# 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 ## #39 — Run↔Walk cycle transition not visible on observed player remotes (acdream-as-observer) **Status:** OPEN **Severity:** MEDIUM (visible animation desync; not a correctness/wire bug) **Filed:** 2026-05-03 **Component:** physics / motion / animation **Description:** When observing a remote-driven player character through acdream and the actor toggles Shift while keeping a direction key held (Run↔Walk demote/promote), the visible leg cycle does NOT update on the observer side. Body position eventually corrects via UpdatePosition hard-snaps (causing visible position blips), but the animation cycle stays at whatever it was last set to (Run sticks; Walk sticks). Observation matrix: | Observer | Actor | Cycle Run↔Walk | Z on slopes | |---|---|---|---| | Retail | Retail | ✓ | ✓ | | Retail | Acdream | ✓ | ✓ | | Acdream | Acdream | ✓ | ✗ (only with env-var path) | | Acdream | Retail | ✗ | ✗ | **Root cause / status:** ACE only broadcasts a fresh `UpdateMotion` (UM) when the wire's `ForwardCommand` byte changes — i.e. on direction-key state changes (W press, W release). Toggling Shift while W is held changes `ForwardSpeed` and `HoldKey` but NOT `ForwardCommand`, so ACE does NOT broadcast a UM for the demote/promote. The speed change DOES propagate via `UpdatePosition` (position-delta velocity changes between Run-pace and Walk-pace), confirmed via `[VEL_DIAG]` serverSpeed varying ~2.5 m/s (walk) ↔ ~9 m/s (run). Retail's inbound code uses UP-derived velocity to refine the visible cycle when no UM tells it. Acdream has the equivalent function — `ApplyServerControlledVelocityCycle` in `GameWindow.cs:3274` — but it's gated `if (IsPlayerGuid(serverGuid)) return;` for player remotes, exactly the case where the gap matters. (Earlier hypothesized as H2 in the 2026-05-03 four-agent investigation but marked refuted because the [UPCYCLE] diag never fired — that was BECAUSE of the gate; un-gating reveals it firing per UP, which is the correct behavior.) **Fix sketch (~10 lines):** un-gate `ApplyServerControlledVelocityCycle` for player remotes when `currentMotion` is a locomotion cycle (Run/Walk/Sidestep/Backward). UMs still drive direction-key changes authoritatively; UP-derived velocity refines the speed bucket within the same direction. Add a `LastUMUpdateTime` grace window (e.g. 500ms) so UMs win when fresh. **Files:** - `src/AcDream.App/Rendering/GameWindow.cs:3274` — `ApplyServerControlledVelocityCycle` (the gate `if (IsPlayerGuid(serverGuid)) return;` to remove with conditions) - `src/AcDream.App/Rendering/GameWindow.cs:3640-3660` — call site (already passes through with HasServerVelocity from synthesized UP-deltas) - `src/AcDream.Core/Physics/ServerControlledLocomotion.cs:54-76` — `PlanFromVelocity` thresholds (may need re-tuning if banding is observed) **Research:** - `docs/research/2026-05-03-remote-anim-cycle/investigation-prompt.md` — full background of the four-agent investigation - `docs/research/2026-05-06-locomotion-cycle-transitions/investigation-prompt.md` — expansion to the full 7-transition matrix (Run↔Walk forward + backward, Fast↔Slow strafe L+R, direction-flip cases) with TTD-driven workflow - `docs/research/2026-05-06-locomotion-cycle-transitions/findings-static.md` — static-analysis findings + scope of the 2026-05-06 candidate fix (case #1, Run↔Walk forward only) - This session's diagnostic logs at `tools/diag-logs/walkrun-A1b-*.log` (UM_RAW, FWD_WIRE, SETCYCLE traces) confirming ACE's wire pattern **Acceptance:** - Observer in acdream watching a retail-driven character toggle Shift while holding W: visible leg cycle switches Run↔Walk within ~200ms of the wire change. - No regression on the working cases (acdream-on-acdream, retail observers, idle↔Run, idle↔Walk). - No spurious cycle thrashing during turning while running (ObservedOmega doesn't trigger velocity-bucket changes). **Progress 2026-05-06 — Shift-toggle cases (#1, #2, #4, #5) fixed; user-verified:** Five-commit sequence on this branch (`claude/determined-solomon-d0356d`): | Commit | Effect | |---|---| | `8fa04af` | First candidate — added `RemoteMotion.LastUMTime` + `ApplyPlayerLocomotionRefinement` with 500 ms UM grace + forward-direction hysteresis. **Ineffective** because the call site lived in dead code for player remotes. | | `863d96b` | Skip transition link in SetCycle for direct cyclic-locomotion → cyclic-locomotion. **Reduces queue accumulation** (qCount climbs slower); not the actual case-#1 fix but architecturally correct. | | `bb026b7` | Per-tick `[CURRNODE]` diagnostic — exposed that `_currNode` was correctly tracking SetCycle's intent and so the bug was elsewhere. Read-only. | | `2653b30` | **Wire `ApplyServerControlledVelocityCycle` into the L.3 M2 player-remote path.** Found via the diag — the existing call site at `OnLivePositionUpdated` line ~3879 was unreachable for players because the L.3 M2 routing returns at line 3755. New synth-velocity computation + call inserted in the player branch. **User-verified working** for forward Run↔Walk via Shift toggle. | | `cc62e1c` | Handle backward (`CurrentSpeedMod < 0` → preserve negative sign) and sidestep (low byte 0x0F / 0x10 → keep motion ID, refine magnitude). Backward regression resolved. | | `349ba65` | Use `SidestepAnimSpeed` (1.25) instead of `WalkAnimSpeed` (3.12) when computing sidestep magnitude — fix #4's mapping was 2.5× too small for slow strafe. | **Wire-level finding refuting the original ISSUES.md root-cause hypothesis: Earlier diagnostic claims that ACE broadcasts UMs on Shift toggle were misread.** A clean test (`launch-39-diag2.log`) holding W and toggling Shift while held shows `[FWD_WIRE]` for retail-driven actor only emitting `Ready ↔ Run` transitions — no Walk wire transitions at all, despite a clear walk-pace ↔ run-pace shift visible in `[VEL_DIAG]`. So retail's outbound DOES go silent on HoldKey-only changes. The earlier launch's many Walk↔Run `[FWD_WIRE]` lines came from W press/release cycles with Shift held continuously — different scenarios. **Verified working (user, 2026-05-06):** - Forward Run↔Walk via Shift toggle (case #1) - Backward Walk slow↔fast via Shift toggle (case #2) — animation matches direction, no rubber-band - Strafe-left / strafe-right slow↔fast via Shift toggle (cases #4 / #5) — cadence visibly changes **Residual / not yet verified:** - "Not as fast as retail" — ~500 ms `UmGraceSeconds` window adds latency on top of the UP cadence (5–10 Hz). Could be tuned shorter once cases #3 / #6 / #7 are validated. - Direction-flip cases (#3 W↔S, #6 A↔D, #7 W↔A/D) — believed to work via direct UM, not explicitly verified yet. **New related issue filed: #45** — local-player slow-strafe-walk renders too slow. Same `SidestepAnimSpeed` vs `WalkAnimSpeed` mismatch pattern as fix #5, but on the local-player render path (`UpdatePlayerAnimation`), not the observer side. ## #42 — [DONE 2026-05-05 · ec59a08] Airborne XY drift on observed player remote jumps (~1 m horizontal offset over arc) **Status:** DONE **Severity:** MEDIUM (pre-existing PhysicsEngine bug; exposed by L.3 M2 airborne UP no-op + M4 CellId fix) **Filed:** 2026-05-05 (root cause confirmed same day) **Closed:** 2026-05-05 **Commit:** `ec59a08` **Component:** physics (`PhysicsEngine.ResolveWithTransition` → `FindObjCollisions` self-skip) **Resolution (2026-05-05):** Self-collision in `FindObjCollisions`, not any of the three originally-hypothesised mechanisms below. Live entities (local player, remotes) register a Cylinder in `ShadowObjectRegistry` at spawn (`GameWindow.cs:2545`) which `UpdatePosition` keeps tracking the entity's live world position. With no self-skip filter, the moving sphere's own cylinder is always sitting at the body's exact position and `CylinderCollision` slides the sphere out of overlap on every airborne tick. Validated by the [SWEEP-OBJ] diagnostic added in commit `a36369d`: every drift event showed `gfxObj=0x02000001` (humanoid setup) at `obj.Position` exactly matching the body's `pre`. Mirrors retail's `CObjCell::find_obj_collisions` self-skip at named-retail line 308931: ```c if ((physobj->parent == 0 && physobj != arg2->object_info.object)) result = CPhysicsObj::FindObjCollisions(physobj, arg2); ``` Plumbing: `ObjectInfo.SelfEntityId` field, optional `movingEntityId = 0` parameter on `ResolveWithTransition`, `PlayerMovementController.LocalEntityId` refreshed per-tick from `_entitiesByServerGuid[_playerServerGuid].Id`, remote sweep at `GameWindow.cs:6474` passes `kv.Key`. Lock-the-fix unit test at `PhysicsEngineTests.ResolveWithTransition_SelfShadowEntry_NotPushedWhenIdMatches`. Verified via two visual + log runs (`launch-42-verify.log` / `launch-42-verify2.log`): zero stationary-jump drift across both, `gfxObj=0x02000001` phantom no longer appears in `[SWEEP-OBJ]`, no >0.5m pushes anywhere. The originally-listed hypotheses (H1 slope-driven AdjustOffset projection, H2 step-down probe, H3 EdgeSlide) were all RULED OUT by the first evidence run — `cpN` was `(0, 0, 1)` flat for every drift event. **Diagnostic kept in tree:** `ACDREAM_AIRBORNE_DIAG=1` enables the `[SWEEP]` + `[SWEEP-OBJ]` traces for future regression hunts. The original investigation log is preserved below for context. **Root cause (verified 2026-05-05 via A/B test):** `ResolveWithTransition` running per-tick during the airborne arc is the source of the drift. Verified by A/B-toggling the M4 CellId fix (`rmState.CellId = p.LandblockId`) which is the gate that lets the sweep run for player-remote jumps: - **CellId line removed** → sweep skipped → jumps render with geometrically-correct XY (no drift) but body falls through the floor (no terrain catch). - **CellId line present** → sweep runs → jumps land correctly but arc shows ~1 m horizontal offset from actor's actual XY; body snaps back on next inbound UM. So the drift originates inside `ResolveWithTransition` itself, not from wire data, not from local Euler integration, not from stale velocity. Decision recorded in commit history: kept CellId fix in production code so jumps land (`fall-through-floor` is more disruptive to gameplay than `~1m visual jitter that resolves on next input`). This issue tracks the proper fix. **Description:** When observing a retail-controlled remote that jumps in place (no horizontal input), the visible jump arc renders with a small horizontal offset from the actor's actual position — typically ~1 m to one side and slightly forward. Body lands at offset position (~X+1m). On the next inbound UM/UP from the actor (e.g., turning or moving), the body snaps back to the server's authoritative X. User report 2026-05-05 (after M4 CellId fix): "I stand at position X and jump, it looks like im jumping slightly to the left of X like 1m-ish (if I observe jumping char from behind). It also lands at X + 1m-ish. Position resets to X when I issue some other command to the client like turning." **Why it surfaced now:** Pre-M2 (legacy path), `OnLivePositionUpdated` hard-snapped `rmState.Body.Position = worldPos` on EVERY UP including mid-arc airborne ones. ACE broadcasts intermediate UPs at ~5–10 Hz during the jump arc with the actor's authoritative mid-arc position; each snap kept our local body close to server, masking local-integration error. L.3 M2 (commit 40d88b9) implemented the retail-spec airborne no-op in `OnLivePositionUpdated`: ```csharp if (!update.IsGrounded) { entity.Position = rmState.Body.Position; return; } ``` Per `docs/research/2026-05-04-l3-port/03-up-routing.md` § 3: > Air branch (`has_contact == 0`): the function falls through to > `return 0`. This is the "AIRBORNE NO-OP" … The body keeps > integrating gravity locally; received position is discarded. This matches retail `MoveOrTeleport @ 0x00516330` semantics. But it removes the periodic server snapping that was masking ~1 m of accumulated local-integration drift. The drift is pre-existing — the user reports having seen it before — but is now visible for the full arc duration instead of being corrected every ~200 ms. **Likely mechanism (ranked by probability):** 1. **Initial-overlap depenetration along non-+Z terrain normal** — at jump start the collision sphere is touching the floor at body Z. Most outdoor terrain triangles are not perfectly horizontal — their normals have a small horizontal component. The sweep's first action each tick is to resolve overlap by separating the sphere along the contact normal; on a tilted terrain triangle that separation has horizontal magnitude. The body gets shoved sideways the first frame of the jump and the rest of the arc carries that initial drift. Direction-correlation with terrain orientation would confirm (test in different landblocks; if drift direction varies with the slope of the launch tile, this is it). 2. **Step-down probe firing despite `isOnGround: false`** — sweep's internal "search for nearest walkable surface" might still scan horizontally during airborne ticks even when we pass `isOnGround: !rm.Airborne` (= false for airborne). Check whether the `stepUpHeight` / `stepDownHeight` parameters are unconditionally used inside `ResolveWithTransition` regardless of the `isOnGround` flag. 3. **EdgeSlide on near-vertical motion against a near-vertical surface** — if the sphere even slightly grazes a wall while ascending or descending, EdgeSlide projects motion tangent to the wall, redirecting some Z velocity into XY. Less likely for open-ground stationary jumps but could explain drift near buildings. **Fix paths:** a. **Skip initial-overlap depenetration when airborne** — gate the "separate from initial contact plane" step inside `ResolveWithTransition` on `isOnGround: true`. Trusts the previous tick's resolve to have left the body in a non-overlapping position. This is the most likely-correct fix if hypothesis (1) is right. b. **Zero step-up/down for airborne sweeps** — pass `stepUpHeight: 0f, stepDownHeight: 0f` when `rm.Airborne`. Kills hypothesis (2) without other side effects (airborne bodies don't step anyway). c. **Stripped airborne sweep** — replace the full sphere sweep with a simpler vertical sphere-vs-terrain intersection + wall-collision stop. Loses some retail fidelity but eliminates all three mechanisms. Probably overkill if (a) or (b) suffices. **Files:** - `src/AcDream.Core/Physics/PhysicsEngine.cs` — `ResolveWithTransition` and any internal `CTransition` / `find_valid_position` helpers. The initial-overlap depenetration path is the primary investigation target. - `src/AcDream.App/Rendering/GameWindow.cs:6478+` (legacy airborne TickAnimations, the call site) — reference only; not the bug. **Reference:** Retail equivalent at `docs/research/named-retail/acclient_2013_pseudo_c.txt`: - `CTransition::find_valid_position` (called from `transition()`) - `SpherePath` initialization - The verbatim retail depenetration logic for airborne bodies If our port differs from retail in this region, that diff is likely the bug. **Repro:** 1. Launch acdream + retail client side-by-side connected to local ACE. 2. Have retail char stand still on outdoor terrain at any position X. 3. Jump in place. 