# Phase L.2g slice 1 — Dynamic PhysicsState Toggling 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. **Spec:** [docs/superpowers/specs/2026-05-12-l2g-dynamic-physicsstate-design.md](../specs/2026-05-12-l2g-dynamic-physicsstate-design.md) (committed in `2c10dd4`). **Branch:** `claude/gallant-mestorf-3bf2e3` (do all commits here; user merges to main separately). **Goal:** Parse inbound `GameMessageSetState (opcode 0xF74B)` and propagate the new `PhysicsState` value into `ShadowObjectRegistry`'s cached per-entity record so the existing `CollisionExemption.IsExempt(...)` short-circuit honors runtime ETHEREAL flips — unblocking the M1 demo's *"open the inn door"* line. **Architecture:** One new wire-message parser (`SetState`), one new event on `WorldSession`, one new mutator method on `ShadowObjectRegistry` (`UpdatePhysicsState`), one new subscriber in `GameWindow`. **No resolver changes.** The existing `CollisionExemption.cs` short-circuit (cited at `acclient_2013_pseudo_c.txt:276782`) already handles ETHEREAL; slice 1 just feeds it fresh data. **Tech Stack:** C# .NET 10, xUnit for tests, BinaryPrimitives for little-endian reads. Mirror the existing `VectorUpdate.cs` parser pattern. **Retail anchor (port reference):** `CPhysicsObj::set_state` at `docs/research/named-retail/acclient_2013_pseudo_c.txt:283044`. The retail implementation: `this->state = arg2` (line 283048) plus three side-effect handlers for the changed-bit set (`0x800` lighting, `0x20` nodraw, `0x4000` hidden). **Slice 1 ports only the state-store half**; ETHEREAL (`0x4`) is not in the side-effect set, so the cosmetic handlers are not on the M1-critical path and stay deferred. --- ## File Structure | File | Action | Responsibility | |---|---|---| | `src/AcDream.Core.Net/Messages/SetState.cs` | Create | New inbound DTO + `TryParse` for opcode `0xF74B`. Mirrors `VectorUpdate.cs`. | | `src/AcDream.Core.Net/WorldSession.cs` | Modify | Add `StateUpdated` event + dispatch branch for `op == SetState.Opcode`. | | `src/AcDream.Core/Physics/ShadowObjectRegistry.cs` | Modify | Add `UpdatePhysicsState(uint, uint)` method that mutates the cached `ShadowEntry.State` in every cell the entity occupies. | | `src/AcDream.App/Rendering/GameWindow.cs` | Modify | Subscribe to `_liveSession.StateUpdated`, route `(guid, newState)` to `_physicsEngine.ShadowObjects.UpdatePhysicsState(...)`. Extend `[entity-source]` log with `state=` + `flags=` (slice 0.5 freebie). | | `tests/AcDream.Core.Net.Tests/Messages/SetStateTests.cs` | Create | TryParse byte-level tests (well-formed, truncated, opcode-mismatch). | | `tests/AcDream.Core.Tests/Physics/ShadowObjectRegistryTests.cs` | Modify | Add `UpdatePhysicsState_FlipsEthereal_NextLookupExempt` test using `CollisionExemption.ShouldSkip`. | **No new project references needed** — all files live in existing assemblies. --- ## Task 1: Parser DTO + TryParse for `SetState` (opcode `0xF74B`) **Files:** - Create: `src/AcDream.Core.Net/Messages/SetState.cs` - Create: `tests/AcDream.Core.Net.Tests/Messages/SetStateTests.cs` **Reference template:** `src/AcDream.Core.Net/Messages/VectorUpdate.cs` (read it before writing — same opcode dispatch convention, same body-length check shape, same `BinaryPrimitives` style). **Wire format** (per `references/holtburger/crates/holtburger-protocol/src/messages/object/messages/properties.rs:117-122`, matched by every other acdream parser): ``` offset 0 : u32 opcode (= 0xF74B) offset 4 : u32 guid offset 8 : u32 physics_state (bitmask; ETHEREAL = 0x4) offset 12 : u16 instance_sequence offset 14 : u16 state_sequence Total: 16 bytes from start of body. ``` - [ ] **Step 1.1: Write the failing TryParse tests** Create `tests/AcDream.Core.Net.Tests/Messages/SetStateTests.cs` with: ```csharp using System; using System.Buffers.Binary; using AcDream.Core.Net.Messages; using Xunit; namespace AcDream.Core.Net.Tests.Messages; public class SetStateTests { [Fact] public void TryParse_WellFormedBody_ReturnsParsed() { // Build a synthetic SetState body: opcode + guid + state + 2×u16 seq. var buf = new byte[16]; BinaryPrimitives.WriteUInt32LittleEndian(buf.AsSpan(0, 4), 0xF74Bu); BinaryPrimitives.WriteUInt32LittleEndian(buf.AsSpan(4, 4), 0x000F4244u); // door guid BinaryPrimitives.WriteUInt32LittleEndian(buf.AsSpan(8, 4), 0x00000004u); // ETHEREAL bit BinaryPrimitives.WriteUInt16LittleEndian(buf.AsSpan(12, 