acdream/docs/research/2026-07-13-retail-projectile-vfx-pseudocode.md
Erik b26f84cc69 fix(ui): restore radar, retail wield switching, and protection meshes
Late-bind radar snapshots to the canonical LiveEntityRuntime maps so the retained radar survives bootstrap and session replacement instead of capturing empty sentinels.

Route paperdoll drops through the retail AutoWield blocker transaction. Move conflicting held weapons, shields, explicit jewelry destinations, and mismatched ammo to the backpack one authoritative confirmation at a time; preserve compatible arrows when switching to melee.

Render mode-1 and no-degrade particle GfxObjs as their authored modern-pipeline meshes, retain Always2D billboards, interleave both paths back-to-front, balance emitter mesh ownership, and fail safely on corrupt DAT material metadata. This restores the closed apex on Armor Self/protection effects.

Retain Studio fixture controller lifetimes, add installed-DAT and adversarial regression coverage, synchronize retail research/divergence bookkeeping, and pass all three review tracks plus the full Release suite.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-14 20:52:45 +02:00

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# Retail projectile, PhysicsScript, and portal-effect pseudocode
**Date:** 2026-07-13
**Build:** Sept 2013 EoR retail client, matching named PDB/decomp
**Purpose:** Oracle for the acdream inbound missile and DAT-driven VFX port.
This note translates the named retail functions into implementation-oriented
pseudocode before any C# port. Addresses refer to
`docs/research/named-retail/acclient_2013_pseudo_c.txt`. Retail remains the
behavioral oracle; ACE, ACViewer, and Holtburger are interpretation and wire
cross-checks only.
## 1. PhysicsDesc wire order
Oracle: `PhysicsDesc::UnPack` at `0x0051DDD0`.
```text
unpack PhysicsDesc:
destroy prior owned buffers
bitfield = read u32
state = read u32
if bitfield has Movement (0x00010000):
length = read u32
movementBytes = read length bytes
if length > 0: autonomousMovement = read u32
else if bitfield has AnimationFrame (0x00020000):
animationFrame = read u32
if Position (0x00008000): position = unpack Position
if MTable (0x00000002): motionTableId = read DID
if STable (0x00000800): soundTableId = read DID
if PeTable (0x00001000): physicsScriptTableId = read DID
if CSetup (0x00000001): setupId = read DID
if Parent (0x00000020): parentGuid, locationId = read u32, u32
if Children (0x00000040):
count = read u32
repeat count: childGuid, childLocationId = read u32, u32
if ObjScale (0x00000080): objectScale = read f32
if Friction (0x00000100): friction = read f32
if Elasticity (0x00000200): elasticity = read f32
if Translucency (0x00040000): translucency = read f32
if Velocity (0x00000004): velocity = read vec3 f32
if Acceleration (0x00000008): acceleration = read vec3 f32
if Omega (0x00000010): omega = read vec3 f32
if DefaultScript (0x00002000): defaultScriptType = read u32
if DefaultScriptIntensity (0x00004000): defaultIntensity = read f32
timestamps = read exactly nine u16 values in this order:
Position, Movement, State, Vector, Teleport,
ServerControlledMove, ForcePosition, ObjDesc, Instance
align cursor to four bytes
```
Absent optional values are semantically different from present zero values and
must remain nullable in the parsed representation. ACE's
`PhysicsDescriptionFlag`, and Holtburger's object-description reader, confirm
the same order and nine-value timestamp tail.
## 2. Installing a PhysicsDesc
Oracle: `CPhysicsObj::set_description` at `0x00514F40` and
`CPhysicsObj::InitDefaults` at `0x005139D0`.
