Retires divergences flagged in the 2026-05-16 faithfulness audit: 1. AP cadence. Replaces the 1 Hz idle / 10 Hz active flat heartbeat with a diff-driven model gated on `Contact && OnWalkable` (acclient_2013_pseudo_c.txt:700327 SendPositionEvent). Sends on position or cell change while grounded on walkable, plus a 1 sec heartbeat; suppressed entirely airborne. PlayerMovementController exposes `NotePositionSent(pos, cellId, now)` which GameWindow stamps after each AutonomousPosition / MoveToState send — mirrors retail's shared `last_sent_position_time` between SendPositionEvent (0x006b4770) and SendMovementEvent (0x006b4680). Known divergence from retail: ours is per-frame-while-moving, retail's effective rate is ~1 Hz during smooth motion (cell/plane checks). Filed as #74, blocked by #63 — when #63 lands we revert to retail's narrower gate. 2. Workaround retirement. Removes TinyMargin (0.05 m inside arrival) and the AP-flush before re-send (`SendAutonomousPositionNow`). The diff-driven cadence makes both obsolete. Close-range turn-first deferred Use is kept (it IS retail — ACE Player_Move.cs:66-87 mirrors retail's CreateMoveToChain pre-callback rotation), renamed `OnAutoWalkArrivedSendDeferredAction` to clarify it's a FIRST send. `isRetryAfterArrival` parameter dropped. 3. Far-range Use/PickUp retry. Restored — was load-bearing, not the "redundant cleanup" the Group 2 audit thought. Issue #63 means ACE drops the first Use as too-far without re-polling on subsequent APs; the arrival re-send is what makes far-range Use complete. Logs include `(queued for arrival re-send pending #63)` to make this explicit. Removes when #63 closes. 4. Screen-rect picker. New `AcDream.Core.Selection.ScreenProjection` helper shared by `WorldPicker` and `TargetIndicatorPanel`. The `Setup.SelectionSphere` projects to a screen-space square (retail anchor `SmartBox::GetObjectBoundingBox` 0x00452e20); picker hit-tests the mouse pixel against the same rect the indicator draws, inflated by 8 px (`TriangleSize`). Guarantees what-you-see is what-you-click — including rect corners that were dead zones under the old ray-sphere picker. Per-type radius (1.0/1.6/2.0 m) and vertical-offset (0.2/0.9/1.0/1.5 m) heuristic lambdas retired; `IsTallSceneryGuid` deleted; `EntityHeightFor` trimmed to 1.5 m × scale defensive default. No defensive sphere synth — entities without a baked `SelectionSphere` are skipped, matching retail's `GfxObjUnderSelectionRay` (0x0054c740). 5. Rotation rate run multiplier (Commit A precursor). `TurnRateFor(running)` helper applies retail's `run_turn_factor = 1.5f` (PDB-named 0x007c8914) under HoldKey.Run, matching `apply_run_to_command` at 0x00527be0 (line 305098). Effective: walking ≈ 90°/s, running ≈ 135°/s. Keyboard A/D + ApplyAutoWalkOverlay both use it. 6. Useability gate (Commit A precursor). `IsUseableTarget` corrected to `useability != 0` per `ItemUses::IsUseable` at 256455 — ANY non-zero passes (USEABLE_NO=1, USEABLE_CONTAINED=8, etc.), not just the USEABLE_REMOTE bit. Cross-checked against 4 call sites in retail (ItemHolder::UseObject 0x00588a80, DetermineUseResult 0x402697, UsingItem 0x367638, disable-button-state 0x198826). Added `ProbeUseabilityFallbackEnabled` diagnostic (`ACDREAM_PROBE_USEABILITY_FALLBACK=1`) to measure how often the creature/BF_DOOR fallback fires for ACE-seed-DB entities with null useability. CLAUDE.md updated with the graceful-shutdown rule for relaunch: Stop-Process bypasses the logout packet, leaving ACE's session marked logged-in for ~3+ min. CloseMainWindow() sends WM_CLOSE so the shutdown hook runs and the logout packet reaches ACE. Tests: +3 ScreenProjectionTests + 6 WorldPickerRectOverloadTests = +9. Core.Net 294/294 pass; Core 1073/1081 (8 pre-existing Physics failures unchanged). Visual-verified 2026-05-16: rotation rate, useability, screen-rect click area, double-click + R-key + F-key Use/PickUp at short and long range — dialogue/door/pickup fire on arrival. Filed follow-ups #70 (triangle apex/size DAT sprite), #71 (picker Stage B polygon refine), #72 (cdb omega.z probe), #73 (retail-message sweep pattern), #74 (per-frame AP chattier than retail — blocked by #63). Old ray-sphere `WorldPicker.Pick(origin, direction, ...)` overload kept for back-compat; no callers in acdream proper. Plan: docs/superpowers/plans/2026-05-16-retail-faithfulness-fixes.md Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
||
|---|---|---|
| .. | ||
| README.md | ||
| TargetIndicatorPanel.cs | ||
| UiElement.cs | ||
| UiEvent.cs | ||
| UiHost.cs | ||
| UiPanel.cs | ||
| UiRenderContext.cs | ||
| UiRoot.cs | ||
AcDream.App.UI — Retail-style UI toolkit
This is acdream's retained-mode UI toolkit. It mirrors the behavior
of the retail AC client (hit-testing, modal, capture, drag-drop,
tooltip delay, focus routing, event type codes) without trying to
byte-match the retail binary — because the retail widgets live in
keystone.dll, which we don't decompile.