2), (ushort)355); BinaryPrimitives.WriteUInt16LittleEndian(buf.AsSpan(14, 2), (ushort)42); var parsed = SetState.TryParse(buf); Assert.NotNull(parsed); Assert.Equal(0x000F4244u, parsed.Value.Guid); Assert.Equal(0x00000004u, parsed.Value.PhysicsState); Assert.Equal((ushort)355, parsed.Value.InstanceSequence); Assert.Equal((ushort)42, parsed.Value.StateSequence); } [Fact] public void TryParse_Truncated_ReturnsNull() { var buf = new byte[10]; // < 16 bytes Assert.Null(SetState.TryParse(buf)); } [Fact] public void TryParse_WrongOpcode_ReturnsNull() { var buf = new byte[16]; BinaryPrimitives.WriteUInt32LittleEndian(buf.AsSpan(0, 4), 0xF74Cu); // UpdateMotion, not SetState Assert.Null(SetState.TryParse(buf)); } } ``` - [ ] **Step 1.2: Run tests to verify they fail (RED)** Run: `dotnet test tests/AcDream.Core.Net.Tests/AcDream.Core.Net.Tests.csproj --filter "FullyQualifiedName~SetStateTests"` Expected: Compile error — `SetState` type not defined. - [ ] **Step 1.3: Write the parser** Create `src/AcDream.Core.Net/Messages/SetState.cs`: ```csharp using System; using System.Buffers.Binary; namespace AcDream.Core.Net.Messages; /// /// Inbound SetState GameMessage (opcode 0xF74B). The server /// broadcasts this whenever a previously-spawned entity's /// PhysicsState bitmask changes after CreateObject — chiefly /// when a door opens / closes (server flips ETHEREAL_PS = 0x4) or a /// spell projectile becomes ethereal post-impact. /// /// /// Wire layout (per /// references/holtburger/crates/holtburger-protocol/src/messages/object/messages/properties.rs:117-122, /// matched by every other acdream parser): /// /// /// u32 opcode — 0xF74B /// u32 objectGuid /// u32 physicsState — bitmask (acclient.h:2815 / 2819) /// u16 instanceSequence — stale-packet rejection /// u16 stateSequence — stale-packet rejection /// /// /// /// Total body size: 16 bytes from start (opcode + 12-byte payload). /// /// /// /// Server-side reference: /// references/ACE/Source/ACE.Server/Network/GameMessages/Messages/GameMessageSetState.cs:8-15 /// (ACE writes the same field order but appears to use uint for the /// sequence fields; verified against retail format by hex-dump probe in /// Task 5). Holtburger has been validated against a retail-format server, /// so its 12-byte payload is the trusted spec. /// /// public static class SetState { public const uint Opcode = 0xF74Bu; public readonly record struct Parsed( uint Guid, uint PhysicsState, ushort InstanceSequence, ushort StateSequence); /// /// Parse a 0xF74B body. must start with the /// 4-byte opcode (matches the convention used by VectorUpdate / /// UpdateMotion / UpdatePosition). Returns null on truncation or /// opcode mismatch. /// public static Parsed? TryParse(ReadOnlySpan body) { if (body.Length < 16) return null; try { uint opcode = BinaryPrimitives.ReadUInt32LittleEndian(body.Slice(0, 4)); if (opcode != Opcode) return null; uint guid = BinaryPrimitives.ReadUInt32LittleEndian(body.Slice(4, 4)); uint state = BinaryPrimitives.ReadUInt32LittleEndian(body.Slice(8, 4)); ushort instSeq = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(12, 2)); ushort stateSeq = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(14, 2)); return new Parsed(guid, state, instSeq, stateSeq); } catch { return null; } } } ``` - [ ] **Step 1.4: Run tests to verify they pass (GREEN)** Run: `dotnet test tests/AcDream.Core.Net.Tests/AcDream.Core.Net.Tests.csproj --filter "FullyQualifiedName~SetStateTests"` Expected: 3 passed. - [ ] **Step 1.5: Verify project build still green** Run: `dotnet build` Expected: Build succeeded, 0 errors, 0 new warnings. - [ ] **Step 1.6: Commit** ``` git add src/AcDream.Core.Net/Messages/SetState.cs tests/AcDream.Core.Net.Tests/Messages/SetStateTests.cs git commit -m "feat(phys L.2g slice 1): inbound SetState (0xF74B) parser DTO + TryParse for the GameMessageSetState wire message. The server broadcasts this when an already-spawned entity's PhysicsState changes post-CreateObject — chiefly when a door's Ethereal bit toggles on Use. Wire format per holtburger SetStateData (validated against retail-format servers): u32 opcode + u32 guid + u32 state + u16 instanceSequence + u16 stateSequence = 16 bytes total. Mirrors the existing VectorUpdate.cs template. Co-Authored-By: Claude Opus 4.7 (1M context) " ``` --- ## Task 2: `ShadowObjectRegistry.UpdatePhysicsState(guid, newState)` **Files:** - Modify: `src/AcDream.Core/Physics/ShadowObjectRegistry.cs` (add new method after `UpdatePosition`, before `Deregister`) - Modify: `tests/AcDream.Core.Tests/Physics/ShadowObjectRegistryTests.cs` (append new test) **Design rationale:** `ShadowEntry` is a `readonly record struct` (value type) stored as copies inside per-cell `List`. Mutation pattern: find every cell the entity occupies via `_entityToCells[entityId]`, then replace each in-list copy with `list[i] = list[i] with { State = newState }`. **Retail anchor:** `CPhysicsObj::set_state` at `docs/research/named-retail/acclient_2013_pseudo_c.txt:283044`. Retail does `this->state = arg2` (line 283048) — direct overwrite. Our cached state lives in the registry copy, not the entity, so the equivalent is "overwrite every shadow copy." - [ ] **Step 2.1: Write the failing test** Append to `tests/AcDream.Core.Tests/Physics/ShadowObjectRegistryTests.cs` (top-of-file using directives already have `AcDream.Core.Physics` + xUnit): ```csharp // ----------------------------------------------------------------------- // UpdatePhysicsState — L.2g slice 1 (doors flip ETHEREAL post-spawn) // ----------------------------------------------------------------------- [Fact] public void UpdatePhysicsState_FlipsEthereal_NextLookupSeesNewBits() { // Register a door-like entity with State=0 (closed = solid). var reg = new ShadowObjectRegistry(); const uint doorId = 0x000F4244u; reg.Register(doorId, 0x020019FFu, new Vector3(12f, 12f, 50f), Quaternion.Identity, 1f, OffX, OffY, LbId, state: 0u, flags: EntityCollisionFlags.None); // Sanity: cached state starts at 0 (no ETHEREAL). var before = reg.AllEntriesForDebug().Single(e => e.EntityId == doorId); Assert.Equal(0u, before.State); // Flip ETHEREAL_PS (0x4) — the server's "door is now open" message. reg.UpdatePhysicsState(doorId, 0x00000004u); // Cached state should now show the new bit. var after = reg.AllEntriesForDebug().Single(e => e.EntityId == doorId); Assert.Equal(0x00000004u, after.State); } [Fact] public void UpdatePhysicsState_UnregisteredEntity_IsNoOp() { var reg = new ShadowObjectRegistry(); // No entity registered. Should not throw. reg.UpdatePhysicsState(0xDEADBEEFu, 0x00000004u); Assert.Equal(0, reg.TotalRegistered); } [Fact] public void UpdatePhysicsState_EntitySpanningMultipleCells_AllCellsUpdated() { // Entity at (24,12) with radius=2 spans cells (0,0) and (1,0). var reg = new ShadowObjectRegistry(); reg.Register(99u, 0x01000099u, new Vector3(24f, 12f, 50f), Quaternion.Identity, 2f, OffX, OffY, LbId, state: 0u); reg.UpdatePhysicsState(99u, 0x00000004u); uint cellA = LbId | 1u; // cx=0 uint cellB = LbId | (1u*8 + 0 + 1); // cx=1 var inA = reg.GetObjectsInCell(cellA).Single(e => e.EntityId == 99u); var inB = reg.GetObjectsInCell(cellB).Single(e => e.EntityId == 99u); Assert.Equal(0x00000004u, inA.State); Assert.Equal(0x00000004u, inB.State); } ``` You may need a `using System.Linq;` at the top of the test file. Add it if not already present. - [ ] **Step 2.2: Run tests to verify they fail (RED)** Run: `dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj --filter "FullyQualifiedName~UpdatePhysicsState"` Expected: Compile error — `UpdatePhysicsState` method not defined. - [ ] **Step 2.3: Implement `UpdatePhysicsState`** Insert into `src/AcDream.Core/Physics/ShadowObjectRegistry.cs` after the `UpdatePosition` method (around line 127, before the `Deregister` summary comment): ```csharp /// /// Update the cached bits for an /// already-registered entity. Called by the inbound /// SetState (0xF74B) dispatcher when the server broadcasts a /// post-spawn PhysicsState change — chiefly doors flipping /// ETHEREAL_PS = 0x4 on Use, so the /// short-circuit can honor /// the new state on the next resolve. /// /// /// Retail equivalent: CPhysicsObj::set_state at /// docs/research/named-retail/acclient_2013_pseudo_c.txt:283044 /// — direct write `this->state = arg2`. Retail also fires side-effect /// handlers for the 0x800 (lighting), 0x20 (nodraw), 0x4000 (hidden) /// changed bits; ETHEREAL (0x4) doesn't trigger any of them, so slice 1 /// scopes to the bare state-write. /// /// /// /// Implementation: is a value-type record /// copied into per-cell lists, so we rewrite the copy in each cell the /// entity occupies. Unregistered entities are a no-op (callers don't /// have to gate). /// /// public void UpdatePhysicsState(uint entityId, uint newState) { if (!