientObject.cs`: `public sealed class ItemInstance` → `public sealed class ClientObject`. (The `ItemType`, `EquipMask`, `PropertyBundle`, `Container`, `BurdenMath` types in this file keep their names.) Update the XML-doc summary on the class from "Per-item live state" to "Per-object live state (the data side of every server object — items and creatures alike). Retail `ACCWeenieObject`." + +- [ ] **Step 4: Rename the type + members in `ClientObjectTable.cs`** + +In `src/AcDream.Core/Items/ClientObjectTable.cs`, apply (replace_all per token): +- `public sealed class ItemRepository` → `public sealed class ClientObjectTable` +- every `ItemInstance` → `ClientObject` (field types, event generic args, params) +- `event Action? ItemAdded` → `event Action? ObjectAdded` +- `event Action? ItemMoved` → `event Action? ObjectMoved` +- `event Action? ItemRemoved` → `event Action? ObjectRemoved` +- `event Action? ItemPropertiesUpdated` → `event Action? ObjectUpdated` +- `public int ItemCount` → `public int ObjectCount` +- `public IEnumerable Items` → `public IEnumerable Objects` +- `public ItemInstance? GetItem(uint objectId)` → `public ClientObject? Get(uint objectId)` +- update every internal `ItemAdded?.Invoke`/`ItemPropertiesUpdated?.Invoke`/`ItemMoved?.Invoke`/`ItemRemoved?.Invoke` to the new event names. +- Update the class XML-doc summary to "the client's table of every server object (retail `weenie_object_table` / `CObjectMaint`)." + +- [ ] **Step 5: Fix consumers** + +In `src/AcDream.Core.Net/GameEventWiring.cs`: `ItemRepository items` → `ClientObjectTable items`; `new ItemInstance` → `new ClientObject`; `items.GetItem` → `items.Get`. (Leave the PD seeding body as-is for now — Task 8 rewrites it.) + +In `src/AcDream.App/Rendering/GameWindow.cs`: +- `public readonly AcDream.Core.Items.ItemRepository Items = new();` → `public readonly AcDream.Core.Items.ClientObjectTable Objects = new();` +- every other `Items.` in this file → `Objects.` (e.g. `Items.EnrichItem`, `Items.UpdateIntProperty`); every `ItemRepository.UiEffectsPropertyId` → `ClientObjectTable.UiEffectsPropertyId`. +- the `WireAll(_liveSession.GameEvents, Items, ...)` arg → `Objects`. + +In `src/AcDream.App/UI/Layout/ToolbarController.cs`: `ItemRepository` → `ClientObjectTable` (field `_repo`, ctor param); `repo.ItemAdded` → `repo.ObjectAdded`; `repo.ItemPropertiesUpdated` → `repo.ObjectUpdated`; `_repo.GetItem` → `_repo.Get`. + +In `tests/AcDream.Core.Tests/Items/ClientObjectTableTests.cs`: `ItemRepository` → `ClientObjectTable`; `ItemInstance` → `ClientObject`; `repo.GetItem` → `repo.Get`; event names; `ItemCount` → `ObjectCount`. (The `MakeItem` helper keeps its name; it returns a `ClientObject`.) + +Apply the same renames in any extra files Step 1 surfaced. + +- [ ] **Step 6: Build + test green (no behavior change)** + +```bash +dotnet build +dotnet test +``` +Expected: build succeeds; full suite PASS (same count as before, just renamed). + +- [ ] **Step 7: Commit** + +```bash +git add -A +git commit -m "refactor(D.5.4): rename ItemRepository->ClientObjectTable, ItemInstance->ClientObject + +Broaden naming to the data side of every server object (retail weenie_object_table +shape). Pure rename; no behavior change. + +Co-Authored-By: Claude Opus 4.8 (1M context) " +``` + +--- + +## Task 2: Capture the full item field set in the `CreateObject` parser + +The wire-cursor walk already exists (`CreateObject.cs:558-806`); turn the `pos += N` skips into reads, capture `WeenieClassId` from the fixed prefix, and surface all fields on `Parsed`. + +**Files:** +- Modify: `src/AcDream.Core.Net/Messages/CreateObject.cs` +- Test: `tests/AcDream.Core.Net.Tests/Messages/CreateObjectTests.cs` + +- [ ] **Step 1: Write the failing test (full-field capture + cursor integrity)** + +Add to `CreateObjectTests.cs`. First extend the builder so the new fields are parameterizable — add these parameters to `BuildMinimalCreateObjectWithWeenieHeader` and write them in their correct slots (insert next to the existing matching `if ((weenieFlags & ...))` lines): + +```csharp +// add to the BuildMinimalCreateObjectWithWeenieHeader parameter list: + uint weenieClassId = 0x1234, + uint? maxStackSize = null, + byte? itemsCapacity = null, + byte? containersCapacity = null, + uint? container = null, + uint? wielder = null, + uint? validLocations = null, + uint? currentWieldedLocation = null, + uint? priority = null, + float? workmanship = null, +``` + +Replace the corresponding writer lines in the builder body with value-carrying versions: +```csharp + WritePackedDword(bytes, weenieClassId); // WeenieClassId (was hardcoded 0x1234) + // ... + if ((weenieFlags & 0x00000002u) != 0) bytes.Add(itemsCapacity ?? 0); // ItemsCapacity u8 + if ((weenieFlags & 0x00000004u) != 0) bytes.Add(containersCapacity ?? 0); // ContainersCapacity u8 + if ((weenieFlags & 0x00002000u) != 0) WriteU16(bytes, (ushort)(maxStackSize ?? 0)); // MaxStackSize u16 + if ((weenieFlags & 0x00004000u) != 0) WriteU32(bytes, container ?? 0); // Container u32 + if ((weenieFlags & 0x00008000u) != 0) WriteU32(bytes, wielder ?? 0); // Wielder u32 + if ((weenieFlags & 0x00010000u) != 0) WriteU32(bytes, validLocations ?? 0); // ValidLocations + if ((weenieFlags & 0x00020000u) != 0) WriteU32(bytes, currentWieldedLocation ?? 0); // CurrentlyWieldedLocation + if ((weenieFlags & 0x00040000u) != 0) WriteU32(bytes, priority ?? 0); // Priority + if ((weenieFlags & 0x01000000u) != 0) // Workmanship f32 + { + Span tmp = stackalloc byte[4]; + BinaryPrimitives.WriteSingleLittleEndian(tmp, workmanship ?? 0f); + bytes.AddRange(tmp.ToArray()); + } +``` +(Leave `WritePackedDword(bytes, 0x1234)` → now `weenieClassId`; keep the `value`/`structure`/`maxStructure`/`stackSize`/`burden` lines already parameterized.) + +Then add the tests: +```csharp +[Fact] +public void TryParse_WeenieClassId_Surfaced() +{ + byte[] body = BuildMinimalCreateObjectWithWeenieHeader( + guid: 0x50000020u, name: "Sword", itemType: (uint)ItemType.MeleeWeapon, + weenieClassId: 0xABCDu); + var parsed = CreateObject.TryParse(body); + Assert.NotNull(parsed); + Assert.Equal(0xABCDu, parsed!.Value.WeenieClassId); +} + +[Fact] +public void TryParse_FullItemFields_Captured() +{ + // Set every capture flag and assert every value round-trips. + uint flags = + 0x00000008u | // Value + 0x00001000u | // StackSize + 0x00002000u | // MaxStackSize + 0x00200000u | // Burden + 0x00000002u | // ItemsCapacity + 0x00000004u | // ContainersCapacity + 0x00004000u | // Container + 0x00008000u | // Wielder + 0x00010000u | // ValidLocations + 0x00020000u | // CurrentlyWieldedLocation + 0x00040000u | // Priority + 0x00000400u | // Structure + 0x00000800u | // MaxStructure + 0x01000000u; // Workmanship + byte[] body = BuildMinimalCreateObjectWithWeenieHeader( + guid: 0x50000021u, name: "Pack", itemType: (uint)ItemType.Container, + weenieFlags: flags, + value: 250u, stackSize: 7, maxStackSize: 100u, burden: 42, + itemsCapacity: 24, containersCapacity: 7, + container: 0x50000099u, wielder: 0x5000009Au, + validLocations: 0x02000000u, currentWieldedLocation: 0x02000000u, + priority: 8u, structure: 5, maxStructure: 10, workmanship: 7.5f); + var parsed = CreateObject.TryParse(body); + Assert.NotNull(parsed); + var p = parsed!.Value; + Assert.Equal(250u, p.Value); + Assert.Equal(7, p.StackSize); + Assert.Equal(100u, p.StackSizeMax); + Assert.Equal(42, p.Burden); + Assert.Equal(24, p.ItemsCapacity); + Assert.Equal(7, p.ContainersCapacity); + Assert.Equal(0x50000099u, p.ContainerId); + Assert.Equal(0x5000009Au, p.WielderId); + Assert.Equal(0x02000000u, p.ValidLocations); + Assert.Equal(0x02000000u, p.CurrentWieldedLocation); + Assert.Equal(8u, p.Priority); + Assert.Equal(5, p.Structure); + Assert.Equal(10, p.MaxStructure); + Assert.Equal(7.5f, p.Workmanship); +} + +[Fact] +public void TryParse_MidTailFieldsSet_StillReachesIconOverlay() +{ + // Cursor-integrity guard: setting fields BEFORE IconOverlay must not + // desync the IconOverlay read. + uint flags = + 0x00001000u | // StackSize (mid-tail) + 0x00004000u | // Container + 0x40000000u; // IconOverlay + byte[] body = BuildMinimalCreateObjectWithWeenieHeader( + guid: 0x50000022u, name: "Ring", itemType: (uint)ItemType.Jewelry, + weenieFlags: flags, stackSize: 1, container: 0x500000F0u, + iconOverlayId: 0x4321u); + var parsed = CreateObject.TryParse(body); + Assert.NotNull(parsed); + Assert.Equal(0x06004321u, parsed!.Value.IconOverlayId); + Assert.Equal(0x500000F0u, parsed.Value.ContainerId); +} +``` + +- [ ] **Step 2: Run to verify it fails** + +```bash +dotnet test tests/AcDream.Core.Net.Tests/AcDream.Core.Net.Tests.csproj --filter "FullyQualifiedName~CreateObjectTests" +``` +Expected: FAIL — `Parsed` has no `WeenieClassId`/`Value`/`StackSize`/… members (compile error). + +- [ ] **Step 3: Extend the `Parsed` record** + +In `CreateObject.cs`, append these parameters to the `Parsed` record (after `UiEffects = 0`, before the closing `)`; bump the `UiEffects = 0` to `UiEffects = 0,`): +```csharp + // D.5.4 (2026-06-18): full item field set from the WeenieHeader tail — + // previously walked-past. Nullable = the gated flag was absent (don't + // clobber on merge); WeenieClassId is the fixed-prefix class id (was + // discarded at cs:538). Wire bits per r06 §4 / PublicWeenieDesc. + uint WeenieClassId = 0, + int? Value = null, + int? StackSize = null, + uint? StackSizeMax = null, + int? Burden = null, + int? ItemsCapacity = null, + int? ContainersCapacity = null, + uint? ContainerId = null, + uint? WielderId = null, + uint? ValidLocations = null, + uint? CurrentWieldedLocation = null, + uint? Priority = null, + int? Structure = null, + int? MaxStructure = null, + float? Workmanship = null); +``` + +- [ ] **Step 4: Capture the values in `TryParse`** + +In `CreateObject.cs`, declare the new locals beside `iconId` (before the fixed-prefix `try`): +```csharp + uint weenieClassId = 0; + int? wValue = null; int? wStackSize = null; uint? wMaxStackSize = null; + int? wBurden = null; int? wItemsCapacity = null; int? wContainersCapacity = null; + uint? wContainerId = null; uint? wWielderId = null; + uint? wValidLocations = null; uint? wCurrentWieldedLocation = null; + uint? wPriority = null; int? wStructure = null; int? wMaxStructure = null; + float? wWorkmanship = null; +``` +Change the fixed-prefix WeenieClassId read: +```csharp + weenieClassId = ReadPackedDword(body, ref pos); // WeenieClassId (D.5.4: was discarded) +``` +In the optional-tail `try`, change these skips to reads (keep the bounds-check throw on each): +```csharp + if ((weenieFlags & 0x00000002u) != 0) // ItemsCapacity u8 + { + if (body.Length - pos < 1) throw new FormatException("trunc ItemCap"); + wItemsCapacity = body[pos]; pos += 1; + } + if ((weenieFlags & 0x00000004u) != 0) // ContainersCapacity u8 + { + if (body.Length - pos < 1) throw new FormatException("trunc ContCap"); + wContainersCapacity = body[pos]; pos += 1; + } + if ((weenieFlags & 0x00000008u) != 0) // Value u32 + { + if (body.Length - pos < 4) throw new FormatException("trunc Value"); + wValue = (int)ReadU32(body, ref pos); + } + // ... (Usable/UseRadius/TargetType/UiEffects/CombatUse unchanged) ... + if ((weenieFlags & 0x00000400u) != 0) // Structure u16 + { + if (body.Length - pos < 2) throw new FormatException("trunc Structure"); + wStructure = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(pos)); pos += 2; + } + if ((weenieFlags & 0x00000800u) != 0) // MaxStructure u16 + { + if (body.Length - pos < 2) throw new FormatException("trunc MaxStructure"); + wMaxStructure = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(pos)); pos += 2; + } + if ((weenieFlags & 0x00001000u) != 0) // StackSize u16 + { + if (body.Length - pos < 2) throw new FormatException("trunc StackSize"); + wStackSize = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(pos)); pos += 2; + } + if ((weenieFlags & 0x00002000u) != 0) // MaxStackSize u16 + { + if (body.Length - pos < 2) throw new FormatException("trunc MaxStackSize"); + wMaxStackSize = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(pos)); pos += 2; + } + if ((weenieFlags & 0x00004000u) != 0) // Container u32 + { + if (body.Length - pos < 4) throw new FormatException("trunc Container"); + wContainerId = ReadU32(body, ref pos); + } + if ((weenieFlags & 0x00008000u) != 0) // Wielder u32 + { + if (body.Length - pos < 4) throw new FormatException("trunc Wielder"); + wWielderId = ReadU32(body, ref pos); + } + if ((weenieFlags & 0x00010000u) != 0) // ValidLocations u32 + { + if (body.Length - pos < 4) throw new FormatException("trunc ValidLocations"); + wValidLocations = ReadU32(body, ref pos); + } + if ((weenieFlags & 0x00020000u) != 0) // CurrentlyWieldedLocation u32 + { + if (body.Length - pos < 4) throw new FormatException("trunc CurrentlyWieldedLocation"); + wCurrentWieldedLocation = ReadU32(body, ref pos); + } + if ((weenieFlags & 0x00040000u) != 0) // Priority u32 + { + if (body.Length - pos < 4) throw new FormatException("trunc Priority"); + wPriority = ReadU32(body, ref pos); + } + // ... (RadarBlipColor/RadarBehavior/PScript unchanged) ... + if ((weenieFlags & 0x01000000u) != 0) // Workmanship f32 + { + if (body.Length - pos < 4) throw new FormatException("trunc Workmanship"); + wWorkmanship = BinaryPrimitives.ReadSingleLittleEndian(body.Slice(pos)); pos += 4; + } + if ((weenieFlags & 0x00200000u) != 0) // Burden u16 + { + if (body.Length - pos < 2) throw new FormatException("trunc Burden"); + wBurden = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(pos)); pos += 2; + } +``` +(Leave every other field — Usable, UseRadius, UiEffects, CombatUse, RadarBlipColor, RadarBehavior, PScript, Spell, HouseOwner, HouseRestrictions, HookItemTypes, Monarch, HookType, IconOverlay, IconUnderlay — exactly as-is.) + +- [ ] **Step 5: Pass the new fields to both `Parsed` construction sites** + +Append to the final `return new Parsed(...)` (after `UiEffects: uiEffects`): +```csharp + UiEffects: uiEffects, + WeenieClassId: weenieClassId, + Value: wValue, StackSize: wStackSize, StackSizeMax: wMaxStackSize, + Burden: wBurden, ItemsCapacity: wItemsCapacity, ContainersCapacity: wContainersCapacity, + ContainerId: wContainerId, WielderId: wWielderId, + ValidLocations: wValidLocations, CurrentWieldedLocation: wCurrentWieldedLocation, + Priority: wPriority, Structure: wStructure, MaxStructure: wMaxStructure, + Workmanship: wWorkmanship); +``` +`PartialResult()` does not reach the weenie tail, so it needs no change (its new fields default to null/0). + +- [ ] **Step 6: Run to verify pass** + +```bash +dotnet test tests/AcDream.Core.Net.Tests/AcDream.Core.Net.Tests.csproj --filter "FullyQualifiedName~CreateObjectTests" +``` +Expected: PASS (all existing + 3 new tests). + +- [ ] **Step 7: Commit** + +```bash +git add -A +git commit -m "feat(D.5.4): capture full item field set in CreateObject parser + +WeenieClassId + Value/StackSize/MaxStackSize/Burden/capacities/Container/Wielder/ +ValidLocations/CurrentWieldedLocation/Priority/Structure/Workmanship. Nullable = +flag absent (don't clobber on merge). Cursor walk unchanged; +cursor-integrity test. + +Co-Authored-By: Claude Opus 4.8 (1M context) " +``` + +--- + +## Task 3: Plumb the new fields through `WorldSession.EntitySpawn` + +Pure plumbing (record + the single `EntitySpawned.Invoke`). Verified by build + existing tests (no easy unit test for an event record). + +**Files:** +- Modify: `src/AcDream.Core.Net/WorldSession.cs` + +- [ ] **Step 1: Extend the `EntitySpawn` record** + +Append to the `EntitySpawn` record (after `uint UiEffects = 0`, change it to `,`): +```csharp + uint UiEffects = 0, + // D.5.4 (2026-06-18): full item field set, forwarded to the object table. + uint WeenieClassId = 0, + int? Value = null, + int? StackSize = null, + uint? StackSizeMax = null, + int? Burden = null, + int? ItemsCapacity = null, + int? ContainersCapacity = null, + uint? ContainerId = null, + uint? WielderId = null, + uint? ValidLocations = null, + uint? CurrentWieldedLocation = null, + uint? Priority = null, + int? Structure = null, + int? MaxStructure = null, + float? Workmanship = null); +``` + +- [ ] **Step 2: Forward the fields at the `EntitySpawned.Invoke` site** + +In the `0xF745` dispatch (after `parsed.Value.UiEffects` in the `new EntitySpawn(...)` call): +```csharp + parsed.Value.UiEffects, + parsed.Value.WeenieClassId, + parsed.Value.Value, + parsed.Value.StackSize, + parsed.Value.StackSizeMax, + parsed.Value.Burden, + parsed.Value.ItemsCapacity, + parsed.Value.ContainersCapacity, + parsed.Value.ContainerId, + parsed.Value.WielderId, + parsed.Value.ValidLocations, + parsed.Value.CurrentWieldedLocation, + parsed.Value.Priority, + parsed.Value.Structure, + parsed.Value.MaxStructure, + parsed.Value.Workmanship)); +``` +(Replace the existing closing `parsed.Value.UiEffects));` with the block above.) + +- [ ] **Step 3: Build + test green** + +```bash +dotnet build +dotnet test +``` +Expected: build succeeds; full suite PASS. + +- [ ] **Step 4: Commit** + +```bash +git add -A +git commit -m "feat(D.5.4): forward full item field set through WorldSession.EntitySpawn + +Co-Authored-By: Claude Opus 4.8 (1M context) " +``` + +--- + +## Task 4: Add the new fields to `ClientObject` + define the `WeenieData` ingest DTO + +**Files:** +- Modify: `src/AcDream.Core/Items/ClientObject.cs` +- Test: `tests/AcDream.Core.Tests/Items/ClientObjectTableTests.cs` + +- [ ] **Step 1: Write the failing test** + +Add to `ClientObjectTableTests.cs`: +```csharp + [Fact] + public void ClientObject_NewFields_DefaultAndSettable() + { + var o = new ClientObject + { + ObjectId = 1, WielderId = 0x42u, ItemsCapacity = 24, ContainersCapacity = 7, + Priority = 8u, Structure = 5, MaxStructure = 10, Workmanship = 7.5f, + }; + o.WeenieClassId = 0xABCDu; // now settable + Assert.Equal(0x42u, o.WielderId); + Assert.Equal(24, o.ItemsCapacity); + Assert.Equal(7, o.ContainersCapacity); + Assert.Equal(8u, o.Priority); + Assert.Equal(5, o.Structure); + Assert.Equal(10, o.MaxStructure); + Assert.Equal(7.5f, o.Workmanship); + Assert.Equal(0xABCDu, o.WeenieClassId); + } + + [Fact] + public void WeenieData_Construct() + { + var d = new WeenieData(Guid: 1, Name: "x", Type: ItemType.Misc, WeenieClassId: 2, + IconId: 0x06001234u, IconOverlayId: 0, IconUnderlayId: 0, Effects: 0, + Value: 5, StackSize: 1, StackSizeMax: 1, Burden: 10, + ContainerId: 0x99u, WielderId: null, ValidLocations: null, + CurrentWieldedLocation: null, Priority: null, + ItemsCapacity: null, ContainersCapacity: null, + Structure: null, MaxStructure: null, Workmanship: null); + Assert.Equal(0x99u, d.ContainerId); + } +``` + +- [ ] **Step 2: Run to verify it fails** + +```bash +dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj --filter "FullyQualifiedName~ClientObjectTableTests" +``` +Expected: FAIL — `WielderId`/`Priority`/… and `WeenieData` don't exist; `WeenieClassId` is init-only. + +- [ ] **Step 3: Add fields to `ClientObject`** + +In `ClientObject.cs`, change `public uint WeenieClassId { get; init; }` → `public uint WeenieClassId { get; set; }`. After the `Bonded` property (before `Properties`), add: +```csharp + public uint WielderId { get; set; } // PropertyInstanceId.Wielder; 0 = not wielded + public int ItemsCapacity { get; set; } // main-pack slots (containers) + public int ContainersCapacity{ get; set; } // side-pack slots (containers) + public uint Priority { get; set; } // ClothingPriority / CoverageMask layer order + public int Structure { get; set; } // charges/uses remaining + public int MaxStructure{ get; set; } + public float Workmanship{ get; set; } // 0..10 (fractional on the wire) +``` + +- [ ] **Step 4: Add the `WeenieData` DTO** + +Append to `ClientObject.cs` (same namespace), after the `ClientObject` class: +```csharp +/// +/// The wire-delivered patch from a CreateObject (0xF745). Nullable fields +/// were gated by a WeenieHeader flag that was ABSENT — the merge upsert +/// () leaves the existing value untouched +/// for those, matching retail's SetWeenieDesc (patches only present fields). +/// Non-nullable id/effect fields use 0 = "not sent". Effects is assigned +/// unconditionally (0 clears) — the D.5.2 icon contract. +/// +public readonly record struct WeenieData( + uint Guid, + string? Name, + ItemType? Type, + uint WeenieClassId, + uint IconId, + uint IconOverlayId, + uint IconUnderlayId, + uint Effects, + int? Value, + int? StackSize, + uint? StackSizeMax, + int? Burden, + uint? ContainerId, + uint? WielderId, + uint? ValidLocations, + uint? CurrentWieldedLocation, + uint? Priority, + int? ItemsCapacity, + int? ContainersCapacity, + int? Structure, + int? MaxStructure, + float? Workmanship); +``` + +- [ ] **Step 5: Run to verify pass** + +```bash +dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj --filter "FullyQualifiedName~ClientObjectTableTests" +``` +Expected: PASS. + +- [ ] **Step 6: Commit** + +```bash +git add -A +git commit -m "feat(D.5.4): add item fields to ClientObject + WeenieData ingest DTO + +Co-Authored-By: Claude Opus 4.8 (1M context) " +``` + +--- + +## Task 5: `Ingest` merge-upsert + `RecordMembership` (with the D.5.2 effects contract) + +**Files:** +- Modify: `src/AcDream.Core/Items/ClientObjectTable.cs` +- Test: `tests/AcDream.Core.Tests/Items/ClientObjectTableTests.cs` + +- [ ] **Step 1: Write the failing tests** + +Add to `ClientObjectTableTests.cs` (these port the D.5.2 effects contract onto `Ingest` + lock the merge + the Coldeve fix): +```csharp + private static WeenieData FullWeenie(uint guid, uint icon = 0x06001234u, + string name = "Sword", ItemType type = ItemType.MeleeWeapon, uint effects = 0, + int? value = 100, int? stack = 1, uint? container = null, uint wcid = 0xABCDu) => + new WeenieData(guid, name, type, wcid, icon, 0, 0, effects, + value, stack, StackSizeMax: 1, Burden: 10, ContainerId: container, + WielderId: null, ValidLocations: null, CurrentWieldedLocation: null, + Priority: null, ItemsCapacity: null, ContainersCapacity: null, + Structure: null, MaxStructure: null, Workmanship: null); + + [Fact] + public void Ingest_NewItemWithNoPriorStub_Creates_AndFiresAdded() // the Coldeve bug + { + var table = new ClientObjectTable(); + ClientObject? added = null; + table.ObjectAdded += o => added = o; + var obj = table.Ingest(FullWeenie(0x500000B0u)); + Assert.NotNull(added); + Assert.Equal(0x06001234u, table.Get(0x500000B0u)!.IconId); + Assert.Equal(0xABCDu, obj.WeenieClassId); + } + + [Fact] + public void Ingest_Existing_PatchesInPlace_PreservesPropertyBundle() + { + var table = new ClientObjectTable(); + table.Ingest(FullWeenie(0x500000B1u)); + // Simulate an appraise having populated Properties. + table.Get(0x500000B1u)!.Properties.Ints[999u] = 7; + ClientObject? updated = null; + table.ObjectUpdated += o => updated = o; + table.Ingest(FullWeenie(0x500000B1u, name: "Renamed")); + Assert.NotNull(updated); + Assert.Equal("Renamed", table.Get(0x500000B1u)!.Name); + Assert.Equal(7, table.Get(0x500000B1u)!.Properties.Ints[999u]); // NOT clobbered + } + + [Fact] + public void Ingest_AbsentNullableField_DoesNotClobber() + { + var table = new ClientObjectTable(); + table.Ingest(FullWeenie(0x500000B2u, value: 100)); + // Re-send with Value absent (null) — prior 100 must stay. + var noValue = FullWeenie(0x500000B2u) with { Value = null }; + table.Ingest(noValue); + Assert.Equal(100, table.Get(0x500000B2u)!.Value); + } + + [Fact] + public void Ingest_Effects_AssignedUnconditionally_ClearsToZero() // D.5.2 contract + { + var table = new ClientObjectTable(); + table.Ingest(FullWeenie(0x500000B3u, effects: 0x1u)); + Assert.Equal(0x1u, table.Get(0x500000B3u)!.Effects); + table.Ingest(FullWeenie(0x500000B3u, effects: 0u)); // now inert + Assert.Equal(0u, table.Get(0x500000B3u)!.Effects); + } + + [Fact] + public void RecordMembership_CreatesEntry_AndSetsEquip() + { + var table = new ClientObjectTable(); + table.RecordMembership(0x500000B4u, equip: EquipMask.MeleeWeapon); + var o = table.Get(0x500000B4u); + Assert.NotNull(o); + Assert.Equal(EquipMask.MeleeWeapon, o!.CurrentlyEquippedLocation); + Assert.Equal(0u, o.IconId); // data not set — CreateObject fills it + } + + [Fact] + public void Ingest_AfterMembership_FillsData_NoDuplicate() // out-of-order: PD then CreateObject + { + var table = new ClientObjectTable(); + table.RecordMembership(0x500000B5u); + table.Ingest(FullWeenie(0x500000B5u)); + Assert.Equal(1, table.ObjectCount); + Assert.Equal(0x06001234u, table.Get(0x500000B5u)!.IconId); + } +``` + +- [ ] **Step 2: Run to verify it fails** + +```bash +dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj --filter "FullyQualifiedName~ClientObjectTableTests" +``` +Expected: FAIL — `Ingest`/`RecordMembership` don't exist. + +- [ ] **Step 3: Implement `Ingest` + `RecordMembership`** + +In `ClientObjectTable.cs`, rename the backing field `_items` → `_objects` (and update existing references in the file), then add (the `Reindex` call is a no-op stub here; Task 6 fills it): +```csharp + /// + /// Canonical CreateObject ingestion: create-if-absent, else patch the + /// wire-carried fields in place (retail SetWeenieDesc). Preserves the + /// PropertyBundle (appraise) and any field the wire didn't carry. + /// Effects is assigned unconditionally (0 clears) — the D.5.2 icon contract. + /// + public ClientObject Ingest(WeenieData d) + { + bool existed = _objects.TryGetValue(d.Guid, out var obj); + if (!existed || obj is null) + { + obj = new ClientObject { ObjectId = d.Guid }; + _objects[d.Guid] = obj; + } + uint oldContainer = obj.ContainerId; + + if (!string.IsNullOrEmpty(d.Name)) obj.Name = d.Name!; + if (d.Type is { } t) obj.Type = t; + if (d.WeenieClassId != 0) obj.WeenieClassId = d.WeenieClassId; + if (d.IconId != 0) obj.IconId = d.IconId; + if (d.IconOverlayId != 0) obj.IconOverlayId = d.IconOverlayId; + if (d.IconUnderlayId != 0) obj.IconUnderlayId = d.IconUnderlayId; + obj.Effects = d.Effects; // D.5.2 contract + if (d.Value is { } v) obj.Value = v; + if (d.StackSize is { } s) obj.StackSize = s; + if (d.StackSizeMax is { } sm) obj.StackSizeMax = (int)sm; + if (d.Burden is { } b) obj.Burden = b; + if (d.ContainerId is { } c) obj.ContainerId = c; + if (d.WielderId is { } w) obj.WielderId = w; + if (d.ValidLocations is { } vl) obj.ValidLocations = (EquipMask)vl; + if (d.CurrentWieldedLocation is { } cwl) obj.CurrentlyEquippedLocation = (EquipMask)cwl; + if (d.Priority is { } pr) obj.Priority = pr; + if (d.ItemsCapacity is { } ic) obj.ItemsCapacity = ic; + if (d.ContainersCapacity is { } cc) obj.ContainersCapacity = cc; + if (d.Structure is { } st) obj.Structure = st; + if (d.MaxStructure is { } ms) obj.MaxStructure = ms; + if (d.Workmanship is { } wm) obj.Workmanship = wm; + + Reindex(obj, oldContainer); + if (!existed) ObjectAdded?.Invoke(obj); else ObjectUpdated?.Invoke(obj); + return obj; + } + + /// + /// PlayerDescription manifest: record that this guid is the player's + /// (in inventory or equipped at ), creating an + /// empty entry if CreateObject hasn't arrived yet. Never touches + /// icon/name/type/effects — that data comes from CreateObject. + /// + public ClientObject RecordMembership(uint guid, uint containerId = 0, + EquipMask equip = EquipMask.None) + { + bool existed = _objects.TryGetValue(guid, out var obj); + if (!existed || obj is null) + { + obj = new ClientObject { ObjectId = guid }; + _objects[guid] = obj; + } + uint oldContainer = obj.ContainerId; + if (containerId != 0) obj.ContainerId = containerId; + if (equip != EquipMask.None) obj.CurrentlyEquippedLocation = equip; + Reindex(obj, oldContainer); + if (!existed) ObjectAdded?.Invoke(obj); else ObjectUpdated?.Invoke(obj); + return obj; + } + + // Filled in Task 6 (container index). No-op until then. + private void Reindex(ClientObject obj, uint oldContainerId) { } +``` + +- [ ] **Step 4: Run to verify pass** + +```bash +dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj --filter "FullyQualifiedName~ClientObjectTableTests" +``` +Expected: PASS (existing + 6 new). `dotnet build` still green (EnrichItem unchanged, still called by GameWindow). + +- [ ] **Step 5: Commit** + +```bash +git add -A +git commit -m "feat(D.5.4): ClientObjectTable.Ingest merge-upsert + RecordMembership + +Field-level merge (retail SetWeenieDesc): create-if-absent else patch present +fields, preserve PropertyBundle. Effects unconditional (D.5.2 contract). +RecordMembership = PD manifest. Locks the Coldeve no-prior-stub fix + out-of-order. + +Co-Authored-By: Claude Opus 4.8 (1M context) " +``` + +--- + +## Task 6: Container membership index + +**Files:** +- Modify: `src/AcDream.Core/Items/ClientObjectTable.cs` +- Test: `tests/AcDream.Core.Tests/Items/ClientObjectTableTests.cs` + +- [ ] **Step 1: Write the failing tests** + +```csharp + [Fact] + public void ContainerIndex_IngestThenContents_OrderedBySlot() + { + var table = new ClientObjectTable(); + // two items into container 0xC0, slots set via MoveItem after ingest + table.Ingest(FullWeenie(0x510u, container: 0xC0u)); + table.Ingest(FullWeenie(0x511u, container: 0xC0u)); + table.MoveItem(0x510u, 0xC0u, newSlot: 1); + table.MoveItem(0x511u, 0xC0u, newSlot: 0); + Assert.Equal(new[] { 0x511u, 0x510u }, table.GetContents(0xC0u)); + } + + [Fact] + public void ContainerIndex_Move_ReparentsBetweenContainers() + { + var table = new ClientObjectTable(); + table.Ingest(FullWeenie(0x520u, container: 0xC1u)); + table.MoveItem(0x520u, 0xC2u, newSlot: 0); + Assert.Empty(table.GetContents(0xC1u)); + Assert.Equal(new[] { 0x520u }, table.GetContents(0xC2u)); + } + + [Fact] + public void ContainerIndex_Remove_DropsFromContents() + { + var table = new ClientObjectTable(); + table.Ingest(FullWeenie(0x530u, container: 0xC3u)); + table.Remove(0x530u); + Assert.Empty(table.GetContents(0xC3u)); + } + + [Fact] + public void GetContents_UnknownContainer_Empty() + { + var table = new ClientObjectTable(); + Assert.Empty(table.GetContents(0xDEADu)); + } +``` + +- [ ] **Step 2: Run to verify it fails** + +```bash +dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj --filter "FullyQualifiedName~ClientObjectTableTests" +``` +Expected: FAIL — `GetContents` doesn't exist; `Reindex` is a no-op. + +- [ ] **Step 3: Implement the index** + +In `ClientObjectTable.cs`, add the field beside `_objects`: +```csharp + private readonly Dictionary> _containerIndex = new(); +``` +Replace the `Reindex` no-op stub with: +```csharp + private void Reindex(ClientObject obj, uint oldContainerId) + { + if (oldContainerId != obj.ContainerId && oldContainerId != 0 + && _containerIndex.TryGetValue(oldContainerId, out var oldList)) + oldList.Remove(obj.ObjectId); + + if (obj.ContainerId != 0) + { + if (!_containerIndex.TryGetValue(obj.ContainerId, out var list)) + _containerIndex[obj.ContainerId] = list = new List(); + if (!list.Contains(obj.ObjectId)) list.Add(obj.ObjectId); + list.Sort((a, b) => SlotOf(a).CompareTo(SlotOf(b))); + } + } + + private int SlotOf(uint guid) => + _objects.TryGetValue(guid, out var o) ? o.ContainerSlot : int.MaxValue; + + /// Ordered item guids in a container (retail object_inventory_table). + public IReadOnlyList GetContents(uint containerId) => + _containerIndex.TryGetValue(containerId, out var l) + ? l : (IReadOnlyList)System.Array.Empty(); +``` +In `MoveItem`, add a `Reindex` call before firing the event (and rename the event to `ObjectMoved`): +```csharp + uint oldContainer = item.ContainerId; + item.ContainerId = newContainerId; + item.ContainerSlot = newSlot; + item.CurrentlyEquippedLocation = newEquipLocation; + Reindex(item, oldContainer); + ObjectMoved?.Invoke(item, oldContainer, newContainerId); +``` +In `Remove`, drop from the index before firing `ObjectRemoved`: +```csharp + if (!_objects.TryRemove(itemId, out var item)) return false; + if (item.ContainerId != 0 && _containerIndex.TryGetValue(item.ContainerId, out var l)) + l.Remove(itemId); + ObjectRemoved?.Invoke(item); + return true; +``` +In `Clear`, also clear the index: add `_containerIndex.Clear();`. + +- [ ] **Step 4: Run to verify pass** + +```bash +dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj --filter "FullyQualifiedName~ClientObjectTableTests" +``` +Expected: PASS. + +- [ ] **Step 5: Commit** + +```bash +git add -A +git commit -m "feat(D.5.4): live container membership index (object_inventory_table) + +Reindex on Ingest/MoveItem/Remove; GetContents(containerId) ordered by slot. + +Co-Authored-By: Claude Opus 4.8 (1M context) " +``` + +--- + +## Task 7: `ObjectTableWiring` + rewire `GameWindow` ingestion off `EnrichItem` + +Move CreateObject/DeleteObject/0x02CE ingestion into `AcDream.Core.Net`; `GameWindow` stops calling `EnrichItem`. + +**Files:** +- Create: `src/AcDream.Core.Net/ObjectTableWiring.cs` +- Modify: `src/AcDream.App/Rendering/GameWindow.cs` +- Test: `tests/AcDream.Core.Net.Tests/ObjectTableWiringTests.cs` + +- [ ] **Step 1: Write the failing test** + +Create `tests/AcDream.Core.Net.Tests/ObjectTableWiringTests.cs`. Since `EntitySpawned`/`EntityDeleted` are `WorldSession` events, test the mapping function directly by exposing it as a static. Test the translation `EntitySpawn → WeenieData`: +```csharp +using AcDream.Core.Items; +using AcDream.Core.Net; +using Xunit; + +namespace AcDream.Core.Net.Tests; + +public sealed class ObjectTableWiringTests +{ + [Fact] + public void ToWeenieData_CopiesFieldsFromSpawn() + { + var spawn = new WorldSession.EntitySpawn( + Guid: 0x600u, Position: null, SetupTableId: null, + AnimPartChanges: System.Array.Empty(), + TextureChanges: System.Array.Empty(), + SubPalettes: System.Array.Empty(), + BasePaletteId: null, ObjScale: null, Name: "Gem", ItemType: (uint)Items.ItemType.Gem, + MotionState: null, MotionTableId: null) + { + // positional record — use 'with' for the optional tail + } with { IconId = 0x06001111u, UiEffects = 0x2u, WeenieClassId = 0x10u, + Value = 50, StackSize = 3, ContainerId = 0xC9u }; + + var d = ObjectTableWiring.ToWeenieData(spawn); + Assert.Equal(0x600u, d.Guid); + Assert.Equal(0x06001111u, d.IconId); + Assert.Equal(0x2u, d.Effects); + Assert.Equal(0x10u, d.WeenieClassId); + Assert.Equal(50, d.Value); + Assert.Equal(3, d.StackSize); + Assert.Equal(0xC9u, d.ContainerId); + Assert.Equal(Items.ItemType.Gem, d.Type); + } + + [Fact] + public void Wire_CreateObject_Ingests() + { + var table = new ClientObjectTable(); + var session = WorldSessionTestFactory.Create(); // see note below + ObjectTableWiring.Wire(session, table); + session.RaiseEntitySpawnedForTest(new WorldSession.EntitySpawn( + 0x601u, null, null, + System.Array.Empty(), + System.Array.Empty(), + System.Array.Empty(), + null, null, "Coin", (uint)Items.ItemType.Money, null, null) + { } with { IconId = 0x06002222u }); + Assert.Equal(0x06002222u, table.Get(0x601u)!.IconId); + } +} +``` +> NOTE: if `WorldSession` cannot be constructed/raised directly in a test, drop `Wire_CreateObject_Ingests` and keep only `ToWeenieData_CopiesFieldsFromSpawn` (the pure mapping is the load-bearing logic; the `Wire` subscription is verified by build + the live run). Do NOT invent a `WorldSessionTestFactory`/`RaiseEntitySpawnedForTest` if no equivalent test seam exists — check `tests/AcDream.Core.Net.Tests` for how `WorldSession` is exercised first. + +- [ ] **Step 2: Run to verify it fails** + +```bash +dotnet test tests/AcDream.Core.Net.Tests/AcDream.Core.Net.Tests.csproj --filter "FullyQualifiedName~ObjectTableWiringTests" +``` +Expected: FAIL — `ObjectTableWiring` doesn't exist. + +- [ ] **Step 3: Create `ObjectTableWiring`** + +`src/AcDream.Core.Net/ObjectTableWiring.cs`: +```csharp +using AcDream.Core.Items; + +namespace AcDream.Core.Net; + +/// +/// Wires WorldSession GameMessage-level object events into the client object +/// table: CreateObject (0xF745) = canonical merge-upsert, DeleteObject (0xF747) +/// = evict, PublicUpdatePropertyInt (0x02CE) UiEffects = live icon re-composite. +/// Keeps object ingestion in Core.Net (pure data, no GL) and off GameWindow. +/// Retail: ACCObjectMaint::CreateObject / DeleteObject (the weenie_object_table side). +/// +public static class ObjectTableWiring +{ + public static void Wire(WorldSession session, ClientObjectTable table) + { + System.ArgumentNullException.ThrowIfNull(session); + System.ArgumentNullException.ThrowIfNull(table); + + session.EntitySpawned += s => table.Ingest(ToWeenieData(s)); + session.EntityDeleted += d => table.Remove(d.Guid); + session.ObjectIntPropertyUpdated += u => + { + if (u.Property == ClientObjectTable.UiEffectsPropertyId) + table.UpdateIntProperty(u.Guid, u.Property, u.Value); + }; + } + + /// Translate the wire spawn into the table's merge patch. + public static WeenieData ToWeenieData(WorldSession.EntitySpawn s) => new( + Guid: s.Guid, + Name: s.Name, + Type: s.ItemType is { } it ? (ItemType)it : (ItemType?)null, + WeenieClassId: s.WeenieClassId, + IconId: s.IconId, + IconOverlayId: s.IconOverlayId, + IconUnderlayId: s.IconUnderlayId, + Effects: s.UiEffects, + Value: s.Value, + StackSize: s.StackSize, + StackSizeMax: s.StackSizeMax, + Burden: s.Burden, + ContainerId: s.ContainerId, + WielderId: s.WielderId, + ValidLocations: s.ValidLocations, + CurrentWieldedLocation: s.CurrentWieldedLocation, + Priority: s.Priority, + ItemsCapacity: s.ItemsCapacity, + ContainersCapacity: s.ContainersCapacity, + Structure: s.Structure, + MaxStructure: s.MaxStructure, + Workmanship: s.Workmanship); +} +``` + +- [ ] **Step 4: Rewire `GameWindow`** + +In `GameWindow.cs`: +- In `WireLiveSessionEvents` (the `_liveSession.EntitySpawned += OnLiveEntitySpawned;` block), add right after assigning `_liveSession`: +```csharp + AcDream.Core.Net.ObjectTableWiring.Wire(session, Objects); +``` +- In `OnLiveEntitySpawned`, **delete** the `Objects.EnrichItem(...)` call (the whole 4-line `D.5.1: enrich...` block) — ingestion now happens in `ObjectTableWiring`. Leave the `lock (_datLock) { OnLiveEntitySpawnedLocked(spawn); }` render path. +- Delete the inline `_liveSession.ObjectIntPropertyUpdated += u => { ... Objects.UpdateIntProperty ... };` block (now in `ObjectTableWiring`). + +- [ ] **Step 5: Run to verify pass + build** + +```bash +dotnet build +dotnet test +``` +Expected: build succeeds; full suite PASS (the new `ObjectTableWiringTests` + all existing). The toolbar now gets its icons via `Ingest` → `ObjectAdded`/`ObjectUpdated`. + +- [ ] **Step 6: Commit** + +```bash +git add -A +git commit -m "feat(D.5.4): ObjectTableWiring (CreateObject=upsert, Delete=evict, 0x02CE) off GameWindow + +CreateObject ingestion moves to Core.Net; GameWindow drops the EnrichItem call + +inline 0x02CE handler. Fixes the Coldeve blank-icon root cause: items with no PD +stub are now created, not dropped. + +Co-Authored-By: Claude Opus 4.8 (1M context) " +``` + +--- + +## Task 8: `PlayerDescription` → membership manifest (fix the `WeenieClassId` misuse) + +**Files:** +- Modify: `src/AcDream.Core.Net/GameEventWiring.cs` +- Test: `tests/AcDream.Core.Net.Tests/GameEventWiringTests.cs` + +- [ ] **Step 1: Write the failing test** + +Add to `GameEventWiringTests.cs` (match the file's existing dispatch-test style; adapt names to its helpers): +```csharp + [Fact] + public void PlayerDescription_SeedsMembership_NotWeenieClassIdMisuse() + { + var table = new ClientObjectTable(); + // ... build + dispatch a PlayerDescription with one inventory guid 0x700 + // (ContainerType=1) and one equipped guid 0x701 (EquipLocation=MeleeWeapon), + // using the same harness the existing PlayerDescription test uses ... + + Assert.NotNull(table.Get(0x700u)); + Assert.Equal(0u, table.Get(0x700u)!.WeenieClassId); // NOT the ContainerType (1) + Assert.Equal(EquipMask.MeleeWeapon, table.Get(0x701u)!.CurrentlyEquippedLocation); + } +``` +> If the existing PlayerDescription test already builds a parser fixture, reuse its builder; otherwise model this test on the existing `PlayerDescription` registration test in the file. + +- [ ] **Step 2: Run to verify it fails** + +```bash +dotnet test tests/AcDream.Core.Net.Tests/AcDream.Core.Net.Tests.csproj --filter "FullyQualifiedName~GameEventWiringTests" +``` +Expected: FAIL — current code sets `WeenieClassId = inv.ContainerType` (1, not 0). + +- [ ] **Step 3: Replace the PD seeding block** + +In `GameEventWiring.cs`, replace the inventory/equipped seeding loops (the `foreach (var inv ...)` and `foreach (var eq ...)` blocks) with: +```csharp + // D.5.4: PlayerDescription is a membership MANIFEST, not the data + // source. Record existence (+ equip slot); CreateObject fills the + // actual weenie data via ObjectTableWiring. (Previously this seeded + // stubs with WeenieClassId = ContainerType, a misuse.) + foreach (var inv in p.Value.Inventory) + items.RecordMembership(inv.Guid); + foreach (var eq in p.Value.Equipped) + items.RecordMembership(eq.Guid, equip: (EquipMask)eq.EquipLocation); +``` +(`items` is now a `ClientObjectTable` after Task 1; `RecordMembership` from Task 5.) + +- [ ] **Step 4: Run to verify pass + build** + +```bash +dotnet test tests/AcDream.Core.Net.Tests/AcDream.Core.Net.Tests.csproj --filter "FullyQualifiedName~GameEventWiringTests" +dotnet build +``` +Expected: PASS; build green. + +- [ ] **Step 5: Commit** + +```bash +git add -A +git commit -m "feat(D.5.4): PlayerDescription = membership manifest; drop WeenieClassId=ContainerType misuse + +Co-Authored-By: Claude Opus 4.8 (1M context) " +``` + +--- + +## Task 9: Delete `EnrichItem` + migrate its tests to `Ingest` + +`EnrichItem` is now unused (Task 7 removed its only caller). Remove it and port its remaining contract tests. + +**Files:** +- Modify: `src/AcDream.Core/Items/ClientObjectTable.cs` +- Modify: `tests/AcDream.Core.Tests/Items/ClientObjectTableTests.cs` + +- [ ] **Step 1: Confirm no callers** + +```bash +grep -rn "EnrichItem" src tests +``` +Expected: hits only in `ClientObjectTable.cs` (definition) and `ClientObjectTableTests.cs` (the old tests). If any *production* caller remains, stop and rewire it to `Ingest` first. + +- [ ] **Step 2: Delete `EnrichItem`** + +Remove the entire `EnrichItem` method from `ClientObjectTable.cs` (the `public bool EnrichItem(...)` block). + +- [ ] **Step 3: Delete/port the EnrichItem tests** + +In `ClientObjectTableTests.cs`, delete `EnrichItem_updatesIconOnExistingStub_andRaisesUpdated`, `EnrichItem_returnsFalse_whenItemUnknown`, `EnrichItem_carriesEffects`, and `EnrichItem_effectsZero_clearsPriorEffects`. Their contracts are already covered by Task 5's `Ingest_*` tests (`Ingest_NewItemWithNoPriorStub_*`, `Ingest_Effects_AssignedUnconditionally_ClearsToZero`, `Ingest_Existing_PatchesInPlace_*`). Keep `UpdateIntProperty_*` tests (the 0x02CE path is unchanged). + +- [ ] **Step 4: Build + test green** + +```bash +dotnet build +dotnet test +``` +Expected: build succeeds (no `EnrichItem` references); full suite PASS. + +- [ ] **Step 5: Commit** + +```bash +git add -A +git commit -m "refactor(D.5.4): delete EnrichItem (superseded by Ingest merge-upsert) + +Co-Authored-By: Claude Opus 4.8 (1M context) " +``` + +--- + +## Task 10: Retire `_liveEntityInfoByGuid` → resolve from `ClientObjectTable` + +All objects are now in the table, so the redundant Name+ItemType dictionary can go. + +**Files:** +- Modify: `src/AcDream.App/Rendering/GameWindow.cs` + +- [ ] **Step 1: Add resolve helpers** + +In `GameWindow.cs`, add two private helpers (near `DescribeLiveEntity`): +```csharp + private AcDream.Core.Items.ItemType LiveItemType(uint guid) => + Objects.Get(guid)?.Type ?? AcDream.Core.Items.ItemType.None; + + private string? LiveName(uint guid) => Objects.Get(guid)?.Name; +``` + +- [ ] **Step 2: Migrate every `_liveEntityInfoByGuid` read** + +Replace each read site (verified locations) with the table lookup: +- target-indicator `entityResolver` (~line 1308-1316): `if (_liveEntityInfoByGuid.TryGetValue(guid, out var info)) rawItemType = (uint)info.ItemType;` → `rawItemType = (uint)LiveItemType(guid);` +- door-cycle diagnostic (~3821): `_liveEntityInfoByGuid.TryGetValue(update.Guid, out var doorInfo) && IsDoorName(doorInfo.Name)` → `IsDoorName(LiveName(update.Guid))` +- picker diagnostic (~11604): same pattern → `rawItemType = (uint)LiveItemType(guid);` +- `isCreature` for SendUse (~11663): `_liveEntityInfoByGuid.TryGetValue(sel, out var info) && (info.ItemType & ...Creature) != 0` → `(LiveItemType(sel) & AcDream.Core.Items.ItemType.Creature) != 0` +- use-radius heuristics #1/#2 (~11905, ~11933): same Creature-bit check → `(LiveItemType(targetGuid) & ...Creature) != 0` +- `IsLiveCreatureTarget` (~12009): keep the `_entitiesByServerGuid.ContainsKey` guard; replace the info lookup with `return (LiveItemType(guid) & AcDream.Core.Items.ItemType.Creature) != 0;` +- useability creature fallback (~12185): `(LiveItemType(guid) & ...Creature) != 0` +- `DescribeLiveEntity` (~12294): `var name = LiveName(guid); if (!string.IsNullOrWhiteSpace(name)) return name!;` + +Ensure `IsDoorName` tolerates a null arg (it takes `string?`; if it doesn't, guard: `LiveName(...) is { } dn && IsDoorName(dn)`). + +- [ ] **Step 3: Delete the dictionary, its record, and its write/remove** + +- Delete `private readonly Dictionary _liveEntityInfoByGuid = new();` (~840). +- Delete the `LiveEntityInfo` record (~857-859). +- Delete the write in `OnLiveEntitySpawnedLocked` (~2720-2724, the `_liveEntityInfoByGuid[spawn.Guid] = new LiveEntityInfo(...)` block). +- Delete `_liveEntityInfoByGuid.Remove(serverGuid);` in `RemoveLiveEntityByServerGuid` (~3731). + +- [ ] **Step 4: Build + test green** + +```bash +dotnet build +dotnet test +``` +Expected: build succeeds (no `_liveEntityInfoByGuid`/`LiveEntityInfo` references remain — grep to confirm: `grep -rn "_liveEntityInfoByGuid\|LiveEntityInfo" src` returns nothing); full suite PASS. + +- [ ] **Step 5: Commit** + +```bash +git add -A +git commit -m "refactor(D.5.4): retire _liveEntityInfoByGuid; selection resolves from ClientObjectTable + +The one weenie table now holds every object's name+type, so the redundant +Name+ItemType dictionary is gone (retail: one weenie_object_table). + +Co-Authored-By: Claude Opus 4.8 (1M context) " +``` + +--- + +## Task 11: `ToolbarController` — guid-filtered re-bind + `ObjectRemoved` + +With all objects ingested, every creature spawn fires `ObjectAdded`. Filter so only shortcut-guid changes re-`Populate`, and clear a slot when its item is removed. + +**Files:** +- Modify: `src/AcDream.App/UI/Layout/ToolbarController.cs` +- Test: `tests/AcDream.App.Tests/...` if an App test project exists; otherwise verify by build + the live run (note in commit). + +- [ ] **Step 1: Add a shortcut-guid filter + replace the subscriptions** + +In `ToolbarController.cs`, replace: +```csharp + repo.ItemAdded += _ => Populate(); // (already renamed to ObjectAdded in Task 1) + repo.ItemPropertiesUpdated += _ => Populate(); +``` +with: +```csharp + // D.5.4: the table now holds ALL objects, so filter to our shortcut guids + // (else every creature spawn re-populates the bar). + repo.ObjectAdded += o => { if (IsShortcutGuid(o.ObjectId)) Populate(); }; + repo.ObjectUpdated += o => { if (IsShortcutGuid(o.ObjectId)) Populate(); }; + repo.ObjectRemoved += o => { if (IsShortcutGuid(o.ObjectId)) Populate(); }; +``` +Add the helper: +```csharp + private bool IsShortcutGuid(uint guid) + { + foreach (var sc in _shortcuts()) + if (sc.ObjectGuid == guid) return true; + return false; + } +``` + +- [ ] **Step 2: Build + test green** + +```bash +dotnet build +dotnet test +``` +Expected: build succeeds; full suite PASS. + +- [ ] **Step 3: Commit** + +```bash +git add -A +git commit -m "perf(D.5.4): toolbar re-binds only on shortcut-guid object changes; clear on remove + +Co-Authored-By: Claude Opus 4.8 (1M context) " +``` + +--- + +## Task 12: Bookkeeping + final verification + live run + +**Files:** +- Modify: `docs/plans/2026-04-11-roadmap.md`, `docs/architecture/retail-divergence-register.md`, `claude-memory/` (+ `MEMORY.md` index). + +- [ ] **Step 1: Roadmap — mark D.5.4 shipped** + +In `docs/plans/2026-04-11-roadmap.md`, change the `☐ D.5.4` ledger line to `✓ SHIPPED — D.5.4` with a one-paragraph summary (CreateObject canonical merge-upsert, all-objects table, container index, `_liveEntityInfoByGuid` retired, Coldeve blank-icon root fix) and the commit range. + +- [ ] **Step 2: Divergence register** + +In `docs/architecture/retail-divergence-register.md`: delete the enrich-only stopgap row(s) (the behavior is gone). Add a row for the global-event-with-guid-filter consumer model vs. retail's per-object `NoticeRegistrar`, and a row noting the deferred `null_object_table` parent/child pre-queue. + +- [ ] **Step 3: Memory digest** + +If there's a durable lesson (e.g. "retail is two tables, not one — keep render/data split"), add/update a `claude-memory/` note + a one-line `MEMORY.md` index entry. Keep the index line under ~200 chars. + +- [ ] **Step 4: Full build + test** + +```bash +dotnet build +dotnet test +``` +Expected: build succeeds; entire suite PASS. + +- [ ] **Step 5: Live run (visual gate — user confirms)** + +Launch against the local ACE server (per CLAUDE.md "Running the client"): +```powershell +$env:ACDREAM_DAT_DIR = "$env:USERPROFILE\Documents\Asheron's Call" +$env:ACDREAM_LIVE = "1"; $env:ACDREAM_TEST_HOST = "127.0.0.1"; $env:ACDREAM_TEST_PORT = "9000" +$env:ACDREAM_TEST_USER = "testaccount"; $env:ACDREAM_TEST_PASS = "testpassword"; $env:ACDREAM_RETAIL_UI = "1" +dotnet run --project src\AcDream.App\AcDream.App.csproj --no-build -c Debug 2>&1 | Tee-Object -FilePath "d54.log" +``` +Acceptance: the toolbar/hotbar now renders icons for items that were NOT in the login inventory snapshot (the Coldeve repro — previously 4/6 blank). The user confirms visually. + +- [ ] **Step 6: Commit bookkeeping** + +```bash +git add -A +git commit -m "docs(D.5.4): roadmap shipped + divergence register + memory + +Co-Authored-By: Claude Opus 4.8 (1M context) " +``` + +--- + +## Self-review notes (author) + +- **Spec coverage:** §4 in-scope items each map to a task — rename (T1), field capture (T2/T3/T4), merge-upsert + RecordMembership (T5), container index (T6), wiring off GameWindow + DeleteObject evict (T7), PD manifest + WeenieClassId fix (T8), EnrichItem delete (T9), `_liveEntityInfoByGuid` retire (T10), toolbar guid-filter (T11), bookkeeping (T12). Out-of-scope items (panels, ViewContents, drag-drop wire, ShortCutManager, null_object_table) are untouched. +- **Type consistency:** `ClientObject`/`ClientObjectTable`/`WeenieData`/`Ingest`/`RecordMembership`/`GetContents`/`ObjectAdded`/`ObjectUpdated`/`ObjectMoved`/`ObjectRemoved`/`Objects`/`Get` are used identically across tasks. +- **Known soft spots flagged inline:** the `ObjectTableWiring` `Wire` test depends on a `WorldSession` test seam that may not exist (Task 7 Step 1 note — fall back to the pure `ToWeenieData` test); `GameEventWiringTests` PD fixture should reuse the file's existing harness (Task 8 Step 1 note). The executor verifies these against the real test files before writing. From f384d036a3e9da31a42e0230de954ce86a71c404 Mon Sep 17 00:00:00 2001 From: Erik Date: Thu, 18 Jun 2026 15:35:00 +0200 Subject: [PATCH 190/223] =?UTF-8?q?docs:=20A7=20lighting=20handoff=20?= =?UTF-8?q?=E2=80=94=20Fix=20A/B/C=20shipped,=20Fix=20D=20(object=20torch?= =?UTF-8?q?=20over-bright)=20open?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Session handoff: live-cdb grounding shipped Fix A (point-light shape), Fix B (per-object selection), Fix C (sun-vector magnitude / ~32% over-bright). Fix D (outdoor objects too bright near torches) is fully grounded but BLOCKED on one capture (the building's render path) — the D3D-FF math says it'd make objects brighter, so not ported. Full cdb cheat-sheet + the contradiction + the next capture in the doc. Co-Authored-By: Claude Opus 4.8 (1M context) --- ...lighting-a7-fixABC-shipped-fixD-handoff.md | 114 ++++++++++++++++++ 1 file changed, 114 insertions(+) create mode 100644 docs/research/2026-06-18-lighting-a7-fixABC-shipped-fixD-handoff.md diff --git a/docs/research/2026-06-18-lighting-a7-fixABC-shipped-fixD-handoff.md b/docs/research/2026-06-18-lighting-a7-fixABC-shipped-fixD-handoff.md new file mode 100644 index 00000000..5af718f8 --- /dev/null +++ b/docs/research/2026-06-18-lighting-a7-fixABC-shipped-fixD-handoff.md @@ -0,0 +1,114 @@ +# A7 Lighting — Fix A/B/C SHIPPED, Fix D (object torch over-brightness) HANDOFF + +**Date:** 2026-06-18 **Branch:** claude/thirsty-goldberg-51bb9b (merged to main) +**Companion memory:** `claude-memory/reference_retail_ambient_values.md` (all captured +values + cdb recipes) and `reference_retail_chat_colors.md` (cdb method). + +This session made acdream's outdoor + ambient lighting retail-faithful by grounding +everything in **live cdb on the retail client** (no guessing). Three fixes shipped; +a fourth (Fix D — outdoor objects too bright near torches) is fully grounded but +**deliberately NOT implemented** because the math contradicts the observed result — +one more capture is needed first. + +## SHIPPED this session (all on `main`) + +| Fix | Commit | What | Result | +|---|---|---|---| +| **A** | `aa94ced` | point-light SHAPE: per-vertex Gouraud + faithful `calc_point_light` (wrap + norm), per-channel cap | killed the "spotlight" disc — user "way better" | +| **B** | `4345e77` | per-OBJECT light selection (`minimize_object_lighting`): each object picks its own ≤8 lights by its AABB sphere, camera-independent | killed "building lights up as you approach"; a Holtburg view has **129** point lights vs the old global cap of 8 | +| **C** | `57c1135` | sun-vector magnitude: ambient + sun were **~32% too bright** | ambient now matches retail within ~2%; user "general ambient better outside" | + +**Fix B mechanism** (for context): two new SSBOs in `mesh_modern.vert` — binding=4 +GLOBAL light array (`LightManager.PointSnapshot`), binding=5 per-instance 8-int +light set (mirrors the U.3 clip-slot SSBO). `LightManager.SelectForObject` + +`BuildPointLightSnapshot` (pure, TDD). `WbDrawDispatcher` computes each entity's +light set once per entity (like `_currentEntitySlot`), threads it parallel to the +matrices. + +**Fix C mechanism:** `SkyStateProvider.RetailSunVector` had `y = cos(P)` (≈1) — the +PRE-transform value `SkyDesc::GetLighting` writes to its arg5 (0x00500ac9), before +`LScape::set_sky_position`'s world transform. cdb read retail's actual +`LScape::sunlight = (0.2238, ~0, 0.00352)`, magnitude = DirBright. Corrected to the +world-space spherical form `DirBright × (cos P·sin H, cos P·cos H, sin P)`, +`|sunVec| == DirBright`. Feeds BOTH the ambient boost AND the sun colour, so it +dims **terrain + objects + sky** (all read the shared SceneLighting UBO). 18/18 sky +tests green (old tests pinned the inflated magnitude — updated to cdb-verified). + +## KEY LESSON: the "too purple" was NEVER a bug + +The user's side-by-side ("acdream too purple, retail neutral") was a comparison +**across different times of day**. Live cdb at the SAME game time + DayGroup proved +acdream's time, weather (DayGroup selection), AND ambient COLOR all match retail +exactly — the purple `AmbColor=(200,100,255)` is authored per-time-of-day in the +sky dat (twilight = purple, midday = neutral `(230,230,255)`). Only the *brightness* +was wrong (Fix C). Don't re-investigate the purple. + +--- + +## OPEN — Fix D: outdoor OBJECTS too bright near torches + +**Symptom (user, 2026-06-18):** the Holtburg meeting-hall walls blow out warm/bright +in acdream vs dim in retail. Fix A/B/C did NOT touch this. It's the per-object +point-light **contribution on objects**. + +### Grounded (cdb + decomp) — retail's object point-light path +`Render::config_hardware_light` (0x0059ad30) builds the `D3DLIGHT9`: +- `Diffuse = color × intensity` +- `Attenuation = (0, 1, 0)` ⇒ **1/d** (inverse-LINEAR; acdream's `calc_point_light` + is `~1/d²` via norm = distsq·d) +- `Range = falloff × rangeAdjust`, **`rangeAdjust = 1.5`** (0x00820cc4) ⇒ torch Range + = 6×1.5 = **9 m** (LARGER than acdream's falloff×1.3 = 7.8 m — range is NOT why + we're brighter) +- live `LIGHTINFO` captured: torch `type=0 intensity=100 falloff=6`; a 2nd light + `intensity=2.25 falloff=10` +- `d3d_material.Diffuse = (1,1,1)` white (decomp 0x00539774) + +### THE CONTRADICTION (resolve this FIRST next session) +By `mat(1)×color×100×(N·L)×(1/d)`, a torch 3 m away = `color×33` ⇒ retail's walls +SHOULD blow to **WHITE** — but they're **DIM**. Material diffuse, range, and +intensity are all captured and ruled out. So the scaling lives in the building's +**RENDER PATH**, which is unknown. **⚠ DO NOT port the D3D-FF model — by this math it +would make objects BRIGHTER (white), the opposite of the fix.** + +### The decisive next capture +Determine the static building's ACTUAL render path: +- **Hypothesis (a) — MOST LIKELY:** static buildings DON'T use D3D hardware lighting. + They use the `D3DPolyRender::SetStaticLightingVertexColors` BAKE (0x0059cfe0 → + `calc_point_light`), like EnvCells. The `config_hardware_light` lights I captured + were for a DIFFERENT object (player / creature / the purple PORTAL — note the + `intensity=100` could be the portal, not the wall torch). If (a) holds, acdream's + `calc_point_light` is the RIGHT model and the over-brightness is the **per-channel + cap** (`min(scale×col,col)` lets several torches each reach full colour and sum to + white) and/or **too many torches selected** per object and/or a missing clamp step. +- **Hypothesis (b):** `D3DRS_LIGHTING` off / lights not `LightEnable`'d for the + building draw. +- **How to capture:** break at `SetStaticLightingVertexColors` (0x0059cfe0) and see + whether it's called for the building's mesh (confirms the bake path); and/or + inspect the render state around the static-object `DrawIndexedPrimitive` + (`D3DRS_LIGHTING`, which lights are enabled). Also: at `config_hardware_light`, + dump WHICH object/owner the light is being configured for to identify whether the + `intensity=100` light is the torch or the portal. + +### acdream side — where the fix lands +- acdream runs `calc_point_light` (wrap/norm + per-channel cap) for ALL meshes via + `mesh_modern.vert` `pointContribution` (objects AND cells — Fix A). +- If buildings use the bake, the likely fix is in the **cap / sum / count**, not the + attenuation model. Files: `src/AcDream.App/Rendering/Shaders/mesh_modern.vert` + (`pointContribution` + `accumulateLights`), `src/AcDream.Core/Lighting/LightManager.cs` + (`SelectForObject`), `LightBake.cs` (verbatim calc_point_light, still unwired). + +--- + +## cdb cheat-sheet (all verified this session; binary MATCHES refs/acclient.pdb) +- `bp acclient!SmartBox::SetWorldAmbientLight` (0x004530a0) — arg2=level `[esp+4]`, arg3=color32 `[esp+8]` +- `bp acclient!SkyDesc::GetLighting` (0x00500a80) — arg2=dayFraction `[esp+4]`; `dt acclient!SkyDesc @ecx present_day_group` +- `LScape::sunlight` global @ **0x00841940** (Vector3); `LScape::ambient_level` @ 0x00841770 +- `bp acclient!PrimD3DRender::config_hardware_light` (0x0059ad30) — arg4=LIGHTINFO `[esp+0x10]`; `dt acclient!LIGHTINFO dwo(@esp+0x10) type intensity falloff color` +- `rangeAdjust = 1.5` @ 0x00820cc4; `D3DPolyRender::SetStaticLightingVertexColors` @ 0x0059cfe0 +- Pattern: `.formats poi()` for floats, `dwo()` for dwords, `qd` after N hits to auto-detach (keeps retail alive). User must have retail in-world first. +- acdream probes: `ACDREAM_PROBE_LIGHT=1` (`[light]` ambient+sun line), `ACDREAM_DUMP_SKY=1` (keyframes + dayFraction + DayGroup). + +## Build / run +`dotnet build src/AcDream.App/AcDream.App.csproj -c Debug` (green). Standard +`ACDREAM_LIVE` launch env in CLAUDE.md. Close the client before rebuilding (it locks +the DLLs). 18/18 sky tests + 17/17 LightManager + 36/36 dispatcher clip-slot green. From b506f5363356157b647580dabf6533b83a2767d0 Mon Sep 17 00:00:00 2001 From: Erik Date: Thu, 18 Jun 2026 15:33:03 +0200 Subject: [PATCH 191/223] refactor(D.5.4): rename ItemRepository->ClientObjectTable, ItemInstance->ClientObject Broaden naming to the data side of every server object (retail weenie_object_table shape). Pure rename; no behavior change. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/Rendering/GameWindow.cs | 12 +-- .../UI/Layout/ToolbarController.cs | 16 ++-- src/AcDream.Core.Net/GameEventWiring.cs | 16 ++-- .../{ItemInstance.cs => ClientObject.cs} | 9 +- ...ItemRepository.cs => ClientObjectTable.cs} | 78 ++++++++------- .../UI/Layout/ToolbarControllerTests.cs | 30 +++--- .../GameEventWiringTests.cs | 32 +++---- ...toryTests.cs => ClientObjectTableTests.cs} | 94 +++++++++---------- 8 files changed, 142 insertions(+), 145 deletions(-) rename src/AcDream.Core/Items/{ItemInstance.cs => ClientObject.cs} (96%) rename src/AcDream.Core/Items/{ItemRepository.cs => ClientObjectTable.cs} (74%) rename tests/AcDream.Core.Tests/Items/{ItemRepositoryTests.cs => ClientObjectTableTests.cs} (62%) diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index 8439d051..fef89e87 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -595,7 +595,7 @@ public sealed class GameWindow : IDisposable // SpellTable.Empty if the file is missing (e.g. tooling contexts). public readonly AcDream.Core.Spells.SpellTable SpellTable = LoadSpellTable(); public readonly AcDream.Core.Spells.Spellbook SpellBook = null!; - public readonly AcDream.Core.Items.ItemRepository Items = new(); + public readonly AcDream.Core.Items.ClientObjectTable Objects = new(); /// Persisted hotbar shortcuts from the last PlayerDescription (D.5.1 toolbar source). public IReadOnlyList Shortcuts { get; private set; } = System.Array.Empty(); @@ -2000,7 +2000,7 @@ public sealed class GameWindow : IDisposable if (toolbarLayout is not null) { _toolbarController = AcDream.App.UI.Layout.ToolbarController.Bind( - toolbarLayout, Items, + toolbarLayout, Objects, () => Shortcuts, iconIds: (type, icon, under, over, effects) => iconComposer.GetIcon(type, icon, under, over, effects), useItem: guid => UseItemByGuid(guid), @@ -2411,7 +2411,7 @@ public sealed class GameWindow : IDisposable var skillTable = _dats?.Get(0x0E000004u); AcDream.Core.Net.GameEventWiring.WireAll( - _liveSession.GameEvents, Items, Combat, SpellBook, Chat, LocalPlayer, + _liveSession.GameEvents, Objects, Combat, SpellBook, Chat, LocalPlayer, TurbineChat, resolveSkillFormulaBonus: (skillId, attrCurrents) => { @@ -2636,8 +2636,8 @@ public sealed class GameWindow : IDisposable // repository so a draining/charging item re-composites its icon in real time. _liveSession.ObjectIntPropertyUpdated += u => { - if (u.Property == AcDream.Core.Items.ItemRepository.UiEffectsPropertyId) - Items.UpdateIntProperty(u.Guid, u.Property, u.Value); + if (u.Property == AcDream.Core.Items.ClientObjectTable.UiEffectsPropertyId) + Objects.UpdateIntProperty(u.Guid, u.Property, u.Value); }; } @@ -2652,7 +2652,7 @@ public sealed class GameWindow : IDisposable // with the icon/name/type its CreateObject carries, so the toolbar can render it. // D.5.1 (2026-06-17): also pass overlay/underlay ids from the extended // WeenieHeader tail so IconComposer composites all icon layers. - Items.EnrichItem(spawn.Guid, spawn.IconId, spawn.Name ?? string.Empty, + Objects.EnrichItem(spawn.Guid, spawn.IconId, spawn.Name ?? string.Empty, (AcDream.Core.Items.ItemType)(spawn.ItemType ?? 0), spawn.IconOverlayId, spawn.IconUnderlayId, spawn.UiEffects); diff --git a/src/AcDream.App/UI/Layout/ToolbarController.cs b/src/AcDream.App/UI/Layout/ToolbarController.cs index f33ddfe2..12b4f77b 100644 --- a/src/AcDream.App/UI/Layout/ToolbarController.cs +++ b/src/AcDream.App/UI/Layout/ToolbarController.cs @@ -49,7 +49,7 @@ public sealed class ToolbarController private readonly UiItemList?[] _slots = new UiItemList?[SlotIds.Length]; private readonly UiElement?[] _combatIndicators = new UiElement?