# D.2b inventory drag-drop (item moving) — design **Date:** 2026-06-22 **Branch:** `claude/hopeful-maxwell-214a12` **Phase:** D.2b retail-UI inventory arc — B-Drag (inventory drag SOURCE + drop placement). **Brainstorm:** this doc. Builds on the shipped drag-drop spine (B.1) + container-switching. --- ## Goal Drag an inventory item and drop it to move it, **instantly**: 1. **on an empty grid slot** → the item goes to the **first empty slot** of the open pack (pack-to-front), 2. **on an occupied item** → **insert before** it (the rest shift down), 3. **on a side-bag cell** → the item goes **into that container**, with a **green insert-arrow** overlay while a valid drop is hovered and a **red circle** when the target container is **full**. The move **feels instant**: the grid updates locally the moment you drop, with the server reconciling in the background (and snapping the item back only if it bounces the move). ## Scope **In:** - Inventory cells as drag **sources** (already: `UiItemSlot.IsDragSource` when occupied, `SourceKind = Inventory`). - `InventoryController` as the drop **handler** (`IItemListDragHandler`) on the contents grid + the side-bag list. - The three drop placements (goal 1–3) → `PutItemInContainer 0x0019`. - **Optimistic local move** on drop (instant repaint) + **rollback** on `InventoryServerSaveFailed`. - **Accept/reject overlays**: green insert-arrow (valid) / red circle (target bag full). **Out (separate work, with reasons):** - **Equipping via the paperdoll** (`GetAndWieldItem 0x001A`) — Sub-phase C / its own drop path. - **Drop-to-ground** (`DropItem 0x001B`) — separate interaction. - **Dragging the side-bag cells themselves** (reordering bags) — bags are drop *targets* here, not sources. - **Stack split/merge** on drop — deferred (the Selected-Target-Bar split is its own feature). ## Retail anchors (the spec is a faithful port) | Concern | Retail | Note | |---|---|---| | Drop placement + accept/reject flags | `UIElement_ItemList::InqDropIconInfo 0x004e26f0` | reads the cell's drop-info properties → placement + `DropItemFlags` | | Insert-before | `UIElement_ItemList::ItemList_InsertItem` | the dragged item takes the target slot; rest shift | | Commit the drop | `UIElement_ItemList::HandleDropRelease` | issues the move | | Local move + server reconcile | `ItemList_InsertItem` (local) + `RecvNotice_ServerSaysMoveItem`/`ServerSaysMoveItem` | retail moves locally then reconciles — this is the "instant + rollback" model | | Wire | `PutItemInContainer 0x0019` (`item, container, placement`) → ACE `Player.HandleActionPutItemInContainer` | placement = the target slot index (server packs/shifts) | ## Components ### 1. `WorldSession.SendPutItemInContainer` (Core.Net — new wrapper) Thin wrapper over the existing `InteractRequests.BuildPickUp(seq, itemGuid, containerGuid, placement)` (opcode `0x0019`), mirroring `SendUse`/`SendNoLongerViewingContents`: ``` public void SendPutItemInContainer(uint itemGuid, uint containerGuid, int placement) ``` ### 2. `InventoryController : IItemListDragHandler` (App) Registered on the contents grid + the side-bag list in `Populate` (`list.RegisterDragHandler(this)`), like `ToolbarController`. Cells already default `SourceKind = Inventory`; set each cell's `SlotIndex` so the drop target knows its position. - **`OnDragLift` → no-op.** The item **stays in its slot** during the drag (unlike the toolbar's remove-on-lift); it moves only on drop. (Retail dims the source; we leave it in place + the floating ghost — a minor approximation.) - **`OnDragOver(targetList, targetCell, payload)` → accept/reject overlay (advisory):** - target is a **grid slot** (the open pack) → **accept** (reorder/insert is always valid in the open container). - target is a **side-bag cell** → **accept** unless that bag is **known-full** (`GetContents(bag).Count >= ItemsCapacity` when we know the count) → **reject**. A *closed* bag whose count we don't know → **accept** (advisory; the server is authoritative). - Sets `targetCell.DragAcceptSprite` = the green insert-arrow / `DragRejectSprite` = the red circle (ids §Overlays). - **`HandleDropRelease(targetList, targetCell, payload)` → optimistic move + wire:** 1. Resolve `(targetContainer, placement)`: - grid empty slot → `targetContainer = EffectiveOpen()`, `placement = append` (first empty = end of the packed list). - grid occupied slot N → `targetContainer = EffectiveOpen()`, `placement = targetCell.SlotIndex` (insert-before). - side-bag cell → `targetContainer = targetCell.ItemId` (the bag guid), `placement = append`. 2. If the target is **known-full** (the reject case) → no-op (the red overlay already showed; nothing moves). 