_entityToCells.TryGetValue(entityId, out var cellIds)) return; // not registered — no-op foreach (var cellId in cellIds) { if (!_cells.TryGetValue(cellId, out var list)) continue; for (int i = 0; i < list.Count; i++) { if (list[i].EntityId == entityId) list[i] = list[i] with { State = newState }; } } } ``` - [ ] **Step 2.4: Run tests to verify they pass (GREEN)** Run: `dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj --filter "FullyQualifiedName~UpdatePhysicsState"` Expected: 3 passed. - [ ] **Step 2.5: Verify full test suite still green (no regressions)** Run: `dotnet test` Expected: All previously-passing tests still pass. **Note:** ~8 pre-existing failures may be in the baseline (see `docs/research/2026-05-13-l2d-slice1-shipped-handoff.md` "Open concerns"); ensure the count does not increase. Stash + rerun to confirm if uncertain: `git stash && dotnet test 2>&1 | findstr Failed` then `git stash pop`. - [ ] **Step 2.6: Commit** ``` git add src/AcDream.Core/Physics/ShadowObjectRegistry.cs tests/AcDream.Core.Tests/Physics/ShadowObjectRegistryTests.cs git commit -m "feat(phys L.2g slice 1): ShadowObjectRegistry.UpdatePhysicsState New mutator that overwrites cached PhysicsState bits on every shadow copy of the named entity. The existing CollisionExemption.ShouldSkip(...) check (acclient_2013_pseudo_c.txt:276782) reads the same cached field, so a post-spawn ETHEREAL flip is now honored on the next resolver tick without any resolver-path change. Retail anchor: CPhysicsObj::set_state at acclient_2013_pseudo_c.txt:283044. Slice 1 scopes to the bare state-write — retail's cosmetic side-effect handlers (0x800 lighting, 0x20 nodraw, 0x4000 hidden) don't fire for the ETHEREAL bit and stay deferred. Three TDD tests cover: ETHEREAL flip from 0->0x4; unregistered-entity no-op; entity spanning multiple cells gets all copies updated. Co-Authored-By: Claude Opus 4.7 (1M context) " ``` --- ## Task 3: Wire `0xF74B` into `WorldSession` dispatcher + new event **Files:** - Modify: `src/AcDream.Core.Net/WorldSession.cs` (one new event declaration near the existing `VectorUpdated`/`MotionUpdated` events; one new `else if` branch in the inbound dispatcher near `op == VectorUpdate.Opcode`) **Reference pattern:** Read the existing `VectorUpdate.Opcode` branch first (it's at WorldSession.cs:739–752). Copy its shape exactly. - [ ] **Step 3.1: Add the public event declaration** Find the existing `public event Action<...>? VectorUpdated;` declaration in `WorldSession.cs` (near line 119, in the events region). Add a sibling: ```csharp /// /// Fires when the server broadcasts a SetState (0xF74B) game /// message — a previously-spawned entity's PhysicsState /// bitmask changed post-CreateObject. Chiefly doors flipping /// ETHEREAL_PS = 0x4 on Use (see ACE /// WorldObjects/Door.cs:127, WorldObject.cs:640-660). /// Subscribers route the new state into /// so the /// existing collision-exemption short-circuit honors the flip on the /// next resolver tick. /// public event Action? StateUpdated; ``` Place it immediately after the existing `VectorUpdated` event for grep- findability. - [ ] **Step 3.2: Add the dispatcher branch** In the inbound game-message dispatcher (the chain of `else if (op == X.Opcode)` branches in the same file), add this branch immediately after the `VectorUpdate.Opcode` branch: ```csharp else if (op == SetState.Opcode) { // L.2g slice 1 (2026-05-12): server broadcasts SetState // (0xF74B) when an entity's PhysicsState changes // post-spawn — chiefly doors flipping ETHEREAL on Use. // Holtburger validated wire format = 16 bytes (opcode + // guid + state + 2×u16 sequence). ACE // GameMessageSetState.cs writes the same field order // but appears to use u32 for the sequences; Task 5's // hex-dump probe settles the actual byte count. var parsed = SetState.TryParse(body); if (parsed is not null) StateUpdated?.Invoke(parsed.Value); } ``` The `using AcDream.Core.Net.Messages;` directive should already be at the top of WorldSession.cs (it's used by every existing parser). Confirm, don't add a duplicate. - [ ] **Step 3.3: Verify build still green** Run: `dotnet build` Expected: Build succeeded, 0 errors. - [ ] **Step 3.4: Commit** ``` git add src/AcDream.Core.Net/WorldSession.cs