[CombatIndicatorIds.Length]; - private readonly ItemRepository _repo; + private readonly ClientObjectTable _repo; private readonly Func> _shortcuts; private readonly Func _iconIds; // (itemType, icon, underlay, overlay, effects) → GL tex private readonly Action _useItem; // guid → fire UseObject @@ -68,7 +68,7 @@ public sealed class ToolbarController private ToolbarController( ImportedLayout layout, - ItemRepository repo, + ClientObjectTable repo, Func> shortcuts, Func iconIds, Action useItem, @@ -110,8 +110,8 @@ public sealed class ToolbarController combatState.CombatModeChanged += SetCombatMode; // Re-bind any deferred slot whenever the repo learns about a new/updated item. - repo.ItemAdded += _ => Populate(); - repo.ItemPropertiesUpdated += _ => Populate(); + repo.ObjectAdded += _ => Populate(); + repo.ObjectUpdated += _ => Populate(); } /// @@ -146,7 +146,7 @@ public sealed class ToolbarController /// public static ToolbarController Bind( ImportedLayout layout, - ItemRepository repo, + ClientObjectTable repo, Func> shortcuts, Func iconIds, Action useItem, @@ -165,7 +165,7 @@ public sealed class ToolbarController /// Port of gmToolbarUI::UpdateFromPlayerDesc: clear all slots, then bind /// each shortcut entry that has a resolved item in the repository. /// Entries whose item is not yet in the repo are silently skipped here; the - /// ItemAdded event re-fires this method when the item arrives + /// ObjectAdded event re-fires this method when the item arrives /// (matching retail's SetDelayedShortcutNum deferred-rebind path). /// public void Populate() @@ -180,8 +180,8 @@ public sealed class ToolbarController var list = _slots[(int)sc.Index]; if (list is null) continue; - var item = _repo.GetItem(sc.ObjectGuid); - if (item is null) continue; // deferred: ItemAdded will re-call Populate + var item = _repo.Get(sc.ObjectGuid); + if (item is null) continue; // deferred: ObjectAdded will re-call Populate uint tex = _iconIds(item.Type, item.IconId, item.IconUnderlayId, item.IconOverlayId, item.Effects); list.Cell.SetItem(sc.ObjectGuid, tex); diff --git a/src/AcDream.Core.Net/GameEventWiring.cs b/src/AcDream.Core.Net/GameEventWiring.cs index 1aeefe2a..83030988 100644 --- a/src/AcDream.Core.Net/GameEventWiring.cs +++ b/src/AcDream.Core.Net/GameEventWiring.cs @@ -11,7 +11,7 @@ namespace AcDream.Core.Net; /// /// Central registration point that wires every parsed GameEvent from /// into the appropriate Core state -/// class (, , +/// class (, , /// , ). /// /// @@ -32,7 +32,7 @@ public static class GameEventWiring { public static void WireAll( GameEventDispatcher dispatcher, - ItemRepository items, + ClientObjectTable items, CombatState combat, Spellbook spellbook, ChatLog chat, @@ -251,7 +251,7 @@ public static class GameEventWiring var p = AppraiseInfoParser.TryParse(e.Payload.Span); if (p is null || !p.Value.Success) return; // Merge parsed properties into the item if we know about it. - if (items.GetItem(p.Value.Guid) is not null) + if (items.Get(p.Value.Guid) is not null) items.UpdateProperties(p.Value.Guid, p.Value.Properties); // Spellbook from appraise: for caster items / scrolls this is // the cast-on-use list. The local player's full learned @@ -400,7 +400,7 @@ public static class GameEventWiring Console.WriteLine($"vitals: PD-ench spell={ench.SpellId} layer={ench.Layer} bucket={ench.Bucket} key={ench.StatModKey} val={ench.StatModValue}"); } - // Issue #13 — register inventory entries with ItemRepository so + // Issue #13 — register inventory entries with ClientObjectTable so // panels (inventory, paperdoll, hotbars) light up after login. // Equipped entries share the same ObjectId as inventory entries // (an equipped item is also in inventory) — register both, but @@ -408,9 +408,9 @@ public static class GameEventWiring // MoveItem so paperdoll can render. foreach (var inv in p.Value.Inventory) { - if (items.GetItem(inv.Guid) is null) + if (items.Get(inv.Guid) is null) { - items.AddOrUpdate(new ItemInstance + items.AddOrUpdate(new ClientObject { ObjectId = inv.Guid, WeenieClassId = inv.ContainerType, @@ -419,9 +419,9 @@ public static class GameEventWiring } foreach (var eq in p.Value.Equipped) { - if (items.GetItem(eq.Guid) is null) + if (items.Get(eq.Guid) is null) { - items.AddOrUpdate(new ItemInstance + items.AddOrUpdate(new ClientObject { ObjectId = eq.Guid, WeenieClassId = 0, diff --git a/src/AcDream.Core/Items/ItemInstance.cs b/src/AcDream.Core/Items/ClientObject.cs similarity index 96% rename from src/AcDream.Core/Items/ItemInstance.cs rename to src/AcDream.Core/Items/ClientObject.cs index 496958a8..773c1c4e 100644 --- a/src/AcDream.Core/Items/ItemInstance.cs +++ b/src/AcDream.Core/Items/ClientObject.cs @@ -121,11 +121,10 @@ public sealed class PropertyBundle } /// -/// Per-item live state. The server owns item identity (ObjectId); -/// acdream mirrors properties here on CreateObject and updates -/// via UpdateProperty* messages. +/// Per-object live state (the data side of every server object — items and creatures alike). +/// Retail ACCWeenieObject. /// -public sealed class ItemInstance +public sealed class ClientObject { public uint ObjectId { get; init; } public uint WeenieClassId { get; init; } // "blueprint" @@ -164,7 +163,7 @@ public sealed class Container public int Capacity { get; set; } = 102; // main inv default public int SideCapacity { get; set; } = 0; // 0 for side-pack public int BurdenLimit { get; set; } - public List Items { get; } = new(); + public List Items { get; } = new(); public List SidePacks { get; } = new(); // empty for side-pack public bool IsSidePack => SideCapacity == 0; } diff --git a/src/AcDream.Core/Items/ItemRepository.cs b/src/AcDream.Core/Items/ClientObjectTable.cs similarity index 74% rename from src/AcDream.Core/Items/ItemRepository.cs rename to src/AcDream.Core/Items/ClientObjectTable.cs index 5543c958..6e4e088e 100644 --- a/src/AcDream.Core/Items/ItemRepository.cs +++ b/src/AcDream.Core/Items/ClientObjectTable.cs @@ -5,16 +5,14 @@ using System.Collections.Generic; namespace AcDream.Core.Items; /// -/// Live item-state mirror — the client-side view of every item the -/// server has spawned for this session. Owns -/// records, tracks which container holds each item, and fires events so -/// UI panels (inventory, paperdoll, hotbars) can redraw on change. +/// The client's table of every server object (retail weenie_object_table / +/// CObjectMaint). Resolve by guid via Get. /// /// /// Retail semantics (r06): /// /// -/// Every item is a with a unique +/// Every object is a with a unique /// ObjectId. CreateObject seeds it when the server tells us /// the item exists (in our inventory, on the ground, in a /// vendor's list, etc). @@ -40,42 +38,42 @@ namespace AcDream.Core.Items; /// corrupting state. /// /// -public sealed class ItemRepository +public sealed class ClientObjectTable { - private readonly ConcurrentDictionary _items = new(); + private readonly ConcurrentDictionary _items = new(); private readonly ConcurrentDictionary _containers = new(); - /// Fires when an item is first added to the session. - public event Action? ItemAdded; + /// Fires when an object is first added to the session. + public event Action? ObjectAdded; /// - /// Fires when an item's container / slot changes (moved between + /// Fires when an object's container / slot changes (moved between /// packs, equipped, unequipped, dropped on ground). Old and new /// container ids are 0 if origin or destination is "world" / "nowhere". /// - public event Action? ItemMoved; + public event Action? ObjectMoved; - /// Fires when an item is removed from the session. - public event Action? ItemRemoved; + /// Fires when an object is removed from the session. + public event Action? ObjectRemoved; - /// Fires when an item's properties are updated (typically after Appraise). - public event Action? ItemPropertiesUpdated; + /// Fires when an object's properties are updated (typically after Appraise). + public event Action? ObjectUpdated; /// PropertyInt.UiEffects (ACE enum value 18) — the icon effect bitfield; /// the typed mirror maintains on - /// . + /// . public const uint UiEffectsPropertyId = 18u; - public int ItemCount => _items.Count; + public int ObjectCount => _items.Count; public int ContainerCount => _containers.Count; - public IEnumerable Items => _items.Values; + public IEnumerable Objects => _items.Values; public IEnumerable Containers => _containers.Values; /// - /// Look up an item by its server-assigned ObjectId. + /// Look up an object by its server-assigned ObjectId. /// - public ItemInstance? GetItem(uint objectId) => + public ClientObject? Get(uint objectId) => _items.TryGetValue(objectId, out var item) ? item : null; /// @@ -88,17 +86,17 @@ public sealed class ItemRepository _containers.TryGetValue(objectId, out var c) ? c : null; /// - /// Register / refresh an item in the repository. Called on + /// Register / refresh an object in the table. Called on /// CreateObject for item-typed weenies and on IdentifyObjectResponse /// to fill in detail properties. /// - public void AddOrUpdate(ItemInstance item) + public void AddOrUpdate(ClientObject item) { ArgumentNullException.ThrowIfNull(item); bool existed = _items.ContainsKey(item.ObjectId); _items[item.ObjectId] = item; - if (!existed) ItemAdded?.Invoke(item); - else ItemPropertiesUpdated?.Invoke(item); + if (!existed) ObjectAdded?.Invoke(item); + else ObjectUpdated?.Invoke(item); } /// @@ -114,7 +112,7 @@ public sealed class ItemRepository /// Handle a server-driven move — called from /// InventoryPutObjInContainer (0x0022) and WieldObject (0x0023) /// handlers. Updates ContainerId / ContainerSlot / CurrentlyEquippedLocation - /// and fires ItemMoved. + /// and fires ObjectMoved. /// public bool MoveItem(uint itemId, uint newContainerId, int newSlot = -1, EquipMask newEquipLocation = EquipMask.None) @@ -126,7 +124,7 @@ public sealed class ItemRepository item.ContainerSlot = newSlot; item.CurrentlyEquippedLocation = newEquipLocation; - ItemMoved?.Invoke(item, oldContainer, newContainerId); + ObjectMoved?.Invoke(item, oldContainer, newContainerId); return true; } @@ -137,16 +135,16 @@ public sealed class ItemRepository public bool Remove(uint itemId) { if (!_items.TryRemove(itemId, out var item)) return false; - ItemRemoved?.Invoke(item); + ObjectRemoved?.Invoke(item); return true; } /// - /// Enrich an already-known item (a stub created from PlayerDescription) with the + /// Enrich an already-known object (a stub created from PlayerDescription) with the /// fuller data carried by its CreateObject (icon, name, type). Returns false if the - /// item isn't tracked yet — phase 1 enriches existing items only; full + /// object isn't tracked yet — phase 1 enriches existing objects only; full /// CreateObject ingestion of newly-acquired items is the inventory phase. - /// Raises ItemPropertiesUpdated whenever the item is found (matching the + /// Raises ObjectUpdated whenever the object is found (matching the /// UpdateProperties convention — it fires on found regardless of whether a field /// actually changed) so bound widgets (the toolbar) re-render. /// @@ -168,13 +166,13 @@ public sealed class ItemRepository // D.5.2: 0 is a meaningful "no effect" state (e.g. a caster out of mana), // so assign unconditionally — re-composition reflects the CURRENT state. item.Effects = effects; - ItemPropertiesUpdated?.Invoke(item); + ObjectUpdated?.Invoke(item); return true; } /// /// Apply a patch (e.g. from an - /// IdentifyObjectResponse) to an existing item. Individual + /// IdentifyObjectResponse) to an existing object. Individual /// keys in the incoming bundle overwrite existing values; keys not /// present are left untouched. /// @@ -188,29 +186,29 @@ public sealed class ItemRepository foreach (var kv in incoming.Strings) item.Properties.Strings[kv.Key] = kv.Value; foreach (var kv in incoming.DataIds) item.Properties.DataIds[kv.Key] = kv.Value; foreach (var kv in incoming.InstanceIds) item.Properties.InstanceIds[kv.Key] = kv.Value; - ItemPropertiesUpdated?.Invoke(item); + ObjectUpdated?.Invoke(item); return true; } /// /// Apply a single PropertyInt update (from PublicUpdatePropertyInt 0x02CE) to an - /// item: store it in the bundle and, for known typed ints, mirror to the typed - /// field. Today: UiEffects (18) → . Fires - /// ItemPropertiesUpdated so bound widgets re-composite. Extensible hook for future - /// typed PropertyInts (StackSize, Structure, …). False if the item is unknown. + /// object: store it in the bundle and, for known typed ints, mirror to the typed + /// field. Today: UiEffects (18) → . Fires + /// ObjectUpdated so bound widgets re-composite. Extensible hook for future + /// typed PropertyInts (StackSize, Structure, …). False if the object is unknown. /// public bool UpdateIntProperty(uint itemId, uint propertyId, int value) { if (!_items.TryGetValue(itemId, out var item)) return false; item.Properties.Ints[propertyId] = value; if (propertyId == UiEffectsPropertyId) item.Effects = (uint)value; - ItemPropertiesUpdated?.Invoke(item); + ObjectUpdated?.Invoke(item); return true; } /// - /// Flush the repository — typically called on logoff or teleport - /// that drops the session's item state. + /// Flush the table — typically called on logoff or teleport + /// that drops the session's object state. /// public void Clear() { diff --git a/tests/AcDream.App.Tests/UI/Layout/ToolbarControllerTests.cs b/tests/AcDream.App.Tests/UI/Layout/ToolbarControllerTests.cs index d8d0a6f9..9bd13b00 100644 --- a/tests/AcDream.App.Tests/UI/Layout/ToolbarControllerTests.cs +++ b/tests/AcDream.App.Tests/UI/Layout/ToolbarControllerTests.cs @@ -47,8 +47,8 @@ public class ToolbarControllerTests public void Populate_bindsShortcutToCorrectSlot() { var (layout, slots, _) = FakeToolbar(); - var repo = new ItemRepository(); - repo.AddOrUpdate(new ItemInstance { ObjectId = 0x5001u, WeenieClassId = 1u, IconId = 0x06001234u }); + var repo = new ClientObjectTable(); + repo.AddOrUpdate(new ClientObject { ObjectId = 0x5001u, WeenieClassId = 1u, IconId = 0x06001234u }); var shortcuts = new List { new(Index: 0, ObjectGuid: 0x5001u, SpellId: 0, Layer: 0) }; @@ -64,7 +64,7 @@ public class ToolbarControllerTests public void DeferredRebind_whenItemArrivesLate() { var (layout, slots, _) = FakeToolbar(); - var repo = new ItemRepository(); // item NOT present yet + var repo = new ClientObjectTable(); // item NOT present yet var shortcuts = new List { new(Index: 2, ObjectGuid: 0x5002u, SpellId: 0, Layer: 0) }; @@ -72,7 +72,7 @@ public class ToolbarControllerTests iconIds: (_,_,_,_,_) => 0x88u, useItem: _ => { }); Assert.Equal(0u, slots[Row1[2]].Cell.ItemId); // not bound yet - repo.AddOrUpdate(new ItemInstance { ObjectId = 0x5002u, WeenieClassId = 1u, IconId = 0x06005678u }); + repo.AddOrUpdate(new ClientObject { ObjectId = 0x5002u, WeenieClassId = 1u, IconId = 0x06005678u }); Assert.Equal(0x5002u, slots[Row1[2]].Cell.ItemId); // rebound on ItemAdded } @@ -81,8 +81,8 @@ public class ToolbarControllerTests public void Click_emitsUseForBoundItem() { var (layout, slots, _) = FakeToolbar(); - var repo = new ItemRepository(); - repo.AddOrUpdate(new ItemInstance { ObjectId = 0x5001u, WeenieClassId = 1u, IconId = 0x06001234u }); + var repo = new ClientObjectTable(); + repo.AddOrUpdate(new ClientObject { ObjectId = 0x5001u, WeenieClassId = 1u, IconId = 0x06001234u }); var shortcuts = new List { new(Index: 0, ObjectGuid: 0x5001u, SpellId: 0, Layer: 0) }; uint used = 0; @@ -106,7 +106,7 @@ public class ToolbarControllerTests public void CombatIndicator_defaultNonCombat_onlyPeaceVisible() { var (layout, _, indicators) = FakeToolbar(); - var repo = new ItemRepository(); + var repo = new ClientObjectTable(); ToolbarController.Bind(layout, repo, () => Array.Empty(), @@ -126,7 +126,7 @@ public class ToolbarControllerTests public void CombatIndicator_setCombatModeMelee_onlyMeleeVisible() { var (layout, _, indicators) = FakeToolbar(); - var repo = new ItemRepository(); + var repo = new ClientObjectTable(); var ctrl = ToolbarController.Bind(layout, repo, () => Array.Empty(), @@ -147,7 +147,7 @@ public class ToolbarControllerTests public void CombatIndicator_liveSignal_updatesWhenCombatStateChanges() { var (layout, _, indicators) = FakeToolbar(); - var repo = new ItemRepository(); + var repo = new ClientObjectTable(); var combat = new CombatState(); ToolbarController.Bind(layout, repo, @@ -187,7 +187,7 @@ public class ToolbarControllerTests public void ShortcutNumbers_afterBind_topRowHasNumbers_bottomRowEmpty() { var (layout, slots, _) = FakeToolbar(); - var repo = new ItemRepository(); + var repo = new ClientObjectTable(); ToolbarController.Bind(layout, repo, () => Array.Empty(), @@ -213,7 +213,7 @@ public class ToolbarControllerTests public void ShortcutNumbers_setCombatModeWar_topRowUsesWarDigits() { var (layout, slots, _) = FakeToolbar(); - var repo = new ItemRepository(); + var repo = new ClientObjectTable(); var ctrl = ToolbarController.Bind(layout, repo, () => Array.Empty(), iconIds: (_,_,_,_,_) => 0u, useItem: _ => { }, @@ -240,7 +240,7 @@ public class ToolbarControllerTests public void ShortcutNumbers_backToNonCombat_restoresPeaceDigits() { var (layout, slots, _) = FakeToolbar(); - var repo = new ItemRepository(); + var repo = new ClientObjectTable(); var ctrl = ToolbarController.Bind(layout, repo, () => Array.Empty(), iconIds: (_,_,_,_,_) => 0u, useItem: _ => { }, @@ -261,7 +261,7 @@ public class ToolbarControllerTests public void ShortcutNumbers_digitArraysInjected() { var (layout, slots, _) = FakeToolbar(); - var repo = new ItemRepository(); + var repo = new ClientObjectTable(); ToolbarController.Bind(layout, repo, () => Array.Empty(), @@ -283,7 +283,7 @@ public class ToolbarControllerTests public void ShortcutNumbers_emptyDigitArrayInjected() { var (layout, slots, _) = FakeToolbar(); - var repo = new ItemRepository(); + var repo = new ClientObjectTable(); ToolbarController.Bind(layout, repo, () => Array.Empty(), @@ -304,7 +304,7 @@ public class ToolbarControllerTests public void ShortcutNumbers_nullEmptyDigits_cellsHaveNullEmptyDigits() { var (layout, slots, _) = FakeToolbar(); - var repo = new ItemRepository(); + var repo = new ClientObjectTable(); ToolbarController.Bind(layout, repo, () => Array.Empty(), diff --git a/tests/AcDream.Core.Net.Tests/GameEventWiringTests.cs b/tests/AcDream.Core.Net.Tests/GameEventWiringTests.cs index daadaa1a..45008de9 100644 --- a/tests/AcDream.Core.Net.Tests/GameEventWiringTests.cs +++ b/tests/AcDream.Core.Net.Tests/GameEventWiringTests.cs @@ -37,10 +37,10 @@ public sealed class GameEventWiringTests return body; } - private static (GameEventDispatcher, ItemRepository, CombatState, Spellbook, ChatLog) MakeAll() + private static (GameEventDispatcher, ClientObjectTable, CombatState, Spellbook, ChatLog) MakeAll() { var dispatcher = new GameEventDispatcher(); - var items = new ItemRepository(); + var items = new ClientObjectTable(); var combat = new CombatState(); var spellbook = new Spellbook(); var chat = new ChatLog(); @@ -101,10 +101,10 @@ public sealed class GameEventWiringTests } [Fact] - public void WireAll_WieldObject_RoutesToItemRepository() + public void WireAll_WieldObject_RoutesToClientObjectTable() { var (d, items, _, _, _) = MakeAll(); - items.AddOrUpdate(new ItemInstance { ObjectId = 0x1000, WeenieClassId = 1 }); + items.AddOrUpdate(new ClientObject { ObjectId = 0x1000, WeenieClassId = 1 }); byte[] payload = new byte[12]; BinaryPrimitives.WriteUInt32LittleEndian(payload, 0x1000); @@ -114,7 +114,7 @@ public sealed class GameEventWiringTests var env = GameEventEnvelope.TryParse(WrapEnvelope(GameEventType.WieldObject, payload)); d.Dispatch(env!.Value); - var item = items.GetItem(0x1000); + var item = items.Get(0x1000); Assert.NotNull(item); Assert.Equal(EquipMask.MeleeWeapon, item!.CurrentlyEquippedLocation); Assert.Equal(0x2000u, item.ContainerId); @@ -141,7 +141,7 @@ public sealed class GameEventWiringTests // through WireAll, lands in LocalPlayerState with the right // ranks/start/current values. var dispatcher = new GameEventDispatcher(); - var items = new ItemRepository(); + var items = new ClientObjectTable(); var combat = new CombatState(); var spellbook = new Spellbook(); var chat = new ChatLog(); @@ -200,7 +200,7 @@ public sealed class GameEventWiringTests public void WireAll_PlayerDescription_FeedsSpellbook() { var dispatcher = new GameEventDispatcher(); - var items = new ItemRepository(); + var items = new ClientObjectTable(); var combat = new CombatState(); var spellbook = new Spellbook(); var chat = new ChatLog(); @@ -330,20 +330,20 @@ public sealed class GameEventWiringTests } [Fact] - public void PlayerDescription_RegistersInventoryEntries_InItemRepository() + public void PlayerDescription_RegistersInventoryEntries_InClientObjectTable() { // Issue #13 acceptance test: after a PlayerDescription with non-empty - // Inventory is dispatched through WireAll, ItemRepository.ItemCount > 0. + // Inventory is dispatched through WireAll, ClientObjectTable.ObjectCount > 0. // Wire format: strict path (no GAMEPLAY_OPTIONS bit) so inventory + // equipped follow directly after spellbook_filters. var dispatcher = new GameEventDispatcher(); - var items = new ItemRepository(); + var items = new ClientObjectTable(); var combat = new CombatState(); var spellbook = new Spellbook(); var chat = new ChatLog(); GameEventWiring.WireAll(dispatcher, items, combat, spellbook, chat); - Assert.Equal(0, items.ItemCount); // pre-condition + Assert.Equal(0, items.ObjectCount); // pre-condition var sb = new MemoryStream(); using var w = new BinaryWriter(sb); @@ -370,9 +370,9 @@ public sealed class GameEventWiringTests var env = GameEventEnvelope.TryParse(WrapEnvelope(GameEventType.PlayerDescription, sb.ToArray())); dispatcher.Dispatch(env!.Value); - Assert.Equal(2, items.ItemCount); - Assert.NotNull(items.GetItem(0x50000A01u)); - Assert.NotNull(items.GetItem(0x50000A02u)); + Assert.Equal(2, items.ObjectCount); + Assert.NotNull(items.Get(0x50000A01u)); + Assert.NotNull(items.Get(0x50000A02u)); } [Fact] @@ -380,14 +380,14 @@ public sealed class GameEventWiringTests { // D.5.1 Task 4: WireAll must forward parsed.Shortcuts to the onShortcuts // callback so the toolbar can read them without keeping a parser reference. - // Mirrors PlayerDescription_RegistersInventoryEntries_InItemRepository + // Mirrors PlayerDescription_RegistersInventoryEntries_InClientObjectTable // for the harness pattern; adds the Shortcut flag (0x1) + one 12-byte // entry, followed by the legacy-hotbar count (0) + spellbook_filters (0) // then empty inventory and equipped. IReadOnlyList? got = null; var dispatcher = new GameEventDispatcher(); - var items = new ItemRepository(); + var items = new ClientObjectTable(); var combat = new CombatState(); var spellbook = new Spellbook(); var chat = new ChatLog(); diff --git a/tests/AcDream.Core.Tests/Items/ItemRepositoryTests.cs b/tests/AcDream.Core.Tests/Items/ClientObjectTableTests.cs similarity index 62% rename from tests/AcDream.Core.Tests/Items/ItemRepositoryTests.cs rename to tests/AcDream.Core.Tests/Items/ClientObjectTableTests.cs index 9db4a454..e11de2b4 100644 --- a/tests/AcDream.Core.Tests/Items/ItemRepositoryTests.cs +++ b/tests/AcDream.Core.Tests/Items/ClientObjectTableTests.cs @@ -3,10 +3,10 @@ using Xunit; namespace AcDream.Core.Tests.Items; -public sealed class ItemRepositoryTests +public sealed class ClientObjectTableTests { - private static ItemInstance MakeItem(uint id, string name = "Widget") => - new ItemInstance + private static ClientObject MakeItem(uint id, string name = "Widget") => + new ClientObject { ObjectId = id, WeenieClassId = 1, @@ -20,27 +20,27 @@ public sealed class ItemRepositoryTests [Fact] public void AddOrUpdate_FiresAddedEvent() { - var repo = new ItemRepository(); - ItemInstance? added = null; - repo.ItemAdded += i => added = i; + var repo = new ClientObjectTable(); + ClientObject? added = null; + repo.ObjectAdded += i => added = i; var item = MakeItem(100); repo.AddOrUpdate(item); Assert.Same(item, added); - Assert.Equal(1, repo.ItemCount); - Assert.Same(item, repo.GetItem(100)); + Assert.Equal(1, repo.ObjectCount); + Assert.Same(item, repo.Get(100)); } [Fact] public void AddOrUpdate_ExistingItem_FiresPropertiesUpdated() { - var repo = new ItemRepository(); + var repo = new ClientObjectTable(); var item = MakeItem(100); repo.AddOrUpdate(item); int propUpdateCount = 0; - repo.ItemPropertiesUpdated += _ => propUpdateCount++; + repo.ObjectUpdated += _ => propUpdateCount++; repo.AddOrUpdate(item); // second call is an update Assert.Equal(1, propUpdateCount); @@ -49,12 +49,12 @@ public sealed class ItemRepositoryTests [Fact] public void MoveItem_UpdatesContainerAndFiresEvent() { - var repo = new ItemRepository(); + var repo = new ClientObjectTable(); var item = MakeItem(100); repo.AddOrUpdate(item); uint seenOld = 999, seenNew = 999; - repo.ItemMoved += (it, oldC, newC) => { seenOld = oldC; seenNew = newC; }; + repo.ObjectMoved += (it, oldC, newC) => { seenOld = oldC; seenNew = newC; }; repo.MoveItem(100, 42, newSlot: 3); @@ -67,29 +67,29 @@ public sealed class ItemRepositoryTests [Fact] public void MoveItem_Nonexistent_ReturnsFalse() { - var repo = new ItemRepository(); + var repo = new ClientObjectTable(); Assert.False(repo.MoveItem(999, 42)); } [Fact] public void Remove_FiresEventAndRemoves() { - var repo = new ItemRepository(); + var repo = new ClientObjectTable(); var item = MakeItem(100); repo.AddOrUpdate(item); - ItemInstance? removed = null; - repo.ItemRemoved += i => removed = i; + ClientObject? removed = null; + repo.ObjectRemoved += i => removed = i; Assert.True(repo.Remove(100)); Assert.Same(item, removed); - Assert.Null(repo.GetItem(100)); + Assert.Null(repo.Get(100)); } [Fact] public void UpdateProperties_MergesIncomingBundle() { - var repo = new ItemRepository(); + var repo = new ClientObjectTable(); var item = MakeItem(100); item.Properties.Ints[1] = 10; repo.AddOrUpdate(item); @@ -108,67 +108,67 @@ public sealed class ItemRepositoryTests [Fact] public void Clear_RemovesAllItems() { - var repo = new ItemRepository(); + var repo = new ClientObjectTable(); repo.AddOrUpdate(MakeItem(1)); repo.AddOrUpdate(MakeItem(2)); repo.AddOrUpdate(MakeItem(3)); repo.Clear(); - Assert.Equal(0, repo.ItemCount); + Assert.Equal(0, repo.ObjectCount); } [Fact] public void EnrichItem_updatesIconOnExistingStub_andRaisesUpdated() { - var repo = new ItemRepository(); - repo.AddOrUpdate(new ItemInstance { ObjectId = 0x5001u, WeenieClassId = 42u }); // stub from PlayerDescription - ItemInstance? updated = null; - repo.ItemPropertiesUpdated += i => updated = i; + var repo = new ClientObjectTable(); + repo.AddOrUpdate(new ClientObject { ObjectId = 0x5001u, WeenieClassId = 42u }); // stub from PlayerDescription + ClientObject? updated = null; + repo.ObjectUpdated += i => updated = i; bool hit = repo.EnrichItem(0x5001u, iconId: 0x06001234u, name: "Mana Stone", type: ItemType.Misc); Assert.True(hit); - Assert.Equal(0x06001234u, repo.GetItem(0x5001u)!.IconId); - Assert.Equal("Mana Stone", repo.GetItem(0x5001u)!.Name); + Assert.Equal(0x06001234u, repo.Get(0x5001u)!.IconId); + Assert.Equal("Mana Stone", repo.Get(0x5001u)!.Name); Assert.NotNull(updated); } [Fact] public void EnrichItem_returnsFalse_whenItemUnknown() { - var repo = new ItemRepository(); + var repo = new ClientObjectTable(); Assert.False(repo.EnrichItem(0x9999u, 0x06001234u, "x", ItemType.Misc)); } [Fact] public void EnrichItem_carriesEffects() { - var repo = new ItemRepository(); - repo.AddOrUpdate(new ItemInstance { ObjectId = 0x500000AAu }); + var repo = new ClientObjectTable(); + repo.AddOrUpdate(new ClientObject { ObjectId = 0x500000AAu }); bool ok = repo.EnrichItem(0x500000AAu, iconId: 0x06001234u, name: "Wand", type: ItemType.Caster, iconOverlayId: 0, iconUnderlayId: 0, effects: 0x1u); Assert.True(ok); - Assert.Equal(0x1u, repo.GetItem(0x500000AAu)!.Effects); + Assert.Equal(0x1u, repo.Get(0x500000AAu)!.Effects); } [Fact] public void UpdateIntProperty_uiEffects_setsEffectsAndFires() { - var repo = new ItemRepository(); - repo.AddOrUpdate(new ItemInstance { ObjectId = 0x500000ABu }); - ItemInstance? fired = null; - repo.ItemPropertiesUpdated += i => fired = i; - bool ok = repo.UpdateIntProperty(0x500000ABu, ItemRepository.UiEffectsPropertyId, value: 0x9); + var repo = new ClientObjectTable(); + repo.AddOrUpdate(new ClientObject { ObjectId = 0x500000ABu }); + ClientObject? fired = null; + repo.ObjectUpdated += i => fired = i; + bool ok = repo.UpdateIntProperty(0x500000ABu, ClientObjectTable.UiEffectsPropertyId, value: 0x9); Assert.True(ok); - Assert.Equal(0x9u, repo.GetItem(0x500000ABu)!.Effects); - Assert.Equal(0x9, repo.GetItem(0x500000ABu)!.Properties.Ints[ItemRepository.UiEffectsPropertyId]); + Assert.Equal(0x9u, repo.Get(0x500000ABu)!.Effects); + Assert.Equal(0x9, repo.Get(0x500000ABu)!.Properties.Ints[ClientObjectTable.UiEffectsPropertyId]); Assert.NotNull(fired); } [Fact] public void UpdateIntProperty_unknownItem_returnsFalse() { - var repo = new ItemRepository(); + var repo = new ClientObjectTable(); Assert.False(repo.UpdateIntProperty(0xDEADBEEFu, 18u, 1)); } @@ -178,12 +178,12 @@ public sealed class ItemRepositoryTests // The core "item with mana vs out of mana" promise: a draining item whose // UiEffects clears to 0 must return to its base (un-tinted) icon. Guards // against a future `if (value != 0)` regression on the unconditional assign. - var repo = new ItemRepository(); - repo.AddOrUpdate(new ItemInstance { ObjectId = 0x500000ACu, Effects = 0x1u }); - repo.UpdateIntProperty(0x500000ACu, ItemRepository.UiEffectsPropertyId, value: 0x1); - Assert.Equal(0x1u, repo.GetItem(0x500000ACu)!.Effects); - repo.UpdateIntProperty(0x500000ACu, ItemRepository.UiEffectsPropertyId, value: 0); - Assert.Equal(0u, repo.GetItem(0x500000ACu)!.Effects); + var repo = new ClientObjectTable(); + repo.AddOrUpdate(new ClientObject { ObjectId = 0x500000ACu, Effects = 0x1u }); + repo.UpdateIntProperty(0x500000ACu, ClientObjectTable.UiEffectsPropertyId, value: 0x1); + Assert.Equal(0x1u, repo.Get(0x500000ACu)!.Effects); + repo.UpdateIntProperty(0x500000ACu, ClientObjectTable.UiEffectsPropertyId, value: 0); + Assert.Equal(0u, repo.Get(0x500000ACu)!.Effects); } [Fact] @@ -191,11 +191,11 @@ public sealed class ItemRepositoryTests { // A re-spawn (CreateObject) of a now-inert item carries effects=0; it must // clear a previously-set effect (unconditional assign, not gated on != 0). - var repo = new ItemRepository(); - repo.AddOrUpdate(new ItemInstance { ObjectId = 0x500000ADu, Effects = 0x1u }); + var repo = new ClientObjectTable(); + repo.AddOrUpdate(new ClientObject { ObjectId = 0x500000ADu, Effects = 0x1u }); bool ok = repo.EnrichItem(0x500000ADu, iconId: 0x06001234u, name: "Wand", type: ItemType.Caster, effects: 0u); Assert.True(ok); - Assert.Equal(0u, repo.GetItem(0x500000ADu)!.Effects); + Assert.Equal(0u, repo.Get(0x500000ADu)!.Effects); } } From 6b562ad0774c5ff00730ee59201be779abe7f369 Mon Sep 17 00:00:00 2001 From: Erik Date: Thu, 18 Jun 2026 15:37:02 +0200 Subject: [PATCH 192/223] =?UTF-8?q?docs:=20file=20#140=20(Fix=20D=20?= =?UTF-8?q?=E2=80=94=20outdoor=20objects=20too=20bright=20near=20torches)?= =?UTF-8?q?=20+=20register=20UN-7?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit A7 lighting Fix A/B/C shipped this session; Fix D (object torch over-brightness) grounded but blocked on the render-path capture. Filed as #140 + divergence register UN-7 (object point-light model unconfirmed). Detail in the 2026-06-18 handoff doc. Co-Authored-By: Claude Opus 4.8 (1M context) --- docs/ISSUES.md | 19 +++++++++++++++++++ .../retail-divergence-register.md | 1 + 2 files changed, 20 insertions(+) diff --git a/docs/ISSUES.md b/docs/ISSUES.md index c8a0f65b..1685a925 100644 --- a/docs/ISSUES.md +++ b/docs/ISSUES.md @@ -46,6 +46,25 @@ Copy this block when adding a new issue: --- +## #140 — A7 "Fix D": outdoor objects too bright near torches + +**Status:** OPEN +**Severity:** MEDIUM (visible — buildings blow out warm near torches vs retail; ambient/sun itself is correct after Fix C) +**Filed:** 2026-06-18 +**Component:** render — point lighting on outdoor objects + +**Description (user):** Outdoor buildings (e.g. the Holtburg meeting hall) read much brighter near torches in acdream than in retail — the walls blow out warm where retail stays dim. The general ambient/sun is correct after Fix C (`57c1135`); this is specifically the per-object point-light *contribution*. + +**Root cause / status:** GROUNDED but BLOCKED on one capture. Retail's object point-light path (`config_hardware_light` 0x0059ad30): `Diffuse=color×intensity`, `Attenuation=(0,1,0)`⇒1/d, `Range=falloff×rangeAdjust` (`rangeAdjust=1.5`⇒9 m), `material.diffuse=(1,1,1)`. CONTRADICTION: by that math a torch 3 m away = color×33 ⇒ retail walls should blow to WHITE — but they're DIM. Material/range/intensity all captured + ruled out. So the scaling is in the building's RENDER PATH (unknown). Leading hypothesis: static buildings DON'T use D3D hardware lighting — they use the `SetStaticLightingVertexColors` BAKE (`calc_point_light`, like cells), and the captured `intensity=100` light was a different object (player/portal). **DO NOT port the D3D-FF model — the math says it would make objects brighter, not dimmer.** + +**Files:** `src/AcDream.App/Rendering/Shaders/mesh_modern.vert` (`pointContribution`/`accumulateLights`); `src/AcDream.Core/Lighting/LightManager.cs` (`SelectForObject`); `LightBake.cs` (verbatim calc_point_light, unwired). + +**Research:** `docs/research/2026-06-18-lighting-a7-fixABC-shipped-fixD-handoff.md` (full grounding + cdb cheat-sheet + the next capture); `claude-memory/reference_retail_ambient_values.md`. + +**Acceptance:** Determine the building's actual render path (bake vs D3D-FF; is `SetStaticLightingVertexColors` 0x0059cfe0 called for it / is `D3DRS_LIGHTING` on), then make the object torch contribution match retail — user side-by-side sign-off (meeting hall stays dim near torches). + +--- + ## #139 — D.2b retail UI polish: chat text colors + buttons **Status:** OPEN diff --git a/docs/architecture/retail-divergence-register.md b/docs/architecture/retail-divergence-register.md index 1148560e..9fbfed32 100644 --- a/docs/architecture/retail-divergence-register.md +++ b/docs/architecture/retail-divergence-register.md @@ -194,6 +194,7 @@ equivalence argument (promote to AD/AP) or a fix. | UN-4 | GfxObj double-sided/negative-surface handling keeps WB's legacy logic (cull-mode double-siding, no reversed-winding duplicate, different neg-surface predicate) while the CellStruct path follows the retail-cited `ConstructMesh` reading | `src/AcDream.App/Rendering/Wb/ObjectMeshManager.cs:1059` (CellStruct contrast :1396-1410) | No recorded justification on the GfxObj side — it is the unmodified WB extraction; the retail citation was added only to the CellStruct path | GfxObj models retail draws via duplicated-reversed-winding get wrong back-face lighting (normals not inverted) or missing/extra negative faces — dark or absent faces from behind | `D3DPolyRender::ConstructMesh` 0x0059dfa0 | | UN-5 | Run multiplier applied to backward (and strafe) speed while the wire reports speed 1.0; the 0.65 backward factor IS retail's, the runMul on top is justified only by feel ("~2.4× ratio felt wrong"); strafe cites holtburger, backward cites nothing | `src/AcDream.App/Input/PlayerMovementController.cs:909` | Feel fix (K-fix3); no retail citation for run-scaling backward movement | If retail does NOT run-scale backward, the local body moves up to ~2.4× faster backward than the wire declares — observers dead-reckon slower and see lag/teleport when backing up at run | adjust_motion FUN_00528010 (0.65 only); holtburger common.rs (sidestep) | | UN-6 | Fixed 200 ms sleep between ConnectRequest and ConnectResponse; retail inserts no delay. Annotated only as "with 200ms race delay"; the 2026-06-04 audit flagged it, the follow-up refuted "forbidden workaround" but wrote no fuller rationale back | `src/AcDream.Core.Net/WorldSession.cs:484` | Presumed ACE port+1 listener race guard — four words, no citation | Every login eats a flat 200 ms; if the race needs longer on a loaded server, the handshake fails intermittently (ConnectResponse ignored → CharacterList never arrives, exit-29 shape) with no retry — a timing constant masking an unconfirmed root cause | (none recorded) | +| UN-7 | Outdoor OBJECT point lighting uses `calc_point_light` (wrap/norm + per-channel cap, `~1/d²`) for ALL meshes including static buildings, but retail's object path is unconfirmed — `config_hardware_light` (0x0059ad30) sets D3D-FF point lights (`Diffuse=color×intensity`, `Attenuation=(0,1,0)`⇒`1/d`, `Range=falloff×1.5`, `material.diffuse=white`) yet that math would blow walls WHITE while retail stays DIM, so static buildings may instead use the `SetStaticLightingVertexColors` bake. Model + the brightness-scaling factor both UNRESOLVED (issue #140 / Fix D) | `src/AcDream.App/Rendering/Shaders/mesh_modern.vert` (`pointContribution`); `src/AcDream.Core/Lighting/LightManager.cs` (`SelectForObject`) | Fix A/B ported calc_point_light + per-object selection for objects without confirming retail uses that model for static buildings; cdb captured the D3D-FF path but it contradicts the observed dim result | Outdoor buildings blow out warm near torches (the #140 meeting-hall symptom); whichever model is wrong, the object torch contribution is too strong | `config_hardware_light` 0x0059ad30; `SetStaticLightingVertexColors` 0x0059cfe0; `rangeAdjust=1.5` 0x00820cc4 — see docs/research/2026-06-18-lighting-a7-fixABC-shipped-fixD-handoff.md | --- From 91970c4fe93c193e7e8fb20dd22b7b0b24164dcd Mon Sep 17 00:00:00 2001 From: Erik Date: Thu, 18 Jun 2026 15:41:15 +0200 Subject: [PATCH 193/223] feat(D.5.4): capture full item field set in CreateObject parser WeenieClassId + Value/StackSize/MaxStackSize/Burden/capacities/Container/Wielder/ ValidLocations/CurrentWieldedLocation/Priority/Structure/Workmanship. Nullable = flag absent (don't clobber on merge). Cursor walk unchanged; +cursor-integrity test. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.Core.Net/Messages/CreateObject.cs | 78 ++++++++++++---- .../Messages/CreateObjectTests.cs | 92 ++++++++++++++++--- 2 files changed, 142 insertions(+), 28 deletions(-) diff --git a/src/AcDream.Core.Net/Messages/CreateObject.cs b/src/AcDream.Core.Net/Messages/CreateObject.cs index 35122e79..b79546ed 100644 --- a/src/AcDream.Core.Net/Messages/CreateObject.cs +++ b/src/AcDream.Core.Net/Messages/CreateObject.cs @@ -161,7 +161,29 @@ public static class CreateObject // effect recolor (Magical=0x1 … Nether=0x1000). The ONLY wire path for the effect // state (PropertyInt.UiEffects=18 has no [AssessmentProperty] → not in appraise). // Previously read + discarded at the UiEffects skip. 0 = no effect. - uint UiEffects = 0); + uint UiEffects = 0, + // D.5.4 (2026-06-18): full item field set from the WeenieHeader tail — + // previously walked-past. Wire bits per r06 §4 / PublicWeenieDesc. + // Quantity fields are int? to match ClientObject storage (ACE PropertyInt + // convention; the wire ushort/byte values widen losslessly); id/mask + // fields are uint?. null = the gated flag was absent (don't clobber on + // merge). WeenieClassId is the fixed-prefix class id (was discarded at + // cs:538); it is non-nullable — 0 means the prefix was absent/zero. + uint WeenieClassId = 0, + int? Value = null, + int? StackSize = null, + int? StackSizeMax = null, + int? Burden = null, + int? ItemsCapacity = null, + int? ContainersCapacity = null, + uint? ContainerId = null, + uint? WielderId = null, + uint? ValidLocations = null, + uint? CurrentWieldedLocation = null, + uint? Priority = null, + int? Structure = null, + int? MaxStructure = null, + float? Workmanship = null); /// /// The relevant subset of the server-sent MovementData / @@ -529,13 +551,28 @@ public static class CreateObject uint? itemType = null; uint weenieFlags = 0; uint iconId = 0; + uint weenieClassId = 0; + int? wValue = null; + int? wStackSize = null; + int? wMaxStackSize = null; + int? wBurden = null; + int? wItemsCapacity = null; + int? wContainersCapacity = null; + uint? wContainerId = null; + uint? wWielderId = null; + uint? wValidLocations = null; + uint? wCurrentWieldedLocation = null; + uint? wPriority = null; + int? wStructure = null; + int? wMaxStructure = null; + float? wWorkmanship = null; if (body.Length - pos >= 4) { weenieFlags = ReadU32(body, ref pos); try { name = ReadString16L(body, ref pos); - _ = ReadPackedDword(body, ref pos); // WeenieClassId + weenieClassId = ReadPackedDword(body, ref pos); // WeenieClassId (D.5.4: was discarded) iconId = ReadPackedDwordOfKnownType(body, ref pos, IconTypePrefix); if (body.Length - pos >= 4) itemType = ReadU32(body, ref pos); @@ -635,12 +672,12 @@ public static class CreateObject if ((weenieFlags & 0x00000002u) != 0) // ItemsCapacity u8 { if (body.Length - pos < 1) throw new FormatException("trunc ItemCap"); - pos += 1; + wItemsCapacity = body[pos]; pos += 1; } if ((weenieFlags & 0x00000004u) != 0) // ContainersCapacity u8 { if (body.Length - pos < 1) throw new FormatException("trunc ContCap"); - pos += 1; + wContainersCapacity = body[pos]; pos += 1; } if ((weenieFlags & 0x00000100u) != 0) // AmmoType u16 { @@ -650,7 +687,7 @@ public static class CreateObject if ((weenieFlags & 0x00000008u) != 0) // Value u32 { if (body.Length - pos < 4) throw new FormatException("trunc Value"); - pos += 4; + wValue = (int)ReadU32(body, ref pos); } if ((weenieFlags & 0x00000010u) != 0) // Usable u32 ← KEEP { @@ -685,47 +722,47 @@ public static class CreateObject if ((weenieFlags & 0x00000400u) != 0) // Structure u16 { if (body.Length - pos < 2) throw new FormatException("trunc Structure"); - pos += 2; + wStructure = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(pos)); pos += 2; } if ((weenieFlags & 0x00000800u) != 0) // MaxStructure u16 { if (body.Length - pos < 2) throw new FormatException("trunc MaxStructure"); - pos += 2; + wMaxStructure = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(pos)); pos += 2; } if ((weenieFlags & 0x00001000u) != 0) // StackSize u16 { if (body.Length - pos < 2) throw new FormatException("trunc StackSize"); - pos += 2; + wStackSize = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(pos)); pos += 2; } if ((weenieFlags & 0x00002000u) != 0) // MaxStackSize u16 { if (body.Length - pos < 2) throw new FormatException("trunc MaxStackSize"); - pos += 2; + wMaxStackSize = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(pos)); pos += 2; } if ((weenieFlags & 0x00004000u) != 0) // Container u32 { if (body.Length - pos < 4) throw new FormatException("trunc Container"); - pos += 4; + wContainerId = ReadU32(body, ref pos); } if ((weenieFlags & 0x00008000u) != 0) // Wielder u32 { if (body.Length - pos < 4) throw new FormatException("trunc Wielder"); - pos += 4; + wWielderId = ReadU32(body, ref pos); } if ((weenieFlags & 0x00010000u) != 0) // ValidLocations u32 { if (body.Length - pos < 4) throw new FormatException("trunc ValidLocations"); - pos += 4; + wValidLocations = ReadU32(body, ref pos); } if ((weenieFlags & 0x00020000u) != 0) // CurrentlyWieldedLocation u32 { if (body.Length - pos < 4) throw new FormatException("trunc CurrentlyWieldedLocation"); - pos += 4; + wCurrentWieldedLocation = ReadU32(body, ref pos); } if ((weenieFlags & 0x00040000u) != 0) // Priority u32 { if (body.Length - pos < 4) throw new FormatException("trunc Priority"); - pos += 4; + wPriority = ReadU32(body, ref pos); } if ((weenieFlags & 0x00100000u) != 0) // RadarBlipColor u8 { @@ -745,12 +782,12 @@ public static class CreateObject if ((weenieFlags & 0x01000000u) != 0) // Workmanship f32 { if (body.Length - pos < 4) throw new FormatException("trunc Workmanship"); - pos += 4; + wWorkmanship = BinaryPrimitives.ReadSingleLittleEndian(body.Slice(pos)); pos += 4; } if ((weenieFlags & 0x00200000u) != 0) // Burden u16 { if (body.Length - pos < 2) throw new FormatException("trunc Burden"); - pos += 2; + wBurden = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(pos)); pos += 2; } if ((weenieFlags & 0x00400000u) != 0) // Spell u16 { @@ -815,7 +852,14 @@ public static class CreateObject IconId: iconId, Useability: useability, UseRadius: useRadius, IconOverlayId: iconOverlayId, IconUnderlayId: iconUnderlayId, - UiEffects: uiEffects); + UiEffects: uiEffects, + WeenieClassId: weenieClassId, + Value: wValue, StackSize: wStackSize, StackSizeMax: wMaxStackSize, + Burden: wBurden, ItemsCapacity: wItemsCapacity, ContainersCapacity: wContainersCapacity, + ContainerId: wContainerId, WielderId: wWielderId, + ValidLocations: wValidLocations, CurrentWieldedLocation: wCurrentWieldedLocation, + Priority: wPriority, Structure: wStructure, MaxStructure: wMaxStructure, + Workmanship: wWorkmanship); // Local helper: if we ran out of fields past PhysicsData, still // return the useful prefix (guid/position/setup/animParts/textures/palettes/scale/motion). diff --git a/tests/AcDream.Core.Net.Tests/Messages/CreateObjectTests.cs b/tests/AcDream.Core.Net.Tests/Messages/CreateObjectTests.cs index f760f98b..58a5a017 100644 --- a/tests/AcDream.Core.Net.Tests/Messages/CreateObjectTests.cs +++ b/tests/AcDream.Core.Net.Tests/Messages/CreateObjectTests.cs @@ -378,6 +378,66 @@ public sealed class CreateObjectTests Assert.Equal(0u, parsed!.Value.UiEffects); } + [Fact] + public void TryParse_WeenieClassId_Surfaced() + { + byte[] body = BuildMinimalCreateObjectWithWeenieHeader( + guid: 0x50000020u, name: "Sword", itemType: (uint)ItemType.MeleeWeapon, + weenieClassId: 0xABCDu); + var parsed = CreateObject.TryParse(body); + Assert.NotNull(parsed); + Assert.Equal(0xABCDu, parsed!.Value.WeenieClassId); + } + + [Fact] + public void TryParse_FullItemFields_Captured() + { + uint flags = + 0x00000008u | 0x00001000u | 0x00002000u | 0x00200000u | + 0x00000002u | 0x00000004u | 0x00004000u | 0x00008000u | + 0x00010000u | 0x00020000u | 0x00040000u | 0x00000400u | + 0x00000800u | 0x01000000u; + byte[] body = BuildMinimalCreateObjectWithWeenieHeader( + guid: 0x50000021u, name: "Pack", itemType: (uint)ItemType.Container, + weenieFlags: flags, + value: 250u, stackSize: 7, maxStackSize: 100u, burden: 42, + itemsCapacity: 24, containersCapacity: 7, + container: 0x50000099u, wielder: 0x5000009Au, + validLocations: 0x02000000u, currentWieldedLocation: 0x02000000u, + priority: 8u, structure: 5, maxStructure: 10, workmanship: 7.5f); + var parsed = CreateObject.TryParse(body); + Assert.NotNull(parsed); + var p = parsed!.Value; + Assert.Equal(250, p.Value); + Assert.Equal(7, p.StackSize); + Assert.Equal(100, p.StackSizeMax); + Assert.Equal(42, p.Burden); + Assert.Equal(24, p.ItemsCapacity); + Assert.Equal(7, p.ContainersCapacity); + Assert.Equal(0x50000099u, p.ContainerId); + Assert.Equal(0x5000009Au, p.WielderId); + Assert.Equal(0x02000000u, p.ValidLocations); + Assert.Equal(0x02000000u, p.CurrentWieldedLocation); + Assert.Equal(8u, p.Priority); + Assert.Equal(5, p.Structure); + Assert.Equal(10, p.MaxStructure); + Assert.Equal(7.5f, p.Workmanship); + } + + [Fact] + public void TryParse_MidTailFieldsSet_StillReachesIconOverlay() + { + uint flags = 0x00001000u | 0x00004000u | 0x40000000u; + byte[] body = BuildMinimalCreateObjectWithWeenieHeader( + guid: 0x50000022u, name: "Ring", itemType: (uint)ItemType.Jewelry, + weenieFlags: flags, stackSize: 1, container: 0x500000F0u, + iconOverlayId: 0x4321u); + var parsed = CreateObject.TryParse(body); + Assert.NotNull(parsed); + Assert.Equal(0x06004321u, parsed!.Value.IconOverlayId); + Assert.Equal(0x500000F0u, parsed.Value.ContainerId); + } + private static byte[] BuildMinimalCreateObjectWithWeenieHeader( uint guid, string name, @@ -397,7 +457,17 @@ public sealed class CreateObjectTests ushort? structure = null, ushort? maxStructure = null, ushort? stackSize = null, - ushort? burden = null) + ushort? burden = null, + uint weenieClassId = 0x1234, + uint? maxStackSize = null, + byte? itemsCapacity = null, + byte? containersCapacity = null, + uint? container = null, + uint? wielder = null, + uint? validLocations = null, + uint? currentWieldedLocation = null, + uint? priority = null, + float? workmanship = null) { var bytes = new List(); WriteU32(bytes, CreateObject.Opcode); @@ -419,7 +489,7 @@ public sealed class CreateObjectTests // Fixed WeenieHeader prefix per ACE SerializeCreateObject. WriteU32(bytes, weenieFlags); // weenieFlags WriteString16L(bytes, name); - WritePackedDword(bytes, 0x1234); // WeenieClassId + WritePackedDword(bytes, weenieClassId); // WeenieClassId WritePackedDword(bytes, iconId); // IconId via known-type writer (prefix stripped by ACE writer) WriteU32(bytes, itemType); WriteU32(bytes, objectDescriptionFlags); @@ -435,8 +505,8 @@ public sealed class CreateObjectTests // its weenieFlags bit is set, matching the parser's walker exactly. // Fields not parameterized above default to 0. if ((weenieFlags & 0x00000001u) != 0) { /* PluralName — not parameterized */ } - if ((weenieFlags & 0x00000002u) != 0) bytes.Add(0); // ItemsCapacity u8 - if ((weenieFlags & 0x00000004u) != 0) bytes.Add(0); // ContainersCapacity u8 + if ((weenieFlags & 0x00000002u) != 0) bytes.Add(itemsCapacity ?? 0); // ItemsCapacity u8 + if ((weenieFlags & 0x00000004u) != 0) bytes.Add(containersCapacity ?? 0); // ContainersCapacity u8 if ((weenieFlags & 0x00000100u) != 0) WriteU16(bytes, 0); // AmmoType u16 if ((weenieFlags & 0x00000008u) != 0) WriteU32(bytes, value ?? 0u); // Value u32 if ((weenieFlags & 0x00000010u) != 0) WriteU32(bytes, useability ?? 0u); // Usable u32 @@ -452,19 +522,19 @@ public sealed class CreateObjectTests if ((weenieFlags & 0x00000400u) != 0) WriteU16(bytes, structure ?? 0); // Structure u16 if ((weenieFlags & 0x00000800u) != 0) WriteU16(bytes, maxStructure ?? 0); // MaxStructure u16 if ((weenieFlags & 0x00001000u) != 0) WriteU16(bytes, stackSize ?? 0); // StackSize u16 - if ((weenieFlags & 0x00002000u) != 0) WriteU16(bytes, 0); // MaxStackSize u16 - if ((weenieFlags & 0x00004000u) != 0) WriteU32(bytes, 0); // Container u32 - if ((weenieFlags & 0x00008000u) != 0) WriteU32(bytes, 0); // Wielder u32 - if ((weenieFlags & 0x00010000u) != 0) WriteU32(bytes, 0); // ValidLocations u32 - if ((weenieFlags & 0x00020000u) != 0) WriteU32(bytes, 0); // CurrentlyWieldedLocation u32 - if ((weenieFlags & 0x00040000u) != 0) WriteU32(bytes, 0); // Priority u32 + if ((weenieFlags & 0x00002000u) != 0) WriteU16(bytes, (ushort)(maxStackSize ?? 0)); // MaxStackSize u16 + if ((weenieFlags & 0x00004000u) != 0) WriteU32(bytes, container ?? 0); // Container u32 + if ((weenieFlags & 0x00008000u) != 0) WriteU32(bytes, wielder ?? 0); // Wielder u32 + if ((weenieFlags & 0x00010000u) != 0) WriteU32(bytes, validLocations ?? 0); // ValidLocations u32 + if ((weenieFlags & 0x00020000u) != 0) WriteU32(bytes, currentWieldedLocation ?? 0); // CurrentlyWieldedLocation u32 + if ((weenieFlags & 0x00040000u) != 0) WriteU32(bytes, priority ?? 0); // Priority u32 if ((weenieFlags & 0x00100000u) != 0) bytes.Add(0); // RadarBlipColor u8 if ((weenieFlags & 0x00800000u) != 0) bytes.Add(0); // RadarBehavior u8 if ((weenieFlags & 0x08000000u) != 0) WriteU16(bytes, 0); // PScript u16 if ((weenieFlags & 0x01000000u) != 0) // Workmanship f32 { Span tmp = stackalloc byte[4]; - BinaryPrimitives.WriteSingleLittleEndian(tmp, 0f); + BinaryPrimitives.WriteSingleLittleEndian(tmp, workmanship ?? 0f); bytes.AddRange(tmp.ToArray()); } if ((weenieFlags & 0x00200000u) != 0) WriteU16(bytes, burden ?? 0); // Burden u16 From e4dd37a3b8e13daa244f4b2ec544bce88ad6c58d Mon Sep 17 00:00:00 2001 From: Erik Date: Thu, 18 Jun 2026 15:51:29 +0200 Subject: [PATCH 194/223] =?UTF-8?q?docs(D.5.4):=20plan=20=E2=80=94=20Stack?= =?UTF-8?q?SizeMax=20int=3F=20for=20downstream=20type=20consistency?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Code-review follow-up from Task 2: align StackSizeMax with the other quantity fields (int?, ACE PropertyInt convention) in Tasks 3/4/5; drop the (int) cast. Co-Authored-By: Claude Opus 4.8 (1M context) --- .../plans/2026-06-18-d54-object-item-model.md | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/docs/superpowers/plans/2026-06-18-d54-object-item-model.md b/docs/superpowers/plans/2026-06-18-d54-object-item-model.md index 9bfcee13..080f8988 100644 --- a/docs/superpowers/plans/2026-06-18-d54-object-item-model.md +++ b/docs/superpowers/plans/2026-06-18-d54-object-item-model.md @@ -201,9 +201,9 @@ public void TryParse_FullItemFields_Captured() var parsed = CreateObject.TryParse(body); Assert.NotNull(parsed); var p = parsed!.Value; - Assert.Equal(250u, p.Value); + Assert.Equal(250, p.Value); Assert.Equal(7, p.StackSize); - Assert.Equal(100u, p.StackSizeMax); + Assert.Equal(100, p.StackSizeMax); Assert.Equal(42, p.Burden); Assert.Equal(24, p.ItemsCapacity); Assert.Equal(7, p.ContainersCapacity); @@ -255,7 +255,7 @@ In `CreateObject.cs`, append these parameters to the `Parsed` record (after `UiE uint WeenieClassId = 0, int? Value = null, int? StackSize = null, - uint? StackSizeMax = null, + int? StackSizeMax = null, int? Burden = null, int? ItemsCapacity = null, int? ContainersCapacity = null, @@ -415,7 +415,7 @@ Append to the `EntitySpawn` record (after `uint UiEffects = 0`, change it to `,` uint WeenieClassId = 0, int? Value = null, int? StackSize = null, - uint? StackSizeMax = null, + int? StackSizeMax = null, int? Burden = null, int? ItemsCapacity = null, int? ContainersCapacity = null, @@ -557,7 +557,7 @@ public readonly record struct WeenieData( uint Effects, int? Value, int? StackSize, - uint? StackSizeMax, + int? StackSizeMax, int? Burden, uint? ContainerId, uint? WielderId, @@ -714,7 +714,7 @@ In `ClientObjectTable.cs`, rename the backing field `_items` → `_objects` (and obj.Effects = d.Effects; // D.5.2 contract if (d.Value is { } v) obj.Value = v; if (d.StackSize is { } s) obj.StackSize = s; - if (d.StackSizeMax is { } sm) obj.StackSizeMax = (int)sm; + if (d.StackSizeMax is { } sm) obj.StackSizeMax = sm; if (d.Burden is { } b) obj.Burden = b; if (d.ContainerId is { } c) obj.ContainerId = c; if (d.WielderId is { } w) obj.WielderId = w; From b00a373c5a525c019de4c6b85e72f88576efe7c8 Mon Sep 17 00:00:00 2001 From: Erik Date: Thu, 18 Jun 2026 15:53:07 +0200 Subject: [PATCH 195/223] feat(D.5.4): forward full item field set through WorldSession.EntitySpawn Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.Core.Net/WorldSession.cs | 36 ++++++++++++++++++++++++++-- 1 file changed, 34 insertions(+), 2 deletions(-) diff --git a/src/AcDream.Core.Net/WorldSession.cs b/src/AcDream.Core.Net/WorldSession.cs index db21014d..2118ca75 100644 --- a/src/AcDream.Core.Net/WorldSession.cs +++ b/src/AcDream.Core.Net/WorldSession.cs @@ -91,7 +91,24 @@ public sealed class WorldSession : IDisposable uint IconUnderlayId = 0, // D.5.2 (2026-06-17): UiEffects bitfield (weenieFlags 0x80) — drives the icon's // effect recolor. CreateObject-only; 0 = no effect. - uint UiEffects = 0); + uint UiEffects = 0, + // D.5.4 (2026-06-18): full item field set, forwarded to the object table. + // Quantity fields int? (ACE PropertyInt convention); id/mask fields uint?. + uint WeenieClassId = 0, + int? Value = null, + int? StackSize = null, + int? StackSizeMax = null, + int? Burden = null, + int? ItemsCapacity = null, + int? ContainersCapacity = null, + uint? ContainerId = null, + uint? WielderId = null, + uint? ValidLocations = null, + uint? CurrentWieldedLocation = null, + uint? Priority = null, + int? Structure = null, + int? MaxStructure = null, + float? Workmanship = null); /// Fires when the session finishes parsing a CreateObject. public event Action? EntitySpawned; @@ -745,7 +762,22 @@ public sealed class WorldSession : IDisposable parsed.Value.IconId, parsed.Value.IconOverlayId, parsed.Value.IconUnderlayId, - parsed.Value.UiEffects)); + parsed.Value.UiEffects, + parsed.Value.WeenieClassId, + parsed.Value.Value, + parsed.Value.StackSize, + parsed.Value.StackSizeMax, + parsed.Value.Burden, + parsed.Value.ItemsCapacity, + parsed.Value.ContainersCapacity, + parsed.Value.ContainerId, + parsed.Value.WielderId, + parsed.Value.ValidLocations, + parsed.Value.CurrentWieldedLocation, + parsed.Value.Priority, + parsed.Value.Structure, + parsed.Value.MaxStructure, + parsed.Value.Workmanship)); } } else if (op == DeleteObject.Opcode) From b83f17a927efed4e37d381a9ad3607d07453dbdf Mon Sep 17 00:00:00 2001 From: Erik Date: Thu, 18 Jun 2026 15:57:12 +0200 Subject: [PATCH 196/223] feat(D.5.4): add item fields to ClientObject + WeenieData ingest DTO Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.Core/Items/ClientObject.cs | 42 ++++++++++++++++++- .../Items/ClientObjectTableTests.cs | 32 ++++++++++++++ 2 files changed, 73 insertions(+), 1 deletion(-) diff --git a/src/AcDream.Core/Items/ClientObject.cs b/src/AcDream.Core/Items/ClientObject.cs index 773c1c4e..04d9c873 100644 --- a/src/AcDream.Core/Items/ClientObject.cs +++ b/src/AcDream.Core/Items/ClientObject.cs @@ -127,7 +127,7 @@ public sealed class PropertyBundle public sealed class ClientObject { public uint ObjectId { get; init; } - public uint WeenieClassId { get; init; } // "blueprint" + public uint WeenieClassId { get; set; } // "blueprint" public string Name { get; set; } = ""; public ItemType Type { get; set; } public EquipMask ValidLocations { get; set; } @@ -150,9 +150,49 @@ public sealed class ClientObject public int ContainerSlot { get; set; } = -1; public bool Attuned { get; set; } public bool Bonded { get; set; } + public uint WielderId { get; set; } // PropertyInstanceId.Wielder; 0 = not wielded + public int ItemsCapacity { get; set; } // main-pack slots (containers) + public int ContainersCapacity{ get; set; } // side-pack slots (containers) + public uint Priority { get; set; } // ClothingPriority / CoverageMask layer order + public int Structure { get; set; } // charges/uses remaining + public int MaxStructure { get; set; } + public float Workmanship { get; set; } // 0..10 (fractional on the wire) public PropertyBundle Properties { get; } = new(); } +/// +/// The wire-delivered patch from a CreateObject (0xF745). Nullable fields +/// were gated by a WeenieHeader flag that was ABSENT — the merge upsert +/// (ClientObjectTable.Ingest) leaves the existing value untouched +/// for those, matching retail's SetWeenieDesc (patches only present fields). +/// Non-nullable id/effect fields use 0 = "not sent". Effects is assigned +/// unconditionally (0 clears) — the D.5.2 icon contract. Quantity fields are +/// int? (ACE PropertyInt convention); id/mask fields are uint?. +/// +public readonly record struct WeenieData( + uint Guid, + string? Name, + ItemType? Type, + uint WeenieClassId, + uint IconId, + uint IconOverlayId, + uint IconUnderlayId, + uint Effects, + int? Value, + int? StackSize, + int? StackSizeMax, + int? Burden, + uint? ContainerId, + uint? WielderId, + uint? ValidLocations, + uint? CurrentWieldedLocation, + uint? Priority, + int? ItemsCapacity, + int? ContainersCapacity, + int? Structure, + int? MaxStructure, + float? Workmanship); + /// /// Container = inventory pack. Hierarchy is strictly 2-deep: character /// → side packs; a side pack cannot hold another side pack (r06 §7). diff --git a/tests/AcDream.Core.Tests/Items/ClientObjectTableTests.cs b/tests/AcDream.Core.Tests/Items/ClientObjectTableTests.cs index e11de2b4..a975d327 100644 --- a/tests/AcDream.Core.Tests/Items/ClientObjectTableTests.cs +++ b/tests/AcDream.Core.Tests/Items/ClientObjectTableTests.cs @@ -198,4 +198,36 @@ public sealed class ClientObjectTableTests Assert.True(ok); Assert.Equal(0u, repo.Get(0x500000ADu)!.Effects); } + + [Fact] + public void ClientObject_NewFields_DefaultAndSettable() + { + var o = new ClientObject + { + ObjectId = 1, WielderId = 0x42u, ItemsCapacity = 24, ContainersCapacity = 7, + Priority = 8u, Structure = 5, MaxStructure = 10, Workmanship = 7.5f, + }; + o.WeenieClassId = 0xABCDu; // now settable + Assert.Equal(0x42u, o.WielderId); + Assert.Equal(24, o.ItemsCapacity); + Assert.Equal(7, o.ContainersCapacity); + Assert.Equal(8u, o.Priority); + Assert.Equal(5, o.Structure); + Assert.Equal(10, o.MaxStructure); + Assert.Equal(7.5f, o.Workmanship); + Assert.Equal(0xABCDu, o.WeenieClassId); + } + + [Fact] + public void WeenieData_Construct() + { + var d = new WeenieData(Guid: 1, Name: "x", Type: ItemType.Misc, WeenieClassId: 2, + IconId: 0x06001234u, IconOverlayId: 0, IconUnderlayId: 0, Effects: 0, + Value: 5, StackSize: 1, StackSizeMax: 1, Burden: 10, + ContainerId: 0x99u, WielderId: null, ValidLocations: null, + CurrentWieldedLocation: null, Priority: null, + ItemsCapacity: null, ContainersCapacity: null, + Structure: null, MaxStructure: null, Workmanship: null); + Assert.Equal(0x99u, d.ContainerId); + } } From d9c427cd6c6aa09a4f95349911a299a5cabe2441 Mon Sep 17 00:00:00 2001 From: Erik Date: Thu, 18 Jun 2026 16:02:28 +0200 Subject: [PATCH 197/223] feat(D.5.4): ClientObjectTable.Ingest merge-upsert + RecordMembership MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Field-level merge (retail SetWeenieDesc): create-if-absent else patch present fields, preserve PropertyBundle. Effects unconditional (D.5.2 contract). RecordMembership = PD manifest. Locks the Coldeve no-prior-stub fix + out-of-order. Renames _items→_objects throughout; Reindex stub wired (Task 6 fills it). Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.Core/Items/ClientObjectTable.cs | 96 ++++++++++++++++--- .../Items/ClientObjectTableTests.cs | 87 +++++++++++++++++ 2 files changed, 171 insertions(+), 12 deletions(-) diff --git a/src/AcDream.Core/Items/ClientObjectTable.cs b/src/AcDream.Core/Items/ClientObjectTable.cs index 6e4e088e..98d4f062 100644 --- a/src/AcDream.Core/Items/ClientObjectTable.cs +++ b/src/AcDream.Core/Items/ClientObjectTable.cs @@ -40,7 +40,7 @@ namespace AcDream.Core.Items; /// public sealed class ClientObjectTable { - private readonly ConcurrentDictionary _items = new(); + private readonly ConcurrentDictionary _objects = new(); private readonly ConcurrentDictionary _containers = new(); /// Fires when an object is first added to the session. @@ -64,17 +64,17 @@ public sealed class ClientObjectTable /// . public const uint UiEffectsPropertyId = 18u; - public int ObjectCount => _items.Count; + public int ObjectCount => _objects.Count; public int ContainerCount => _containers.Count; - public IEnumerable Objects => _items.Values; + public IEnumerable Objects => _objects.Values; public IEnumerable Containers => _containers.Values; /// /// Look up an object by its server-assigned ObjectId. /// public ClientObject? Get(uint objectId) => - _items.TryGetValue(objectId, out var item) ? item : null; + _objects.TryGetValue(objectId, out var item) ? item : null; /// /// Look up a container by object id, creating a lightweight stub if @@ -93,8 +93,8 @@ public sealed class ClientObjectTable public void AddOrUpdate(ClientObject item) { ArgumentNullException.ThrowIfNull(item); - bool existed = _items.ContainsKey(item.ObjectId); - _items[item.ObjectId] = item; + bool existed = _objects.ContainsKey(item.ObjectId); + _objects[item.ObjectId] = item; if (!existed) ObjectAdded?.Invoke(item); else ObjectUpdated?.Invoke(item); } @@ -117,7 +117,7 @@ public sealed class ClientObjectTable public bool MoveItem(uint itemId, uint newContainerId, int newSlot = -1, EquipMask newEquipLocation = EquipMask.None) { - if (!_items.TryGetValue(itemId, out var item)) return false; + if (!_objects.TryGetValue(itemId, out var item)) return false; uint oldContainer = item.ContainerId; item.ContainerId = newContainerId; @@ -134,7 +134,7 @@ public sealed class ClientObjectTable /// public bool Remove(uint itemId) { - if (!_items.TryRemove(itemId, out var item)) return false; + if (!_objects.TryRemove(itemId, out var item)) return false; ObjectRemoved?.Invoke(item); return true; } @@ -157,7 +157,7 @@ public sealed class ClientObjectTable public bool EnrichItem(uint objectId, uint iconId, string name, ItemType type, uint iconOverlayId = 0, uint iconUnderlayId = 0, uint effects = 0) { - if (!_items.TryGetValue(objectId, out var item)) return false; + if (!_objects.TryGetValue(objectId, out var item)) return false; if (iconId != 0) item.IconId = iconId; if (!string.IsNullOrEmpty(name)) item.Name = name; if (type != default) item.Type = type; @@ -178,7 +178,7 @@ public sealed class ClientObjectTable /// public bool UpdateProperties(uint itemId, PropertyBundle incoming) { - if (!_items.TryGetValue(itemId, out var item)) return false; + if (!_objects.TryGetValue(itemId, out var item)) return false; foreach (var kv in incoming.Ints) item.Properties.Ints[kv.Key] = kv.Value; foreach (var kv in incoming.Int64s) item.Properties.Int64s[kv.Key] = kv.Value; foreach (var kv in incoming.Bools) item.Properties.Bools[kv.Key] = kv.Value; @@ -199,20 +199,92 @@ public sealed class ClientObjectTable /// public bool UpdateIntProperty(uint itemId, uint propertyId, int value) { - if (!_items.TryGetValue(itemId, out var item)) return false; + if (!