3. Else: record the item's **pre-move** `(ContainerId, ContainerSlot)` in a pending-move map; **`_objects.MoveItem(item, targetContainer, placement)` locally** (instant repaint via `ObjectMoved` → `Concerns` → `Populate`); **`SendPutItemInContainer(item, targetContainer, placement)`**. ### 3. Optimistic reconcile + rollback — `ClientObjectTable` (Core) The pending-move tracking lives in **`ClientObjectTable`** (Core), so BOTH the App drop handler and the Core.Net wire handlers reach it (Core.Net can't depend on App): - `MoveItemOptimistic(itemId, newContainer, newSlot)` — snapshot the item's current `(ContainerId, ContainerSlot)` into a small pending map, then `MoveItem` (fires `ObjectMoved` → instant repaint). Called by `HandleDropRelease`. - `ConfirmMove(itemId)` — clear the pending entry (the move stuck). - `RollbackMove(itemId)` — `MoveItem` back to the snapshotted `(container, slot)`, then clear. Returns false if no pending entry. Wiring (`GameEventWiring`): - **Reconcile (success):** the `InventoryPutObjInContainer 0x0022` echo already routes to `MoveItem` (no-op/correction for a move we initiated) — add `items.ConfirmMove(itemGuid)` after it. - **Rollback (failure):** `InventoryServerSaveFailed 0x00A0` (today it only logs) → `items.RollbackMove(itemGuid)` (snap back). B-Drag is what the B-Wire note reserved this handler for. ### 4. Overlays (sprites) Green insert-arrow + red circle, **dat-exported + visual-gate-confirmed** before pinning (per the empty-slot-art / backpack-icon lesson). Candidates from the shipped spine: green move-arrow `0x060011F7`, red ∅ `0x060011F8`, green ring `0x060011F9` (inventory accept). `UiItemSlot` already draws `DragAcceptSprite`/`DragRejectSprite` overlays on DragEnter/Reject — the controller sets the inventory ids. ## Data flow ``` drop item on a target cell → OnDragOver already showed green (valid) / red (full) → HandleDropRelease: resolve (container, placement) known-full? → no-op (red, nothing moves) else → record pre-move pos → MoveItem(item, container, placement) LOCALLY → instant repaint → SendPutItemInContainer(item, container, placement) ─────────── server ─────────── → InventoryPutObjInContainer 0x0022 (confirm) → MoveItem (no-op/correct) → clear pending OR → InventoryServerSaveFailed 0x00A0 (reject) → MoveItem back to pre-move → clear pending ``` ## Divergence register - **`OnDragLift` no-op / source not dimmed** — retail dims the lifted item's source cell; we leave it in place + the floating ghost (minor visual). - **Closed-bag drop is advisory-accept** — the client can't know a closed bag's fullness (contents aren't indexed until opened), so it shows green + relies on the server's reject + rollback. Retail knows the count if loaded. - Accept/reject overlay ids set by the controller (procedural), pinned by dat-export (cf. AP-55/57). - Retire/relax the B-Wire note on `InventoryServerSaveFailed` ("B-Drag wires the rollback") — now wired. ## Test plan - **Core.Net:** `SendPutItemInContainer` wire (opcode `0x0019`, item/container/placement) — extend `InteractRequestsTests` (the builder is already covered; assert the wrapper path if a seam exists, else rely on the builder test). - **App (`InventoryControllerTests`):** the handler — extend the fake-layout harness with a `SendPutItemInContainer` capture. - drop on empty grid slot → `MoveItem(item, openContainer, append)` locally + wire fired with the open container. - drop on occupied slot N → wire `placement == N` (insert-before); local grid shows the item at N. - drop on a side-bag cell → wire `container == bagGuid`. - `OnDragOver`: grid → accept; full side bag → reject; closed bag → accept. - rollback: simulate `InventoryServerSaveFailed` → item returns to its pre-move container/slot. - **Core:** a pending-move rollback unit (record pre-move, restore on failure) if the mover lives in Core. ## Acceptance - [ ] Decomp anchors cited; divergence rows added same-commit. - [ ] `dotnet build` + full `dotnet test` green. - [ ] **Visual gate (instant):** drag an item onto an empty slot → it lands (first empty) the instant you release; onto an item → inserts before it; onto a side bag → goes in; a full bag shows the red circle and bounces; a valid target shows the green insert-arrow. WireMCP confirms `PutItemInContainer 0x0019` + the `0x0022` echo (and a `0x00A0` bounce on a full bag). - [ ] SSOT + roadmap updated. ## Open verification (at the gate) - Pin the green-arrow / red-circle sprite ids by dat-export + the visual gate. - Confirm ACE's `placement` interpretation (insert-before-N vs append) against a live capture; adjust the placement mapping if ACE packs differently.