4. Observe acdream window: arc renders ~1 m offset from X, lands offset, snaps back on next UM. To verify the depenetration hypothesis specifically, repeat the jump in different landblock spots — drift direction should correlate with the local terrain normal, not the actor's facing. **Acceptance:** - Visual jump arc + landing render at the actor's actual XY position, no perceptible horizontal offset, no snap-back on next UM. - Wall-collision airborne (jumping into building doorways, jumping puzzles) still works — fix must not strip collision wholesale. --- ## #41 — Residual sub-decimeter blips on observed player remotes (M3 baseline) **Status:** OPEN **Severity:** LOW (within retail's own DesiredDistance / MinDistance tolerances; visible only on close inspection) **Filed:** 2026-05-05 **Component:** physics / motion / animation (per-tick remote prediction) **Description:** With the L.3 M3 path live (queue catch-up + animation root motion fallback), observed player remotes chase server position smoothly with NO staircase on slopes and NO per-UP rubber-band. However small position blips remain — sub-decimeter amplitude, periodic with the server's UP cadence (~1 Hz). User report 2026-05-05: "I get very small blips now. Running works, walking works, strafing works." The blips fall well within retail's own tolerances: - `DesiredDistance` (queue head reach radius) = 0.05 m - `MinDistanceToReachPosition` (primary stall threshold) = 0.20 m So they are NOT a stall trigger and NOT a correctness bug. They're a visible artifact of the velocity-synthesis residual: anim root motion (`AnimationSequencer.CurrentVelocity = RunAnimSpeed × adjustedSpeed`) slightly overshoots server pace between UPs, then queue catch-up walks the body back toward the server position on the next UP — a small rubber-band that's smaller than M2's pre-fix version but still perceptible. **Root cause hypothesis (untested):** The L.3 handoff explicitly flagged this. From `06-acdream-audit.md` § 9 and `05-position-manager-and-partarray.md` § 7: > Our `CurrentVelocity` carries only the steady-state component of the > cycle's intent; the per-frame stride wobble is gone… For Humanoid > the dat ships `MotionData.Velocity = 0` so the multiply is a no-op > anyway — but the synth uses `RunAnimSpeed × adjustedSpeed` directly. ACE's wire `ForwardSpeed` for a running player is the **server runRate** (~2.94 for skill 200), not a unit multiplier. Our synth multiplies `RunAnimSpeed` (4.0) by `adjustedSpeed` (~2.94) = ~11.76 m/s, which the queue catch-up clamps via `min(catchUp × dt, dist)` but the anim fallback applies in full when the queue is idle. If the actual server-broadcast pace is closer to 4.0 m/s (RunAnimSpeed alone, with runRate as a *frame-rate* multiplier rather than a velocity scalar), our fallback overshoots by ~3× and the queue walks it back every UP. Per the handoff: **don't normalize at the wire boundary** (prior session tried this, called it a hack). The right fix is porting retail's actual behavior in `add_motion @ 0x005224b0` and `apply_run_to_command` to determine the correct `CSequence::velocity` magnitude. **Files:** - `src/AcDream.Core/Physics/AnimationSequencer.cs` — `CurrentVelocity` synthesis at L614–679 (RunAnimSpeed=4.0, WalkAnimSpeed=3.12, SidestepAnimSpeed=1.25 × adjustedSpeed) - `src/AcDream.Core/Physics/PositionManager.cs` — `ComputeOffset` applies `seqVel × dt × orientation` as fallback when queue is idle **Research:** - `docs/research/2026-05-04-l3-port/05-position-manager-and-partarray.md` § 5–7 - `docs/research/2026-05-04-l3-port/06-acdream-audit.md` § 9 (AnimationSequencer) - `docs/research/named-retail/acclient_2013_pseudo_c.txt` line 298437 (`add_motion @ 0x005224b0`) — `CSequence::velocity = style_speed × MotionData.velocity` **Fix path (research first, then port):** 1. cdb-trace retail to capture `CSequence::velocity` and `MotionData::velocity` for a Humanoid running cycle. Compare against our synth (4.0 × 2.94 = 11.76 m/s) to determine the actual retail magnitude. 2. Port `add_motion`'s `style_speed × MotionData.velocity` chain verbatim. For Humanoid where `MotionData.Velocity = 0`, port the fallback retail uses (likely a separate code path through `apply_run_to_command` that derives velocity from the cycle's framerate, not a constant). 3. Remove the `RunAnimSpeed × adjustedSpeed` synth in `AnimationSequencer.SetCycle`. **Acceptance:** - Visual blips disappear on flat-ground steady-state running. - Side-by-side acdream-as-observer vs retail-as-observer of the same server-controlled toon: indistinguishable body trajectory. --- ## #40 — [DONE 2026-05-05 · 40d88b9] ACDREAM_INTERP_MANAGER=1 env-var path regressed (staircase + blips) **Status:** DONE — closed by L.3 M2 (`feat(motion): L.3 M2 — queue-only chase for grounded player remotes`, commit 40d88b9) **Resolution:** The env-var gate was retired entirely. Both `OnLivePositionUpdated` and `TickAnimations` now use `IsPlayerGuid(serverGuid)` to route player-remote UPs through the retail-faithful queue path (formerly the env-var path, but with two key fixes per the L.3 spec): 1. `PositionManager.ComputeOffset` is the per-tick translation source (REPLACE semantics: queue catch-up overrides anim root motion when active, anim stands when queue is idle / head reached). Mirrors retail `UpdatePositionInternal @ 0x00512c30`. 2. `ResolveWithTransition` is **not** called for grounded player remotes — server already collision-resolved the broadcast position, and sweeping per-tick on tiny queue catch-up deltas amplified micro-bounces into visible blips. This was the staircase + blip regression. Trade-off documented in audit § 6. User-verified 2026-05-05: smooth body chase, no staircase on slopes, no per-UP rubber-band on flat ground. Residual sub-decimeter blips filed separately as #41 (velocity-synthesis magnitude). **Filed-original-context (for archive):** **Status:** OPEN (do-not-enable; pending L.3 follow-up rebuild) **Severity:** N/A (gated; default behavior unaffected) **Filed:** 2026-05-03 **Component:** physics / motion (per-tick remote prediction) **Description:** The `ACDREAM_INTERP_MANAGER=1` per-frame remote tick introduced by commit `e94e791` (L.3.1+L.3.2 Task 3) is a regression and should not be enabled. Two visible symptoms: 1. **Z staircase on slopes:** observed remotes running up/down hills sink into rising terrain or float over receding terrain, then snap to correct Z at each `UpdatePosition` arrival. Body never follows the terrain mesh between UPs. 2. **Position blips during steady-state motion:** XY drifts unconstrained between UPs, then UP hard-snaps cause visible jumps. Both symptoms ABSENT when env-var unset (default legacy path). **Root cause:** the env-var path was designed to mirror retail `CPhysicsObj::MoveOrTeleport` (acclient @ 0x00516330). MoveOrTeleport is retail's network-packet entry point — minimal work. The per-frame physics tick is retail's `update_object` (FUN_00515020) — full chain including `apply_current_movement` → `UpdatePhysicsInternal` → `Transition::FindTransitionalPosition` (collision