# acdream — known issues + small deferred features Rolling tactical list. What goes here: - **Bugs**: user-visible defects we've observed but haven't fixed yet. - **Small deferred features**: work that fits in one or two commits. Anything larger should be a named Phase in the [roadmap](plans/2026-04-11-roadmap.md). What does NOT go here: - Large multi-commit work → add a Phase to the roadmap instead. - Ideas / wishlist → `docs/plans/`. - Design questions → open a `docs/research/*.md` note. ## Conventions - Sequential integer IDs (`#1`, `#2`, …). Commits that close an issue reference the ID in the message (e.g. `fix #3: periodic TimeSync parsing`). - `Status` is `OPEN`, `IN-PROGRESS`, or `DONE`. DONE items move to the **Recently closed** section at the bottom with closed-date + commit SHA. - Every session: scan OPEN issues at start; promote/close anything we touched during the session before ending. - Promoting to a Phase: mark as `DONE (promoted to Phase X)` + commit SHA where the Phase entry landed. ## Template Copy this block when adding a new issue: ``` ## #NN — Short title **Status:** OPEN **Severity:** HIGH | MEDIUM | LOW **Filed:** YYYY-MM-DD **Component:** e.g. sky, physics, net, ui **Description:** One paragraph — what's wrong or what's missing. **Root cause / status:** What we know so far. Empty if unknown. **Files:** Path references with approximate line numbers. **Research:** Links to `docs/research/*.md` if applicable. **Acceptance:** How we'll know it's fixed. ``` --- # Active issues ## #L.1 — Hotbar UI panel **Status:** OPEN **Severity:** MEDIUM **Filed:** 2026-04-26 (deferred from Phase K) **Component:** ui / hotbar **Description:** Number keys 1-9 are bound to `UseQuickSlot_1..9` actions but no panel exists. Actions fire (visible via the `[input]` console log) but produce no visible result. Phase L feature: drag-drop hotbar with up to 5 bars × 9 slots, drag spell/skill icons to slots, key activates the slot's contents. Server-side: `CreateShortcutToSelected` (action 0x0A9 in retail motion table) sends a `UseSelected` on slot fire. **Files:** `src/AcDream.UI.Abstractions/Panels/Hotbar/` (TBC). **Acceptance:** Drag an item or spell into slot 1, press `1`, server responds as if the user clicked the item. --- ## #L.2 — Spellbook favorites panel **Status:** OPEN **Severity:** MEDIUM **Filed:** 2026-04-26 (deferred from Phase K) **Component:** ui / magic **Description:** In `MagicCombat` scope, 1-9 should fire `UseSpellSlot_1..9` (distinct from hotbar). Requires a small UI to pin favorite spells + a spellbook tab nav. Cross-references issue #L.3 (combat-mode dispatch). --- ## #L.3 — Combat-mode tracking + scope-aware Insert/PgUp/Delete/End/PgDn dispatch **Status:** OPEN **Severity:** MEDIUM **Filed:** 2026-04-26 (deferred from Phase K) **Component:** input / combat **Description:** Insert/PgUp/Delete/End/PgDn mean different things in melee / missile / magic combat modes (per retail keymap MeleeCombat / MissileCombat / MagicCombat blocks). Phase K has the bindings and the scope stack; what's missing: `CombatState.CurrentMode` field + listener for the server-side `SetCombatMode` packet (likely 0x0053 or similar — confirm against ACE source). When mode arrives, push the appropriate scope; when leaving combat, pop. --- ## #L.4 — F-key panels: Allegiance / Fellowship / Skills / Attributes / World / SpellComponents **Status:** OPEN **Severity:** LOW **Filed:** 2026-04-26 (deferred from Phase K) **Component:** ui **Description:** Retail F3-F6, F8-F12 toggle UI panels for various character data. Phase K has the bindings (`ToggleAllegiancePanel`, `ToggleFellowshipPanel`, `ToggleSpellbookPanel`, `ToggleSpellComponentsPanel`, `ToggleAttributesPanel`, `ToggleSkillsPanel`, `ToggleWorldPanel`, `ToggleInventoryPanel`); the panels themselves don't exist. Each is its own design feature. Inventory (F12) is the most-requested. --- ## #L.5 — Floating chat windows (Alt+1-4) **Status:** OPEN **Severity:** LOW **Filed:** 2026-04-26 (deferred from Phase K) **Component:** ui / chat **Description:** Alt+1..4 toggle four floating chat windows in retail. Phase K binds the actions; `ChatPanel` currently is a single window. Floating windows would need filtered-by-channel-type chat tail rendering. --- ## #L.6 — UI layout save/load (saveui / loadui / lockui) **Status:** OPEN **Severity:** LOW **Filed:** 2026-04-26 (deferred from Phase K) **Component:** ui **Description:** Retail had `@saveui `, `@loadui `, `@lockui` commands for persisting ImGui-style window layouts. ImGui has built-in `LoadIniSettingsFromMemory` / `SaveIniSettingsToMemory` — wire these to per-named-layout files, plus chat-command parsing for the `@` prefixes. --- ## #L.7 — Joystick / gamepad bindings **Status:** OPEN **Severity:** LOW **Filed:** 2026-04-26 (deferred from Phase K) **Component:** input **Description:** Retail keymap declares 11 Joystick devices in the `Devices` block but no actions are bound by default. acdream uses Silk.NET keyboard+mouse only. Adding Silk.NET joystick support + a `JoystickInputSource` adapter would unlock controller play. `KeyChord.Device` byte already supports values >1, so the binding side is ready. --- ## #L.8 — Plugin / scripting / macro input subscription **Status:** OPEN **Severity:** MEDIUM **Filed:** 2026-04-26 (deferred from Phase K) **Component:** plugin / input **Description:** CLAUDE.md goal: "Build acdream's plugin API to support scripting/macros for player automation." Plugins should be able to register custom actions (with namespaced IDs like `mymacro.heal-rotation`) and subscribe to `InputAction` events. Phase K foundation supports this via the multicast `InputDispatcher`; what's missing is the plugin-API surface. --- ## #1 — Rain falls only to horizon, not to the player's feet **Status:** OPEN **Severity:** MEDIUM **Filed:** 2026-04-25 **Component:** weather / particles **Description:** During Rainy DayGroups, rain particles are visible in the upper sky band but fade out before reaching the camera / ground level. Retail's rain falls all the way past the camera to the terrain. **Root cause / status:** Unknown. Likely one of: (a) particle emitter volume too short in Z, (b) particle lifetime shorter than the time it takes to traverse emitter-top → ground, (c) emitter anchored in world-space so particles escape the player's reference frame as they fall, (d) camera-relative spawn origin is offset too high above the player. **Files:** - `src/AcDream.App/Rendering/GameWindow.cs` — `UpdateWeatherParticles` (~line 4591) - `src/AcDream.Core/Vfx/ParticleSystem.cs` — emitter spawn config + lifetime integration **Research:** `docs/research/deepdives/r12-weather-daynight.md` (rain mechanism — but does not pin volume / lifetime values). **Acceptance:** Standing at 9,115 in Holtburg during a Rainy DayGroup, rain drops visibly fall all the way from the sky band past the camera to the ground level. --- ## #2 — Lightning visual not wired (dat-baked PES triggers) **Status:** OPEN **Severity:** MEDIUM **Filed:** 2026-04-25 **Component:** weather / sky / vfx **Description:** Retail's Rainy DayGroup in the Dereth Region dat contains 12+ `SkyObject` entries with non-zero `PesObjectId` and narrow visibility windows (5–70 ms at keyframe-boundary moments) that drive PhysicsScript-authored flash + thunder effects. We render the sky meshes but ignore the PES path, so no lightning flashes appear during storms. The fragment-shader flash bump on `uFogParams.z` is already wired in `sky.frag` — only the CPU-side PES→runner wire is missing. **Root cause / status:** Research complete. Implementation is: in `SkyRenderer.Render`, detect visibility-window entry on any SkyObject with `obj.PesObjectId != 0`, call `PhysicsScriptRunner.Play(pesObjectId, ownerId: sky-owner, anchorPos: camera)`, and route any `SetFlash` / `Sound` hooks from the script into `uFogParams.z` + audio. **Files:** - `src/AcDream.App/Rendering/Sky/SkyRenderer.cs` — add