Research
All design decisions in this directory are grounded in the master
synthesis + six deep-dive docs under
docs/research/retail-ui/:
| Document | Topic |
|---|---|
00-master-synthesis.md |
Cross-slice synthesis + C# port plan |
01-architecture-and-init.md |
Process entry, window, main loop |
02-class-hierarchy.md |
CUIManager / CUIListener / CFont / CSurface |
03-rendering.md |
Font atlas, 2D quad batch, cursor |
04-input-events.md |
WndProc → Device → widget event routing |
05-panels.md |
Chat, attributes, spells, paperdoll, inventory |
06-hud-and-assets.md |
Vital orbs, radar, compass + dat asset catalog |
Files
UiEvent.cs— 24-byte event struct + retail-faithful type constants (0x01click,0x15drag-begin,0x3Edrop,0x201WM_LBUTTONDOWN, …)UiElement.cs— base widget withOnDraw/OnEvent/OnHitTest/OnTickvirtuals, children list, ZOrder, focus/capture flagsUiPanel.cs—UiPanel(rect + optional bg/border),UiLabel,UiButtonUiRenderContext.cs— per-frame draw context with translate stackUiRoot.cs— top-of-tree + "Device" responsibilities (mouse/keyboard state, focus, modal, capture, drag-drop, tooltip timer). Mirrors the retailDAT_00837ff4Device object's vtable.UiHost.cs— one-shot wrapper: owns theUiRoot, aTextRenderer, and a defaultBitmapFont. ProvidesWireMouse/WireKeyboardhelpers for Silk.NET plumbing.
Integration pattern
// GameWindow.OnLoad
_uiHost = new UiHost(_gl!, shadersDir, _debugFont);
_uiHost.Root.WorldMouseFallThrough += (btn, x, y, flags) => HandleWorldClick(btn, x, y, flags);
_uiHost.Root.WorldKeyFallThrough += (vk, lp) => HandleHotkey(vk);
foreach (var mouse in _input.Mice) _uiHost.WireMouse(mouse);
foreach (var kb in _input.Keyboards) _uiHost.WireKeyboard(kb);
// Add panels
var chat = new Panels.ChatWindow { Left = 10, Top = 400, Width = 500, Height = 250 };
_uiHost.Root.AddChild(chat);
// GameWindow.OnRender — after the 3D scene
_uiHost.Tick(deltaSeconds);
_uiHost.Draw(new Vector2(_window!.Size.X, _window.Size.Y));
What's scaffolded vs what still needs building
Shipped in the scaffold (this session)
- UI tree + event routing + focus + modal + capture + drag-drop
- Hit-testing (children-first, Z-order tie-break)
- Tooltip timer (~1000ms)
- Hover enter/leave, click vs right-click, scroll, keyboard
- World fall-through so existing camera/player controls still work
- Simple text/rect drawing through the existing
BitmapFont+TextRendererpipeline
To build next
AcFont+FontCache— loadFontDBObjs fromportal.datrange0x40000000..0x40000FFF, bake 256×256 glyph atlas from the referencedRenderSurface(0x06xxxxxx). See slice 03 §4.- Dat sprite loader — decode
RenderSurfacedats as GL textures; addDrawSprite(uint datId, Rectangle dest, uint rgba)toUiRenderContext. CursorManager— OS cursor + dat-sourced custom cursors via slice 03 §7.- Scissor clipping — for panels with scrollable interiors (chat,
inventory grid).
GL_SCISSOR_TESTwrapped inUiRenderContext.PushScissor/PopScissor. - First concrete panel —
ChatWindowsince we have all 6 wire messages parsed already. See slice 05 §1. - Vital orbs HUD once the server sends
GameMessagePrivateUpdateVital. See slice 06 A.1.
Retail magic numbers the scaffold preserves
Because hand-ported panel code will copy the retail switch-case structure, we keep the magic constants:
// Event types
UiEventType.Click == 0x01 // chunk_00470000.c ~11140
UiEventType.Tooltip == 0x07 // chunk_00460000.c ~6253 (~1000ms delay)
UiEventType.DragBegin == 0x15 // chunk_004A0000.c ~2707
UiEventType.DragEnter == 0x21 // chunk_004A0000.c ~2714
UiEventType.DragOver == 0x1C // chunk_004A0000.c ~2723
UiEventType.DropReleased == 0x3E // chunk_004A0000.c ~2754
UiEventType.MouseDown == 0x201 // WM_LBUTTONDOWN
UiEventType.MouseUp == 0x202 // WM_LBUTTONUP
// Event IDs
// Widget event IDs live in the 0x10000000+ range (retail convention).
// UiRoot auto-assigns EventIds starting at 0x10000001.