sweep). The legacy path mirrors `update_object` correctly. The env-var path stripped the collision sweep on a wrong assumption that this was "more retail- faithful" — it was the opposite. Commit B (039149a, 2026-05-03) ported `ResolveWithTransition` into the env-var path, but the symptom persisted because the env-var path also clears `body.Velocity` for grounded remotes (no Euler integration of horizontal motion → sweep input is the catch-up offset only, which itself stair-steps because UPs are sampled at ~1 Hz). **Files:** - `src/AcDream.App/Rendering/GameWindow.cs:6042-6260` — env-var per-frame branch - `src/AcDream.App/Rendering/GameWindow.cs:6260+` — legacy per-frame branch (works) - `src/AcDream.Core/Physics/PositionManager.cs` — class itself is retail-faithful (port of CPositionManager::adjust_offset), only the integration was wrong **Research:** - This session's `2026-05-03` chronological commit log + visual verification - `docs/research/2026-05-03-remote-anim-cycle/investigation-prompt.md` for the four-agent investigation that traced this **Fix path (separate L.3 follow-up phase, NOT this session):** The PositionManager class is correct retail-port. Re-integrate it as ADDITIVE refinement on top of the working legacy chain (small correction toward queued server positions, applied AFTER `apply_current_movement` + `UpdatePhysicsInternal` + collision sweep) — not as a REPLACEMENT for them. Match retail's actual `update_object` chain ordering: `position_manager::adjust_offset` runs after the primary motion + collision resolution. **Acceptance:** - New per-tick path enabled via env-var (or default after stabilization) produces the same smooth slope motion + zero blips as the legacy path. - Inbound `UpdatePosition` queue catch-up nudges body toward server authoritative position without overriding terrain Z snap or causing position blips. - Verification: side-by-side vs legacy default in 2-client setup, identical visible behavior. ## #38 — Chase camera + player feel "30 fps" since L.5 physics-tick gate **Status:** OPEN **Severity:** MEDIUM (gameplay-feel regression; not a correctness bug) **Filed:** 2026-05-01 **Component:** rendering / physics / camera **Description:** User reports that running around in third-person / chase camera feels less smooth than it did before the L.5 physics-tick work. FPS counter still reads 60+, but the *motion* of the player character + camera looks like it's updating at ~30 fps. **Root cause / status:** Almost certainly the L.5 `_physicsAccum` gate in `PlayerMovementController.cs` (lines ~448-456). Retail integrates physics at 30 Hz (`MinQuantum = 1/30 s`); we ported that faithfully so collision behavior matches. Side effect: `_body.Position` only updates on physics ticks, i.e. every 33 ms. Render runs at 60+ Hz but the chase camera follows `_body.Position` directly — so the *visible* position changes in 33 ms steps, even though we render at 60+ FPS. First-person is less affected because the world rotates with Yaw (which *does* update every render frame); third-person is hit hardest because the character itself is the moving thing. Retail in 2013 didn't see this because render was also ~30 fps — render rate ≈ physics rate. Our 60+ Hz render exposes the gap. Discussion + fix options at the end of `docs/research/2026-05-01-retail-motion-trace/findings.md` ("Other things still don't have…" → camera smoothness discussion in chat, not yet captured in the doc — TODO migrate the discussion in). Recommended fix: **render-time interpolation between physics ticks** (standard fixed-timestep + interpolated rendering pattern from Quake / Source / Unreal). Snapshot `_prevPhysicsPos` and `_currPhysicsPos` at each tick; render player + camera target at `Lerp(_prev, _curr, _physicsAccum / PhysicsTick)`. Cost: ~33 ms visual latency between input and what you see (matches retail's perceived latency anyway). Network outbound stays on the discrete tick value — no wire change. Quick confirmation test before any code change: temporarily set `PhysicsTick` to `1.0/60.0` and see if chase camera feels smooth again. If yes, gate is confirmed cause. (Don't ship that — it'd undo the L.5 collision fixes.) **Files:** - `src/AcDream.App/Input/PlayerMovementController.cs:172` — `PhysicsTick` constant - `src/AcDream.App/Input/PlayerMovementController.cs:448-456` — `_physicsAccum` gate - `src/AcDream.App/Rendering/GameWindow.cs` — wherever player render position + chase camera read `_body.Position` **Research:** - L.5 background: `memory/project_retail_debugger.md` (the 30 Hz MinQuantum gate, the cdb trace evidence) - Discussed during 2026-05-01 motion-trace work **Acceptance:** - Chase-camera run-around at 60+ FPS feels as smooth as render rate suggests (no perceptual stepping) - Network outbound (MoveToState / AutonomousPosition cadence + values) unchanged from current behavior - Collision behavior unchanged (the L.5 wedge / steep-roof scenarios still resolve correctly) - Observer view from a parallel retail client unchanged ## #37 — Humanoid coat doesn't extend up to neck (visible "skin stub" between hair and coat) **Status:** OPEN **Severity:** LOW (cosmetic; doesn't affect gameplay) **Filed:** 2026-05-01 **Component:** rendering / clothing / textures **Description:** Every humanoid character (player + NPCs) wearing a coat shows a visible skin-colored region at the top of the coat where retail shows continuous coat fabric. From the back view: hair → skin stub → coat top. In retail: hair → coat collar (no exposed skin). This was originally reported as "head/neck protruding forward" — the apparent forward shift is an optical illusion caused by the missing coat collar. **Investigation 2026-05-01 (~3 hr session, conclusively ruled out many hypotheses):** What we ruled out: - **Animation source.** `ACDREAM_USE_PLACEMENT_BASE=1` (force chars to `Setup.PlacementFrames[Resting]` instead of `Animation.PartFrames[0]`) → stub still visible. - **Backface culling / mesh winding.** `ACDREAM_NO_CULL=1` (disable `glCullFace` entirely) → stub still visible. - **Palette overlay (SubPalettes).** `ACDREAM_NO_PALETTE_OVERLAY=1` (skip `ComposePalette`) → stub still visible (other colors broke as expected — confirms overlay was firing). Bug is NOT a body-skin SubPalette being mis-applied to coat fabric. - **Bug source = part 16 (head).** `ACDREAM_HIDE_PART=16` → head goes away, stub remains UNCHANGED (clean coat top with same shape). Stub is NOT from head GfxObj polygons. - **Per-part placement frame Origin.** `ACDREAM_NUDGE_Y=-0.1` confirmed `+Y = forward` in body-local; head Origin (0, 0.013, 1.587) places head correctly relative to spine. Math checks out. What we confirmed (data is correct): - Player Setup `0x02000001` (Aluvian Male), 34 parts. - Server (ACE) sends `animParts=34 texChanges=12 subPalettes=10`. - Part 9 (upper torso/coat) has gfx `0x0100120D` after AnimPartChange. - Part 9 has 2 surfaces, BOTH covered by 2 TextureChanges (`oldTex=0x050003D5→0x05001AFE`, `oldTex=0x050003D4→0x05001AFC`). - Stub IS from part 9: `ACDREAM_HIDE_PART=9` → entire torso (including stub region) disappears. - Per-part composition formula (`Scale × Rotation × Translation`) matches ACME's `StaticObjectManager.cs:256-258` and retail decomp's `Frame::combine` at `0x00518FD0`. **Investigation 2 (2026-05-04, 5 parallel agents + dat probes):** ALL of the obvious hypotheses ruled out: - **Byte-level decode primitive matches ACViewer.