per-SkyObject PES dispatch inside the visibility loop - `src/AcDream.Core/Vfx/PhysicsScriptRunner.cs` — already shipped (Phase 6a); exposes `Play(scriptId, entityId, anchorWorldPos)` - `src/AcDream.Core/Lighting/SceneLightingUbo.cs` — `FogParams.Z` is the flash slot; needs a sink that bumps it and decays - `src/AcDream.App/Rendering/Shaders/sky.frag` — flash bump already wired (`rgb += flash * vec3(1.5, 1.5, 1.8)`) **Research:** - `docs/research/2026-04-23-lightning-real.md` (decompile trace + dat discovery) - `docs/research/2026-04-23-physicsscript.md` (runtime semantics) - `docs/research/2026-04-23-lightning-crossfade.md` (crossfade mechanism) **Acceptance:** During a Rainy DayGroup's storm window, visible flashes appear in the sky at the dat-scripted moments, the fragment-shader flash bump briefly brightens the scene, and (later, once thunder audio is wired) a thunder clap plays with a short propagation delay. --- ## #3 — Client clock drifts from retail after ~10 minutes (periodic TimeSync missing) **Status:** OPEN **Severity:** MEDIUM **Filed:** 2026-04-25 **Component:** net / sky **Description:** Our `WorldTimeService.DayFraction` syncs with the server once at login via `ConnectRequest + TimeSync`, then advances from the local wall-clock. Retail receives periodic `TimeSync` refreshes (header flag `0x1000000`) carrying a fresh `PortalYearTicks double` and re-anchors its clock. Without those, acdream's keyframe state drifts from retail's over 10+ minutes — observed during the 2026-04-24 sky-color debug sessions where retail was at DayFraction 0.976 while acdream was at 0.634. **Root cause / status:** Mechanism is well-understood (see research). `WorldTimeService.SyncFromServer(double)` already exists — we just need to detect the periodic flag in the packet header and call it whenever a fresh tick arrives. **Files:** - `src/AcDream.Core.Net/WorldSession.cs` — header-flag parsing; currently only the initial sync is consumed - `src/AcDream.Core/World/WorldTimeService.cs` — `SyncFromServer(double ticks)` ready; needs caller wiring **Research:** `docs/research/deepdives/r12-weather-daynight.md` §TimeSync (line ~563). References retail packet-header flag `0x1000000` carrying `PortalYearTicks double`. **Acceptance:** Probe retail via `tools/RetailTimeProbe` and acdream's ACDREAM_DUMP_SKY log at the same wall-clock moment after a 20-minute session without re-login; `abs(acdream.DayFraction - retail.DayFraction) < 0.01`. --- --- ## #13 — PlayerDescription trailer past enchantments (options / shortcuts / hotbars / desired_comps / spellbook_filters / options2 / gameplay_options / inventory / equipped) **Status:** OPEN **Severity:** LOW (no current user-visible bug; future panels will need the data) **Filed:** 2026-04-25 **Component:** net / player-state **Description:** `PlayerDescriptionParser` walks through enchantments (Phase H, 2026-04-25). The trailer beyond that — Options1 / Shortcuts / HotbarSpells (8 lists) / DesiredComps / SpellbookFilters / Options2 / GameplayOptions blob / Inventory / Equipped — is not yet parsed. Required for future Spellbook UI panel, hotbar UI, inventory UI, character options panel. **Root cause / status:** Holtburger `events.rs:462-625` has the full layout. The trickiest piece is `gameplay_options` — a variable-length opaque blob; holtburger uses a heuristic forward search (`find_inventory_start_after_gameplay_options`) for plausibly-aligned inventory-count + GUID pairs to find the inventory start. Other sections are well-formed. **Files:** - `src/AcDream.Core.Net/Messages/PlayerDescriptionParser.cs` — extend `Parsed` record + walker. - `tests/AcDream.Core.Net.Tests/PlayerDescriptionParserTests.cs` — add fixtures per section. - `src/AcDream.Core.Net/GameEventWiring.cs` — route `parsed.Inventory` + `Equipped` to ItemRepository. **Research:** holtburger `events.rs:462-625`; `references/actestclient/TestClient/messages.xml`. **Acceptance:** All