# Phase B.5 shipped — handoff (visual-verified 2026-05-14) **Date:** 2026-05-14. **Branch:** `claude/phase-b5-pickup` (ready to merge to main; controller handles the merge after this doc lands). **Predecessors:** - [docs/research/2026-05-13-b4c-shipped-handoff.md](2026-05-13-b4c-shipped-handoff.md) — B.4c (door swing) shipped immediately before. - [docs/research/2026-05-13-b5-pickup-handoff.md](2026-05-13-b5-pickup-handoff.md) — fresh-session handoff that scoped this phase. - [docs/superpowers/plans/2026-05-14-phase-b5-pickup.md](../superpowers/plans/2026-05-14-phase-b5-pickup.md) — implementation plan (2 tasks). --- ## TL;DR Phase B.5 **shipped end-to-end and is visual-verified 2026-05-14.** The M1 demo target *"pick up an item"* is met for the close-range path — single-click a ground item to select, walk within ~0.6 m of it, press F, and the item is removed from the world and added to the player's inventory. The plan budgeted 2 implementation tasks (~50 LOC). Visual testing surfaced **one wire-handler gap** that became Task 2b: ACE despawns picked-up items via `GameMessagePickupEvent (0xF74A)`, not the `GameMessageDeleteObject (0xF747)` we already handled — without that fix the pickup succeeded server-side but the item kept rendering on the ground locally. Caught and fixed in the same session. Two known gaps remain, filed as issues for follow-up: - **#63 (MEDIUM)** — Server-initiated auto-walk for out-of-range Use / PickUp not honored. Double-click a ground item from > 0.6 m and the character partially walks then snaps back; ACE's `MoveToChain` times out. This is a separate motion-handling phase, not a B.5 regression. - **#64 (LOW)** — Local-player pickup animation doesn't render (retail observers see it correctly; local view is silent). Likely a self-echo filter dropping `UpdateMotion(Pickup)` on the local player. --- ## What shipped on this branch | # | Commit | Subject | Task | |---|---|---|---| | 1 | `e8a20f2` | `feat(B.5): InteractRequests.BuildPickUp — PutItemInContainer 0x0019` | Task 1 | | 2 | `ced1b85` | `test(B.5): exercise i32 sign-correctness for BuildPickUp.placement` | Task 1 code-review fix | | 3 | `54d9bb9` | `feat(B.5): SendPickUp helper + F-key SelectionPickUp wiring` | Task 2 | | 4 | `5c24f6c` | `docs(B.5): implementation plan from writing-plans skill` | Plan doc | | 5 | `f7636a9` | `fix(B.5): handle PickupEvent 0xF74A so picked-up items despawn locally` | Task 2b (post-visual-test fix) | Plus the predecessor handoff (`86440ff`) that started the branch. **Build:** clean. **Tests:** `dotnet test -c Debug` shows AcDream.Core.Net.Tests 290/290 passing (was 287 at branch start; +3 from Task 2b's PickupEvent tests; the two BuildPickUp tests landed inside the same project's existing file). Failure count unchanged at 8 pre-existing baseline in AcDream.Core.Tests. --- ## What the code does end-to-end **Outbound (Tasks 1 & 2):** 1. User single-clicks a ground item near `+Acdream`. `case InputAction.SelectLeft → PickAndStoreSelection(useImmediately: false)` runs B.4b's `WorldPicker.Pick`, finds the item, sets `_selectedGuid`. Log: `[B.4b] pick guid=0x… name=…`. 2. User presses F. `case InputAction.SelectionPickUp → SendPickUp(_selectedGuid)` builds the wire body via `InteractRequests.BuildPickUp(seq, itemGuid, _playerServerGuid, placement: 0)` and posts it through `_liveSession.SendGameAction`. Log: `[B.5] pickup item=… container=… seq=…`. 3. Wire layout (24 bytes): `0xF7B1 envelope | seq | 0x0019 opcode | itemGuid u32 | containerGuid u32 | placement i32`. Verified against `references/ACE/Source/ACE.Server/Network/GameAction/Actions/GameActionPutItemInContainer.cs`. **Inbound (Task 2b — surfaced during visual test):** 4. ACE runs `HandleActionPutItemInContainer`. If the player is within `WithinUseRadius` (~0.6 m), the close-range branch in `CreateMoveToChain` skips the auto-walk and runs the pickup chain directly: server-side `Landblock.RemoveWorldObject(item.Guid, adjacencyMove: false, fromPickup: true)` → per-player `Player_Tracking.RemoveTrackedObject(wo, fromPickup: true)` → broadcast `GameMessagePickupEvent (0xF74A)` to all observers. 5. Our `WorldSession.Dispatch` now routes `0xF74A` (in addition to `0xF747 DeleteObject`) through the shared `EntityDeleted` event, adapting the `PickupEvent.Parsed` to a `DeleteObject.Parsed` so `OnLiveEntityDeleted → RemoveLiveEntityByServerGuid` runs unchanged. The item disappears from the local view. --- ## Wire-handler gap (Task 2b) ACE distinguishes two despawn opcodes: - `0xF747 GameMessageDeleteObject` — "object is gone" (timeout / death / out-of-LOS). Our existing handler. - `0xF74A GameMessagePickupEvent` — "object was picked up by a player." Sent by `Player_Tracking.RemoveTrackedObject(wo, fromPickup: true)`. Both are functionally identical from the client's view (remove the entity from the world), but only one was handled. Wire format adds one `u16 objectPositionSequence` field over DeleteObject's layout, so `PickupEvent.cs` is its own parser; the dispatcher adapts to `DeleteObject.Parsed` for the downstream consumer. This is exactly the kind of trap CLAUDE.md's reference-repo discipline exists to prevent — the handoff spec said "the existing despawn path removes the ground item from view," which was *almost* true. Took one visual-verification round-trip to surface, ten minutes to fix with a clean wire parser + 3 new unit tests. --- ## Visual verification — what was observed **Test scenario:** ACE dropped a Pink Taper, then a Violet Taper, then two more tapers near `+Acdream` at Holtburg. Player walked up close, single-clicked, pressed F. Three pickups completed in the post-fix log: items `0x80000725`, `0x8000072A`, `0x80000729`. **Before Task 2b:** Server-side pickup succeeded — `[B.5] pickup … seq=46` in log; retail observer saw item disappear from world. Local view still rendered the item on the ground. **After Task 2b:** Item disappears locally as soon as ACE acks the pickup. Three successful close-range pickups recorded in the log. **Door-interaction regression check (B.4c carry-forward):** Not explicitly re-tested this session; no code path touched by B.5 affects door interaction. **Click-NPC bonus (M1 demo target 3 verification):** Not visually verified this session — log shows `[B.4b] use guid=… name=Novedion the Gem Seller seq=…` from B.4c testing but ACE response not re-confirmed here. Carry-forward to next session. --- ## What did NOT work (and why it's not B.5's bug) 1. **Double-click on a ground item from any distance, or F from > 0.6 m.** ACE auto-walks the player toward the item (`CreateMoveToChain` → `PhysicsObj.MoveToObject` + `EnqueueBroadcastMotion(MoveToObject)`), but our client doesn't handle inbound `MoveToObject` motion broadcasts. ACE's MoveToChain times out, the chain's `success: false` path sends `InventoryServerSaveFailed (ActionCancelled)`, and the pickup never completes. Visible as "character drifts toward item then flips back." **Filed as #63.** Out of B.5's stated scope (which was: select-first + F-key wire chain). holtburger's `simulation.rs` has the reference implementation; would be its own phase (B.6 or similar). 2. **Local-player pickup animation doesn't render.** Retail observers see `+Acdream` play the bend-down-and-grab animation; our local view shows nothing. ACE broadcasts `Motion(MotionCommand.Pickup)` via `EnqueueBroadcastMotion`, our motion routing probably filters self-echoes for the local player (motion is normally predicted locally, not echoed from server). Server-initiated one-shot motions like Pickup have no local prediction trigger, so they're dropped. **Filed as #64.** Visual feedback gap only; pickup completes correctly. Both are well-defined follow-up work; neither blocks M1. --- ## Carry-overs from B.4c Both pre-existed B.5; neither was touched. - **#61** — AnimationSequencer link→cycle boundary frame-0 flash on door swing. Low severity polish. - **#62** — PARTSDIAG null-guard for sequencer-driven entities. Latent; not currently reachable for doors. --- ## M1 status after B.5 Demo targets: 1. Walk through Holtburg — met (L.2a-d + L.2g shipped earlier) 2. Open the inn door — met (B.4b + B.4c shipped 2026-05-13) 3. Click an NPC — chain wired (B.4b), not visually re-verified this session 4. Pick up an item — met, close-range path (this phase) Outstanding work for the M1 demo recording: - Optionally re-verify target 3 (NPC click) once and either confirm met or file a gap. - Optionally resolve #63 if the demo wants to show double-click / out-of-range pickup. The close-range path is sufficient for the scripted demo scenario. - Carry-overs #61, #62, #64 are polish; do before recording if visible on tape. --- ## Reproducibility ```powershell Get-Process -Name AcDream.App -ErrorAction SilentlyContinue | Stop-Process -Force Start-Sleep -Seconds 20 $env:ACDREAM_DAT_DIR = "$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" dotnet run --project src\AcDream.App\AcDream.App.csproj -c Debug 2>&1 | Tee-Object -FilePath "launch-b5.log" ``` Log evidence: ```powershell Get-Content launch-b5.log -Encoding Unicode | Select-String -Pattern "\[B\.5\] pickup|\[B\.4b\] pick" ``` Expected: a `[B.5] pickup item=… container=0x5000000A seq=…` line for each successful F-press, preceded by `[B.4b] pick guid=…` from the single-click that set the selection. --- ## Files touched this session - New: `src/AcDream.Core.Net/Messages/PickupEvent.cs` - New: `tests/AcDream.Core.Net.Tests/Messages/PickupEventTests.cs` - New: `docs/superpowers/plans/2026-05-14-phase-b5-pickup.md` - New: `docs/research/2026-05-14-b5-shipped-handoff.md` (this file) - Modified: `src/AcDream.Core.Net/Messages/InteractRequests.cs` - Modified: `src/AcDream.Core.Net/WorldSession.cs` - Modified: `src/AcDream.App/Rendering/GameWindow.cs` - Modified: `tests/AcDream.Core.Net.Tests/Messages/InteractRequestsTests.cs` - Modified: `docs/ISSUES.md` (added #63, #64) --- ## State at handoff - **Branch:** `claude/phase-b5-pickup`, 6 commits ahead of `main` (predecessor handoff + 5 implementation commits + this docs commit land in the same merge). - **Main HEAD before merge:** `e7842e0` — Merge B.4c. - **Build state:** worktree compiles cleanly under `dotnet build -c Debug`. - **Tests:** baseline + 3 new (PickupEvent) + 2 new (BuildPickUp + sign-correctness) — failure count unchanged. Ready for non-fast-forward merge into `main`.