** INDEX16/P8/DXT/BGRA paths are byte-identical. - **Polygon emission matches retail.** All 43 polygons of gfx `0x0100120D` are `SidesType=0` (ST_SINGLE), all surfaces are `Base1Image` — NO ST_DOUBLE polygons we'd be missing, NO surfaces lacking the `Type & 6` bits that retail's `DrawPolyInternal` skips. - **Per-PART texture-override scoping is correct.** `resolvedOverridesByPart[partIdx]` gets per-MeshRef'd; not a global flat map (Agent 3's claim was wrong). - **SubPalettes are full-size (Colors.Count=2048) palettes.** Our `subPal.Colors[idx]` indexing matches ACViewer's `newPalette.Colors[j + offset]`. - **The `*8` wire un-pack is correctly single-applied** (parser stores raw bytes; ComposePalette multiplies once). **The actual smoking gun (Investigation 2):** For `+Acdream` the server sends 10 SubPaletteSwap ranges that overlay palette indices: `[0..320)`, `[576..1024)`, `[1392..1488)`, `[1728..1920)`. **The complement — indices `[320..576)`, `[1024..1392)`, `[1488..1728)`, `[1920..2048)` — is NOT overlaid.** Base palette `0x0400007E` at those indices contains the original red/skin tones (sampled values: `0x46 0x22 0x04`, `0x4A 0x28 0x09`, etc). If the coat texture's UVs at the upper region map to texel-bytes whose palette index lands in one of those non-overlaid ranges, those pixels render with base-palette skin tones. That's the visible "skin stub at the top of the coat". **Working hypothesis:** either 1. ACE sends incomplete SubPalette ranges (retail-original would cover the full palette) 2. Retail does *additional* client-side compute that ACE pre-resolves wrongly 3. The base palette `0x0400007E` itself is supposed to have coat colors at those indices in retail's interpretation (different palette decode) **Next investigation (deferred):** - Diff ACE's `WorldObject_Networking.cs` CharGen ObjDesc construction against retail's `ClothingTable::BuildObjDesc` (`acclient_2013_pseudo_c.txt:436261`). Check if ACE actually walks every CloSubPaletteRange in the chosen PaletteTemplate, or skips some. - RenderDoc capture: confirm which texel/palette-index the upper-region polygons sample. - `tools/InspectCoatTex/Program.cs` is the diagnostic harness — extend it. **Files (diagnostic env vars committed for next-session reuse):** - `src/AcDream.App/Rendering/InstancedMeshRenderer.cs:210-275` — `ACDREAM_NO_CULL` env var - `src/AcDream.App/Rendering/GameWindow.cs` — `ACDREAM_HIDE_PART=N` hides specific humanoid part; `ACDREAM_DUMP_CLOTHING=1` dumps AnimPartChanges + TextureChanges + per-part Surface chain coverage. - `src/AcDream.App/Rendering/TextureCache.cs:159-204` — `DecodeFromDats` is the texture decode entry. Compare against `references/WorldBuilder-ACME-Edition/.../TextureHelpers.cs`. **Reproduction:** ```powershell $env:ACDREAM_LIVE = "1"; $env:ACDREAM_DEVTOOLS = "1" # normal launch — visible from chase camera looking at +Acdream's back ``` Stub is visible on +Acdream and on every NPC humanoid (Pathwarden, Town Crier, Shopkeeper Renald, etc.). **Acceptance:** Side-by-side retail + acdream rendering of +Acdream shows coat extending up to chin level on both. No exposed skin between hair and coat. ## #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. --- ## #32 — Retail edge-slide / cliff-slide / precipice-slide incomplete **Status:** IN-PROGRESS **Severity:** HIGH **Filed:** 2026-04-29 **Component:** physics / collision **Description:** When walking along walls, roof edges, cliff edges, or failed step-down boundaries, retail often slides along the boundary. acdream still hard-blocks or accepts too much in several of these cases. **Root cause / status:** Tracked under Phase L.2c. Wall-adjacent `step_up_slide` now feels acceptable in live testing. Local/remote movement passes the retail-default `EdgeSlide` flag. The first precipice-slide slice now preserves terrain/BSP walkable polygon vertices and runs the retail back-probe before `SPHEREPATH::precipice_slide`; edge-slide `Slid` / `Adjusted` results now feed the `TransitionalInsert` retry loop instead of being reverted by outer validation, and a synthetic diagonal terrain-boundary test covers tangent motion. `ACDREAM_DUMP_EDGE_SLIDE=1` now reports whether a failed step-down had polygon context. **L.4/L.5 update 2026-04-30:** A retail debugger trace (cdb attached to v11.4186 acclient.exe — see #35) confirmed that retail does NOT wedge on the steep-roof scenario that produces the wedge in our acdream port. Three concrete findings: 1. Retail's `OBJECTINFO::kill_velocity` rarely fires in normal play — gated on `last_known_contact_plane_valid`, which our L.2.4 proximity guard tends to clear before steep-poly hits land. Retail trace: 0 kill_velocity hits across 40,960 update_object calls. Our Phase 3 reset path now matches retail's gate (only kills when valid). 2. Retail integrates physics at 30Hz (`MinQuantum = 1/30 s`); render is 60+ Hz. UpdatePhysicsInternal/update_object ratio = 0.61. We ported this gate as L.5 in `PlayerMovementController` via `_physicsAccum`. Render still runs at 60+ Hz; only the physics integration step is 30Hz. 3. The remaining wedge cause — body's pre-position drifts to the polygon's tangent and gravity's tangent component into surface produces a stable retain-collide-revert loop — is a downstream consequence of retail's grounded-on-steep escape chain (`step_sphere_up` → `step_up_slide` → `cliff_slide`) being incompletely ported. Live test confirmed retail-strict Path 6 produces "lands on roof in falling animation, can't slide off" half-state because that chain doesn't produce smooth descent. **Pragmatic ship-state:** BSPQuery Path 6 keeps the L.4 slide-tangent deviation (project-along-steep-face-and-return-Slid) for steep-poly airborne hits. It produces user-acceptable "slide off the roof" behavior at the cost of departing from retail's Path 6 → SetCollide → Path 4 → Phase 3 reset chain. Retail-strict requires the step_up_slide / cliff_slide audit below; until that lands, slide-tangent is the right deviation. Remaining gaps: real-DAT building-edge fixtures, fuller `cliff_slide` coverage, `NegPolyHit` dispatch, and the retail-strict step_up_slide / cliff_slide audit (filed for follow-up). Named retail anchors include `CTransition::edge_slide`, `CTransition::cliff_slide`, `SPHEREPATH::precipice_slide`, and `SPHEREPATH::step_up_slide`. **Files:** `src/AcDream.Core/Physics/TransitionTypes.cs`, `src/AcDream.Core/Physics/BSPQuery.cs`, `tests/AcDream.Core.Tests/`. **Research:** `docs/plans/2026-04-29-movement-collision-conformance.md`, `docs/research/2026-04-30-precipice-slide-pseudocode.md`. **Acceptance:** Synthetic and real-DAT tests cover wall-slide, roof-edge slide, cliff/precipice slide, failed step-up/step-down, and the jump-clears-edge case. --- ## #35 — [DONE 2026-04-30] Retail debugger toolchain (cdb + PDB GUID matching) **Status:** DONE **Severity:** N/A (infrastructure) **Filed + closed:** 2026-04-30 **Component:** tooling / research **Description:** When the question is "what does retail actually DO at runtime?" — wedges, animation flicker, geometry-specific bugs where the decomp is correct but the visible behavior is mysterious — there was no way to attach a debugger to a live retail acclient.exe and trace it. This issue tracks the toolchain that closed that gap. **What shipped:** - **`tools/pdb-extract/check_exe_pdb.py`** — reads any PE's