git commit -m "feat(phys L.2g slice 1): WorldSession dispatches SetState (0xF74B) New StateUpdated event + dispatcher branch routes inbound SetState messages to subscribers. Mirrors the existing VectorUpdated / MotionUpdated event pattern. GameWindow will subscribe in the next commit and feed the parsed (guid, newState) pair to ShadowObjectRegistry.UpdatePhysicsState. Co-Authored-By: Claude Opus 4.7 (1M context) " ``` --- ## Task 4: Subscribe in `GameWindow` and feed `ShadowObjectRegistry` **Files:** - Modify: `src/AcDream.App/Rendering/GameWindow.cs` (one new subscription line + one new handler method) This is the final wiring step. After this commit, the server's "door opened" SetState is end-to-end honored by the collision system. - [ ] **Step 4.1: Add the subscription** Find the block in `GameWindow.cs` where `_liveSession.MotionUpdated += OnLiveMotionUpdated;` and `_liveSession.PositionUpdated += OnLivePositionUpdated;` are wired (around line 1791). Add: ```csharp _liveSession.StateUpdated += OnLiveStateUpdated; ``` Place it after `_liveSession.VectorUpdated += OnLiveVectorUpdated;` so the event-subscription order is co-located with its peers. - [ ] **Step 4.2: Add the handler method** Find the existing `OnLiveVectorUpdated` method body in the same file (grep `private void OnLiveVectorUpdated`). Add a sibling handler immediately after it: ```csharp /// /// L.2g slice 1: inbound SetState (0xF74B) handler. Propagates the /// new PhysicsState bits into ShadowObjectRegistry so the /// existing check honors /// the flip on the next resolver tick. Chiefly doors: /// server flips ETHEREAL_PS = 0x4 on Use, the door's /// cylinder collision stops blocking the threshold. /// private void OnLiveStateUpdated(AcDream.Core.Net.Messages.SetState.Parsed parsed) { _physicsEngine.ShadowObjects.UpdatePhysicsState(parsed.Guid, parsed.PhysicsState); if (AcDream.Core.Physics.PhysicsDiagnostics.ProbeBuildingEnabled) Console.WriteLine(System.FormattableString.Invariant( $"[setstate] guid=0x{parsed.Guid:X8} state=0x{parsed.PhysicsState:X8} instSeq={parsed.InstanceSequence} stateSeq={parsed.StateSequence}")); } ``` - [ ] **Step 4.3: Verify build still green** Run: `dotnet build` Expected: Build succeeded, 0 errors. - [ ] **Step 4.4: Smoke-test that no regression breaks the launch path** Run a quick non-interactive smoke (do NOT do the full visual test yet — that's Task 7): ```powershell $env:ACDREAM_DAT_DIR = "$env:USERPROFILE\Documents\Asheron's Call" $env:ACDREAM_LIVE = "0" # offline; just verify the binary starts dotnet run --project src\AcDream.App\AcDream.App.csproj --no-build -c Debug 2>&1 | Select-String -Pattern "Exception|FATAL" | Select-Object -First 5 ``` Then kill the process. Expected: no startup exception, no FATAL. If anything blows up, the new handler subscription or the registry mutator broke something in the live-session attach path. - [ ] **Step 4.5: Commit** ``` git add src/AcDream.App/Rendering/GameWindow.cs git commit -m "feat(phys L.2g slice 1): GameWindow routes SetState into registry End-to-end wiring: WorldSession.StateUpdated fires -> GameWindow OnLiveStateUpdated -> ShadowObjectRegistry.UpdatePhysicsState -> next resolver tick sees the updated ETHEREAL bit and CollisionExemption short-circuits the door cylinder. After this commit the M1 'open the inn door' scenario is unblocked at the code-path level; visual verification follows in slice 1's manual test (Task 7). The handler also emits a [setstate] diagnostic line when ACDREAM_PROBE_BUILDING is enabled — gives a greppable trail when the visual test runs. Co-Authored-By: Claude Opus 4.7 (1M context) " ``` --- ## Task 5: Hex-dump probe for first SetState payload (wire-byte verification) **Files:** - Modify: `src/AcDream.Core.Net/WorldSession.cs` (extend the existing `else if (op == SetState.Opcode)` branch added in Task 3) **Why:** ACE's `GameMessageSetState.cs:13-14` writes `Sequences.GetCurrentSequence(...)` + `Sequences.GetNextSequence(...)