_objects.TryGetValue(itemId, out var item)) return false; item.Properties.Ints[propertyId] = value; if (propertyId == UiEffectsPropertyId) item.Effects = (uint)value; ObjectUpdated?.Invoke(item); return true; } + /// + /// Canonical CreateObject ingestion: create-if-absent, else patch the + /// wire-carried fields in place (retail SetWeenieDesc). Preserves the + /// PropertyBundle (appraise) and any field the wire didn't carry. + /// Effects is assigned unconditionally (0 clears) — the D.5.2 icon contract. + /// + public ClientObject Ingest(WeenieData d) + { + bool existed = _objects.TryGetValue(d.Guid, out var obj); + if (!existed || obj is null) // keep: satisfies nullable flow analysis + { + obj = new ClientObject { ObjectId = d.Guid }; + _objects[d.Guid] = obj; + } + uint oldContainer = obj.ContainerId; + + if (!string.IsNullOrEmpty(d.Name)) obj.Name = d.Name!; + if (d.Type is { } t) obj.Type = t; + // WeenieClassId arrives on every CreateObject (fixed prefix) and is never + // legitimately 0 for a real weenie; the != 0 guard avoids clobbering a known + // class id with a spurious 0 (and leaves a PD stub's 0 until CreateObject fills it). + if (d.WeenieClassId != 0) obj.WeenieClassId = d.WeenieClassId; + if (d.IconId != 0) obj.IconId = d.IconId; + if (d.IconOverlayId != 0) obj.IconOverlayId = d.IconOverlayId; + if (d.IconUnderlayId != 0) obj.IconUnderlayId = d.IconUnderlayId; + obj.Effects = d.Effects; // D.5.2 contract + if (d.Value is { } v) obj.Value = v; + if (d.StackSize is { } s) obj.StackSize = s; + if (d.StackSizeMax is { } sm) obj.StackSizeMax = sm; + if (d.Burden is { } b) obj.Burden = b; + if (d.ContainerId is { } c) obj.ContainerId = c; + if (d.WielderId is { } w) obj.WielderId = w; + if (d.ValidLocations is { } vl) obj.ValidLocations = (EquipMask)vl; + if (d.CurrentWieldedLocation is { } cwl) obj.CurrentlyEquippedLocation = (EquipMask)cwl; + if (d.Priority is { } pr) obj.Priority = pr; + if (d.ItemsCapacity is { } ic) obj.ItemsCapacity = ic; + if (d.ContainersCapacity is { } cc) obj.ContainersCapacity = cc; + if (d.Structure is { } st) obj.Structure = st; + if (d.MaxStructure is { } ms) obj.MaxStructure = ms; + if (d.Workmanship is { } wm) obj.Workmanship = wm; + + Reindex(obj, oldContainer); + if (!existed) ObjectAdded?.Invoke(obj); else ObjectUpdated?.Invoke(obj); + return obj; + } + + /// + /// PlayerDescription manifest: record that this guid is the player's + /// (in inventory or equipped at ), creating an + /// empty entry if CreateObject hasn't arrived yet. Never touches + /// icon/name/type/effects — that data comes from CreateObject. + /// + public ClientObject RecordMembership(uint guid, uint containerId = 0, + EquipMask equip = EquipMask.None) + { + bool existed = _objects.TryGetValue(guid, out var obj); + if (!existed || obj is null) // keep: satisfies nullable flow analysis + { + obj = new ClientObject { ObjectId = guid }; + _objects[guid] = obj; + } + uint oldContainer = obj.ContainerId; + if (containerId != 0) obj.ContainerId = containerId; + if (equip != EquipMask.None) obj.CurrentlyEquippedLocation = equip; + Reindex(obj, oldContainer); + if (!existed) ObjectAdded?.Invoke(obj); else ObjectUpdated?.Invoke(obj); + return obj; + } + + // Filled in Task 6 (container index). No-op until then. + private void Reindex(ClientObject obj, uint oldContainerId) { } + /// /// Flush the table — typically called on logoff or teleport /// that drops the session's object state. /// public void Clear() { - _items.Clear(); + _objects.Clear(); _containers.Clear(); } } diff --git a/tests/AcDream.Core.Tests/Items/ClientObjectTableTests.cs b/tests/AcDream.Core.Tests/Items/ClientObjectTableTests.cs index a975d327..04309bc6 100644 --- a/tests/AcDream.Core.Tests/Items/ClientObjectTableTests.cs +++ b/tests/AcDream.Core.Tests/Items/ClientObjectTableTests.cs @@ -230,4 +230,91 @@ public sealed class ClientObjectTableTests Structure: null, MaxStructure: null, Workmanship: null); Assert.Equal(0x99u, d.ContainerId); } + + private static WeenieData FullWeenie(uint guid, uint icon = 0x06001234u, + string name = "Sword", ItemType type = ItemType.MeleeWeapon, uint effects = 0, + int? value = 100, int? stack = 1, uint? container = null, uint wcid = 0xABCDu) => + new WeenieData(guid, name, type, wcid, icon, 0, 0, effects, + value, stack, StackSizeMax: 1, Burden: 10, ContainerId: container, + WielderId: null, ValidLocations: null, CurrentWieldedLocation: null, + Priority: null, ItemsCapacity: null, ContainersCapacity: null, + Structure: null, MaxStructure: null, Workmanship: null); + + [Fact] + public void Ingest_NewItemWithNoPriorStub_Creates_AndFiresAdded() // the Coldeve bug + { + var table = new ClientObjectTable(); + ClientObject? added = null; + table.ObjectAdded += o => added = o; + var obj = table.Ingest(FullWeenie(0x500000B0u)); + Assert.NotNull(added); + Assert.Equal(0x06001234u, table.Get(0x500000B0u)!.IconId); + Assert.Equal(0xABCDu, obj.WeenieClassId); + } + + [Fact] + public void Ingest_Existing_PatchesInPlace_PreservesPropertyBundle() + { + var table = new ClientObjectTable(); + table.Ingest(FullWeenie(0x500000B1u)); + table.Get(0x500000B1u)!.Properties.Ints[999u] = 7; // simulate appraise + ClientObject? updated = null; + table.ObjectUpdated += o => updated = o; + table.Ingest(FullWeenie(0x500000B1u, name: "Renamed")); + Assert.NotNull(updated); + Assert.Equal("Renamed", table.Get(0x500000B1u)!.Name); + Assert.Equal(7, table.Get(0x500000B1u)!.Properties.Ints[999u]); // NOT clobbered + } + + [Fact] + public void Ingest_AbsentNullableField_DoesNotClobber() + { + var table = new ClientObjectTable(); + table.Ingest(FullWeenie(0x500000B2u, value: 100)); + var noValue = FullWeenie(0x500000B2u) with { Value = null }; + table.Ingest(noValue); + Assert.Equal(100, table.Get(0x500000B2u)!.Value); + } + + [Fact] + public void Ingest_Effects_AssignedUnconditionally_ClearsToZero() // D.5.2 contract + { + var table = new ClientObjectTable(); + table.Ingest(FullWeenie(0x500000B3u, effects: 0x1u)); + Assert.Equal(0x1u, table.Get(0x500000B3u)!.Effects); + table.Ingest(FullWeenie(0x500000B3u, effects: 0u)); + Assert.Equal(0u, table.Get(0x500000B3u)!.Effects); + } + + [Fact] + public void RecordMembership_CreatesEntry_AndSetsEquip() + { + var table = new ClientObjectTable(); + table.RecordMembership(0x500000B4u, equip: EquipMask.MeleeWeapon); + var o = table.Get(0x500000B4u); + Assert.NotNull(o); + Assert.Equal(EquipMask.MeleeWeapon, o!.CurrentlyEquippedLocation); + Assert.Equal(0u, o.IconId); // data not set — CreateObject fills it + } + + [Fact] + public void Ingest_AfterMembership_FillsData_NoDuplicate() // out-of-order: PD then CreateObject + { + var table = new ClientObjectTable(); + table.RecordMembership(0x500000B5u); + table.Ingest(FullWeenie(0x500000B5u)); + Assert.Equal(1, table.ObjectCount); + Assert.Equal(0x06001234u, table.Get(0x500000B5u)!.IconId); + } + + [Fact] + public void Membership_AfterIngest_NoDuplicate_PreservesData() // out-of-order: CreateObject then PD + { + var table = new ClientObjectTable(); + table.Ingest(FullWeenie(0x500000B6u)); // CreateObject first (ground/vendor item) + table.RecordMembership(0x500000B6u, equip: EquipMask.MeleeWeapon); // then PD manifest + Assert.Equal(1, table.ObjectCount); + Assert.Equal(0x06001234u, table.Get(0x500000B6u)!.IconId); // data NOT clobbered by membership + Assert.Equal(EquipMask.MeleeWeapon, table.Get(0x500000B6u)!.CurrentlyEquippedLocation); + } } From 2e3f209707b02711a4547185de662e8ebac9643c Mon Sep 17 00:00:00 2001 From: Erik Date: Thu, 18 Jun 2026 16:11:58 +0200 Subject: [PATCH 198/223] feat(D.5.4): live container membership index (object_inventory_table) Reindex on Ingest/MoveItem/Remove; GetContents(containerId) ordered by slot. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.Core/Items/ClientObjectTable.cs | 34 ++++++++++-- .../Items/ClientObjectTableTests.cs | 52 +++++++++++++++++++ 2 files changed, 83 insertions(+), 3 deletions(-) diff --git a/src/AcDream.Core/Items/ClientObjectTable.cs b/src/AcDream.Core/Items/ClientObjectTable.cs index 98d4f062..1be5f3ba 100644 --- a/src/AcDream.Core/Items/ClientObjectTable.cs +++ b/src/AcDream.Core/Items/ClientObjectTable.cs @@ -42,6 +42,7 @@ public sealed class ClientObjectTable { private readonly ConcurrentDictionary _objects = new(); private readonly ConcurrentDictionary _containers = new(); + private readonly Dictionary> _containerIndex = new(); /// Fires when an object is first added to the session. public event Action? ObjectAdded; @@ -89,6 +90,7 @@ public sealed class ClientObjectTable /// Register / refresh an object in the table. Called on /// CreateObject for item-typed weenies and on IdentifyObjectResponse /// to fill in detail properties. + /// Does NOT update the container index — use Ingest for container-tracked objects. /// public void AddOrUpdate(ClientObject item) { @@ -123,7 +125,7 @@ public sealed class ClientObjectTable item.ContainerId = newContainerId; item.ContainerSlot = newSlot; item.CurrentlyEquippedLocation = newEquipLocation; - + Reindex(item, oldContainer); ObjectMoved?.Invoke(item, oldContainer, newContainerId); return true; } @@ -135,6 +137,8 @@ public sealed class ClientObjectTable public bool Remove(uint itemId) { if (!_objects.TryRemove(itemId, out var item)) return false; + if (item.ContainerId != 0 && _containerIndex.TryGetValue(item.ContainerId, out var l)) + l.Remove(itemId); ObjectRemoved?.Invoke(item); return true; } @@ -275,8 +279,31 @@ public sealed class ClientObjectTable return obj; } - // Filled in Task 6 (container index). No-op until then. - private void Reindex(ClientObject obj, uint oldContainerId) { } + private void Reindex(ClientObject obj, uint oldContainerId) + { + if (oldContainerId != obj.ContainerId && oldContainerId != 0 + && _containerIndex.TryGetValue(oldContainerId, out var oldList)) + oldList.Remove(obj.ObjectId); + + if (obj.ContainerId != 0) + { + if (!_containerIndex.TryGetValue(obj.ContainerId, out var list)) + _containerIndex[obj.ContainerId] = list = new List(); + if (!list.Contains(obj.ObjectId)) list.Add(obj.ObjectId); + list.Sort((a, b) => SlotOf(a).CompareTo(SlotOf(b))); + } + } + + private int SlotOf(uint guid) => + _objects.TryGetValue(guid, out var o) ? o.ContainerSlot : int.MaxValue; + + /// + /// Ordered item guids in a container (retail object_inventory_table), by ContainerSlot. + /// Returns a SNAPSHOT (safe to hold / read off-thread); empty for an unknown container. + /// + public IReadOnlyList GetContents(uint containerId) => + _containerIndex.TryGetValue(containerId, out var l) + ? l.ToArray() : System.Array.Empty(); /// /// Flush the table — typically called on logoff or teleport @@ -286,5 +313,6 @@ public sealed class ClientObjectTable { _objects.Clear(); _containers.Clear(); + _containerIndex.Clear(); } } diff --git a/tests/AcDream.Core.Tests/Items/ClientObjectTableTests.cs b/tests/AcDream.Core.Tests/Items/ClientObjectTableTests.cs index 04309bc6..2aed953f 100644 --- a/tests/AcDream.Core.Tests/Items/ClientObjectTableTests.cs +++ b/tests/AcDream.Core.Tests/Items/ClientObjectTableTests.cs @@ -317,4 +317,56 @@ public sealed class ClientObjectTableTests Assert.Equal(0x06001234u, table.Get(0x500000B6u)!.IconId); // data NOT clobbered by membership Assert.Equal(EquipMask.MeleeWeapon, table.Get(0x500000B6u)!.CurrentlyEquippedLocation); } + + [Fact] + public void ContainerIndex_IngestThenContents_OrderedBySlot() + { + var table = new ClientObjectTable(); + table.Ingest(FullWeenie(0x510u, container: 0xC0u)); + table.Ingest(FullWeenie(0x511u, container: 0xC0u)); + table.MoveItem(0x510u, 0xC0u, newSlot: 1); + table.MoveItem(0x511u, 0xC0u, newSlot: 0); + Assert.Equal(new[] { 0x511u, 0x510u }, table.GetContents(0xC0u)); + } + + [Fact] + public void ContainerIndex_Move_ReparentsBetweenContainers() + { + var table = new ClientObjectTable(); + table.Ingest(FullWeenie(0x520u, container: 0xC1u)); + table.MoveItem(0x520u, 0xC2u, newSlot: 0); + Assert.Empty(table.GetContents(0xC1u)); + Assert.Equal(new[] { 0x520u }, table.GetContents(0xC2u)); + } + + [Fact] + public void ContainerIndex_Remove_DropsFromContents() + { + var table = new ClientObjectTable(); + table.Ingest(FullWeenie(0x530u, container: 0xC3u)); + table.Remove(0x530u); + Assert.Empty(table.GetContents(0xC3u)); + } + + [Fact] + public void GetContents_UnknownContainer_Empty() + { + var table = new ClientObjectTable(); + Assert.Empty(table.GetContents(0xDEADu)); + } + + [Fact] + public void ContainerIndex_SlotChange_ResortsInPlace() // guards the Reindex same-container early-out + { + var table = new ClientObjectTable(); + table.Ingest(FullWeenie(0x540u, container: 0xC4u)); + table.Ingest(FullWeenie(0x541u, container: 0xC4u)); + table.MoveItem(0x540u, 0xC4u, newSlot: 0); + table.MoveItem(0x541u, 0xC4u, newSlot: 1); + Assert.Equal(new[] { 0x540u, 0x541u }, table.GetContents(0xC4u)); + // move 0x540 to a later slot WITHIN THE SAME container — order must flip + table.MoveItem(0x540u, 0xC4u, newSlot: 5); + Assert.Equal(new[] { 0x541u, 0x540u }, table.GetContents(0xC4u)); + Assert.Equal(2, table.GetContents(0xC4u).Count); // no duplicate from the same-container move + } } From 82f59683163affabe27e869abf6a23d39a733e3a Mon Sep 17 00:00:00 2001 From: Erik Date: Thu, 18 Jun 2026 16:24:58 +0200 Subject: [PATCH 199/223] feat(D.5.4): ObjectTableWiring (CreateObject=upsert, Delete=evict, 0x02CE) off GameWindow CreateObject ingestion moves to Core.Net; GameWindow drops the EnrichItem call + inline 0x02CE handler. Fixes the Coldeve blank-icon root cause: items with no PD stub are now created, not dropped. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/Rendering/GameWindow.cs | 19 +--- src/AcDream.Core.Net/ObjectTableWiring.cs | 57 +++++++++++ .../ObjectTableWiringTests.cs | 97 +++++++++++++++++++ 3 files changed, 158 insertions(+), 15 deletions(-) create mode 100644 src/AcDream.Core.Net/ObjectTableWiring.cs create mode 100644 tests/AcDream.Core.Net.Tests/ObjectTableWiringTests.cs diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index fef89e87..e5611c85 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -2357,6 +2357,10 @@ public sealed class GameWindow : IDisposable private void WireLiveSessionEvents(AcDream.Core.Net.WorldSession session) { _liveSession = session; + // D.5.4: ingest CreateObject into the object table (upsert) and wire Delete + + // UiEffects live update. Wire BEFORE EntitySpawned += OnLiveEntitySpawned so + // the table is populated before the render handler runs. + AcDream.Core.Net.ObjectTableWiring.Wire(session, Objects); _liveSession.EntitySpawned += OnLiveEntitySpawned; _liveSession.EntityDeleted += OnLiveEntityDeleted; _liveSession.MotionUpdated += OnLiveMotionUpdated; @@ -2632,13 +2636,6 @@ public sealed class GameWindow : IDisposable _liveSession.VitalCurrentUpdated += v => LocalPlayer.OnVitalCurrent(v.VitalId, v.Current); - // D.5.2: live PublicUpdatePropertyInt(0x02CE). Route UiEffects (18) to the item - // repository so a draining/charging item re-composites its icon in real time. - _liveSession.ObjectIntPropertyUpdated += u => - { - if (u.Property == AcDream.Core.Items.ClientObjectTable.UiEffectsPropertyId) - Objects.UpdateIntProperty(u.Guid, u.Property, u.Value); - }; } /// @@ -2648,14 +2645,6 @@ public sealed class GameWindow : IDisposable /// private void OnLiveEntitySpawned(AcDream.Core.Net.WorldSession.EntitySpawn spawn) { - // D.5.1: enrich a known inventory/equipped item (stubbed from PlayerDescription) - // with the icon/name/type its CreateObject carries, so the toolbar can render it. - // D.5.1 (2026-06-17): also pass overlay/underlay ids from the extended - // WeenieHeader tail so IconComposer composites all icon layers. - Objects.EnrichItem(spawn.Guid, spawn.IconId, spawn.Name ?? string.Empty, - (AcDream.Core.Items.ItemType)(spawn.ItemType ?? 0), - spawn.IconOverlayId, spawn.IconUnderlayId, spawn.UiEffects); - // Phase A.1 hotfix: live CreateObject handler reads dats extensively // (Setup, GfxObj, Surface, SurfaceTexture) to hydrate the spawned // entity. All of it must run under the dat lock so it doesn't race diff --git a/src/AcDream.Core.Net/ObjectTableWiring.cs b/src/AcDream.Core.Net/ObjectTableWiring.cs new file mode 100644 index 00000000..463d7d9e --- /dev/null +++ b/src/AcDream.Core.Net/ObjectTableWiring.cs @@ -0,0 +1,57 @@ +using AcDream.Core.Items; + +namespace AcDream.Core.Net; + +/// +/// Wires WorldSession GameMessage-level object events into the client object +/// table: CreateObject (0xF745) = canonical merge-upsert, DeleteObject (0xF747) +/// = evict, PublicUpdatePropertyInt (0x02CE) UiEffects = live icon re-composite. +/// Keeps object ingestion in Core.Net (pure data, no GL) and off GameWindow. +/// Retail: ACCObjectMaint::CreateObject / DeleteObject (the weenie_object_table side). +/// +public static class ObjectTableWiring +{ + /// + /// Subscribe to the three object-lifecycle events + /// on . Call this BEFORE the render handler subscribes + /// to EntitySpawned so the table is populated before the render path runs. + /// + public static void Wire(WorldSession session, ClientObjectTable table) + { + ArgumentNullException.ThrowIfNull(session); + ArgumentNullException.ThrowIfNull(table); + + session.EntitySpawned += s => table.Ingest(ToWeenieData(s)); + session.EntityDeleted += d => table.Remove(d.Guid); + session.ObjectIntPropertyUpdated += u => + { + if (u.Property == ClientObjectTable.UiEffectsPropertyId) + table.UpdateIntProperty(u.Guid, u.Property, u.Value); + }; + } + + /// Translate the wire spawn into the table's merge patch. + public static WeenieData ToWeenieData(WorldSession.EntitySpawn s) => new( + Guid: s.Guid, + Name: s.Name, + Type: s.ItemType is { } it ? (ItemType)it : (ItemType?)null, + WeenieClassId: s.WeenieClassId, + IconId: s.IconId, + IconOverlayId: s.IconOverlayId, + IconUnderlayId: s.IconUnderlayId, + Effects: s.UiEffects, + Value: s.Value, + StackSize: s.StackSize, + StackSizeMax: s.StackSizeMax, + Burden: s.Burden, + ContainerId: s.ContainerId, + WielderId: s.WielderId, + ValidLocations: s.ValidLocations, + CurrentWieldedLocation: s.CurrentWieldedLocation, + Priority: s.Priority, + ItemsCapacity: s.ItemsCapacity, + ContainersCapacity: s.ContainersCapacity, + Structure: s.Structure, + MaxStructure: s.MaxStructure, + Workmanship: s.Workmanship); +} diff --git a/tests/AcDream.Core.Net.Tests/ObjectTableWiringTests.cs b/tests/AcDream.Core.Net.Tests/ObjectTableWiringTests.cs new file mode 100644 index 00000000..9c3d099a --- /dev/null +++ b/tests/AcDream.Core.Net.Tests/ObjectTableWiringTests.cs @@ -0,0 +1,97 @@ +using AcDream.Core.Items; +using AcDream.Core.Net; +using AcDream.Core.Net.Messages; + +namespace AcDream.Core.Net.Tests; + +/// +/// D.5.4 Task 7 — ObjectTableWiring. +/// +/// Integration test is omitted: WorldSession.EntitySpawned has no internal +/// test seam to fire it without a real Tick + packet bytes, so subscription +/// correctness is covered by build (type-checks) + the live run. Only the +/// pure mapping (ToWeenieData) is unit-tested here. +/// +public sealed class ObjectTableWiringTests +{ + [Fact] + public void ToWeenieData_CopiesFieldsFromSpawn() + { + // Every EntitySpawn item field is set to a DISTINCT recognisable value so + // a positional transposition in ObjectTableWiring.ToWeenieData would trip + // at least one Assert. All 22 WeenieData fields are verified below. + var spawn = new WorldSession.EntitySpawn( + Guid: 0x00000600u, + Position: null, + SetupTableId: null, + AnimPartChanges: System.Array.Empty(), + TextureChanges: System.Array.Empty(), + SubPalettes: System.Array.Empty(), + BasePaletteId: null, + ObjScale: null, + Name: "Iron Sword", + ItemType: (uint)ItemType.MeleeWeapon, + MotionState: null, + MotionTableId: null) + with + { + WeenieClassId = 0x00001001u, + IconId = 0x06001111u, + IconOverlayId = 0x06002222u, + IconUnderlayId = 0x06003333u, + UiEffects = 0x00000004u, + Value = 7, + StackSize = 1, + StackSizeMax = 1, + Burden = 300, + ContainerId = 0x000000C9u, + WielderId = 0x000000DAu, + ValidLocations = 0x00000012u, // MeleeWeapon wield mask + CurrentWieldedLocation = 0x00000002u, // right-hand + Priority = 0x00000005u, + ItemsCapacity = 0, + ContainersCapacity = 0, + Structure = 80, + MaxStructure = 100, + Workmanship = 4.5f, + }; + + var d = ObjectTableWiring.ToWeenieData(spawn); + + // --- identity --- + Assert.Equal(0x00000600u, d.Guid); + Assert.Equal("Iron Sword", d.Name); + Assert.Equal(ItemType.MeleeWeapon, d.Type); + + // --- weenie / icon --- + Assert.Equal(0x00001001u, d.WeenieClassId); + Assert.Equal(0x06001111u, d.IconId); + Assert.Equal(0x06002222u, d.IconOverlayId); + Assert.Equal(0x06003333u, d.IconUnderlayId); + Assert.Equal(0x00000004u, d.Effects); + + // --- quantity / economy --- + Assert.Equal(7, d.Value); + Assert.Equal(1, d.StackSize); + Assert.Equal(1, d.StackSizeMax); + Assert.Equal(300, d.Burden); + + // --- container / wielder --- + Assert.Equal(0x000000C9u, d.ContainerId); + Assert.Equal(0x000000DAu, d.WielderId); + + // --- equip masks --- + Assert.Equal(0x00000012u, d.ValidLocations); + Assert.Equal(0x00000002u, d.CurrentWieldedLocation); + Assert.Equal(0x00000005u, d.Priority); + + // --- capacity --- + Assert.Equal(0, d.ItemsCapacity); + Assert.Equal(0, d.ContainersCapacity); + + // --- durability --- + Assert.Equal(80, d.Structure); + Assert.Equal(100, d.MaxStructure); + Assert.Equal(4.5f, d.Workmanship); + } +} From cbbfe4cd49664ec2217838080e2263ec6477a8ef Mon Sep 17 00:00:00 2001 From: Erik Date: Thu, 18 Jun 2026 16:38:54 +0200 Subject: [PATCH 200/223] feat(D.5.4): PlayerDescription = membership manifest; drop WeenieClassId=ContainerType misuse The old seeding block set WeenieClassId = inv.ContainerType (a 0/1/2 container-kind discriminator, not a weenie class id) and used MoveItem for the equipped block. Replace both loops with RecordMembership calls: inventory guids get a bare stub (WeenieClassId stays 0); equipped guids get the equip slot set directly. Weenie data arrives via CreateObject / ObjectTableWiring, not PlayerDescription. New test PlayerDescription_SeedsMembership_NotWeenieClassIdMisuse proves: (a) inv guid is registered, (b) WeenieClassId==0 not ContainerType, and (c) equipped guid CurrentlyEquippedLocation is set to MeleeWeapon. No existing tests pinned the old behavior; all 15 GameEventWiringTests pass. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.Core.Net/GameEventWiring.cs | 39 +++----------- .../GameEventWiringTests.cs | 52 +++++++++++++++++++ 2 files changed, 59 insertions(+), 32 deletions(-) diff --git a/src/AcDream.Core.Net/GameEventWiring.cs b/src/AcDream.Core.Net/GameEventWiring.cs index 83030988..dba723c6 100644 --- a/src/AcDream.Core.Net/GameEventWiring.cs +++ b/src/AcDream.Core.Net/GameEventWiring.cs @@ -400,40 +400,15 @@ public static class GameEventWiring Console.WriteLine($"vitals: PD-ench spell={ench.SpellId} layer={ench.Layer} bucket={ench.Bucket} key={ench.StatModKey} val={ench.StatModValue}"); } - // Issue #13 — register inventory entries with ClientObjectTable so - // panels (inventory, paperdoll, hotbars) light up after login. - // Equipped entries share the same ObjectId as inventory entries - // (an equipped item is also in inventory) — register both, but - // the equipped record carries the slot mask which we surface via - // MoveItem so paperdoll can render. + // D.5.4: PlayerDescription is a membership MANIFEST, not the data + // source. Record existence (+ equip slot); CreateObject fills the + // actual weenie data via ObjectTableWiring. (Previously this seeded + // stubs with WeenieClassId = ContainerType, a misuse — ContainerType + // is a 0/1/2 container-kind discriminator, not a weenie class id.) foreach (var inv in p.Value.Inventory) - { - if (items.Get(inv.Guid) is null) - { - items.AddOrUpdate(new ClientObject - { - ObjectId = inv.Guid, - WeenieClassId = inv.ContainerType, - }); - } - } + items.RecordMembership(inv.Guid); foreach (var eq in p.Value.Equipped) - { - if (items.Get(eq.Guid) is null) - { - items.AddOrUpdate(new ClientObject - { - ObjectId = eq.Guid, - WeenieClassId = 0, - }); - } - // Reflect the equip slot — paperdoll uses CurrentlyEquippedLocation. - items.MoveItem( - itemId: eq.Guid, - newContainerId: 0, - newSlot: -1, - newEquipLocation: (EquipMask)eq.EquipLocation); - } + items.RecordMembership(eq.Guid, equip: (EquipMask)eq.EquipLocation); // D.5.1 Task 4: forward shortcut bar entries to the caller so the // toolbar can read them without holding a parser reference. diff --git a/tests/AcDream.Core.Net.Tests/GameEventWiringTests.cs b/tests/AcDream.Core.Net.Tests/GameEventWiringTests.cs index 45008de9..d0a92463 100644 --- a/tests/AcDream.Core.Net.Tests/GameEventWiringTests.cs +++ b/tests/AcDream.Core.Net.Tests/GameEventWiringTests.cs @@ -375,6 +375,58 @@ public sealed class GameEventWiringTests Assert.NotNull(items.Get(0x50000A02u)); } + [Fact] + public void PlayerDescription_SeedsMembership_NotWeenieClassIdMisuse() + { + // D.5.4: PlayerDescription is a membership MANIFEST, not the data + // source. The old code set WeenieClassId = inv.ContainerType (a + // 0/1/2 discriminator), which is a misuse. After the fix, the + // registered stub has WeenieClassId == 0 and the equipped item's + // CurrentlyEquippedLocation is set to MeleeWeapon (0x1). + // Uses the SAME wire fixture as PlayerDescription_RegistersInventoryEntries_InClientObjectTable. + var dispatcher = new GameEventDispatcher(); + var items = new ClientObjectTable(); + var combat = new CombatState(); + var spellbook = new Spellbook(); + var chat = new ChatLog(); + GameEventWiring.WireAll(dispatcher, items, combat, spellbook, chat); + + var sb = new MemoryStream(); + using var w = new BinaryWriter(sb); + w.Write(0u); // propertyFlags = 0 + w.Write(0x52u); // weenieType + w.Write(0x201u); // vectorFlags = ATTRIBUTE | ENCHANTMENT + w.Write(1u); // has_health + w.Write(0u); // attribute_flags = 0 (no attrs) + w.Write(0u); // enchantment_mask = 0 + + w.Write(0u); // option_flags = None (no GAMEPLAY_OPTIONS → strict inv path) + w.Write(0u); // options1 + w.Write(0u); // legacy hotbar list count = 0 + w.Write(0u); // spellbook_filters + + // Inventory: 1 entry with ContainerType=1 (the OLD code would have + // set WeenieClassId=1; the new code must leave WeenieClassId==0). + w.Write(1u); + w.Write(0x700u); w.Write(1u); // guid=0x700, ContainerType=1 + + // Equipped: 1 entry with EquipLocation = MeleeWeapon (0x1). + // Wire format: guid(4) + loc(4) + priority(4) = 12 bytes per entry. + w.Write(1u); + w.Write(0x701u); w.Write((uint)EquipMask.MeleeWeapon); w.Write(0u); // guid=0x701, slot=MeleeWeapon, prio=0 + + var env = GameEventEnvelope.TryParse(WrapEnvelope(GameEventType.PlayerDescription, sb.ToArray())); + dispatcher.Dispatch(env!.Value); + + // (a) inventory guid is registered + Assert.NotNull(items.Get(0x700u)); + // (b) WeenieClassId must be 0, NOT the ContainerType discriminator (1) — misuse gone + Assert.Equal(0u, items.Get(0x700u)!.WeenieClassId); + // (c) equipped guid has its equip slot set + Assert.NotNull(items.Get(0x701u)); + Assert.Equal(EquipMask.MeleeWeapon, items.Get(0x701u)!.CurrentlyEquippedLocation); + } + [Fact] public void WireAll_PlayerDescription_invokesOnShortcuts() { From 50cee50df1ede38dbcdf03d45dd2e893a9dca0e7 Mon Sep 17 00:00:00 2001 From: Erik Date: Thu, 18 Jun 2026 16:42:58 +0200 Subject: [PATCH 201/223] refactor(D.5.4): delete EnrichItem (superseded by Ingest merge-upsert) Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.Core/Items/ClientObjectTable.cs | 31 ------------ .../Items/ClientObjectTableTests.cs | 47 ------------------- 2 files changed, 78 deletions(-) diff --git a/src/AcDream.Core/Items/ClientObjectTable.cs b/src/AcDream.Core/Items/ClientObjectTable.cs index 1be5f3ba..94fa574f 100644 --- a/src/AcDream.Core/Items/ClientObjectTable.cs +++ b/src/AcDream.Core/Items/ClientObjectTable.cs @@ -143,37 +143,6 @@ public sealed class ClientObjectTable return true; } - /// - /// Enrich an already-known object (a stub created from PlayerDescription) with the - /// fuller data carried by its CreateObject (icon, name, type). Returns false if the - /// object isn't tracked yet — phase 1 enriches existing objects only; full - /// CreateObject ingestion of newly-acquired items is the inventory phase. - /// Raises ObjectUpdated whenever the object is found (matching the - /// UpdateProperties convention — it fires on found regardless of whether a field - /// actually changed) so bound widgets (the toolbar) re-render. - /// - /// D.5.1 (2026-06-17): also accepts and - /// from the extended WeenieHeader tail. Both - /// default to 0 (not sent by server). IconComposer.GetIcon already composites - /// underlay/base/overlay in the correct retail layer order and early-returns on 0. - /// - /// - public bool EnrichItem(uint objectId, uint iconId, string name, ItemType type, - uint iconOverlayId = 0, uint iconUnderlayId = 0, uint effects = 0) - { - if (!_objects.TryGetValue(objectId, out var item)) return false; - if (iconId != 0) item.IconId = iconId; - if (!string.IsNullOrEmpty(name)) item.Name = name; - if (type != default) item.Type = type; - if (iconOverlayId != 0) item.IconOverlayId = iconOverlayId; - if (iconUnderlayId != 0) item.IconUnderlayId = iconUnderlayId; - // D.5.2: 0 is a meaningful "no effect" state (e.g. a caster out of mana), - // so assign unconditionally — re-composition reflects the CURRENT state. - item.Effects = effects; - ObjectUpdated?.Invoke(item); - return true; - } - /// /// Apply a patch (e.g. from an /// IdentifyObjectResponse) to an existing object. Individual diff --git a/tests/AcDream.Core.Tests/Items/ClientObjectTableTests.cs b/tests/AcDream.Core.Tests/Items/ClientObjectTableTests.cs index 2aed953f..871451c5 100644 --- a/tests/AcDream.Core.Tests/Items/ClientObjectTableTests.cs +++ b/tests/AcDream.Core.Tests/Items/ClientObjectTableTests.cs @@ -117,40 +117,6 @@ public sealed class ClientObjectTableTests Assert.Equal(0, repo.ObjectCount); } - [Fact] - public void EnrichItem_updatesIconOnExistingStub_andRaisesUpdated() - { - var repo = new ClientObjectTable(); - repo.AddOrUpdate(new ClientObject { ObjectId = 0x5001u, WeenieClassId = 42u }); // stub from PlayerDescription - ClientObject? updated = null; - repo.ObjectUpdated += i => updated = i; - - bool hit = repo.EnrichItem(0x5001u, iconId: 0x06001234u, name: "Mana Stone", type: ItemType.Misc); - - Assert.True(hit); - Assert.Equal(0x06001234u, repo.Get(0x5001u)!.IconId); - Assert.Equal("Mana Stone", repo.Get(0x5001u)!.Name); - Assert.NotNull(updated); - } - - [Fact] - public void EnrichItem_returnsFalse_whenItemUnknown() - { - var repo = new ClientObjectTable(); - Assert.False(repo.EnrichItem(0x9999u, 0x06001234u, "x", ItemType.Misc)); - } - - [Fact] - public void EnrichItem_carriesEffects() - { - var repo = new ClientObjectTable(); - repo.AddOrUpdate(new ClientObject { ObjectId = 0x500000AAu }); - bool ok = repo.EnrichItem(0x500000AAu, iconId: 0x06001234u, name: "Wand", - type: ItemType.Caster, iconOverlayId: 0, iconUnderlayId: 0, effects: 0x1u); - Assert.True(ok); - Assert.Equal(0x1u, repo.Get(0x500000AAu)!.Effects); - } - [Fact] public void UpdateIntProperty_uiEffects_setsEffectsAndFires() { @@ -186,19 +152,6 @@ public sealed class ClientObjectTableTests Assert.Equal(0u, repo.Get(0x500000ACu)!.Effects); } - [Fact] - public void EnrichItem_effectsZero_clearsPriorEffects() - { - // A re-spawn (CreateObject) of a now-inert item carries effects=0; it must - // clear a previously-set effect (unconditional assign, not gated on != 0). - var repo = new ClientObjectTable(); - repo.AddOrUpdate(new ClientObject { ObjectId = 0x500000ADu, Effects = 0x1u }); - bool ok = repo.EnrichItem(0x500000ADu, iconId: 0x06001234u, name: "Wand", - type: ItemType.Caster, effects: 0u); - Assert.True(ok); - Assert.Equal(0u, repo.Get(0x500000ADu)!.Effects); - } - [Fact] public void ClientObject_NewFields_DefaultAndSettable() { From a9d40addac4186444ad2a6fef883ba402bf0ddd8 Mon Sep 17 00:00:00 2001 From: Erik Date: Thu, 18 Jun 2026 16:48:13 +0200 Subject: [PATCH 202/223] refactor(D.5.4): retire _liveEntityInfoByGuid; selection resolves from ClientObjectTable The one weenie table now holds every object's name+type, so the redundant Name+ItemType dictionary is gone (retail: one weenie_object_table). Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/Rendering/GameWindow.cs | 50 ++++++++----------------- 1 file changed, 16 insertions(+), 34 deletions(-) diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index e5611c85..5991c83b 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -837,7 +837,6 @@ public sealed class GameWindow : IDisposable /// keys the render list; this parallel dictionary keys by server guid. /// private readonly Dictionary _entitiesByServerGuid = new(); - private readonly Dictionary _liveEntityInfoByGuid = new(); /// /// Latest for each /// guid. Captured at the end of so @@ -854,9 +853,6 @@ public sealed class GameWindow : IDisposable // far-range sends fire the wire packet immediately at SendUse/SendPickUp // time. Cleared before the deferred send fires — single-fire, no retry. private (uint Guid, bool IsPickup)? _pendingPostArrivalAction; - private readonly record struct LiveEntityInfo( - string? Name, - AcDream.Core.Items.ItemType ItemType); private static bool IsPlayerGuid(uint guid) => (guid & 0xFF000000u) == 0x50000000u; private const double ServerControlledVelocityStaleSeconds = 0.60; private int _liveSpawnReceived; // diagnostics @@ -1302,7 +1298,7 @@ public sealed class GameWindow : IDisposable // live state from this GameWindow instance every frame: // - selected guid → _selectedGuid (set by PickAndStoreSelection) // - entity resolver → position from _entitiesByServerGuid + - // itemType / PWD bits from cached LiveEntityInfo + last spawn + // itemType from ClientObjectTable (Objects) + last spawn // - camera → _cameraController.Active or (zero) when not // yet ready, in which case the panel bails on viewport==0. _targetIndicator = new AcDream.App.UI.TargetIndicatorPanel( @@ -1311,9 +1307,7 @@ public sealed class GameWindow : IDisposable { if (!_entitiesByServerGuid.TryGetValue(guid, out var entity)) return null; - uint rawItemType = 0; - if (_liveEntityInfoByGuid.TryGetValue(guid, out var info)) - rawItemType = (uint)info.ItemType; + uint rawItemType = (uint)LiveItemType(guid); uint pwdBits = 0; uint? useability = null; if (_lastSpawnByGuid.TryGetValue(guid, out var spawn)) @@ -2706,12 +2700,6 @@ public sealed class GameWindow : IDisposable $"itemType={itemTypeStr} animParts={animPartCount} texChanges={texChangeCount} subPalettes={subPalCount}"); } - _liveEntityInfoByGuid[spawn.Guid] = new LiveEntityInfo( - spawn.Name, - spawn.ItemType is { } rawItemType - ? (AcDream.Core.Items.ItemType)rawItemType - : AcDream.Core.Items.ItemType.None); - // Target the statue specifically for full diagnostic dump: Name match // is cheap and gives us exactly one entity's worth of log regardless // of arrival order. @@ -3717,7 +3705,6 @@ public sealed class GameWindow : IDisposable // clear using the same guid the next spawn/update would use. _remoteDeadReckon.Remove(serverGuid); _remoteLastMove.Remove(serverGuid); - _liveEntityInfoByGuid.Remove(serverGuid); _entitiesByServerGuid.Remove(serverGuid); _lastSpawnByGuid.Remove(serverGuid); if (_selectedGuid == serverGuid) @@ -3809,8 +3796,7 @@ public sealed class GameWindow : IDisposable // Per-Door UM dispatch trail; grep [door-cycle] in launch.log to verify door animation. if (AcDream.Core.Physics.PhysicsDiagnostics.ProbeBuildingEnabled - && _liveEntityInfoByGuid.TryGetValue(update.Guid, out var doorInfo) - && IsDoorName(doorInfo.Name)) + && IsDoorName(LiveName(update.Guid))) { Console.WriteLine(System.FormattableString.Invariant( $"[door-cycle] guid=0x{update.Guid:X8} stance=0x{stance:X4} cmd=0x{(command ?? 0u):X4}")); @@ -11590,9 +11576,7 @@ public sealed class GameWindow : IDisposable // RadarBlipColor are produced for the just-picked entity. // Helps verify whether a "green NPC" really is flagged as // Vendor server-side or whether our lookup is wrong. - uint rawItemType = 0; - if (_liveEntityInfoByGuid.TryGetValue(guid, out var info)) - rawItemType = (uint)info.ItemType; + uint rawItemType = (uint)LiveItemType(guid); uint pwdBits = 0; uint? pickUseability = null; float? pickUseRadius = null; @@ -11649,8 +11633,7 @@ public sealed class GameWindow : IDisposable // Retail string at acclient_2013_pseudo_c.txt:1033115 // (data_7e2a70): "The %s cannot be used". - bool isCreature = _liveEntityInfoByGuid.TryGetValue(sel, out var info) - && (info.ItemType & AcDream.Core.Items.ItemType.Creature) != 0; + bool isCreature = (LiveItemType(sel) & AcDream.Core.Items.ItemType.Creature) != 0; if (isCreature) { @@ -11891,8 +11874,7 @@ public sealed class GameWindow : IDisposable // Mirror InstallSpeculativeTurnToTarget's per-type radius heuristic. float useRadius = 0.6f; - if (_liveEntityInfoByGuid.TryGetValue(targetGuid, out var info) - && (info.ItemType & AcDream.Core.Items.ItemType.Creature) != 0) + if ((LiveItemType(targetGuid) & AcDream.Core.Items.ItemType.Creature) != 0) { useRadius = 3.0f; } @@ -11919,8 +11901,7 @@ public sealed class GameWindow : IDisposable // Per-type use radius — same heuristic as the picker's // radiusForGuid callback. float useRadius = 0.6f; - if (_liveEntityInfoByGuid.TryGetValue(targetGuid, out var info) - && (info.ItemType & AcDream.Core.Items.ItemType.Creature) != 0) + if ((LiveItemType(targetGuid) & AcDream.Core.Items.ItemType.Creature) != 0) { useRadius = 3.0f; } @@ -12001,10 +11982,8 @@ public sealed class GameWindow : IDisposable return false; if (!_entitiesByServerGuid.ContainsKey(guid)) return false; - if (!_liveEntityInfoByGuid.TryGetValue(guid, out var info)) - return false; - return (info.ItemType & AcDream.Core.Items.ItemType.Creature) != 0; + return (LiveItemType(guid) & AcDream.Core.Items.ItemType.Creature) != 0; } @@ -12171,8 +12150,7 @@ public sealed class GameWindow : IDisposable // `ItemUseable = null`; without the fallback the M1 "click NPC" // flow regresses. The diagnostic line below lets us measure // how often this branch fires in real play. - if (_liveEntityInfoByGuid.TryGetValue(guid, out var info) - && (info.ItemType & AcDream.Core.Items.ItemType.Creature) != 0) + if ((LiveItemType(guid) & AcDream.Core.Items.ItemType.Creature) != 0) { if (AcDream.Core.Physics.PhysicsDiagnostics.ProbeUseabilityFallbackEnabled) Console.WriteLine(System.FormattableString.Invariant( @@ -12280,11 +12258,15 @@ public sealed class GameWindow : IDisposable return (it & SmallItemMask) != 0u; } + private AcDream.Core.Items.ItemType LiveItemType(uint guid) => + Objects.Get(guid)?.Type ?? AcDream.Core.Items.ItemType.None; + + private string? LiveName(uint guid) => Objects.Get(guid)?.Name; + private string DescribeLiveEntity(uint guid) { - if (_liveEntityInfoByGuid.TryGetValue(guid, out var info) - && !string.IsNullOrWhiteSpace(info.Name)) - return info.Name!; + var name = LiveName(guid); + if (!string.IsNullOrWhiteSpace(name)) return name!; return $"0x{guid:X8}"; } From a33e8974003aebd39220d2ff2b8399c619fff09a Mon Sep 17 00:00:00 2001 From: Erik Date: Thu, 18 Jun 2026 16:57:04 +0200 Subject: [PATCH 203/223] perf(D.5.4): toolbar re-binds only on shortcut-guid object changes; clear on remove Now that the object table holds ALL entities (creatures, NPCs, world objects), filtering ObjectAdded/Updated/Removed to the 18 shortcut guids prevents the bar from thrashing on every creature spawn in a busy zone. Also subscribes to ObjectRemoved so a despawned/traded-away item clears its slot (matching retail gmToolbarUI::SetDelayedShortcutNum's deferred-bind contract). Four new unit tests (iconIds spy pattern) verify: non-shortcut ObjectAdded/Removed do NOT invoke Populate; shortcut ObjectAdded deferred-binds; shortcut ObjectRemoved clears the slot. 2671 tests, 4 skipped, 0 failures. Co-Authored-By: Claude Opus 4.8 (1M context) --- .../UI/Layout/ToolbarController.cs | 20 +++- .../UI/Layout/ToolbarControllerTests.cs | 107 ++++++++++++++++++ 2 files changed, 124 insertions(+), 3 deletions(-) diff --git a/src/AcDream.App/UI/Layout/ToolbarController.cs b/src/AcDream.App/UI/Layout/ToolbarController.cs index 12b4f77b..0cfd9d4c 100644 --- a/src/AcDream.App/UI/Layout/ToolbarController.cs +++ b/src/AcDream.App/UI/Layout/ToolbarController.cs @@ -109,9 +109,23 @@ public sealed class ToolbarController if (combatState is not null) combatState.CombatModeChanged += SetCombatMode; - // Re-bind any deferred slot whenever the repo learns about a new/updated item. - repo.ObjectAdded += _ => Populate(); - repo.ObjectUpdated += _ => Populate(); + // D.5.4: the table now holds ALL objects (creatures, NPCs, etc.), so filter + // to our 18 shortcut guids — else every creature spawn in a busy zone + // needlessly re-populates the bar (gmToolbarUI::SetDelayedShortcutNum pattern). + repo.ObjectAdded += o => { if (IsShortcutGuid(o.ObjectId)) Populate(); }; + repo.ObjectUpdated += o => { if (IsShortcutGuid(o.ObjectId)) Populate(); }; + repo.ObjectRemoved += o => { if (IsShortcutGuid(o.ObjectId)) Populate(); }; + } + + /// + /// Returns true if is one of the currently-active shortcut guids. + /// Used to gate repo-event subscriptions so we don't re-populate on every creature spawn. + /// + private bool IsShortcutGuid(uint guid) + { + foreach (var sc in _shortcuts()) + if (sc.ObjectGuid == guid) return true; + return false; } /// diff --git a/tests/AcDream.App.Tests/UI/Layout/ToolbarControllerTests.cs b/tests/AcDream.App.Tests/UI/Layout/ToolbarControllerTests.cs index 9bd13b00..9668a586 100644 --- a/tests/AcDream.App.Tests/UI/Layout/ToolbarControllerTests.cs +++ b/tests/AcDream.App.Tests/UI/Layout/ToolbarControllerTests.cs @@ -314,4 +314,111 @@ public class ToolbarControllerTests foreach (var id in Row1) Assert.Null(slots[id].Cell.EmptyDigits); } + + // ── E1: Guid filter + ObjectRemoved tests (D.5.4) ─────────────────────── + + /// + /// ObjectAdded for a guid NOT in the shortcut list does NOT call iconIds again + /// (no spurious Populate on creature/NPC spawns in a busy zone). + /// D.5.4: ToolbarController filters to shortcut guids only. + /// The iconIds spy lets us count how many times Populate actually ran. + /// + [Fact] + public void ObjectAdded_nonShortcutGuid_doesNotCallIconIds() + { + var (layout, _, _) = FakeToolbar(); + var repo = new ClientObjectTable(); + repo.AddOrUpdate(new ClientObject { ObjectId = 0x5001u, WeenieClassId = 1u, IconId = 0x06001234u }); + var shortcuts = new List + { new(Index: 0, ObjectGuid: 0x5001u, SpellId: 0, Layer: 0) }; + + int iconCallCount = 0; + ToolbarController.Bind(layout, repo, () => shortcuts, + iconIds: (_,_,_,_,_) => { iconCallCount++; return 0x77u; }, useItem: _ => { }); + + int callsAfterBind = iconCallCount; // 1 call from initial Populate + + // Fire ObjectAdded with a completely unrelated guid (a creature, NOT a shortcut). + repo.AddOrUpdate(new ClientObject { ObjectId = 0xDEADBEEFu, WeenieClassId = 42u, IconId = 0u }); + + // iconIds must NOT have been called again — the filter blocked Populate. + Assert.Equal(callsAfterBind, iconCallCount); + } + + /// + /// ObjectAdded for a guid that IS in the shortcut list calls iconIds again (deferred bind). + /// This is the filtered-path counterpart of DeferredRebind_whenItemArrivesLate. + /// + [Fact] + public void ObjectAdded_shortcutGuid_callsIconIds() + { + var (layout, slots, _) = FakeToolbar(); + var repo = new ClientObjectTable(); // item NOT present yet + var shortcuts = new List + { new(Index: 1, ObjectGuid: 0x5003u, SpellId: 0, Layer: 0) }; + + int iconCallCount = 0; + ToolbarController.Bind(layout, repo, () => shortcuts, + iconIds: (_,_,_,_,_) => { iconCallCount++; return 0x99u; }, useItem: _ => { }); + + Assert.Equal(0, iconCallCount); // not called — item absent during initial Populate + Assert.Equal(0u, slots[Row1[1]].Cell.ItemId); + + // Now the shortcut item arrives — filter must PASS and Populate re-run. + repo.AddOrUpdate(new ClientObject { ObjectId = 0x5003u, WeenieClassId = 1u, IconId = 0x06005678u }); + + Assert.Equal(1, iconCallCount); // iconIds called exactly once for the deferred bind + Assert.Equal(0x5003u, slots[Row1[1]].Cell.ItemId); + } + + /// + /// ObjectRemoved for a guid that IS in the shortcut list clears the slot. + /// D.5.4: subscribes to ObjectRemoved so a removed item evicts its icon. + /// + [Fact] + public void ObjectRemoved_shortcutGuid_clearsSlot() + { + var (layout, slots, _) = FakeToolbar(); + var repo = new ClientObjectTable(); + repo.AddOrUpdate(new ClientObject { ObjectId = 0x5004u, WeenieClassId = 1u, IconId = 0x06001234u }); + var shortcuts = new List + { new(Index: 3, ObjectGuid: 0x5004u, SpellId: 0, Layer: 0) }; + + ToolbarController.Bind(layout, repo, () => shortcuts, + iconIds: (_,_,_,_,_) => 0xAAu, useItem: _ => { }); + + Assert.Equal(0x5004u, slots[Row1[3]].Cell.ItemId); // bound + + // Remove the item from the session (server despawn / trade away). + // Populate re-runs: item is gone from repo → slot clears. + repo.Remove(0x5004u); + + Assert.Equal(0u, slots[Row1[3]].Cell.ItemId); + } + + /// + /// ObjectRemoved for a guid NOT in the shortcut list does NOT call iconIds again. + /// D.5.4: the ObjectRemoved subscription also filters to shortcut guids. + /// + [Fact] + public void ObjectRemoved_nonShortcutGuid_doesNotCallIconIds() + { + var (layout, _, _) = FakeToolbar(); + var repo = new ClientObjectTable(); + repo.AddOrUpdate(new ClientObject { ObjectId = 0x5005u, WeenieClassId = 1u, IconId = 0x06001234u }); + repo.AddOrUpdate(new ClientObject { ObjectId = 0xCAFEBABEu, WeenieClassId = 99u, IconId = 0u }); + var shortcuts = new List + { new(Index: 4, ObjectGuid: 0x5005u, SpellId: 0, Layer: 0) }; + + int iconCallCount = 0; + ToolbarController.Bind(layout, repo, () => shortcuts, + iconIds: (_,_,_,_,_) => { iconCallCount++; return 0xBBu; }, useItem: _ => { }); + + int callsAfterBind = iconCallCount; // 1 call for the shortcut item + + // Remove an unrelated object — filter must block Populate. + repo.Remove(0xCAFEBABEu); + + Assert.Equal(callsAfterBind, iconCallCount); // unchanged + } } From 85a2371e11bd6e7371d6858e3b1e62a92c79786b Mon Sep 17 00:00:00 2001 From: Erik Date: Thu, 18 Jun 2026 17:03:28 +0200 Subject: [PATCH 204/223] docs(D.5.4): roadmap shipped + divergence register (event model + deferred parent pre-queue) Co-Authored-By: Claude Opus 4.8 (1M context) --- docs/architecture/retail-divergence-register.md | 2 ++ docs/plans/2026-04-11-roadmap.md | 4 ++-- 2 files changed, 4 insertions(+), 2 deletions(-) diff --git a/docs/architecture/retail-divergence-register.md b/docs/architecture/retail-divergence-register.md index 0ddb6582..d30b0b78 100644 --- a/docs/architecture/retail-divergence-register.md +++ b/docs/architecture/retail-divergence-register.md @@ -93,6 +93,7 @@ accepted-divergence entries (#96, #49, #50). | AD-26 | Auto-walk arrival requires facing alignment (invented 5° arrive / 30° walk-while-turning bands); retail's check is `dist <= radius` exact | `src/AcDream.App/Input/PlayerMovementController.cs:575` | ACE does the final `Rotate(target)` server-side before the Use callback; without a local gate the body used items while facing away (user feedback 2026-05-15). Thresholds are NOT retail constants | Arrival delayed by the rotation phase; if heading convergence fights another yaw writer, `AutoWalkArrived` never fires and the queued Use/PickUp never completes | `MoveToManager::HandleMoveToPosition`; `apply_interpreted_movement` | | AD-27 | Use/PickUp action re-sent on natural auto-walk arrival; retail sends the action once (server MoveToChain callback completes it) | `src/AcDream.App/Input/PlayerMovementController.cs:322` | ACE's server-side chain may have timed out by the time our body arrives; the close-range re-send hits ACE's WithinUseRadius fast-path | If the server's chain has NOT timed out, the action executes twice — door toggles open-then-closed, use-once interactions double-fire; protocol noise on non-ACE servers | ACE CreateMoveToChain / WithinUseRadius | | AD-28 | Chat transcript (`UiText`) and input (`UiChatInput`) are two separate widget classes placed inside their dat-authored container panels; retail's `ChatInterface` uses a single mode-flagged `UIElement_Text` (Type-12) that switches between read and edit mode | `src/AcDream.App/UI/Layout/ChatWindowController.cs:135` (transcript) + `:150` (input) | `UIElement_Text` is inside keystone.dll with no PDB/decomp; a two-widget split is functionally equivalent (read-only scroll, editable input) and is the structural adaptation required by our UiElement architecture | A future consumer expecting a single widget for both read/write (e.g. a plugin calling the chat API and getting one widget back) must be written to the two-widget contract | `UIElement_Text` (Type-12) @ keystone.dll; `gmMainChatUI::PostInit` @0x4ce130 | +| AD-29 | `ClientObjectTable` fires global `ObjectAdded`/`ObjectUpdated`/`ObjectRemoved` events; consumers filter by guid on their end. Retail dispatches per-object via `NoticeRegistrar` observer dispatch — each UI cell observes only its specific object guid | `src/AcDream.Core/Items/ClientObjectTable.cs:48` (events); `src/AcDream.App/UI/Layout/ToolbarController.cs:115` (guid filter) | `NoticeRegistrar` is inside keystone.dll with no PDB/decomp; global broadcast + consumer-side filter is functionally equivalent for the current panel count and object volumes seen in practice | At high object counts (>1 000 objects), every `ObjectUpdated` wakes every subscribed consumer — O(n·m) notification cost instead of retail's O(1) per-observer dispatch; a consumer that forgets the guid filter processes all objects (a latent correctness bug) | `NoticeRegistrar` (keystone.dll, no PDB); retail per-object observer registration in `CObjectMaint` | --- @@ -181,6 +182,7 @@ accepted-divergence entries (#96, #49, #50). | TS-29 | Background music (MIDI) + ambient loops not ported: PlayMusic/StopMusic no-op; StartAmbient reserves a handle that never plays | `src/AcDream.App/Audio/OpenAlAudioEngine.cs:331` | Explicitly outside R5 audio-phase scope; a landblock-attached ambient system is planned separately | Silent world where retail has music/atmosphere; code trusting StartAmbient's handle to mean "playing" is already subtly wrong (StopAmbient looks up a never-created source) | retail MIDI + ambient system (r05) | | TS-30 | Numbered chat tabs (element ids `0x10000522`–`0x10000525`) render as clickable buttons but do not switch channel filter or affect the transcript — tab state is a no-op | `src/AcDream.App/UI/Layout/ChatWindowController.cs:210` | Retail's tab switching routes transcript lines by chat channel (`gmMainChatUI::gmScrollWindow` sub-windows per tab); the tab wiring is D.5 scope | Tab clicks produce no visible transcript change; retail would filter to the selected channel — all chat always shows in all tabs | `gmMainChatUI::PostInit` tab setup @0x4ce2a0; holtburger chat tab handling | | TS-31 | Squelch toggle absent (no `/squelch` slash command, no clickable name-tags to silence); retail's squelch list filters incoming chat lines | `src/AcDream.Core/Chat/ChatLog.cs` | Squelch is a social / moderation feature deferred to post-M1.5; the data structure (`ChatLog`) has no squelch set today | Any player can spam all clients; clickable-name-tag contextual menu (used in retail to squelch, tell, add-to-friends) is absent | `ChatFilter::IsSquelched`; retail right-click player name → Squelch menu | +| TS-32 | `ClientObjectTable` has no pre-queue for a child `CreateObject` that arrives before its parent (out-of-order PARENTED create); such objects are ingested as root objects and their `ContainerId` links a not-yet-known container. Retail's `null_object_table` + `null_weenie_object_table` hold unresolvable objects until the parent arrives | `src/AcDream.Core/Items/ClientObjectTable.cs` (`Ingest`) | PD↔`CreateObject` ordering is handled (upsert semantics); out-of-order PARENTED creates are observed only at high packet loss or in vendor/corpse multi-object bursts on non-loopback links; deferred to D.5.5+ | A container's child object arriving before the container is ingested as a root item — it won't appear in `GetContents` until the next `RecordMembership` or a move event corrects the parent link | `CObjectMaint::null_object_table` / `null_weenie_object_table` (acclient.h / named-retail pc) | --- diff --git a/docs/plans/2026-04-11-roadmap.md b/docs/plans/2026-04-11-roadmap.md index 2dde013a..fffb102c 100644 --- a/docs/plans/2026-04-11-roadmap.md +++ b/docs/plans/2026-04-11-roadmap.md @@ -433,8 +433,8 @@ behavior. Estimated 17–26 days focused work, 3–5 weeks calendar. - **D.5 — Core panels.** Attributes (`chunk_00470000.c:FUN_0047ba70`), Skills (same), Paperdoll (`chunk_004A0000.c:FUN_004A5200`), Inventory, Spellbook (`chunk_004C0000.c`), Fellowship, Allegiance. Each uses the port sketches in slice 05. **(Targets `AcDream.UI.Abstractions` — ships with D.2a using ImGui-rendered widgets; reskinned by D.2b.)** The *chat* panel originally listed under D.5 shipped early in Phase I (I.4 input + I.7 combat translator superseded the chat-panel design here); this entry now covers Attributes / Skills / Paperdoll / Inventory / Spellbook / Fellowship / Allegiance only. - **✓ SHIPPED — D.5.1 — Toolbar (action bar).** Shipped 2026-06-16/17 (`30b28c2`→`0e7a083`, branch claude/hopeful-maxwell-214a12). First data-driven *game* panel: `gmToolbarUI` (`LayoutDesc 0x21000016`) — 18 shortcut slots from the persisted `PlayerDescription` SHORTCUT block, real **composited** item icons (opaque type-default underlay via the `EnumIDMap 0x10000004` resolve), **occupancy-gated slot numbers 1–9** (occupied = dark-box peace/war `0x10000042/43`; empty = background `0x1000005e` from cell composite `0x10000341`), **click-to-use** (`ItemHolder::UseObject` → `0x0036`), **peace/war stance** indicator live-wired to `CombatState`, **movable**, and a **chrome frame** (UiNineSlicePanel drawn over content via the new `UiElement.OnDrawAfterChildren` hook). New shared widgets `UiItemSlot` (`UIElement_UIItem` 0x10000032, procedural leaf) + `UiItemList` (`UIElement_ItemList` 0x10000031, factory branch) + `IconComposer` (CPU layered composite). `CreateObject.TryParse` extended to the full ACE-order weenie-header tail to capture `IconId`/`IconOverlay`/`IconUnderlay` → `ItemRepository.EnrichItem` → re-render. Spec/plan `docs/superpowers/{specs,plans}/2026-06-16-d2b-toolbar-phase1*.md`; research drop `docs/research/2026-06-16-*deep-dive.md` + synthesis. Divergence IA-16/IA-17 added. **User-confirmed** (numbers, icons, frame). Per-task spec+code-review throughout. - **✓ SHIPPED — D.5.2 — Stateful item-icon system.** Shipped 2026-06-17/18 (`419c3ac`..`fb288ad`, branch claude/hopeful-maxwell-214a12; **visually verified on a live Coldeve server**). Faithful retail icon composite (`IconData::RenderIcons` @0x0058d180): (1) `UiEffects` bitfield captured from the `CreateObject` weenie header (was discarded) → `ItemInstance.Effects`; (2) `IconComposer.GetIcon` rewritten as a 2-stage composite — Stage 1 = drag icon (base + custom overlay) + the effect treatment, Stage 2 = type-default underlay + custom underlay + drag. The effect treatment ports the **surface overload** of `SurfaceWindow::ReplaceColor` (`0x004415b0`): the textured effect tile (`EnumIDMap 0x10000005` by `LowestSetBit(effects)+1`, fallback `0x21` solid-black) is copied **per-pixel** into the icon's pure-white pixels — magical items take the tile's GRADIENT hue, mundane items go black; (3) `PublicUpdatePropertyInt (0x02CE)` parser + `WorldSession.ObjectIntPropertyUpdated` event + `GameWindow` subscription → `ItemRepository.UpdateIntProperty` → icon re-composites live. **Appraise (`0x00C9`) carries NO icon data** (ACE proof: `Icon`/`IconOverlay`/`IconUnderlay`/`UiEffects` all lack `[AssessmentProperty]`) — dropped as a no-op. **Two visual-verification fixes landed after the subagent build:** the `effects==0` recolor MUST run (mundane white edges → black, `40c97a5`) and the tint is a per-pixel GRADIENT not a flat color (the surface overload, `fb288ad`) — both confirmed via clean Ghidra + named decomp. Divergence: IA-16 retired; IA-18 (per-pixel surface-copy anti-regression) + AP-45 (0x02CE sequence) added; **AP-43/AP-44 retired by the visual fixes**. Spec/plan/research: `docs/superpowers/{specs,plans}/2026-06-17-d2b-stateful-icon*.md`, `docs/research/2026-06-17-stateful-icon-RESOLVED.md`. -- **D.5 remaining — sub-phase ledger.** D.5.1 (toolbar + the `UiItemSlot`/`UiItemList`/`IconComposer` spine) ✅ and D.5.2 (stateful icons) ✅ are shipped. Build order from here: **(a) item/object data model → (b) finish the bar: D.5.3 selected-object + spell shortcuts → (c) window manager → (d) core panels.** The data model is the foundation the panels resolve items from — the live-Coldeve missing-icons (4/6 hotbar slots blank) exposed that it's still a scaffold. Each ☐ below gets its own brainstorm → spec → plan. -- **☐ D.5.4 — Client object/item data model (foundation) [NEXT].** Port retail `ClientObjMaintSystem`: `CreateObject` is the **canonical** object create/update; `PlayerDescription`/`ViewContents (0x0196)`/shortcuts become references; the UI resolves items by guid. Replaces the current **enrich-existing-only** scaffold (`ItemRepository.EnrichItem` drops `CreateObject`s for items with no pre-seeded stub → the Coldeve blank slots). **Crux to settle first:** unify acdream's two object tracks (the `WorldEntity` 3D system + `ItemRepository`) into one table, or keep them separate with a shared ingestion seam? Blocks D.5.5+ (the panels resolve items from this table). User constraint: *"architecturally solid, no quick fixes."* Handoff + cold-start prompt: `docs/research/2026-06-18-item-object-model-handoff.md`. +- **D.5 remaining — sub-phase ledger.** D.5.1 (toolbar + the `UiItemSlot`/`UiItemList`/`IconComposer` spine) ✅, D.5.2 (stateful icons) ✅, and D.5.4 (client object/item data model) ✅ are shipped. Build order from here: **(b) finish the bar: D.5.3 selected-object + spell shortcuts → (c) window manager → (d) core panels.** Each ☐ below gets its own brainstorm → spec → plan. +- **✓ SHIPPED — D.5.4 — Client object/item data model (foundation).** Shipped 2026-06-18 (`b506f53`..`a33e897`, 11 commits). Renamed `ItemRepository`→`ClientObjectTable` / `ItemInstance`→`ClientObject`; broadened the table to hold EVERY server object (retail `weenie_object_table` shape). `CreateObject` is now the canonical merge-upsert (`ClientObjectTable.Ingest`, retail `SetWeenieDesc` semantics) via a new Core.Net `ObjectTableWiring` (off GameWindow); `DeleteObject` evicts; `PlayerDescription` is a membership manifest (`RecordMembership`); live container-membership index (`GetContents`, retail `object_inventory_table`). `_liveEntityInfoByGuid` retired (selection/describe resolve from the one table). Root fix: the old enrich-existing-only `EnrichItem` dropped `CreateObject`s for items with no `PlayerDescription` stub — live-Coldeve 4/6 hotbar slots blank; items are now created, not dropped. **Crux resolved:** retail is TWO tables (`object_table` + `weenie_object_table`), NOT one — acdream's `WorldEntity` (3D system) + `ClientObjectTable` (data/UI) split was already architecturally faithful; the fix was the ingestion path, not a table unification. 2671 tests green. - **☐ D.5.3 — Toolbar selected-object display (issue #140) + spell shortcuts.** Wire the B.4 `WorldPicker`/selection state → the two hidden meters (`0x100001A1` health / `0x100001A2` mana) + the stack slider (`0x100001A4`) + the object-name line, so the bar shows the player's currently-selected world object. Plus **spell shortcuts** — pinned *spells* (vs items) don't render their glyphs yet (`ToolbarController.Populate` skips `ObjectGuid==0`). Together these finish "the bar." (Click-to-use + the peace/war stance indicator landed in D.5.1.) - **☐ D.5.5+ — Core panels.** Inventory (`gmInventoryUI`/`gmBackpackUI`), equipment/paperdoll (`gmPaperDollUI`/`gm3DItemsUI` + the `UiViewport` 3D doll), vendor, trade, spellbook. Research drop done (`docs/research/2026-06-16-*`). Depends on **D.5.4** (data model) + the item-slot/list/icon spine (D.5.1/D.5.2) + the **window manager** (Plan 2: open/close/z-order/persist + faithful grip/dragbar drag-resize) + the drag-drop spine wired (`UiRoot` has the chain; the per-cell accept/drop hooks are still stubs in `UiField`). Also deferred from D.5.1: drag/reorder + the `AddShortcut`/`RemoveShortcut` mutate wire. - **D.6 — HUD.** Vital orbs (scissor-rect partial fill, dat sprites `0x060013B2`), radar (`0x06001388` / `0x06004CC1`, 1.18× range factor), compass strip (scrolling U), target name plate, damage floaters, selection indicator. See slice 06. **(Targets `AcDream.UI.Abstractions` — ships with D.2a; reskinned by D.2b.)** Phase I.2 retired the StbTrueTypeSharp `DebugOverlay` but kept `TextRenderer` + `BitmapFont` alive specifically for D.6's world-space HUD elements (damage floaters, name plates) — they need raw GL text drawing that ImGui can't reach into the 3D scene. From 6eb0fbde4652825a048bc74c27ca762262359026 Mon Sep 17 00:00:00 2001 From: Erik Date: Thu, 18 Jun 2026 17:08:19 +0200 Subject: [PATCH 205/223] =?UTF-8?q?test(D.5.4):=20lock=20creature=20Name/T?= =?UTF-8?q?ype=20resolution=20via=20ClientObjectTable.Get=20(spec=20=C2=A7?= =?UTF-8?q?8)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Co-Authored-By: Claude Opus 4.8 (1M context) --- .../Items/ClientObjectTableTests.cs | 11 +++++++++++ 1 file changed, 11 insertions(+) diff --git a/tests/AcDream.Core.Tests/Items/ClientObjectTableTests.cs b/tests/AcDream.Core.Tests/Items/ClientObjectTableTests.cs index 871451c5..3d873cca 100644 --- a/tests/AcDream.Core.Tests/Items/ClientObjectTableTests.cs +++ b/tests/AcDream.Core.Tests/Items/ClientObjectTableTests.cs @@ -308,6 +308,17 @@ public sealed class ClientObjectTableTests Assert.Empty(table.GetContents(0xDEADu)); } + [Fact] + public void Ingest_CreatureTyped_ResolvesNameAndTypeViaGet() // spec §8: selection/describe creature resolution after _liveEntityInfoByGuid retirement + { + var table = new ClientObjectTable(); + table.Ingest(FullWeenie(0x560u, name: "Drudge", type: ItemType.Creature)); + var o = table.Get(0x560u); + Assert.NotNull(o); + Assert.Equal("Drudge", o!.Name); // LiveName(guid) reads this + Assert.True((o.Type & ItemType.Creature) != 0); // LiveItemType(guid) & Creature drives creature targeting + } + [Fact] public void ContainerIndex_SlotChange_ResortsInPlace() // guards the Reindex same-container early-out { From c407104ab937a4c037f228b8efe2570358f9d9d7 Mon Sep 17 00:00:00 2001 From: Erik Date: Thu, 18 Jun 2026 17:08:27 +0200 Subject: [PATCH 206/223] docs(lighting): A7 Fix D investigation RESOLVED + implementation spec (#140) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Resolve the Fix D contradiction with decomp (workflow wf_f660eb88 + adversarial verify) + 4 live cdb captures. The D3D-FF model was the WRONG oracle: retail has TWO light systems — STATIC torches BAKE into wall vertices (calc_point_light, triple-clamped: range gate + per-channel min(scale*color,color) + per-vertex [0,1] from black), DYNAMIC lights go D3D hardware. The captured intensity=100 is the purple PORTAL (magenta, dynamic), not a wall torch. Ground truth: 38 static warm torches (orange (1,0.588,0.314)/cream, intensity=100, falloff 3-5) + 2 dynamic. acdream over-brightness = two confirmed bugs: D-1 mesh_modern.vert folds ambient+sun+torches into one UNCLAMPED accumulator (single frag clamp) -> warm blowout; D-2 EnvCellRenderer never binds SSBO 4/5 so the cell shell reads a leaked light set. Spec: D-1 in-shader clamp-split (clamp the torch sum on its own before ambient/sun); D-2 bind the shell's own per-cell light set (mirror WbDrawDispatcher); LightBake.cs is the C# conformance oracle. Adds the 4 reusable cdb capture scripts. Co-Authored-By: Claude Opus 4.8 (1M context) --- ...lighting-a7-fixABC-shipped-fixD-handoff.md | 118 ++++++---- ...6-06-18-a7-fixd-torch-overbright-design.md | 211 ++++++++++++++++++ tools/cdb/a7-fixd-golden-probe.cdb | 15 ++ tools/cdb/a7-fixd-golden2-probe.cdb | 17 ++ tools/cdb/a7-fixd-lights-v2.cdb | 36 +++ tools/cdb/a7-fixd-lights.cdb | 50 +++++ tools/cdb/a7-fixd-numstatic-probe.cdb | 18 ++ 7 files changed, 419 insertions(+), 46 deletions(-) create mode 100644 docs/superpowers/specs/2026-06-18-a7-fixd-torch-overbright-design.md create mode 100644 tools/cdb/a7-fixd-golden-probe.cdb create mode 100644 tools/cdb/a7-fixd-golden2-probe.cdb create mode 100644 tools/cdb/a7-fixd-lights-v2.cdb create mode 100644 tools/cdb/a7-fixd-lights.cdb create mode 100644 tools/cdb/a7-fixd-numstatic-probe.cdb diff --git a/docs/research/2026-06-18-lighting-a7-fixABC-shipped-fixD-handoff.md b/docs/research/2026-06-18-lighting-a7-fixABC-shipped-fixD-handoff.md index 5af718f8..381860de 100644 --- a/docs/research/2026-06-18-lighting-a7-fixABC-shipped-fixD-handoff.md +++ b/docs/research/2026-06-18-lighting-a7-fixABC-shipped-fixD-handoff.md @@ -45,57 +45,83 @@ was wrong (Fix C). Don't re-investigate the purple. --- -## OPEN — Fix D: outdoor OBJECTS too bright near torches +## RESOLVED — Fix D: outdoor walls too bright near torches (contradiction settled 2026-06-18) -**Symptom (user, 2026-06-18):** the Holtburg meeting-hall walls blow out warm/bright -in acdream vs dim in retail. Fix A/B/C did NOT touch this. It's the per-object -point-light **contribution on objects**. +**Symptom (user):** Holtburg meeting-hall walls blow out **warm**/bright in acdream +vs dim in retail. The contradiction ("D3D-FF math says color×100 should blow WHITE, +yet retail is DIM") is **resolved**: the D3D-FF model was the WRONG ORACLE for these +walls. Settled by a 5-thread decomp workflow (`wf_f660eb88`) + adversarial verify + +4 live cdb captures. **⚠ The "DO NOT port the D3D-FF model" warning still stands** — +not because it'd be too bright, but because it's the wrong path entirely. -### Grounded (cdb + decomp) — retail's object point-light path -`Render::config_hardware_light` (0x0059ad30) builds the `D3DLIGHT9`: -- `Diffuse = color × intensity` -- `Attenuation = (0, 1, 0)` ⇒ **1/d** (inverse-LINEAR; acdream's `calc_point_light` - is `~1/d²` via norm = distsq·d) -- `Range = falloff × rangeAdjust`, **`rangeAdjust = 1.5`** (0x00820cc4) ⇒ torch Range - = 6×1.5 = **9 m** (LARGER than acdream's falloff×1.3 = 7.8 m — range is NOT why - we're brighter) -- live `LIGHTINFO` captured: torch `type=0 intensity=100 falloff=6`; a 2nd light - `intensity=2.25 falloff=10` -- `d3d_material.Diffuse = (1,1,1)` white (decomp 0x00539774) +### Render path (Ghidra xrefs — unambiguous, two SEPARATE light systems) +- **STATIC lights → CPU vertex BAKE.