sections of a real-world PlayerDescription parse to completion (no truncation). New tests cover synthetic fixtures per section. `ItemRepository.Count` after login > 0. --- --- ## #4 — Sky horizon-glow disabled (fog-mix skipped on sky meshes) **Status:** OPEN **Severity:** LOW (aesthetic feature-parity, not regression from pre-session state) **Filed:** 2026-04-25 **Component:** sky **Description:** Phase 8.1 (commit `593b76f`) disabled the fog-mix on sky meshes to fix the "entire dome swallowed by fog color" regression. Dereth's keyframe `FogEnd` values (0–2400 m) are calibrated for terrain; sky meshes are authored at radii 1050–14271 m so every sky pixel was past `FogEnd`, saturated to `uFogColor`, destroying stars / moon / dome texture. Disabling the mix restored visibility but we lost retail's horizon-glow effect (gradient from clear zenith to fog-tinted horizon band at dusk/dawn). **Root cause / status:** Three competing hypotheses, none pinned down: (a) retail uses a **different** fog range for sky than terrain; (b) retail applies fog with an **elevation-angle** weighting rather than linear distance; (c) retail's sky meshes **don't participate** in the global fog and the "horizon glow" comes from a different atmospheric-scatter path. Need to identify retail's actual sky-fog behaviour before re-enabling with correct parameters. **Files:** - `src/AcDream.App/Rendering/Shaders/sky.frag` — line ~55, `rgb = mix(uFogColor.rgb, rgb, vFogFactor)` currently commented out - `src/AcDream.App/Rendering/Shaders/sky.vert` — lines 109-114, `vFogFactor` computation **Research:** `docs/research/2026-04-23-sky-fog.md`. Partial; doesn't pin the sky-specific fog path. **Acceptance:** At dusk in Holtburg, the sky dome shows a clear zenith and a warm fog-tinted horizon band that matches retail's appearance, with stars / moon / sun / clouds all still visible at their correct brightnesses elsewhere in the frame. --- ## #27 — Cloud meshes appear missing or faint compared to retail **Status:** OPEN **Severity:** LOW (aesthetic feature-parity — doesn't break gameplay) **Filed:** 2026-04-26 **Component:** sky / clouds **Description:** After fixing Bug B (#26 — stars-as-square), the user observed during visual verification that cloud coverage in the sky doesn't match retail. Cloud meshes are authored in the dat (e.g. `0x010015B6`, `0x01004C35`-`0x01004C38`, `0x01004C36` etc) and `tools/StarsProbe` confirms they're loaded into the SkyObject lists with non-zero TexVelocity (so they get GL_REPEAT correctly under the post-#26 code path). They're not strictly missing — they're rendered — but their visual presence falls short of retail. **Root cause / status:** Unknown. Hypotheses: (a) cloud surfaces' alpha/blend mode is too subtle (cloud surface flags or shader path under-emphasise the texture); (b) cloud meshes positioned/scaled wrong relative to the dome so they're inside the dome and occluded; (c) DayGroup keyframe interpolation suppresses cloud transparency at certain times of day; (d) some cloud SkyObjects we should be rendering are filtered out by a Properties bit we mis-handle (Props=0x02 might mean something more than "cloud — render it"); (e) retail uses an additive cloud blend that our Translucency classifier doesn't apply. **Files:** - `src/AcDream.App/Rendering/Sky/SkyRenderer.cs` — sky pass; check per-cloud blend / luminosity / transparency. - `src/AcDream.Core/World/SkyDescLoader.cs` — Properties bit decoding. - `src/AcDream.App/Rendering/Shaders/sky.frag` — cloud transparency math. - `tools/StarsProbe/` — already dumps cloud GfxObj UVs + bounds; extend to dump per-DayGroup cloud surface flags. **Research:** None yet. `tools/StarsProbe` output already enumerates which DayGroups reference which cloud meshes — start there. **Acceptance:** Side-by-side launch of acdream and a retail client at the same `ACDREAM_DAY_GROUP` shows visually-comparable cloud coverage in the