` as `uint` calls — potentially 4 bytes each (16-byte total payload) instead of holtburger's 12 bytes. We default to holtburger's spec because it's been validated against live retail-format servers, but we want one-shot evidence on real wire bytes before declaring slice 1 done. The probe is gated on `ACDREAM_PROBE_BUILDING` (existing env var from L.2d slice 1) and fires once per SetState message; the body bytes are short enough that this is cheap. - [ ] **Step 5.1: Extend the dispatcher branch with a hex-dump** Update the `else if (op == SetState.Opcode)` branch from Task 3 to: ```csharp else if (op == SetState.Opcode) { // L.2g slice 1 (2026-05-12) — see Task 3 above for the // event-routing intent. The probe-gated hex-dump here // captures the wire bytes one-shot per session so we can // confirm holtburger's 12-byte payload format (vs ACE's // GameMessageSetState.cs claim of u32 sequences = 16 // bytes) before declaring slice 1 done. if (AcDream.Core.Physics.PhysicsDiagnostics.ProbeBuildingEnabled && !_setStateHexDumped) { _setStateHexDumped = true; var hex = string.Join(" ", body.Take(Math.Min(body.Length, 32)) .Select(b => b.ToString("X2"))); Console.WriteLine($"[setstate-hex] body.len={body.Length} first-{Math.Min(body.Length, 32)}-bytes: {hex}"); } var parsed = SetState.TryParse(body); if (parsed is not null) StateUpdated?.Invoke(parsed.Value); } ``` Add the one-shot flag field near the top of the `WorldSession` class (group with other `_dump*Enabled` flags — grep `private bool _` to find the cluster): ```csharp /// L.2g slice 1: one-shot guard so the [setstate-hex] probe /// emits the first SetState's body bytes only, not 5–10/sec. private bool _setStateHexDumped; ``` Note: the `body.Take(...)` requires `using System.Linq;` — already present. - [ ] **Step 5.2: Verify build still green** Run: `dotnet build` Expected: Build succeeded, 0 errors. - [ ] **Step 5.3: Commit** ``` git add src/AcDream.Core.Net/WorldSession.cs git commit -m "feat(phys L.2g slice 1): one-shot hex-dump probe for SetState payload Probe-gated diagnostic (ACDREAM_PROBE_BUILDING) emits the first inbound SetState message's body bytes so we can confirm holtburger's 12-byte payload format vs ACE's GameMessageSetState.cs claim of u32 sequences (16-byte payload). One-shot via _setStateHexDumped — won't flood the log when doors auto-close every 30s. If the hex-dump shows body.len > 16, the parser's body-length gate at SetState.cs needs widening (and the seq-field reads shifted accordingly). If it shows 16, we ship as-is. Co-Authored-By: Claude Opus 4.7 (1M context) " ``` --- ## Task 6: Slice 0.5 — extend `[entity-source]` log with `state` + `flags` **Files:** - Modify: `src/AcDream.App/Rendering/GameWindow.cs` (extend the existing `[entity-source]` log line — there are 2 sites; modify both for consistency) **Why:** The L.2d slice 1 handoff flagged this as a useful "slice 1.6" addendum. It's 5 LOC, fold-into-slice-1-freebie. Makes ETHEREAL flips greppable end-to-end: spawn -> registry update -> resolver effect. - [ ] **Step 6.1: Find both `[entity-source]` log sites** Grep `[entity-source]` in `src/AcDream.App/Rendering/GameWindow.cs` and note the two `Console.WriteLine` calls (one is around line 2978 from the RegisterLiveEntityForCollision path; the other should be in the landblock-baked static registration path — grep confirms by file). Both need the same suffix addition. - [ ] **Step 6.2: Extend both log lines** For each `[entity-source]` line, append `state=0x{state:X8} flags={flags}` to the format string. Example transformation: Before: ```csharp Console.WriteLine(System.FormattableString.Invariant( $"[entity-source] id=0x{entity.Id:X8} entityId=0x{entity.Id:X8} src=0x{entity.SourceGfxObjOrSetupId:X8} gfxObj=0x{entity.SourceGfxObjOrSetupId:X8} lb=0x{spawn.Position.Value.LandblockId:X8} type=Cylinder note=server-spawn-root")); ``` After (note: the local variables `state` and `flags` should already be in scope at both sites — they're computed just before the `ShadowObjects.Register(...)` call; grep upward 5–10 lines from each log site to confirm): ```csharp Console.WriteLine(System.FormattableString.Invariant( $"[entity-source] id=0x{entity.Id:X8} entityId=0x{entity.Id:X8} src=0x{entity.SourceGfxObjOrSetupId:X8} gfxObj=0x{entity.SourceGfxObjOrSetupId:X8} lb=0x{spawn.Position.Value.LandblockId:X8} type=Cylinder note=server-spawn-root state=0x{state:X8} flags={flags}")); ``` If the `state` or `flags` variables are scoped differently at one site (e.g. one site is for landblock-baked statics that always have state=0), substitute the literal `0u` or `EntityCollisionFlags.None` and add a comment noting the static-default. Keep the field names identical at both sites so a single regex `state=0x([0-9A-F]+)` catches every entry. - [ ] **Step 6.3: Verify build still green** Run: `dotnet build` Expected: Build succeeded, 0 errors. - [ ] **Step 6.4: Commit** ``` git add src/AcDream.App/Rendering/GameWindow.cs git commit -m "feat(phys L.2g slice 1): extend [entity-source] log with state + flags 5-LOC freebie folded into L.2g slice 1: the [entity-source] probe now emits the PhysicsState bits + EntityCollisionFlags decoded at registration. Combined with the new [setstate] handler log line, this makes door open/close events fully greppable end-to-end: spawn -> [entity-source] guid=... state=0x00000000 ... Use -> [setstate] guid=... state=0x00000004 ... close -> [setstate] guid=... state=0x00000000 ... Resolves the 'slice 1.6' suggestion from docs/research/2026-05-13-l2d-slice1-shipped-handoff.md. Co-Authored-By: Claude Opus 4.7 (1M context) " ``` --- ## Task 7: Visual verification at Holtburg inn doorway **Files:** None — this is a user-driven test. Document the recipe; report results in the handoff doc (Task 8). **Acceptance:** 1. Walk acdream `+Acdream` into the Holtburg inn doorway. **Expected: blocked at threshold.** 2. Click the door (Use action). **Expected: door swings open; `[setstate]` log line emits with `state=0x00000004`; walk through clears.** 3. Wait ~30 seconds. **Expected: door auto-closes; `[setstate]` log line emits with `state=0x00000000`; threshold blocks again.** 4. Inspect the `[setstate-hex]` line emitted on the first SetState — confirm `body.len=16`. If it's 20 instead, slice 1 has a bug to file as 1b. - [ ] **Step 7.1: Launch the client with probes enabled** Wait ~5 seconds since the last close (per CLAUDE.md's logout-before-reconnect note) then: ```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_DEVTOOLS = "1" $env:ACDREAM_PROBE_BUILDING = "1" $env:ACDREAM_PROBE_RESOLVE = "1" dotnet run --project src\AcDream.App\AcDream.App.csproj --no-build -c Debug 2>&1 | Tee-Object -FilePath "launch-l2g-slice1.log" ``` - [ ] **Step 7.2: Manually perform the four-step scenario** (User-driven. See Acceptance list above.) - [ ] **Step 7.3: Inspect the log for the four expected lines** After closing the client window: ```powershell Select-String -Path launch-l2g-slice1.log -Pattern "setstate-hex|setstate.*guid|entity-source.*Door" ``` Expected matches: - One `[setstate-hex] body.len=16 first-16-bytes: 4B F7 ...` line. - One `[entity-source] ... name=Door ... state=0x00000000 ...` (or similar). - A `[setstate] guid=0x000F.... state=0x00000004 ...` after the Use click. - A `[setstate] guid=0x000F.... state=0x00000000 ...` ~30s after the previous. - [ ] **Step 7.4: Decide ship-or-fix** Three outcomes: - **All four log lines match + door scenario works visually:** slice 1 ships. Proceed to Task 8. - **Log lines correct but visual scenario fails (door visually opens but player still blocked):** the resolver is reading stale state from somewhere we haven't found. Stop and file a "slice 1b — find the second cache layer" note. - **`[setstate-hex] body.len=20`:** ACE's u32 sequence claim is real. Widen `SetState.cs` body-length gate (`16` -> `20`) and shift sequence reads to `body.Slice(12, 4)` + `body.Slice(16, 4)` (read as `uint`, cast to `ushort` if values are small — high bits will be zero per ACE's `Sequences` design). Re-run from Task 7.1. --- ## Task 8: Ship handoff doc + roadmap update **Files:** - Create: `docs/research/2026-05-XX-l2g-slice1-shipped-handoff.md` (replace `XX` with the actual ship date) - Modify: `CLAUDE.md` (replace the "the natural next step is the L.2g slice 1 implementation" paragraph with a "Phase L.2g slice 1 shipped " paragraph mirroring the L.2a paragraph style) - Modify: `docs/plans/2026-04-29-movement-collision-conformance.md` (under the L.2g section, add a "Current shipped slice" subsection noting slice 1 + its commit hashes) - [ ] **Step 8.1: Write the ship handoff doc** Use the existing handoff at `docs/research/2026-05-13-l2d-slice1-shipped-handoff.md` as a template. The new doc should cover: - TL;DR: what landed, did the visual test pass. - What shipped (commit hash + subject per commit from Tasks 1–6). - What the visual test showed (the four log-line samples from Task 7.3). - Wire-byte width resolution (12-byte vs 16-byte — whichever the hex-dump showed). - Side findings (anything noticed during visual test — door animation flickers, audio not playing, etc — file under "deferred"). - Next-session candidates (L.2g slice 2 animation confirmation, deferred UX polish, OR pick from CLAUDE.md's now-revised "Next phase candidates" list). - [ ] **Step 8.2: Update CLAUDE.md** Find the "Currently in Phase L.2 (Movement & Collision Conformance)" paragraph. Replace its "the natural next step is the L.2g slice 1 implementation" sentence with "L.2g slice 1 shipped — doors honor ETHEREAL flips end-to-end; visual-verified at Holtburg inn doorway." Add a "**Phase L.2g slice 1 shipped .