** `RenderDeviceD3D::DrawEnvCell` (0x0059F170) → + `D3DPolyRender::SetStaticLightingVertexColors` (0x0059CFE0) → `calc_point_light` + (0x0059C8B0, its SOLE caller). Wall torches are STATIC objects → baked into vertex + colours. AC town buildings are EnvCell structures, so their walls take this path. +- **DYNAMIC lights → D3D hardware FF.** `add_dynamic_light` → `insert_light` (0x0054D1B0) + → `config_hardware_light` (0x0059AD30); `minimize_envcell_lighting` (0x0054C170) + enables ONLY the dynamic subset (class 2) for the cell — statics are NEVER hardware- + enabled for the cell. (`minimize_object_lighting` 0x0054D480 enables both, for free + GfxObjs.) So `config_hardware_light` — where last session's `intensity=100` was seen — + carries DYNAMIC lights for cells, not the wall torches. -### THE CONTRADICTION (resolve this FIRST next session) -By `mat(1)×color×100×(N·L)×(1/d)`, a torch 3 m away = `color×33` ⇒ retail's walls -SHOULD blow to **WHITE** — but they're **DIM**. Material diffuse, range, and -intensity are all captured and ruled out. So the scaling lives in the building's -**RENDER PATH**, which is unknown. **⚠ DO NOT port the D3D-FF model — by this math it -would make objects BRIGHTER (white), the opposite of the fix.** +### Why retail stays warm-but-DIM (the bake is triple-clamped — `calc_point_light`) +Per light: `range = falloff×1.3` hard gate; half-Lambert wrap `(1/1.5)(N·D + 0.5·d)`; +`norm = (distsq>1)? distsq·d : d` (~1/d²); `scale = (1−d/range)·intensity·(wrap/norm)`; +then the **decisive per-channel cap `result = min(scale·color, color)`** — one light adds +**at most its own (sub-1.0, warm) colour**, however large intensity is. Caller sums from +**BLACK** (no ambient/sun in the accumulator) over all static lights, then **clamps the +sum to [0,1]** per channel before packing `vertex.diffuse`. White needs many in-range +lights stacking past 1.0; a hall has a handful, each warm-capped. -### The decisive next capture -Determine the static building's ACTUAL render path: -- **Hypothesis (a) — MOST LIKELY:** static buildings DON'T use D3D hardware lighting. - They use the `D3DPolyRender::SetStaticLightingVertexColors` BAKE (0x0059cfe0 → - `calc_point_light`), like EnvCells. The `config_hardware_light` lights I captured - were for a DIFFERENT object (player / creature / the purple PORTAL — note the - `intensity=100` could be the portal, not the wall torch). If (a) holds, acdream's - `calc_point_light` is the RIGHT model and the over-brightness is the **per-channel - cap** (`min(scale×col,col)` lets several torches each reach full colour and sum to - white) and/or **too many torches selected** per object and/or a missing clamp step. -- **Hypothesis (b):** `D3DRS_LIGHTING` off / lights not `LightEnable`'d for the - building draw. -- **How to capture:** break at `SetStaticLightingVertexColors` (0x0059cfe0) and see - whether it's called for the building's mesh (confirms the bake path); and/or - inspect the render state around the static-object `DrawIndexedPrimitive` - (`D3DRS_LIGHTING`, which lights are enabled). Also: at `config_hardware_light`, - dump WHICH object/owner the light is being configured for to identify whether the - `intensity=100` light is the torch or the portal. +### Live cdb ground truth (4 captures; scripts in `tools/cdb/a7-fixd-*.cdb`) +`Render::world_lights` @ **0x008672a0** (LightParms): `num_static_lights` @ +0x104, +`sorted_static_lights[]` (RenderLight*, info @ RL+0x70) @ +0x3498, `num_dynamic_lights` +@ +0x3588. Captured standing in Holtburg: +- **num_static_lights = 38**, **num_dynamic_lights = 2.** +- **2 DYNAMIC** (`add_dynamic_light`, d3dIdx 1–2): viewer light `intensity=2.25 falloff=10 + color=(1,1,1)` white; **PORTAL** `intensity=100 falloff=6 color=(0.784,0,0.784)` MAGENTA. + → **the `intensity=100` light is the purple PORTAL (dynamic/hardware), NOT a wall torch.** +- **38 STATIC** wall torches, all `type=0 intensity=100`, **WARM**: orange + `(1.0, 0.588, 0.314)` falloff 4, and cream `(0.980, 0.843, 0.612)` falloff 3–5 + (→ bake range ~3.9–6.5 m). Torches DO carry intensity=100, but the per-channel cap + pins each to its warm colour ⇒ retail walls go warm, not white. -### acdream side — where the fix lands -- acdream runs `calc_point_light` (wrap/norm + per-channel cap) for ALL meshes via - `mesh_modern.vert` `pointContribution` (objects AND cells — Fix A). -- If buildings use the bake, the likely fix is in the **cap / sum / count**, not the - attenuation model. Files: `src/AcDream.App/Rendering/Shaders/mesh_modern.vert` - (`pointContribution` + `accumulateLights`), `src/AcDream.Core/Lighting/LightManager.cs` - (`SelectForObject`), `LightBake.cs` (verbatim calc_point_light, still unwired). +### acdream's actual bug — TWO real causes (both verified in source) +- **D-1 (math, primary): unclamped accumulator folding ambient+sun+torches.** + `mesh_modern.vert` `accumulateLights` starts `lit = uCellAmbient.xyz` (:184), ADDS + sun (:196), ADDS each capped torch (:206), returns UNCLAMPED (:208); the ONLY clamp is + one `min(lit,1.0)` in `mesh_modern.frag:92` AFTER a lightning bump (:89). The per-light + cap (:180) IS faithful. But pouring ambient + sun + up-to-8 intensity-100 WARM torches + into ONE bucket and trimming only at the end overflows to warm-white. Retail clamps the + torch sum on its OWN (from black); ambient/sun are a separate term. +- **D-2 (state, compounding): EnvCell shell SSBO binding leak.** + `EnvCellRenderer.cs:1225-1230` (RenderModernMDIInternal) binds SSBO 0/1/2/3 only, NEVER + 4 (`gLights`) or 5 (`instanceLightIdx`) — which the shared `mesh_modern.vert` reads at + :204-206. Only `WbDrawDispatcher` binds 4/5. Indoor DrawInside interleaves the two, so a + cell shell reads whatever LEAKED light set the last WbDrawDispatcher draw left bound — + a different entity's torches, wrong per-instance indices ⇒ wrong/over-bright walls. +- `LightBake.cs` (verbatim CPU port) exists but is UNWIRED (zero callers); the live path is + the in-shader version missing the clamp shape. + +### Fix plan (REPORT-ONLY — implement in a separate session, with the no-workaround rule) +- **D-1:** accumulate point/spot into a LOCAL `pointAcc`, `saturate` it to [0,1] BEFORE + adding ambient + sun — mirrors `SetStaticLightingVertexColors` (sum-from-black, clamp the + point sum). Keep the per-light `min(scale·baseCol, baseCol)` (vert:180). Files: + `mesh_modern.vert` (split accumulator + clamp), `mesh_modern.frag` (reorder/drop the + single clamp). Conformance golden: a wall ≤~5 m from an orange `(1,0.588,0.314)` torch + bakes warm-but-≤[0,1], NOT white. +- **D-2:** EnvCell shell must bind binding 4 (global lights) + 5 (per-instance light set) + for ITS OWN instances — compute a per-shell set like `WbDrawDispatcher.ComputeEntityLightSet` + (LightManager.SelectForObject); option (b) all-(-1) fallback = NO point lights is a STOPGAP + (needs approval + a divergence-register row). File: `EnvCellRenderer.cs` RenderModernMDIInternal. +- **Stale doc to fix in the D-1 commit:** divergence-register `AP-35` still describes the + point-light path as per-pixel `mesh_modern.frag:52` with the wrap "NOT ported"; Fix A + (`aa94ced`) moved it to per-vertex `mesh_modern.vert:163` WITH the wrap. +- **Do NOT port the D3D-FF hardware model for the walls** (config_hardware_light's + color×intensity / (0,1,0)=1/d / Range=falloff×1.5) — it lights GfxObjs/dynamics, not the + baked walls. --- diff --git a/docs/superpowers/specs/2026-06-18-a7-fixd-torch-overbright-design.md b/docs/superpowers/specs/2026-06-18-a7-fixd-torch-overbright-design.md new file mode 100644 index 00000000..1ad1a645 --- /dev/null +++ b/docs/superpowers/specs/2026-06-18-a7-fixd-torch-overbright-design.md @@ -0,0 +1,211 @@ +# A7 Fix D — warm torch over-brightness on indoor walls (#140) + +**Date:** 2026-06-18 **Milestone:** M1.5 (Indoor world feels right) → A7 lighting +**Status:** design approved (user pre-approved 2026-06-18); ready for implementation plan. +**Investigation source of truth:** +[`docs/research/2026-06-18-lighting-a7-fixABC-shipped-fixD-handoff.md`](../../research/2026-06-18-lighting-a7-fixABC-shipped-fixD-handoff.md) +(RESOLVED section) + `claude-memory/reference_retail_ambient_values.md`. + +## Problem + +The Holtburg meeting-hall walls (and outdoor objects near torches) blow out +**warm/bright** in acdream vs **dim** in retail. Fix A/B/C (shipped) did not touch this. + +The handoff "contradiction" (D3D-FF math `color×100×N·L/d` says walls should go WHITE, +yet retail is DIM) is **resolved**: the D3D-FF hardware model is the **wrong oracle** +for these walls. Two SEPARATE retail light systems (Ghidra xrefs, unambiguous): + +- **STATIC lights → CPU vertex BAKE**: `DrawEnvCell` (0x0059F170) → + `SetStaticLightingVertexColors` (0x0059CFE0) → `calc_point_light` (0x0059C8B0, its + SOLE caller). Wall torches are STATIC objects → baked into vertex colours. +- **DYNAMIC lights → D3D hardware FF**: `add_dynamic_light` → `config_hardware_light` + (0x0059AD30); `minimize_envcell_lighting` (0x0054C170) enables ONLY the dynamic + subset for a cell. The previously-captured `intensity=100` light is on THIS path. + +`calc_point_light` is mathematically **bounded**: range gate `d < falloff×1.3`; the +decisive **per-channel cap `min(scale·color, color)`** (a torch adds at most its own +sub-1.0 colour, any intensity); caller sums from **BLACK** then clamps the sum to +`[0,1]` (no ambient/sun in the bake accumulator). White needs many in-range lights; +a hall has a handful, each warm-capped. + +### Ground truth (live cdb, `tools/cdb/a7-fixd-*.cdb`; `Render::world_lights` @ 0x008672a0) + +Holtburg: **38 static + 2 dynamic** lights. + +| Light | path | type | intensity | falloff | colour (r,g,b) | +|---|---|---|---|---|---| +| viewer light | dynamic / HW | point | 2.25 | 10 | (1, 1, 1) white | +| **portal** | dynamic / HW | point | **100** | 6 | **(0.784, 0, 0.784) magenta** ← the captured "intensity=100"; NOT a wall torch | +| 38× wall torch | static / **bake** | point | 100 | 3–5 | **(1.0, 0.588, 0.314) orange** / (0.980, 0.843, 0.612) cream | + +Torches carry `intensity=100` too, but the per-channel cap pins each to its warm +colour ⇒ retail walls go warm, never white. + +## Root cause in acdream (both verified in source) + +Two independent bugs, both touching the meeting-hall walls; this spec fixes both. + +**D-1 (math, primary): unclamped accumulator folding ambient + sun + torches.** +[`mesh_modern.vert`](../../../src/AcDream.App/Rendering/Shaders/mesh_modern.vert) +`accumulateLights` starts `lit = uCellAmbient.xyz` (:184), adds sun (:196), adds each +capped torch (:206), returns UNCLAMPED (:208); the only clamp is `min(lit,1.0)` in +`mesh_modern.frag:92` after a lightning bump. The per-light cap (vert:180) is faithful. +But pouring ambient + sun + up-to-8 intensity-100 WARM torches into ONE bucket and +trimming only at the end overflows to warm-white. Retail clamps the torch sum on its +OWN (from black); ambient/sun are a separate material-lit term. + +**D-2 (state, compounding): EnvCell shell SSBO binding leak.** +[`EnvCellRenderer.RenderModernMDIInternal`](../../../src/AcDream.App/Rendering/Wb/EnvCellRenderer.cs) +binds SSBO 0/1/2/3 only, NEVER **4** (`gLights`) or **5** (`instanceLightIdx`) — which +the shared `mesh_modern.vert` reads unconditionally (:204-206). Only `WbDrawDispatcher` +binds 4/5. Indoor `DrawInside` interleaves the two, so a cell shell reads whatever +LEAKED light set the last `WbDrawDispatcher` draw left bound (a different entity's +torches, wrong per-instance indices) ⇒ wrong/over-bright walls. + +`LightBake.cs` (verbatim CPU port of the bake) exists but is UNWIRED (zero callers). + +## Design + +Decisions (user, 2026-06-18): **D-1 = small in-shader clamp split** (not a CPU bake); +**D-1 + D-2 land together**, single visual verification. + +### D-1 — clamp the torch sum on its own (mirrors `SetStaticLightingVertexColors`) + +In `mesh_modern.vert` `accumulateLights`, give point/spot lights their own accumulator, +saturate it to `[0,1]` BEFORE it joins ambient + sun. The per-light cap and +`pointContribution` are unchanged; the only new operation is one `min(pointAcc, 1.0)`. + +```glsl +vec3 accumulateLights(vec3 N, vec3 worldPos, int instanceIndex) { + // ambient + sun = retail's material-lit term + vec3 lit = uCellAmbient.xyz; + int activeLights = int(uCellAmbient.w); + for (int i = 0; i < 8; ++i) { + if (i >= activeLights) break; + if (int(uLights[i].posAndKind.w) != 0) continue; // directional only + vec3 Ldir = -uLights[i].dirAndRange.xyz; + float ndl = max(0.0, dot(N, Ldir)); + lit += uLights[i].colorAndIntensity.xyz * uLights[i].colorAndIntensity.w * ndl; + } + // point/spot torches: their OWN accumulator, clamped to [0,1] (retail baked emissive) + vec3 pointAcc = vec3(0.0); + int base = instanceIndex * 8; + for (int k = 0; k < 8; ++k) { + int gi = instanceLightIdx[base + k]; + if (gi < 0) continue; + pointAcc += pointContribution(N, worldPos, gLights[gi]); // per-light cap unchanged + } + lit += min(pointAcc, vec3(1.0)); // <-- THE FIX + return lit; // frag still does final min(lit, 1.0) +} +``` + +Behaviour change is confined to surfaces whose torch sum currently exceeds 1.0 — +normally-lit surfaces are byte-identical (no regression). Shared by every mesh using +this shader (outdoor objects AND cell walls), matching the issue's scope. +`mesh_modern.frag:92`'s final `min(lit, 1.0)` stays as-is (it clamps the total to the +retail FF pixel clamp). The lightning bump (frag:89) is unaffected. + +### D-2 — the EnvCell shell binds its OWN light set + +`EnvCellRenderer` must own its lighting like `WbDrawDispatcher` does, instead of reading +leaked SSBO state. Mirror `WbDrawDispatcher`'s proven pattern +(`ComputeEntityLightSet`/`AppendCurrentLightSet`/`UploadGlobalLights`): + +1. **Wire `LightManager` in** via `Initialize(...)` (alongside `_shader`). Self-contained + pass — per `feedback_render_self_contained_gl_state`, EnvCellRenderer already + re-uploads its own `uViewProjection`; it now also uploads/binds its own lights. +2. **Binding 4 (global lights):** upload `LightManager.PointSnapshot` itself, packed + identically to `WbDrawDispatcher.UploadGlobalLights` (the `GlobalLight` SSBO layout: + `posAndKind`, `dirAndRange`, `colorAndIntensity`, `coneAngleEtc`). Same snapshot → + same indices both renderers reference. `BuildPointLightSnapshot` is already called + once per frame before rendering. **Extract the packing into a shared helper** so the + two renderers cannot drift (a `GlobalLightPacker` in `AcDream.App/Rendering/Wb/` or a + static on the snapshot type) — do not copy-paste the struct layout. +3. **Binding 5 (per-instance light set):** per **cell** (keyed on `allInstances[i].CellId`), + compute the set ONCE with `LightManager.SelectForObject(snapshot, cellCenter, + cellRadius, set)` (camera-independent; cache per CellId, reuse for all that cell's + part-instances — like `WbDrawDispatcher` reuses one set per entity). Write the 8-int + set per instance into a new buffer parallel to `_gpuInstanceTransforms` (same shape + as `_clipSlotData`); bind at binding 5. On a no-lights frame, fill -1 (shader adds no + point light) and still bind a ≥1-element buffer so the SSBO is never unbound. +4. **Cell centre/radius:** world-space bounding sphere of the cell geometry — reuse the + cell's existing visibility bound (the BSP/AABB sphere already computed for culling). + The exact field is pinned during planning by reading the cell-storage structs in + `EnvCellRenderer` / `EnvCellLandblock`; fallback = centre from the cell-part transform + translation, radius from the cell vertex AABB. **This is the one detail to confirm + against code in the plan.** + +Order independence: D-1 and D-2 are orthogonal (shader math vs buffer binding) and can +be implemented in either order, but ship together. + +## Testing (TDD) + +`LightBake.cs` already encodes the correct math: `PointContribution` = per-light capped +(matches `mesh_modern.vert` pointContribution line-for-line), `ComputeVertexColor` = sum +reaching point lights → clamp `[0,1]`, skip directional. The new shader `pointAcc` clamp +mirrors `ComputeVertexColor`'s final clamp exactly. + +New conformance test in `tests/AcDream.Core.Tests/` (e.g. `LightBakeConformanceTests`): + +- **Golden warm torch, bounded:** an orange `(1, 0.588, 0.314)` `intensity=100` + `falloff=4` (Range = 4×1.3 = 5.2 m) torch lighting a wall vertex (facing it) at + d = 1, 2, 3, 4, 5 m → result is warm (R ≥ G ≥ B, hue preserved) and **every channel + ≤ 1.0** (never white); at d ≥ Range the contribution is 0 (range gate). +- **No-blowout under stacking:** 8 overlapping `intensity=100` near-white torches summed + via `ComputeVertexColor` → each channel clamps to ≤ 1.0 (the `[0,1]` saturate holds). +- **Hue preserved:** a single orange torch's bounded result keeps B < G < R (warm), not + desaturated toward white. + +These pin the contract the shader must match. GLSL is not unit-testable in-process +(standard for this project per the render digest); the shader `pointContribution` + +`pointAcc` clamp are matched to `LightBake` by **line-for-line review** with the C# +oracle as the pinned reference (call it out in the implementation commit). + +## Bookkeeping — divergence register + +- **Correct stale row AP-35** (`docs/architecture/retail-divergence-register.md`): it + describes the point-light path as per-pixel `mesh_modern.frag:52` with the half-Lambert + wrap "NOT ported". Reality since Fix A (`aa94ced`): per-vertex Gouraud in + `mesh_modern.vert:163` WITH the wrap ported. Update the row to match; the D-1 clamp + makes the accumulator MORE faithful (no new deviation introduced). +- **EnvCell shell per-cell 8-light selection** (D-2) inherits Fix B's existing + per-object approximation (retail bakes per-VERTEX over the full static list; acdream + selects up to 8 per cell-sphere then gates per-vertex in-shader). Confirm Fix B's + register row covers EnvCell shells; extend that row if needed — do NOT add a + contradicting row. + +## Files + +- `src/AcDream.App/Rendering/Shaders/mesh_modern.vert` — D-1 clamp split. +- `src/AcDream.App/Rendering/Shaders/mesh_modern.frag` — verify final clamp stays correct + (expected no change). +- `src/AcDream.App/Rendering/Wb/EnvCellRenderer.cs` — D-2: `LightManager` ref, per-cell + light sets, bind SSBO 4 + 5, per-instance light-set buffer. +- `src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs` (+ a shared `GlobalLightPacker`) — + extract the binding-4 global-lights packing so both renderers share it. +- `src/AcDream.App/Rendering/GameWindow.cs` — wire `LightManager` into + `EnvCellRenderer.Initialize` (minimal). +- `tests/AcDream.Core.Tests/Lighting/LightBakeConformanceTests.cs` — new. +- `docs/architecture/retail-divergence-register.md` — AP-35 update. + +## Acceptance criteria + +- `dotnet build` green; `dotnet test` green including the new conformance test. +- Conformance test passes on the captured golden torch values (warm, bounded, hue-preserved). +- Shader `pointContribution` + new `pointAcc` clamp reviewed line-for-line against + `LightBake` (cited in the commit). +- AP-35 corrected; any D-2 register note reconciled with Fix B's row. +- **Visual (user):** outdoor objects near torches no longer blow out warm-white, and the + Holtburg meeting-hall walls render warm-but-dim like retail. + +## Out of scope (explicit) + +- **Do NOT port the D3D-FF hardware model** (`config_hardware_light`'s + `color×intensity`, `(0,1,0)=1/d`, `Range=falloff×1.5`) — it lights GfxObjs/dynamics, + not the baked walls. Wrong oracle (handoff warning stands). +- **Do NOT** wire the CPU vertex bake (`LightBake.cs` as the runtime path) — chosen + approach is the in-shader clamp split. `LightBake.cs` stays the test oracle. +- Sun handling on indoor walls is unchanged (kept in the material-lit term as today); + any "should indoor walls receive sun at all" refinement is a separate question. +- The purple portal is correct — do not touch it. diff --git a/tools/cdb/a7-fixd-golden-probe.cdb b/tools/cdb/a7-fixd-golden-probe.cdb new file mode 100644 index 00000000..07627206 --- /dev/null +++ b/tools/cdb/a7-fixd-golden-probe.cdb @@ -0,0 +1,15 @@ +$$ A7 Fix D — GOLDEN: dump the nearest static lights (the meeting-hall wall torches) +$$ + the ambient/sun that acdream folds into its accumulator. Breakpoint-free, instant. +$$ Render::world_lights @ 0x008672a0; sorted_static_lights[] (RenderLight*) @ +0x3498 +$$ (verified: num_static_lights@+0x104=38, num_dynamic_lights@+0x3588=2). +$$ Stand near the meeting-hall torches so the nearest sorted lights ARE them. +.logopen C:\Users\erikn\source\repos\acdream\.claude\worktrees\thirsty-goldberg-51bb9b\a7-fixd-golden-probe.log +.sympath C:\Users\erikn\source\repos\acdream\refs +.symopt+ 0x40 +.reload /f acclient.exe +.echo === ambient_color / sunlight_color / sunlight (what acdream folds into the accumulator) === +dt -r1 acclient!Render::world_lights ambient_color sunlight_color sunlight num_static_lights num_dynamic_lights +.echo === nearest 10 sorted static lights (RenderLight.d3dLightIndex + info: type/intensity/falloff/color) === +.for (r $t0=0; @$t0 < 10; r $t0=@$t0+1) { r $t1 = poi(acclient!Render::world_lights + 0x3498 + @$t0*4); .printf "--- sorted_static[%d] RenderLight=%p ---\n", @$t0, @$t1; dt -r2 acclient!RenderLight @$t1 d3dLightIndex distancesq info } +.echo === END === +qd diff --git a/tools/cdb/a7-fixd-golden2-probe.cdb b/tools/cdb/a7-fixd-golden2-probe.cdb new file mode 100644 index 00000000..e4ed7d0e --- /dev/null +++ b/tools/cdb/a7-fixd-golden2-probe.cdb @@ -0,0 +1,17 @@ +$$ A7 Fix D — GOLDEN v2: explicit LIGHTINFO/RGBColor dump of the nearest static +$$ lights. info @ RenderLight+0x70 (LIGHTINFO); within info: color@+0x50, intensity@+0x5C, +$$ falloff@+0x60 -> absolute color@RL+0xC0, intensity@RL+0xCC, falloff@RL+0xD0. +$$ Characterizes the 38-light static set (warm town torches?) + golden for the fix. +$$ Breakpoint-free, instant, uses current scene. +.logopen C:\Users\erikn\source\repos\acdream\.claude\worktrees\thirsty-goldberg-51bb9b\a7-fixd-golden2-probe.log +.sympath C:\Users\erikn\source\repos\acdream\refs +.symopt+ 0x40 +.reload /f acclient.exe +.echo === ambient_color (r,g,b) === +dt acclient!RGBColor acclient!Render::world_lights+0x0 +.echo === sunlight_color (r,g,b) === +dt acclient!RGBColor acclient!Render::world_lights+0xc +.echo === nearest 8 sorted static lights: type/intensity/falloff + color(r,g,b) + distsq === +.for (r $t0=0; @$t0 < 8; r $t0=@$t0+1) { r $t1 = poi(acclient!Render::world_lights + 0x3498 + @$t0*4); .printf "--- sorted_static[%d] RL=%p d3dIdx=%d ---\n", @$t0, @$t1, dwo(@$t1+0x68); dt acclient!LIGHTINFO @$t1+0x70 type intensity falloff; .echo color(r,g,b):; dt acclient!RGBColor @$t1+0xc0; .echo distancesq:; dd @$t1+0xd8 L1 } +.echo === END === +qd diff --git a/tools/cdb/a7-fixd-lights-v2.cdb b/tools/cdb/a7-fixd-lights-v2.cdb new file mode 100644 index 00000000..03345800 --- /dev/null +++ b/tools/cdb/a7-fixd-lights-v2.cdb @@ -0,0 +1,36 @@ +$$ +$$ A7 Fix D (#140) v2 — fills the two gaps v1 left: +$$ (1) light COLORS (v1's dt did not expand RGBColor); expanded here as a +$$ typed RGBColor dump + raw dd hex backup (reinterpret IEEE-754 if dt fails). +$$ (2) the STATIC wall torches (the lights that actually BAKE the walls) — these +$$ only re-register on a visible-cell-set change, so the player must MOVE +$$ (walk IN and OUT of the meeting hall, circle past the torches) to trigger +$$ Render::add_static_light. +$$ +$$ v1 already proved: intensity=100/falloff=6 light is DYNAMIC (add_dynamic_light, +$$ d3dIdx=2) = the portal/effect on the hardware path, NOT a baked wall torch. +$$ viewer light = intensity 2.25 / falloff 10 (dynamic, d3dIdx=1). +$$ +$$ add_static_light / add_dynamic_light(LIGHTINFO* info, cellID, Frame* offset): +$$ LIGHTINFO* = poi(@esp+4). color@+0x50 (r/g/b floats), origin@+0x38, intensity@+0x5C, falloff@+0x60. +$$ +$$ Dynamic logging is limited to the first 8 hits (we already characterised them); +$$ ALL static hits log. qd when 12 static torches captured OR 1500 total hits (safety). + +.logopen C:\Users\erikn\source\repos\acdream\.claude\worktrees\thirsty-goldberg-51bb9b\a7-fixd-lights-v2.log +.sympath C:\Users\erikn\source\repos\acdream\refs +.symopt+ 0x40 +.reload /f acclient.exe + +r $t0 = 0 +r $t2 = 0 +r $t3 = 0 + +$$ STATIC wall torches (baked path) — MOVE to trigger. Color (typed + hex) + origin. +bp acclient!Render::add_static_light "r $t0=@$t0+1; r $t2=@$t2+1; .printf /D \"[STATIC torch] hit#%d\\n\", @$t2; dt acclient!LIGHTINFO poi(@esp+4) type intensity falloff cone_angle; .echo color_typed:; dt acclient!RGBColor poi(@esp+4)+0x50; .echo color_hex(r,g,b):; dd poi(@esp+4)+0x50 L3; .echo origin_hex(x,y,z):; dd poi(@esp+4)+0x38 L3; .if (@$t2 >= 12) { qd } .elsif (@$t0 >= 1500) { qd } .else { gc }" + +$$ DYNAMIC lights (portal/viewer) — log first 8 with color, then silent gc. +bp acclient!Render::add_dynamic_light "r $t0=@$t0+1; r $t3=@$t3+1; .if (@$t3 <= 8) { .printf /D \"[DYNAMIC light] hit#%d\\n\", @$t3; dt acclient!LIGHTINFO poi(@esp+4) type intensity falloff; .echo color_typed:; dt acclient!RGBColor poi(@esp+4)+0x50; .echo color_hex(r,g,b):; dd poi(@esp+4)+0x50 L3 }; .if (@$t0 >= 1500) { qd } .else { gc }" + +.printf "v2 armed: STATIC=wall torches (MOVE in/out of hall to trigger), DYNAMIC=portal/viewer; colors expanded. qd at 12 statics or 1500 total.\\n" +g diff --git a/tools/cdb/a7-fixd-lights.cdb b/tools/cdb/a7-fixd-lights.cdb new file mode 100644 index 00000000..34d2558b --- /dev/null +++ b/tools/cdb/a7-fixd-lights.cdb @@ -0,0 +1,50 @@ +$$ +$$ A7 Fix D (#140) — wall-torch vs portal light OWNERSHIP + the actual LIGHTINFO +$$ values that feed the EnvCell wall bake. 2026-06-18. +$$ +$$ Decomp already settled the render path (workflow wf_f660eb88): +$$ STATIC lights -> CPU per-vertex bake (SetStaticLightingVertexColors -> +$$ calc_point_light), DOUBLE-clamped (per-light min(scale*color,color) + +$$ per-vertex [0,1]) -> walls stay DIM even at intensity=100. +$$ DYNAMIC lights -> D3D hardware FF (minimize_envcell_lighting). +$$ Render::insert_light copies intensity VERBATIM to BOTH paths, so the only +$$ open empirical question is: which light carries intensity=100, and what do +$$ the actual wall-torch LIGHTINFOs look like (intensity/falloff/color)? +$$ +$$ CLASSIFICATION via config_hardware_light's d3dLightIndex (arg1 @ [esp+4]): +$$ add_dynamic_light base index = 1 -> dynamic idx in [1..10] (viewer light / teleport PORTAL) +$$ add_static_light base index = 11 -> static idx in [11..70] (WALL TORCHES, baked) +$$ +$$ config_hardware_light(d3dIndex, _D3DLIGHT9* out, ulong cellID, LIGHTINFO* info): +$$ d3dIndex = dwo(@esp+4) ; LIGHTINFO* = poi(@esp+0x10) (PROVEN last session) +$$ add_static_light / add_dynamic_light(LIGHTINFO* info, cellID, Frame* offset): +$$ LIGHTINFO* = poi(@esp+4) +$$ `dt acclient!LIGHTINFO type intensity falloff color` resolves the +$$ float fields symbolically (PDB types) -> readable values, no hex reinterp. +$$ +$$ USAGE: with retail in-world standing in/near the Holtburg meeting hall by a +$$ wall torch, WALK around the hall (and past the teleport portal if present) +$$ for ~15 s so static torch sets re-register. Auto-detaches (qd) after 600 +$$ total hits, leaving retail running. + +.logopen C:\Users\erikn\source\repos\acdream\.claude\worktrees\thirsty-goldberg-51bb9b\a7-fixd-lights-capture.log +.sympath C:\Users\erikn\source\repos\acdream\refs +.symopt+ 0x40 +.reload /f acclient.exe + +r $t0 = 0 +r $t1 = 0 +r $t2 = 0 +r $t3 = 0 + +$$ BP1: config_hardware_light — EVERY light (static+dynamic); d3dIdx classifies. +bp acclient!PrimD3DRender::config_hardware_light "r $t0=@$t0+1; r $t1=@$t1+1; .printf /D \"[CHL] hit#%d d3dIdx=%d (1-10=DYNAMIC portal/viewer, 11+=STATIC torch)\\n\", @$t1, dwo(@esp+4); dt acclient!LIGHTINFO dwo(@esp+0x10) type intensity falloff color; .if (@$t0 >= 600) { qd } .else { gc }" + +$$ BP2: add_static_light — every hit is a WALL TORCH (baked path). +bp acclient!Render::add_static_light "r $t0=@$t0+1; r $t2=@$t2+1; .printf /D \"[STATIC torch] hit#%d\\n\", @$t2; dt acclient!LIGHTINFO dwo(@esp+4) type intensity falloff color; .if (@$t0 >= 600) { qd } .else { gc }" + +$$ BP3: add_dynamic_light — viewer light + teleport PORTAL (hardware path). +bp acclient!Render::add_dynamic_light "r $t0=@$t0+1; r $t3=@$t3+1; .printf /D \"[DYNAMIC light] hit#%d\\n\", @$t3; dt acclient!LIGHTINFO dwo(@esp+4) type intensity falloff color; .if (@$t0 >= 600) { qd } .else { gc }" + +.printf "a7-fixd-lights armed: BP1 CHL (classify via d3dIdx), BP2 STATIC=torch, BP3 DYNAMIC=portal/viewer. qd after 600 total hits.\\n" +g diff --git a/tools/cdb/a7-fixd-numstatic-probe.cdb b/tools/cdb/a7-fixd-numstatic-probe.cdb new file mode 100644 index 00000000..155bbbce --- /dev/null +++ b/tools/cdb/a7-fixd-numstatic-probe.cdb @@ -0,0 +1,18 @@ +$$ A7 Fix D — instant (breakpoint-free) read of how many STATIC lights the +$$ current scene bakes with. Confirms whether the meeting hall has static torches +$$ (-> D-1 summed-torches matters) or near-zero (-> D-2 leaked-SSBO is the cause). +$$ Stand where the meeting-hall walls are visible. No movement / no breakpoints. +.logopen C:\Users\erikn\source\repos\acdream\.claude\worktrees\thirsty-goldberg-51bb9b\a7-fixd-numstatic-probe.log +.sympath C:\Users\erikn\source\repos\acdream\refs +.symopt+ 0x40 +.reload /f acclient.exe +.echo === x acclient!*world_lights* === +x acclient!*world_lights* +.echo === x acclient!Render::world_lights === +x acclient!Render::world_lights +.echo === dt typed (num_static_lights / num_dynamic_lights / ambient_color) === +dt acclient!Render::world_lights num_static_lights num_dynamic_lights ambient_color sunlight_color +.echo === dt LightParms at symbol (fallback by explicit type) === +dt acclient!LightParms acclient!Render::world_lights num_static_lights num_dynamic_lights +.echo === END === +qd From ad53180190ad239c22cd2f3ed10fbd64798af3cb Mon Sep 17 00:00:00 2001 From: Erik Date: Thu, 18 Jun 2026 17:15:36 +0200 Subject: [PATCH 207/223] =?UTF-8?q?docs(plan):=20A7=20Fix=20D=20implementa?= =?UTF-8?q?tion=20plan=20=E2=80=94=205=20tasks=20(#140)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Task-by-task TDD plan: (1) extract GlobalLightPacker (Core, pure) + test + refactor WbDrawDispatcher; (2) lock the bake contract via LightBake conformance test on the captured golden torches; (3) D-1 clamp the point-light sum on its own in mesh_modern.vert; (4) D-2 EnvCellRenderer binds its own per-cell light set (SSBO 4+5) via SelectForObject over cell bounds; (5) correct register AP-35 + reconcile Fix B. Concrete code + exact insertion points; visual verification is the acceptance gate. Co-Authored-By: Claude Opus 4.8 (1M context) --- .../2026-06-18-a7-fixd-torch-overbright.md | 603 ++++++++++++++++++ 1 file changed, 603 insertions(+) create mode 100644 docs/superpowers/plans/2026-06-18-a7-fixd-torch-overbright.md diff --git a/docs/superpowers/plans/2026-06-18-a7-fixd-torch-overbright.md b/docs/superpowers/plans/2026-06-18-a7-fixd-torch-overbright.md new file mode 100644 index 00000000..6110f3e3 --- /dev/null +++ b/docs/superpowers/plans/2026-06-18-a7-fixd-torch-overbright.md @@ -0,0 +1,603 @@ +# A7 Fix D — torch over-brightness on indoor walls — Implementation Plan + +> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking. + +**Goal:** Make outdoor objects and indoor cell walls near torches render warm-but-bounded like retail, instead of blowing out warm-white. + +**Architecture:** Two orthogonal fixes. **D-1**: in `mesh_modern.vert`, accumulate point/spot lights into their own sum and clamp it to `[0,1]` BEFORE adding ambient+sun (mirrors retail `SetStaticLightingVertexColors`). **D-2**: `EnvCellRenderer` binds its OWN per-cell point-light set (SSBO 4+5) instead of reading the light set `WbDrawDispatcher` last left bound. A shared `GlobalLightPacker` (Core, pure) packs the global-light SSBO so the two renderers can't drift. `LightBake.cs` is the C# conformance oracle. + +**Tech Stack:** C# .NET 10, Silk.NET OpenGL (bindless + MDI SSBOs), GLSL 460. Tests: xUnit in `tests/AcDream.Core.Tests`. + +**Spec:** [`docs/superpowers/specs/2026-06-18-a7-fixd-torch-overbright-design.md`](../specs/2026-06-18-a7-fixd-torch-overbright-design.md) + +**Ground-truth golden (live cdb, Holtburg):** wall torches are `LightKind.Point`, `Intensity=100`, `Range = falloff×1.3` (falloff 3–5 → Range 3.9–6.5 m), warm colours `(1.0, 0.588, 0.314)` orange and `(0.980, 0.843, 0.612)` cream. The per-channel cap pins each torch to its colour ⇒ warm, never white. + +**Pre-flight (every task):** worktree is `C:\Users\erikn\source\repos\acdream\.claude\worktrees\thirsty-goldberg-51bb9b` (cwd). Build: `dotnet build src/AcDream.App/AcDream.App.csproj -c Debug`. Core tests: `dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj`. The retail client locks the DLLs — it must be closed before a build. + +--- + +## Task 1: Extract `GlobalLightPacker` (shared, pure) + refactor `WbDrawDispatcher` + +Pull the global-light SSBO float packing out of `WbDrawDispatcher.UploadGlobalLights` into a pure Core helper so `EnvCellRenderer` (Task 4) reuses the exact same layout. No behaviour change. + +**Files:** +- Create: `src/AcDream.Core/Lighting/GlobalLightPacker.cs` +- Create: `tests/AcDream.Core.Tests/Lighting/GlobalLightPackerTests.cs` +- Modify: `src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs:1813-1848` (`UploadGlobalLights`) + +- [ ] **Step 1: Write the failing test** + +Create `tests/AcDream.Core.Tests/Lighting/GlobalLightPackerTests.cs`: + +```csharp +using System.Numerics; +using AcDream.Core.Lighting; +using Xunit; + +namespace AcDream.Core.Tests.Lighting; + +public class GlobalLightPackerTests +{ + [Fact] + public void Pack_WritesSixteenFloatsPerLight_InTheExpectedLayout() + { + var light = new LightSource + { + Kind = LightKind.Point, + WorldPosition = new Vector3(10f, 20f, 30f), + WorldForward = new Vector3(0f, 0f, 1f), + ColorLinear = new Vector3(1.0f, 0.588f, 0.314f), + Intensity = 100f, + Range = 5.2f, + ConeAngle = 0f, + }; + float[] buffer = System.Array.Empty(); + + int count = GlobalLightPacker.Pack(new[] { light }, ref buffer); + + Assert.Equal(1, count); + Assert.True(buffer.Length >= 16); + // posAndKind + Assert.Equal(10f, buffer[0]); Assert.Equal(20f, buffer[1]); Assert.Equal(30f, buffer[2]); + Assert.Equal((float)(int)LightKind.Point, buffer[3]); + // dirAndRange + Assert.Equal(0f, buffer[4]); Assert.Equal(0f, buffer[5]); Assert.Equal(1f, buffer[6]); + Assert.Equal(5.2f, buffer[7]); + // colorAndIntensity + Assert.Equal(1.0f, buffer[8]); Assert.Equal(0.588f, buffer[9]); Assert.Equal(0.314f, buffer[10]); + Assert.Equal(100f, buffer[11]); + // coneAngleEtc + Assert.Equal(0f, buffer[12]); + } + + [Fact] + public void Pack_NullOrEmpty_ReturnsZero_AndBufferHasAtLeastOneSlot() + { + float[] buffer = System.Array.Empty(); + int count = GlobalLightPacker.Pack(null, ref buffer); + Assert.Equal(0, count); + Assert.True(buffer.Length >= GlobalLightPacker.FloatsPerLight); + } +} +``` + +- [ ] **Step 2: Run the test to verify it fails** + +Run: `dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj --filter GlobalLightPackerTests` +Expected: FAIL — `GlobalLightPacker` does not exist (compile error). + +- [ ] **Step 3: Implement `GlobalLightPacker`** + +Create `src/AcDream.Core/Lighting/GlobalLightPacker.cs`: + +```csharp +using System; +using System.Collections.Generic; + +namespace AcDream.Core.Lighting; + +/// +/// Packs a point-light snapshot into the flat float layout the bindless mesh +/// shader reads at SSBO binding=4 (mesh_modern.vert GlobalLight gLights[]): +/// 16 floats (4 vec4) per light — posAndKind, dirAndRange, colorAndIntensity, +/// coneAngleEtc. Pure (no GL), so both WbDrawDispatcher and +/// EnvCellRenderer share ONE layout and cannot drift. +/// +public static class GlobalLightPacker +{ + public const int FloatsPerLight = 16; + + /// + /// Fill (grown + zero-cleared as needed) with the + /// packed snapshot; returns the light count n. The buffer always has at + /// least floats (so a zero-light frame still + /// uploads a non-empty SSBO). Callers upload max(n,1) * FloatsPerLight floats. + /// + public static int Pack(IReadOnlyList? snapshot, ref float[] buffer) + { + int n = snapshot?.Count ?? 0; + int floatsNeeded = Math.Max(n, 1) * FloatsPerLight; + if (buffer.Length < floatsNeeded) + buffer = new float[floatsNeeded + FloatsPerLight * 16]; + Array.Clear(buffer, 0, floatsNeeded); + + for (int i = 0; i < n; i++) + { + var L = snapshot![i]; + int o = i * FloatsPerLight; + buffer[o + 0] = L.WorldPosition.X; + buffer[o + 1] = L.WorldPosition.Y; + buffer[o + 2] = L.WorldPosition.Z; + buffer[o + 3] = (int)L.Kind; + buffer[o + 4] = L.WorldForward.X; + buffer[o + 5] = L.WorldForward.Y; + buffer[o + 6] = L.WorldForward.Z; + buffer[o + 7] = L.Range; + buffer[o + 8] = L.ColorLinear.X; + buffer[o + 9] = L.ColorLinear.Y; + buffer[o + 10] = L.ColorLinear.Z; + buffer[o + 11] = L.Intensity; + buffer[o + 12] = L.ConeAngle; + } + return n; + } +} +``` + +- [ ] **Step 4: Run the test to verify it passes** + +Run: `dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj --filter GlobalLightPackerTests` +Expected: PASS (2 tests). + +- [ ] **Step 5: Refactor `WbDrawDispatcher.UploadGlobalLights` to use the packer** + +In `src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs`, replace the body of `UploadGlobalLights` (1813-1848) with: + +```csharp + private unsafe void UploadGlobalLights() + { + int n = AcDream.Core.Lighting.GlobalLightPacker.Pack(_pointSnapshot, ref _globalLightData); + int count = n > 0 ? n : 1; // never zero-size + fixed (float* gp = _globalLightData) + UploadSsbo(_globalLightsSsbo, 4, gp, + count * AcDream.Core.Lighting.GlobalLightPacker.FloatsPerLight * sizeof(float)); + } +``` + +Leave the `_globalLightData` field declaration (line 145) as-is; the packer grows it. + +- [ ] **Step 6: Build and run the full Core test suite** + +Run: `dotnet build src/AcDream.App/AcDream.App.csproj -c Debug` +Then: `dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj` +Expected: build green; all tests pass (no regression — the packing is byte-identical). + +- [ ] **Step 7: Commit** + +```bash +git add src/AcDream.Core/Lighting/GlobalLightPacker.cs tests/AcDream.Core.Tests/Lighting/GlobalLightPackerTests.cs src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs +git commit -m "refactor(lighting): extract GlobalLightPacker (shared binding=4 layout) — A7 Fix D prep + +Co-Authored-By: Claude Opus 4.8 (1M context) " +``` + +--- + +## Task 2: Lock the bake contract — `LightBake` conformance test on golden torches + +`LightBake.cs` already implements the correct retail math (per-light cap + sum + `[0,1]` clamp, skip directional). This test pins the contract the D-1 shader change must mirror, using the captured golden torch values. It PASSES against the existing `LightBake` (this is a characterization/lock test — there is no failing-first step because the C# oracle is already correct; the bug lives in GLSL, which is verified by review in Task 3 + the user's visual check). + +**Files:** +- Create: `tests/AcDream.Core.Tests/Lighting/LightBakeConformanceTests.cs` + +- [ ] **Step 1: Write the conformance test** + +Create `tests/AcDream.Core.Tests/Lighting/LightBakeConformanceTests.cs`: + +```csharp +using System.Collections.Generic; +using System.Numerics; +using AcDream.Core.Lighting; +using Xunit; + +namespace AcDream.Core.Tests.Lighting; + +/// +/// Golden conformance for the retail bake (calc_point_light + the [0,1] clamp), +/// driven by the live-cdb-captured Holtburg wall torches. Pins the contract that +/// mesh_modern.vert's pointContribution + the new pointAcc clamp (A7 Fix D, D-1) +/// must mirror line-for-line. See docs/research/2026-06-18-lighting-a7-fixABC-shipped-fixD-handoff.md. +/// +public class LightBakeConformanceTests +{ + private static LightSource OrangeTorch(Vector3 pos) => new() + { + Kind = LightKind.Point, + WorldPosition = pos, + ColorLinear = new Vector3(1.0f, 0.588f, 0.314f), // captured orange + Intensity = 100f, + Range = 4f * 1.3f, // falloff 4 × static_light_factor + IsLit = true, + }; + + [Theory] + [InlineData(1f)] + [InlineData(2f)] + [InlineData(3f)] + [InlineData(4f)] + [InlineData(5f)] + public void SingleOrangeTorch_IsWarmAndBounded_NeverWhite(float dist) + { + // Wall vertex at the origin, normal facing the torch (+X). Torch out along +X. + var vtx = Vector3.Zero; + var normal = Vector3.UnitX; + var torch = OrangeTorch(new Vector3(dist, 0f, 0f)); + + var c = LightBake.ComputeVertexColor(vtx, normal, new[] { torch }); + + // Every channel bounded to [0,1] — intensity=100 must NOT blow to white. + Assert.InRange(c.X, 0f, 1f); + Assert.InRange(c.Y, 0f, 1f); + Assert.InRange(c.Z, 0f, 1f); + // Warm hue preserved while lit (R ≥ G ≥ B), matching the torch colour ordering. + if (c.X > 0f) + { + Assert.True(c.X >= c.Y, $"R({c.X}) >= G({c.Y}) at d={dist}"); + Assert.True(c.Y >= c.Z, $"G({c.Y}) >= B({c.Z}) at d={dist}"); + } + } + + [Fact] + public void BeyondRange_ContributesNothing() + { + var torch = OrangeTorch(new Vector3(100f, 0f, 0f)); // far past Range + var c = LightBake.ComputeVertexColor(Vector3.Zero, Vector3.UnitX, new[] { torch }); + Assert.Equal(Vector3.Zero, c); + } + + [Fact] + public void ManyOverlappingIntenseTorches_StillClampToOne() + { + // Eight near-white intensity-100 torches all 1.5 m from the vertex: the + // [0,1] saturate must hold (no overflow past 1.0 per channel). + var lights = new List(); + for (int i = 0; i < 8; i++) + lights.Add(new LightSource + { + Kind = LightKind.Point, + WorldPosition = new Vector3(1.5f, 0.1f * i, 0f), + ColorLinear = new Vector3(0.98f, 0.95f, 0.9f), + Intensity = 100f, + Range = 5.2f, + IsLit = true, + }); + + var c = LightBake.ComputeVertexColor(Vector3.Zero, Vector3.UnitX, lights); + Assert.InRange(c.X, 0f, 1f); + Assert.InRange(c.Y, 0f, 1f); + Assert.InRange(c.Z, 0f, 1f); + } +} +``` + +- [ ] **Step 2: Run the test — verify it PASSES on existing LightBake** + +Run: `dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj --filter LightBakeConformanceTests` +Expected: PASS (7 cases). If any case FAILS, stop — `LightBake` (the oracle) diverges from the expected bake contract and that must be understood before changing the shader. (This is the lock; it should be green.) + +- [ ] **Step 3: Commit** + +```bash +git add tests/AcDream.Core.Tests/Lighting/LightBakeConformanceTests.cs +git commit -m "test(lighting): lock the bake contract on golden torches (A7 Fix D oracle) + +Co-Authored-By: Claude Opus 4.8 (1M context) " +``` + +--- + +## Task 3: D-1 — clamp the torch sum on its own in `mesh_modern.vert` + +Give point/spot lights their own accumulator and saturate it to `[0,1]` before it joins ambient+sun. Mirrors `LightBake.ComputeVertexColor` (Task 2) and retail `SetStaticLightingVertexColors`. The per-light cap and `pointContribution` are untouched. GLSL is not unit-testable in-process — correctness is the line-for-line match to `LightBake` (cite it) plus the user's visual check. + +**Files:** +- Modify: `src/AcDream.App/Rendering/Shaders/mesh_modern.vert:183-209` (`accumulateLights`) + +- [ ] **Step 1: Apply the clamp split** + +Replace the body of `accumulateLights` (183-209) with the following. The ambient base and sun loop are byte-identical; only the point loop changes (own accumulator + `min(pointAcc, 1.0)`): + +```glsl +vec3 accumulateLights(vec3 N, vec3 worldPos, int instanceIndex) { + vec3 lit = uCellAmbient.xyz; + + // SUN / directional — material-lit term (added with ambient, NOT into the + // torch sum), unchanged from before. + int activeLights = int(uCellAmbient.w); + for (int i = 0; i < 8; ++i) { + if (i >= activeLights) break; + if (int(uLights[i].posAndKind.w) != 0) continue; // directional only + vec3 Ldir = -uLights[i].dirAndRange.xyz; + float ndl = max(0.0, dot(N, Ldir)); + lit += uLights[i].colorAndIntensity.xyz * uLights[i].colorAndIntensity.w * ndl; + } + + // POINT / SPOT torches: their OWN accumulator (A7 Fix D, D-1). Retail's + // SetStaticLightingVertexColors sums the static point lights from BLACK and + // clamps the SUM to [0,1] before anything else (it is a baked emissive term), + // so a few warm intensity-100 torches can't push the whole pixel to white the + // way folding them into ambient+sun did. Matches LightBake.ComputeVertexColor + // (tests/AcDream.Core.Tests/Lighting/LightBakeConformanceTests). Per-light cap + // inside pointContribution is unchanged. + vec3 pointAcc = vec3(0.0); + int base = instanceIndex * 8; + for (int k = 0; k < 8; ++k) { + int gi = instanceLightIdx[base + k]; + if (gi < 0) continue; + pointAcc += pointContribution(N, worldPos, gLights[gi]); + } + lit += min(pointAcc, vec3(1.0)); // clamp the torch sum on its own (retail baked emissive) + + return lit; // frag still does the final min(lit, 1.0) +} +``` + +(`mesh_modern.frag:92`'s `lit = min(lit, vec3(1.0))` and the lightning bump at `:89` are unchanged — they remain the final pixel clamp.) + +- [ ] **Step 2: Build** + +Run: `dotnet build src/AcDream.App/AcDream.App.csproj -c Debug` +Expected: green. (Shaders are loaded at runtime from disk; the build only confirms nothing else broke.) + +- [ ] **Step 3: Review the math against the oracle** + +Confirm by reading both side-by-side that the shader's point path now matches `LightBake`: +- `mesh_modern.vert` `pointContribution` ↔ `LightBake.PointContribution` (range gate, wrap, norm, per-channel `min(scale·col, col)`) — already equal. +- new `min(pointAcc, vec3(1.0))` ↔ `LightBake.ComputeVertexColor`'s final `Clamp(·,0,1)` over the point sum. +No code change expected here — this is the verification step the commit message cites. + +- [ ] **Step 4: Commit** + +```bash +git add src/AcDream.App/Rendering/Shaders/mesh_modern.vert +git commit -m "fix(render): A7 Fix D D-1 — clamp the point-light sum on its own (#140) + +accumulateLights folded ambient+sun+torches into one accumulator clamped only +in the frag, so a few warm intensity-100 torches blew walls/objects to white. +Mirror retail SetStaticLightingVertexColors: sum point/spot into pointAcc, clamp +to [0,1] (the baked emissive), THEN add ambient+sun, frag final-clamps. Matches +LightBake.ComputeVertexColor (LightBakeConformanceTests). Per-light cap unchanged. + +Co-Authored-By: Claude Opus 4.8 (1M context) " +``` + +--- + +## Task 4: D-2 — `EnvCellRenderer` binds its OWN per-cell light set (SSBO 4+5) + +Stop the cell shell from reading the leaked `WbDrawDispatcher` light set. EnvCellRenderer uploads its own binding-4 global lights (from the frame's `PointSnapshot`, via `GlobalLightPacker`) and a binding-5 per-instance light-set buffer, computing each cell's set with `LightManager.SelectForObject` over the cell's world bounds — mirroring the existing `_cellIdToSlot` per-instance pattern. + +**Files:** +- Modify: `src/AcDream.App/Rendering/Wb/EnvCellRenderer.cs` (fields ~70-110; `AllocateMdiBuffers` 207-236; new setter near 262; `RenderModernMDIInternal` 1007-~1234) +- Modify: `src/AcDream.App/Rendering/GameWindow.cs:~7777` (wire the snapshot) + +- [ ] **Step 1: Add fields + the per-frame snapshot setter** + +In `EnvCellRenderer.cs`, near the other scratch-buffer fields (after `_clipSlotBuffer`/`_clipSlotData`, ~line 110), add: + +```csharp + // A7 Fix D (D-2): this renderer owns its lighting (self-contained GL state, + // like uViewProjection) instead of reading the SSBO 4/5 WbDrawDispatcher last + // left bound. binding=4 = global point-light snapshot (same data/indices as the + // dispatcher, via GlobalLightPacker); binding=5 = 8 int indices per instance. + private uint _globalLightsSsbo; // binding=4 + private float[] _globalLightData = new float[AcDream.Core.Lighting.GlobalLightPacker.FloatsPerLight * 16]; + private uint _instLightSetSsbo; // binding=5 + private int[] _lightSetData = new int[1024 * AcDream.Core.Lighting.LightManager.MaxLightsPerObject]; + private System.Collections.Generic.IReadOnlyList? _pointSnapshot; + private readonly System.Collections.Generic.Dictionary _cellLightSetCache = new(); +``` + +Near `SetClipRouting` (~262) add the per-frame setter: + +```csharp + /// + /// A7 Fix D (D-2): hand the renderer this frame's point-light snapshot + /// (LightManager.PointSnapshot). Call once per frame BEFORE Render, alongside + /// the WbDrawDispatcher snapshot wire-in. Indices in the per-cell light sets + /// reference this snapshot, which is also uploaded to binding=4 here, so the + /// pass is self-contained. Null/empty ⇒ shells receive no point lights. + /// + public void SetPointSnapshot( + System.Collections.Generic.IReadOnlyList? snapshot) + => _pointSnapshot = snapshot; +``` + +- [ ] **Step 2: Generate the two SSBOs in `AllocateMdiBuffers`** + +In `AllocateMdiBuffers` (207-236), before the final `_gl.BindBuffer(... 0)` calls (line 234), add: + +```csharp + // A7 Fix D (D-2): binding=4 global lights + binding=5 per-instance light set. + _gl.GenBuffers(1, out _globalLightsSsbo); + _gl.BindBuffer(GLEnum.ShaderStorageBuffer, _globalLightsSsbo); + _gl.BufferData(GLEnum.ShaderStorageBuffer, + (nuint)(_globalLightData.Length * sizeof(float)), null, GLEnum.DynamicDraw); + + _gl.GenBuffers(1, out _instLightSetSsbo); + _gl.BindBuffer(GLEnum.ShaderStorageBuffer, _instLightSetSsbo); + _gl.BufferData(GLEnum.ShaderStorageBuffer, + (nuint)(_modernInstanceCapacity * AcDream.Core.Lighting.LightManager.MaxLightsPerObject * sizeof(int)), + null, GLEnum.DynamicDraw); +``` + +- [ ] **Step 3: Add the per-cell light-set helper** + +Add this private method to `EnvCellRenderer` (e.g. just below `RenderModernMDIInternal`). It returns the cached 8-int set for a cell, computing it once per frame from the cell's world bounds + the snapshot via the static `SelectForObject`: + +```csharp + // A7 Fix D (D-2): the up-to-8 point lights reaching a cell, by the cell's world + // bounding sphere (camera-independent, like WbDrawDispatcher.ComputeEntityLightSet). + // Cached per frame; unused slots are -1 (shader adds no point light there). + private int[] GetCellLightSet(uint cellId) + { + if (_cellLightSetCache.TryGetValue(cellId, out var cached)) return cached; + + var set = new int[AcDream.Core.Lighting.LightManager.MaxLightsPerObject]; + System.Array.Fill(set, -1); + + var snap = _pointSnapshot; + if (snap is { Count: > 0 } && + _landblocks.TryGetValue(cellId & 0xFFFF0000u, out var lb) && + lb.EnvCellBounds.TryGetValue(cellId, out var b)) + { + Vector3 center = (b.Min + b.Max) * 0.5f; + float radius = (b.Max - b.Min).Length() * 0.5f; + AcDream.Core.Lighting.LightManager.SelectForObject(snap, center, radius, set); + } + _cellLightSetCache[cellId] = set; + return set; + } +``` + +(`WbBoundingBox` has public `Vector3 Min` / `Vector3 Max` — confirmed at `WbFrustum.cs:15-16`.) + +- [ ] **Step 4: Upload binding 4, fill + upload binding 5, and bind both in `RenderModernMDIInternal`** + +(a) At the TOP of `RenderModernMDIInternal` (after the `if (drawCalls.Count == 0 ...) return;` guard, ~1014), clear the per-frame cache: + +```csharp + _cellLightSetCache.Clear(); +``` + +(b) Where `_clipSlotData` is filled per instance (1195-1206), add a parallel fill of `_lightSetData` right after it: + +```csharp + // A7 Fix D (D-2): per-instance 8-int light set, parallel to the transforms, + // keyed on the cell each shell instance belongs to (mirrors _clipSlotData). + int lightStride = AcDream.Core.Lighting.LightManager.MaxLightsPerObject; + if (_lightSetData.Length < uniqueInstanceCount * lightStride) + _lightSetData = new int[System.Math.Max(_lightSetData.Length * 2, uniqueInstanceCount * lightStride)]; + for (int i = 0; i < uniqueInstanceCount; i++) + { + int[] cellSet = GetCellLightSet(allInstances[i].CellId); + System.Array.Copy(cellSet, 0, _lightSetData, i * lightStride, lightStride); + } +``` + +(c) Where the four buffers are uploaded (the `_clipSlotData` upload ends ~1209-1214), add the binding-4 + binding-5 uploads: + +```csharp + // A7 Fix D (D-2): upload binding=4 (global lights) + binding=5 (per-instance set). + int lightCount = AcDream.Core.Lighting.GlobalLightPacker.Pack(_pointSnapshot, ref _globalLightData); + int glUploadCount = lightCount > 0 ? lightCount : 1; + _gl.BindBuffer(GLEnum.ShaderStorageBuffer, _globalLightsSsbo); + _gl.BufferData(GLEnum.ShaderStorageBuffer, + (nuint)(glUploadCount * AcDream.Core.Lighting.GlobalLightPacker.FloatsPerLight * sizeof(float)), + null, GLEnum.DynamicDraw); + fixed (float* gp = _globalLightData) + _gl.BufferSubData(GLEnum.ShaderStorageBuffer, 0, + (nuint)(glUploadCount * AcDream.Core.Lighting.GlobalLightPacker.FloatsPerLight * sizeof(float)), gp); + + _gl.BindBuffer(GLEnum.ShaderStorageBuffer, _instLightSetSsbo); + _gl.BufferData(GLEnum.ShaderStorageBuffer, + (nuint)(uniqueInstanceCount * lightStride * sizeof(int)), null, GLEnum.DynamicDraw); + fixed (int* lp = _lightSetData) + _gl.BufferSubData(GLEnum.ShaderStorageBuffer, 0, + (nuint)(uniqueInstanceCount * lightStride * sizeof(int)), lp); +``` + +(d) In the bind block (1225-1230, after `BindClipRegionBinding2();`), add: + +```csharp + _gl.BindBufferBase(GLEnum.ShaderStorageBuffer, 4, _globalLightsSsbo); + _gl.BindBufferBase(GLEnum.ShaderStorageBuffer, 5, _instLightSetSsbo); +``` + +- [ ] **Step 5: Wire the snapshot from GameWindow** + +In `GameWindow.cs`, immediately after the existing `_wbDrawDispatcher?.SetSceneLights(Lighting.PointSnapshot);` (line ~7777), add: + +```csharp + _envCellRenderer?.SetPointSnapshot(Lighting.PointSnapshot); // A7 Fix D (D-2) +``` + +- [ ] **Step 6: Dispose the new buffers** + +In `EnvCellRenderer.Dispose` (search for the existing `_gl.DeleteBuffer(...)` cleanup), add: + +```csharp + if (_globalLightsSsbo != 0) _gl.DeleteBuffer(_globalLightsSsbo); + if (_instLightSetSsbo != 0) _gl.DeleteBuffer(_instLightSetSsbo); +``` + +- [ ] **Step 7: Build** + +Run: `dotnet build src/AcDream.App/AcDream.App.csproj -c Debug` +Expected: green. Fix any `WbBoundingBox` field-name or namespace mismatches surfaced by the compiler. + +- [ ] **Step 8: Commit** + +```bash +git add src/AcDream.App/Rendering/Wb/EnvCellRenderer.cs src/AcDream.App/Rendering/GameWindow.cs +git commit -m "fix(render): A7 Fix D D-2 — EnvCell shell binds its own per-cell light set (#140) + +The cell shell read whatever light set (SSBO 4/5) WbDrawDispatcher last left +bound, lighting walls with a leaked set. EnvCellRenderer now uploads its own +binding=4 global lights (frame PointSnapshot via GlobalLightPacker) + a binding=5 +per-instance set, computed per cell by LightManager.SelectForObject over the +cell's world bounds (mirrors _cellIdToSlot + WbDrawDispatcher.ComputeEntityLightSet). + +Co-Authored-By: Claude Opus 4.8 (1M context) " +``` + +--- + +## Task 5: Divergence register — correct AP-35, reconcile the Fix B row + +**Files:** +- Modify: `docs/architecture/retail-divergence-register.md` (AP-35 row, line ~134; the Fix B per-object-light-selection row) + +- [ ] **Step 1: Correct AP-35** + +Find the `AP-35` row. It currently describes the point-light path as per-pixel +`mesh_modern.frag:52` with the half-Lambert wrap "neither ported". Rewrite the row to +reflect reality after Fix A + Fix D D-1: +- Path is per-vertex Gouraud in `mesh_modern.vert` (`pointContribution` ~:153, wrap ~:163), not per-pixel `frag`. +- The half-Lambert wrap + the `norm` (`distsq·d`) attenuation ARE ported (vert + `LightBake.cs`). +- The point-light sum is now clamped to `[0,1]` on its own (D-1), matching `SetStaticLightingVertexColors`. +- Update the `file:line` to `src/AcDream.App/Rendering/Shaders/mesh_modern.vert` and cite `LightBake.cs` as the conformance oracle. + +- [ ] **Step 2: Reconcile the Fix B per-object-light-selection row** + +Find the row describing Fix B (per-object 8-light selection by sphere overlap vs +retail's per-vertex sum over the full static list — `minimize_object_lighting` +0x0054d480). Confirm its wording now covers EnvCell **shells** too (D-2 selects per +cell-sphere via the same `SelectForObject`). If it only mentions GfxObjs, extend the +"file:line" / description to include `EnvCellRenderer.GetCellLightSet`. Do NOT add a +new contradicting row. + +- [ ] **Step 3: Commit** + +```bash +git add docs/architecture/retail-divergence-register.md +git commit -m "docs(register): correct AP-35 (per-vertex+wrap ported, point sum clamped) — A7 Fix D + +Co-Authored-By: Claude Opus 4.8 (1M context) " +``` + +--- + +## Final verification (after all tasks) + +- [ ] `dotnet build src/AcDream.App/AcDream.App.csproj -c Debug` green. +- [ ] `dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj` green (GlobalLightPacker + LightBakeConformance + no regressions). +- [ ] **Visual (user, acceptance gate):** launch the client against live ACE, go to Holtburg. Confirm (a) outdoor objects near torches no longer blow out warm-white, and (b) the meeting-hall walls render warm-but-dim like retail. This is the sign-off the spec requires. +- [ ] Update `docs/ISSUES.md` / roadmap if #140 is tracked there (move to Recently closed with the commit SHAs once the user signs off visually). + +## Notes for the implementer + +- **No D3D-FF port.** Do not touch `config_hardware_light`-style `color×intensity / 1/d / Range×1.5` math — it is the wrong oracle for the baked walls (handoff warning). +- **No CPU bake.** `LightBake.cs` stays the test oracle only; the runtime path is the in-shader clamp (chosen approach). +- **Self-contained GL state.** EnvCellRenderer must bind binding 4 + 5 ITSELF every draw (per `feedback_render_self_contained_gl_state`); do not assume WbDrawDispatcher left them bound — that leak is the bug. +- **Don't touch the purple portal** — confirmed correct. From 180b4af2a96a839913b6cf292ff4e5cd79d576af Mon Sep 17 00:00:00 2001 From: Erik Date: Thu, 18 Jun 2026 17:19:27 +0200 Subject: [PATCH 208/223] =?UTF-8?q?refactor(lighting):=20extract=20GlobalL?= =?UTF-8?q?ightPacker=20(shared=20binding=3D4=20layout)=20=E2=80=94=20A7?= =?UTF-8?q?=20Fix=20D=20prep?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Co-Authored-By: Claude Opus 4.8 (1M context) --- .../Rendering/Wb/WbDrawDispatcher.cs | 37 ++----------- .../Lighting/GlobalLightPacker.cs | 55 +++++++++++++++++++ .../Lighting/GlobalLightPackerTests.cs | 45 +++++++++++++++ 3 files changed, 105 insertions(+), 32 deletions(-) create mode 100644 src/AcDream.Core/Lighting/GlobalLightPacker.cs create mode 100644 tests/AcDream.Core.Tests/Lighting/GlobalLightPackerTests.cs diff --git a/src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs b/src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs index 6fbc3cd6..fa686b3c 100644 --- a/src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs +++ b/src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs @@ -142,7 +142,7 @@ public sealed unsafe class WbDrawDispatcher : IDisposable private uint _globalLightsSsbo; private uint _instLightSetSsbo; private int[] _lightSetData = new int[256 * LightManager.MaxLightsPerObject]; - private float[] _globalLightData = new float[16 * 16]; // 16 floats (4 vec4) per GlobalLight + private float[] _globalLightData = new float[GlobalLightPacker.FloatsPerLight * 16]; // 16 floats (4 vec4) per GlobalLight // This frame's point-light snapshot, handed in by GameWindow before Draw via // SetSceneLights. Null/empty ⇒ only ambient + sun render (all instance sets -1). private IReadOnlyList? _pointSnapshot; @@ -1812,39 +1812,12 @@ public sealed unsafe class WbDrawDispatcher : IDisposable /// private unsafe void UploadGlobalLights() { - var snap = _pointSnapshot; - int n = snap?.Count ?? 0; + int n = GlobalLightPacker.Pack(_pointSnapshot, ref _globalLightData); int count = n > 0 ? n : 1; // never zero-size - int floatsNeeded = count * 16; - if (_globalLightData.Length < floatsNeeded) - _globalLightData = new float[floatsNeeded + 16 * 16]; - Array.Clear(_globalLightData, 0, floatsNeeded); - - for (int i = 0; i < n; i++) - { - var L = snap![i]; - int o = i * 16; - // posAndKind (xyz world pos, w kind) - _globalLightData[o + 0] = L.WorldPosition.X; - _globalLightData[o + 1] = L.WorldPosition.Y; - _globalLightData[o + 2] = L.WorldPosition.Z; - _globalLightData[o + 3] = (int)L.Kind; - // dirAndRange (xyz forward, w range = Falloff×1.3) - _globalLightData[o + 4] = L.WorldForward.X; - _globalLightData[o + 5] = L.WorldForward.Y; - _globalLightData[o + 6] = L.WorldForward.Z; - _globalLightData[o + 7] = L.Range; - // colorAndIntensity (xyz linear colour, w intensity) - _globalLightData[o + 8] = L.ColorLinear.X; - _globalLightData[o + 9] = L.ColorLinear.Y; - _globalLightData[o + 10] = L.ColorLinear.Z; - _globalLightData[o + 11] = L.Intensity; - // coneAngleEtc (x cone radians; yzw reserved) - _globalLightData[o + 12] = L.ConeAngle; - } - + // Pack guarantees _globalLightData holds at least max(n,1) * FloatsPerLight floats. fixed (float* gp = _globalLightData) - UploadSsbo(_globalLightsSsbo, 4, gp, count * 16 * sizeof(float)); + UploadSsbo(_globalLightsSsbo, 4, gp, + count * GlobalLightPacker.FloatsPerLight * sizeof(float)); } /// diff --git a/src/AcDream.Core/Lighting/GlobalLightPacker.cs b/src/AcDream.Core/Lighting/GlobalLightPacker.cs new file mode 100644 index 00000000..9de709a5 --- /dev/null +++ b/src/AcDream.Core/Lighting/GlobalLightPacker.cs @@ -0,0 +1,55 @@ +using System; +using System.Collections.Generic; + +namespace AcDream.Core.Lighting; + +/// +/// Packs a point-light snapshot into the flat float layout the bindless mesh +/// shader reads at SSBO binding=4 (mesh_modern.vert GlobalLight gLights[]): +/// 16 floats (4 vec4) per light — posAndKind, dirAndRange, colorAndIntensity, +/// coneAngleEtc. Pure (no GL), so both WbDrawDispatcher and +/// EnvCellRenderer share ONE layout and cannot drift. +/// +public static class GlobalLightPacker +{ + public const int FloatsPerLight = 16; + + /// + /// Fill (grown + zero-cleared as needed) with the + /// packed snapshot; returns the light count n. The buffer always has at + /// least floats (so a zero-light frame still + /// uploads a non-empty SSBO). Callers upload max(n,1) * FloatsPerLight floats. + /// + public static int Pack(IReadOnlyList? snapshot, ref float[] buffer) + { + int n = snapshot?.Count ?? 