sky. --- ## #28 — Aurora ("northern lights") effect not rendered **Status:** OPEN **Severity:** LOW (aesthetic feature-parity) **Filed:** 2026-04-26 **Component:** sky / vfx **Description:** Retail occasionally renders an aurora-borealis-style "northern lights" effect in the sky during certain weather/time conditions. acdream renders no aurora at all. **Root cause / status:** Unknown — the mechanism hasn't been investigated. Aurora is NOT in the visible SkyObject lists (`tools/StarsProbe` shows the standard 7-object Sunny/Clear/Cloudy DayGroup composition, with extra weather objects in Rainy groups). Hypotheses: (a) it's a special PES on a low-probability DayGroup not yet enumerated; (b) it's a separate shader path not driven by `Region.SkyInfo`; (c) it requires a specific weather/time combo we haven't triggered; (d) it's an entirely separate `EnvironChangeType` system we don't decode. **Files:** Unknown. **Research:** None yet. Probably needs a retail-decomp grep for "aurora", "northern", a 360° survey of DayGroup PES contents, and possibly a deepdive into the `LScape::weather_enabled` and `EnvironChange*` paths. **Acceptance:** When retail shows an aurora at a specific in-game time / weather, acdream shows a visually-comparable effect at the same time. --- --- # Recently closed ## #26 — [DONE 2026-04-26] Stars rendered as a square in one corner of the sky **Closed:** 2026-04-26 **Commit:** `7b88fde fix(sky): drive wrap mode from mesh UV range — fixes Bug B (stars-as-square)` **Resolution:** SkyRenderer's wrap-mode heuristic was `GL_CLAMP_TO_EDGE unless TexVelocity != 0`, which mis-classified the inner sky/star layer `0x010015EF` (UVs in `[0.398, 4.602]`, TexVel=0). Most of the dome sampled the texture's edge texels; only the small region where UVs fell in `[0,1]` showed actual texture content. Fixed by computing `NeedsUvRepeat` per submesh from the actual UV range during `GfxObjMesh.Build()` and driving the wrap-mode choice from that flag plus the existing scrolling check. Outer dome `0x010015EE/F0/F1/F2` (UVs strictly in `[0,1]`) keeps `CLAMP_TO_EDGE` so no seam regression. Probe `tools/StarsProbe/` (commit `991fb9a`) committed alongside as the diagnostic that found this. --- ## #25 — [DONE 2026-04-26] Phase K.3 — Settings panel + click-to-rebind UI **Closed:** 2026-04-26 **Commit:** `(this commit)` **Resolution:** `SettingsPanel` with click-to-rebind UX (modal capture via `InputDispatcher.BeginCapture`, Esc cancels, conflict prompt with Yes/No, draft / Save / Cancel semantics), F11 toggle + ImGui MainMenuBar entry, per-action / per-section / reset-all-defaults buttons. Roadmap + ISSUES + memory crib + CLAUDE.md updated. --- ## #24 — [DONE 2026-04-26] Phase K.2 — auto-enter player mode + MMB mouse-look **Closed:** 2026-04-26 **Commit:** `af74eac` **Resolution:** Auto-enter player mode at login (one-shot guard reusing the existing Tab handler logic); MMB-hold mouse-look (`CameraInstantMouseLook` — cursor-locked camera + character yaw drive together); `Tab → ChatPanel.FocusInput()`; `DebugPanel` "Toggle Free-Fly Mode" button. --- ## #23 — [DONE 2026-04-26] Phase K.1c — retail-default keymap + JSON persistence **Closed:** 2026-04-26 **Commit:** `da18910` **Resolution:** ~149 retail-faithful bindings byte-precise to `docs/research/named-retail/retail-default.keymap.txt`; `%LOCALAPPDATA%\acdream\keybinds.json` with merge-over-defaults migration; acdream debug F-keys relocated to `Ctrl+F*`. --- ## #22 — [DONE 2026-04-26] Phase K.1b — cut handlers over to dispatcher **Closed:** 2026-04-26 **Commit:** `256e962` **Resolution:** Drop the legacy mouse-X-character-yaw path; fix `WantCaptureMouse` gating; single input path via the multicast `InputDispatcher`. --- ## #21 — [DONE 2026-04-26] Phase K.1a — input architecture skeleton **Closed:** 2026-04-26 **Commit:** `84512d3` **Resolution:** Action enum, multicast `InputDispatcher` with scope stack, `KeyChord` / `Binding` / `KeyBindings`, Silk.NET