**" descriptive paragraph after the L.2a paragraph (mirror the L.2a paragraph's depth). In the "**Next phase candidates**" list, demote the current L.2g item out and pick whichever is the next sensible candidate (likely L.2g slice 2 animation confirmation OR a non-L.2 visual-fidelity item — depends on what the visual test in Task 7 showed). - [ ] **Step 8.3: Update the L.2 plan-of-record** In `docs/plans/2026-04-29-movement-collision-conformance.md`, under the L.2g section, add a "Current shipped slice ():" subsection listing the slice 1 commit hashes + their subjects (use git log to fill in). Mirror the L.2c "Current shipped slice (2026-04-30):" subsection style. - [ ] **Step 8.4: Commit** ``` git add CLAUDE.md docs/plans/2026-04-29-movement-collision-conformance.md docs/research/2026-05-XX-l2g-slice1-shipped-handoff.md git commit -m "docs(phys L.2g): slice 1 shipped handoff + plan-of-record + CLAUDE.md Slice 1 visual-verified at Holtburg inn doorway: walking into closed door is blocked, Use opens it, walk-through clears, auto-close re-blocks at 30s. Wire-byte width settled (see handoff doc). L.2g slice 2 (animation confirmation) becomes the next candidate IF the visual test showed door animation not playing; otherwise slice 2 is a verify-only no-op and we move to the next phase candidate. Co-Authored-By: Claude Opus 4.7 (1M context) " ``` --- ## Plan self-review **1. Spec coverage check:** | Spec section | Task | |---|---| | Slice 1 — parse SetState (0xF74B) | Tasks 1 + 3 + 5 | | Slice 1 — plumb new state into ShadowObjectRegistry | Tasks 2 + 4 | | Slice 1 — visual verification at Holtburg | Task 7 | | Slice 0.5 — extend [entity-source] log with state + flags | Task 6 | | Open Q1 — wire-byte width | Task 5 (hex-dump probe) + Task 7.4 (decision branch) | | Open Q2 — UpdateMotion drives non-creature entities (door swing animation) | **Deferred to slice 2** (per the spec — animation is verify-only) | | Open Q3 — SetState delivered to the player who triggered Use | Task 7 visual test verifies (covered implicitly by the four-step scenario) | | Acceptance — design spec, plan-of-record, milestones, CLAUDE.md all reference L.2g | Already done in `2c10dd4`; Task 8 closes the loop with the slice 1 ship handoff | | Named retail citation in slice 1 code | Task 2.3 cites `acclient_2013_pseudo_c.txt:283044`; Task 1.3 cites the holtburger struct | **2. Placeholder scan:** No `TBD`, `TODO`, "fill in later." `` in Task 8 is a deliberate placeholder for the engineer to fill in at ship time — flagged as such in the handoff doc template, not a plan-writing oversight. The `Task 8.1` doc filename uses `2026-05-XX` for the same reason. **3. Type consistency:** `SetState.Parsed(Guid, PhysicsState, InstanceSequence, StateSequence)` used consistently in Tasks 1, 3, 4, 5. `UpdatePhysicsState(uint entityId, uint newState)` signature consistent in Tasks 2 + 4. `ShadowEntry.State` matches the existing struct definition in `ShadowObjectRegistry.cs:262-280`. **4. Risk surface:** All changes are additive. No resolver edits. No broadphase edits. No retail-port semantics changes. If anything goes wrong, single-commit revert per task. --- ## Execution Plan complete. Two execution options when ready: **1. Subagent-Driven (recommended)** — Dispatch a fresh Sonnet subagent per task (Task 1 alone, Tasks 2 + 3 together, Task 4 + 5 + 6 together, Task 7 user-driven, Task 8 docs). Review between dispatches. Each subagent stays bounded to one commit's worth of changes; parent context stays clean. **2. Inline Execution** — Drive all tasks in this session using executing-plans. Faster end-to-end but consumes ~4× more parent context. Total scope estimate: ~6 commits over ~30–60 minutes of work + Task 7 visual test (~10 minutes when ACE + retail client are already running).