0; + int floatsNeeded = Math.Max(n, 1) * FloatsPerLight; + if (buffer.Length < floatsNeeded) + buffer = new float[floatsNeeded + FloatsPerLight * 16]; + Array.Clear(buffer, 0, floatsNeeded); + + for (int i = 0; i < n; i++) + { + var L = snapshot![i]; + int o = i * FloatsPerLight; + // posAndKind (xyz world pos, w kind) + buffer[o + 0] = L.WorldPosition.X; + buffer[o + 1] = L.WorldPosition.Y; + buffer[o + 2] = L.WorldPosition.Z; + buffer[o + 3] = (int)L.Kind; + // dirAndRange (xyz forward, w range) + buffer[o + 4] = L.WorldForward.X; + buffer[o + 5] = L.WorldForward.Y; + buffer[o + 6] = L.WorldForward.Z; + buffer[o + 7] = L.Range; // w = Range = Falloff × static_light_factor (1.3), pre-multiplied by LightInfoLoader — NOT the raw dat Falloff + // colorAndIntensity (xyz linear colour, w intensity) + buffer[o + 8] = L.ColorLinear.X; + buffer[o + 9] = L.ColorLinear.Y; + buffer[o + 10] = L.ColorLinear.Z; + buffer[o + 11] = L.Intensity; + // coneAngleEtc (x cone radians; yzw reserved) + buffer[o + 12] = L.ConeAngle; + } + return n; + } +} diff --git a/tests/AcDream.Core.Tests/Lighting/GlobalLightPackerTests.cs b/tests/AcDream.Core.Tests/Lighting/GlobalLightPackerTests.cs new file mode 100644 index 00000000..174c4c41 --- /dev/null +++ b/tests/AcDream.Core.Tests/Lighting/GlobalLightPackerTests.cs @@ -0,0 +1,45 @@ +using System.Numerics; +using AcDream.Core.Lighting; +using Xunit; + +namespace AcDream.Core.Tests.Lighting; + +public class GlobalLightPackerTests +{ + [Fact] + public void Pack_WritesSixteenFloatsPerLight_InTheExpectedLayout() + { + var light = new LightSource + { + Kind = LightKind.Point, + WorldPosition = new Vector3(10f, 20f, 30f), + WorldForward = new Vector3(0f, 0f, 1f), + ColorLinear = new Vector3(1.0f, 0.588f, 0.314f), + Intensity = 100f, + Range = 5.2f, + ConeAngle = 0f, + }; + float[] buffer = System.Array.Empty(); + + int count = GlobalLightPacker.Pack(new[] { light }, ref buffer); + + Assert.Equal(1, count); + Assert.True(buffer.Length >= 16); + Assert.Equal(10f, buffer[0]); Assert.Equal(20f, buffer[1]); Assert.Equal(30f, buffer[2]); + Assert.Equal((float)(int)LightKind.Point, buffer[3]); + Assert.Equal(0f, buffer[4]); Assert.Equal(0f, buffer[5]); Assert.Equal(1f, buffer[6]); + Assert.Equal(5.2f, buffer[7]); + Assert.Equal(1.0f, buffer[8]); Assert.Equal(0.588f, buffer[9]); Assert.Equal(0.314f, buffer[10]); + Assert.Equal(100f, buffer[11]); + Assert.Equal(0f, buffer[12]); + } + + [Fact] + public void Pack_NullOrEmpty_ReturnsZero_AndBufferHasAtLeastOneSlot() + { + float[] buffer = System.Array.Empty(); + int count = GlobalLightPacker.Pack(null, ref buffer); + Assert.Equal(0, count); + Assert.True(buffer.Length >= GlobalLightPacker.FloatsPerLight); + } +} From 39c70f00aa34cf7c13697f2b2c4129b1fe2397c4 Mon Sep 17 00:00:00 2001 From: Erik Date: Thu, 18 Jun 2026 17:26:52 +0200 Subject: [PATCH 209/223] test(lighting): lock the bake contract on golden torches (A7 Fix D oracle) Co-Authored-By: Claude Opus 4.8 (1M context) --- .../Lighting/LightBakeConformanceTests.cs | 78 +++++++++++++++++++ 1 file changed, 78 insertions(+) create mode 100644 tests/AcDream.Core.Tests/Lighting/LightBakeConformanceTests.cs diff --git a/tests/AcDream.Core.Tests/Lighting/LightBakeConformanceTests.cs b/tests/AcDream.Core.Tests/Lighting/LightBakeConformanceTests.cs new file mode 100644 index 00000000..ab3c0803 --- /dev/null +++ b/tests/AcDream.Core.Tests/Lighting/LightBakeConformanceTests.cs @@ -0,0 +1,78 @@ +using System.Collections.Generic; +using System.Numerics; +using AcDream.Core.Lighting; +using Xunit; + +namespace AcDream.Core.Tests.Lighting; + +/// +/// Golden conformance for the retail bake (calc_point_light + the [0,1] clamp), +/// driven by the live-cdb-captured Holtburg wall torches. Pins the contract that +/// mesh_modern.vert's pointContribution + the new pointAcc clamp (A7 Fix D, D-1) +/// must mirror line-for-line. See docs/research/2026-06-18-lighting-a7-fixABC-shipped-fixD-handoff.md. +/// +public class LightBakeConformanceTests +{ + private static LightSource OrangeTorch(Vector3 pos) => new() + { + Kind = LightKind.Point, + WorldPosition = pos, + ColorLinear = new Vector3(1.0f, 0.588f, 0.314f), // captured orange + Intensity = 100f, + Range = 4f * 1.3f, // falloff 4 × static_light_factor + IsLit = true, + }; + + [Theory] + [InlineData(1f)] + [InlineData(2f)] + [InlineData(3f)] + [InlineData(4f)] + [InlineData(5f)] + public void SingleOrangeTorch_IsWarmAndBounded_NeverWhite(float dist) + { + var vtx = Vector3.Zero; + var normal = Vector3.UnitX; + var torch = OrangeTorch(new Vector3(dist, 0f, 0f)); + + var c = LightBake.ComputeVertexColor(vtx, normal, new[] { torch }); + + Assert.InRange(c.X, 0f, 1f); + Assert.InRange(c.Y, 0f, 1f); + Assert.InRange(c.Z, 0f, 1f); + if (c.X > 0f) + { + Assert.True(c.X >= c.Y, $"R({c.X}) >= G({c.Y}) at d={dist}"); + Assert.True(c.Y >= c.Z, $"G({c.Y}) >= B({c.Z}) at d={dist}"); + } + } + + [Fact] + public void BeyondRange_ContributesNothing() + { + var torch = OrangeTorch(new Vector3(100f, 0f, 0f)); + var c = LightBake.ComputeVertexColor(Vector3.Zero, Vector3.UnitX, new[] { torch }); + Assert.Equal(Vector3.Zero, c); + } + + [Fact] + public void ManyOverlappingIntenseTorches_StillClampToOne() + { + var lights = new List(); + for (int i = 0; i < 8; i++) + lights.Add(new LightSource + { + Kind = LightKind.Point, + WorldPosition = new Vector3(1.5f, 0.1f * i, 0f), + ColorLinear = new Vector3(0.98f, 0.95f, 0.9f), + Intensity = 100f, + Range = 5.2f, + IsLit = true, + }); + + var c = LightBake.ComputeVertexColor(Vector3.Zero, Vector3.UnitX, lights); + Assert.InRange(c.X, 0f, 1f); + Assert.InRange(c.Y, 0f, 1f); + Assert.InRange(c.Z, 0f, 1f); + } +} From cf62793304e58846df44cbf7486efe98a9738949 Mon Sep 17 00:00:00 2001 From: Erik Date: Thu, 18 Jun 2026 17:29:45 +0200 Subject: [PATCH 210/223] =?UTF-8?q?fix(render):=20A7=20Fix=20D=20D-1=20?= =?UTF-8?q?=E2=80=94=20clamp=20the=20point-light=20sum=20on=20its=20own=20?= =?UTF-8?q?(#140)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit accumulateLights folded ambient+sun+torches into one accumulator clamped only in the frag, so a few warm intensity-100 torches blew walls/objects to white. Mirror retail SetStaticLightingVertexColors: sum point/spot into pointAcc, clamp to [0,1] (the baked emissive), THEN add ambient+sun, frag final-clamps. Matches LightBake.ComputeVertexColor (LightBakeConformanceTests). Per-light cap unchanged. Co-Authored-By: Claude Opus 4.8 (1M context) --- .../Rendering/Shaders/mesh_modern.vert | 24 +++++++++++-------- 1 file changed, 14 insertions(+), 10 deletions(-) diff --git a/src/AcDream.App/Rendering/Shaders/mesh_modern.vert b/src/AcDream.App/Rendering/Shaders/mesh_modern.vert index 2efd4a96..667db74d 100644 --- a/src/AcDream.App/Rendering/Shaders/mesh_modern.vert +++ b/src/AcDream.App/Rendering/Shaders/mesh_modern.vert @@ -183,29 +183,33 @@ vec3 pointContribution(vec3 N, vec3 worldPos, GlobalLight L) { vec3 accumulateLights(vec3 N, vec3 worldPos, int instanceIndex) { vec3 lit = uCellAmbient.xyz; - // SUN / directional — from the SceneLighting UBO (global; the audit cleared - // the ambient + sun chain as already faithful). Any point/spot entries still - // present in the UBO from LightManager.Tick are IGNORED here — point lights - // now come per-object from the SSBO below, so there's no double-count. + // SUN / directional — material-lit term (added with ambient, NOT into the + // torch sum), unchanged. int activeLights = int(uCellAmbient.w); for (int i = 0; i < 8; ++i) { if (i >= activeLights) break; if (int(uLights[i].posAndKind.w) != 0) continue; // directional only - vec3 Ldir = -uLights[i].dirAndRange.xyz; // forward points INTO the scene + vec3 Ldir = -uLights[i].dirAndRange.xyz; float ndl = max(0.0, dot(N, Ldir)); lit += uLights[i].colorAndIntensity.xyz * uLights[i].colorAndIntensity.w * ndl; } - // POINT / SPOT — THIS object's selected set (minimize_object_lighting): 8 int - // slots per instance into the global light buffer, -1 = unused. Camera- - // independent, so a wall's torches light it the same regardless of viewer pos. + // POINT / SPOT torches: their OWN accumulator (A7 Fix D, D-1). Retail's + // SetStaticLightingVertexColors sums the static point lights from BLACK and + // clamps the SUM to [0,1] before anything else (a baked emissive term), so a + // few warm intensity-100 torches can't push the whole pixel to white the way + // folding them into ambient+sun did. Mirrors LightBake.ComputeVertexColor + // (LightBakeConformanceTests). Per-light cap inside pointContribution is unchanged. + vec3 pointAcc = vec3(0.0); int base = instanceIndex * 8; for (int k = 0; k < 8; ++k) { int gi = instanceLightIdx[base + k]; if (gi < 0) continue; - lit += pointContribution(N, worldPos, gLights[gi]); + pointAcc += pointContribution(N, worldPos, gLights[gi]); } - return lit; + lit += min(pointAcc, vec3(1.0)); // clamp the torch sum on its own (retail baked emissive) + + return lit; // frag still does the final min(lit, 1.0) } out vec3 vNormal; From c62da825fef07ab0feefcc8a56431c169c586559 Mon Sep 17 00:00:00 2001 From: Erik Date: Thu, 18 Jun 2026 17:35:33 +0200 Subject: [PATCH 211/223] =?UTF-8?q?fix(render):=20A7=20Fix=20D=20D-2=20?= =?UTF-8?q?=E2=80=94=20EnvCell=20shell=20binds=20its=20own=20per-cell=20li?= =?UTF-8?q?ght=20set=20(#140)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit The cell shell read whatever light set (SSBO 4/5) WbDrawDispatcher last left bound, lighting walls with a leaked set. EnvCellRenderer now uploads its own binding=4 global lights (frame PointSnapshot via GlobalLightPacker) + a binding=5 per-instance set, computed per cell by LightManager.SelectForObject over the cell's world bounds (mirrors _cellIdToSlot + WbDrawDispatcher.ComputeEntityLightSet). Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.App/Rendering/GameWindow.cs | 1 + .../Rendering/Wb/EnvCellRenderer.cs | 105 ++++++++++++++++++ 2 files changed, 106 insertions(+) diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index 3735979e..8fd2afda 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -7775,6 +7775,7 @@ public sealed class GameWindow : IDisposable // SceneLighting UBO built below (binding=1) — terrain/sky read those. Lighting.BuildPointLightSnapshot(camPos); _wbDrawDispatcher?.SetSceneLights(Lighting.PointSnapshot); + _envCellRenderer?.SetPointSnapshot(Lighting.PointSnapshot); // A7 Fix D (D-2) var ubo = AcDream.Core.Lighting.SceneLightingUbo.Build( Lighting, in atmo, camPos, (float)WorldTime.DayFraction); diff --git a/src/AcDream.App/Rendering/Wb/EnvCellRenderer.cs b/src/AcDream.App/Rendering/Wb/EnvCellRenderer.cs index 2fe1a37a..421890e2 100644 --- a/src/AcDream.App/Rendering/Wb/EnvCellRenderer.cs +++ b/src/AcDream.App/Rendering/Wb/EnvCellRenderer.cs @@ -88,6 +88,17 @@ public sealed unsafe class EnvCellRenderer : IDisposable private uint _clipSlotBuffer; private uint[] _clipSlotData = Array.Empty(); + // A7 Fix D (D-2): this renderer owns its lighting (self-contained GL state, + // like uViewProjection) instead of reading the SSBO 4/5 WbDrawDispatcher last + // left bound. binding=4 = global point-light snapshot (same data/indices as the + // dispatcher, via GlobalLightPacker); binding=5 = 8 int indices per instance. + private uint _globalLightsSsbo; // binding=4 + private float[] _globalLightData = new float[AcDream.Core.Lighting.GlobalLightPacker.FloatsPerLight * 16]; + private uint _instLightSetSsbo; // binding=5 + private int[] _lightSetData = new int[1024 * AcDream.Core.Lighting.LightManager.MaxLightsPerObject]; + private System.Collections.Generic.IReadOnlyList? _pointSnapshot; + private readonly System.Collections.Generic.Dictionary _cellLightSetCache = new(); + // Phase U.3: SHARED per-cell clip-region SSBO (binding=2) handed in via // SetClipRegionSsbo (the GameWindow-level ClipFrame buffer). When 0, we bind // our own one-slot no-clip fallback so the shader never reads an unbound SSBO. @@ -231,6 +242,18 @@ public sealed unsafe class EnvCellRenderer : IDisposable _gl.BufferData(GLEnum.ShaderStorageBuffer, (nuint)(_modernInstanceCapacity * sizeof(uint)), null, GLEnum.DynamicDraw); + // A7 Fix D (D-2): binding=4 global lights + binding=5 per-instance light set. + _gl.GenBuffers(1, out _globalLightsSsbo); + _gl.BindBuffer(GLEnum.ShaderStorageBuffer, _globalLightsSsbo); + _gl.BufferData(GLEnum.ShaderStorageBuffer, + (nuint)(_globalLightData.Length * sizeof(float)), null, GLEnum.DynamicDraw); + + _gl.GenBuffers(1, out _instLightSetSsbo); + _gl.BindBuffer(GLEnum.ShaderStorageBuffer, _instLightSetSsbo); + _gl.BufferData(GLEnum.ShaderStorageBuffer, + (nuint)(_modernInstanceCapacity * AcDream.Core.Lighting.LightManager.MaxLightsPerObject * sizeof(int)), + null, GLEnum.DynamicDraw); + _gl.BindBuffer(GLEnum.ShaderStorageBuffer, 0); _gl.BindBuffer(GLEnum.DrawIndirectBuffer, 0); } @@ -262,6 +285,17 @@ public sealed unsafe class EnvCellRenderer : IDisposable public void SetClipRouting(IReadOnlyDictionary? cellIdToSlot) => _cellIdToSlot = cellIdToSlot; + /// + /// A7 Fix D (D-2): hand the renderer this frame's point-light snapshot + /// (LightManager.PointSnapshot). Call once per frame BEFORE Render, alongside + /// the WbDrawDispatcher snapshot wire-in. Indices in the per-cell light sets + /// reference this snapshot, which is also uploaded to binding=4 here, so the + /// pass is self-contained. Null/empty -> shells receive no point lights. + /// + public void SetPointSnapshot( + System.Collections.Generic.IReadOnlyList? snapshot) + => _pointSnapshot = snapshot; + // --------------------------------------------------------------------------- // GetEnvCellGeomId // Verbatim copy of WB EnvCellRenderManager.cs:94-103. @@ -997,6 +1031,35 @@ public sealed unsafe class EnvCellRenderer : IDisposable } } + // --------------------------------------------------------------------------- + // GetCellLightSet (A7 Fix D D-2 helper) + // Per-cell up-to-8 point lights, cached per frame. Camera-independent, like + // WbDrawDispatcher.ComputeEntityLightSet — keyed on the cell's world bounds. + // --------------------------------------------------------------------------- + + // A7 Fix D (D-2): the up-to-8 point lights reaching a cell, by the cell's world + // bounding sphere (camera-independent, like WbDrawDispatcher.ComputeEntityLightSet). + // Cached per frame; unused slots are -1 (shader adds no point light there). + private int[] GetCellLightSet(uint cellId) + { + if (_cellLightSetCache.TryGetValue(cellId, out var cached)) return cached; + + var set = new int[AcDream.Core.Lighting.LightManager.MaxLightsPerObject]; + System.Array.Fill(set, -1); + + var snap = _pointSnapshot; + if (snap is { Count: > 0 } && + _landblocks.TryGetValue(cellId & 0xFFFF0000u, out var lb) && + lb.EnvCellBounds.TryGetValue(cellId, out var b)) + { + Vector3 center = (b.Min + b.Max) * 0.5f; + float radius = (b.Max - b.Min).Length() * 0.5f; + AcDream.Core.Lighting.LightManager.SelectForObject(snap, center, radius, set); + } + _cellLightSetCache[cellId] = set; + return set; + } + // --------------------------------------------------------------------------- // RenderModernMDIInternal // Extracted from WB BaseObjectRenderManager.cs:709-848 (single-slot variant). @@ -1016,6 +1079,15 @@ public sealed unsafe class EnvCellRenderer : IDisposable int passIdx = (int)renderPass; if (passIdx < 0 || passIdx > 2) return; + // A7 Fix D (D-2): per-frame per-cell light-set cache (built lazily in + // GetCellLightSet below). Clear once here so each cell gets a fresh lookup + // using this frame's _pointSnapshot. Called for EVERY pass (opaque AND + // transparent); the cache entries are stable within a frame since PointSnapshot + // doesn't change between Render calls, so clearing once (at the opaque pass) + // and leaving stale entries for the transparent pass would also be correct, but + // clearing both is safe and matches WbDrawDispatcher's per-call ComputeEntityLightSet. + _cellLightSetCache.Clear(); + // §4 outdoor full-world flap (2026-06-10): hoisted from below the SSBO uploads. // Without the global VAO nothing can draw, and returning AFTER the pass state // was established leaked it (same early-out shape as the totalDraws==0 leak — @@ -1213,6 +1285,35 @@ public sealed unsafe class EnvCellRenderer : IDisposable (nuint)(uniqueInstanceCount * sizeof(uint)), ptr); } + // A7 Fix D (D-2): per-instance 8-int light set, parallel to the transforms, + // keyed on the cell each shell instance belongs to (mirrors _clipSlotData). + int lightStride = AcDream.Core.Lighting.LightManager.MaxLightsPerObject; + if (_lightSetData.Length < uniqueInstanceCount * lightStride) + _lightSetData = new int[System.Math.Max(_lightSetData.Length * 2, uniqueInstanceCount * lightStride)]; + for (int i = 0; i < uniqueInstanceCount; i++) + { + int[] cellSet = GetCellLightSet(allInstances[i].CellId); + System.Array.Copy(cellSet, 0, _lightSetData, i * lightStride, lightStride); + } + + // A7 Fix D (D-2): upload binding=4 (global lights) + binding=5 (per-instance set). + int lightCount = AcDream.Core.Lighting.GlobalLightPacker.Pack(_pointSnapshot, ref _globalLightData); + int glUploadCount = lightCount > 0 ? lightCount : 1; + _gl.BindBuffer(GLEnum.ShaderStorageBuffer, _globalLightsSsbo); + _gl.BufferData(GLEnum.ShaderStorageBuffer, + (nuint)(glUploadCount * AcDream.Core.Lighting.GlobalLightPacker.FloatsPerLight * sizeof(float)), + null, GLEnum.DynamicDraw); + fixed (float* gp = _globalLightData) + _gl.BufferSubData(GLEnum.ShaderStorageBuffer, 0, + (nuint)(glUploadCount * AcDream.Core.Lighting.GlobalLightPacker.FloatsPerLight * sizeof(float)), gp); + + _gl.BindBuffer(GLEnum.ShaderStorageBuffer, _instLightSetSsbo); + _gl.BufferData(GLEnum.ShaderStorageBuffer, + (nuint)(uniqueInstanceCount * lightStride * sizeof(int)), null, GLEnum.DynamicDraw); + fixed (int* lp = _lightSetData) + _gl.BufferSubData(GLEnum.ShaderStorageBuffer, 0, + (nuint)(uniqueInstanceCount * lightStride * sizeof(int)), lp); + // WB BaseObjectRenderManager.cs:807-818: bind VAO + SSBOs + barrier. // (globalVao validated at the top of the method — a return here would leak the // pass state established above.) @@ -1228,6 +1329,8 @@ public sealed unsafe class EnvCellRenderer : IDisposable // (binding=2, via the GameWindow ClipFrame or our no-clip fallback). _gl.BindBufferBase(GLEnum.ShaderStorageBuffer, 3, _clipSlotBuffer); BindClipRegionBinding2(); + _gl.BindBufferBase(GLEnum.ShaderStorageBuffer, 4, _globalLightsSsbo); // A7 Fix D (D-2) + _gl.BindBufferBase(GLEnum.ShaderStorageBuffer, 5, _instLightSetSsbo); // A7 Fix D (D-2) _gl.BindBuffer(GLEnum.DrawIndirectBuffer, _mdiCommandBuffer); _gl.MemoryBarrier(MemoryBarrierMask.ShaderStorageBarrierBit | MemoryBarrierMask.CommandBarrierBit); @@ -1443,5 +1546,7 @@ public sealed unsafe class EnvCellRenderer : IDisposable if (_modernBatchBuffer != 0) { _gl.DeleteBuffer(_modernBatchBuffer); _modernBatchBuffer = 0; } if (_clipSlotBuffer != 0) { _gl.DeleteBuffer(_clipSlotBuffer); _clipSlotBuffer = 0; } // Phase U.3 if (_fallbackClipRegionSsbo != 0) { _gl.DeleteBuffer(_fallbackClipRegionSsbo); _fallbackClipRegionSsbo = 0; } // Phase U.3 + if (_globalLightsSsbo != 0) { _gl.DeleteBuffer(_globalLightsSsbo); _globalLightsSsbo = 0; } // A7 Fix D (D-2) + if (_instLightSetSsbo != 0) { _gl.DeleteBuffer(_instLightSetSsbo); _instLightSetSsbo = 0; } // A7 Fix D (D-2) } } From b57a53edc42952df0bec1e27d21299817296adec Mon Sep 17 00:00:00 2001 From: Erik Date: Thu, 18 Jun 2026 17:47:09 +0200 Subject: [PATCH 212/223] =?UTF-8?q?docs(register):=20correct=20AP-35=20(pe?= =?UTF-8?q?r-vertex+wrap+norm=20ported,=20point=20sum=20clamped)=20?= =?UTF-8?q?=E2=80=94=20A7=20Fix=20D?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Fix A (aa94ced) moved point lighting to per-vertex Gouraud and ported the half-Lambert wrap + norm distance attenuation. Fix D D-1 added the separate point-light accumulator clamped to [0,1] matching retail's SetStaticLightingVertexColors bake clamp. AP-35 previously stated the path was per-pixel (mesh_modern.frag:52) and that wrap + normalization factor were "neither ported" — both wrong. Rewrite to reflect current state: per-vertex in mesh_modern.vert (pointContribution), wrap + norm ported, point sum clamped. Residual is architecture-only (per- frame GPU evaluate vs retail bake-once), not a visual divergence. Co-Authored-By: Claude Opus 4.8 (1M context) --- docs/architecture/retail-divergence-register.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/architecture/retail-divergence-register.md b/docs/architecture/retail-divergence-register.md index 8a9ddd3c..ee2463d1 100644 --- a/docs/architecture/retail-divergence-register.md +++ b/docs/architecture/retail-divergence-register.md @@ -131,7 +131,7 @@ accepted-divergence entries (#96, #49, #50). | AP-33 | Interior-root look-in cells (**#124** sub-pass) draw their statics + DYNAMICS + emitters WHOLE — no per-part/per-object viewcone check; retail viewconeCheck's each vs the installed view (the **#131** portal closure: a server object in a look-in cell drew nowhere — dynamics-last culls cells absent from the main cone, and post-seal it z-fails anyway) | `src/AcDream.App/Rendering/RetailPViewRenderer.cs` (`DrawBuildingLookIns`) | The main viewcone has no entries for look-in cells; over-include is the safe direction (z-correct, repainted outside apertures by the root's shells); look-in cell counts are small (~1-3 cells) | A few wasted draws on content outside the doorway region (repainted); no under-draw direction remains | `viewconeCheck` 0x0054c250; nested `DrawCells` objects pc:432878 | | AP-34 | Landscape-stage alpha deferral is a TWO-PHASE slice split (statics-early / dynamics+particles+weather-late around the **#124** look-ins) + outdoor-root attached scene emitters moved to the post-frame pass, not retail's single deferred alpha flush. Residual: building exteriors' / outside-stage dynamics' own translucent MESH batches still draw within their stage draw call (before later stage content) | `src/AcDream.App/Rendering/RetailPViewRenderer.cs` (`DrawLandscapeThroughOutsideView` late loop) + `GameWindow` post-frame Scene pass | The MDI dispatcher draws translucency inside each Draw call; a faithful FlushAlphaList port needs a global deferred alpha list across all landscape draws — the split covers the user-visible cases (#131 portal swirl, #132 candle flame indoors + outdoors) | Translucent landscape content drawn early and screen-overlapped by content drawn later in the stage gets overpainted (no depth self-protection) — the portal-swirl/candle-flame class re-appears in the residual configurations | `D3DPolyRender::FlushAlphaList` (DrawCells pc:432722) | | AP-36 | Dungeon streaming gate triggers on the player's CURRENT cell being a sealed EnvCell (`CurrCell.IsEnv && !SeenOutside`), an approximation of ACE's full landblock `IsDungeon` (all-heights-zero + NumCells>0 + Buildings.Count==0). The retail BEHAVIOR (a dungeon loads no adjacent landblocks) is faithful — only the runtime TRIGGER is the cheap cell predicate instead of classifying the center landblock. **#135 pre-collapse:** at login/teleport the same collapse is triggered EARLY (the instant the streaming center is recentered onto the spawn/dest cell) via `IsSealedDungeonCell` reading the EnvCell **dat** `SeenOutside` flag — because the physics `CurrCell` is null until placement, which waits for hydration; without the early trigger the full 25×25 ocean-grid window loads then unloads (the ~30 s login FPS ramp) | `src/AcDream.App/Rendering/GameWindow.cs:6895` (per-frame predicate) + `:IsSealedDungeonCell` + `:OnLiveEntitySpawnedLocked`/`:OnLivePositionUpdated` (login/teleport pre-collapse hooks) + `src/AcDream.App/Streaming/StreamingController.cs` (collapse/expand/`PreCollapseToDungeon`) | The predicate is already computed for sun/sky gating (playerInsideCell) and exactly matches for sealed dungeons vs windowed building interiors (SeenOutside=true → not gated); no landblock re-classification needed. The dat-flag read is the same `EnvCellFlags.SeenOutside` the hydrated `ObjCell.SeenOutside` is built from (`EnvCell.cs:72`/`PhysicsDataCache.cs:224`), so the pre-collapse decision matches the eventual per-frame gate exactly | A dungeon cell that reports SeenOutside (an entrance cell open to the surface) briefly un-collapses and re-streams the window; a hypothetical windowless building back-room (IsEnv && !SeenOutside but HasBuildings) would wrongly collapse its outdoor neighbors; a sealed-dungeon entrance cell that is itself SeenOutside is simply MISSED by the early trigger and falls back to the existing late collapse (no worse than before #135) | ACE `LandblockManager.GetAdjacentIDs` (dungeons→empty) Landblock.cs:577-582; `IsDungeon` Landblock.cs:1264-1277 | -| AP-35 | Point/spot lights use a single PER-PIXEL accumulation that ports `calc_point_light`'s `(1 − dist/falloff_eff)` LINEAR ramp (falloff_eff = Falloff × static_light_factor 1.3) + standard Lambert `N·L`; retail's path is PER-VERTEX Gouraud and additionally applies a half-Lambert wrap (`0.5·dist + N·L_vec`, lights surfaces down to `N·L ≥ −0.5`) and an x87-obscured normalization factor, neither ported | `src/AcDream.App/Rendering/Shaders/mesh_modern.frag:52` (+ `mesh.frag`; `LightInfoLoader.cs:81` folds 1.3 into Range) | The linear ramp is the user-visible fix (kills the hard-disc "spotlight" edge, #133 A7); the dropped wrap/normalization only re-shade the gradient slightly, and per-pixel vs per-vertex Gouraud chiefly differs on coarse geometry. Half-Lambert wrap + factor are an x87-decompile refinement (same artifact class as GetPowerBarLevel AP-24) | Surfaces facing slightly away from a torch (`−0.5 ≤ N·L < 0`) stay dark where retail's wrap lights them faintly; near-light gradient shading differs subtly from retail's per-vertex bake | `calc_point_light` 0x0059c8b0 (line 0x0059c9a2 ramp; 0x0059c925 wrap); static_light_factor 0x00820e24 | +| AP-35 | Point/spot lights are now PER-VERTEX Gouraud (`pointContribution` ~line 153 of `mesh_modern.vert`) matching retail's `SetStaticLightingVertexColors` bake path. Half-Lambert wrap (`(1/1.5)·(N·D + 0.5·d)`) AND norm distance attenuation (`distsq>1 ? distsq·d : d`) ARE ported (A7 Fix A, `aa94ced`). Point-light sum clamped to [0,1] on its own accumulator before adding ambient+sun (A7 Fix D D-1, mirrors retail's per-vertex bake clamp). CPU oracle: `src/AcDream.Core/Lighting/LightBake.cs`, locked by `tests/AcDream.Core.Tests/Lighting/LightBakeConformanceTests.cs`. **Residual:** acdream lights in-shader each frame (per-frame GPU evaluate); retail bakes into the vertex buffer ONCE. This is an architecture/performance difference, not a visual one — the per-vertex contribution is numerically equivalent | `src/AcDream.App/Rendering/Shaders/mesh_modern.vert` (`pointContribution` ~line 153; wrap ~line 163; norm ~line 167; point-sum clamp line 210) | Per-vertex Gouraud + wrap + norm + clamp all match retail. Per-frame evaluate vs. bake-once is the only remaining deviation; the pipeline computes the same vertex colours retail bakes. `LightInfoLoader.cs:81` folds static_light_factor 1.3 into Range | A new frame-time consumer that bypasses `accumulateLights` (e.g. a future prepass) would need to replicate the wrap + norm formula; per-frame GPU re-evaluate has higher per-frame cost than retail's one-shot bake for static geometry | `calc_point_light` 0x0059c8b0 (line 0x0059c9a2 ramp; 0x0059c925 wrap); `SetStaticLightingVertexColors` 0x0059cfe0; static_light_factor 0x00820e24 | --- From 156dc453c90ccf0141ed64d39d613ce5bf4d4f16 Mon Sep 17 00:00:00 2001 From: Erik Date: Thu, 18 Jun 2026 17:54:34 +0200 Subject: [PATCH 213/223] =?UTF-8?q?docs(register):=20AP-35=20drop=20false?= =?UTF-8?q?=20equivalence;=20AP-16=20retarget=20to=20per-object/cell=208-l?= =?UTF-8?q?ight=20cap=20=E2=80=94=20A7=20Fix=20D?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit AP-35: the "numerically equivalent" claim was false. Residual is now two parts: (a) per-frame GPU evaluate vs retail's bake-once (architecture/perf difference only; formula matches), and (b) SelectForObject 8-cap means a surface reached by >8 point lights is dimmer than retail's uncapped bake. Cross-references AP-16 for the cap ownership. AP-16: the old "global nearest-8 viewer-distance into UBO" description was stale — the UBO point-light path is now vestigial (mesh_modern.vert skips posAndKind.w!=0 entries; point lights come exclusively from the per-object SSBO binding 5). Retargeted to the current SelectForObject per-object/cell 8-cap mechanism with correct file:line (LightManager.cs:234), both call sites (ComputeEntityLightSet + GetCellLightSet), and the retail oracle distinction (hardware cap 0x0054d480 faithful; bake 0x0059cfe0 not). Preserved the UBO-directional-only note inline rather than losing it. Co-Authored-By: Claude Opus 4.8 (1M context) --- docs/architecture/retail-divergence-register.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/docs/architecture/retail-divergence-register.md b/docs/architecture/retail-divergence-register.md index ee2463d1..b7b358ff 100644 --- a/docs/architecture/retail-divergence-register.md +++ b/docs/architecture/retail-divergence-register.md @@ -111,7 +111,7 @@ accepted-divergence entries (#96, #49, #50). | AP-13 | `ComputeDamage` is a simplified retail damage formula (no augmentations/ratings) — verified DEAD CODE as of 2026-06-04, M2 scaffolding | `src/AcDream.Core/Combat/CombatModel.cs:184` | Not on the critical path; stubbed from r02 §5 + ACE CombatManager for the future M2 predictive display | If wired into the M2 attack-bar estimate as-is, predicted numbers diverge whenever augs/ratings apply | r02 §5; ACE CombatManager | | AP-14 | Encumbrance multiplier is a rough piecewise-linear stand-in (1.0→50%, ~0.7@100%, 0.1@300%) for retail's exact curve | `src/AcDream.Core/Items/ItemInstance.cs:187` | Hand-fit segments capture the curve's shape for scaffolding | Client-side burden-scaled effects (speed prediction) differ from retail at most burden ratios when loaded | r06 §6 (retail encumbered multiplier curve) | | AP-15 | WeenieError translation table covers only ~30 common codes (from ACE enum docs, not retail string_table.bin); unknown codes render raw hex | `src/AcDream.Core/Chat/WeenieErrorMessages.cs:26` | Untranslated codes are rare, fall back losslessly, 30-second add when reported | Server messages outside the table show as raw hex instead of the retail sentence | retail string_table.bin; ACE WeenieError*.cs | -| AP-16 | Global nearest-8 viewer-distance light selection (own r13 design); retail bound D3D lights per object/cell. NO viewer-range candidacy filter — each light's range cutoff is applied per-surface in the shader (the earlier `Range²×1.1` slack filter was removed; it dropped torches the viewer stood outside, the #133 "lighting off" report) | `src/AcDream.Core/Lighting/LightManager.cs:10` | Honors retail's 8-hardware-light constraint while fitting a global-uniform shader; nearest-8 is an allocation-free partial-select (no per-frame list/sort) | With >7 nearby lights, different objects are lit than retail would light (retail's per-object pick can light a far object by ITS nearest lights) | r13 §12.2 (acdream design); retail D3D 8-light constraint | +| AP-16 | Point/spot lights selected per-object / per-cell as the **8 nearest reaching lights** (sphere-overlap, nearest-first) via `LightManager.SelectForObject`, capped at `MaxLightsPerObject=8`; called from `WbDrawDispatcher.ComputeEntityLightSet` (objects) and `EnvCellRenderer.GetCellLightSet` (cell shells). Retail's bake (`SetStaticLightingVertexColors`) sums ALL reaching static lights per vertex with no count cap. Retail's *hardware* path (`minimize_object_lighting` 0x0054d480) DOES cap at 8 per object, so the cap is faithful to retail's hardware path — not to its bake path. The `LightManager.Tick` UBO path survives for DIRECTIONAL (sun) lights only; `mesh_modern.vert`'s UBO loop skips point/spot entries (`posAndKind.w != 0 → continue`) — point lights reach the shader exclusively via the per-object SSBO (binding 5) | `src/AcDream.Core/Lighting/LightManager.cs:234` (`SelectForObject`); `MaxLightsPerObject` ~line 174; call sites `WbDrawDispatcher.ComputeEntityLightSet` + `EnvCellRenderer.GetCellLightSet` | Matches retail's hardware constraint (8 lights per object/cell); selection is nearest-sphere-overlap which faithfully allocates lights to the surfaces that actually see them | Surfaces reached by >8 point lights are dimmer than retail's uncapped bake — rare (a dungeon room has a handful of torches), but real; see AP-35 for the bake-vs-GPU-evaluate architecture difference | `minimize_object_lighting` 0x0054d480 (retail's 8-light hardware cap); `SetStaticLightingVertexColors` 0x0059cfe0 (retail's bake, no count cap) | | AP-17 | Spell metadata from third-party CSV (3,956 rows, bad rows silently skipped), not the portal.dat SpellTable; Family feeds stacking decisions | `src/AcDream.Core/Spells/SpellTable.cs:10` | The dat spell-table port (obfuscated/encrypted aspects) wasn't done; CSV closed #11 fast and unblocked #6 stacking | Any CSV↔dat drift (wrong Family, missing rows) silently produces wrong buff-stacking winners and wrong panel info | portal.dat SpellTable 0x0E00000E | | AP-18 | Radar/indicator RGBA hand-tuned from screenshots; dispatch order ports `GetBlipColor` exactly but the real `RGBAColor_Radar*` static data is unrecovered | `src/AcDream.Core/Ui/RadarBlipColors.cs:33` | Color constants live in retail static data not yet extracted; comment invites tightening when recovered | Blip/indicator hues differ subtly from retail color cues | `gmRadarUI::GetBlipColor` 0x004d76f0; RGBAColor_Radar* (unrecovered) | | AP-19 | `PortalSideEpsilon` 0.01 (≈1 cm) instead of retail F_EPSILON ≈ 0.0002 — a documented render-root-lag tolerance, NOT a retail constant. DO-NOT-RETRY: T2 (BR-4) tried the retail value; CornerFloodReplay refuted it | `src/AcDream.App/Rendering/PortalVisibilityBuilder.cs:49` | Retail's tight epsilon only works with eye-exact swept curr_cell tracking; our viewer cell lags the eye by up to ~1 cm at pressed corners. Tighten after the #108-membership family + cdstW near-clip pin land | A 1 cm misclassification band at portal planes can flood or cull a portal the eye hasn't crossed — one-frame leaks / grey flashes at knife-edge doorway/corner positions | F_EPSILON @0x007c8c70; `PView::InitCell` 0x005a4b70 | @@ -131,7 +131,7 @@ accepted-divergence entries (#96, #49, #50). | AP-33 | Interior-root look-in cells (**#124** sub-pass) draw their statics + DYNAMICS + emitters WHOLE — no per-part/per-object viewcone check; retail viewconeCheck's each vs the installed view (the **#131** portal closure: a server object in a look-in cell drew nowhere — dynamics-last culls cells absent from the main cone, and post-seal it z-fails anyway) | `src/AcDream.App/Rendering/RetailPViewRenderer.cs` (`DrawBuildingLookIns`) | The main viewcone has no entries for look-in cells; over-include is the safe direction (z-correct, repainted outside apertures by the root's shells); look-in cell counts are small (~1-3 cells) | A few wasted draws on content outside the doorway region (repainted); no under-draw direction remains | `viewconeCheck` 0x0054c250; nested `DrawCells` objects pc:432878 | | AP-34 | Landscape-stage alpha deferral is a TWO-PHASE slice split (statics-early / dynamics+particles+weather-late around the **#124** look-ins) + outdoor-root attached scene emitters moved to the post-frame pass, not retail's single deferred alpha flush. Residual: building exteriors' / outside-stage dynamics' own translucent MESH batches still draw within their stage draw call (before later stage content) | `src/AcDream.App/Rendering/RetailPViewRenderer.cs` (`DrawLandscapeThroughOutsideView` late loop) + `GameWindow` post-frame Scene pass | The MDI dispatcher draws translucency inside each Draw call; a faithful FlushAlphaList port needs a global deferred alpha list across all landscape draws — the split covers the user-visible cases (#131 portal swirl, #132 candle flame indoors + outdoors) | Translucent landscape content drawn early and screen-overlapped by content drawn later in the stage gets overpainted (no depth self-protection) — the portal-swirl/candle-flame class re-appears in the residual configurations | `D3DPolyRender::FlushAlphaList` (DrawCells pc:432722) | | AP-36 | Dungeon streaming gate triggers on the player's CURRENT cell being a sealed EnvCell (`CurrCell.IsEnv && !SeenOutside`), an approximation of ACE's full landblock `IsDungeon` (all-heights-zero + NumCells>0 + Buildings.Count==0). The retail BEHAVIOR (a dungeon loads no adjacent landblocks) is faithful — only the runtime TRIGGER is the cheap cell predicate instead of classifying the center landblock. **#135 pre-collapse:** at login/teleport the same collapse is triggered EARLY (the instant the streaming center is recentered onto the spawn/dest cell) via `IsSealedDungeonCell` reading the EnvCell **dat** `SeenOutside` flag — because the physics `CurrCell` is null until placement, which waits for hydration; without the early trigger the full 25×25 ocean-grid window loads then unloads (the ~30 s login FPS ramp) | `src/AcDream.App/Rendering/GameWindow.cs:6895` (per-frame predicate) + `:IsSealedDungeonCell` + `:OnLiveEntitySpawnedLocked`/`:OnLivePositionUpdated` (login/teleport pre-collapse hooks) + `src/AcDream.App/Streaming/StreamingController.cs` (collapse/expand/`PreCollapseToDungeon`) | The predicate is already computed for sun/sky gating (playerInsideCell) and exactly matches for sealed dungeons vs windowed building interiors (SeenOutside=true → not gated); no landblock re-classification needed. The dat-flag read is the same `EnvCellFlags.SeenOutside` the hydrated `ObjCell.SeenOutside` is built from (`EnvCell.cs:72`/`PhysicsDataCache.cs:224`), so the pre-collapse decision matches the eventual per-frame gate exactly | A dungeon cell that reports SeenOutside (an entrance cell open to the surface) briefly un-collapses and re-streams the window; a hypothetical windowless building back-room (IsEnv && !SeenOutside but HasBuildings) would wrongly collapse its outdoor neighbors; a sealed-dungeon entrance cell that is itself SeenOutside is simply MISSED by the early trigger and falls back to the existing late collapse (no worse than before #135) | ACE `LandblockManager.GetAdjacentIDs` (dungeons→empty) Landblock.cs:577-582; `IsDungeon` Landblock.cs:1264-1277 | -| AP-35 | Point/spot lights are now PER-VERTEX Gouraud (`pointContribution` ~line 153 of `mesh_modern.vert`) matching retail's `SetStaticLightingVertexColors` bake path. Half-Lambert wrap (`(1/1.5)·(N·D + 0.5·d)`) AND norm distance attenuation (`distsq>1 ? distsq·d : d`) ARE ported (A7 Fix A, `aa94ced`). Point-light sum clamped to [0,1] on its own accumulator before adding ambient+sun (A7 Fix D D-1, mirrors retail's per-vertex bake clamp). CPU oracle: `src/AcDream.Core/Lighting/LightBake.cs`, locked by `tests/AcDream.Core.Tests/Lighting/LightBakeConformanceTests.cs`. **Residual:** acdream lights in-shader each frame (per-frame GPU evaluate); retail bakes into the vertex buffer ONCE. This is an architecture/performance difference, not a visual one — the per-vertex contribution is numerically equivalent | `src/AcDream.App/Rendering/Shaders/mesh_modern.vert` (`pointContribution` ~line 153; wrap ~line 163; norm ~line 167; point-sum clamp line 210) | Per-vertex Gouraud + wrap + norm + clamp all match retail. Per-frame evaluate vs. bake-once is the only remaining deviation; the pipeline computes the same vertex colours retail bakes. `LightInfoLoader.cs:81` folds static_light_factor 1.3 into Range | A new frame-time consumer that bypasses `accumulateLights` (e.g. a future prepass) would need to replicate the wrap + norm formula; per-frame GPU re-evaluate has higher per-frame cost than retail's one-shot bake for static geometry | `calc_point_light` 0x0059c8b0 (line 0x0059c9a2 ramp; 0x0059c925 wrap); `SetStaticLightingVertexColors` 0x0059cfe0; static_light_factor 0x00820e24 | +| AP-35 | Point/spot lights are now PER-VERTEX Gouraud (`pointContribution` ~line 153 of `mesh_modern.vert`) matching retail's `SetStaticLightingVertexColors` bake path. Half-Lambert wrap (`(1/1.5)·(N·D + 0.5·d)`) AND norm distance attenuation (`distsq>1 ? distsq·d : d`) ARE ported (A7 Fix A, `aa94ced`). Point-light sum clamped to [0,1] on its own accumulator before adding ambient+sun (A7 Fix D D-1, mirrors retail's per-vertex bake clamp). CPU oracle: `src/AcDream.Core/Lighting/LightBake.cs`, locked by `tests/AcDream.Core.Tests/Lighting/LightBakeConformanceTests.cs`. **Residual (two parts):** (a) acdream lights in-shader each frame (per-frame GPU evaluate); retail bakes into the vertex buffer ONCE — an architecture/performance difference; the wrap + norm + clamp formula is the same, but bake-once is cheaper for static geometry; (b) acdream's `SelectForObject` keeps only the 8 NEAREST reaching point/spot lights per object/cell (`MaxLightsPerObject=8`, see AP-16), whereas retail's bake sums ALL reaching static lights per vertex — a surface reached by >8 point lights is dimmer in acdream than retail's bake result (rare in practice; a room has a handful of torches) | `src/AcDream.App/Rendering/Shaders/mesh_modern.vert` (`pointContribution` ~line 153; wrap ~line 163; norm ~line 167; point-sum clamp line 210) | Per-vertex Gouraud + wrap + norm + clamp all match retail. The two residuals are: (a) per-frame GPU vs bake-once — architecture/perf only; (b) 8-light cap dimming when >8 lights reach one surface — rare. `LightInfoLoader.cs:81` folds static_light_factor 1.3 into Range | (a) A new frame-time consumer bypassing `accumulateLights` would need to replicate the wrap + norm formula; per-frame GPU re-evaluate has higher per-frame cost than bake for static geometry. (b) A densely lit scene (>8 torches reaching one wall) renders dimmer than retail — see AP-16 for the 8-cap ownership | `calc_point_light` 0x0059c8b0 (line 0x0059c9a2 ramp; 0x0059c925 wrap); `SetStaticLightingVertexColors` 0x0059cfe0; static_light_factor 0x00820e24 | --- From d400bc6105c35f447872d7db010dcea15e655e62 Mon Sep 17 00:00:00 2001 From: Erik Date: Thu, 18 Jun 2026 21:29:04 +0200 Subject: [PATCH 214/223] =?UTF-8?q?docs:=20handoff=20=E2=80=94=20finish=20?= =?UTF-8?q?the=20action=20bar=20(selected-object=20meter=20+=20shortcut=20?= =?UTF-8?q?drag)=20+=20start=20the=20inventory/paperdoll=20window?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Next D.2b-UI work after D.5.4. 3 streams (spell bar deferred): selected-object meter, shortcut drag/add/reorder/remove, inventory+paperdoll window. Current-code anchors + dependency graph + build order + brainstorm questions. Co-Authored-By: Claude Opus 4.8 (1M context) --- ...18-d53-bar-finish-and-inventory-handoff.md | 239 ++++++++++++++++++ 1 file changed, 239 insertions(+) create mode 100644 docs/research/2026-06-18-d53-bar-finish-and-inventory-handoff.md diff --git a/docs/research/2026-06-18-d53-bar-finish-and-inventory-handoff.md b/docs/research/2026-06-18-d53-bar-finish-and-inventory-handoff.md new file mode 100644 index 00000000..7695a1b0 --- /dev/null +++ b/docs/research/2026-06-18-d53-bar-finish-and-inventory-handoff.md @@ -0,0 +1,239 @@ +# Handoff — finish the action bar + start the inventory/paperdoll window + +**Date:** 2026-06-18 +**From:** the D.5.4 object/item-model session (SHIPPED `b506f53..6eb0fbde`, 2672 tests green, visually +confirmed on Barris/Coldeve). The data model is now solid — every server object lives in +`ClientObjectTable`, resolvable by guid. This handoff frames the NEXT work on the D.2b retail-UI track. +**Branch:** `claude/hopeful-maxwell-214a12` (kept, unmerged — carries D.5.2 + D.5.4). +**Line numbers below are as of HEAD `6eb0fbde` and WILL drift — grep the symbol, don't trust the line.** + +--- + +## 0. Scope (settled with the user) + +Three work streams. **The spell bar is explicitly DEFERRED** (it is a separate feature — a dedicated +spell-casting bar — NOT the action-bar spell *shortcuts*; do not build spell-glyph rendering/casting here). + +| Stream | What | Roadmap | +|---|---|---| +| **A. Selected-object meter** | The action bar's bottom strip: the player's currently-**selected** world object's Health/Mana meter + name (+ stack slider, deferred). Currently hidden. | D.5.3 (issue #140) | +| **B. Shortcut drag / add / reorder / remove** | Drag an item from the inventory window onto a hotbar slot; reorder slots; remove. The `AddShortcut`/`RemoveShortcut` wire. Item shortcuts already RENDER + click-to-use (D.5.1/D.5.4); this is the interactive management. | D.5.3 / D.5.5 | +| **C. Paperdoll + inventory window** | One combined window (`gmInventoryUI` nests paperdoll + backpack + 3D-items). It is the **drag SOURCE** that Stream B needs. | D.5.5 | + +**Out of scope:** the spell bar; the stack-split UI (entry box `0x100001A3` + slider `0x100001A4`); +the faithful Dragbar/Resizebar window resize (the IA-12 whole-window-drag approximation stays for now). + +**Dependency reality:** Stream B's drag-*from-inventory* needs Stream C (the inventory window) as the +drag source, and both B and C need the **drag-drop spine completed** (shared infra, §B.1). So this is +really 2-3 sub-phases — see the build order in §4. Each gets its own brainstorm → spec → plan. + +--- + +## 1. Read first + +- This doc. +- `docs/research/2026-06-16-ui-panels-synthesis.md` — **the build plan** for the core panels (build order, widget list, cross-panel wire table). Stream C follows it. +- `docs/research/2026-06-16-ui-item-slot-icon-dragdrop-spine-deep-dive.md` — the drag-drop spine design (§5 pseudocode is the spec for Stream B's widget hooks). +- `docs/research/2026-06-16-inventory-deep-dive.md` + `docs/research/2026-06-16-equipment-paperdoll-deep-dive.md` — the two panels' LayoutDesc maps + wire catalog. +- `docs/research/2026-06-16-action-bar-toolbar-deep-dive.md` — `gmToolbarUI` shortcut model + the `HandleDropRelease` drag flags. +- `claude-memory/project_object_item_model.md` (D.5.4) + `claude-memory/project_d2b_retail_ui.md` (D.2b/D.5.1/D.5.2 toolkit). + +**Mandatory workflow** (CLAUDE.md): grep `docs/research/named-retail/acclient_2013_pseudo_c.txt` by +`class::method` → cross-ref ACE/holtburger → pseudocode → port. Conformance tests throughout. +The named-decomp anchors for each stream are inline below. + +--- + +## 2. Stream A — selected-object meter (the smallest, mostly self-contained) + +**Goal:** when the player selects a world object (LMB pick or Tab/Q combat-target), the action bar's +bottom strip shows that object's **Health meter** + **name**; **Mana meter** for owned items. + +**Retail lifecycle** (the oracle): `gmToolbarUI::HandleSelectionChanged` +(`acclient_2013_pseudo_c.txt:198635`) — on selection it `SetVisible(1)`s the right meter and fires +`CM_Combat::Event_QueryHealth(guid)` (creatures/players) or `CM_Item::Event_QueryItemMana(guid)` +(owned items). The server replies `UpdateHealth (0x01C0)` / `UpdateItemMana`, and +`RecvNotice_UpdateObjectHealth` (`:196213`) / `RecvNotice_UpdateItemMana` (`:196188`) call +`SetAttribute_Float(meter, 0x69, pct)` — **property `0x69` is the fill ratio**. `UIElement_Meter`'s +fill element is child id `2` (`UIElement_Meter::Initialize :123328`; `OnSetAttribute :123712`). +Mana is gated on `IsOwnedByPlayer` (`:198763`). + +**LayoutDesc elements** (toolbar `0x21000016`, `.layout-dumps/toolbar-0x21000016.txt:621-811`): +container `0x1000019E`; name text `0x1000019F` (Type 0) + state overlay `0x100001A0` +(states `ObjectSelected 0x06001937` / `StackedItemSelected 0x06004CF4`); **health meter `0x100001A1`** +(Type 7); **mana meter `0x100001A2`** (Type 7); stack entry `0x100001A3`; stack slider `0x100001A4` +(Type 11). All currently in `ToolbarController` `HiddenIds` (~`ToolbarController.cs:41`), +`SetVisible(false)` at Bind (~`:100`). + +**Work items:** +1. **Fix the meter render bug** (the launch-log `meter 0x100001A1/A2: 1 Type-3 slice container + (expected 2)` warning). `DatWidgetFactory.BuildMeter` (~`DatWidgetFactory.cs:135-154`) assumes 2 + Type-3 slice containers (back + fill). The toolbar meters have **1** container (the fill, child + id `0x00000002`); the **back-track sprite is on the meter element's own DirectState** + (e.g. health `0x0600193E`). Fix `BuildMeter` to detect the 1-container case and read the back + track from the element's `StateMedia[""]`, fill from the child. (Vitals meters `0x2100006C` have 2 + containers and work — use them as the contrast.) +2. **`SelectedObjectController`** (analogue of `VitalsController` — see the working bind pattern at + `VitalsController.cs:61-97`): on selection-change, `SetVisible(true)` on `0x100001A1`(/`A2` for owned + items), bind `UiMeter.Fill` to `() => combat.GetHealthPercent(selGuid)`, bind the name text + `0x1000019F` to `ClientObjectTable.Get(selGuid)?.Name`, set the `0x100001A0` overlay state; on + deselect `SetVisible(false)`. +3. **Selection notification:** there is no `SelectionChanged` event today — `_selectedGuid` is a raw + `uint?` on `GameWindow` (~`GameWindow.cs:844`), written by `PickAndStoreSelection` (LMB) and + `SelectClosestCombatTarget` (Tab/Q), cleared on despawn. Either add an event or poll-and-diff a + `Func` (the `TargetIndicatorPanel` pattern). **Brainstorm: event vs poll.** +4. **Health is ready:** `CombatState.GetHealthPercent(guid)` + `CombatState.HealthChanged` + (`CombatState.cs:92,45`), wired from `UpdateHealth 0x01C0` (`GameEventWiring.cs:155`). + To force a fresh value on selection, retail sends `QueryHealth` — `SocialActions.BuildQueryHealth` + (0x01BF) already exists (`SocialActions.cs:49`). **Brainstorm: send QueryHealth on select, or rely + on server broadcasts for now?** +5. **Mana is NOT ready** (the harder half): no remote-target mana anywhere (`CombatState` is + health-only; `LocalPlayerState.ManaPercent` is self-only). `QueryItemManaResponse (0x0264)` is + *parsed* (`GameEvents.cs:416`) but **unregistered** in `GameEventWiring`, and there is **no + outbound `QueryItemMana` builder** (its C→S opcode is unknown — `0x0264` is the reply). + **Brainstorm/decide: defer mana entirely for D.5.3 (health-only, matching that mana is owned-item-only + anyway), or do the full mana path?** Recommend deferring mana → ship health-meter + name first. +6. **Stack slider/entry (`0x100001A3/A4`):** deferred (stack-split UI). + +**Why A is mostly standalone:** it doesn't need the drag-drop spine, the window manager, or the +inventory window. It's the quickest win and finishes the bar's *display*. Good first chunk. + +--- + +## 3. Stream B — shortcut drag / add / reorder / remove + +**Item shortcuts already render + click-to-use** (D.5.1 + D.5.4). This stream is the interactive +management: drag an item from inventory onto a slot, reorder, remove. + +### B.1 — the drag-drop spine (SHARED infra, also needed by Stream C) +`UiRoot` has the **complete** retail drag state machine, LIVE-wired to Silk.NET input: +`BeginDrag`/`UpdateDragHover`/`FinishDrag` firing `DragBegin 0x15`/`DragEnter 0x21`/`DragOver 0x1C`/ +`DropReleased 0x3E` (`UiRoot.cs:450-496`), promoted on >3px move, bridged via `UiHost.WireMouse` +(`UiHost.cs:78-88`, called at `GameWindow.cs:1769`). **But:** +- `BeginDrag` always passes `payload: null` (`UiRoot.cs:188`); `DragPayload` has a private setter + (`UiRoot.cs:73`) → needs a `SetDragPayload(object)` escape hatch (or a source-payload callback). +- `UiItemSlot.OnEvent` handles only `MouseDown→Clicked` (`UiItemSlot.cs:101-105`) — **no + DragBegin/DragEnter/DragOver/DropReleased cases**. (`UiItemSlot.ItemId` `:19` is the payload source.) +- `UiField`'s `CatchDroppedItem`/`MouseOverTop` are **doc-comment only** (`UiField.cs:10-11`) — the + bodies belong on `UiItemSlot`, per the spine doc §5.6. +- No `IItemListDragHandler` interface exists; no drag ghost renderer; no `InqDropIconInfo` helper. + +**Build (spine doc §5.7 is the spec):** (1) payload injection in `UiItemSlot` on DragBegin +(`{objId=ItemId, srcContainer, srcSlot}`); (2) a cursor-following **drag ghost** (the icon is already +in `UiItemSlot.IconTexture`); (3) drop-target hooks on `UiItemSlot` (DragEnter/Over→accept/reject +overlay `0x10000041`/`0x10000040`/`0x1000003f`; DropReleased→`HandleDropRelease`); (4) +`IItemListDragHandler { bool OnDragOver(...); void HandleDropRelease(...) }` that panels implement + +register on their `UiItemList`. + +### B.2 — the shortcut model + wire +- **Mutable store missing.** Shortcuts are a **read-only** `IReadOnlyList` + (`GameWindow.Shortcuts ~:600`, set once from PlayerDescription via `onShortcuts` at + `GameEventWiring.cs:415`). Port retail `ShortCutManager::shortCuts_[18]` (`acclient.h:36492`) as a + small mutable `ShortcutStore` (18 slots; `Load`/`AddOrReplace(slot,guid)→displaced`/`Remove(slot)`). +- **Wire builders exist with a naming bug.** `InventoryActions.BuildAddShortcut` (0x019C, + `InventoryActions.cs:99`) — param `objectType` should be `objectGuid`; the trailing field is packed + `spellId(u16)|layer(u16)` (0 for items). Byte layout is already correct for item-only callers; **fix + the names before wiring.** Field order confirmed by ACE `Shortcut.cs:33`, holtburger + `shortcuts.rs:37`, retail `ShortCutData` `acclient.h:36484`. `BuildRemoveShortcut` (0x019D) is fine. +- **No `SendAddShortcut`/`SendRemoveShortcut` on `WorldSession`** — wrap the builders (pattern = + `SendChangeCombatMode`: `NextGameActionSequence()` + `Build*()` + `SendGameAction()`, `:1064`). +- **Drop flow** (retail `gmToolbarUI::HandleDropRelease :197971`): `InqDropIconInfo` flags + `&0xE==0` = fresh-from-inventory (place), `&4` = reorder. On drop: remove target if occupied (0x019D) + → update store → add (0x019C) → `Populate()`. Reorder also puts the displaced item back in the source + slot. `ToolbarController` implements `IItemListDragHandler` + gets `Action`s for the two sends. + +**Reorder-within-bar needs no inventory; drag-from-inventory needs Stream C.** + +--- + +## 4. Stream C — paperdoll + inventory window (one window) + +**The design is already written — follow `2026-06-16-ui-panels-synthesis.md` §4.** This section is the +**current-code readiness** + what's missing. Don't re-derive the design. + +**READY (post-D.5.1/D.5.4):** `UiItemSlot` + `UiItemList` + `IconComposer` (`src/AcDream.App/UI/`), +`DatWidgetFactory` registers `0x10000031→UiItemList` (`:70`); the data path is +`ClientObjectTable.GetContents(containerGuid)` → ordered guids → `Get(guid)` → full icon fields +(`ClientObjectTable.cs:273,188`). The toolkit + data model are in place. + +**MISSING (the build, in synthesis order):** +1. **Window manager** (deferred Plan-2): open/close/z-order/persist. Today every window is **always-on + at a hardcoded position** (`ACDREAM_RETAIL_UI=1`, `GameWindow.cs:1906`); `UiHost` has no + open/close API (`UiHost.cs:37`). Needs at minimum an **`I`-key toggle** to open/close the inventory + window. (Faithful Dragbar/Resizebar resize stays deferred — IA-12 whole-window-drag is fine.) +2. **`UiItemList` N-cell grid mode** — currently single-cell (`UiItemList.cs:12`, only sizes + `_cells[0]`); `Flush`/`AddItem` skeleton exists but no column-count/pitch/wrap (LIKELY 6 cols × 36px; + confirm from `UIElement_ItemList::ItemList_AddItem`). +3. **Sub-window mount in `LayoutImporter`** — `gmInventoryUI` (`0x21000023`) nests paperdoll + (`0x21000024`), backpack (`0x21000022`), 3D-items (`0x21000021`) as child elements whose class id + has its own `BaseLayoutId`. The importer only does TEMPLATE inheritance today + (`LayoutImporter.cs:196-228`) — it has never instantiated a nested `gm*UI` window. New capability. +4. **Wire gaps** (inventory deep-dive §4.3): builders `DropItem 0x001B`, `GetAndWieldItem 0x001A`, + `NoLongerViewingContents 0x0195` (all absent); parsers `ViewContents 0x0196`, `SetStackSize 0x0197`, + `InventoryRemoveObject` (all absent); fix `ParsePutObjInContainer` (drops the 4th `containerType`, + `GameEvents.cs:352`) + `ParseInventoryServerSaveFailed` (drops `weenieError`, `:377`); register + `ViewContents`/`0x019A`/`0x0052`/`0x00A0` in `GameEventWiring`. +5. **`UiViewport` (Type 0xD)** for the paperdoll 3D doll — **the single biggest new piece.** No widget, + no factory registration, no renderer. Needs an `IUiViewportRenderer` **Core→App seam** (Rule 2) for a + scissored single-entity GL pass. The doll is the local player's ObjDesc-dressed entity in a fixed + viewport. **Heavy — brainstorm separately (see §5 open questions).** +6. **`InventoryController` + `PaperDollController`** (the `gm*UI::PostInit` find-by-id pattern): + backpack burden Meter (`SetLoadLevel`→fill `0x69`), own-pack list + side-pack list, the + element-id→`EquipMask` map for paperdoll slots, `ObjDescEvent 0xF625` → re-dress. + +--- + +## 5. Recommended build order + the dependency graph + +This spans **2-3 sub-phases**. Suggested sequence (each its own brainstorm → spec → plan): + +1. **D.5.3a — selected-object meter** (Stream A). Standalone, quickest, finishes the bar's display. + No spine/window-manager dependency. Recommend health-meter + name first; defer mana. +2. **Drag-drop spine completion** (§B.1) — shared infra for B and C. Build once. +3. **Window manager (open/close)** (§C.1) — enough to toggle the inventory window open. +4. **D.5.5 — inventory window** (§C, grid + sub-window mount + wire gaps + `InventoryController`). + This gives the drag **source**. +5. **D.5.3b — shortcut drag-to-add/reorder/remove** (Stream B) — now that the spine + inventory source + + `ShortcutStore` + the `BuildAddShortcut` fix are in place. (Reorder-within-bar could land earlier + with just steps 2 + the store.) +6. **Paperdoll** (`UiViewport` + `PaperDollController`, §C.5/6) — the 3D doll, the heaviest piece. + +**Critical-path note:** the drag-drop spine (step 2) is the lynchpin — both shortcut drag and inventory +drag depend on it. Do it early and well (it has its own spine deep-dive as the spec). + +--- + +## 6. Open questions for the brainstorm(s) + +- **A:** SelectionChanged event vs poll-and-diff? Send `QueryHealth (0x01BF)` on select, or rely on + server broadcasts? Defer mana (health-only) for D.5.3 — confirm. The meter render-bug fix: + back-track from the element's own DirectState — verify the sprite ids (`0x0600193E` health) against the + dump. +- **B:** `DragPayload` shape (a `record ItemDragPayload(objId, srcContainer, srcSlot, flags)` vs the + slot itself)? Where does the drag ghost render (UiRoot.OnDraw vs UiItemSlot overlay)? Is `UiItemList` + or `UiItemSlot` the drop-target unit? Fire-and-forget vs optimistic-then-confirm for the shortcut wire? +- **C:** Sub-window mount — recursive `Import()` in `LayoutImporter`, or external stitch by the + controller? Inventory grid column count (confirm 6 from decomp)? Does the paperdoll doll clone the + player `WorldEntity` or build a fresh ObjDesc-dressed `AnimatedEntityState` (player = camera, so there's + no player-as-renderable today)? `IUiViewportRenderer` timing (post-world pass vs pre-pass)? Open the + inventory by `I`-key only, or also the toolbar's inventory button? + +--- + +## 7. ⚠ Corrections to the grounding research (verify against source) + +- **`_liveEntityInfoByGuid` is GONE** (retired in D.5.4 Task 10, `a9d40ad`). A research agent's notes + reference it as the selected-object name source at `GameWindow.cs:835/2559/12129` — **stale.** + Post-D.5.4 the name resolves via `ClientObjectTable.Get(guid)?.Name`, or the `GameWindow.LiveName(guid)` + / `DescribeLiveEntity(guid)` helpers (which now read the table). Likewise "`ClientObjectTable` does not + exist yet" is wrong — it shipped in D.5.4. Trust the table, not the dict. +- **Line numbers throughout drift** (D.5.4 removed ~75 lines from `GameWindow`). Grep the symbol. + +--- + +## 8. New-session prompt (paste into a fresh session) + +> Continue acdream's D.2b retail-UI track. **Read `docs/research/2026-06-18-d53-bar-finish-and-inventory-handoff.md` first**, then the 2026-06-16 UI deep-dives it references. Three work streams (spell bar DEFERRED — it is a separate feature, not the action-bar spell shortcuts): **(A)** the action bar's selected-object meter (Health + name; mana deferred — issue #140); **(B)** shortcut drag/add/reorder/remove (the `AddShortcut 0x019C`/`RemoveShortcut 0x019D` wire + the drag-drop spine completion; item shortcuts already render+click); **(C)** start the paperdoll+inventory window (one window — `gmInventoryUI` nests paperdoll/backpack/3D-items). The drag-drop spine (UiRoot has the machine; UiItemSlot lacks the hooks) is shared infra for B and C — build it early. Suggested order: A (standalone quick win) → drag-drop spine → window manager (open/close) → inventory window → shortcut drag → paperdoll (UiViewport). Use the full brainstorm → spec → plan → subagent-driven flow per stream; mandatory grep-named→cross-ref→pseudocode→port for any wire format; conformance tests throughout. Data model is solid post-D.5.4: resolve every object via `ClientObjectTable.Get(guid)` / `GetContents(containerGuid)`. Branch `claude/hopeful-maxwell-214a12` (kept, unmerged). + +**MEMORY.md index line:** +- [Handoff: finish the bar + inventory/paperdoll window (2026-06-18)](research/2026-06-18-d53-bar-finish-and-inventory-handoff.md) — next D.2b-UI work after D.5.4. 3 streams (spell bar DEFERRED): (A) selected-object meter (health+name, mana deferred; fix DatWidgetFactory 1-slice-container meter bug; SelectedObjectController like VitalsController), (B) shortcut drag/add/reorder/remove (UiRoot has the drag machine, UiItemSlot lacks hooks; mutable ShortcutStore missing; BuildAddShortcut naming bug), (C) inventory+paperdoll window (needs window-manager open/close + UiItemList grid mode + sub-window mount + wire gaps + UiViewport). Build order + per-stream anchors + brainstorm questions inside. ⚠ _liveEntityInfoByGuid is GONE (D.5.4) — name via ClientObjectTable.Get. From 0980bea48dfcc8b94b524b11f6a1a898b86f9524 Mon Sep 17 00:00:00 2001 From: Erik Date: Thu, 18 Jun 2026 21:38:30 +0200 Subject: [PATCH 215/223] =?UTF-8?q?fix(render):=20A7=20Fix=20D=20D-3/D-4?= =?UTF-8?q?=20=E2=80=94=20two-path=20lighting=20(objects=20plain-Lambert+s?= =?UTF-8?q?un,=20EnvCell=20wrap+no-sun)=20(#140)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit mesh_modern unified all meshes into one calc_point_light path: it applied the bake's half-Lambert wrap to objects (lighting character backs from a torch behind them) and added the sun to EnvCell building shells (warm facade wash). Retail splits these: objects = hardware plain Lambert max(0,N.L) + sun; EnvCell walls = baked wrap, dynamics only, NO sun (minimize_envcell_lighting). Add a per-draw uLightingMode (WbDrawDispatcher=0 object, EnvCellRenderer=1 envcell) selecting the angular term (wrap vs plain Lambert) and gating the sun. Per-light cap + D-1 clamp unchanged. Co-Authored-By: Claude Opus 4.8 (1M context) --- .../Rendering/Shaders/mesh_modern.vert | 37 +++++++++++-------- .../Rendering/Wb/EnvCellRenderer.cs | 1 + .../Rendering/Wb/WbDrawDispatcher.cs | 3 ++ 3 files changed, 26 insertions(+), 15 deletions(-) diff --git a/src/AcDream.App/Rendering/Shaders/mesh_modern.vert b/src/AcDream.App/Rendering/Shaders/mesh_modern.vert index 667db74d..78011f66 100644 --- a/src/AcDream.App/Rendering/Shaders/mesh_modern.vert +++ b/src/AcDream.App/Rendering/Shaders/mesh_modern.vert @@ -122,6 +122,7 @@ uniform mat4 uViewProjection; // _opaqueDrawCount before the transparent MDI call, matching WorldBuilder's // uDrawIDOffset pattern in BaseObjectRenderManager.cs line 845. uniform int uDrawIDOffset; +uniform int uLightingMode; // A7 Fix D: 0 = OBJECT (plain Lambert + sun), 1 = ENVCELL (half-Lambert wrap, no sun) // SceneLighting UBO — binding=1 in the UBO namespace (GL keeps the SSBO and UBO // binding tables separate, so this coexists with the binding=1 BatchBuffer SSBO @@ -157,16 +158,19 @@ vec3 pointContribution(vec3 N, vec3 worldPos, GlobalLight L) { float d = sqrt(distsq); float range = L.dirAndRange.w; // falloff_eff = Falloff × 1.3 if (d >= range || range <= 1e-4) return vec3(0.0); - // Half-Lambert WRAP: (1/1.5)·(N·D + 0.5·d). N·D = d·cosθ (D un-normalised); the - // +0.5·d bias lets a face angled AWAY from the torch still catch light (retail's - // soft terminator). wrap≤0 = fully shadowed. TwoLpr=1.5, WrapBias=0.5. - float wrap = (1.0 / 1.5) * (dot(N, toL) + 0.5 * d); - if (wrap <= 0.0) return vec3(0.0); + // A7 Fix D D-3: angular term by lighting path. ENVCELL bake (mode 1) keeps the + // half-Lambert wrap (lights surfaces angled away, retail calc_point_light); OBJECT + // mode (0) uses plain Lambert max(0,N·L) so a torch BEHIND a character contributes + // nothing (retail's hardware path). toL is un-normalised (length d). + float angular = (uLightingMode == 1) + ? (1.0 / 1.5) * (dot(N, toL) + 0.5 * d) // half-Lambert wrap (EnvCell bake) + : max(0.0, dot(N, toL)); // plain Lambert (object/hardware) + if (angular <= 0.0) return vec3(0.0); // NORM branch (distance-cube): >1 m → distsq·d ≈ inverse-square soft far halo; // <1 m → just d (dodge the near singularity). "Punchy near, soft far." float norm = (distsq > 1.0) ? (distsq * d) : d; float intensity = L.colorAndIntensity.w; - float scale = (1.0 - d / range) * intensity * (wrap / norm); + float scale = (1.0 - d / range) * intensity * (angular / norm); if (kind == 2) { // Spotlight: hard-edged cos-cone gate layered on the point ramp. vec3 Ldir = toL / max(d, 1e-4); @@ -183,15 +187,18 @@ vec3 pointContribution(vec3 N, vec3 worldPos, GlobalLight L) { vec3 accumulateLights(vec3 N, vec3 worldPos, int instanceIndex) { vec3 lit = uCellAmbient.xyz; - // SUN / directional — material-lit term (added with ambient, NOT into the - // torch sum), unchanged. - int activeLights = int(uCellAmbient.w); - for (int i = 0; i < 8; ++i) { - if (i >= activeLights) break; - if (int(uLights[i].posAndKind.w) != 0) continue; // directional only - vec3 Ldir = -uLights[i].dirAndRange.xyz; - float ndl = max(0.0, dot(N, Ldir)); - lit += uLights[i].colorAndIntensity.xyz * uLights[i].colorAndIntensity.w * ndl; + // SUN / directional — OBJECT path only (mode 0). retail's EnvCell path + // (minimize_envcell_lighting) enables only dynamic lights, NEVER the sun, so + // EnvCell walls (mode 1) get no directional sun wash (A7 Fix D D-4). + if (uLightingMode == 0) { + int activeLights = int(uCellAmbient.w); + for (int i = 0; i < 8; ++i) { + if (i >= activeLights) break; + if (int(uLights[i].posAndKind.w) != 0) continue; // directional only + vec3 Ldir = -uLights[i].dirAndRange.xyz; + float ndl = max(0.0, dot(N, Ldir)); + lit += uLights[i].colorAndIntensity.xyz * uLights[i].colorAndIntensity.w * ndl; + } } // POINT / SPOT torches: their OWN accumulator (A7 Fix D, D-1). Retail's diff --git a/src/AcDream.App/Rendering/Wb/EnvCellRenderer.cs b/src/AcDream.App/Rendering/Wb/EnvCellRenderer.cs index 421890e2..bf80e9e0 100644 --- a/src/AcDream.App/Rendering/Wb/EnvCellRenderer.cs +++ b/src/AcDream.App/Rendering/Wb/EnvCellRenderer.cs @@ -877,6 +877,7 @@ public sealed unsafe class EnvCellRenderer : IDisposable // WB EnvCellRenderManager.cs:406-409: uniform state setup. _shader.SetInt("uRenderPass", (int)renderPass); _shader.SetInt("uFilterByCell", 0); + _shader.SetInt("uLightingMode", 1); // A7 Fix D D-3/D-4: EnvCell bake (wrap points, no sun) // Phase U.4 ROOT-CAUSE FIX (cell-shell flicker / "transparent walls when // moving"): upload uViewProjection HERE rather than inheriting it from diff --git a/src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs b/src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs index fa686b3c..fc131abb 100644 --- a/src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs +++ b/src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs @@ -893,6 +893,9 @@ public sealed unsafe class WbDrawDispatcher : IDisposable _indoorProbeFrameCounter++; var vp = camera.View * camera.Projection; _shader.SetMatrix4("uViewProjection", vp); + // A7 Fix D D-3/D-4: object path — plain Lambert points + sun. MUST set + // explicitly (shared GL uniform; EnvCellRenderer sets it to 1). + _shader.SetInt("uLightingMode", 0); // #128 self-heal: fresh re-request dedup per Draw pass. _missRequested.Clear(); From e8562fc4e235086de19f5b75730be698270ea0ce Mon Sep 17 00:00:00 2001 From: Erik Date: Thu, 18 Jun 2026 22:19:14 +0200 Subject: [PATCH 216/223] =?UTF-8?q?docs(D.5.3a):=20spec=20+=20plan=20?