```text
InitDefaults(setup):
if setup.DefaultScript != 0: play that direct PhysicsScript DID
if setup.DefaultMotionTable != 0: install it
if setup.DefaultSoundTable != 0: replace sound table
if setup.DefaultPhysicsScriptTable != 0: replace typed-effect table
if object is static:
set HasDefaultAnim / HasDefaultScript as appropriate
register static animation when either applies
set_description(desc):
install motion table
release current sound table
if desc.SoundTable != 0: load it
release current PhysicsScriptTable unconditionally
if desc.PeTable != 0: load it
install movement buffer or placement frame
set_state(desc.State, applySideEffects=true)
install scale, valid friction, elasticity, translucency
set_velocity(desc.Velocity)
install desc.Omega
install typed default-script type and intensity
copy all nine timestamps into the object's update-time array
```
The network PeTable therefore overrides the Setup table even when the network
value is absent/zero: a live object does not fall back to the Setup table after
`set_description`. The network acceleration vector is unpacked but is not
installed here; retail recalculates normal acceleration from physics state.
## 3. PhysicsState values and state transitions
The values cross-check exactly with ACE's `PhysicsState` enum:
```text
Static=0x1, Ethereal=0x4, ReportCollisions=0x8,
IgnoreCollisions=0x10, NoDraw=0x20, Missile=0x40,
Pushable=0x80, AlignPath=0x100, PathClipped=0x200,
Gravity=0x400, Lighting=0x800, ParticleEmitter=0x1000,
Hidden=0x4000, ScriptedCollision=0x8000,
HasPhysicsBsp=0x10000, Inelastic=0x20000,
HasDefaultAnim=0x40000, HasDefaultScript=0x80000,
Cloaked=0x100000, ReportAsEnvironment=0x200000,
EdgeSlide=0x400000, Sledding=0x800000, Frozen=0x1000000
```
Oracle: `CPhysicsObj::set_state` at `0x00514DD0` and
`CPhysicsObj::set_hidden` at `0x00514C60`.
```text
set_state(next):
changed = current XOR next
current = next
if Lighting changed:
initialize or destroy part-array lights
if NoDraw changed:
apply set_nodraw before Hidden handling
if Hidden changed:
set_hidden(next has Hidden)
set_hidden(true):
set Hidden
resolve PS_Hidden at intensity 1 through current table; enqueue it
set every attached child NoDraw and update its part array
if ReportCollisions: end reporting and clear the bit
set IgnoreCollisions
hide root object in its cell/render world
set_hidden(false):
clear Hidden
resolve PS_UnHide at intensity 1 through current table; enqueue it
clear every attached child's NoDraw, unconditionally as retail does
clear IgnoreCollisions
if ReportCollisions is clear: set it and start reporting
enter/unhide root part array and cell object
```
`CPhysicsObj::CPhysicsObj` at `0x005123F0` initializes state to
`0x00400C08` (the assignment is at `0x00512508`). That value is
`EdgeSlide | Lighting | Gravity | ReportCollisions`; it does **not** contain
`Hidden` (`0x00004000`). Consequently, an ordinary initially-visible
CreateObject does not call `set_hidden` and must not manufacture an UnHide
script. UnHide occurs only for a real state-bit transition from Hidden to
visible, while an explicit F755 UnHide remains a separate typed effect packet.
Hidden is never object destruction: scripts and particles continue to exist
while the mesh and interaction surface are suppressed.
`SmartBox::DoSetState` at `0x004520D0` applies the state only when its u16
timestamp is newer using the retail wrap-safe comparison.
The same comparator is used by State, Vector, Movement, Position, and related
timestamp-gated channels (`SmartBox::DoVectorUpdate` at `0x004521C0` is the
second executable cross-check):
```text
is_newer(incoming:u16, stored:u16):
distance = abs((int)incoming - (int)stored)
if distance > 0x7FFF:
return incoming < stored
return stored < incoming
```
Equality is stale. Up through a distance of `0x7FFF`, the numerically higher
stamp wins. At exactly `0x8000` and throughout the wrap half, the numerically
lower stamp wins. This exact boundary must be ported; a generic half-range
subtraction helper can choose the opposite result at `0x8000`.
