# Session 2026-04-17 — Debug overlay → full-day retail-AC research marathon ## Timeline (morning → afternoon) 1. **Morning** — Debug overlay (TTF atlas + text batcher + HUD panels) and input-control tuning (per-mode sensitivity, RMB free-orbit, wheel zoom, F8/F9 sensitivity). Shipped in commit `ff325ab`. 2. **Midday** — User requested a deep investigation of the retail AC client's GUI subsystem. Dispatched 6 parallel Opus-4.7 high-effort agents, produced a 30,000-word research bundle + C# UI scaffold. Shipped in commit `7230c15`. 3. **Afternoon** — User asked to research **all** remaining major AC subsystems (R1-R13) while they were AFK for 2 hours. Dispatched 13 parallel Opus-4.7 agents, produced a 78,000-word research bundle + master synthesis + 5 C# port scaffolds + rewritten roadmap. Shipped in commit `3f913f1`. ## What shipped today — three commits on main | Commit | Title | Insert | |-----------|------------------------------------------------------------|--------| | `ff325ab` | feat(ui): debug overlay + refined input controls | 2,725 | | `7230c15` | docs+feat(ui): retail UI deep-dive research + C# scaffold | 8,042 | | `3f913f1` | docs+feat: 13 retail-AC deep-dives + scaffolds + roadmap | 15,312 | **Total 26,079 lines added, 262 deleted, 55 new files.** All three commits green on build + 470 tests. ## Key files to know ### Research (the goldmine) - **`docs/research/deepdives/00-master-synthesis.md`** — start here. Nav hub for all 13 deep-dive slices; has the dependency graph and phase sequencing (E/F/G/H). - **`docs/research/deepdives/r01-…-r13-…`** — 13 subsystem deep-dives, 78,000 words total, every claim cited. - **`docs/research/retail-ui/00-master-synthesis.md`** — UI framework synthesis. 6 slice docs total, ~30,000 words. - **`memory/project_retail_research_index.md`** — permanent quick-lookup index for all 20 research docs. ### C# scaffolds (what to build on) - `src/AcDream.App/UI/` — retail-style widget toolkit (`UiRoot`, `UiElement`, `UiPanel`, `UiHost`, event types matching retail codes) - `src/AcDream.Core/Items/ItemInstance.cs` — R6 inventory data model - `src/AcDream.Core/Spells/SpellModel.cs` — R1 spell cast state machine - `src/AcDream.Core/Combat/CombatModel.cs` — R2 damage math - `src/AcDream.Core/Audio/AudioModel.cs` — R5 audio interfaces - `src/AcDream.Core/Vfx/VfxModel.cs` — R4 particle data model ### Updated - `docs/plans/2026-04-11-roadmap.md` — rewritten Phase E-H based on the deep-dive synthesis. Old Phase E renamed to J. ## Architectural headline findings 1. **Retail UI widgets live in `keystone.dll`**, not `acclient.exe`. We implement our own retained-mode toolkit with retail-faithful event codes (0x01 click, 0x15 drag, 0x3E drop, 0x201 WM_LBUTTONDOWN) and consume the same portal.dat fonts + sprites for visual identity. 2. **Of 94 GameEvents** (S→C, `0xF7B0` envelope), **zero are handled** in acdream today. Biggest network-protocol gap; blocks inventory, chat, quest tracking, allegiance. 3. **Motion hooks are the trigger source** for audio + VFX + combat timing. R3 motion-hook expansion is the prereq for "feel alive" (Phase E). 4. **Weather is 95% client-side** — deterministic from Portal Year server clock. No `SetWeather` opcode. 5. **Retail lighting is D3D fixed-function** with 8-light cap, NO attenuation inside Range, then hard cutoff. "Feels right" not physical. ## Pickup for next session **"What should I do tomorrow?" table:** | If you want to… | Build… | |---|---| | Make the world feel alive (footsteps, sword whooshes, spell auras) | Phase E — R3 motion hooks → R5 audio → R4 particles | | Actually fight monsters | Phase F.3 combat math + F.1 GameEvent dispatcher | | Cast a buff + recall to lifestone | Phase F.4 spell state machine + F.1 GameEvent | | See a character sheet | Phase F.2 item model + F.5 attributes panel (UI slice 05) | | Enter a dungeon | Phase G.3 dungeon streaming (R9) | | See a sky | Phase G.1 weather/day-night (R12) | | Create a character in-client | Phase H.4 CharCreate (R7) | The **master synthesis** (`docs/research/deepdives/00-master-synthesis.md` §10) recommends a specific week-by-week sequence if the user wants one-thing-at-a-time focus. ## Session feedback / lessons - **Opus-4.7 high-effort parallel agents** are the right tool for decompile-intensive research. 13-agent swarm for R1-R13 completed in ~13 minutes, producing ~78,000 words of grounded work. Cost is high but quality justifies it for load-bearing research. - **keystone.dll is a landmine** for anyone trying to "port the UI faithfully" — the widget toolkit isn't in the decompile we have. Own- toolkit approach is the only viable path. - **Network protocol atlas (R8)** is the single biggest unblocker — nearly every other system depends on opcodes we don't handle.