CodeView entry and reports `MATCH` / `MISMATCH (expected GUID = …)` against our `refs/acclient.pdb`. Always run before attaching cdb. - **`tools/pdb-extract/dump_pdb_info.py`** — dumps a PDB's expected build timestamp + GUID + age. Used to figure out which acclient.exe build pairs with our PDB (answer: v11.4186, Sept 2013 EoR). - **CLAUDE.md "Retail debugger toolchain" section** — full workflow: cdb path, sample `.cdb` script, PowerShell wrapper pattern, watchouts (PDB name conventions, `;` parsing, kill-target-on-detach behavior, high-hit-rate lag). - **Step `-1` added to the development workflow** — "ATTACH cdb TO RETAIL (when behavior is the question, not code)". Tells future sessions: when guessing has failed twice in a row, don't keep guessing. **Discoveries this toolchain enabled (closed in same session):** - Retail integrates physics at 30Hz (`UpdatePhysicsInternal/update_object` ratio = 0.61). Drove the L.5 fix in PlayerMovementController. - `OBJECTINFO::kill_velocity` rarely fires in normal play (gated on last_known_contact_plane_valid). Our acdream port now matches. - Retail does NOT wedge on the steep-roof scenario. Confirmed our L.4 slide-tangent deviation in Path 6 is necessary until the retail step_up_slide / cliff_slide chain audit lands. **Files:** `tools/pdb-extract/check_exe_pdb.py`, `tools/pdb-extract/dump_pdb_info.py`, `CLAUDE.md`, `memory/project_retail_debugger.md`. **Acceptance:** Future sessions can attach cdb to a live retail client in under 5 minutes by following the CLAUDE.md workflow. --- ## #36 — Sky-PES dispatch port (consolidates #2 / #28 / #29 visual gaps) **Status:** OPEN **Severity:** MEDIUM (aesthetic feature-parity, but addresses a cluster of bugs) **Filed:** 2026-04-30 **Component:** sky / weather / particles **Description:** Three open sky bugs (#2 lightning, #28 aurora, #29 cloud density) all trace back to the same missing infrastructure: retail's sky-PES (Particle Effect Script) dispatch chain. We have it now from a 2026-04-30 cdb live trace. **What retail does (live trace evidence):** ``` Trace over 24,576 GameSky::Draw frames: GameSky::Draw = 24,576 (60 Hz render rate) GameSky::UseTime = 12,288 (30 Hz — half rate, MinQuantum) GameSky::CreateDeletePhysicsObjects = 12,288 (also 30 Hz) CPhysicsObj::CallPES = 372 (~150/min average) CallPESHook::Execute = 372 (1:1 with CallPES) CreateParticleHook::Execute = 62 (15 at cell load + 47 burst at transition) CPhysicsObj::create_particle_emitter = 62 (matches CreateParticleHook) ``` **Three findings:** 1. Retail has **persistent particle emitters** on celestial / sky objects. Created at cell load (15 initial) and dynamically as conditions change (the trace caught a +47 burst on a region/weather/time transition). 2. The PES script-hook system (`CallPESHook::Execute` → `CPhysicsObj::CallPES`) drives those emitters periodically, ~150 times per minute on average. 3. Earlier research said "GameSky doesn't read pes_id" — correct in scope, but missed that the dispatch chain runs through the script- hook system, not from inside GameSky directly. Cell/region/weather handlers schedule PES script hooks; those hooks call into CallPES. **Decomp anchors:** - `CallPESHook::Execute` @ `0x00526e20` — script-hook action that fires CallPES - `CreateParticleHook::Execute` @ `0x00526ec0` — particle-creation hook - `CPhysicsObj::CallPES` @ `0x00511af0` - `CPhysicsObj::create_particle_emitter` @ `0x0050f360` - `GameSky::CreateDeletePhysicsObjects` @ `0x005073c0` - `LongNIHash` instance — emitter registry - `CelestialPosition.pes_id` @ struct offset +0x004 — populated by `SkyDesc::GetSky` but consumed downstream of `GameSky` (via the hook system, not GameSky itself) **Implementation outline:** 1. Decomp dive: read `CallPESHook::Execute`, `CreateParticleHook::Execute`, `CPhysicsObj::CallPES`, and `GameSky::CreateDeletePhysicsObjects` (and any cell/region weather handlers that spawn the dynamic 47). 2. Identify what triggers `CreateParticleHook` for sky objects — is it inside `CreateDeletePhysicsObjects`, the region/weather change handler, or somewhere else? 3. Port the persistent-emitter creation path: when a cell loads or weather/time changes, instantiate the appropriate ParticleEmitters on celestial objects. 4. Port the PES timeline driver — periodic dispatch from a script timeline into our equivalent `CallPES`. 5. Port the actual PES script execution (rate of emission, particle parameters, etc.) into our particle system. 6. Live verify with cdb during specific weather windows: aurora at dusk on Rainy DayGroup, lightning during storm. **Files** (likely): - `src/AcDream.App/Rendering/Sky/SkyRenderer.cs` — emitter wiring - `src/AcDream.Core/World/SkyDescLoader.cs` — already parses pes_id - `src/AcDream.Core/Particles/*` — particle system foundation - `src/AcDream.App/Rendering/ParticleRenderer.cs` — visual layer **Live-trace verification plan (next cdb session):** Reattach to retail during a specific aurora moment, log `this` pointer + `pes_id` arg on every `CallPES` invocation, log the GfxObj being attached on every `create_particle_emitter`. That tells us EXACTLY which celestial objects retail PES-drives and with which IDs. **Acceptance:** During the same in-game time/weather where retail shows aurora-style light play (Rainy DayGroup, dusk/dawn windows), acdream shows comparable colored sky effects. Cloud sheets look as dense / purple as retail. Lightning flashes appear during storm windows. **Closes-when-done:** #28, #29, partially #2 (lightning may need additional flash-shader work). --- ## #33 — Live entity collision shape collapses to one cylinder **Status:** OPEN **Severity:** MEDIUM **Filed:** 2026-04-29 **Component:** physics / entities **Description:** Live world entities do not yet use exact retail `CSphere` / `CCylSphere` shape semantics. Several paths collapse the entity to a simplified root-centered cylinder or fallback radius, which is not enough for retail object and creature collision parity. **Root cause / status:** Tracked under Phase L.2d. Requires auditing object shape extraction, `Setup.Radius` fallback, building object identity, and live entity broadphase records against named retail. **Files:** `src/AcDream.Core/Physics/CollisionPrimitives.cs`, `src/AcDream.Core/Physics/ShadowObjectRegistry.cs`, `src/AcDream.Core/Physics/PhysicsDataCache.cs`. **Research:** `docs/plans/2026-04-29-movement-collision-conformance.md`. **Acceptance:** Live object collision uses the appropriate retail sphere or cylsphere data where available. Tests prove at least one multi-shape object and one live creature case no longer use the single-cylinder fallback. --- ## #2 — Lightning visual mismatch (sky PES path disproved) **Status:** OPEN **Severity:** MEDIUM **Filed:** 2026-04-25 **Component:** weather / sky / vfx **Description:** Lightning/storm sky visuals still do not match retail. A 2026-04-28 named-retail recheck disproved the prior assumption that `SkyObject.PesObjectId` drives sky-render flash particles: `SkyDesc::GetSky` copies the field into `CelestialPosition.pes_id`, but `GameSky::CreateDeletePhysicsObjects`, `GameSky::MakeObject`, and `GameSky::UseTime` never read it. **Root cause / status:** Open again. The sky-PES path is non-retail and must stay disabled for normal rendering. The remaining mismatch likely lives in the sky/weather mesh material path, the lightning/fog flash path, or another weather