adapters; parallel to existing handlers (no behavior change). --- ## #20 — [DONE 2026-04-25] CombatChatTranslator — retail-faithful combat-text formatters **Closed:** 2026-04-25 **Commit:** `3d26c8e` **Resolution:** Retail-faithful combat-text formatters into `ChatLog` ("You hit drudge for 50 slashing damage"). Subscribes to `CombatState`'s `DamageTaken` / `DamageDealtAccepted` / `EvadedIncoming` / `MissedOutgoing` / `AttackDone` / `KillLanded` events; templates ported verbatim from holtburger `panels/chat.rs:221-308`. --- ## #19 — [DONE 2026-04-25] TurbineChat codec (0xF7DE) + ChatChannelInfo **Closed:** 2026-04-25 **Commit:** `ca968fc` **Resolution:** Full `0xF7DE` codec with three payload variants (`EventSendToRoom`, `RequestSendToRoomById`, `Response`), UTF-16LE strings with variable-length prefix, `SetTurbineChatChannels (0x0295)` parser, unified `ChatChannelInfo` (Legacy + Turbine variants), `TurbineChatState`. **Note: ACE doesn't run a TurbineChat server — codec is ready for retail-server-emulating setups.** --- ## #18 — [DONE 2026-04-25] Holtburger inbound chat parity + Windows-1252 codec **Closed:** 2026-04-25 **Commit:** `ff5ed9e` **Resolution:** `EmoteText (0x01E0)` / `SoulEmote (0x01E2)` / `ServerMessage (0xF7E0)` / `PlayerKilled (0x019E)` parsers + `WeenieError` routing through `GameEventWiring`. Global codec switch from `Encoding.ASCII` to `Encoding.GetEncoding(1252)`; matches retail + holtburger; accented names round-trip correctly. --- ## #17 — [DONE 2026-04-25] ChatPanel input field + slash commands **Closed:** 2026-04-25 **Commit:** `f14296c` **Resolution:** `ChatPanel` gains Enter-to-submit input field; `ChatInputParser` recognises `/say` `/t` `/tell` `/r` `/g` `/f` `/a` `/m` `/p` `/v` `/cv` `/lfg` `/trade` `/role` `/society` `/olthoi`; `ChatVM` tracks `LastIncomingTellSender` for `/r` reply. --- ## #16 — [DONE 2026-04-25] LiveCommandBus + WorldSession chat senders **Closed:** 2026-04-25 **Commit:** `8e6e5a0` **Resolution:** Real `ICommandBus` impl + `WorldSession.SendTalk` / `SendTell` / `SendChannel` wrappers + `SendChatCmd` record + `ChannelResolver` legacy-id mapping per holtburger. --- ## #15 — [DONE 2026-04-25] DebugPanel migration **Closed:** 2026-04-25 **Commit:** `56037a4` **Resolution:** Migrates the 473-LOC StbTrueTypeSharp `DebugOverlay` to an ImGui `DebugPanel` with collapsing-headers + checkbox diagnostics + combat-event tail. Deletes `DebugOverlay.cs`; `TextRenderer` + `BitmapFont` kept for future HUD-in-world (D.6 damage floaters, name plates). --- ## #14 — [DONE 2026-04-25] IPanelRenderer widget extension **Closed:** 2026-04-25 **Commit:** `b131514` **Resolution:** Adds 14 widget signatures (`TextColored` / `Checkbox` / `Combo` / `InputTextSubmit` / `BeginTable` / etc.) to `IPanelRenderer` + `ImGuiPanelRenderer` impl. Foundation for I.2 DebugPanel and I.4 ChatPanel input. --- ## #7 — [DONE 2026-04-25] PlayerDescription parser stops after spells (enchantment block parsed) **Closed:** 2026-04-25 **Commit:** `feat(net): #7 PlayerDescriptionParser — enchantment block walker + StatMod flow` **Resolution:** Extended `PlayerDescriptionParser` past the spell block to parse the Enchantment trailer per holtburger `events.rs:462-501`. Added `EnchantmentEntry` record with full wire payload (16 fields including the `StatMod` triad — type/key/val) + `EnchantmentBucket` (Multiplicative / Additive / Cooldown / Vitae per `EnchantmentMask`). `Parsed` now exposes `IReadOnlyList Enchantments`. `GameEventWiring` routes each entry through the new `Spellbook.OnEnchantmentAdded(ActiveEnchantmentRecord)` overload with `StatModType` / `StatModKey` / `StatModValue` / `Bucket` populated. 