### 3.1 Event freshness and object generations
Additional oracles:
- `SmartBox::HandleReceivedPosition` at `0x00453FD0`
- `SmartBox::HandleObjDescEvent` at `0x00453340` and
`SmartBox::UpdateVisualDesc` at `0x00451F40`
- `SmartBox::HandleDeleteObject` at `0x00451EA0`
```text
on CreateObject(desc):
if no live generation: copy all nine desc timestamps wholesale
else if desc.Instance is newer: begin a new generation and replace all nine
else if current Instance is newer: reject the stale CreateObject
else: keep the object and route each PhysicsDesc branch through its
ordinary per-channel handler; do not authorize the whole snapshot
on State / Vector / Movement / ObjDesc:
require the exact live Instance
require a strictly newer channel timestamp
apply only after both gates pass
on DeleteObject:
reject unconditionally when guid is the local player
require the exact live Instance before either object projection is removed
on ParentEvent(parent, child):
require the parent's exact live Instance
strictly advance the child's Position timestamp
apply parent + placement without creating a second position counter
on PickupEvent(object):
require the exact live Instance
strictly advance the shared Position timestamp
unparent and leave the world, retaining the object and its timestamps
on Position(localPlayer):
require the exact live Instance
if ForcePosition is newer:
store ForcePosition
if incoming Teleport exactly equals stored Teleport:
assign Position directly, even when equal or older
preserve the current heading
do not advance Teleport
BlipPlayer via SetPositionSimple (preserve active motion, velocity,
contact state, and PositionManager stick)
if Contact AND OnWalkable are set and position is valid:
send PositionEvent immediately from the post-blip canonical Position
return
tentatively advance Position, requiring strictly newer
if stored Teleport is newer than incoming Teleport:
restore the old Position timestamp and reject
if incoming Teleport is newer: advance Teleport
PositionPack supplies placement 0 and velocity (0,0,0) when their flags are absent
unset the parent
if the object has no active animations: apply the decoded placement id
if object is remote: MoveOrTeleport receives the decoded velocity
else if Teleport advanced: teleport player and explicitly zero velocity
else: constrain/interpolate without installing packet velocity
apply the position
```
`PositionPack::UnPack` at `0x00516740` is the source of the absent-as-zero
defaults; retaining a prior placement or remote velocity when the wire flag is
absent is not retail behavior. The immutable parsed type still preserves
presence so diagnostics and conformance tests can distinguish absent from an
explicit zero. `HandleReceivedPosition` consumes those defaults only after the
timestamp gate admits the normal path. ForcePosition returns before placement
or packet velocity is consumed and therefore preserves the player's live
heading and velocity.
`SmartBox::HandlePlayerTeleport` at `0x00452150` handles standalone F751:
```text
on PlayerTeleport(sequence):
if sequence is older than current Teleport timestamp: reject
equality and newer sequences are accepted
enter the waiting/portal state
do not advance Teleport here
```
The accepted destination Position packet advances `TELEPORT_TS`. Parsing F751
must therefore never publish its sequence directly into outbound AP state.
Retail queues a packet whose Instance belongs to a not-yet-created future
generation. `ParentAttachmentState` now does so for ParentEvent, retaining the
parent generation through atomic object replacement. Until `LiveEntityRuntime`
owns the complete mixed pending queue, acdream still drops future Movement,
Position, State, Vector, Pickup, Delete, and ObjDesc packets without touching
the current generation (AD-32); critically, it never adopts the future Instance
into the current object.
## 4. Direct and typed effect packets
Oracles:
- `SmartBox::HandlePlayScriptID` at `0x00452020`
- `SmartBox::HandlePlayScriptType` at `0x00452070`
```text
F754 direct packet: targetGuid:u32, physicsScriptDid:u32
F755 typed packet: targetGuid:u32, scriptType:u32, intensity:f32
on either packet:
if target object is not materialized:
QueueBlobForObject(targetGuid, whole packet) and return queued
if F754: play direct PhysicsScript DID
if F755: resolve type+intensity through target's current table, then play
```
The queue preserves packet order. F754 never goes through the table. F755 must
preserve unknown raw type values and the incoming float bits until resolution.