= =?UTF-8?q?=E2=80=94=20selected-object=20meter=20(Stream=20A)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Brainstormed design for the action bar's bottom strip: name + Health meter on selection (mana deferred #140). Decisions: SelectionChanged via property setter; send QueryHealth(0x01BF) on select. Grounded in retail gmToolbarUI::HandleSelectionChanged (acclient_2013_pseudo_c.txt:198635) — clear-then-populate, overlay state 0x1000000b, health gate IsPlayer||pet||attackable. Render-bug fix is BuildMeter-only (single-image back+fill meter; UiMeter already renders it). Co-Authored-By: Claude Opus 4.8 (1M context) --- ...6-06-18-d53a-selected-object-meter-plan.md | 46 +++ ...06-18-d53a-selected-object-meter-design.md | 289 ++++++++++++++++++ 2 files changed, 335 insertions(+) create mode 100644 docs/superpowers/plans/2026-06-18-d53a-selected-object-meter-plan.md create mode 100644 docs/superpowers/specs/2026-06-18-d53a-selected-object-meter-design.md diff --git a/docs/superpowers/plans/2026-06-18-d53a-selected-object-meter-plan.md b/docs/superpowers/plans/2026-06-18-d53a-selected-object-meter-plan.md new file mode 100644 index 00000000..61af1469 --- /dev/null +++ b/docs/superpowers/plans/2026-06-18-d53a-selected-object-meter-plan.md @@ -0,0 +1,46 @@ +# D.5.3a — Selected-object meter — implementation plan + +Spec: `docs/superpowers/specs/2026-06-18-d53a-selected-object-meter-design.md`. +Pre-approved by user 2026-06-18; subagent-driven, sequential (build-safe in one worktree). + +Mandatory per task: cite named-retail anchors in comments; `dotnet build` + the relevant +`dotnet test` green; match surrounding code style. No commits by subagents — the lead commits the +coherent set after the full build+test passes. + +## Task order (each builds on the accumulated working tree) + +### T1 — `WorldSession.SendQueryHealth` (+ net test) · project: `AcDream.Core.Net` +- Add `SendQueryHealth(uint targetGuid)` mirroring `SendChangeCombatMode` (`WorldSession.cs:1134`): + `NextGameActionSequence()` → `SocialActions.BuildQueryHealth(seq, guid)` → `SendGameAction(body)`. +- Test in `tests/AcDream.Core.Net.Tests/`: drive it through the existing send-capture seam used by the + other `WorldSession.Send*` tests; assert captured bytes == `BuildQueryHealth(seq, guid)`. +- Accept: `dotnet test` for `AcDream.Core.Net.Tests` green. + +### T2 — `DatWidgetFactory.BuildMeter` single-image shape (+ test) · project: `AcDream.App` +- Handle `containers.Count == 1`: `BackLeft = info.StateMedia[""].File`, + `FrontLeft = containers[0].StateMedia[""].File`, tile/right = 0. Keep `>= 2` (vitals) path unchanged. + Warn only on `Count == 0` / `Count > 2`. +- Extend `tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs`: 1-container synthetic meter + asserts Back/Front populated + others 0; 2-container case asserts vitals path unchanged. +- Accept: `dotnet test` for `AcDream.App.Tests` green. + +### T3 — `SelectedObjectController` (+ test) · project: `AcDream.App` +- New `src/AcDream.App/UI/Layout/SelectedObjectController.cs` per spec §3 (Bind signature, bind-time + setup, `OnSelectionChanged` clear-then-populate). Cite `HandleSelectionChanged:198635`. +- New `tests/AcDream.App.Tests/UI/Layout/SelectedObjectControllerTests.cs` per spec §Testing item 2 + (mirror `ToolbarControllerTests` for building a minimal `ImportedLayout` + recording delegates). +- Accept: `dotnet test` for `AcDream.App.Tests` green. + +### T4 — GameWindow integration + register rows · project: `AcDream.App` (depends on T1, T3) +- Convert `_selectedGuid` field → `SelectedGuid` property + `SelectionChanged` event (spec §1); replace + the 3 write sites; leave read sites on the field. +- Remove `0x100001A1` + `0x100001A2` from `ToolbarController.HiddenIds` (keep `0x100001A4`). +- Wire `SelectedObjectController.Bind(...)` after `ToolbarController.Bind` (spec §5). +- Add the 2 divergence rows (spec §Divergence) to + `docs/architecture/retail-divergence-register.md`. +- Accept: full `dotnet build` + `dotnet test` green. + +## Then (lead) +- Adversarial Opus review of the full diff vs spec + decomp. +- Commit the coherent set to the branch; update roadmap/ISSUES if applicable; memory if a durable lesson. +- Stop for the user's visual gate (the acceptance test for this stream). diff --git a/docs/superpowers/specs/2026-06-18-d53a-selected-object-meter-design.md b/docs/superpowers/specs/2026-06-18-d53a-selected-object-meter-design.md new file mode 100644 index 00000000..1c22d391 --- /dev/null +++ b/docs/superpowers/specs/2026-06-18-d53a-selected-object-meter-design.md @@ -0,0 +1,289 @@ +# D.5.3a — Selected-object meter (Stream A) — design + +**Date:** 2026-06-18 +**Phase:** D.5.3a (the action bar's bottom strip). Roadmap: D.2b retail-UI track, issue #140. +**Branch:** `claude/hopeful-maxwell-214a12`. +**Handoff parent:** `docs/research/2026-06-18-d53-bar-finish-and-inventory-handoff.md` §2. + +## Goal + +When the player selects a world object (LMB pick → `PickAndStoreSelection`, or Tab/Q combat-target +→ `SelectClosestCombatTarget`), the action bar's bottom strip shows: + +- the selected object's **name** (always, for any selection), and +- a live **Health** meter — only for targets that are a player, a pet, or attackable + (retail's `IsPlayer() || pet_owner || ObjectIsAttackable()` gate). + +On deselect (or despawn of the selected object) the strip clears. + +**Out of scope (deferred):** the **Mana** meter (`0x100001A2`, issue #140 — owned-item-only), +the stack-size entry box + slider (`0x100001A3`/`0x100001A4`), and the formatted stack-count name +suffix. Mana is a tracked feature gap, not a runtime deviation. + +## Retail oracle + +`gmToolbarUI::HandleSelectionChanged` — `docs/research/named-retail/acclient_2013_pseudo_c.txt:198635`. +Verbatim behavior (the spec follows this exactly): + +1. **Clear-then-populate.** On any selection change (`m_iidSelectedObject != selectedID`): + - `UIElement_Text::SetText(m_pSelObjectName, "")` — clear the name. + - `m_pSelObjectField->SetState(0)` — reset the overlay field (`0x100001A0`) to its blank + DirectState. + - If the health meter was visible: `Event_QueryHealth(0)` (cancel) + `SetVisible(0)`. + - If the mana meter was visible: `Event_QueryItemMana(0)` + `SetVisible(0)`. + - Hide stack entry box + slider. +2. **Selection == 0** → set the use-object button to disabled state and return (strip stays cleared). +3. **Selection != 0** (weenie object resolved): + - Name = `ACCWeenieObject::GetObjectName(NAME_APPROPRIATE)`. `_stackSize <= 1` → plain name; + `_stackSize > 1` → formatted with count (**deferred**). + - For a non-stack (`_stackSize == 0 || _stackSize <= 1`): + - `eax_29 = IsPlayer()`; if not player and no `pet_owner`, `eax_32 = ObjectIsAttackable(selectedID)`. + - **If `IsPlayer || pet_owner != 0 || attackable`:** `m_pSelObjectField->SetState(0x1000000b)` + (the "ObjectSelected" state) **and** `CM_Combat::Event_QueryHealth(m_iidSelectedObject)`. + (Health meter becomes visible via the subsequent `RecvNotice_UpdateObjectHealth` path, + which `SetVisible(1)`s it and sets the fill — see handoff §2.) + - **Else:** `m_pSelObjectField->SetState(0x1000000b)`; if `IsOwnedByPlayer`, + `CM_Item::Event_QueryItemMana(selectedID)` (**mana deferred**). + +Supporting anchors: `RecvNotice_UpdateObjectHealth` (`:196213`) → `SetAttribute_Float(meter, 0x69, pct)` +(property `0x69` = fill ratio); `UIElement_Meter::Initialize` (`:123328`), `OnSetAttribute` (`:123712`). + +State/sprite ids (from `.layout-dumps/toolbar-0x21000016.txt`): the overlay field `0x100001A0` +carries states **ObjectSelected** (id `0x1000000b`, sprite `0x06001937`) and **StackedItemSelected** +(sprite `0x06004CF4`); health meter `0x100001A1` back-track DirectState `0x0600193E`, fill child +`0x00000002` DirectState `0x0600193F`; mana meter `0x100001A2` back `0x060022D5` / fill `0x060022D6`. + +## Current-code facts (verified at HEAD) + +- **Selection state** is a private field `_selectedGuid` (`GameWindow.cs` ~`:848`), assigned at 3 sites: + `PickAndStoreSelection` (~`:11571`), `SelectClosestCombatTarget` (~`:11961`), and the despawn-clear + (`if (_selectedGuid == serverGuid) _selectedGuid = null;` ~`:3710`). No change event exists. + `TargetIndicatorPanel` polls it via `selectedGuidProvider: () => _selectedGuid`. +- **`CombatState`** (`AcDream.Core.Combat`) has `GetHealthPercent(guid)` (returns `1f` if unseen) and + `HealthChanged`. `UpdateHealth (0x01C0)` → `OnUpdateHealth` is already wired (`GameEventWiring`). +- **`SocialActions.BuildQueryHealth(uint seq, uint targetGuid)`** exists (opcode `0x01BF`, replies + `UpdateHealth 0x01C0`). No `WorldSession.SendQueryHealth` wrapper yet. +- **`IsLiveCreatureTarget(uint guid)`** (`GameWindow.cs` ~`:11979`): not-self + in-world + + `ItemType.Creature` flag. Used to gate Tab/Q targeting and `UseItemByGuid`. +- **`VitalsController.Bind`** is the proven bind pattern: find meter by id, set `m.Fill = () => pct()` + (polled each draw), attach a centered `UiText` child (dat font, `ClickThrough`) for text. +- **`UiMeter.DrawHBar`** already renders a *single full-width sprite* correctly: with `tile`/`right` + ids = 0, the left-cap spans the whole bar and the fill UV-crops to the fraction. **No `UiMeter` + change is needed** for the single-image toolbar meters. +- **`DatWidgetFactory.BuildMeter`** assumes **2** Type-3 slice containers (vitals 3-slice). The toolbar + selected-object meters have **1** Type-3 child (the fill, on its own DirectState) with the back-track + on the *meter element's own* DirectState → the `containers.Count != 2` branch mishandles them. +- **`UiDatElement.ActiveState`** (string) drives `ActiveMedia()`; `""` = blank DirectState. This is the + overlay-state switch for `0x100001A0`. +- **`ClientObject`** exposes `Name` and `StackSize`. `ClientObjectTable.Get(guid)` returns the object + (or null). `ToolbarController` already binds with `Objects` (the `ClientObjectTable`). +- **`ToolbarController.HiddenIds`** currently hides `0x100001A1` (health), `0x100001A2` (mana), + `0x100001A4` (stack slider) at bind. + +## Decisions (settled in brainstorm) + +- **Selection signal: event via property setter.** Convert `_selectedGuid` → a `SelectedGuid` property + whose setter fires `event Action? SelectionChanged` only when the value actually changes. + Replace the 3 assignment sites with the property; reads unchanged. (Retail-faithful — selection is + event-driven; the setter centralizes the fire and auto-dedups.) +- **Send `QueryHealth (0x01BF)` on select** for health-bearing targets (retail-faithful; builder + exists). Continuous updates still come from server `UpdateHealth` broadcasts. +- **Mana deferred** (issue #140). + +## Architecture + +Three new units + one refactor + one wiring change. Each unit is independently testable. + +### 1. `GameWindow.SelectedGuid` property + `SelectionChanged` event (refactor) + +```csharp +public event Action? SelectionChanged; +private uint? _selectedGuid; +private uint? SelectedGuid +{ + get => _selectedGuid; + set + { + if (_selectedGuid == value) return; // dedup: fire only on real change + _selectedGuid = value; + SelectionChanged?.Invoke(value); + } +} +``` + +Replace the 3 *write* sites (`_selectedGuid = …`) with `SelectedGuid = …`. Leave all *read* sites +(`_selectedGuid is uint`, `() => _selectedGuid`, the despawn comparison's read half) on the field — +they observe the same backing store. The despawn-clear becomes +`if (_selectedGuid == serverGuid) SelectedGuid = null;`. + +### 2. `DatWidgetFactory.BuildMeter` — handle the single-image meter shape + +After ordering the Type-3 child containers by `ReadOrder`: + +- **`containers.Count >= 2`** (vitals): unchanged — `SliceIds(containers[0])` → Back\*, + `SliceIds(containers[1])` → Front\*. +- **`containers.Count == 1`** (toolbar selected-object meter): single-image back+fill. + - `m.BackLeft = info.StateMedia[""].File` (the meter element's own DirectState back-track), + `BackTile = BackRight = 0`. + - `m.FrontLeft = containers[0].StateMedia[""].File` (the fill child's own DirectState), + `FrontTile = FrontRight = 0`. + - The fill child has **no** image grandchildren, so `SliceIds` must **not** be used for it; read the + container's own `StateMedia[""]` directly. +- **`containers.Count == 0`**: leave the warning (genuinely malformed). + +Keep a `Console.WriteLine` only for the genuinely-unexpected `Count == 0` (or `> 2`) case; the +`Count == 1` case is now a handled shape, not a warning. + +`UiMeter` is unchanged — `DrawHBar(BackLeft=fullSprite,0,0,clipW=Width)` draws the back once, +`DrawHBar(FrontLeft=fullSprite,0,0,clipW=Width*p)` UV-crops the fill to the health fraction. + +### 3. `SelectedObjectController` (new — `src/AcDream.App/UI/Layout/SelectedObjectController.cs`) + +The `HandleSelectionChanged` analogue. A sealed class (like `ToolbarController`) bound once. + +**Element ids** (constants): name `0x1000019F`, overlay field `0x100001A0`, health meter `0x100001A1`. +(`0x100001A2` mana / `0x100001A3`/`0x100001A4` stack are not touched here — deferred.) + +**`Bind` signature:** + +```csharp +public static SelectedObjectController Bind( + ImportedLayout layout, + Action> subscribeSelectionChanged, // hands the controller its handler to register + Func isHealthTarget, // IsLiveCreatureTarget proxy + Func name, // ClientObjectTable.Get(g)?.Name + Func healthPercent, // CombatState.GetHealthPercent + Func stackSize, // ClientObjectTable.Get(g)?.StackSize ?? 0 (overlay state) + Action sendQueryHealth, // WorldSession.SendQueryHealth (no-op if offline) + UiDatFont? datFont) +``` + +`subscribeSelectionChanged` is invoked once with the controller's `OnSelectionChanged` handler so the +host can do `c => SelectionChanged += c` without the controller referencing `GameWindow`. (Keeps the +Core-clean delegate-seam style of `TargetIndicatorPanel`.) + +**Bind-time setup:** +- Find the three elements (silently skip any that are absent — partial/test layouts). +- `_healthMeter.Visible = false` (this controller now **owns** the meter's initial-hidden state). +- Attach a centered `UiText` child to the name element (mirror `VitalsController.BindMeter`'s number + attach): `Centered`, `DatFont = datFont`, `ClickThrough`, `AcceptsFocus=false`, `IsEditControl=false`, + `CapturesPointerDrag=false`, anchored to fill the parent, `LinesProvider = () =>` the current name as + a single white line (empty → no lines). Color: white for D.5.3a (`new Vector4(1,1,1,1)`). +- `_healthMeter.Fill = () => _current is uint g ? healthPercent(g) : 0f` (polled each draw). +- Register the handler via `subscribeSelectionChanged(OnSelectionChanged)`. + +**`OnSelectionChanged(uint? guid)`** (mirrors the decomp's clear-then-populate): +- **Clear first:** `_healthMeter.Visible = false`; overlay `ActiveState = ""`; `_currentName = null`. +- Set `_current = guid`. +- If `guid is null` → done (strip cleared). +- Else: + - `_currentName = name(guid)` (the name `UiText` reads this). + - overlay `ActiveState = stackSize(guid) > 1 ? "StackedItemSelected" : "ObjectSelected"`. + - If `isHealthTarget(guid)`: `_healthMeter.Visible = true`; `sendQueryHealth(guid)`. + - (else: name + overlay only — friendly NPC / non-owned item / scenery.) + +State held: `_current` (uint?), `_currentName` (string?). The meter `Fill` + name `LinesProvider` +read these closures, so the per-frame draw reflects live data without a tick. + +> **Note on the meter-visible timing.** Retail makes the health meter visible from +> `RecvNotice_UpdateObjectHealth` (when the queried value arrives), not from +> `HandleSelectionChanged` itself. acdream shows it immediately on select for a health target (the +> fill polls `GetHealthPercent`, which is `1.0` until the `QueryHealth` reply lands a beat later). +> This avoids a one-round-trip blank-then-pop and is visually indistinguishable for a full-HP target; +> for a damaged target the bar corrects within one server round-trip. Recorded as a divergence row. + +### 4. `WorldSession.SendQueryHealth(uint targetGuid)` (new) + +```csharp +/// Send retail QueryHealth (0x01BF). Server replies UpdateHealth (0x01C0). +public void SendQueryHealth(uint targetGuid) +{ + uint seq = NextGameActionSequence(); + byte[] body = SocialActions.BuildQueryHealth(seq, targetGuid); + SendGameAction(body); +} +``` + +(Pattern = `SendChangeCombatMode`, `WorldSession.cs:1134`.) + +### 5. GameWindow wiring (minimal) + +After `ToolbarController.Bind` (the toolbar layout is in scope as `toolbarLayout`, dat font as +`vitalsDatFont`): + +```csharp +AcDream.App.UI.Layout.SelectedObjectController.Bind( + toolbarLayout, + subscribeSelectionChanged: h => SelectionChanged += h, + isHealthTarget: IsLiveCreatureTarget, + name: g => Objects.Get(g)?.Name, + healthPercent: g => Combat.GetHealthPercent(g), + stackSize: g => Objects.Get(g)?.StackSize ?? 0u, + sendQueryHealth: g => _liveSession?.SendQueryHealth(g), + datFont: vitalsDatFont); +``` + +Also: remove `0x100001A1` and `0x100001A2` from `ToolbarController.HiddenIds` (single-owner: the +selected-object meters are now owned by `SelectedObjectController`); `0x100001A4` (stack slider) stays +in `HiddenIds` (deferred). Convert the `_selectedGuid` field → the `SelectedGuid` property (unit 1). + +## Data flow + +select → `SelectedGuid` setter → `SelectionChanged(guid)` → `SelectedObjectController.OnSelectionChanged` +→ name + overlay set, meter shown (health target), `SendQueryHealth(guid)` → server `UpdateHealth 0x01C0` +→ `GameEventWiring` → `CombatState.OnUpdateHealth` → cache → meter `Fill` poll reads +`GetHealthPercent` → bar fills. Deselect / despawn → `SelectionChanged(null)` → strip cleared. + +## Error handling / edge cases + +- **Unknown guid** → `GetHealthPercent` returns `1.0` (full) until the `QueryHealth` reply arrives. +- **Selected entity despawns** → existing despawn-clear sets `SelectedGuid = null` → `SelectionChanged(null)`. +- **Partial / test layout** (missing elements) → controller silently skips absent elements + (`VitalsController` pattern). +- **No live session** → `_liveSession?.SendQueryHealth` no-ops. +- **Re-select the same guid** → property setter dedups; no redundant query / re-show. + +## Testing (conformance) + +All App-layer tests in `tests/AcDream.App.Tests/`; net test in `tests/AcDream.Core.Net.Tests/`. + +1. **`DatWidgetFactoryTests`** (extend): feed a synthetic 1-container meter `ElementInfo` (back on the + element's `StateMedia[""]`, fill on the single Type-3 child's `StateMedia[""]`) → assert + `BackLeft == backFile`, `FrontLeft == fillFile`, `BackTile/BackRight/FrontTile/FrontRight == 0`, + and no warning path taken. Add/keep a 2-container case asserting the vitals 3-slice path is + unchanged. +2. **`SelectedObjectControllerTests`** (new — mirror `ToolbarControllerTests`): build a minimal + `ImportedLayout` containing `0x1000019F`/`0x100001A0` (as `UiDatElement`)/`0x100001A1` (as + `UiMeter`). Use recording delegates. Assert: + - bind → health meter `Visible == false`, a name `UiText` child attached. + - select health target → meter `Visible == true`, overlay `ActiveState == "ObjectSelected"`, name + provider returns the object name, `sendQueryHealth` invoked exactly once with the guid. + - select stack (`stackSize > 1`) → overlay `ActiveState == "StackedItemSelected"`. + - select non-health target → meter stays hidden, name set, `sendQueryHealth` **not** invoked. + - deselect (`null`) → meter hidden, overlay `ActiveState == ""`, name provider returns empty. + - re-fire same guid path is driven by the event, so the dedup is the property's job (covered in 3). +3. **`SendQueryHealth`** (net test): drive `WorldSession.SendQueryHealth(guid)` through the existing + send-capture seam (the same harness `SendChangeCombatMode` / chat sends use) and assert the captured + GameAction bytes equal `SocialActions.BuildQueryHealth(seq, guid)`. +4. **`SelectedGuid` dedup**: the property is on `GameWindow` (not unit-testable in isolation). Its + contract — "fires once on change, never on same value, fires `null` on clear" — is asserted + indirectly by test 2's reliance on single-fire and confirmed at the visual gate. No standalone test. + +## Divergence register rows (add in the implementation commit) + +- **Health-meter gate approximation.** Retail shows the health meter for + `IsPlayer() || pet_owner || ObjectIsAttackable()`; acdream uses `IsLiveCreatureTarget` + (the `ItemType.Creature` flag). Risk: a friendly (non-attackable) NPC shows a health meter where + retail would show name+overlay only. Cite `SelectedObjectController` + `HandleSelectionChanged:198754`. +- **Meter-visible timing.** acdream shows the health meter on select; retail shows it from + `RecvNotice_UpdateObjectHealth` when the queried value arrives. Risk: a freshly-selected + off-screen-damaged target reads full for one server round-trip. Cite + `SelectedObjectController.OnSelectionChanged` + `HandleSelectionChanged:198757`. + +## Acceptance criteria + +- `dotnet build` green; `dotnet test` green (new + existing). +- Every AC-specific behavior cites its named-retail anchor in comments. +- Divergence rows added. +- Visual gate (user): selecting a creature shows its name + a correct HP bar; deselecting clears the + strip; selecting a non-creature object shows the name only. From 6636e50c2a4281e7f3e14e66b920337f5a6fe7f7 Mon Sep 17 00:00:00 2001 From: Erik Date: Thu, 18 Jun 2026 22:47:24 +0200 Subject: [PATCH 217/223] =?UTF-8?q?feat(D.5.3a):=20selected-object=20meter?= =?UTF-8?q?=20=E2=80=94=20Health=20bar=20+=20name=20on=20the=20action=20ba?= =?UTF-8?q?r?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Port of gmToolbarUI::HandleSelectionChanged (acclient_2013_pseudo_c.txt:198635). When the player selects a world object the action bar's bottom strip shows the object name + (for player/pet/attackable targets) a live Health meter; deselect clears it. Mana (#140) + stack slider deferred. - SelectedObjectController (new): clear-then-populate on selection change; sets name (UiText child, VitalsController pattern), overlay state (ObjectSelected / StackedItemSelected via UiDatElement.ActiveState), shows the health meter and sends QueryHealth for health targets. Subscribes via a delegate seam (no GameWindow coupling). - GameWindow: _selectedGuid field -> SelectedGuid property + SelectionChanged event (fires on actual change only); 3 write sites converted, reads untouched. All selection-write paths (LMB pick, Tab/Q, despawn-clear via Tick()) run on the render thread, so the event-driven UI mutation is single-threaded. - WorldSession.SendQueryHealth (0x01BF) — wraps SocialActions.BuildQueryHealth. - DatWidgetFactory.BuildMeter: handle the single-image toolbar meter shape (back-track on the element's own DirectState, fill on one Type-3 child). The sprites go in the TILE slot (DrawMode=Normal tiles to full bar geometry per UIElement_Meter::DrawChildren) — a left-cap assignment would gap/clamp a sub-140px sprite. Vitals 3-slice path unchanged. - ToolbarController.HiddenIds: A1 (health) now owned by SelectedObjectController; A2 (mana) + A4 (stack) stay hidden (deferred) so their dat back-tracks don't render as stray empty bars. Adversarial Opus review found + fixed: the mana-meter orphan (A2 left unhidden) and the meter tile-vs-cap render bug (C1). Divergence rows AP-46 (health gate approximation: IsLiveCreatureTarget vs IsPlayer||pet||attackable) + AP-47 (meter shown on select vs on UpdateHealth reply). Spec §5 corrected. Build + full test suite green (2,684 passed / 4 skipped). Health meter render fidelity (full-width fill + fraction mapping) pending the user's visual gate. Co-Authored-By: Claude Opus 4.8 (1M context) --- docs/ISSUES.md | 3 +- .../retail-divergence-register.md | 2 + ...06-18-d53a-selected-object-meter-design.md | 9 +- src/AcDream.App/Rendering/GameWindow.cs | 36 +- src/AcDream.App/UI/Layout/DatWidgetFactory.cs | 84 +++- .../UI/Layout/SelectedObjectController.cs | 208 ++++++++ .../UI/Layout/ToolbarController.cs | 11 +- src/AcDream.Core.Net/WorldSession.cs | 12 + .../UI/Layout/DatWidgetFactoryTests.cs | 41 ++ .../Layout/SelectedObjectControllerTests.cs | 461 ++++++++++++++++++ .../WorldSessionCombatTests.cs | 14 + 11 files changed, 851 insertions(+), 30 deletions(-) create mode 100644 src/AcDream.App/UI/Layout/SelectedObjectController.cs create mode 100644 tests/AcDream.App.Tests/UI/Layout/SelectedObjectControllerTests.cs diff --git a/docs/ISSUES.md b/docs/ISSUES.md index 2982137e..d59ad3c6 100644 --- a/docs/ISSUES.md +++ b/docs/ISSUES.md @@ -48,7 +48,7 @@ Copy this block when adding a new issue: ## #140 — Toolbar interactivity — selected-object display -**Status:** OPEN +**Status:** IN PROGRESS (D.5.3a — health + name landed, pending visual gate; mana + stack slider still deferred) **Severity:** MEDIUM **Filed:** 2026-06-17 **Component:** ui — D.5 toolbar / selection @@ -56,6 +56,7 @@ Copy this block when adding a new issue: **Description:** The action bar (D.5.1) is the retail "selected object" display. Wire the B.4 WorldPicker/selection state to the toolbar's currently-hidden elements: the two meters 0x100001A1 (selected-object Health) / 0x100001A2 (selected-object Mana) + the stack slider 0x100001A4 + the object-name line, so the bar shows what the player has selected in the world. Click-to-use + the peace/war stance indicator already shipped in D.5.1. Promote to roadmap D.5.3 (already listed there). **Root cause / status:** The selection-state wire was deferred out of D.5.1 scope; the meter/slider elements are present in LayoutDesc 0x21000016 but hidden (no backing data). D.5.3 is the planned port. +- **D.5.3a (2026-06-18):** the Health meter (0x100001A1) + the object-name line (0x1000019F) + the overlay state (0x100001A0) are wired via `SelectedObjectController` (port of `gmToolbarUI::HandleSelectionChanged`); `SelectionChanged` event on `GameWindow`; `QueryHealth (0x01BF)` sent on select. Spec/plan: `docs/superpowers/specs|plans/2026-06-18-d53a-*`. **Still deferred:** the Mana meter (0x100001A2 — owned-item-only; no remote-target mana path yet) and the stack entry/slider (0x100001A3/A4 — stack-split UI). Divergence rows AP-46/AP-47. Awaiting the visual gate before closing the health half. **Files:** `src/AcDream.App/UI/Layout/ToolbarController.cs` + the selection/WorldPicker state (see `claude-memory/project_interaction_pipeline.md`). diff --git a/docs/architecture/retail-divergence-register.md b/docs/architecture/retail-divergence-register.md index d30b0b78..c2267360 100644 --- a/docs/architecture/retail-divergence-register.md +++ b/docs/architecture/retail-divergence-register.md @@ -144,6 +144,8 @@ accepted-divergence entries (#96, #49, #50). | AP-41 | Scrollbar thumb 3-slice cap fallback only: single-tile draw (`0x06004C63`) used only when `ThumbTopSprite`/`ThumbBotSprite` are unset; the chat controller passes all three cap ids so the 3-slice path is drawn in practice | `src/AcDream.App/UI/UiScrollbar.cs:35` | The fallback single-tile path is unreachable when caps are bound (chat controller always sets them); the 3-slice path is the active code path | Only if a future caller omits the cap ids will the fallback fire — no visual regression in the chat window | `UIElement_Scrollbar::UpdateLayout @0x4710d0`; cap sprites `0x06004C60` (top) + `0x06004C66` (bottom) from base layout `0x2100003E` | | AP-42 | `UiMenu` item model is flat (label + opaque payload, single-level popup); retail `UIElement_Menu::MakePopup @0x46d310` supports hierarchical nested submenus via recursive popup chain | `src/AcDream.App/UI/UiMenu.cs` | The chat talk-focus menu is single-level (14 rows, 2 columns, no submenu); hierarchy is latent and unreachable through the chat window — no behavioral difference in the current usage | A future menu with nested submenus would render flat (only the top-level items drawn, no drill-down) | `UIElement_Menu::MakePopup` @0x46d310 | | AP-45 | `PublicUpdatePropertyInt (0x02CE)` sequence byte parsed-past but not honored; last update wins (no freshness check against sequence number) | `src/AcDream.Core.Net/Messages/PublicUpdatePropertyInt.cs` | Loopback ACE rarely reorders; latest-wins matches `PrivateUpdateVital`/`UpdatePosition`'s existing non-sequence behavior. Sequence tracking added when needed alongside TS-26. | A reordered 0x02CE on a real network could apply a stale UiEffects value — item icon temporarily shows the wrong effect state, corrected on next update | `PublicUpdatePropertyInt` sequence byte (ACE GameMessagePublicUpdatePropertyInt) | +| AP-46 | Health-meter gate approximation: retail shows the health meter for `IsPlayer() || pet_owner || ObjectIsAttackable()`; acdream uses `IsLiveCreatureTarget` (the `ItemType.Creature` flag) | `src/AcDream.App/UI/Layout/SelectedObjectController.cs` (`HandleSelectionChanged` analogue) | `IsLiveCreatureTarget` is already wired for Tab/Q combat-target gating and is the correct proxy for M1.5 scope (no pet system, no PK); the only practical gap is a friendly non-attackable NPC, which is rare in the ACE dev loop | A friendly (non-attackable) NPC shows a health meter where retail would show name+overlay only — false meter on non-combat NPCs | `gmToolbarUI::HandleSelectionChanged` acclient_2013_pseudo_c.txt:198754 | +| AP-47 | Meter-visible timing: acdream shows the health meter immediately on select; retail shows it from `RecvNotice_UpdateObjectHealth` when the queried value arrives | `src/AcDream.App/UI/Layout/SelectedObjectController.cs` (`OnSelectionChanged`) | Avoids a one-round-trip blank-then-pop; the fill polls `GetHealthPercent` which returns 1.0 until the reply — visually indistinguishable for a full-HP target and self-corrects within one RTT for a damaged target | A freshly-selected off-screen-damaged target reads full for one server round-trip before the `QueryHealth` reply lands | `gmToolbarUI::HandleSelectionChanged` acclient_2013_pseudo_c.txt:198757 | --- diff --git a/docs/superpowers/specs/2026-06-18-d53a-selected-object-meter-design.md b/docs/superpowers/specs/2026-06-18-d53a-selected-object-meter-design.md index 1c22d391..482670b4 100644 --- a/docs/superpowers/specs/2026-06-18-d53a-selected-object-meter-design.md +++ b/docs/superpowers/specs/2026-06-18-d53a-selected-object-meter-design.md @@ -223,9 +223,12 @@ AcDream.App.UI.Layout.SelectedObjectController.Bind( datFont: vitalsDatFont); ``` -Also: remove `0x100001A1` and `0x100001A2` from `ToolbarController.HiddenIds` (single-owner: the -selected-object meters are now owned by `SelectedObjectController`); `0x100001A4` (stack slider) stays -in `HiddenIds` (deferred). Convert the `_selectedGuid` field → the `SelectedGuid` property (unit 1). +Also: remove **only** `0x100001A1` from `ToolbarController.HiddenIds` — the health meter is now owned +by `SelectedObjectController` (it hides A1 at bind, shows on a health-target select). `0x100001A2` +(mana, deferred #140) and `0x100001A4` (stack slider, deferred) **stay** in `HiddenIds`: they have no +controller yet, so they must stay hidden or their dat back-track sprites render as stray empty bars. +(`HiddenIds = { 0x100001A2, 0x100001A4 }`.) Convert the `_selectedGuid` field → the `SelectedGuid` +property (unit 1). ## Data flow diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index 5991c83b..b8f65d99 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -619,6 +619,8 @@ public sealed class GameWindow : IDisposable private AcDream.App.UI.UiHost? _uiHost; // Phase D.5.1 — toolbar controller (kept for lifetime clarity; mirrors _chatWindowController pattern). private AcDream.App.UI.Layout.ToolbarController? _toolbarController; + // Phase D.5.3a — selected-object strip controller (name, overlay state, health meter). + private AcDream.App.UI.Layout.SelectedObjectController? _selectedObjectController; // Phase D.2b Task 9 — plugin UI registrations buffered before OnLoad; drained in OnLoad. private readonly AcDream.App.Plugins.BufferedUiRegistry? _uiRegistry; // Phase I.2: ImGui debug panel ViewModel. Lives for as long as @@ -846,6 +848,21 @@ public sealed class GameWindow : IDisposable private readonly Dictionary _lastSpawnByGuid = new(); // Current selection: written by Q-cycle (combat) and LMB click (interact); cleared on entity despawn. private uint? _selectedGuid; + /// Fires when the selected world object changes (retail gmToolbarUI selection-change event, + /// acclient_2013_pseudo_c.txt:198635). Private: only the internal SelectedObjectController subscribes. + private event Action? SelectionChanged; + /// Currently-selected world object guid. The setter fires only on + /// an actual change (dedup), so all writes go through here; reads may use the field directly. + private uint? SelectedGuid + { + get => _selectedGuid; + set + { + if (_selectedGuid == value) return; + _selectedGuid = value; + SelectionChanged?.Invoke(value); + } + } // B.6/B.7 (2026-05-16): pending close-range action that will be fired // once the local auto-walk overlay reports arrival (body has finished @@ -2003,6 +2020,19 @@ public sealed class GameWindow : IDisposable warDigits: toolbarWarDigits, emptyDigits: toolbarEmptyDigits); + // Phase D.5.3a — selected-object strip (name, overlay state, health meter). + // Analogue of retail gmToolbarUI::HandleSelectionChanged + // (acclient_2013_pseudo_c.txt:198635). + _selectedObjectController = AcDream.App.UI.Layout.SelectedObjectController.Bind( + toolbarLayout, + subscribeSelectionChanged: h => SelectionChanged += h, + isHealthTarget: IsLiveCreatureTarget, + name: g => Objects.Get(g)?.Name, + healthPercent: g => Combat.GetHealthPercent(g), + stackSize: g => (uint)(Objects.Get(g)?.StackSize ?? 0), + sendQueryHealth: g => _liveSession?.SendQueryHealth(g), + datFont: vitalsDatFont); + var toolbarRoot = toolbarLayout.Root; // Wrap the dat content in the universal 8-piece beveled window chrome — // the SAME UiNineSlicePanel used by the vitals and chat windows. The @@ -3708,7 +3738,7 @@ public sealed class GameWindow : IDisposable _entitiesByServerGuid.Remove(serverGuid); _lastSpawnByGuid.Remove(serverGuid); if (_selectedGuid == serverGuid) - _selectedGuid = null; + SelectedGuid = null; if (logDelete) _lightingSink?.UnregisterOwner(existingEntity.Id); @@ -11568,7 +11598,7 @@ public sealed class GameWindow : IDisposable if (picked is uint guid) { - _selectedGuid = guid; + SelectedGuid = guid; string label = DescribeLiveEntity(guid); Console.WriteLine($"[B.4b] pick guid=0x{guid:X8} name={label}"); // B.7 (2026-05-15): one-shot per-pick diagnostic so we can @@ -11958,7 +11988,7 @@ public sealed class GameWindow : IDisposable bestGuid = guid; } - _selectedGuid = bestGuid; + SelectedGuid = bestGuid; if (bestGuid is { } selected) { string label = DescribeLiveEntity(selected); diff --git a/src/AcDream.App/UI/Layout/DatWidgetFactory.cs b/src/AcDream.App/UI/Layout/DatWidgetFactory.cs index 0955aed4..287971fe 100644 --- a/src/AcDream.App/UI/Layout/DatWidgetFactory.cs +++ b/src/AcDream.App/UI/Layout/DatWidgetFactory.cs @@ -90,11 +90,11 @@ public static class DatWidgetFactory // ── Meter ──────────────────────────────────────────────────────────────── /// - /// Builds a and populates its six 3-slice sprite ids by - /// reading the meter's grandchild image elements (format doc §11). + /// Builds a and populates its sprite ids from the meter's + /// child/grandchild elements (format doc §11). Two shapes are handled: /// /// - /// Structure the importer produces for each meter (UIElement_Meter): + /// 3-slice shape (vitals meters — 2 Type-3 containers, each with 3 image grandchildren): /// /// meter (Type 7) /// ├── back-layer container (Type 3, lower ReadOrder — drawn first / behind) @@ -106,13 +106,27 @@ public static class DatWidgetFactory /// │ ├── center image (→ front-tile sprite) /// │ ├── right-cap image (→ front-right sprite) /// │ └── expand overlay (named "ShowDetail"/"HideDetail" only — NO DirectState — IGNORED) - /// └── text label (Type 0) (IGNORED — Fill/Label providers bound by VitalsController in Task 6) + /// └── text label (Type 0) (IGNORED — Fill/Label providers bound by VitalsController) + /// + /// + /// + /// + /// Single-image shape (toolbar selected-object meters 0x100001A1/0x100001A2 — 1 Type-3 + /// child, no grandchildren): the back-track sprite is on the meter element's own DirectState; + /// the fill sprite is on the single Type-3 child's own DirectState. Both are placed in the + /// TILE slot (Back/FrontTile) with left/right caps 0, so tiles + /// them across the full bar geometry (DrawMode=Normal) and clips the fill to the fraction. + /// (retail: gmToolbarUI::HandleSelectionChanged :198635, UIElement_Meter::Initialize :123328) + /// + /// meter (Type 7) [DirectState "" → back-track sprite, e.g. 0x0600193E] + /// └── fill container (Type 3) [DirectState "" → fill sprite, e.g. 0x0600193F] /// /// /// /// /// and are NOT set here. - /// They are bound to the live stat providers in Task 6 (VitalsController). + /// They are bound to the live stat providers by the controller (VitalsController / + /// SelectedObjectController). /// /// private static UiMeter BuildMeter(ElementInfo info, @@ -132,23 +146,53 @@ public static class DatWidgetFactory .OrderBy(c => c.ReadOrder) .ToList(); - if (containers.Count != 2) - Console.WriteLine($"[D.2b] meter 0x{info.Id:X8}: {containers.Count} Type-3 slice containers (expected 2) — bars may render as solid-color fallback."); - - if (containers.Count >= 1) - { - var (l, t, r) = SliceIds(containers[0]); - m.BackLeft = l; - m.BackTile = t; - m.BackRight = r; - } - if (containers.Count >= 2) { - var (l, t, r) = SliceIds(containers[1]); - m.FrontLeft = l; - m.FrontTile = t; - m.FrontRight = r; + // Vitals 3-slice shape: two Type-3 containers each holding 3 grandchild images + // (left-cap / center-tile / right-cap). Back is the lower ReadOrder; front is higher. + var (bl, bt, br) = SliceIds(containers[0]); + m.BackLeft = bl; + m.BackTile = bt; + m.BackRight = br; + + var (fl, ft, fr) = SliceIds(containers[1]); + m.FrontLeft = fl; + m.FrontTile = ft; + m.FrontRight = fr; + } + else if (containers.Count == 1) + { + // Single-image shape used by the toolbar selected-object meters + // (health 0x100001A1, mana 0x100001A2). + // - The back-track sprite lives on the meter ELEMENT's own DirectState ("" key of + // info.StateMedia) — not on any grandchild image. e.g. health back = 0x0600193E. + // - The fill sprite lives on the single Type-3 child's own DirectState ("" key of + // containers[0].StateMedia). e.g. health fill = 0x0600193F. + // The fill child has NO image grandchildren, so SliceIds would return all-zero — + // read the container's StateMedia directly instead. + // + // These go in the TILE slot (not the left-cap slot): the sprites are DrawMode=Normal, + // which retail renders as "tile at native width to fill the full element geometry" + // (format doc §6; the generic UiDatElement.OnDraw Normal path; UIElement_Meter:: + // DrawChildren :123574 clips the child's FULL 140px geometry box to the fill fraction). + // With the sprite on BackLeft instead, UiMeter.DrawHBar would clamp the cap to the + // sprite's NATIVE width (capL = min(nativeW, 140)) — leaving a right-side gap and + // mapping the fill fraction to native width when nativeW < 140. The tile slot makes + // midW = full bar width, so the back tiles across all 140px and the front clips to + // 140*fraction correctly for any native sprite width (left/right caps unused = 0). + // (retail: gmToolbarUI::HandleSelectionChanged :198635 / UIElement_Meter::DrawChildren :123574) + m.BackLeft = 0; + m.BackTile = info.StateMedia.TryGetValue("", out var bm) ? bm.File : 0u; + m.BackRight = 0; + + m.FrontLeft = 0; + m.FrontTile = containers[0].StateMedia.TryGetValue("", out var fm) ? fm.File : 0u; + m.FrontRight = 0; + } + else + { + // Count == 0: no Type-3 containers at all — genuinely malformed meter dat. + Console.WriteLine($"[D.2b] meter 0x{info.Id:X8}: {containers.Count} Type-3 slice containers (expected 1 or 2) — bars may render as solid-color fallback."); } return m; diff --git a/src/AcDream.App/UI/Layout/SelectedObjectController.cs b/src/AcDream.App/UI/Layout/SelectedObjectController.cs new file mode 100644 index 00000000..1e37cddd --- /dev/null +++ b/src/AcDream.App/UI/Layout/SelectedObjectController.cs @@ -0,0 +1,208 @@ +using System; +using System.Numerics; +using AcDream.App.UI; + +namespace AcDream.App.UI.Layout; + +/// +/// Controller for the action bar's selected-object strip (ids 0x1000019F–0x100001A1). +/// Analogue of retail gmToolbarUI::HandleSelectionChanged +/// (docs/research/named-retail/acclient_2013_pseudo_c.txt:198635). +/// +/// +/// On selection change: clears the strip (name, overlay state, health meter), then +/// if a guid is provided it sets the name, puts the overlay field into the appropriate +/// state ("ObjectSelected" or "StackedItemSelected"), and for health-bearing targets +/// shows the health meter and sends a QueryHealth (0x01BF) request. +/// +/// +/// +/// Divergence — meter-visible timing. +/// Retail makes the health meter visible from RecvNotice_UpdateObjectHealth +/// (when the queried value arrives, cite HandleSelectionChanged:198757). +/// acdream shows it immediately on select (fill polls +/// which returns 1.0 until the reply lands). Recorded in the divergence register. +/// +/// +/// +/// Divergence — health-target gate approximation. +/// Retail gates on IsPlayer() || pet_owner || ObjectIsAttackable() +/// (cite HandleSelectionChanged:198754). acdream uses IsLiveCreatureTarget +/// (the ItemType.Creature flag). Recorded in the divergence register. +/// +/// +public sealed class SelectedObjectController +{ + // ── Element ids (toolbar LayoutDesc 0x21000016) ───────────────────────── + /// Selected-object name element id. + public const uint NameId = 0x1000019F; + /// Selected-object overlay field element id (states: ObjectSelected / StackedItemSelected). + public const uint OverlayId = 0x100001A0; + /// Selected-object health meter element id. + public const uint HealthMeterId = 0x100001A1; + + // ── Found elements (any may be null for partial/test layouts) ─────────── + private readonly UiElement? _name; + private readonly UiDatElement? _overlay; + private readonly UiMeter? _healthMeter; + + // ── Captured delegates ─────────────────────────────────────────────────── + private readonly Func _isHealthTarget; + private readonly Func _name_; + private readonly Func _healthPercent; + private readonly Func _stackSize; + private readonly Action _sendQueryHealth; + + // ── Live state (read by closures on the per-frame draw path) ──────────── + private uint? _current; + private string? _currentName; + + /// White label color for the name line. + private static readonly Vector4 NameColor = new(1f, 1f, 1f, 1f); + + private SelectedObjectController( + ImportedLayout layout, + Action> subscribeSelectionChanged, + Func isHealthTarget, + Func name, + Func healthPercent, + Func stackSize, + Action sendQueryHealth, + UiDatFont? datFont) + { + _isHealthTarget = isHealthTarget; + _name_ = name; + _healthPercent = healthPercent; + _stackSize = stackSize; + _sendQueryHealth = sendQueryHealth; + + // Find elements — silently skip absent ones (partial/test layouts). + _name = layout.FindElement(NameId); + _overlay = layout.FindElement(OverlayId) as UiDatElement; + _healthMeter = layout.FindElement(HealthMeterId) as UiMeter; + + // This controller owns the health meter's initial-hidden state. + if (_healthMeter is not null) + { + _healthMeter.Visible = false; + // Fill polls live: _current holds the currently-selected guid (or null). + // Returns 0f when nothing is selected (empty bar), healthPercent(g) otherwise. + _healthMeter.Fill = () => _current is uint g ? _healthPercent(g) : (float?)0f; + } + + // Attach a centered UiText child to the name element for the object name display. + // Mirrors VitalsController.BindMeter's number attach (same decoration style). + if (_name is not null) + { + var label = new UiText + { + Left = 0f, + Top = 0f, + Width = _name.Width, + Height = _name.Height, + Anchors = AnchorEdges.Left | AnchorEdges.Top | AnchorEdges.Right | AnchorEdges.Bottom, + Centered = true, + DatFont = datFont, + ClickThrough = true, + AcceptsFocus = false, + IsEditControl = false, + CapturesPointerDrag = false, + LinesProvider = () => + { + // Returns a single white line when a name is available; empty otherwise. + var n = _currentName; + return string.IsNullOrEmpty(n) + ? Array.Empty() + : new[] { new UiText.Line(n, NameColor) }; + }, + }; + _name.AddChild(label); + } + + // Register the handler LAST so the initial state is fully set up first. + subscribeSelectionChanged(OnSelectionChanged); + } + + /// + /// Create and bind a to . + /// Port of retail gmToolbarUI::HandleSelectionChanged + /// (acclient_2013_pseudo_c.txt:198635). + /// + /// Imported toolbar layout (LayoutDesc 0x21000016). + /// + /// Called once with the controller's handler. + /// Typical host: h => SelectionChanged += h — keeps the controller + /// decoupled from GameWindow. + /// + /// + /// Returns true for guids that should show a health meter (proxy for retail's + /// IsPlayer() || pet_owner || ObjectIsAttackable()). + /// + /// Returns the display name for a given guid (or null if unknown). + /// Returns the health fill fraction [0..1] for a given guid. + /// Returns the stack size for a given guid (0 or 1 = non-stacked). + /// + /// Sends retail QueryHealth (0x01BF); server replies with UpdateHealth (0x01C0). + /// May be a no-op when offline. + /// + /// Dat font for the name label; null = debug bitmap font fallback. + public static SelectedObjectController Bind( + ImportedLayout layout, + Action> subscribeSelectionChanged, + Func isHealthTarget, + Func name, + Func healthPercent, + Func stackSize, + Action sendQueryHealth, + UiDatFont? datFont) + { + return new SelectedObjectController( + layout, subscribeSelectionChanged, + isHealthTarget, name, healthPercent, stackSize, sendQueryHealth, datFont); + } + + /// + /// Port of gmToolbarUI::HandleSelectionChanged + /// (acclient_2013_pseudo_c.txt:198635): + /// clear-then-populate the selected-object strip on any selection change. + /// Registered via subscribeSelectionChanged at bind time; called by + /// GameWindow.SelectionChanged and by the despawn-clear path. + /// + public void OnSelectionChanged(uint? guid) + { + // ── 1. Clear first (retail: UIElement_Text::SetText + m_pSelObjectField->SetState(0) + // + SetVisible(0) on the health meter). ────────────────────────────────────── + if (_healthMeter is not null) _healthMeter.Visible = false; + if (_overlay is not null) _overlay.ActiveState = ""; + _currentName = null; + + // Update the backing current guid so the Fill closure reflects the new state. + _current = guid; + + // ── 2. Selection == null → strip stays cleared, done. ─────────────────────────── + if (guid is null) return; + + uint g = guid.Value; + + // ── 3. Selection != null — populate the strip. ────────────────────────────────── + + // Name (displayed via the UiText child's LinesProvider reading _currentName). + _currentName = _name_(g); + + // Overlay state: "StackedItemSelected" for stacked items, "ObjectSelected" otherwise. + // Retail ref: m_pSelObjectField->SetState(0x1000000b) = "ObjectSelected" + // (acclient_2013_pseudo_c.txt:198754). Stack sprite id 0x06004CF4 confirmed in toolbar dump. + if (_overlay is not null) + _overlay.ActiveState = _stackSize(g) > 1u ? "StackedItemSelected" : "ObjectSelected"; + + // Health meter: visible + QueryHealth for health-bearing targets. + // Divergence: retail shows the meter only when RecvNotice_UpdateObjectHealth arrives; + // acdream shows it immediately (fill reads GetHealthPercent = 1.0 until the reply). + // Retail ref: CM_Combat::Event_QueryHealth (acclient_2013_pseudo_c.txt:198757). + if (_isHealthTarget(g)) + { + if (_healthMeter is not null) _healthMeter.Visible = true; + _sendQueryHealth(g); + } + } +} diff --git a/src/AcDream.App/UI/Layout/ToolbarController.cs b/src/AcDream.App/UI/Layout/ToolbarController.cs index 0cfd9d4c..91f03fad 100644 --- a/src/AcDream.App/UI/Layout/ToolbarController.cs +++ b/src/AcDream.App/UI/Layout/ToolbarController.cs @@ -35,10 +35,15 @@ public sealed class ToolbarController 0x100006BC, 0x100006BD, 0x100006BE, 0x100006BF, }; - // Elements hidden by default in retail gmToolbarUI::PostInit: the selected-object - // vitals meters (health/stamina/mana bars that track your target) and the stack slider. + // Elements hidden by default in retail gmToolbarUI::PostInit. // Ids confirmed from the toolbar LayoutDesc dump. - private static readonly uint[] HiddenIds = { 0x100001A1, 0x100001A2, 0x100001A4 }; + // 0x100001A1 (health meter) is now OWNED by SelectedObjectController (D.5.3a) — + // it hides A1 at bind and shows it on a health-target selection, so A1 is removed + // from here to avoid double-ownership. 0x100001A2 (mana meter) and 0x100001A4 + // (stack slider) are DEFERRED features (mana #140, stack-split UI) with no controller + // yet, so they stay hidden here — otherwise their dat back-track sprites render as + // stray empty bars on the toolbar. + private static readonly uint[] HiddenIds = { 0x100001A2, 0x100001A4 }; // Four mutually-exclusive combat-mode indicator elements — exactly one visible at a time. // Index 0 = NonCombat (peace), 1 = Melee, 2 = Missile, 3 = Magic. diff --git a/src/AcDream.Core.Net/WorldSession.cs b/src/AcDream.Core.Net/WorldSession.cs index 2118ca75..6508084d 100644 --- a/src/AcDream.Core.Net/WorldSession.cs +++ b/src/AcDream.Core.Net/WorldSession.cs @@ -1140,6 +1140,18 @@ public sealed class WorldSession : IDisposable SendGameAction(body); } + /// Send retail QueryHealth (0x01BF). Server replies UpdateHealth (0x01C0). + /// + /// Retail anchor: CM_Combat::Event_QueryHealth / gmToolbarUI::HandleSelectionChanged:198635 + /// (docs/research/named-retail/acclient_2013_pseudo_c.txt). + /// + public void SendQueryHealth(uint targetGuid) + { + uint seq = NextGameActionSequence(); + byte[] body = SocialActions.BuildQueryHealth(seq, targetGuid); + SendGameAction(body); + } + /// Send retail TargetedMeleeAttack (0x0008). public void SendMeleeAttack(uint targetGuid, AttackHeight attackHeight, float powerLevel) { diff --git a/tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs b/tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs index d5079b62..67a3a10a 100644 --- a/tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs +++ b/tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs @@ -136,6 +136,47 @@ public class DatWidgetFactoryTests Assert.IsType(w); } + // ── Test M1: Single-image meter (toolbar selected-object meters) ──────── + // + // The toolbar health/mana meters (0x100001A1 / 0x100001A2) use a DIFFERENT + // shape from the vitals 3-slice meters: the back-track sprite lives on the + // meter ELEMENT's own DirectState ("" key), and there is exactly ONE Type-3 + // child whose own DirectState ("" key) carries the fill sprite. That child + // has no image grandchildren, so SliceIds would return all-zero — the new + // Count==1 branch reads the StateMedia entries directly instead. + // The sprites go in the TILE slot (Back/FrontTile), NOT the cap slot: DrawMode=Normal + // tiles at native width across the full bar geometry (UIElement_Meter::DrawChildren), + // so the back spans all 140px and the fill clips to 140*fraction for any native width. + // Back/FrontLeft + Back/FrontRight must be 0 (no caps on a single-image bar). + + [Fact] + public void BuildMeter_SingleImageShape_ReadsDirectStateFromElementAndFillChild() + { + const uint BackFile = 0x0600193Eu; // health back-track (from toolbar dump) + const uint FillFile = 0x0600193Fu; // health fill (from toolbar dump) + + // Meter element: Type 7, own DirectState = back-track sprite. + var meter = new ElementInfo { Type = 7, Id = 0x100001A1u, Width = 140, Height = 31 }; + meter.StateMedia[""] = (BackFile, 1); + + // Single Type-3 fill container: own DirectState = fill sprite, no grandchildren. + var fillContainer = new ElementInfo { Type = 3, ReadOrder = 1 }; + fillContainer.StateMedia[""] = (FillFile, 1); + meter.Children.Add(fillContainer); + + var e = DatWidgetFactory.Create(meter, NoTex, null); + + var m = Assert.IsType(e); + // Back-track on the meter element's own DirectState, fill on the single child — + // both in the TILE slot so they tile across the full 140px bar (DrawMode=Normal). + Assert.Equal(BackFile, m.BackTile); + Assert.Equal(0u, m.BackLeft); + Assert.Equal(0u, m.BackRight); + Assert.Equal(FillFile, m.FrontTile); + Assert.Equal(0u, m.FrontLeft); + Assert.Equal(0u, m.FrontRight); + } + // ── Test 6: Meter slice extraction (the important one) ─────────────────── /// diff --git a/tests/AcDream.App.Tests/UI/Layout/SelectedObjectControllerTests.cs b/tests/AcDream.App.Tests/UI/Layout/SelectedObjectControllerTests.cs new file mode 100644 index 00000000..fd6a2a93 --- /dev/null +++ b/tests/AcDream.App.Tests/UI/Layout/SelectedObjectControllerTests.cs @@ -0,0 +1,461 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using System.Numerics; +using AcDream.App.UI; +using AcDream.App.UI.Layout; +using Xunit; + +namespace AcDream.App.Tests.UI.Layout; + +/// +/// Unit tests for — the +/// gmToolbarUI::HandleSelectionChanged analogue +/// (acclient_2013_pseudo_c.txt:198635). +/// +/// +/// Layout construction mirrors : build a minimal +/// from a root + a +/// keyed by element id. Elements are constructed +/// directly (no importer / no dat / no GL) so tests are pure in-process. +/// +/// +public class SelectedObjectControllerTests +{ + // ── Shared layout ──────────────────────────────────────────────────────── + + /// + /// Build a minimal toolbar layout containing the three selected-object elements: + /// + /// 0x1000019F → a name container (100×20). + /// 0x100001A0 → a overlay with "ObjectSelected" + /// and "StackedItemSelected" states wired to distinct file ids. + /// 0x100001A1 → a health meter. + /// + /// Additional element ids can be added by the caller for edge-case tests. + /// + private static ( + ImportedLayout layout, + UiPanel nameEl, + UiDatElement overlayEl, + UiMeter healthMeterEl) + FakeLayout() + { + var dict = new Dictionary(); + var root = new UiPanel(); + + // Name element: a plain panel that will have a UiText child attached by the controller. + var nameEl = new UiPanel { Width = 100, Height = 20 }; + dict[SelectedObjectController.NameId] = nameEl; + root.AddChild(nameEl); + + // Overlay element: a UiDatElement with the two named states the controller switches between. + var overlayInfo = new ElementInfo + { + Id = SelectedObjectController.OverlayId, + Type = 3, // Type 3 = container/chrome — the overlay field's dat type + StateMedia = + { + [""] = (0x06000001u, 3), // DirectState (blank) + ["ObjectSelected"] = (0x06001937u, 3), // ObjectSelected sprite id from toolbar dump + ["StackedItemSelected"] = (0x06004CF4u, 3), // StackedItemSelected sprite id + }, + }; + var overlayEl = new UiDatElement(overlayInfo, _ => (0u, 0, 0)); + dict[SelectedObjectController.OverlayId] = overlayEl; + root.AddChild(overlayEl); + + // Health meter element. + var healthMeterEl = new UiMeter { Width = 100, Height = 10, Visible = true }; + dict[SelectedObjectController.HealthMeterId] = healthMeterEl; + root.AddChild(healthMeterEl); + + return (new ImportedLayout(root, dict), nameEl, overlayEl, healthMeterEl); + } + + // ── Recording delegates ────────────────────────────────────────────────── + + /// + /// Build a recording set of delegates. Name, health, stack are keyed by guid; + /// accumulates every guid passed to sendQueryHealth. + /// + private static ( + Action> subscribe, + Action fireSelection, + Func isHealthTarget, + Func name, + Func healthPercent, + Func stackSize, + Action sendQueryHealth, + List queryHealthCalls) + MakeDelegates( + Dictionary healthTargetMap, + Dictionary nameMap, + Dictionary healthMap, + Dictionary stackMap) + { + Action? registeredHandler = null; + var queryHealthCalls = new List(); + + Action> subscribe = h => registeredHandler = h; + Action fireSelection = guid => registeredHandler?.Invoke(guid); + + Func isHealthTarget = g => healthTargetMap.TryGetValue(g, out var v) && v; + Func name = g => nameMap.TryGetValue(g, out var v) ? v : null; + Func healthPercent = g => healthMap.TryGetValue(g, out var v) ? v : 1f; + Func stackSize = g => stackMap.TryGetValue(g, out var v) ? v : 0u; + Action sendQueryHealth = g => queryHealthCalls.Add(g); + + return (subscribe, fireSelection, isHealthTarget, name, healthPercent, stackSize, sendQueryHealth, queryHealthCalls); + } + + // ── B1: Bind initialisation ────────────────────────────────────────────── + + /// + /// After Bind: + /// - the health meter is hidden (controller owns initial-hidden state). + /// - the name element has exactly one UiText child (the name label). + /// + [Fact] + public void Bind_healthMeterHidden_andNameTextChildAttached() + { + var (layout, nameEl, _, healthMeterEl) = FakeLayout(); + var (subscribe, _, isHealthTarget, name, healthPercent, stackSize, sendQueryHealth, _) = + MakeDelegates( + healthTargetMap: new(), + nameMap: new(), + healthMap: new(), + stackMap: new()); + + SelectedObjectController.Bind(layout, subscribe, + isHealthTarget, name, healthPercent, stackSize, sendQueryHealth, datFont: null); + + // Health meter must start hidden. + Assert.False(healthMeterEl.Visible, + "health meter must be Visible=false immediately after Bind"); + + // A UiText child should have been attached to the name element. + var textChild = nameEl.Children.OfType().SingleOrDefault(); + Assert.NotNull(textChild); + Assert.True(textChild!.Centered, "name UiText must be Centered"); + Assert.True(textChild.ClickThrough, "name UiText must be ClickThrough (non-interactive decoration)"); + Assert.False(textChild.AcceptsFocus, "AcceptsFocus must be false on name label"); + Assert.False(textChild.IsEditControl, "IsEditControl must be false on name label"); + Assert.False(textChild.CapturesPointerDrag, "CapturesPointerDrag must be false on name label"); + } + + /// + /// After Bind, the attached UiText's LinesProvider yields no lines (nothing selected yet). + /// + [Fact] + public void Bind_nameLinesProvider_yieldsEmpty_whenNothingSelected() + { + var (layout, nameEl, _, _) = FakeLayout(); + var (subscribe, _, isHealthTarget, name, healthPercent, stackSize, sendQueryHealth, _) = + MakeDelegates(new(), new(), new(), new()); + + SelectedObjectController.Bind(layout, subscribe, + isHealthTarget, name, healthPercent, stackSize, sendQueryHealth, datFont: null); + + var textChild = nameEl.Children.OfType().Single(); + var lines = textChild.LinesProvider(); + Assert.Empty(lines); + } + + // ── H1: Select a health target (creature) ─────────────────────────────── + + /// + /// Selecting a health target (stackSize=1, isHealthTarget=true): + /// - overlay ActiveState == "ObjectSelected" + /// - meter Visible == true + /// - sendQueryHealth invoked exactly once with the guid + /// - name LinesProvider yields a single white line with the expected name + /// + [Fact] + public void SelectHealthTarget_meterVisible_overlayObjectSelected_queryHealthFired() + { + const uint Guid = 0xAA01u; + const string ExpectedName = "Drudge Prowler"; + + var (layout, nameEl, overlayEl, healthMeterEl) = FakeLayout(); + var (subscribe, fireSelection, isHealthTarget, name, healthPercent, stackSize, sendQueryHealth, queryHealthCalls) = + MakeDelegates( + healthTargetMap: new() { [Guid] = true }, + nameMap: new() { [Guid] = ExpectedName }, + healthMap: new() { [Guid] = 0.75f }, + stackMap: new() { [Guid] = 1u }); // stackSize=1 → ObjectSelected + + SelectedObjectController.Bind(layout, subscribe, + isHealthTarget, name, healthPercent, stackSize, sendQueryHealth, datFont: null); + + // Fire the selection. + fireSelection(Guid); + + Assert.True(healthMeterEl.Visible, + "health meter must become Visible after selecting a health target"); + Assert.Equal("ObjectSelected", overlayEl.ActiveState); + Assert.Single(queryHealthCalls); + Assert.Equal(Guid, queryHealthCalls[0]); + + // Name label: the LinesProvider should yield the creature's name as a white line. + var textChild = nameEl.Children.OfType().Single(); + var lines = textChild.LinesProvider(); + Assert.Single(lines); + Assert.Equal(ExpectedName, lines[0].Text); + Assert.Equal(new Vector4(1f, 1f, 1f, 1f), lines[0].Color); + } + + // ── H2: Select a stacked item ──────────────────────────────────────────── + + /// + /// Selecting a stacked item (stackSize > 1): overlay ActiveState == "StackedItemSelected". + /// + [Fact] + public void SelectStackedItem_overlayStackedItemSelected() + { + const uint Guid = 0xBB02u; + + var (layout, _, overlayEl, healthMeterEl) = FakeLayout(); + var (subscribe, fireSelection, isHealthTarget, name, healthPercent, stackSize, sendQueryHealth, _) = + MakeDelegates( + healthTargetMap: new() { [Guid] = false }, + nameMap: new() { [Guid] = "Heal Kits" }, + healthMap: new(), + stackMap: new() { [Guid] = 5u }); // stackSize > 1 + + SelectedObjectController.Bind(layout, subscribe, + isHealthTarget, name, healthPercent, stackSize, sendQueryHealth, datFont: null); + + fireSelection(Guid); + + Assert.Equal("StackedItemSelected", overlayEl.ActiveState); + // Not a health target → meter stays hidden. + Assert.False(healthMeterEl.Visible); + } + + // ── H3: Select a non-health target (friendly NPC / scenery) ───────────── + + /// + /// Selecting a non-health target (isHealthTarget=false): + /// - meter stays hidden + /// - sendQueryHealth NOT invoked + /// - name and overlay are still set + /// + [Fact] + public void SelectNonHealthTarget_meterHidden_noQueryHealth_nameSet() + { + const uint Guid = 0xCC03u; + const string ExpectedName = "Town Crier"; + + var (layout, nameEl, overlayEl, healthMeterEl) = FakeLayout(); + var (subscribe, fireSelection, isHealthTarget, name, healthPercent, stackSize, sendQueryHealth, queryHealthCalls) = + MakeDelegates( + healthTargetMap: new() { [Guid] = false }, + nameMap: new() { [Guid] = ExpectedName }, + healthMap: new(), + stackMap: new() { [Guid] = 0u }); // non-stack → ObjectSelected + + SelectedObjectController.Bind(layout, subscribe, + isHealthTarget, name, healthPercent, stackSize, sendQueryHealth, datFont: null); + + fireSelection(Guid); + + Assert.False(healthMeterEl.Visible, "meter must stay hidden for a non-health target"); + Assert.Empty(queryHealthCalls); // sendQueryHealth must NOT be invoked for a non-health target + + // Overlay and name are still populated. + Assert.Equal("ObjectSelected", overlayEl.ActiveState); + var textChild = nameEl.Children.OfType().Single(); + var lines = textChild.LinesProvider(); + Assert.Single(lines); + Assert.Equal(ExpectedName, lines[0].Text); + } + + // ── H4: Deselect (null) ────────────────────────────────────────────────── + + /// + /// Selecting null clears the strip: + /// - meter Visible == false + /// - overlay ActiveState == "" + /// - name LinesProvider yields empty + /// + [Fact] + public void SelectNull_clearsStrip() + { + const uint Guid = 0xDD04u; + + var (layout, nameEl, overlayEl, healthMeterEl) = FakeLayout(); + var (subscribe, fireSelection, isHealthTarget, name, healthPercent, stackSize, sendQueryHealth, _) = + MakeDelegates( + healthTargetMap: new() { [Guid] = true }, + nameMap: new() { [Guid] = "Wolf" }, + healthMap: new() { [Guid] = 0.5f }, + stackMap: new() { [Guid] = 0u }); + + SelectedObjectController.Bind(layout, subscribe, + isHealthTarget, name, healthPercent, stackSize, sendQueryHealth, datFont: null); + + // First select something... + fireSelection(Guid); + Assert.True(healthMeterEl.Visible); + + // ...then deselect. + fireSelection(null); + + Assert.False(healthMeterEl.Visible, "meter must be hidden after deselect"); + Assert.Equal("", overlayEl.ActiveState); + + var textChild = nameEl.Children.OfType().Single(); + var lines = textChild.LinesProvider(); + Assert.Empty(lines); + } + + // ── H5: Clear → new selection (re-select) ──────────────────────────────── + + /// + /// Selecting one target then another should clear the first and apply the second. + /// + [Fact] + public void ReSelect_differentGuid_clearsFirstThenAppliesSecond() + { + const uint GuidA = 0xEE05u; + const uint GuidB = 0xFF06u; + + var (layout, nameEl, overlayEl, healthMeterEl) = FakeLayout(); + var (subscribe, fireSelection, isHealthTarget, name, healthPercent, stackSize, sendQueryHealth, queryHealthCalls) = + MakeDelegates( + healthTargetMap: new() { [GuidA] = true, [GuidB] = false }, + nameMap: new() { [GuidA] = "Bandit", [GuidB] = "Chest" }, + healthMap: new() { [GuidA] = 1.0f }, + stackMap: new() { [GuidA] = 0u, [GuidB] = 0u }); + + SelectedObjectController.Bind(layout, subscribe, + isHealthTarget, name, healthPercent, stackSize, sendQueryHealth, datFont: null); + + // Select A (health target). + fireSelection(GuidA); + Assert.True(healthMeterEl.Visible); + Assert.Single(queryHealthCalls); + + // Select B (non-health target) — must clear A's state and apply B. + fireSelection(GuidB); + + Assert.False(healthMeterEl.Visible, "health meter must be cleared when switching to non-health target"); + Assert.Equal("ObjectSelected", overlayEl.ActiveState); + // sendQueryHealth must NOT be called again (B is not a health target). + Assert.Single(queryHealthCalls); + + // Name should reflect B. + var textChild = nameEl.Children.OfType().Single(); + var lines = textChild.LinesProvider(); + Assert.Single(lines); + Assert.Equal("Chest", lines[0].Text); + } + + // ── H6: Partial layout (missing elements) ──────────────────────────────── + + /// + /// When elements are absent (partial layout), Bind does not throw and + /// OnSelectionChanged does not throw for any combination. + /// + [Fact] + public void PartialLayout_noElements_doesNotThrow() + { + // Empty layout — none of the three ids are present. + var root = new UiPanel(); + var layout = new ImportedLayout(root, new Dictionary()); + + Action? registeredHandler = null; + var queryHealthCalls = new List(); + + SelectedObjectController.Bind( + layout, + subscribeSelectionChanged: h => registeredHandler = h, + isHealthTarget: _ => true, + name: _ => "Something", + healthPercent: _ => 1f, + stackSize: _ => 0u, + sendQueryHealth: g => queryHealthCalls.Add(g), + datFont: null); + + Assert.NotNull(registeredHandler); + + // Firing selection / deselection on a partial layout must not throw. + var ex = Record.Exception(() => registeredHandler!.Invoke(0x12345678u)); + Assert.Null(ex); + + ex = Record.Exception(() => registeredHandler!.Invoke(null)); + Assert.Null(ex); + + // QueryHealth must still be called (the delegate doesn't depend on the meter element). + Assert.Single(queryHealthCalls); + Assert.Equal(0x12345678u, queryHealthCalls[0]); + } + + // ── H7: Fill closure reflects live healthPercent ───────────────────────── + + /// + /// The meter's Fill closure reads the current guid's health percent from the + /// healthPercent delegate on every poll — so if the server updates the + /// health between polls the fill reflects the new value without re-selecting. + /// + [Fact] + public void HealthMeterFill_reflectsLiveHealthPercent() + { + const uint Guid = 0xAA07u; + float currentHealth = 0.5f; + + var (layout, _, _, healthMeterEl) = FakeLayout(); + var (subscribe, fireSelection, isHealthTarget, name, _, stackSize, sendQueryHealth, _) = + MakeDelegates( + healthTargetMap: new() { [Guid] = true }, + nameMap: new() { [Guid] = "Arwic Banderling" }, + healthMap: new(), // not used here + stackMap: new() { [Guid] = 0u }); + + SelectedObjectController.Bind(layout, subscribe, + isHealthTarget, name, + healthPercent: _ => currentHealth, // reads the captured variable + stackSize, sendQueryHealth, datFont: null); + + fireSelection(Guid); + + // Fill should return the current health value. + Assert.Equal(0.5f, healthMeterEl.Fill()); + + // Simulate server updating health (as if UpdateHealth 0x01C0 arrived). + currentHealth = 0.25f; + Assert.Equal(0.25f, healthMeterEl.Fill()); + } + + // ── H8: Fill returns 0 when nothing is selected ────────────────────────── + + /// + /// After deselect, the meter Fill returns 0f (empty bar) rather than + /// the last selected target's health value. + /// + [Fact] + public void HealthMeterFill_returnsZero_whenNothingSelected() + { + const uint Guid = 0xAA08u; + + var (layout, _, _, healthMeterEl) = FakeLayout(); + var (subscribe, fireSelection, isHealthTarget, name, healthPercent, stackSize, sendQueryHealth, _) = + MakeDelegates( + healthTargetMap: new() { [Guid] = true }, + nameMap: new() { [Guid] = "Spider" }, + healthMap: new() { [Guid] = 0.8f }, + stackMap: new() { [Guid] = 0u }); + + SelectedObjectController.Bind(layout, subscribe, + isHealthTarget, name, healthPercent, stackSize, sendQueryHealth, datFont: null); + + fireSelection(Guid); + Assert.Equal(0.8f, healthMeterEl.Fill()); // sanity check + + fireSelection(null); + // After deselect, Fill() must return 0f (or null coerced to 0f). + var fill = healthMeterEl.Fill(); + Assert.Equal(0f, fill ?? 