2 new parser tests cover the enchantment block schema + Vitae singleton. The remaining trailer sections (options / shortcuts / hotbars / inventory / equipped) are not yet parsed; filed as #13. Stopping after enchantments is intentional — it covers the highest-value section (issue #6 lights up) and avoids the heuristic `gameplay_options` walker that #13 needs. --- ## #12 — [DONE 2026-04-25] Capture full Enchantment wire payload (StatMod) on ActiveEnchantmentRecord **Closed:** 2026-04-25 **Commit:** `feat(net): #7 PlayerDescriptionParser — enchantment block walker + StatMod flow` **Resolution:** Closed alongside #7 in the same commit. `ActiveEnchantmentRecord` extended with optional `StatModType`, `StatModKey`, `StatModValue`, `Bucket` fields. `Spellbook` got an `OnEnchantmentAdded(ActiveEnchantmentRecord)` overload that accepts the full record. `EnchantmentMath.GetMod` aggregator now consumes the StatMod data: multiplicative bucket (1) → multiplier ×= val; additive bucket (2) → additive += val; vitae bucket (8) → multiplier ×= val (applied last, matching retail `CEnchantmentRegistry::EnchantAttribute` semantics). 5 new EnchantmentMath StatMod-aware tests cover: multiplicative buffs aggregate, additive buffs sum, stat-key mismatch is filtered out, vitae applies multiplicatively, family-stacking picks the higher spell-id buff. `ParseMagicUpdateEnchantment` (the live-update opcode 0x02C2) is **not** yet extended — it still uses the 4-field summary. That's a separate refactor; PlayerDescription's enchantment block is the load-bearing path for issue #6, and that's now flowing. --- ## #6 — [DONE 2026-04-25 architecture; data flowing as of #12] Vital max ignores enchantment buffs + vitae **Closed:** 2026-04-25 **Commit:** `feat(player): #6 fold enchantment buffs into vital max via EnchantmentMath` **Resolution:** Ported `CEnchantmentRegistry::EnchantAttribute` (PDB `0x00594570`) as `EnchantmentMath.GetMod(IEnumerable, SpellTable, statKey)` returning `(Multiplier, Additive)`. Family-stacking dedup via `SpellTable.Family` (only one buff per family bucket wins, by highest spell-id as a generation proxy). `Spellbook.GetVitalMod(statKey)` delegates. `LocalPlayerState.GetMaxApprox` reworked to apply `(unbuffed × mult) + add` with retail's min-vital clamp (`>= 5` if base ≥ 5 else `>= 1`, matches `CreatureVital::GetMaxValue` at PDB `0x0058F2DD`). Stat-key constants (`MaxHealth=1`, `MaxStamina=3`, `MaxMana=5`) verified against `docs/research/named-retail/acclient.h` line 37287-37301. **Architecture in place; data still flat.** Until ISSUES.md #12 lands the wire-format extension that captures `StatMod (type/key/val)` on `ActiveEnchantmentRecord`, the per-enchantment modifier value isn't aggregated yet — `EnchantmentMath.GetMod` returns `Identity (1.0, 0.0)` for every stat key. Once #12 wires the data, the existing aggregator + formula light up automatically. Live `+Acdream` Stam/Mana percent will continue to read ~95% until #12 lands. 6 new EnchantmentMathTests cover: empty list returns Identity, no-table-entries returns Identity, stat-key constants match ACE enum, Identity is `(1, 0)`, family-stacking dedup, family=0 (no-bucket) treated as separate. --- ## #11 — [DONE 2026-04-25] Spell metadata loader (spells.csv → SpellTable) **Closed:** 2026-04-25 **Commit:** `feat(spells): #11 SpellTable — hydrate metadata from spells.csv at startup` **Resolution:** Added `SpellMetadata` record + `SpellTable` CSV loader (hand-rolled RFC 4180-ish parser for the quoted Description column with embedded commas). Wired into `Spellbook` constructor as optional metadata source; `Spellbook.TryGetMetadata(spellId, out)` returns the static record when found. `GameWindow` loads `data/spells.csv` from bin output at construction (file copied via `` in `AcDream.App.csproj` from `docs/research/data/spells.csv`). Falls back to `SpellTable.Empty` + console warning if the file is missing (e.g. tooling contexts). 