ACE's `GameMessageScript` confirms the 16-byte opcode+GUID+type+float F755 wire
shape.
Synthetic, non-DAT packet fixtures fixed for the parser port are:
```text
F754: 54 F7 00 00 | 42 00 00 50 | 99 00 00 33
opcode GUID 50000042 script DID 33000099
F755: 55 F7 00 00 | 42 00 00 50 | A5 A5 A5 A5 | 34 12 C0 7F
opcode GUID 50000042 unknown raw type NaN payload bits
```
Step 1 consumes these in parser tests so exact packet lengths and raw float
bits are exercised. Step 3 constructs synthetic raw Animation and
PhysicsScript fixtures through the compatibility-reader tests; no copyrighted
installed-DAT bytes are committed.
## 5. PhysicsScriptTable selection
Oracles:
- `PhysicsScriptTable::GetScript` at `0x00521E40`
- `PhysicsScriptTableData::GetScript` at `0x00521A20`
```text
resolve(type, intensity):
data = hash lookup by exact type
if absent: invalid DID
for entry in stored DAT order:
if intensity <= entry.Mod:
return entry.ScriptId
return invalid DID
```
`Mod` is an upper threshold, not a random weight. Do not sort entries and do
not fall back to the first. Equality matches. Matching x86 at `0x00521A3B`
uses `test ah, 0x41; jnp return`: one tested status bit means intensity is less
than the entry (C0) or equal to it (C3), while unordered/NaN sets both tested
bits and continues. NaN therefore resolves to no script; an intensity above
every stored threshold also resolves to no script. Consequently negative
infinity selects the first finite threshold, while positive infinity and NaN
select none; the resolver must preserve and compare the incoming float rather
than blanket-rejecting all non-finite values.
## 6. ScriptManager queue
Oracles:
- `ScriptManager::AddScriptInternal` at `0x0051B310`
- `ScriptManager::NextHook` at `0x0051B3F0`
- `ScriptManager::UpdateScripts` at `0x0051B480`
`PhysicsScript::UnPack` at `0x005218B0` first sorts its decoded hook records
by ascending `StartTime` with `PhysicsScriptData::Sort` at `0x00521600`.
This sort applies to PhysicsScript hook time, not to PhysicsScriptTable `Mod`
thresholds (which must remain in stored DAT order).
```text
add(script):
node = new ScriptData
node.start = queue empty
? Timer.current
: tail.start + tail.script.length
append node, including duplicate script/owner pairs
if it became the head:
hookIndex = -1
nextHookTime = node.start + firstHook.start
update:
while a current node exists and currentTime >= nextHookTime:
hook = NextHook()
if hook exists:
execute hook against owner object
else:
pop and release completed head
initialize next node or mark queue empty
```
Each owner has one serial FIFO, not a deduplicated set or a concurrent list.
Different owners have independent queues. A long frame executes all hooks that
became due, in order.
## 7. CallPES and default-script hooks
Oracle: `CPhysicsObj::CallPES` at `0x00511AF0`.
```text
CallPES(scriptDid, maximumPause):
if maximumPause < 0.0002 seconds:
if object is in a cell: enqueue script immediately
else:
delay = uniformRandom(0, maximumPause)
insert a timed CALL_PES object hook at the head of the object-hook list
when due, enqueue the PhysicsScript on this owner's FIFO
```
The timed object-hook list is traversed head-to-next. Multiple delayed CallPES
hooks are therefore observed newest-first until their individually randomized
times become due; this is separate from the PhysicsScript owner's serial FIFO.
`DefaultScriptHook` resolves the owner's PhysicsDesc default type/intensity.
`DefaultScriptPartHook` locates the child attached at the requested parent part
and resolves the child's own table/default, not the parent's.