subsystem outside `GameSky`; do not reintroduce per-SkyObject PES playback without new decompile evidence. **Files:** - `src/AcDream.App/Rendering/Sky/SkyRenderer.cs` — sky/weather mesh draw, material state, pre/post split - `src/AcDream.App/Rendering/Shaders/sky.frag` — flash/fog/lightning coloration path - `src/AcDream.Core/World/SkyDescLoader.cs` — keep `PesObjectId` parsed for diagnostics, not render playback **Research:** - `docs/research/2026-04-28-pes-pseudocode.md` — C.1 correction: `CelestialPosition.pes_id` copied but ignored by GameSky - `docs/research/2026-04-23-sky-pes-wiring.md` — earlier decompile trace reached the same no-sky-PES conclusion - `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. **See also #36** (Sky-PES dispatch port) — the lightning visuals likely route through the same PES-hook chain that drives aurora and cloud-density. Most of #2's storm-flash visuals will be unblocked by the #36 port. --- ## #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. --- ## #28 — Aurora ("northern lights") effect not rendered **Status:** OPEN **Severity:** LOW (aesthetic feature-parity) **Filed:** 2026-04-26 **Component:** sky / vfx **Description:** Retail renders a dynamic colored "light play" effect in the sky during certain Rainy/Cloudy DayGroup time windows. The user describes it as aurora-borealis-style. acdream renders no comparable effect. **Root cause / status:** Open again. The prior root cause was wrong: `CelestialPosition.pes_id` exists in the retail header and is populated by `SkyDesc::GetSky`, but named retail `GameSky` code does not read it during sky object creation, update, or draw. A 2026-04-28 C.1 experiment that played those PES ids produced colored blobs/wash that did not match retail's broad aurora-like rays, and the path is now debug-only behind `ACDREAM_ENABLE_SKY_PES=1`. Retail header at `acclient.h` line 35451 still documents the copied field: ```c struct CelestialPosition { IDClass<...> gfx_id; IDClass<...> pes_id; // ← particle scheduler ID float heading; float rotation; Vector3 tex_velocity; float transparent; float luminosity; float max_bright; unsigned int properties; }; ``` `StarsProbe` confirmed Dereth Rainy DayGroup 3 carries multiple PES-bearing entries (verified 2026-04-27). Sample for the user's observed Warmtide-Rainy state: | OI | Gfx | **PES** | Active window | Notes | |----|-----|---------|----|----| | 5 | 0x02000714 | 0x330007DB | always | low-rate background | | 7 | 0x02000BA6 | 0x33000453 | 0.03–0.19 | early morning | | 17 | 0x02000589 | **0x3300042C** | **0.27–0.91** | **active during user's screenshot** | acdream's geometry half is now wired (commit landing 2026-04-27 — `EnsureSetupUploaded` walks `Setup.Parts` for `0x020xxx` IDs). The remaining dynamic visual half is not `SkyObject.PesObjectId`; likely suspects are sky/weather mesh material state, texture transform/blending, or a separate weather/lightning subsystem outside `GameSky`. **Implementation outline:** 1. Keep `SkyObject.PesObjectId` parsed for diagnostics only. 2. Compare retail/acdream material state for the active sky/weather GfxObj/Setup ids (`0x02000588`, `0x02000589`, `0x02000714`, `0x02000BA6`). 3. Trace the named retail sky/weather draw path for texture transforms, translucency, diffusion, luminosity, and any non-GameSky weather effect dispatch. 4. Only add a new runtime visual path once the decompile has an actual caller. **Decomp pointers:** - `SkyDesc::GetSky` named retail `0x00501ec0` — copies `SkyObject.default_pes_object` into `CelestialPosition.pes_id`. - `GameSky::CreateDeletePhysicsObjects` named retail `0x005073c0` — creates/updates sky objects from `gfx_id`, does not read `pes_id`. - `GameSky::MakeObject` named retail `0x00506ee0` — calls `CPhysicsObj::makeObject(gfx_id, 0, 0)`, no PES. - `GameSky::UseTime` named retail `0x005075b0` — updates frame/luminosity/diffusion/translucency, no PES. **Files:** - `src/AcDream.Core/World/SkyDescLoader.cs` — carries `PesObjectId` for diagnostics. - `src/AcDream.App/Rendering/Sky/SkyRenderer.cs` — likely material/texture-transform parity work. - `src/AcDream.App/Rendering/GameWindow.cs` — sky-PES playback remains debug-only, disabled by default. **Acceptance:** When retail shows aurora-style light play at a specific in-game time / weather, acdream shows a visually-comparable effect at the same time. **See #36 (filed 2026-04-30)** — a live cdb trace confirmed retail's aurora rendering uses the script-hook PES dispatch chain (`CallPESHook::Execute` → `CPhysicsObj::CallPES`) on persistent particle emitters, with a cell-load population (15 initial emitters) plus dynamic spawning on region/weather/time transitions (caught a +47 burst). Implementation work consolidated under #36. --- ## #29 — Cloud surface 0x08000023 still appears thinner than retail despite blend-mode + Setup fixes **Status:** OPEN **Severity:** LOW (aesthetic feature-parity) **Filed:** 2026-04-27 **Component:** sky / clouds **Description:** User screenshot comparison showed acdream's clouds let too much sun through; retail's are denser and have a purpleish tint. Two follow-up fixes landed without visible improvement: 1. `TranslucencyKindExtensions.FromSurfaceType` now applies retail's Translucent-override at `D3DPolyRender::SetSurface` (decomp 425246-425260) — surface `0x08000023` (Type=`0x10114` = `B1ClipMap | Translucent | Alpha | Additive`) is now correctly classified as `AlphaBlend` instead of `Additive`. 2. `SkyRenderer.EnsureSetupUploaded` now loads `0x020xxxxx` Setup IDs (e.g. `0x02000588`, `0x02000589`, `0x02000714`, `0x02000BA6`) which were silently dropped. Setup parts are flattened via `SetupMesh.Flatten` and uploaded with their per-part transform baked into vertex positions. Despite both being decomp-correct fixes, the user reports no observable visual change in dual-client comparison. Two follow-up hypotheses: - The Setup objects are tiny placeholder meshes (one `0x010001EC` part each) that exist mainly to anchor a PES emitter — the cloud "density" / "purple sheen" the user perceives is entirely the PES particle layer, not the static mesh. - The cloud surface might still be rendering correctly per its dat data, and what looks "thicker" in retail is the additional aurora-like PES sheen overlaid on top. If hypothesis (a) is correct, this issue effectively rolls into **#28** — the PES rendering work would resolve both. **Files:** - `src/AcDream.Core/Meshing/TranslucencyKind.cs` — Translucent override - `src/AcDream.App/Rendering/Sky/SkyRenderer.cs` — `EnsureSetupUploaded` **Acceptance:** Cloud sheets look as dense/purple as retail in dual-client side-by-side. May require #28 (PES) to land first. **See #36 (filed 2026-04-30)** — confirmed via live cdb trace: retail's cloud density comes from the same PES-driven particle-emitter chain as aurora. Implementation consolidated there. --- ## #45 — Local +Acdream sidestep walking renders too slow **Status:** OPEN **Severity:** LOW (visible animation cadence; not a correctness/wire bug) **Filed:** 2026-05-06 **Component:** physics / animation (local player path: `PlayerMovementController` → `UpdatePlayerAnimation` → `AnimationSequencer.SetCycle`) **Description:** When the local +Acdream character strafes (A or D held) at slow pace (no Shift), the visible leg cycle for the local player plays slower than retail's equivalent. Fast strafe (with Shift held) appears