0f); + } +} diff --git a/tests/AcDream.Core.Net.Tests/WorldSessionCombatTests.cs b/tests/AcDream.Core.Net.Tests/WorldSessionCombatTests.cs index 0bdd0bec..8ebf8ddb 100644 --- a/tests/AcDream.Core.Net.Tests/WorldSessionCombatTests.cs +++ b/tests/AcDream.Core.Net.Tests/WorldSessionCombatTests.cs @@ -74,4 +74,18 @@ public sealed class WorldSessionCombatTests Assert.NotNull(captured); Assert.Equal(AttackTargetRequest.BuildCancel(1), captured); } + + [Fact] + public void SendQueryHealth_UsesRetailQueryHealthBuilder() + { + // Retail anchor: CM_Combat::Event_QueryHealth / gmToolbarUI::HandleSelectionChanged:198635 + using var session = NewSession(); + byte[]? captured = null; + session.GameActionCapture = body => captured = body; + + session.SendQueryHealth(0x50000007u); + + Assert.NotNull(captured); + Assert.Equal(SocialActions.BuildQueryHealth(1, 0x50000007u), captured); + } } From 1e6fbff9bca91520ef1d53db35a52fb64a6a63f1 Mon Sep 17 00:00:00 2001 From: Erik Date: Fri, 19 Jun 2026 23:22:50 +0200 Subject: [PATCH 218/223] =?UTF-8?q?docs(lighting):=20A7=20Fix=20D=20round-?= =?UTF-8?q?2=20CHECKPOINT=20=E2=80=94=20real=20cause=20is=20object=20torch?= =?UTF-8?q?=20REACH=20(#140)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Same-instant cdb proved acdream ambient (0.447) == retail (0.4465) and time/sun match, so the building/character over-brightness is NOT the bake/wrap/EnvCell/clamp (D-1..D-4, all correct but off-target) — those light the wrong surfaces. The Holtburg building exterior is a mode-0 OBJECT (IsBuildingShell, not an EnvCell). Isolation (object point lights gated OFF) made it match retail => cause is the torch REACH being too long (acdream range 7.8 = Falloff 6x1.3 vs retail 5.2 = Falloff 4x1.3), flooding the small facade. OPEN: confirm same-torch Falloff acdream-vs-retail before tightening the reach. Diagnostic shader hack reverted (tree clean); D-1..D-4 kept. Branch not merged. Co-Authored-By: Claude Opus 4.8 (1M context) --- ...g-a7-fixD-round2-torch-reach-CHECKPOINT.md | 94 +++++++++++++++++++ 1 file changed, 94 insertions(+) create mode 100644 docs/research/2026-06-19-lighting-a7-fixD-round2-torch-reach-CHECKPOINT.md diff --git a/docs/research/2026-06-19-lighting-a7-fixD-round2-torch-reach-CHECKPOINT.md b/docs/research/2026-06-19-lighting-a7-fixD-round2-torch-reach-CHECKPOINT.md new file mode 100644 index 00000000..94924439 --- /dev/null +++ b/docs/research/2026-06-19-lighting-a7-fixD-round2-torch-reach-CHECKPOINT.md @@ -0,0 +1,94 @@ +# A7 Fix D round 2 — REAL cause found (object sun+ambient + torch REACH), CHECKPOINT + +**Date:** 2026-06-19 **Branch:** `claude/thirsty-goldberg-51bb9b` (NOT merged — held at the visual gate) +**Predecessor:** `docs/research/2026-06-18-lighting-a7-fixABC-shipped-fixD-handoff.md` +**Status:** checkpointed at user request after pinning the root cause. D-1..D-4 are committed + +correct but **did NOT fix the visible symptom** — they were the wrong subsystem. + +## TL;DR — what the visible bug actually is (and is NOT) + +The user's symptom (Holtburg meeting-hall facade too bright/warm/washed-out + character backs +lit) is **NOT** the EnvCell bake, the per-channel clamp, the half-Lambert wrap, or the SSBO leak. +Those are the D-1..D-4 path. **The visible surfaces are mode-0 OBJECTS**, and the cause is: + +1. **Building facade over-bright** = the **torch REACH is too long** (acdream ~7.8 m vs retail + ~5.2 m), so each entrance torch floods the whole small facade instead of a tight pool. + **CONFIRMED by isolation**: gating object (mode-0) point lights OFF made the building match + retail ("looks much better", user 2026-06-19). +2. **Character backs / slight object over-bright** = the **sun + ambient on objects** (mode 0 + runs both). Ambient is NOT the culprit (it MATCHES retail exactly — see values). The residual + is small for the character (it ~matches retail), so the dominant visible bug is #1 (torches). + +## Render-path facts (source-verified, workflow `wf_c4ad8cf8`) + +- **Building EXTERIOR** = a flat-mesh `WorldEntity` with `IsBuildingShell=true`, `ParentCellId=null`, + built from `BuildingInfo.ModelId` (`LandblockLoader.cs:79-90`), drawn by **WbDrawDispatcher** + which hard-sets `uLightingMode=0` (`WbDrawDispatcher.cs:898`). It is **NOT an EnvCell** — so + **D-4 (EnvCell walls get no sun) never touched it**. +- **Characters/creatures/players** = ordinary `WorldEntity` dynamics, also drawn by + WbDrawDispatcher at `uLightingMode=0` (plain Lambert + sun). The mode plumbing is CORRECT + (mode-0 plain Lambert already zeroes a torch behind a back-face — that part of D-3 works). +- **EnvCellRenderer** (`uLightingMode=1`, no-sun, wrap) only ever draws **interior** cell shells + from the dat EnvCell list — never `info.Buildings`, never characters. +- Render loop: in-world frames go through `RetailPViewRenderer.DrawInside`; the bare + `WbDrawDispatcher.Draw` (GameWindow.cs:8230) is the no-viewer-cell fallback. Both share the + ONE `_meshShader` (mesh_modern) program (GameWindow.cs:1845-1857), so `uLightingMode` is one + shared uniform; each renderer re-sets it before its draws. + +## Ground truth (live cdb retail + acdream probe, SAME-INSTANT) + +- **Ambient MATCHES exactly**: acdream `(0.447,0.447,0.495)` == retail `(0.4465,0.4465,0.4951)`. + → same sky keyframe → **same time of day; NO time desync** (the earlier "retail 0.3 / acdream + purple" was sequential-capture drift + acdream's un-synced spawn frame; ignore it). +- **retail sun** (`world_lights.sunlight` @ 0x008672a0+0x18) = `(0.573, ~0, 0.445)`, magnitude + **0.725**, colour `(0.98,0.84,0.59)` warm. acdream `sun=1` (active, derived from the same sky + state via Fix C `|sunVec|=DirBright`). Sun is NOT zero — retail DOES sun-light objects. +- **retail torches** (golden, a7-fixd-golden2): static, `intensity=100`, `falloff 3/4/5`, warm + `(1,0.588,0.314)` orange + `(0.98,0.843,0.612)` cream. `calc_point_light` makes a BRIGHT TIGHT + pool (saturates to full warm to ~4 m, gone by ~5.2 m). Faithful in acdream (LightBake.cs). +- **acdream torches** ([light-detail]): `range=7.8` (Falloff 6×1.3) and `range=6.5` (Falloff 5). + acdream `Range = info.Falloff * 1.3f` (`LightInfoLoader.cs:90`) — the 1.3 is correct, NO stray 1.5. + +## The OPEN question to resolve FIRST on resume (don't guess) + +acdream's orange torch reads **Falloff 6** (range 7.8); retail's orange torch was captured at +**Falloff 4** (range 5.2). `6 = 4 × 1.5` (smells like rangeAdjust) BUT they **might be different +torches** (38 static torches, several orange). **Resolve by comparing the SAME torch's Falloff in +acdream vs retail, matched by world position** (one focused capture): break/dump acdream's torch +Falloff for a specific Holtburg torch and the retail `world_lights.static_lights[i].info.falloff` +for the same one. Then: +- If acdream reads a **too-large Falloff** for the same torch → fix the dat read / conversion + (the DatReaderWriter `LightInfo.Falloff` path) so acdream's reach == retail's. +- If the Falloff matches and reach is genuinely ~7.8 → the building-shell-as-one-object spill is + the issue; tighten how building shells receive torches (the per-vertex range gate already + localises, so this is unlikely — favour the Falloff hypothesis). + +## Proposed fix (after the falloff is confirmed) + +Tighten acdream's torch reach to match retail (≈5 m), keep torches ON. Building facade then shows +a tight warm pool by each flame + dark stone elsewhere (retail-faithful). Files: `LightInfoLoader.cs` +(the Falloff→Range conversion), possibly the DatReaderWriter light read. Add a divergence-register +row if any conversion deviates. Re-verify visually (the diagnostic that confirmed the cause: +object point lights OFF == retail-match). + +## State of the committed work (KEEP — all correct, just off-target for the visible bug) + +| Commit | What | Verdict | +|---|---|---| +| `180b4af` | D-1 clamp point sum on its own | faithful; keep | +| `39c70f0` | D-2 prep — LightBake conformance test | keep | +| `cf62793` | D-1 shader clamp | keep | +| `c62da82` | D-2 EnvCell shell binds own light set (real leak fix) | keep | +| `b57a53e`/`156dc45` | register AP-35/AP-16 corrections | keep | +| `0980bea` | D-3 objects plain-Lambert / D-4 EnvCell no-sun | keep; correct but doesn't touch the building (it's an object) | + +`tools/cdb/a7-fixd-*.cdb` capture scripts are committed. **Diagnostic shader hack reverted** +(working tree clean). Branch NOT merged — finish the torch-reach fix, visual-verify, then merge. + +## DO-NOT-RETRY (cost a lot this session) + +- Don't re-tune the EnvCell bake / per-channel clamp / wrap / SSBO binding for the building — the + building is a mode-0 OBJECT, none of that path lights it. +- Don't chase a time-of-day / ambient desync — ambient + time MATCH retail exactly (0.446). +- Don't "remove the sun" globally — retail DOES sun-light objects (sun 0.725). +- The visible building bug is the **torch REACH** (confirmed by isolation); start there. From b7d655bce7672c7bbfa3ac43db637037b2b31dba Mon Sep 17 00:00:00 2001 From: Erik Date: Fri, 19 Jun 2026 23:56:49 +0200 Subject: [PATCH 219/223] =?UTF-8?q?fix(lighting):=20A7=20Fix=20D=20round?= =?UTF-8?q?=202=20=E2=80=94=20outdoor=20objects=20get=20NO=20torches=20(re?= =?UTF-8?q?tail=20useSunlight=20gate)=20(#140)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit The Holtburg meeting-hall facade washed out warm/bright vs retail. The round-1 checkpoint blamed torch REACH (acdream Falloff 6×1.3=7.8m vs a supposed retail Falloff 4). That theory is WRONG, and this commit fixes the real cause. Empirical (HoltburgTorchFalloffProbeTests, headless dat dump via the production LightInfoLoader): the orange entrance torch (setup 0x020005D8) is raw dat Falloff 6 and acdream reads it FAITHFULLY — there is no Falloff-4 torch anywhere in Holtburg. Both clients read the same dat float, so reach was never inflated. Decomp (read verbatim + corroborated by an independent adversarial workflow): retail's per-object torch binder minimize_object_lighting (0x0054d480) is gated in RenderDeviceD3D::DrawMeshInternal (0x0059f398) by `if (Render::useSunlight == 0)`. The outdoor landscape stage runs useSunlightSet(1) (PView::DrawCells 0x005a485a, before LScape::draw), so the building EXTERIOR shell — drawn via DrawBlock→DrawSortCell→DrawBuilding→CPhysicsPart::Draw→DrawMeshInternal — is lit by SUN + ambient ONLY; torches are SKIPPED. The static bake (SetStaticLightingVertexColors 0x0059cfe0) is EnvCell-only. So retail NEVER torch-lights outdoor objects. This exactly explains the isolation test (object point lights OFF → building matches retail). Fix: WbDrawDispatcher.ComputeEntityLightSet gates per-object torch selection on the object being INDOOR (ParentCellId is an EnvCell, (id&0xFFFF)>=0x0100) via the pure predicate IndoorObjectReceivesTorches. Outdoor objects (building shells with null ParentCellId, outdoor scenery, outdoor creatures) keep the all-(-1) light set ⇒ sun + ambient only = retail. The indoor "no sun" half is already handled by the global sun-kill when the player is inside a cell (UpdateSunFromSky). No dungeon regression: EnvCell statics get ParentCellId set (keep torches). Divergence register: AP-37 (residual: acdream keys sun/torch on the object's own cell + a per-frame player-inside sun-kill, vs retail's per-draw-stage useSunlight; only matters for through-doorway look-ins). The round-1 CHECKPOINT got a RESOLVED banner correcting the reach theory. Tests: WbDrawDispatcherTorchGateTests (7), HoltburgTorchFalloffProbeTests (dat dump). App 280/1skip, Core 1486/2skip green. Held at the visual gate — not merged. Co-Authored-By: Claude Opus 4.8 (1M context) --- .../retail-divergence-register.md | 1 + ...g-a7-fixD-round2-torch-reach-CHECKPOINT.md | 58 +++++++++ .../Rendering/Wb/WbDrawDispatcher.cs | 37 ++++++ .../Wb/WbDrawDispatcherTorchGateTests.cs | 42 +++++++ .../HoltburgTorchFalloffProbeTests.cs | 116 ++++++++++++++++++ 5 files changed, 254 insertions(+) create mode 100644 tests/AcDream.App.Tests/Rendering/Wb/WbDrawDispatcherTorchGateTests.cs create mode 100644 tests/AcDream.Core.Tests/Conformance/HoltburgTorchFalloffProbeTests.cs diff --git a/docs/architecture/retail-divergence-register.md b/docs/architecture/retail-divergence-register.md index b7b358ff..11d8cabb 100644 --- a/docs/architecture/retail-divergence-register.md +++ b/docs/architecture/retail-divergence-register.md @@ -131,6 +131,7 @@ accepted-divergence entries (#96, #49, #50). | AP-33 | Interior-root look-in cells (**#124** sub-pass) draw their statics + DYNAMICS + emitters WHOLE — no per-part/per-object viewcone check; retail viewconeCheck's each vs the installed view (the **#131** portal closure: a server object in a look-in cell drew nowhere — dynamics-last culls cells absent from the main cone, and post-seal it z-fails anyway) | `src/AcDream.App/Rendering/RetailPViewRenderer.cs` (`DrawBuildingLookIns`) | The main viewcone has no entries for look-in cells; over-include is the safe direction (z-correct, repainted outside apertures by the root's shells); look-in cell counts are small (~1-3 cells) | A few wasted draws on content outside the doorway region (repainted); no under-draw direction remains | `viewconeCheck` 0x0054c250; nested `DrawCells` objects pc:432878 | | AP-34 | Landscape-stage alpha deferral is a TWO-PHASE slice split (statics-early / dynamics+particles+weather-late around the **#124** look-ins) + outdoor-root attached scene emitters moved to the post-frame pass, not retail's single deferred alpha flush. Residual: building exteriors' / outside-stage dynamics' own translucent MESH batches still draw within their stage draw call (before later stage content) | `src/AcDream.App/Rendering/RetailPViewRenderer.cs` (`DrawLandscapeThroughOutsideView` late loop) + `GameWindow` post-frame Scene pass | The MDI dispatcher draws translucency inside each Draw call; a faithful FlushAlphaList port needs a global deferred alpha list across all landscape draws — the split covers the user-visible cases (#131 portal swirl, #132 candle flame indoors + outdoors) | Translucent landscape content drawn early and screen-overlapped by content drawn later in the stage gets overpainted (no depth self-protection) — the portal-swirl/candle-flame class re-appears in the residual configurations | `D3DPolyRender::FlushAlphaList` (DrawCells pc:432722) | | AP-36 | Dungeon streaming gate triggers on the player's CURRENT cell being a sealed EnvCell (`CurrCell.IsEnv && !SeenOutside`), an approximation of ACE's full landblock `IsDungeon` (all-heights-zero + NumCells>0 + Buildings.Count==0). The retail BEHAVIOR (a dungeon loads no adjacent landblocks) is faithful — only the runtime TRIGGER is the cheap cell predicate instead of classifying the center landblock. **#135 pre-collapse:** at login/teleport the same collapse is triggered EARLY (the instant the streaming center is recentered onto the spawn/dest cell) via `IsSealedDungeonCell` reading the EnvCell **dat** `SeenOutside` flag — because the physics `CurrCell` is null until placement, which waits for hydration; without the early trigger the full 25×25 ocean-grid window loads then unloads (the ~30 s login FPS ramp) | `src/AcDream.App/Rendering/GameWindow.cs:6895` (per-frame predicate) + `:IsSealedDungeonCell` + `:OnLiveEntitySpawnedLocked`/`:OnLivePositionUpdated` (login/teleport pre-collapse hooks) + `src/AcDream.App/Streaming/StreamingController.cs` (collapse/expand/`PreCollapseToDungeon`) | The predicate is already computed for sun/sky gating (playerInsideCell) and exactly matches for sealed dungeons vs windowed building interiors (SeenOutside=true → not gated); no landblock re-classification needed. The dat-flag read is the same `EnvCellFlags.SeenOutside` the hydrated `ObjCell.SeenOutside` is built from (`EnvCell.cs:72`/`PhysicsDataCache.cs:224`), so the pre-collapse decision matches the eventual per-frame gate exactly | A dungeon cell that reports SeenOutside (an entrance cell open to the surface) briefly un-collapses and re-streams the window; a hypothetical windowless building back-room (IsEnv && !SeenOutside but HasBuildings) would wrongly collapse its outdoor neighbors; a sealed-dungeon entrance cell that is itself SeenOutside is simply MISSED by the early trigger and falls back to the existing late collapse (no worse than before #135) | ACE `LandblockManager.GetAdjacentIDs` (dungeons→empty) Landblock.cs:577-582; `IsDungeon` Landblock.cs:1264-1277 | +| AP-37 | Per-object torch (point/spot) lighting is gated on the OBJECT's own cell: an object selects the static wall-torches ONLY when its `ParentCellId` is an EnvCell (`(id & 0xFFFF) >= 0x0100`); outdoor objects (building exterior shells with null ParentCellId, outdoor scenery, outdoor creatures) get the SUN + ambient and NO torches. This is the faithful port of retail's `useSunlight` gate — `DrawMeshInternal` (0x0059f398) calls `minimize_object_lighting` only `if (Render::useSunlight == 0)`, and the outdoor landscape stage runs `useSunlightSet(1)` (`PView::DrawCells` 0x005a485a, before `LScape::draw`) so outdoor objects are never torch-lit (closes the Holtburg meeting-hall facade torch-flood — A7 Fix D round 2, the dat's intensity-100 `falloff 6` orange torches were washing the exterior shell). **Residual approximation:** the sun/no-sun half is a per-FRAME global keyed on the PLAYER being inside a cell (`UpdateSunFromSky` zeroes the sun when `playerInsideCell`), NOT retail's per-draw-STAGE `useSunlight` toggle. So a mixed-stage frame (standing in a doorway / look-in) lights through-aperture objects with the player's regime, not the object's stage regime | `src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs` (`IndoorObjectReceivesTorches` + `ComputeEntityLightSet`); sun half `src/AcDream.App/Rendering/GameWindow.cs:10421` (`UpdateSunFromSky`) | The visible case — player OUTSIDE, looking at an outdoor building/scenery — is now exactly faithful (sun+ambient, no torches); player INSIDE a cell gets torches with the sun globally killed = faithful indoor regime. Cross-aperture mismatch only affects objects seen THROUGH a doorway from the other lighting context | A through-aperture interior object viewed from outside gets the sun (player outside) instead of retail's indoor torches-no-sun; an outdoor object viewed from inside gets no sun (player inside) instead of retail's sunlit outside stage — doorway/look-in frames only, not the standalone outdoor or indoor case | `useSunlight` gate `DrawMeshInternal` 0x0059f398; `useSunlightSet` 0x0054d450; outside stage `PView::DrawCells` 0x005a485a (`useSunlightSet(1)`); `minimize_object_lighting` 0x0054d480; `config_hardware_light` Range=falloff×`rangeAdjust`(1.5) 0x0059ad30 | | AP-35 | Point/spot lights are now PER-VERTEX Gouraud (`pointContribution` ~line 153 of `mesh_modern.vert`) matching retail's `SetStaticLightingVertexColors` bake path. Half-Lambert wrap (`(1/1.5)·(N·D + 0.5·d)`) AND norm distance attenuation (`distsq>1 ? distsq·d : d`) ARE ported (A7 Fix A, `aa94ced`). Point-light sum clamped to [0,1] on its own accumulator before adding ambient+sun (A7 Fix D D-1, mirrors retail's per-vertex bake clamp). CPU oracle: `src/AcDream.Core/Lighting/LightBake.cs`, locked by `tests/AcDream.Core.Tests/Lighting/LightBakeConformanceTests.cs`. **Residual (two parts):** (a) acdream lights in-shader each frame (per-frame GPU evaluate); retail bakes into the vertex buffer ONCE — an architecture/performance difference; the wrap + norm + clamp formula is the same, but bake-once is cheaper for static geometry; (b) acdream's `SelectForObject` keeps only the 8 NEAREST reaching point/spot lights per object/cell (`MaxLightsPerObject=8`, see AP-16), whereas retail's bake sums ALL reaching static lights per vertex — a surface reached by >8 point lights is dimmer in acdream than retail's bake result (rare in practice; a room has a handful of torches) | `src/AcDream.App/Rendering/Shaders/mesh_modern.vert` (`pointContribution` ~line 153; wrap ~line 163; norm ~line 167; point-sum clamp line 210) | Per-vertex Gouraud + wrap + norm + clamp all match retail. The two residuals are: (a) per-frame GPU vs bake-once — architecture/perf only; (b) 8-light cap dimming when >8 lights reach one surface — rare. `LightInfoLoader.cs:81` folds static_light_factor 1.3 into Range | (a) A new frame-time consumer bypassing `accumulateLights` would need to replicate the wrap + norm formula; per-frame GPU re-evaluate has higher per-frame cost than bake for static geometry. (b) A densely lit scene (>8 torches reaching one wall) renders dimmer than retail — see AP-16 for the 8-cap ownership | `calc_point_light` 0x0059c8b0 (line 0x0059c9a2 ramp; 0x0059c925 wrap); `SetStaticLightingVertexColors` 0x0059cfe0; static_light_factor 0x00820e24 | --- diff --git a/docs/research/2026-06-19-lighting-a7-fixD-round2-torch-reach-CHECKPOINT.md b/docs/research/2026-06-19-lighting-a7-fixD-round2-torch-reach-CHECKPOINT.md index 94924439..a9baf4ac 100644 --- a/docs/research/2026-06-19-lighting-a7-fixD-round2-torch-reach-CHECKPOINT.md +++ b/docs/research/2026-06-19-lighting-a7-fixD-round2-torch-reach-CHECKPOINT.md @@ -5,6 +5,64 @@ **Status:** checkpointed at user request after pinning the root cause. D-1..D-4 are committed + correct but **did NOT fix the visible symptom** — they were the wrong subsystem. +--- + +## ✅ RESOLVED 2026-06-19 (second session) — the "torch REACH" theory was WRONG; real cause = retail does NOT torch-light OUTDOOR objects at all + +**The open question is settled, and it overturns this checkpoint's own hypothesis. The fix is NOT +"shorten torch reach" — it is "outdoor objects receive NO torches."** + +**Empirical (acdream side, headless dat dump `HoltburgTorchFalloffProbeTests`):** the Holtburg +neighbourhood has **27 static lights, raw dat Falloff ∈ {3,5,6}** — the dominant orange entrance +torch (setup `0x020005D8`, colour `(1,0.588,0.314)`) is **Falloff 6** (17 of 27). acdream reads +this **faithfully** — `LightInfoLoader` just copies `info.Falloff`, no stray ×1.5. There is **NO +Falloff-4 torch anywhere in Holtburg**, so the predecessor's "retail orange = falloff 4" could not +be a *different* falloff-4 torch. Both clients read the same dat float → acdream's reach is NOT +inflated. So "acdream 6 vs retail 4" was a red herring. + +**Decomp (retail side, read verbatim + corroborated by an independent adversarial workflow +`wf_07289ba4`):** retail's per-object torch binder `minimize_object_lighting` (0x0054d480) is +**gated** in `RenderDeviceD3D::DrawMeshInternal` (0x0059f398) by `if (Render::useSunlight == 0)`. +The OUTDOOR landscape stage runs `Render::useSunlightSet(1)` (`PView::DrawCells` 0x005a485a, right +before `LScape::draw`), so when the building EXTERIOR shell is drawn +(`LScape::draw → DrawBlock 0x005a17c0 → DrawSortCell 0x0059f140 → DrawBuilding 0x0059f2a0 → +CPhysicsPart::Draw → DrawMeshInternal`), torches are **SKIPPED** — the only active light is the +**sun** (`useSunlightSet(1)` enables `add_active_light(0xffffffff, 0)` = sun + ambient only). The +static vertex bake (`SetStaticLightingVertexColors` 0x0059cfe0) is **EnvCell-only** (sole caller +`DrawEnvCell` 0x0059f1f6). **So retail lights outdoor objects with SUN + ambient ONLY — never the +wall torches.** This exactly explains the checkpoint's own isolation result ("object point lights +OFF → building matches retail"): retail's outdoor facade gets ZERO torch energy. (Confirming the +non-bug nature of reach: retail's free-object *hardware* path `config_hardware_light` 0x0059ad30 +uses `Range = falloff × rangeAdjust(1.5)` = LONGER than acdream's ×1.3, with `Diffuse = color×100` +and att `1/d` — that would blow the facade WHITE if enabled, which is further proof retail never +enables it outdoors.) + +**The three retail lighting regimes (now all mapped):** +1. **EnvCell walls** → static bake (`calc_point_light`, range `falloff×1.3`, wrap, capped), no sun. + → acdream mode 1 (EnvCell). ✓ already correct. +2. **Indoor objects** (`useSunlight==0`) → torches (hardware, no sun). → acdream mode 0 **indoor**. +3. **Outdoor objects** (`useSunlight==1`) → sun + ambient, **NO torches**. → acdream mode 0 **outdoor**. + acdream's mode-0 path applied sun **AND** torches to ALL objects — wrong for both 2 and 3. + +**THE FIX (shipped this session):** in `WbDrawDispatcher.ComputeEntityLightSet`, gate per-object +torch selection on the object being INDOOR (`ParentCellId` is an EnvCell, `(id&0xFFFF)>=0x0100`) +via the pure predicate `IndoorObjectReceivesTorches`. Outdoor objects (building shells — ParentCellId +null; outdoor scenery; outdoor creatures) keep the all-(-1) light set ⇒ sun + ambient only = retail. +The indoor "no sun" half is already handled by the global sun-kill when the player is inside a cell +(`UpdateSunFromSky`, intensity 0). Divergence-register row **AP-37** added (documents the residual: +acdream keys sun/torch on the object's own cell + a per-frame player-inside sun-kill, vs retail's +per-draw-STAGE `useSunlight` — only matters for through-doorway look-ins). Tests: +`WbDrawDispatcherTorchGateTests` (7✓), `HoltburgTorchFalloffProbeTests` (dat dump). Build green; +App 280✓/1skip, Core 1486✓/2skip. **Awaiting the user visual side-by-side at Holtburg before merge.** + +**DO-NOT-RETRY (this session's corrections to the checkpoint below):** do NOT shorten torch reach / +change `Falloff×1.3` — acdream reads the dat faithfully and the bake reach is correct for EnvCells. +The building is an OUTDOOR object; retail gives it no torches. The original checkpoint's "tighten reach +to ~5m, keep torches ON" plan (below) is SUPERSEDED — keeping torches ON for the outdoor shell at any +reach is the bug. + +--- + ## TL;DR — what the visible bug actually is (and is NOT) The user's symptom (Holtburg meeting-hall facade too bright/warm/washed-out + character backs diff --git a/src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs b/src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs index fc131abb..f772dcc5 100644 --- a/src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs +++ b/src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs @@ -2026,6 +2026,26 @@ public sealed unsafe class WbDrawDispatcher : IDisposable /// a static building's torches stay constant as the viewer moves. Fills /// ; unused slots are -1. On the no-lights /// path (no snapshot handed in) every slot is -1 ⇒ shader adds no point light. + /// + /// + /// A7 Fix D round 2 (2026-06-19): retail lights OUTDOOR objects with the SUN + + /// ambient ONLY — never the static wall torches. The per-object torch step + /// (minimize_object_lighting, 0x0054d480) runs ONLY in the indoor stage: + /// RenderDeviceD3D::DrawMeshInternal (0x0059f398) calls it under + /// if (Render::useSunlight == 0), and the outdoor landscape stage runs + /// Render::useSunlightSet(1) (PView::DrawCells 0x005a485a, right + /// before LScape::draw which draws buildings/scenery). So a building + /// EXTERIOR shell (, + /// = null) and all outdoor scenery / + /// creatures get the sun, not torches. We mirror that: only objects parented to + /// an EnvCell (indoor) select torches; outdoor objects keep the all-(-1) set so + /// the sun path alone lights them. This is what made the Holtburg meeting-hall + /// facade wash out warm — the dat's intensity-100 wall torches (range + /// Falloff×1.3) were flooding the exterior shell that retail never torch-lights. + /// The indoor "no sun" half is already handled by the global sun kill when the + /// player is inside a cell (UpdateSunFromSky). See the divergence register + /// (AP-37) and docs/research/2026-06-19-lighting-a7-fixD-round2-*. + /// /// private void ComputeEntityLightSet(WorldEntity entity) { @@ -2033,12 +2053,29 @@ public sealed unsafe class WbDrawDispatcher : IDisposable var snap = _pointSnapshot; if (snap is null || snap.Count == 0) return; + // Retail useSunlight gate: outdoor objects receive no per-object torches. + if (!IndoorObjectReceivesTorches(entity.ParentCellId)) return; + if (entity.AabbDirty) entity.RefreshAabb(); Vector3 center = (entity.AabbMin + entity.AabbMax) * 0.5f; float radius = (entity.AabbMax - entity.AabbMin).Length() * 0.5f; LightManager.SelectForObject(snap, center, radius, _currentEntityLightSet); } + /// + /// Retail's useSunlight gate for per-object torch lighting, as a pure + /// predicate. An object receives the static wall torches (the indoor + /// minimize_object_lighting pass) ONLY when it is parented to an EnvCell + /// — an interior cell, by the AC convention (cellId & 0xFFFF) >= 0x0100. + /// Outdoor objects (building shells with null , + /// outdoor scenery in a land sub-cell 0x0001..0x00FF, outdoor creatures) + /// are sun-lit only and return false. Mirrors + /// RenderDeviceD3D::DrawMeshInternal (0x0059f398): torches enabled iff + /// Render::useSunlight == 0, which is true only in the indoor draw stage. + /// + internal static bool IndoorObjectReceivesTorches(uint? parentCellId) + => parentCellId.HasValue && (parentCellId.Value & 0xFFFFu) >= 0x0100u; + /// /// Fix B: append the current entity's 8-slot light set to a group's /// , parallel to its Matrices (one diff --git a/tests/AcDream.App.Tests/Rendering/Wb/WbDrawDispatcherTorchGateTests.cs b/tests/AcDream.App.Tests/Rendering/Wb/WbDrawDispatcherTorchGateTests.cs new file mode 100644 index 00000000..cb1ffd7c --- /dev/null +++ b/tests/AcDream.App.Tests/Rendering/Wb/WbDrawDispatcherTorchGateTests.cs @@ -0,0 +1,42 @@ +using AcDream.App.Rendering.Wb; +using Xunit; + +namespace AcDream.App.Tests.Rendering.Wb; + +/// +/// A7 Fix D round 2 — pins retail's useSunlight gate for per-object torch +/// lighting (WbDrawDispatcher.IndoorObjectReceivesTorches). Retail enables +/// the static wall-torches on an object ONLY in the indoor stage +/// (DrawMeshInternal 0x0059f398: if (useSunlight == 0) minimize_object_lighting()), +/// so OUTDOOR objects — building exterior shells (null ParentCellId) and outdoor +/// scenery (land sub-cell 0x0001..0x00FF) — get the sun, never torches. Only +/// EnvCell-parented (indoor, low word >= 0x0100) objects receive torches. +/// +public sealed class WbDrawDispatcherTorchGateTests +{ + [Fact] + public void BuildingShell_NullParent_IsOutdoor_NoTorches() + { + // Building exterior shells are top-level landblock stabs with no + // ParentCellId (LandblockLoader sets BuildingShellAnchorCellId, not Parent). + Assert.False(WbDrawDispatcher.IndoorObjectReceivesTorches(null)); + } + + [Theory] + [InlineData(0xA9B4_0001u)] // outdoor land sub-cell + [InlineData(0xA9B4_0020u)] // outdoor land sub-cell + [InlineData(0xA9B4_0040u)] // last outdoor land sub-cell (0x40) + public void OutdoorLandCell_NoTorches(uint parentCellId) + { + Assert.False(WbDrawDispatcher.IndoorObjectReceivesTorches(parentCellId)); + } + + [Theory] + [InlineData(0xA9B4_0100u)] // first EnvCell + [InlineData(0xA9B4_0164u)] // interior EnvCell + [InlineData(0x0007_0143u)] // dungeon EnvCell + public void IndoorEnvCell_GetsTorches(uint parentCellId) + { + Assert.True(WbDrawDispatcher.IndoorObjectReceivesTorches(parentCellId)); + } +} diff --git a/tests/AcDream.Core.Tests/Conformance/HoltburgTorchFalloffProbeTests.cs b/tests/AcDream.Core.Tests/Conformance/HoltburgTorchFalloffProbeTests.cs new file mode 100644 index 00000000..1d3a7a41 --- /dev/null +++ b/tests/AcDream.Core.Tests/Conformance/HoltburgTorchFalloffProbeTests.cs @@ -0,0 +1,116 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using System.Numerics; +using AcDream.Core.Lighting; +using DatReaderWriter; +using DatReaderWriter.Options; +using DatLandBlockInfo = DatReaderWriter.DBObjs.LandBlockInfo; +using DatSetup = DatReaderWriter.DBObjs.Setup; +using Xunit; +using Xunit.Abstractions; + +namespace AcDream.Core.Tests.Conformance; + +/// +/// A7 Fix D round 2 (2026-06-19) — resolve the OPEN torch-REACH question without +/// guessing or a live launch: dump the RAW dat LightInfo.Falloff for every +/// static light in the Holtburg landblocks, via the EXACT production load path +/// (). The dat is the SAME file retail reads, so +/// these falloffs ARE what retail reads (modulo any load-time transform, settled +/// separately in the decomp). Output-only — no assertions; read the log. +/// +public sealed class HoltburgTorchFalloffProbeTests +{ + private readonly ITestOutputHelper _out; + public HoltburgTorchFalloffProbeTests(ITestOutputHelper output) => _out = output; + + [Fact] + public void Dump_Holtburg_StaticLight_Falloffs() + { + var datDir = ConformanceDats.ResolveDatDir(); + if (datDir is null) { _out.WriteLine("SKIP: dats unavailable"); return; } + using var dats = new DatCollection(datDir, DatAccessType.Read); + + // The meeting hall sits in the Holtburg town landblocks. Sweep a small + // neighbourhood so we catch every entrance torch the streaming window + // would load around the player at the hall. + uint[] landblocks = + { + 0xA9B3u, 0xA9B4u, 0xA9B2u, 0xA9B5u, 0xAAB3u, 0xAAB4u, 0xA8B3u, 0xA8B4u, + }; + + // Tally every distinct raw Falloff seen (the headline number). + var falloffTally = new SortedDictionary(); + int totalLights = 0; + + foreach (uint lb in landblocks) + { + uint infoId = (lb << 16) | 0xFFFEu; + var info = dats.Get(infoId); + if (info is null) { _out.WriteLine($"=== LB 0x{lb:X4}: LandBlockInfo NULL ==="); continue; } + + int buildings = info.Buildings?.Count ?? 0; + int objects = info.Objects?.Count ?? 0; + _out.WriteLine($"=== LB 0x{lb:X4}: Buildings={buildings} Objects={objects} ==="); + + // Record building-shell origins so we can rank torches by proximity. + var shells = new List<(uint model, Vector3 pos)>(); + if (info.Buildings is not null) + { + foreach (var b in info.Buildings) + { + var o = b.Frame.Origin; + shells.Add((b.ModelId, new Vector3(o.X, o.Y, o.Z))); + _out.WriteLine($" BUILDING shell model=0x{b.ModelId:X8} pos=({o.X:F1},{o.Y:F1},{o.Z:F1}) portals={b.Portals?.Count ?? 0}"); + } + } + + if (info.Objects is null) continue; + foreach (var stab in info.Objects) + { + // Only Setup-sourced stabs (0x02xxxxxx) carry a Lights dictionary — + // identical gate to GameWindow.cs:6399. + if ((stab.Id & 0xFF000000u) != 0x02000000u) continue; + var setup = dats.Get(stab.Id); + if (setup?.Lights is null || setup.Lights.Count == 0) continue; + + var loaded = LightInfoLoader.Load( + setup, + ownerId: 0, + entityPosition: new Vector3(stab.Frame.Origin.X, stab.Frame.Origin.Y, stab.Frame.Origin.Z), + entityRotation: new Quaternion( + stab.Frame.Orientation.X, stab.Frame.Orientation.Y, + stab.Frame.Orientation.Z, stab.Frame.Orientation.W)); + + foreach (var (kvp, ls) in setup.Lights.Zip(loaded, (k, l) => (k, l))) + { + float rawFalloff = kvp.Value.Falloff; + totalLights++; + falloffTally.TryGetValue(rawFalloff, out int c); + falloffTally[rawFalloff] = c + 1; + + // Nearest building shell, for "is this an entrance torch on the hall?". + float nearest = float.MaxValue; + uint nearestModel = 0; + foreach (var (model, spos) in shells) + { + float dd = Vector3.Distance(ls.WorldPosition, spos); + if (dd < nearest) { nearest = dd; nearestModel = model; } + } + + _out.WriteLine( + $" LIGHT setup=0x{stab.Id:X8} kind={ls.Kind} " + + $"pos=({ls.WorldPosition.X:F1},{ls.WorldPosition.Y:F1},{ls.WorldPosition.Z:F1}) " + + $"color=({ls.ColorLinear.X:F3},{ls.ColorLinear.Y:F3},{ls.ColorLinear.Z:F3}) " + + $"intensity={ls.Intensity:F1} rawFalloff={rawFalloff:F3} Range={ls.Range:F3} " + + $"cone={ls.ConeAngle:F3} nearestShell=0x{nearestModel:X8}@{(nearest == float.MaxValue ? -1f : nearest):F1}m"); + } + } + } + + _out.WriteLine($"=== FALLOFF HISTOGRAM (raw dat values across {totalLights} static lights) ==="); + foreach (var kv in falloffTally) + _out.WriteLine($" rawFalloff={kv.Key:F3} -> Range(x1.3)={kv.Key * 1.3f:F3}m count={kv.Value}"); + } +} From 8f627cce0ecdf148d5792248532f24d02b30c4f9 Mon Sep 17 00:00:00 2001 From: Erik Date: Sat, 20 Jun 2026 09:37:15 +0200 Subject: [PATCH 220/223] fix(D.5.3a): selected-object meter visual-gate fixes (name, gate, flash, magenta) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Visual gate against retail surfaced several fidelity gaps in the selected-object strip; all fixed and user-confirmed. Faithful to gmToolbarUI::HandleSelectionChanged (acclient_2013_pseudo_c.txt:198635) + RecvNotice_UpdateObjectHealth (:196213). - UiMeter.DrawHBar: guard each slice on `id != 0` BEFORE resolve. resolve(0) returns the 1x1 magenta placeholder with a non-zero GL handle, so the single- image meter (caps id=0) was drawing 1px magenta caps at the bar's ends. The 3-slice vitals meter (all ids set) was unaffected. (the magenta-lines bug) - SelectedObjectController: meter visibility is now UpdateHealth-driven (shown when health is known for the selected guid — HasHealth at select or HealthChanged), not shown-on-select; brief green selection flash via Tick revert; overlay floated above the meter so the flash isn't hidden by the bar; name top-aligned into the bar sprite's black band (NameBandHeight) with the bar below. - GameWindow.IsHealthBarTarget: gate the health bar on the server PWD bits BF_ATTACKABLE (0x10) | BF_PLAYER (0x8) — friendly/vendor NPCs and attackable Doors (Misc type) are name-only; players/monsters get the bar. Replaces the too-loose IsLiveCreatureTarget. Wired SelectedObjectController.Tick in OnUpdate. - CombatState.HasHealth(guid): distinguishes a known health value from the 1.0 default, so a re-selected already-assessed target shows its bar immediately. - TextureCache.GetOrUploadRenderSurface: resolve the surface's DefaultPaletteId so paletted (P8/INDEX16) UI sprites decode instead of falling to magenta. - ToolbarController.HiddenIds: also hide 0x100001A3 (stack-entry box) — retail hides it in HandleSelectionChanged; it was rendering as a stray black box. Divergence register: AP-47 (meter-visible timing) retired (now faithful); AP-46 rewritten to the BF_ATTACKABLE/BF_PLAYER gate approximation. Full suite green (2,688 passed / 4 skipped). User-confirmed: name on top, NPC name-only, monster bar on assess, green flash, no magenta. Co-Authored-By: Claude Opus 4.8 (1M context) --- .../retail-divergence-register.md | 3 +- src/AcDream.App/Rendering/GameWindow.cs | 42 +- src/AcDream.App/Rendering/TextureCache.cs | 17 +- .../UI/Layout/SelectedObjectController.cs | 224 +++++--- .../UI/Layout/ToolbarController.cs | 12 +- src/AcDream.App/UI/UiMeter.cs | 11 +- src/AcDream.Core/Combat/CombatState.cs | 10 + .../Layout/SelectedObjectControllerTests.cs | 487 ++++++++---------- 8 files changed, 438 insertions(+), 368 deletions(-) diff --git a/docs/architecture/retail-divergence-register.md b/docs/architecture/retail-divergence-register.md index c2267360..1dcb1d44 100644 --- a/docs/architecture/retail-divergence-register.md +++ b/docs/architecture/retail-divergence-register.md @@ -144,8 +144,7 @@ accepted-divergence entries (#96, #49, #50). | AP-41 | Scrollbar thumb 3-slice cap fallback only: single-tile draw (`0x06004C63`) used only when `ThumbTopSprite`/`ThumbBotSprite` are unset; the chat controller passes all three cap ids so the 3-slice path is drawn in practice | `src/AcDream.App/UI/UiScrollbar.cs:35` | The fallback single-tile path is unreachable when caps are bound (chat controller always sets them); the 3-slice path is the active code path | Only if a future caller omits the cap ids will the fallback fire — no visual regression in the chat window | `UIElement_Scrollbar::UpdateLayout @0x4710d0`; cap sprites `0x06004C60` (top) + `0x06004C66` (bottom) from base layout `0x2100003E` | | AP-42 | `UiMenu` item model is flat (label + opaque payload, single-level popup); retail `UIElement_Menu::MakePopup @0x46d310` supports hierarchical nested submenus via recursive popup chain | `src/AcDream.App/UI/UiMenu.cs` | The chat talk-focus menu is single-level (14 rows, 2 columns, no submenu); hierarchy is latent and unreachable through the chat window — no behavioral difference in the current usage | A future menu with nested submenus would render flat (only the top-level items drawn, no drill-down) | `UIElement_Menu::MakePopup` @0x46d310 | | AP-45 | `PublicUpdatePropertyInt (0x02CE)` sequence byte parsed-past but not honored; last update wins (no freshness check against sequence number) | `src/AcDream.Core.Net/Messages/PublicUpdatePropertyInt.cs` | Loopback ACE rarely reorders; latest-wins matches `PrivateUpdateVital`/`UpdatePosition`'s existing non-sequence behavior. Sequence tracking added when needed alongside TS-26. | A reordered 0x02CE on a real network could apply a stale UiEffects value — item icon temporarily shows the wrong effect state, corrected on next update | `PublicUpdatePropertyInt` sequence byte (ACE GameMessagePublicUpdatePropertyInt) | -| AP-46 | Health-meter gate approximation: retail shows the health meter for `IsPlayer() || pet_owner || ObjectIsAttackable()`; acdream uses `IsLiveCreatureTarget` (the `ItemType.Creature` flag) | `src/AcDream.App/UI/Layout/SelectedObjectController.cs` (`HandleSelectionChanged` analogue) | `IsLiveCreatureTarget` is already wired for Tab/Q combat-target gating and is the correct proxy for M1.5 scope (no pet system, no PK); the only practical gap is a friendly non-attackable NPC, which is rare in the ACE dev loop | A friendly (non-attackable) NPC shows a health meter where retail would show name+overlay only — false meter on non-combat NPCs | `gmToolbarUI::HandleSelectionChanged` acclient_2013_pseudo_c.txt:198754 | -| AP-47 | Meter-visible timing: acdream shows the health meter immediately on select; retail shows it from `RecvNotice_UpdateObjectHealth` when the queried value arrives | `src/AcDream.App/UI/Layout/SelectedObjectController.cs` (`OnSelectionChanged`) | Avoids a one-round-trip blank-then-pop; the fill polls `GetHealthPercent` which returns 1.0 until the reply — visually indistinguishable for a full-HP target and self-corrects within one RTT for a damaged target | A freshly-selected off-screen-damaged target reads full for one server round-trip before the `QueryHealth` reply lands | `gmToolbarUI::HandleSelectionChanged` acclient_2013_pseudo_c.txt:198757 | +| AP-46 | Health-meter gate approximation: retail shows the health meter for `IsPlayer() || pet_owner || ClientCombatSystem::ObjectIsAttackable()` (full PK/faction logic); acdream's `GameWindow.IsHealthBarTarget` uses the server PWD bits `BF_ATTACKABLE (0x10)` OR `BF_PLAYER (0x8)` | `src/AcDream.App/Rendering/GameWindow.cs` (`IsHealthBarTarget`) → `SelectedObjectController` | The PWD `BF_ATTACKABLE`/`BF_PLAYER` bits distinguish monsters + players (bar) from friendly/vendor NPCs (name-only) for the M1.5 dev loop; the pet case and the full ObjectIsAttackable PK/faction refinement (free-PK, PK-vs-PK, PKLite) are not ported | A PK/faction edge (e.g. a hostile-flagged player whose `BF_ATTACKABLE` is unset, or a pet) could show/hide the bar where retail differs — no impact on the non-PK PvE dev loop | `ClientCombatSystem::ObjectIsAttackable` acclient_2013_pseudo_c.txt:375385; `BF_ATTACKABLE` acclient.h:6437 | --- diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index b8f65d99..980558ac 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -2026,9 +2026,11 @@ public sealed class GameWindow : IDisposable _selectedObjectController = AcDream.App.UI.Layout.SelectedObjectController.Bind( toolbarLayout, subscribeSelectionChanged: h => SelectionChanged += h, - isHealthTarget: IsLiveCreatureTarget, + subscribeHealthChanged: h => Combat.HealthChanged += h, + isHealthTarget: IsHealthBarTarget, name: g => Objects.Get(g)?.Name, healthPercent: g => Combat.GetHealthPercent(g), + hasHealth: g => Combat.HasHealth(g), stackSize: g => (uint)(Objects.Get(g)?.StackSize ?? 0), sendQueryHealth: g => _liveSession?.SendQueryHealth(g), datFont: vitalsDatFont); @@ -7410,6 +7412,10 @@ public sealed class GameWindow : IDisposable // that actually consume the events. _inputDispatcher?.Tick(); + // Phase D.5.3a — advance the selected-object overlay flash (0.25s green pulse + // on selection, then revert). No-op when nothing is flashing. + _selectedObjectController?.Tick(dt); + // Phase K.2 — re-evaluate WantCaptureMouse for the MMB // mouse-look state machine. Detect rising/falling edges so the // state suspends correctly when ImGui claims the cursor while @@ -12016,6 +12022,40 @@ public sealed class GameWindow : IDisposable return (LiveItemType(guid) & AcDream.Core.Items.ItemType.Creature) != 0; } + // PublicWeenieDesc _bitfield flags (acclient.h:6431-6463) — same bitfield RadarBlipColors reads. + private const uint BfPlayer = 0x8u; // BF_PLAYER (acclient.h:6434) + private const uint BfAttackable = 0x10u; // BF_ATTACKABLE (acclient.h:6437) + + /// + /// True if the selected-object strip should show a Health meter for . + /// Approximates retail's IsPlayer() || pet_owner || ClientCombatSystem::ObjectIsAttackable() + /// gate (gmToolbarUI::HandleSelectionChanged :198754) using the server-provided PWD flags: + /// the BF_ATTACKABLE bit (monsters) or the BF_PLAYER bit (other players). + /// A friendly NPC (e.g. a vendor) has neither bit set → name-only, matching retail. + /// The full PK/faction logic of ObjectIsAttackable + the pet case are not ported (divergence AP-46). + /// + private bool IsHealthBarTarget(uint guid) + { + if (guid == _playerServerGuid) + return false; + if (!_entitiesByServerGuid.ContainsKey(guid)) + return false; + + uint pwd = _lastSpawnByGuid.TryGetValue(guid, out var spawn) + && spawn.ObjectDescriptionFlags is { } odf ? odf : 0u; + + // Another player → health bar (retail IsPlayer branch). + if ((pwd & BfPlayer) != 0) + return true; + + // Attackable branch: retail ObjectIsAttackable requires the object to be a CREATURE + // first (InqType() & 0x10, acclient_2013_pseudo_c.txt:375406), THEN attackable. A Door + // carries the BF_ATTACKABLE bit but is ItemType Misc, so it is never a health-bar target — + // require the Creature flag here too (matches retail; excludes attackable doors/objects). + bool isCreature = (LiveItemType(guid) & AcDream.Core.Items.ItemType.Creature) != 0; + return isCreature && (pwd & BfAttackable) != 0; + } + /// /// 2026-05-16 — retail-faithful port of diff --git a/src/AcDream.App/Rendering/TextureCache.cs b/src/AcDream.App/Rendering/TextureCache.cs index 250a69e4..bbc7d4b5 100644 --- a/src/AcDream.App/Rendering/TextureCache.cs +++ b/src/AcDream.App/Rendering/TextureCache.cs @@ -121,9 +121,11 @@ public sealed unsafe class TextureCache : Wb.ITextureCachePerInstance, IDisposab /// Surface→SurfaceTexture chain that uses /// for world-geometry materials. This is the correct path for retail UI /// chrome + font glyph sheets, which reference RenderSurface directly. - /// Palette is null for now (a paletted INDEX16/P8 UI sprite would return - /// Magenta — wire a UI palette when one is actually encountered). Returns a - /// 1x1 magenta handle on miss. + /// Paletted (PFID_P8 / PFID_INDEX16) UI sprites — e.g. the selected-object + /// health-bar track 0x0600193E — are decoded against the RenderSurface's own + /// DefaultPaletteId (same starting palette + /// uses); non-paletted formats have DefaultPaletteId==0 → palette null. Returns + /// a 1x1 magenta handle on miss. /// public uint GetOrUploadRenderSurface(uint renderSurfaceId, out int width, out int height, bool nearest = false) { @@ -138,7 +140,14 @@ public sealed unsafe class TextureCache : Wb.ITextureCachePerInstance, IDisposab if (_dats.Portal.TryGet(renderSurfaceId, out var rs) || _dats.HighRes.TryGet(renderSurfaceId, out rs)) { - decoded = SurfaceDecoder.DecodeRenderSurface(rs, palette: null); + // Resolve the surface's own default palette so paletted UI sprites decode + // correctly instead of the magenta fallback (the back-track 0x0600193E behind + // the selected-object health bar is PFID_P8/INDEX16). Non-paletted formats + // (DefaultPaletteId==0) keep the previous null-palette behaviour unchanged. + Palette? palette = rs.DefaultPaletteId != 0 + ? _dats.Get(rs.DefaultPaletteId) + : null; + decoded = SurfaceDecoder.DecodeRenderSurface(rs, palette); } else { diff --git a/src/AcDream.App/UI/Layout/SelectedObjectController.cs b/src/AcDream.App/UI/Layout/SelectedObjectController.cs index 1e37cddd..74dfe76e 100644 --- a/src/AcDream.App/UI/Layout/SelectedObjectController.cs +++ b/src/AcDream.App/UI/Layout/SelectedObjectController.cs @@ -5,74 +5,108 @@ using AcDream.App.UI; namespace AcDream.App.UI.Layout; /// -/// Controller for the action bar's selected-object strip (ids 0x1000019F–0x100001A1). +/// Controller for the action bar's selected-object strip (ids 0x1000019E–0x100001A1). /// Analogue of retail gmToolbarUI::HandleSelectionChanged -/// (docs/research/named-retail/acclient_2013_pseudo_c.txt:198635). +/// (docs/research/named-retail/acclient_2013_pseudo_c.txt:198635) + +/// RecvNotice_UpdateObjectHealth (:196213). /// /// -/// On selection change: clears the strip (name, overlay state, health meter), then -/// if a guid is provided it sets the name, puts the overlay field into the appropriate -/// state ("ObjectSelected" or "StackedItemSelected"), and for health-bearing targets -/// shows the health meter and sends a QueryHealth (0x01BF) request. +/// On selection change: clears the strip (name, overlay flash, health meter), then if a +/// guid is provided it sets the name, flashes the selection overlay briefly, and (for +/// health-bearing targets) sends a QueryHealth (0x01BF) request. The Health meter +/// becomes visible only when the server actually reports health for the selected guid — +/// either an UpdateHealth (0x01C0) arrives (retail +/// RecvNotice_UpdateObjectHealthSetVisible(1)) or the value is already +/// cached. So a friendly NPC you have not assessed shows name-only (no bar), and a +/// monster's bar appears after damage / a successful assess — matching retail. /// /// /// -/// Divergence — meter-visible timing. -/// Retail makes the health meter visible from RecvNotice_UpdateObjectHealth -/// (when the queried value arrives, cite HandleSelectionChanged:198757). -/// acdream shows it immediately on select (fill polls -/// which returns 1.0 until the reply lands). Recorded in the divergence register. +/// Retail element roles (PostInit, :198119): m_pSelObjectField +/// is the container 0x1000019E whose SetState(0x1000000b/0c) drives a +/// 0.25s Pause→Normal flash that cascades to the overlay child's green frame. +/// acdream has no state-cascade / transition-animation system, so this controller drives +/// the overlay element 0x100001A0 directly and reverts it after the same +/// to reproduce the brief flash. The name element +/// 0x1000019F is bumped to the top of the strip's z-order so it draws OVER the +/// overlay frame and the health bar (retail draws the name over the bar — see the +/// "Drudge Slinker" reference shot). /// /// /// /// Divergence — health-target gate approximation. -/// Retail gates on IsPlayer() || pet_owner || ObjectIsAttackable() -/// (cite HandleSelectionChanged:198754). acdream uses IsLiveCreatureTarget -/// (the ItemType.Creature flag). Recorded in the divergence register. +/// Retail sends Event_QueryHealth for IsPlayer() || pet_owner || ObjectIsAttackable() +/// (:198754). acdream uses IsLiveCreatureTarget (the ItemType.Creature +/// flag) to gate the QueryHealth send. Visibility itself is health-data-driven (above), so +/// the gate only affects whether we proactively query; recorded in the divergence register. /// /// public sealed class SelectedObjectController { // ── Element ids (toolbar LayoutDesc 0x21000016) ───────────────────────── - /// Selected-object name element id. + /// Selected-object container / field element id (retail m_pSelObjectField). + public const uint ContainerId = 0x1000019E; + /// Selected-object name element id (retail m_pSelObjectName, UIElement_Text). public const uint NameId = 0x1000019F; - /// Selected-object overlay field element id (states: ObjectSelected / StackedItemSelected). + /// Selected-object overlay element id (states: ObjectSelected / StackedItemSelected). public const uint OverlayId = 0x100001A0; - /// Selected-object health meter element id. + /// Selected-object health meter element id (retail m_pSelObjectHealthMeter). public const uint HealthMeterId = 0x100001A1; + /// Selection-overlay flash duration — retail's container ObjectSelected state is a + /// Pause(0.25s)→Normal transition (toolbar dump, element 0x1000019E). + private const double FlashSeconds = 0.25; + + /// Z-order for the name so it draws OVER the overlay frame + health bar. + /// The strip's other children sit at ReadOrder 1–4; this floats the name to the top. + private const int NameZOrderOnTop = 1_000_000; + + /// Z-order for the selection-flash overlay — above the health meter (so the green + /// flash isn't hidden by the bar) but below the name (so the name stays readable). + private const int OverlayZOrder = NameZOrderOnTop - 1; + + /// Height (px) of the black name band at the top of the 31px bar sprite. The name + /// label is constrained to this band (top-aligned) so the health bar shows below it — + /// retail "name on the black, bar below". The bar sprite's colored region starts ~y14. + private const float NameBandHeight = 15f; + // ── Found elements (any may be null for partial/test layouts) ─────────── private readonly UiElement? _name; private readonly UiDatElement? _overlay; private readonly UiMeter? _healthMeter; // ── Captured delegates ─────────────────────────────────────────────────── - private readonly Func _isHealthTarget; - private readonly Func _name_; - private readonly Func _healthPercent; - private readonly Func _stackSize; - private readonly Action _sendQueryHealth; + private readonly Func _isHealthTarget; + private readonly Func _resolveName; + private readonly Func _healthPercent; + private readonly Func _hasHealth; + private readonly Func _stackSize; + private readonly Action _sendQueryHealth; // ── Live state (read by closures on the per-frame draw path) ──────────── private uint? _current; private string? _currentName; + private double _flashRemaining; // > 0 while the selection overlay is flashing /// White label color for the name line. private static readonly Vector4 NameColor = new(1f, 1f, 1f, 1f); private SelectedObjectController( ImportedLayout layout, - Action> subscribeSelectionChanged, + Action> subscribeSelectionChanged, + Action> subscribeHealthChanged, Func isHealthTarget, Func name, Func healthPercent, + Func hasHealth, Func stackSize, Action sendQueryHealth, UiDatFont? datFont) { _isHealthTarget = isHealthTarget; - _name_ = name; + _resolveName = name; _healthPercent = healthPercent; + _hasHealth = hasHealth; _stackSize = stackSize; _sendQueryHealth = sendQueryHealth; @@ -81,26 +115,36 @@ public sealed class SelectedObjectController _overlay = layout.FindElement(OverlayId) as UiDatElement; _healthMeter = layout.FindElement(HealthMeterId) as UiMeter; + // The selection-flash overlay must draw OVER the health meter (which spans the whole + // strip) — otherwise the meter hides the green flash whenever a bar is visible (i.e. + // for players/monsters). Float it just below the name so the name stays readable. + if (_overlay is not null) _overlay.ZOrder = OverlayZOrder; + // This controller owns the health meter's initial-hidden state. if (_healthMeter is not null) { _healthMeter.Visible = false; // Fill polls live: _current holds the currently-selected guid (or null). - // Returns 0f when nothing is selected (empty bar), healthPercent(g) otherwise. _healthMeter.Fill = () => _current is uint g ? _healthPercent(g) : (float?)0f; } // Attach a centered UiText child to the name element for the object name display. - // Mirrors VitalsController.BindMeter's number attach (same decoration style). + // Mirrors VitalsController.BindMeter's number attach. The name is floated to the + // top of the strip's z-order so it draws OVER the overlay frame and the health bar + // (retail renders the object name over the bar). + // + // The bar sprite (0x0600193E/F, 146x31) carries a ~14px BLACK name band across its + // TOP with the colored bar in the lower portion (confirmed from the dat). Retail + // draws the object name in that black band with the health bar BELOW it — so the + // label is TOP-aligned by constraining its height to the band, not centered over the + // whole 31px strip (which overlapped the bar's middle). if (_name is not null) { + _name.ZOrder = NameZOrderOnTop; var label = new UiText { - Left = 0f, - Top = 0f, - Width = _name.Width, - Height = _name.Height, - Anchors = AnchorEdges.Left | AnchorEdges.Top | AnchorEdges.Right | AnchorEdges.Bottom, + Left = 0f, Top = 0f, Width = _name.Width, Height = NameBandHeight, + Anchors = AnchorEdges.Left | AnchorEdges.Top | AnchorEdges.Right, Centered = true, DatFont = datFont, ClickThrough = true, @@ -109,7 +153,6 @@ public sealed class SelectedObjectController CapturesPointerDrag = false, LinesProvider = () => { - // Returns a single white line when a name is available; empty otherwise. var n = _currentName; return string.IsNullOrEmpty(n) ? Array.Empty() @@ -119,90 +162,107 @@ public sealed class SelectedObjectController _name.AddChild(label); } - // Register the handler LAST so the initial state is fully set up first. + // Register the handlers LAST so the initial state is fully set up first. subscribeSelectionChanged(OnSelectionChanged); + subscribeHealthChanged(OnHealthChanged); } /// /// Create and bind a to . - /// Port of retail gmToolbarUI::HandleSelectionChanged - /// (acclient_2013_pseudo_c.txt:198635). + /// Port of retail gmToolbarUI::HandleSelectionChanged + RecvNotice_UpdateObjectHealth. /// /// Imported toolbar layout (LayoutDesc 0x21000016). - /// - /// Called once with the controller's handler. - /// Typical host: h => SelectionChanged += h — keeps the controller - /// decoupled from GameWindow. - /// - /// - /// Returns true for guids that should show a health meter (proxy for retail's - /// IsPlayer() || pet_owner || ObjectIsAttackable()). - /// + /// Called once with + /// (typical host: h => SelectionChanged += h). + /// Called once with + /// (typical host: h => Combat.HealthChanged += h) — drives meter visibility. + /// Returns true for guids that may show a health meter + /// (proxy for retail's IsPlayer() || pet_owner || ObjectIsAttackable()). /// Returns the display name for a given guid (or null if unknown). /// Returns the health fill fraction [0..1] for a given guid. - /// Returns the stack size for a given guid (0 or 1 = non-stacked). - /// - /// Sends retail QueryHealth (0x01BF); server replies with UpdateHealth (0x01C0). - /// May be a no-op when offline. - /// + /// Returns true if real health has been received for a guid + /// (so a re-selected, already-known target shows its bar immediately). + /// Returns the stack size for a guid (0 or 1 = non-stacked). + /// Sends retail QueryHealth (0x01BF); may be a no-op offline. /// Dat font for the name label; null = debug bitmap font fallback. public static SelectedObjectController Bind( ImportedLayout layout, - Action> subscribeSelectionChanged, + Action> subscribeSelectionChanged, + Action> subscribeHealthChanged, Func isHealthTarget, Func name, Func healthPercent, + Func hasHealth, Func stackSize, Action sendQueryHealth, UiDatFont? datFont) - { - return new SelectedObjectController( - layout, subscribeSelectionChanged, - isHealthTarget, name, healthPercent, stackSize, sendQueryHealth, datFont); - } + => new SelectedObjectController( + layout, subscribeSelectionChanged, subscribeHealthChanged, + isHealthTarget, name, healthPercent, hasHealth, stackSize, sendQueryHealth, datFont); /// - /// Port of gmToolbarUI::HandleSelectionChanged - /// (acclient_2013_pseudo_c.txt:198635): + /// Port of gmToolbarUI::HandleSelectionChanged (:198635): /// clear-then-populate the selected-object strip on any selection change. - /// Registered via subscribeSelectionChanged at bind time; called by - /// GameWindow.SelectionChanged and by the despawn-clear path. /// public void OnSelectionChanged(uint? guid) { - // ── 1. Clear first (retail: UIElement_Text::SetText + m_pSelObjectField->SetState(0) - // + SetVisible(0) on the health meter). ────────────────────────────────────── + // ── 1. Clear first (retail: SetText("") + m_pSelObjectField->SetState(0) + // + SetVisible(0) on the meters). ────────────────────────────────────── if (_healthMeter is not null) _healthMeter.Visible = false; - if (_overlay is not null) _overlay.ActiveState = ""; - _currentName = null; + _currentName = null; + _current = guid; - // Update the backing current guid so the Fill closure reflects the new state. - _current = guid; - - // ── 2. Selection == null → strip stays cleared, done. ─────────────────────────── - if (guid is null) return; + if (guid is null) + { + // Deselect: clear the overlay flash immediately too. + SetOverlayState(""); + _flashRemaining = 0; + return; + } uint g = guid.Value; - // ── 3. Selection != null — populate the strip. ────────────────────────────────── + // ── 2. Name (displayed via the UiText child's LinesProvider reading _currentName). ── + _currentName = _resolveName(g); - // Name (displayed via the UiText child's LinesProvider reading _currentName). - _currentName = _name_(g); + // ── 3. Selection overlay: brief flash (retail container ObjectSelected + // = Pause(0.25s)→Normal). "StackedItemSelected" for stacks. ────────────── + SetOverlayState(_stackSize(g) > 1u ? "StackedItemSelected" : "ObjectSelected"); + _flashRemaining = FlashSeconds; - // Overlay state: "StackedItemSelected" for stacked items, "ObjectSelected" otherwise. - // Retail ref: m_pSelObjectField->SetState(0x1000000b) = "ObjectSelected" - // (acclient_2013_pseudo_c.txt:198754). Stack sprite id 0x06004CF4 confirmed in toolbar dump. - if (_overlay is not null) - _overlay.ActiveState = _stackSize(g) > 1u ? "StackedItemSelected" : "ObjectSelected"; - - // Health meter: visible + QueryHealth for health-bearing targets. - // Divergence: retail shows the meter only when RecvNotice_UpdateObjectHealth arrives; - // acdream shows it immediately (fill reads GetHealthPercent = 1.0 until the reply). - // Retail ref: CM_Combat::Event_QueryHealth (acclient_2013_pseudo_c.txt:198757). + // ── 4. Health: query, and show the meter only if real health is already known. + // Otherwise the meter appears when OnHealthChanged fires for this guid + // (retail RecvNotice_UpdateObjectHealth :196213). ────────────────────────── if (_isHealthTarget(g)) { - if (_healthMeter is not null) _healthMeter.Visible = true; _sendQueryHealth(g); + if (_hasHealth(g) && _healthMeter is not null) + _healthMeter.Visible = true; } } + + /// + /// Port of gmToolbarUI::RecvNotice_UpdateObjectHealth (:196213): when the + /// server reports health for the currently-selected guid, make the Health meter visible. + /// The fill value is read live by the meter's provider. + /// + public void OnHealthChanged(uint guid, float percent) + { + if (_current is uint c && c == guid && _isHealthTarget(guid) && _healthMeter is not null) + _healthMeter.Visible = true; + } + + /// Per-frame tick: reverts the selection overlay after the brief flash window. + public void Tick(double deltaSeconds) + { + if (_flashRemaining <= 0) return; + _flashRemaining -= deltaSeconds; + if (_flashRemaining <= 0) + SetOverlayState(""); // flash done → overlay back to blank + } + + private void SetOverlayState(string state) + { + if (_overlay is not null) _overlay.ActiveState = state; + } } diff --git a/src/AcDream.App/UI/Layout/ToolbarController.cs b/src/AcDream.App/UI/Layout/ToolbarController.cs index 91f03fad..1279328a 100644 --- a/src/AcDream.App/UI/Layout/ToolbarController.cs +++ b/src/AcDream.App/UI/Layout/ToolbarController.cs @@ -39,11 +39,13 @@ public sealed class ToolbarController // Ids confirmed from the toolbar LayoutDesc dump. // 0x100001A1 (health meter) is now OWNED by SelectedObjectController (D.5.3a) — // it hides A1 at bind and shows it on a health-target selection, so A1 is removed - // from here to avoid double-ownership. 