## 8. Particle emitter semantics
Oracles:
- `CreateBlockingParticleHook::Execute` at `0x00526EF0`
- `ParticleManager::CreateBlockingParticleEmitter` at `0x0051B8A0`
CreateBlockingParticle inherits the complete CreateParticle payload:
```text
emitterInfoDid, partIndex, offsetFrame(position+orientation), logicalEmitterId
```
```text
normal CreateParticle:
nonzero logical id replaces the existing live emitter with that id
zero id creates a new anonymous emitter
blocking CreateParticle:
if nonzero logical id names a live emitter: do nothing and return 0
otherwise create exactly as normal
```
"Blocking" does not pause the animation sequencer. The current
Chorizite.DatReaderWriter model omits this inherited payload and can misalign
the following hook, so acdream needs one centralized raw-hook compatibility
reader for PhysicsScript and Animation files. Ordinary hook types remain
delegated to the package decoder.
The complete offset Frame must be decoded and retained for schema fidelity,
but retail particle emission consumes only its origin. `Particle::Init` at
`0x0051C930` adds that origin to the particle start point and transforms the
translation plus emitter vectors through the current owner part/root frame; it
does not read the hook-offset quaternion. `ParticleEmitter::UpdateParticles`
at `0x0051D180` then chooses either the saved start frame or the current live
part/root frame according to the DAT parenting mode.
Emitter attachment is therefore evaluated as:
```text
ownerFrame = partIndex == -1 ? rootWorld : animatedPartLocal * rootWorld
anchorPosition = transformPoint(hookOffset.origin, ownerFrame)
```
The hook-offset quaternion is not applied to particle emission unless a
different retail hook consumer proves otherwise. For non-parent-local
particles, only future emissions follow a moving anchor; already-born
particles remain in world space. Parent-local particles continue to follow
their owner.
## 9. Per-frame physics and projectile flags
Oracles:
- `CPhysicsObj::UpdatePositionInternal` at `0x00512C30`
- `CPhysicsObj::UpdateObjectInternal` at `0x005156B0`
- `CPhysicsObj::update_object` at `0x00515D10`
- `CPhysicsObj::UpdatePhysicsInternal` at `0x00510700`
- `CPhysicsObj::calc_acceleration` at `0x00510950`
- `CPhysicsObj::get_object_info` at `0x00511CC0`
- `Frame::set_vector_heading` at `0x00535DB0`
```text
update_object:
if parented, out of world, or Frozen:
clear transient Active and return without an object tick
elapsed = Timer.current - update_time
PhysicsTimer.current = update_time
if elapsed <= 0.0002 seconds:
update_time = Timer.current
return
if elapsed > 2 seconds:
update_time = Timer.current
return
while elapsed > MAX_QUANTUM (1/5 second):
PhysicsTimer.current += MAX_QUANTUM
UpdateObjectInternal(MAX_QUANTUM)
elapsed -= MAX_QUANTUM
if elapsed > MIN_QUANTUM (1/30 second):
PhysicsTimer.current += elapsed
UpdateObjectInternal(elapsed)
update_time = PhysicsTimer.current
UpdateObjectInternal(dt):
UpdatePositionInternal(dt, candidateFrame)
if Setup has one or more physics spheres:
align path when applicable
sweep/transition from committed frame to candidate frame
commit transition result and update children
else:
commit candidate frame directly; do not create a dummy-sphere sweep
update detection/target/movement/position managers
ParticleManager.UpdateParticles()
ScriptManager.UpdateScripts()
UpdatePositionInternal(dt, candidateFrame):
unless Hidden:
advance part array / animation and produce its frame offset
apply PositionManager offset even when Hidden
combine object root frame with animation offset
unless Hidden: UpdatePhysicsInternal(dt, candidateFrame)
process timed object hooks even when Hidden
UpdatePhysicsInternal(dt, frame):
speedSquared = dot(velocity, velocity)
if speedSquared > 0:
if speedSquared > 50^2: normalize velocity and clamp to 50
calculate friction using dt and the clamped pre-friction speedSquared
if speedSquared < (0.25^2 + 0.0002): zero velocity
frame.position += velocity*dt + 0.5*acceleration*dt^2
velocity += acceleration*dt
frame.rotation = globalRotate(frame.rotation, omega*dt)
calc_acceleration:
if transient has Contact AND OnWalkable AND state lacks Sledding:
acceleration=0 and omega=0
else if Gravity is clear: acceleration=0 (omega is preserved)
else acceleration=(0,0,PhysicsGlobals.gravity)
```
The `Sledding` constant (`0x00800000`) in `calc_acceleration` is confirmed from
matching-binary disassembly at `0x00510961`; the named lift misidentified it as
a string address. The near-stop test is deliberately based on the original or
50-unit-clamped `speedSquared`, not a speed recomputed after friction.