10 new tests covering: empty table, header-only, simple row, quoted description with commas, blank lines skipped, bad spell-id rows skipped, lookup hit/miss, RFC 4180 escaped-quote parsing. --- ## #9 — [DONE 2026-04-25] Address-correction sweep on `acclient_function_map.md` **Closed:** 2026-04-25 **Commit:** `docs(research): #9 sweep acclient_function_map.md against PDB symbols` **Resolution:** Wrote `tools/pdb-extract/check_function_map.py` that cross-checks 63 hand-curated entries against `docs/research/named-retail/symbols.json`. Findings: **zero entries matched address-and-name exactly** (confirms ~0x800-0xC10 byte delta vs the binary that produced our Ghidra chunks — different build revision). 38 entries corrected by PDB name lookup; 25 entries either lack PDB symbol records (inlined / non-public) or had wrong class assignments (e.g. `0x5387C0` claimed as `CTransition::find_collisions` was actually `CPolygon::polygon_hits_sphere`). Updated `acclient_function_map.md` with corrected addresses, kept legacy addresses in a "Was" column for traceability, added a top-of-file sweep summary. --- ## #10 — [DONE 2026-04-25] Wire `KillerNotification (0x01AD)` **Closed:** 2026-04-25 **Commit:** `docs(issues): #8/#9/#11 filed; #10 wired (KillerNotification)` **Resolution:** Orphan parser at `GameEvents.ParseKillerNotification` existed but was never registered for dispatch in `GameEventWiring.cs`. Added a `combat.OnKillerNotification(victimName, victimGuid)` method on `CombatState` that fires a new `KillLanded` event, then registered the handler. One-line dispatch + 12-line CombatState method + one regression test fixture in `GameEventWiringTests`. --- ## #8 — [DONE 2026-04-25] pdb-extract tool: PDB → symbols.json + types.json **Closed:** 2026-04-25 **Commit:** `tools(pdb-extract): #8 PDB -> symbols.json + types.json sidecar` **Resolution:** Pure-Python (no deps) MSF 7.00 PDB parser at `tools/pdb-extract/pdb_extract.py`. Reads `refs/acclient.pdb` (Sept 2013 EoR build), extracts S_PUB32 records from the symbol stream + named class/struct types from TPI, and writes JSON sidecars to `docs/research/named-retail/`: - `symbols.json` — 18,366 named functions (`address` + demangled `name` + raw `mangled`) - `types.json` — 5,371 named class/struct records (`name` + `size` + `kind`) Best-effort MSVC C++ demangler handles the common `?Method@Class@@` patterns + ctors (`??0`) + dtors (`??1`); operator overloads and vtables left mangled. Spot-check verified: `CEnchantmentRegistry::EnchantAttribute` resolves to `0x00594570` exactly as the discovery agent reported. Runtime <1s. Regen workflow: `py tools/pdb-extract/pdb_extract.py refs/acclient.pdb`. The committed JSON outputs are stable + ~3 MB combined; ripgrep/jq on them is faster than re-parsing. --- ## #5 — [DONE 2026-04-25] VitalsPanel stamina/mana bars always null **Closed:** 2026-04-25 **Commit:** `feat(player): #5 PlayerDescription parser — Stam/Mana via attribute block` **Resolution:** First attempt (commit `d42bf57`) used `AppraiseInfoParser` for `PlayerDescription (0x0013)` — wrong wire format. ACE source confirmed via `GameEventPlayerDescription.WriteEventBody`: PlayerDescription is hand-written (DescriptionPropertyFlag-driven property hashtables, vector flags, attribute block, skills, spells, options/inventory tail) — distinct from `IdentifyObjectResponse (0x00C9)`'s `AppraiseInfo.Write`. Pivoted to a real port: new `PlayerDescriptionParser.cs` that walks property hashtables (Int32/Int64/Bool/Double/String/Did/Iid + Position) gated on the property flags, then reads vector flags + has_health + the attribute block where vitals 7/8/9 carry `ranks/start/xp/current`. Also redesigned `LocalPlayerState` to track per-vital snapshots (replacing the sentinel-API of attempt 1) plus per-attribute snapshots, with `GetMaxApprox` applying the retail formula `vital.(ranks+start) + attribute_contribution` (Endurance/2 for Health, Endurance for Stamina, Self for Mana). Live verified: `+Acdream` shows three bars; ~95% reading on Stam/Mana traced to active buff multipliers (filed as #6). Wire-port also added `PrivateUpdateVital (0x02E7)` + `PrivateUpdateVitalCurrent (0x02E9)` for delta updates per holtburger `UpdateVital`. ~700 LOC C#, 30+ new tests.