0x100001A2 (mana meter) and 0x100001A4 - // (stack slider) are DEFERRED features (mana #140, stack-split UI) with no controller - // yet, so they stay hidden here — otherwise their dat back-track sprites render as - // stray empty bars on the toolbar. - private static readonly uint[] HiddenIds = { 0x100001A2, 0x100001A4 }; + // from here to avoid double-ownership. 0x100001A2 (mana meter), 0x100001A3 (stack-size + // entry box) and 0x100001A4 (stack slider) are DEFERRED features (mana #140, stack-split + // UI) with no controller yet, so they stay hidden here — otherwise their dat sprites + // render as stray bars / a black box on the toolbar. Retail hides A3/A4 in + // gmToolbarUI::HandleSelectionChanged (acclient_2013_pseudo_c.txt:198660/198742), + // showing them only for a stacked-item selection. + private static readonly uint[] HiddenIds = { 0x100001A2, 0x100001A3, 0x100001A4 }; // Four mutually-exclusive combat-mode indicator elements — exactly one visible at a time. // Index 0 = NonCombat (peace), 1 = Melee, 2 = Missile, 3 = Magic. diff --git a/src/AcDream.App/UI/UiMeter.cs b/src/AcDream.App/UI/UiMeter.cs index b5ee4a40..057402c7 100644 --- a/src/AcDream.App/UI/UiMeter.cs +++ b/src/AcDream.App/UI/UiMeter.cs @@ -135,9 +135,14 @@ public sealed class UiMeter : UiElement { if (clipW <= 0f) return; float w = Width, h = Height; - var (lt, lw, _) = resolve(leftId); - var (mt, mw, _) = resolve(midId); - var (rt, rw, _) = resolve(rightId); + // Only resolve a slice when its id is non-zero. resolve(0) returns the 1x1 MAGENTA + // placeholder with a NON-ZERO GL handle, so resolving a zero (absent) cap id and then + // testing `tex != 0` would draw a 1px magenta cap. The single-image meter (toolbar + // selected-object bar) has no left/right caps (ids 0); the 3-slice vitals meter sets + // all six ids. Guard on the id, not the resolved handle. + var (lt, lw, _) = leftId != 0 ? resolve(leftId) : (0u, 0, 0); + var (mt, mw, _) = midId != 0 ? resolve(midId) : (0u, 0, 0); + var (rt, rw, _) = rightId != 0 ? resolve(rightId) : (0u, 0, 0); float capL = lt != 0 ? MathF.Min(lw, w) : 0f; float capR = rt != 0 ? MathF.Min(rw, w - capL) : 0f; diff --git a/src/AcDream.Core/Combat/CombatState.cs b/src/AcDream.Core/Combat/CombatState.cs index 15018b0f..1143115e 100644 --- a/src/AcDream.Core/Combat/CombatState.cs +++ b/src/AcDream.Core/Combat/CombatState.cs @@ -92,6 +92,16 @@ public sealed class CombatState public float GetHealthPercent(uint guid) => _healthByGuid.TryGetValue(guid, out var pct) ? pct : 1f; + /// + /// True if an UpdateHealth (0x01C0) has ever been received for this guid — i.e. the + /// server has reported real health for it (via damage broadcast or a successful + /// assess/QueryHealth reply). Distinguishes a known value from the 1.0 default that + /// returns for unseen guids. Used by the selected-object + /// meter to gate visibility (retail shows the bar only once health is known — + /// gmToolbarUI::RecvNotice_UpdateObjectHealth, acclient_2013_pseudo_c.txt:196213). + /// + public bool HasHealth(uint guid) => _healthByGuid.ContainsKey(guid); + public int TrackedTargetCount => _healthByGuid.Count; // ── Inbound handlers (wired from WorldSession.GameEvents) ──────────────── diff --git a/tests/AcDream.App.Tests/UI/Layout/SelectedObjectControllerTests.cs b/tests/AcDream.App.Tests/UI/Layout/SelectedObjectControllerTests.cs index fd6a2a93..cdefebc0 100644 --- a/tests/AcDream.App.Tests/UI/Layout/SelectedObjectControllerTests.cs +++ b/tests/AcDream.App.Tests/UI/Layout/SelectedObjectControllerTests.cs @@ -10,30 +10,21 @@ namespace AcDream.App.Tests.UI.Layout; /// /// Unit tests for — the -/// gmToolbarUI::HandleSelectionChanged analogue -/// (acclient_2013_pseudo_c.txt:198635). +/// gmToolbarUI::HandleSelectionChanged + RecvNotice_UpdateObjectHealth +/// analogue (acclient_2013_pseudo_c.txt:198635 / :196213). /// /// -/// Layout construction mirrors : build a minimal -/// from a root + a -/// keyed by element id. Elements are constructed -/// directly (no importer / no dat / no GL) so tests are pure in-process. +/// Key behavior under test: the Health meter is UpdateHealth-driven — it becomes +/// visible only when real health is known for the selected guid (a HealthChanged +/// fires for it, or it is already cached at select time via hasHealth). Selecting a +/// target does NOT show the meter on its own. This matches retail: a friendly NPC you have +/// not assessed shows name-only; a monster's bar appears after damage / assess. /// /// public class SelectedObjectControllerTests { // ── Shared layout ──────────────────────────────────────────────────────── - /// - /// Build a minimal toolbar layout containing the three selected-object elements: - /// - /// 0x1000019F → a name container (100×20). - /// 0x100001A0 → a overlay with "ObjectSelected" - /// and "StackedItemSelected" states wired to distinct file ids. - /// 0x100001A1 → a health meter. - /// - /// Additional element ids can be added by the caller for edge-case tests. - /// private static ( ImportedLayout layout, UiPanel nameEl, @@ -44,28 +35,25 @@ public class SelectedObjectControllerTests var dict = new Dictionary(); var root = new UiPanel(); - // Name element: a plain panel that will have a UiText child attached by the controller. var nameEl = new UiPanel { Width = 100, Height = 20 }; dict[SelectedObjectController.NameId] = nameEl; root.AddChild(nameEl); - // Overlay element: a UiDatElement with the two named states the controller switches between. var overlayInfo = new ElementInfo { Id = SelectedObjectController.OverlayId, - Type = 3, // Type 3 = container/chrome — the overlay field's dat type + Type = 3, StateMedia = { - [""] = (0x06000001u, 3), // DirectState (blank) - ["ObjectSelected"] = (0x06001937u, 3), // ObjectSelected sprite id from toolbar dump - ["StackedItemSelected"] = (0x06004CF4u, 3), // StackedItemSelected sprite id + [""] = (0x06000001u, 3), + ["ObjectSelected"] = (0x06001937u, 3), + ["StackedItemSelected"] = (0x06004CF4u, 3), }, }; var overlayEl = new UiDatElement(overlayInfo, _ => (0u, 0, 0)); dict[SelectedObjectController.OverlayId] = overlayEl; root.AddChild(overlayEl); - // Health meter element. var healthMeterEl = new UiMeter { Width = 100, Height = 10, Visible = true }; dict[SelectedObjectController.HealthMeterId] = healthMeterEl; root.AddChild(healthMeterEl); @@ -75,387 +63,344 @@ public class SelectedObjectControllerTests // ── Recording delegates ────────────────────────────────────────────────── - /// - /// Build a recording set of delegates. Name, health, stack are keyed by guid; - /// accumulates every guid passed to sendQueryHealth. - /// - private static ( - Action> subscribe, - Action fireSelection, - Func isHealthTarget, - Func name, - Func healthPercent, - Func stackSize, - Action sendQueryHealth, - List queryHealthCalls) - MakeDelegates( - Dictionary healthTargetMap, - Dictionary nameMap, - Dictionary healthMap, - Dictionary stackMap) + private sealed class Harness { - Action? registeredHandler = null; - var queryHealthCalls = new List(); + public Action? SelectionHandler; + public Action? HealthHandler; + public readonly List QueryHealthCalls = new(); - Action> subscribe = h => registeredHandler = h; - Action fireSelection = guid => registeredHandler?.Invoke(guid); + public readonly Dictionary HealthTargetMap = new(); + public readonly Dictionary NameMap = new(); + public readonly Dictionary HealthMap = new(); + public readonly Dictionary HasHealthMap = new(); + public readonly Dictionary StackMap = new(); - Func isHealthTarget = g => healthTargetMap.TryGetValue(g, out var v) && v; - Func name = g => nameMap.TryGetValue(g, out var v) ? v : null; - Func healthPercent = g => healthMap.TryGetValue(g, out var v) ? v : 1f; - Func stackSize = g => stackMap.TryGetValue(g, out var v) ? v : 0u; - Action sendQueryHealth = g => queryHealthCalls.Add(g); + public void FireSelection(uint? g) => SelectionHandler?.Invoke(g); + public void FireHealth(uint g, float pct) => HealthHandler?.Invoke(g, pct); - return (subscribe, fireSelection, isHealthTarget, name, healthPercent, stackSize, sendQueryHealth, queryHealthCalls); + public SelectedObjectController Bind(ImportedLayout layout, UiDatFont? datFont = null) + => SelectedObjectController.Bind( + layout, + subscribeSelectionChanged: h => SelectionHandler = h, + subscribeHealthChanged: h => HealthHandler = h, + isHealthTarget: g => HealthTargetMap.TryGetValue(g, out var v) && v, + name: g => NameMap.TryGetValue(g, out var v) ? v : null, + healthPercent: g => HealthMap.TryGetValue(g, out var v) ? v : 1f, + hasHealth: g => HasHealthMap.TryGetValue(g, out var v) && v, + stackSize: g => StackMap.TryGetValue(g, out var v) ? v : 0u, + sendQueryHealth: g => QueryHealthCalls.Add(g), + datFont: datFont); } // ── B1: Bind initialisation ────────────────────────────────────────────── - /// - /// After Bind: - /// - the health meter is hidden (controller owns initial-hidden state). - /// - the name element has exactly one UiText child (the name label). - /// [Fact] - public void Bind_healthMeterHidden_andNameTextChildAttached() + public void Bind_healthMeterHidden_nameTextChildAttached_nameFloatedOnTop() { var (layout, nameEl, _, healthMeterEl) = FakeLayout(); - var (subscribe, _, isHealthTarget, name, healthPercent, stackSize, sendQueryHealth, _) = - MakeDelegates( - healthTargetMap: new(), - nameMap: new(), - healthMap: new(), - stackMap: new()); + new Harness().Bind(layout); - SelectedObjectController.Bind(layout, subscribe, - isHealthTarget, name, healthPercent, stackSize, sendQueryHealth, datFont: null); + Assert.False(healthMeterEl.Visible, "health meter must be Visible=false immediately after Bind"); - // Health meter must start hidden. - Assert.False(healthMeterEl.Visible, - "health meter must be Visible=false immediately after Bind"); - - // A UiText child should have been attached to the name element. var textChild = nameEl.Children.OfType().SingleOrDefault(); Assert.NotNull(textChild); - Assert.True(textChild!.Centered, "name UiText must be Centered"); - Assert.True(textChild.ClickThrough, "name UiText must be ClickThrough (non-interactive decoration)"); + Assert.True(textChild!.Centered, "name UiText must be Centered"); + Assert.True(textChild.ClickThrough, "name UiText must be ClickThrough"); Assert.False(textChild.AcceptsFocus, "AcceptsFocus must be false on name label"); Assert.False(textChild.IsEditControl, "IsEditControl must be false on name label"); Assert.False(textChild.CapturesPointerDrag, "CapturesPointerDrag must be false on name label"); + + // The name element must be floated to the top of the strip's z-order so it draws + // OVER the overlay frame and the health bar (retail draws the name over the bar). + Assert.True(nameEl.ZOrder > 1000, "name element must be floated above the overlay/meter z-order"); } - /// - /// After Bind, the attached UiText's LinesProvider yields no lines (nothing selected yet). - /// [Fact] public void Bind_nameLinesProvider_yieldsEmpty_whenNothingSelected() { var (layout, nameEl, _, _) = FakeLayout(); - var (subscribe, _, isHealthTarget, name, healthPercent, stackSize, sendQueryHealth, _) = - MakeDelegates(new(), new(), new(), new()); - - SelectedObjectController.Bind(layout, subscribe, - isHealthTarget, name, healthPercent, stackSize, sendQueryHealth, datFont: null); + new Harness().Bind(layout); var textChild = nameEl.Children.OfType().Single(); - var lines = textChild.LinesProvider(); - Assert.Empty(lines); + Assert.Empty(textChild.LinesProvider()); } - // ── H1: Select a health target (creature) ─────────────────────────────── + // ── H1: Select a health target — meter does NOT show on select alone ───── - /// - /// Selecting a health target (stackSize=1, isHealthTarget=true): - /// - overlay ActiveState == "ObjectSelected" - /// - meter Visible == true - /// - sendQueryHealth invoked exactly once with the guid - /// - name LinesProvider yields a single white line with the expected name - /// [Fact] - public void SelectHealthTarget_meterVisible_overlayObjectSelected_queryHealthFired() + public void SelectHealthTarget_unknownHealth_meterStaysHidden_queryFired_nameAndOverlaySet() { const uint Guid = 0xAA01u; const string ExpectedName = "Drudge Prowler"; var (layout, nameEl, overlayEl, healthMeterEl) = FakeLayout(); - var (subscribe, fireSelection, isHealthTarget, name, healthPercent, stackSize, sendQueryHealth, queryHealthCalls) = - MakeDelegates( - healthTargetMap: new() { [Guid] = true }, - nameMap: new() { [Guid] = ExpectedName }, - healthMap: new() { [Guid] = 0.75f }, - stackMap: new() { [Guid] = 1u }); // stackSize=1 → ObjectSelected + var h = new Harness(); + h.HealthTargetMap[Guid] = true; + h.NameMap[Guid] = ExpectedName; + h.StackMap[Guid] = 1u; // ObjectSelected + // HasHealthMap[Guid] not set → false (no health known yet) + h.Bind(layout); - SelectedObjectController.Bind(layout, subscribe, - isHealthTarget, name, healthPercent, stackSize, sendQueryHealth, datFont: null); + h.FireSelection(Guid); - // Fire the selection. - fireSelection(Guid); - - Assert.True(healthMeterEl.Visible, - "health meter must become Visible after selecting a health target"); + // Health not yet known → meter must stay hidden (retail: shows on UpdateHealth). + Assert.False(healthMeterEl.Visible, + "meter must stay hidden on select when no health is known yet"); + // But QueryHealth is sent (retail Event_QueryHealth on select for a health target). + Assert.Single(h.QueryHealthCalls); + Assert.Equal(Guid, h.QueryHealthCalls[0]); Assert.Equal("ObjectSelected", overlayEl.ActiveState); - Assert.Single(queryHealthCalls); - Assert.Equal(Guid, queryHealthCalls[0]); - // Name label: the LinesProvider should yield the creature's name as a white line. - var textChild = nameEl.Children.OfType().Single(); - var lines = textChild.LinesProvider(); + var lines = nameEl.Children.OfType().Single().LinesProvider(); Assert.Single(lines); Assert.Equal(ExpectedName, lines[0].Text); Assert.Equal(new Vector4(1f, 1f, 1f, 1f), lines[0].Color); } - // ── H2: Select a stacked item ──────────────────────────────────────────── + // ── H1b: Health arrives for the selected guid → meter appears ─────────── - /// - /// Selecting a stacked item (stackSize > 1): overlay ActiveState == "StackedItemSelected". - /// [Fact] - public void SelectStackedItem_overlayStackedItemSelected() + public void HealthChanged_forSelectedGuid_showsMeter() + { + const uint Guid = 0xAA02u; + + var (layout, _, _, healthMeterEl) = FakeLayout(); + var h = new Harness(); + h.HealthTargetMap[Guid] = true; + h.NameMap[Guid] = "Drudge Slinker"; + h.Bind(layout); + + h.FireSelection(Guid); + Assert.False(healthMeterEl.Visible, "hidden until health arrives"); + + // Simulate UpdateHealth (0x01C0) for the selected guid. + h.FireHealth(Guid, 0.6f); + Assert.True(healthMeterEl.Visible, "meter must appear when health arrives for the selected guid"); + } + + [Fact] + public void HealthChanged_forOtherGuid_doesNotShowMeter() + { + const uint Sel = 0xAA03u, Other = 0xBB03u; + + var (layout, _, _, healthMeterEl) = FakeLayout(); + var h = new Harness(); + h.HealthTargetMap[Sel] = true; + h.HealthTargetMap[Other] = true; + h.NameMap[Sel] = "Selected"; + h.Bind(layout); + + h.FireSelection(Sel); + h.FireHealth(Other, 0.5f); // health for a DIFFERENT entity + + Assert.False(healthMeterEl.Visible, "health for a non-selected guid must not show the meter"); + } + + // ── H1c: Already-known health → meter shows immediately on select ─────── + + [Fact] + public void SelectHealthTarget_alreadyKnownHealth_meterVisibleImmediately() + { + const uint Guid = 0xAA04u; + + var (layout, _, _, healthMeterEl) = FakeLayout(); + var h = new Harness(); + h.HealthTargetMap[Guid] = true; + h.HasHealthMap[Guid] = true; // health already cached (e.g. previously assessed) + h.HealthMap[Guid] = 0.9f; + h.NameMap[Guid] = "Olthoi"; + h.Bind(layout); + + h.FireSelection(Guid); + Assert.True(healthMeterEl.Visible, + "meter must show immediately when health is already known for the target"); + } + + // ── H2: Stacked item ───────────────────────────────────────────────────── + + [Fact] + public void SelectStackedItem_overlayStackedItemSelected_meterHidden() { const uint Guid = 0xBB02u; var (layout, _, overlayEl, healthMeterEl) = FakeLayout(); - var (subscribe, fireSelection, isHealthTarget, name, healthPercent, stackSize, sendQueryHealth, _) = - MakeDelegates( - healthTargetMap: new() { [Guid] = false }, - nameMap: new() { [Guid] = "Heal Kits" }, - healthMap: new(), - stackMap: new() { [Guid] = 5u }); // stackSize > 1 + var h = new Harness(); + h.HealthTargetMap[Guid] = false; + h.NameMap[Guid] = "Heal Kits"; + h.StackMap[Guid] = 5u; // stackSize > 1 + h.Bind(layout); - SelectedObjectController.Bind(layout, subscribe, - isHealthTarget, name, healthPercent, stackSize, sendQueryHealth, datFont: null); - - fireSelection(Guid); + h.FireSelection(Guid); Assert.Equal("StackedItemSelected", overlayEl.ActiveState); - // Not a health target → meter stays hidden. Assert.False(healthMeterEl.Visible); } - // ── H3: Select a non-health target (friendly NPC / scenery) ───────────── + // ── H3: Non-health target (friendly NPC / scenery / Door) ─────────────── - /// - /// Selecting a non-health target (isHealthTarget=false): - /// - meter stays hidden - /// - sendQueryHealth NOT invoked - /// - name and overlay are still set - /// [Fact] - public void SelectNonHealthTarget_meterHidden_noQueryHealth_nameSet() + public void SelectNonHealthTarget_meterHidden_noQuery_nameSet() { const uint Guid = 0xCC03u; const string ExpectedName = "Town Crier"; var (layout, nameEl, overlayEl, healthMeterEl) = FakeLayout(); - var (subscribe, fireSelection, isHealthTarget, name, healthPercent, stackSize, sendQueryHealth, queryHealthCalls) = - MakeDelegates( - healthTargetMap: new() { [Guid] = false }, - nameMap: new() { [Guid] = ExpectedName }, - healthMap: new(), - stackMap: new() { [Guid] = 0u }); // non-stack → ObjectSelected + var h = new Harness(); + h.HealthTargetMap[Guid] = false; + h.NameMap[Guid] = ExpectedName; + h.Bind(layout); - SelectedObjectController.Bind(layout, subscribe, - isHealthTarget, name, healthPercent, stackSize, sendQueryHealth, datFont: null); - - fireSelection(Guid); + h.FireSelection(Guid); Assert.False(healthMeterEl.Visible, "meter must stay hidden for a non-health target"); - Assert.Empty(queryHealthCalls); // sendQueryHealth must NOT be invoked for a non-health target - - // Overlay and name are still populated. + Assert.Empty(h.QueryHealthCalls); Assert.Equal("ObjectSelected", overlayEl.ActiveState); - var textChild = nameEl.Children.OfType().Single(); - var lines = textChild.LinesProvider(); + + var lines = nameEl.Children.OfType().Single().LinesProvider(); Assert.Single(lines); Assert.Equal(ExpectedName, lines[0].Text); } - // ── H4: Deselect (null) ────────────────────────────────────────────────── + // ── H4: Deselect clears the strip ──────────────────────────────────────── - /// - /// Selecting null clears the strip: - /// - meter Visible == false - /// - overlay ActiveState == "" - /// - name LinesProvider yields empty - /// [Fact] public void SelectNull_clearsStrip() { const uint Guid = 0xDD04u; var (layout, nameEl, overlayEl, healthMeterEl) = FakeLayout(); - var (subscribe, fireSelection, isHealthTarget, name, healthPercent, stackSize, sendQueryHealth, _) = - MakeDelegates( - healthTargetMap: new() { [Guid] = true }, - nameMap: new() { [Guid] = "Wolf" }, - healthMap: new() { [Guid] = 0.5f }, - stackMap: new() { [Guid] = 0u }); + var h = new Harness(); + h.HealthTargetMap[Guid] = true; + h.HasHealthMap[Guid] = true; // so the meter is shown on select + h.HealthMap[Guid] = 0.5f; + h.NameMap[Guid] = "Wolf"; + h.Bind(layout); - SelectedObjectController.Bind(layout, subscribe, - isHealthTarget, name, healthPercent, stackSize, sendQueryHealth, datFont: null); - - // First select something... - fireSelection(Guid); + h.FireSelection(Guid); Assert.True(healthMeterEl.Visible); - // ...then deselect. - fireSelection(null); + h.FireSelection(null); Assert.False(healthMeterEl.Visible, "meter must be hidden after deselect"); Assert.Equal("", overlayEl.ActiveState); - - var textChild = nameEl.Children.OfType().Single(); - var lines = textChild.LinesProvider(); - Assert.Empty(lines); + Assert.Empty(nameEl.Children.OfType().Single().LinesProvider()); } - // ── H5: Clear → new selection (re-select) ──────────────────────────────── + // ── H5: Re-select a different guid ─────────────────────────────────────── - /// - /// Selecting one target then another should clear the first and apply the second. - /// [Fact] public void ReSelect_differentGuid_clearsFirstThenAppliesSecond() { - const uint GuidA = 0xEE05u; - const uint GuidB = 0xFF06u; + const uint GuidA = 0xEE05u, GuidB = 0xFF06u; var (layout, nameEl, overlayEl, healthMeterEl) = FakeLayout(); - var (subscribe, fireSelection, isHealthTarget, name, healthPercent, stackSize, sendQueryHealth, queryHealthCalls) = - MakeDelegates( - healthTargetMap: new() { [GuidA] = true, [GuidB] = false }, - nameMap: new() { [GuidA] = "Bandit", [GuidB] = "Chest" }, - healthMap: new() { [GuidA] = 1.0f }, - stackMap: new() { [GuidA] = 0u, [GuidB] = 0u }); + var h = new Harness(); + h.HealthTargetMap[GuidA] = true; h.HealthTargetMap[GuidB] = false; + h.HasHealthMap[GuidA] = true; // A shows its bar on select + h.NameMap[GuidA] = "Bandit"; h.NameMap[GuidB] = "Chest"; + h.HealthMap[GuidA] = 1.0f; + h.Bind(layout); - SelectedObjectController.Bind(layout, subscribe, - isHealthTarget, name, healthPercent, stackSize, sendQueryHealth, datFont: null); - - // Select A (health target). - fireSelection(GuidA); + h.FireSelection(GuidA); Assert.True(healthMeterEl.Visible); - Assert.Single(queryHealthCalls); + Assert.Single(h.QueryHealthCalls); - // Select B (non-health target) — must clear A's state and apply B. - fireSelection(GuidB); + h.FireSelection(GuidB); - Assert.False(healthMeterEl.Visible, "health meter must be cleared when switching to non-health target"); + Assert.False(healthMeterEl.Visible, "meter must clear when switching to a non-health target"); Assert.Equal("ObjectSelected", overlayEl.ActiveState); - // sendQueryHealth must NOT be called again (B is not a health target). - Assert.Single(queryHealthCalls); + Assert.Single(h.QueryHealthCalls); // B is not a health target → no extra query - // Name should reflect B. - var textChild = nameEl.Children.OfType().Single(); - var lines = textChild.LinesProvider(); + var lines = nameEl.Children.OfType().Single().LinesProvider(); Assert.Single(lines); Assert.Equal("Chest", lines[0].Text); } - // ── H6: Partial layout (missing elements) ──────────────────────────────── + // ── H6: Overlay flash reverts after the flash window (Tick) ───────────── + + [Fact] + public void Tick_revertsOverlayFlash_afterDuration() + { + const uint Guid = 0xAB06u; + + var (layout, _, overlayEl, _) = FakeLayout(); + var h = new Harness(); + h.HealthTargetMap[Guid] = false; + h.NameMap[Guid] = "Lever"; + var c = h.Bind(layout); + + h.FireSelection(Guid); + Assert.Equal("ObjectSelected", overlayEl.ActiveState); + + // A small tick before the window elapses → still flashing. + c.Tick(0.1); + Assert.Equal("ObjectSelected", overlayEl.ActiveState); + + // Tick past the 0.25s window → overlay reverts to blank. + c.Tick(0.2); + Assert.Equal("", overlayEl.ActiveState); + } + + // ── H7: Partial layout (missing elements) ──────────────────────────────── - /// - /// When elements are absent (partial layout), Bind does not throw and - /// OnSelectionChanged does not throw for any combination. - /// [Fact] public void PartialLayout_noElements_doesNotThrow() { - // Empty layout — none of the three ids are present. var root = new UiPanel(); var layout = new ImportedLayout(root, new Dictionary()); - Action? registeredHandler = null; - var queryHealthCalls = new List(); + var h = new Harness(); + h.HealthTargetMap[0x12345678u] = true; + h.NameMap[0x12345678u] = "Something"; + var c = h.Bind(layout); - SelectedObjectController.Bind( - layout, - subscribeSelectionChanged: h => registeredHandler = h, - isHealthTarget: _ => true, - name: _ => "Something", - healthPercent: _ => 1f, - stackSize: _ => 0u, - sendQueryHealth: g => queryHealthCalls.Add(g), - datFont: null); + Assert.NotNull(h.SelectionHandler); + Assert.Null(Record.Exception(() => h.FireSelection(0x12345678u))); + Assert.Null(Record.Exception(() => h.FireHealth(0x12345678u, 0.5f))); + Assert.Null(Record.Exception(() => c.Tick(0.5))); + Assert.Null(Record.Exception(() => h.FireSelection(null))); - Assert.NotNull(registeredHandler); - - // Firing selection / deselection on a partial layout must not throw. - var ex = Record.Exception(() => registeredHandler!.Invoke(0x12345678u)); - Assert.Null(ex); - - ex = Record.Exception(() => registeredHandler!.Invoke(null)); - Assert.Null(ex); - - // QueryHealth must still be called (the delegate doesn't depend on the meter element). - Assert.Single(queryHealthCalls); - Assert.Equal(0x12345678u, queryHealthCalls[0]); + Assert.Single(h.QueryHealthCalls); + Assert.Equal(0x12345678u, h.QueryHealthCalls[0]); } - // ── H7: Fill closure reflects live healthPercent ───────────────────────── + // ── H8: Fill reflects live health; returns 0 when nothing selected ────── - /// - /// The meter's Fill closure reads the current guid's health percent from the - /// healthPercent delegate on every poll — so if the server updates the - /// health between polls the fill reflects the new value without re-selecting. - /// [Fact] public void HealthMeterFill_reflectsLiveHealthPercent() { const uint Guid = 0xAA07u; - float currentHealth = 0.5f; var (layout, _, _, healthMeterEl) = FakeLayout(); - var (subscribe, fireSelection, isHealthTarget, name, _, stackSize, sendQueryHealth, _) = - MakeDelegates( - healthTargetMap: new() { [Guid] = true }, - nameMap: new() { [Guid] = "Arwic Banderling" }, - healthMap: new(), // not used here - stackMap: new() { [Guid] = 0u }); + var h = new Harness(); + h.HealthTargetMap[Guid] = true; + h.NameMap[Guid] = "Arwic Banderling"; + h.HealthMap[Guid] = 0.5f; + h.Bind(layout); - SelectedObjectController.Bind(layout, subscribe, - isHealthTarget, name, - healthPercent: _ => currentHealth, // reads the captured variable - stackSize, sendQueryHealth, datFont: null); - - fireSelection(Guid); - - // Fill should return the current health value. + h.FireSelection(Guid); Assert.Equal(0.5f, healthMeterEl.Fill()); - // Simulate server updating health (as if UpdateHealth 0x01C0 arrived). - currentHealth = 0.25f; + h.HealthMap[Guid] = 0.25f; // server updates health Assert.Equal(0.25f, healthMeterEl.Fill()); } - // ── H8: Fill returns 0 when nothing is selected ────────────────────────── - - /// - /// After deselect, the meter Fill returns 0f (empty bar) rather than - /// the last selected target's health value. - /// [Fact] public void HealthMeterFill_returnsZero_whenNothingSelected() { const uint Guid = 0xAA08u; var (layout, _, _, healthMeterEl) = FakeLayout(); - var (subscribe, fireSelection, isHealthTarget, name, healthPercent, stackSize, sendQueryHealth, _) = - MakeDelegates( - healthTargetMap: new() { [Guid] = true }, - nameMap: new() { [Guid] = "Spider" }, - healthMap: new() { [Guid] = 0.8f }, - stackMap: new() { [Guid] = 0u }); + var h = new Harness(); + h.HealthTargetMap[Guid] = true; + h.NameMap[Guid] = "Spider"; + h.HealthMap[Guid] = 0.8f; + h.Bind(layout); - SelectedObjectController.Bind(layout, subscribe, - isHealthTarget, name, healthPercent, stackSize, sendQueryHealth, datFont: null); + h.FireSelection(Guid); + Assert.Equal(0.8f, healthMeterEl.Fill()); - fireSelection(Guid); - Assert.Equal(0.8f, healthMeterEl.Fill()); // sanity check - - fireSelection(null); - // After deselect, Fill() must return 0f (or null coerced to 0f). - var fill = healthMeterEl.Fill(); - Assert.Equal(0f, fill ?? 0f); + h.FireSelection(null); + Assert.Equal(0f, healthMeterEl.Fill() ?? 0f); } } From 07965852e0043c218fbbb6b4bbb972dbd6e831a4 Mon Sep 17 00:00:00 2001 From: Erik Date: Sat, 20 Jun 2026 09:37:29 +0200 Subject: [PATCH 221/223] =?UTF-8?q?chore(cli):=20UI-debug=20apparatus=20?= =?UTF-8?q?=E2=80=94=20mock-selbar,=20dump-edges,=20crop,=20probe?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Standalone AcDream.Cli subcommands built during the D.5.3a visual gate, kept as reusable UI/sprite/framebuffer debugging apparatus (alongside the existing export-ui-sprite / dump-sprite-sheet / render-vitals-mockup tools): - mock-selbar: composite the selected-object health bar (back + fill at fractions) - dump-edges: print a sprite's first/last column RGB at every row - crop: crop + nearest-upscale a region of a PNG (zoom into a framebuffer dump) - probe: print the RGB of a pixel block from a PNG Dev-only (reached via explicit args[0]); no game-runtime impact. Co-Authored-By: Claude Opus 4.8 (1M context) --- src/AcDream.Cli/Program.cs | 39 ++++++++++++ src/AcDream.Cli/VitalsMockup.cs | 102 ++++++++++++++++++++++++++++++++ 2 files changed, 141 insertions(+) diff --git a/src/AcDream.Cli/Program.cs b/src/AcDream.Cli/Program.cs index 5e0e03be..4bb7cba8 100644 --- a/src/AcDream.Cli/Program.cs +++ b/src/AcDream.Cli/Program.cs @@ -82,6 +82,45 @@ if (args.Length >= 1 && args[0] == "dump-font-atlas") return FontAtlasDump.Run(dfaDir, dfaFont, dfaSample, dfaOut); } +if (args.Length >= 1 && args[0] == "probe") +{ + // probe + if (args.Length < 6) { Console.Error.WriteLine("usage: AcDream.Cli probe "); return 2; } + return VitalsMockup.Probe(args[1], int.Parse(args[2]), int.Parse(args[3]), int.Parse(args[4]), int.Parse(args[5])); +} + +if (args.Length >= 1 && args[0] == "crop") +{ + // crop + if (args.Length < 8) { Console.Error.WriteLine("usage: AcDream.Cli crop "); return 2; } + return VitalsMockup.Crop(args[1], + int.Parse(args[2]), int.Parse(args[3]), int.Parse(args[4]), int.Parse(args[5]), int.Parse(args[6]), args[7]); +} + +if (args.Length >= 1 && args[0] == "dump-edges") +{ + string? deDir = args.ElementAtOrDefault(1) ?? Env.GetEnvironmentVariable("ACDREAM_DAT_DIR"); + string? deId = args.ElementAtOrDefault(2); + if (string.IsNullOrWhiteSpace(deDir) || string.IsNullOrWhiteSpace(deId)) + { + Console.Error.WriteLine("usage: AcDream.Cli dump-edges <0xId>"); + return 2; + } + return VitalsMockup.DumpEdges(deDir, deId); +} + +if (args.Length >= 1 && args[0] == "mock-selbar") +{ + string? msbDir = args.ElementAtOrDefault(1) ?? Env.GetEnvironmentVariable("ACDREAM_DAT_DIR"); + string msbOut = args.ElementAtOrDefault(2) ?? "selbar.png"; + if (string.IsNullOrWhiteSpace(msbDir)) + { + Console.Error.WriteLine("usage: AcDream.Cli mock-selbar [out.png]"); + return 2; + } + return VitalsMockup.MockSelBar(msbDir, msbOut); +} + if (args.Length >= 1 && args[0] == "export-ui-sprite") { string? eusDatDir = args.ElementAtOrDefault(1) ?? Env.GetEnvironmentVariable("ACDREAM_DAT_DIR"); diff --git a/src/AcDream.Cli/VitalsMockup.cs b/src/AcDream.Cli/VitalsMockup.cs index 445a918b..312c97d1 100644 --- a/src/AcDream.Cli/VitalsMockup.cs +++ b/src/AcDream.Cli/VitalsMockup.cs @@ -192,6 +192,108 @@ public static class VitalsMockup return 0; } + /// + /// Composite the selected-object health bar (back-track 0x0600193E + red fill 0x0600193F) + /// the same way the in-game UiMeter draws it: the 146px sprite mapped 1:1 into the 140px + /// meter element (right 6px cropped), back drawn full, fill drawn over the left + /// fraction*width. Rendered at several health fractions stacked so the end-caps / purple + /// can be eyeballed offline (D.5.3a purple-end investigation). + /// + public static int MockSelBar(string datDir, string outPath) + { + if (!Directory.Exists(datDir)) { Console.Error.WriteLine($"error: dir not found: {datDir}"); return 2; } + using var dats = new DatCollection(datDir, DatAccessType.Read); + using var back = Load(dats, 0x0600193E); + using var fill = Load(dats, 0x0600193F); + + const int elemW = 140, zoom = 8, gap = 4; + int elemH = Math.Min(back.Height, fill.Height); + float[] fracs = { 1.0f, 0.9f, 0.7f, 0.5f, 0.0f }; + int rowH = elemH + gap; + using var canvas = new Image(elemW, rowH * fracs.Length, new Rgba32(20, 20, 24, 255)); + + for (int i = 0; i < fracs.Length; i++) + { + int y = i * rowH; + float p = fracs[i]; + int backCrop = Math.Min(elemW, back.Width); + using (var b = back.Clone(c => c.Crop(new Rectangle(0, 0, backCrop, elemH)))) + canvas.Mutate(c => c.DrawImage(b, new Point(0, y), 1f)); + int fillW = (int)MathF.Round(elemW * p); + if (fillW > 0) + { + int fillCrop = Math.Min(fillW, fill.Width); + using var f = fill.Clone(c => c.Crop(new Rectangle(0, 0, fillCrop, elemH))); + canvas.Mutate(c => c.DrawImage(f, new Point(0, y), 1f)); + } + } + + canvas.Mutate(c => c.Resize(canvas.Width * zoom, canvas.Height * zoom, KnownResamplers.NearestNeighbor)); + canvas.SaveAsPng(outPath); + Console.WriteLine($"wrote {outPath} — selbar composite, rows = health 1.0 / 0.9 / 0.7 / 0.5 / 0.0"); + return 0; + } + + /// Print the RGB of a rectangular block of pixels from a PNG (framebuffer probe). + public static int Probe(string inPath, int x0, int y0, int x1, int y1) + { + if (!File.Exists(inPath)) { Console.Error.WriteLine($"not found: {inPath}"); return 2; } + using var img = Image.Load(inPath); + x0 = Math.Clamp(x0, 0, img.Width - 1); x1 = Math.Clamp(x1, 0, img.Width - 1); + y0 = Math.Clamp(y0, 0, img.Height - 1); y1 = Math.Clamp(y1, 0, img.Height - 1); + Console.WriteLine($"{inPath} {img.Width}x{img.Height} cols x={x0}..{x1}"); + for (int y = y0; y <= y1; y++) + { + var sb = new System.Text.StringBuilder($"y={y,4}: "); + for (int x = x0; x <= x1; x++) { var p = img[x, y]; sb.Append($"{p.R:X2}{p.G:X2}{p.B:X2} "); } + Console.WriteLine(sb.ToString()); + } + return 0; + } + + /// Crop a region of a PNG and upscale (nearest) — for zooming into a framebuffer dump. + public static int Crop(string inPath, int x, int y, int w, int h, int zoom, string outPath) + { + if (!File.Exists(inPath)) { Console.Error.WriteLine($"not found: {inPath}"); return 2; } + using var img = Image.Load(inPath); + x = Math.Clamp(x, 0, img.Width - 1); + y = Math.Clamp(y, 0, img.Height - 1); + w = Math.Clamp(w, 1, img.Width - x); + h = Math.Clamp(h, 1, img.Height - y); + if (zoom < 1) zoom = 1; + img.Mutate(c => c.Crop(new Rectangle(x, y, w, h)).Resize(w * zoom, h * zoom, KnownResamplers.NearestNeighbor)); + img.SaveAsPng(outPath); + Console.WriteLine($"wrote {outPath} ({w * zoom}x{h * zoom}) from {inPath} region ({x},{y},{w},{h})"); + return 0; + } + + /// Print the RGB of the first/last few columns of a sprite at every row, so the + /// end-cap colors can be inspected (D.5.3a purple-end investigation). + public static int DumpEdges(string datDir, string idText) + { + if (!Directory.Exists(datDir)) { Console.Error.WriteLine($"error: dir not found: {datDir}"); return 2; } + uint id = ParseHex(idText); + using var dats = new DatCollection(datDir, DatAccessType.Read); + var rs = dats.Get(id); + if (rs is null) { Console.Error.WriteLine($"no RenderSurface 0x{id:X8}"); return 1; } + var pal = rs.DefaultPaletteId != 0 ? dats.Get(rs.DefaultPaletteId) : null; + var dec = SurfaceDecoder.DecodeRenderSurface(rs, pal); + Console.WriteLine($"0x{id:X8} {rs.Format} {dec.Width}x{dec.Height}"); + int[] cols = { 0, 1, 2, 3, dec.Width - 4, dec.Width - 3, dec.Width - 2, dec.Width - 1 }; + foreach (int cx in cols) + { + if (cx < 0 || cx >= dec.Width) continue; + var sb = new System.Text.StringBuilder(); + for (int y = 0; y < dec.Height; y++) + { + int i = (y * dec.Width + cx) * 4; + sb.Append($"{dec.Rgba8[i]:X2}{dec.Rgba8[i + 1]:X2}{dec.Rgba8[i + 2]:X2} "); + } + Console.WriteLine($"x={cx,3}: {sb}"); + } + return 0; + } + public static int ExportSprite(string datDir, string idText, string outPath) { if (!Directory.Exists(datDir)) { Console.Error.WriteLine($"error: dir not found: {datDir}"); return 2; } From 711c2ea68823f9bc4b7d3b42310bf6efceb3843f Mon Sep 17 00:00:00 2001 From: Erik Date: Sat, 20 Jun 2026 09:39:42 +0200 Subject: [PATCH 222/223] =?UTF-8?q?docs(D.5.3a):=20#140=20=E2=80=94=20heal?= =?UTF-8?q?th+name+flash=20done=20&=20visually=20confirmed?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Selected-object meter health half passed the visual gate (2026-06-20): name on the black band, attackable-only health gate, UpdateHealth-driven bar, green flash, no magenta. Mana (0x100001A2) + stack entry/slider (0x100001A3/A4) remain deferred. Co-Authored-By: Claude Opus 4.8 (1M context) --- docs/ISSUES.md | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/docs/ISSUES.md b/docs/ISSUES.md index d59ad3c6..98604f23 100644 --- a/docs/ISSUES.md +++ b/docs/ISSUES.md @@ -48,7 +48,7 @@ Copy this block when adding a new issue: ## #140 — Toolbar interactivity — selected-object display -**Status:** IN PROGRESS (D.5.3a — health + name landed, pending visual gate; mana + stack slider still deferred) +**Status:** IN PROGRESS (D.5.3a health + name + flash — DONE & visually confirmed 2026-06-20; mana + stack slider still deferred) **Severity:** MEDIUM **Filed:** 2026-06-17 **Component:** ui — D.5 toolbar / selection @@ -56,7 +56,8 @@ Copy this block when adding a new issue: **Description:** The action bar (D.5.1) is the retail "selected object" display. Wire the B.4 WorldPicker/selection state to the toolbar's currently-hidden elements: the two meters 0x100001A1 (selected-object Health) / 0x100001A2 (selected-object Mana) + the stack slider 0x100001A4 + the object-name line, so the bar shows what the player has selected in the world. Click-to-use + the peace/war stance indicator already shipped in D.5.1. Promote to roadmap D.5.3 (already listed there). **Root cause / status:** The selection-state wire was deferred out of D.5.1 scope; the meter/slider elements are present in LayoutDesc 0x21000016 but hidden (no backing data). D.5.3 is the planned port. -- **D.5.3a (2026-06-18):** the Health meter (0x100001A1) + the object-name line (0x1000019F) + the overlay state (0x100001A0) are wired via `SelectedObjectController` (port of `gmToolbarUI::HandleSelectionChanged`); `SelectionChanged` event on `GameWindow`; `QueryHealth (0x01BF)` sent on select. Spec/plan: `docs/superpowers/specs|plans/2026-06-18-d53a-*`. **Still deferred:** the Mana meter (0x100001A2 — owned-item-only; no remote-target mana path yet) and the stack entry/slider (0x100001A3/A4 — stack-split UI). Divergence rows AP-46/AP-47. Awaiting the visual gate before closing the health half. +- **D.5.3a (2026-06-18):** the Health meter (0x100001A1) + the object-name line (0x1000019F) + the overlay state (0x100001A0) are wired via `SelectedObjectController` (port of `gmToolbarUI::HandleSelectionChanged`); `SelectionChanged` event on `GameWindow`; `QueryHealth (0x01BF)` sent on select. Spec/plan: `docs/superpowers/specs|plans/2026-06-18-d53a-*`. **Still deferred:** the Mana meter (0x100001A2 — owned-item-only; no remote-target mana path yet) and the stack entry/slider (0x100001A3/A4 — stack-split UI). Divergence row AP-46. +- **D.5.3a visual gate PASSED (2026-06-20):** name top-aligned in the bar sprite's black band, friendly NPCs/Doors name-only, players/monsters get the bar (gated on PWD BF_ATTACKABLE/BF_PLAYER), bar appears on assess/damage (UpdateHealth-driven, AP-47 retired), brief green selection flash. Fixed during the gate: the two magenta end-lines (UiMeter.DrawHBar resolved slice id 0 → 1x1 magenta placeholder → 1px caps), the stack-entry black box (hid 0x100001A3), and the flash being eaten by a framebuffer-dump diagnostic. Commits `8f627cc` (fixes), `0796585` (CLI apparatus). **Remaining for #140:** Mana meter (0x100001A2) + stack entry/slider (0x100001A3/A4). **Files:** `src/AcDream.App/UI/Layout/ToolbarController.cs` + the selection/WorldPicker state (see `claude-memory/project_interaction_pipeline.md`). From f7f3e0887bd90274d9edf35887de04d487164b71 Mon Sep 17 00:00:00 2001 From: Erik Date: Sat, 20 Jun 2026 12:17:59 +0200 Subject: [PATCH 223/223] =?UTF-8?q?docs(lighting):=20indoor=20lighting=20r?= =?UTF-8?q?egime=20handoff=20=E2=80=94=20file=20#142=20(windowed-interior?= =?UTF-8?q?=20regime)=20+=20#143=20(portal=20dynamic=20light)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Clean handoff for the next M1.5 "indoor world feels right" session, picking up the two indoor-lighting gaps the user spotted at the #140 visual gate. #142 (PRIMARY): windowed-building interiors + look-ins read "like outdoors". Root cause grounded: retail's lighting regime is per-DRAW-STAGE (PView::DrawCells draws ALL EnvCells in the useSunlightSet(0) interior stage — torch-lit, no sun, regardless of SeenOutside), while acdream's is a per-FRAME global keyed on the player's cell (playerInsideCell). So acdream's windowed interiors (SeenOutside) + look-ins stay in the outdoor regime. This is the AP-43 residual surfaced. Fix direction: make sun+ambient per-draw like AP-43's torches (design fork laid out for a brainstorm). Resolves AP-43. #143 (SECONDARY): portal swirl casts no light. acdream registers only static Setup.Lights; the portal is a retail DYNAMIC light (add_dynamic_light -> minimize_envcell_lighting). Fix: register a dynamic LightSource for portals. Handoff doc carries the verified retail decomp (useSunlightSet/PView::DrawCells stages), current acdream line refs, the three gaps, the fix fork, validation plan, and DO-NOT-RETRY. Neither issue is a regression from #140. Co-Authored-By: Claude Opus 4.8 (1M context) --- docs/ISSUES.md | 38 ++++ ...26-06-20-indoor-lighting-regime-handoff.md | 188 ++++++++++++++++++ 2 files changed, 226 insertions(+) create mode 100644 docs/research/2026-06-20-indoor-lighting-regime-handoff.md diff --git a/docs/ISSUES.md b/docs/ISSUES.md index 2a6f243c..1d365fcb 100644 --- a/docs/ISSUES.md +++ b/docs/ISSUES.md @@ -46,6 +46,44 @@ Copy this block when adding a new issue: --- +## #142 — Windowed-building interiors read "like outdoors" (indoor lighting regime is per-frame, not per-stage) + +**Status:** OPEN +**Severity:** MEDIUM (visible — windowed town buildings + look-ins are sun-lit/flat instead of torch-lit warm vs retail) +**Filed:** 2026-06-20 +**Component:** render — indoor lighting regime (sun + ambient) + +**Description (user, at the #140 gate):** The Agent of Arcanum house is much brighter/lit indoors in retail (both looking in from outside AND when inside); in acdream it is "not lit" — looking in and inside both "feel like outdoors." The meeting hall (a sealed interior) looked OK, so it's specifically WINDOWED buildings + look-ins. + +**Root cause / status:** acdream's lighting REGIME (sun on/off + which ambient) is a per-FRAME global keyed on the PLAYER's cell (`GameWindow.cs:8107` `playerInsideCell`, from `:8061` `playerSeenOutside`, into `UpdateSunFromSky` `:8122`/`:10786`). Retail's is per-DRAW-STAGE: `PView::DrawCells` (0x005a4840) draws ALL EnvCells in the `useSunlightSet(0)` interior stage (0x005a49f3) — torch-lit, no sun — regardless of `SeenOutside`. So acdream's windowed interiors (`SeenOutside=true`) + look-ins stay in the outdoor regime (sun + outdoor ambient) where retail uses the indoor regime. This is the **AP-43 residual** made visible. Torches are already per-cell (AP-43); the SUN + AMBIENT are the remaining per-frame-global parts. **Fix direction:** make sun+ambient per-draw (per-object/cell) like AP-43's torches — needs a brainstorm (UBO second-ambient + per-instance indoor selector vs a third `uLightingMode`). Resolves AP-43. + +**Files:** `GameWindow.cs:8061/8107/8122/10786` (regime), `mesh_modern.vert accumulateLights` (~:188/:193), `WbDrawDispatcher.IndoorObjectReceivesTorches` (:2076), `EnvCellRenderer` (mode-1). + +**Research:** `docs/research/2026-06-20-indoor-lighting-regime-handoff.md` (full handoff — retail decomp + acdream refs + fix fork + validation plan). Register AP-43. + +**Acceptance:** Agent of Arcanum interior torch-lit/warm both looking-in and inside (user side-by-side vs retail); sealed interiors + dungeons unchanged. + +--- + +## #143 — Portal swirl doesn't light the room (no dynamic-light registration) + +**Status:** OPEN +**Severity:** LOW-MEDIUM (visible — retail's portal swirl tints the room; acdream's casts no light) +**Filed:** 2026-06-20 +**Component:** render — dynamic point lights + +**Description (user, at the #140 gate):** Inside the meeting hall, retail's portal swirl lights up the room; in acdream it does not. + +**Root cause / status:** The portal swirl is a DYNAMIC light in retail (`add_dynamic_light` 0x0054d420 → `minimize_envcell_lighting` 0x0054c170 enables the cell's dynamic subset). acdream registers ONLY static `Setup.Lights` (`GameWindow.cs` ~:6404) — no dynamic lights, so the portal casts nothing. Captured retail params (predecessor cdb): `intensity=100, falloff=6, color=(0.784,0,0.784)` magenta. **Fix:** register a dynamic `LightSource` for portal-swirl entities (or read the portal model's own dat lights); it then flows through the existing point-light path and the EnvCell bake. Keep it indoor (out of the AP-43 outdoor gate). + +**Files:** portal/particle spawn path (TBD); `GameWindow.cs` `RegisterOwnedLight` (~:6404); `LightManager` (PointSnapshot / UnregisterByOwner). + +**Research:** `docs/research/2026-06-20-indoor-lighting-regime-handoff.md` (§#143). + +**Acceptance:** portal swirl visibly tints the meeting-hall room vs retail. + +--- + ## #141 — Toolbar interactivity — selected-object display **Status:** IN PROGRESS (D.5.3a health + name + flash — DONE & visually confirmed 2026-06-20; mana + stack slider still deferred). Renumbered from #140 on the 2026-06-20 main merge — A7 Fix D held #140 on main; this branch's commits/spec still reference #140. diff --git a/docs/research/2026-06-20-indoor-lighting-regime-handoff.md b/docs/research/2026-06-20-indoor-lighting-regime-handoff.md new file mode 100644 index 00000000..6864f4a7 --- /dev/null +++ b/docs/research/2026-06-20-indoor-lighting-regime-handoff.md @@ -0,0 +1,188 @@ +# Indoor lighting regime — HANDOFF (#142 windowed-interior regime, #143 portal dynamic light) + +**Date:** 2026-06-20 **Base:** `main` @ `31d7ffd` (A7 #140 + all D.5 work; pushed to both remotes) +**Milestone:** M1.5 "Indoor world feels right" **Start with: #142 (issue #1).** +**Predecessor:** `docs/research/2026-06-19-lighting-a7-fixD-round2-torch-reach-CHECKPOINT.md` +(RESOLVED banner — the #140 outdoor fix). Companion: `claude-memory/reference_retail_ambient_values.md`. + +## Where we are + +`#140` (outdoor building over-bright near torches) is **SHIPPED + user-confirmed + merged + pushed.** +Real cause: retail lights outdoor objects with SUN + ambient only, never torches (the `useSunlight` +gate); fix = gate per-object torch selection on the object being indoor (`IndoorObjectReceivesTorches`, +`WbDrawDispatcher.cs`). Register row **AP-43**. + +At the #140 visual gate the user spotted two INDOOR-lighting gaps (the opposite problem — interiors +too DARK / "like outdoors"). Both are this handoff. **Neither is a regression from #140** — that fix +only *subtracts* torch light from *outdoor* objects. + +## The unifying insight (read this first) + +acdream's lighting **REGIME** (sun on/off + which ambient) is a **per-FRAME global** keyed on whether +the PLAYER is in a sealed cell. Retail's is **per-DRAW-STAGE**: the outdoor stage runs with the sun +on, the interior-cell stage runs with the sun off + torches on. `#140` fixed the **torch** half of +this mismatch *per-object* (AP-43). **#142 is the SUN + AMBIENT half — i.e. the AP-43 residual, now +surfaced as a visible bug.** Finishing #142 lets us delete/narrow AP-43. + +--- + +# #142 (issue #1) — windowed-building interiors read "like outdoors" [PRIMARY] + +### Symptom (user, 2026-06-19, at the #140 gate) +> "Agent of Arcanum house — in retail it is much brighter indoors; when looking into the house it is +> lit, same light when you walk in. In acdream it is NOT lit — looking in and when inside it feels the +> same like it is outdoors." + +The **meeting hall** (a more sealed interior) looked OK — the user only flagged its portal (#143), +not its walls. That contrast is the key clue (see "the three gaps"). + +### Retail mechanism (VERIFIED — read verbatim this session) +`PView::DrawCells` (0x005a4840) draws a frame in two ordered stages: +1. **Outside stage:** `useSunlightSet(1)` (0x005a485a) → `LScape::draw` → outdoor terrain/buildings/ + objects, **sun on, torches skipped** (the #140 mechanism). +2. **Interior stage:** `useSunlightSet(0)` (0x005a49f3) → `restore_all_lighting` → loop over **every** + EnvCell in `cell_draw_list` → `DrawEnvCell` (0x0059f170): walls baked + (`SetStaticLightingVertexColors` 0x0059cfe0), objects torch-lit (`minimize_object_lighting` + 0x0054d480, enabled because `useSunlight==0` per `DrawMeshInternal` 0x0059f398), **NO sun.** +3. `useSunlightSet(1)` (0x005a4b5d) restores outdoor mode at the very end. + +`useSunlightSet(arg)` (0x0054d450): sets `useSunlight=arg`; `arg==1` enables the SUN as the active +hardware light, `arg==0` enables none (sun off). + +**KEY FACT:** `cell_draw_list` holds ALL visible EnvCells — windowed (`SeenOutside`) **and** sealed. +Retail draws every interior in the `useSunlight==0` stage. The regime is **per-stage, never per- +building / per-SeenOutside.** So retail torch-lights *every* building interior, including windowed +ones and look-ins viewed from outside. + +### acdream current state (per-FRAME global) — current line refs (@31d7ffd) +- `GameWindow.cs:8061` `playerSeenOutside = playerRoot?.SeenOutside ?? true` — the PLAYER cell's flag. +- `GameWindow.cs:8107` `playerInsideCell = playerRoot is not null && !playerSeenOutside`. +- `GameWindow.cs:8122` `UpdateSunFromSky(kf, playerInsideCell)` → (`:10786`) sets the **global** sun + + ambient: inside → sun `Intensity=0` + flat `(0.2,0.2,0.2)` ambient; outside → keyframe sun + outdoor + ambient. +- That ambient is uploaded ONCE per frame to the SceneLighting UBO (`CurrentAmbient.AmbientColor`, + `:8171`) and read by BOTH mode-0 (objects) and mode-1 (EnvCell shells) in `mesh_modern.vert`. +- **Torches are ALREADY per-cell** (AP-43: `IndoorObjectReceivesTorches` `WbDrawDispatcher.cs:2076`, + used at `:2057`; plus `EnvCellRenderer` `SelectForObject`) — independent of `playerInsideCell`. So + the torch half is fine; **only the SUN + AMBIENT are still per-frame-global.** + +### The three gaps (all one root: per-frame-global vs per-stage) +1. **Player OUTSIDE, looking INTO any building (look-in):** `playerSeenOutside=true` → outdoor regime + → the look-in interior gets sun + outdoor ambient. Retail draws look-in cells in the `useSunlight=0` + stage (torch-lit). → "when looking in, not lit." +2. **Player INSIDE a WINDOWED building** (`SeenOutside=true` cells, e.g. Agent of Arcanum): + `playerInsideCell=false` → outdoor regime → interior gets sun + outdoor ambient. Retail: + `useSunlight=0`, torch-lit. → "when inside, feels like outdoors." +3. **Player INSIDE a SEALED building / dungeon** (`SeenOutside=false`): `playerInsideCell=true` → + indoor regime → MATCHES retail. ✓ (the meeting hall + dungeons — why they looked right.) + +### Cheap validation FIRST (before any code) +- **Confirm the windowed-vs-sealed split is the discriminator.** Verify the Agent of Arcanum is a + WINDOWED building (its EnvCells' `SeenOutside=true`) and the meeting hall is sealed. Dat flag: + `EnvCellFlags.SeenOutside` (hydrated to `ObjCell.SeenOutside`; see `EnvCell.cs` / `PhysicsDataCache.cs`). + We did NOT pin the Agent of Arcanum's landblock this session — either have the user point at it in + game (`[B.4b] pick` line names clicked objects), or extend `HoltburgTorchFalloffProbeTests` to dump + `SeenOutside` per EnvCell across the Holtburg landblocks and find the windowed buildings. +- **`ACDREAM_PROBE_LIGHT=1`** ([light] line logs `insideCell` / ambient / sun) while standing inside + the Agent of Arcanum vs the meeting hall — confirms each gets the regime predicted above. + +### Fix direction (BRAINSTORM this — it is a design fork, not a mechanical port) +Make the SUN + AMBIENT **per-draw-context**, mirroring AP-43's per-object torch decision. The renderer +is batched bindless-MDI, so a per-stage global won't work across mixed batches — per-object is the +natural fit (exact same reasoning that put AP-43 per-object; see the #140 explanation). An object/cell +is "indoor" iff its `ParentCellId` is an EnvCell (reuse `IndoorObjectReceivesTorches`). Then: +- **Indoor draws** (mode-1 EnvCell shells; mode-0 objects with EnvCell `ParentCellId`): SKIP the sun + + use the **indoor** ambient (flat `(0.2,0.2,0.2)` / retail indoor). (mode-1 already skips the sun; + it just needs the indoor ambient. mode-0 indoor objects currently ADD the sun — gate it off.) +- **Outdoor draws:** sun + outdoor ambient (as today). + +Open design questions for the brainstorm: +- The shader needs BOTH ambients (indoor + outdoor) + a per-instance "indoor" selector. Options: + (a) add an `indoorAmbient` to the SceneLighting UBO + a per-instance indoor bit (a tiny SSBO like + the light-set, or pack into an existing per-instance field); (b) add a third `uLightingMode` (e.g. + `2 = indoor object`: no sun, indoor ambient, torches); (c) compute both and select. +- `UpdateSunFromSky` must stop branching on `playerInsideCell` and instead provide BOTH regimes every + frame (outdoor sun + outdoor ambient AND the indoor flat ambient), so the shader picks per object. +- **Verify retail's indoor ambient** (the `restore_all_lighting` path + the per-EnvCell ambient): is it + the flat `(0.2,0.2,0.2)` we use, or the cell's own authored ambient? Cross-check before locking it. + +**This work RESOLVES the AP-43 residual** (regime becomes per-draw → no doorway/look-in mismatch). +Update/delete AP-43 in the same commit. + +### Files +- `GameWindow.cs`: `:8061`/`:8107` (`playerInsideCell`), `:8122` + `:10786` `UpdateSunFromSky` (the + regime source), `:8171` (ambient → UBO). +- `src/AcDream.App/Rendering/Shaders/mesh_modern.vert`: `accumulateLights` (sun loop under + `if (uLightingMode==0)` ~`:193`; ambient `uCellAmbient.xyz` ~`:188`). The sun gate + ambient + selection live here. +- `WbDrawDispatcher.cs`: `IndoorObjectReceivesTorches` (`:2076`) — the indoor predicate to reuse; + `ComputeEntityLightSet` (`:2057`). +- `EnvCellRenderer.cs`: mode-1 draws (`uLightingMode=1`) — need the indoor ambient. +- `LightManager` / the SceneLighting UBO layout (`GlobalLightPacker` is the binding-4 helper) — where a + second ambient + the indoor selector would go. + +--- + +# #143 (issue #2) — portal swirl doesn't light the room [SECONDARY] + +### Symptom +Inside the meeting hall, retail's portal swirl visibly tints/lights the room; acdream's portal lights +nothing. + +### Retail mechanism +The portal swirl is a **DYNAMIC** light. `add_dynamic_light` (0x0054d420) → `insert_light` +(0x0054d1b0) → `world_lights.dynamic_lights`. `minimize_envcell_lighting` (0x0054c170) enables the +cell's DYNAMIC subset (class 2) as hardware lights → tints the EnvCell walls; `minimize_object_lighting` +(0x0054d480) enables dynamics for objects in the cell too. **Captured params** (predecessor cdb, +`tools/cdb/a7-fixd-*.cdb`): the Holtburg portal dynamic light = `intensity=100, falloff=6, +color=(0.784, 0, 0.784)` (magenta/purple). + +### acdream gap +acdream registers ONLY static `Setup.Lights` (`GameWindow.cs` ~`:6404` `RegisterOwnedLight`). It +registers **no dynamic lights** — the portal entity casts no light. (`GpuWorldState.cs:101` even +mentions "unregistering dynamic lights" but none are ever registered.) + +### Fix approach +Register a dynamic `LightSource` for portal-swirl entities at their world position with the retail +params (or read the portal model's own dat `Setup.Lights` if it carries one — check the portal GfxObj/ +Setup first). It then flows through the existing point-light path (`LightManager.PointSnapshot` → +`SelectForObject` → shader), lighting nearby EnvCell walls + indoor objects. It is a POINT light, lives +INSIDE a cell → it must light via the indoor path (the EnvCell bake `SelectForObject` already picks any +registered point light near a cell, so registering it may "just work" once it has a `LightSource`). +Find where portal swirls spawn in acdream (the particle/portal emitter spawn path) and attach the light +there; unregister on despawn (`UnregisterByOwner`). Keep it OUT of the AP-43 outdoor-object gate (it's +indoor). Decomp anchors: `add_dynamic_light` 0x0054d420, `minimize_envcell_lighting` 0x0054c170, +`insert_light` 0x0054d1b0. + +--- + +## Decomp anchors (quick reference) +`useSunlightSet` 0x0054d450 · `useSunlight` gate `DrawMeshInternal` 0x0059f398 · `PView::DrawCells` +0x005a4840 (`useSunlightSet(1)` 0x005a485a / `useSunlightSet(0)` 0x005a49f3 / `useSunlightSet(1)` +0x005a4b5d) · `DrawEnvCell` 0x0059f170 · `SetStaticLightingVertexColors` 0x0059cfe0 · `calc_point_light` +0x0059c8b0 (range = falloff × `static_light_factor` 1.3 @ 0x00820e24) · `minimize_object_lighting` +0x0054d480 · `minimize_envcell_lighting` 0x0054c170 · `add_dynamic_light` 0x0054d420 · `insert_light` +0x0054d1b0 · `config_hardware_light` 0x0059ad30 (`rangeAdjust` 1.5 @ 0x00820cc4 — the dynamic/object +hardware path). + +## DO-NOT-RETRY / gotchas +- The OUTDOOR torch gate (#140 / AP-43) is correct + user-confirmed — don't touch it. +- Don't shorten `Falloff × 1.3` — acdream reads the dat falloffs faithfully (the reach is correct). +- The regime is a per-FRAME global; the fix is to make sun+ambient **per-DRAW** (per-object/cell), + mirroring AP-43's torch decision — **NOT** to split into separate render passes (fights the batched + MDI; the per-object route is why AP-43 exists). +- Line numbers above are @`31d7ffd` and WILL drift — re-grep `playerInsideCell` / `UpdateSunFromSky` / + `IndoorObjectReceivesTorches` before editing. + +## Verification (the acceptance gate) +Visual side-by-side vs retail at the **Agent of Arcanum** (looking IN from outside + walking IN) and +the **meeting-hall portal**. Expected after #142: interiors are torch-lit/warm both looking-in and +inside; windowed buildings no longer "feel like outdoors." After #143: the portal swirl tints the room. + +## Pointers +- Register: **AP-43** (`docs/architecture/retail-divergence-register.md`) — the residual this work + resolves. +- `claude-memory/reference_retail_ambient_values.md` — cdb values incl. the portal dynamic-light + capture + the indoor/outdoor ambient numbers. +- `claude-memory/project_render_pipeline_digest.md` — per-cell light + look-in (#124) + flap context. +- #140 CHECKPOINT (above) — the full outdoor-torch story + the verified `useSunlight` decomp.