correct. Observed by user 2026-05-06 immediately after fix #5 (commit `349ba65`) landed the matching fix on the *observer-side* `ApplyPlayerLocomotionRefinement` for retail-driven remotes. **Root cause / status:** Likely the same constant mismatch as fix #5: the local player's sidestep speedMod was being computed off `WalkAnimSpeed` (3.12 m/s) where it should use `SidestepAnimSpeed` (1.25 m/s). Because the wire-emitted `SideStepSpeed` already encodes a 0.5× multiplier (per ACE `MovementData.cs:124-131`), dividing the wrong base on either send or render side compresses the slow strafe to a sub-walk cadence. To confirm: look at `UpdatePlayerAnimation` in `src/AcDream.App/Rendering/GameWindow.cs` (~line 7000) and trace where the strafe speedMod is sourced from. Either the speedMod passed to `SetCycle` is too small, or the framerate computation downstream applies an extra 0.5×. Cross-reference: - `MotionInterpreter.SidestepAnimSpeed = 1.25f` - `MotionInterpreter.WalkAnimSpeed = 3.12f` - ACE `MovementData(MoveToState)`: `interpState.SidestepSpeed = speed * 3.12f / 1.25f * 0.5f` **Files:** - `src/AcDream.App/Rendering/GameWindow.cs` — `UpdatePlayerAnimation` (~line 7000) - `src/AcDream.App/Input/PlayerMovementController.cs` — wire-builder for outbound MoveToState (sidestep path) - `src/AcDream.Core/Physics/MotionInterpreter.cs:243-247` — anim-speed constants **Acceptance:** - Local +Acdream slow strafe (A or D, no Shift) plays at the same visible cadence as retail's slow strafe in a side-by-side comparison. - Local fast strafe (A or D + Shift) does not regress. - Forward / backward / run cycles do not regress. --- --- # Recently closed ## #43 — [DONE 2026-05-05 · 9e4772a] Slope staircase on observed player remotes (anim-only fallback ignored slope) **Closed:** 2026-05-05 **Commit:** `9e4772a` **Component:** motion (`PositionManager.ComputeOffset` queue-empty fallback) **Resolution:** Grounded player remotes showed a ~5 Hz Z staircase when running up/down hills. `PositionManager.ComputeOffset` has two modes: queue-active (3D direction toward server's broadcast position, Z follows naturally) and queue-empty / head-reached (`seqVel × dt` rotated into world). Every locomotion cycle bakes Z=0 in body-local, so the world result has Z=0 too. With server UPs at ~5 Hz and catchUpSpeed = 2× maxSpeed, body chases each waypoint in ~100ms (Z ramps), then sits in seqVel-only mode for ~100ms (Z flat) until the next UP. Visible 5 Hz staircase. Fix mirrors retail's `CTransition::adjust_offset` contact-plane projection (named-retail acclient_2013_pseudo_c.txt:272296-272346), applied at the queue-empty boundary instead of inside the sweep. `ComputeOffset` gains an optional `Vector3? terrainNormal`; when the seqVel fallback runs and the supplied normal is non-trivial, `rootMotionWorld -= N × dot(rootMotionWorld, N)`. XY motion gains a Z component proportional to slope × forward speed; body Z follows the terrain mesh between UPs. No-op on flat ground (N ≈ +Z, dot ≈ 0) so no regression to L.3 M2's flat-ground verification. `GameWindow.TickAnimations` grounded-remote path samples `PhysicsEngine.SampleTerrainNormal` (a thin public wrapper over the existing internal `SampleTerrainWalkable`) at the body's current XY each tick and passes it to `ComputeOffset`. Two unit tests in `PositionManagerTests`: 30° east-tilted slope (asserts `(3.0, 0, −1.732)` for 4 m/s east motion over 1s — body descends along slope) + flat-ground no-op (asserts unchanged behaviour with `N = +Z`). Verified via `launch-slope-verify.log` over a 34m vertical traversal: 9,193 queue-empty-with-non-zero-offset.Z ticks on slopes (the path that previously stair-cased), 26,497 sloped-normal ticks total, zero #42 regressions. **Diagnostic kept in tree:** `ACDREAM_SLOPE_DIAG=1` enables the `[SLOPE]` per-tick trace (`bodyZ` before/after, offset, queue active, sampled `cpN.Z`) for future regression hunts. --- ## #31 — [DONE 2026-04-29] Low outdoor cell id can go stale after transition movement **Closed:** 2026-04-29 **Commit:** `(this commit)` **Resolution:** `ResolveWithTransition` now refreshes outdoor cell ownership from the resolved world position while the sphere sweep runs. Intra-landblock 24m outdoor seams update the low cell id, and full-cell callers crossing a landblock seam get the destination landblock prefix plus the correct outdoor low cell. --- ## #34 — [DONE 2026-04-29] Missing routine local/server correction diagnostic **Closed:** 2026-04-29 **Commit:** `(this commit)` **Resolution:** Added `ACDREAM_DUMP_MOVE_TRUTH=1`, which logs local resolved position/contact/cell, outbound movement fields, server `UpdatePosition` echo, and local/server correction delta for the player in grep-friendly `move-truth OUT` / `move-truth ECHO` lines. --- ## #30 — [DONE 2026-04-29] AutonomousPosition contact byte is too often grounded **Closed:** 2026-04-29 **Commit:** `(this commit)` **Resolution:** `GameWindow` now derives the movement contact byte from `MovementResult.IsOnGround` and passes it explicitly to both `MoveToState.Build` and `AutonomousPosition.Build`. Added packet tests proving both builders encode an explicit airborne contact byte. --- ## #27 — [DONE 2026-04-26] Cloud meshes appeared missing or faint vs retail **Closed:** 2026-04-26 **Commit:** `4678b3e fix(sky): apply per-Surface Translucency + Luminosity for retail-faithful weather` **Resolution:** Resolved as a side-effect of the Bug A fix. The original observation came from a session where every sky mesh got `effEmissive = 1.0` (saturated `vTint` to white), which made stars/clouds look full-bright instead of time-of-day-tinted. Fix 2 corrected the emissive default to `sub.SurfLuminosity` so cloud surfaces (Lum=0.0) now run through the ambient+diffuse vertex-lit path and pick up keyframe tint. Fix 1 separately plumbed `surface.Translucency` to the shader, picking up the 0.25 translucency on cloud surface `0x08000023` (75% opacity). Visual verification under Phase 0 of the followup plan: clouds and colors now match retail at LCG-picked DayGroups across the day cycle. --- ## #1 — [DONE 2026-04-26] Rain falls only to horizon, not to the player's feet **Closed:** 2026-04-26 **Commits:** `3e0da49` (sky pass split + retail -120m Z offset), `4678b3e` (Surface.Translucency + Luminosity correctness), `d95a8d2` (legacy emitter delete) **Resolution:** Two-part fix. First, rain rendering was completely re-architected to match retail's `LScape::draw` pattern at `0x00506330` — sky pass before the landblock loop (`RenderSky`), weather pass after (`RenderWeather`). Weather meshes now overlay terrain instead of being painted over. Camera anchored inside the rain cylinder via the retail-correct -120m Z offset (constant `0xc2f00000` in `GameSky::UpdatePosition` at `0x00506dd0`). Second, the per-Surface `Translucency` float (rain = 0.5) and `Luminosity` float (rain = 0.1484) were both being ignored by the renderer; plumbed end-to-end so streaks contribute at retail-correct intensity instead of 6.7× too bright. Legacy camera-attached particle emitter (`UpdateWeatherParticles` + `BuildRainDesc` + `BuildSnowDesc`) deleted; world-space mesh is the only path now. Snow rides the same fix automatically. Filed alongside two follow-up issues from the visual-verify session: `#27` (cloud rendering parity), `#28` (aurora/northern lights). --- ## #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.