The same matching executable resolves the `update_object` globals that the
named lift displays as zero: `MAX_QUANTUM` is 0.2 seconds and `MIN_QUANTUM` is
1/30 second. Thus a long but valid frame is replayed as 0.2-second catch-up
steps, a final remainder at or below 1/30 second stays accumulated for the next
tick, and a gap above 2 seconds is discarded instead of simulating a huge
projectile jump.
AlignPath uses the full normalized 3D movement vector through
`Frame::set_vector_heading`; it is not yaw-only.
`get_object_info` adds transition flag `0x8` when PhysicsState.Missile is set.
That is PathClipped behavior. It does not add PerfectClip, so ordinary missiles
must not implicitly arm PerfectClip.
## 10. Missile collision exclusion
Oracle: `OBJECTINFO::missile_ignore` at `0x0050CEB0`.
```text
missile_ignore(other):
if other is a missile: ignore
if moving object is not a missile: do not ignore
if other.id == designatedTargetId: do not ignore
if other is ethereal and has a weenie: ignore
if designatedTargetId != 0 and other is a creature: ignore
otherwise collide
```
The moving object's target ID initializes to zero. The client must not infer it
from the currently selected UI target.
Retail builds the transition sweep from Setup physics spheres when present,
scaled by object scale. Although the lower-level `transition` routine has a
dummy-sphere path, ordinary `UpdateObjectInternal` does not call `transition`
when `GetNumSphere() == 0`; it commits the frame without a collision sweep.
Projectile shape selection must therefore come from Setup data, not a
mesh-size guess or a synthesized dummy radius.
## 11. Installed-DAT and fixture audit
The installed DAT files at `C:\Turbine\Asheron's Call` are private
interoperability inputs and are not copied into the repository. The audit is
reproducible with:
```powershell
dotnet run --project tools/ProjectileVfxAudit/ProjectileVfxAudit.csproj -c Release
```
The command is a conformance gate: missing required assets, changed hashes or
sphere shapes, parse failures, a changed recall-motion closure, or a changed raw
CreateBlocking inventory produce a nonzero exit code.
The projectile WCID mapping comes from the local ACE weenie corpus at
`C:\Users\erikn\source\repos\acdream\references\weenies(single file).json`
by selecting WCIDs 300, 305, 7276-7282, and 23144 and reading DID properties
Setup (1) and PhysicsEffectTable (22).
| WCID | Name | Setup | PhysicsScriptTable |
|---:|---|---:|---:|
| 300 | Arrow | `0x02000124` | `0x3400002B` |
| 305 | Quarrel / crossbow bolt | `0x0200012A` | `0x3400002B` |
| 7276 | Acid Stream | `0x020003F6` | `0x34000082` |
| 7277 | Flame Bolt | `0x0200040D` | `0x34000005` |
| 7278 | Force Bolt | `0x0200087D` | none in template |
| 7279 | Frost Bolt | `0x020003F4` | `0x34000080` |
| 7280 | Lightning Bolt | `0x02000880` | `0x34000081` |
| 7281 | Shockwave | `0x020003FA` | none in template |
| 7282 | Whirling Blade | `0x020003FC` | none in template |
| 23144 | Tusker Fist | `0x02000EAE` | none in template |
### 11.1 Collision shapes
Every audited projectile Setup has exactly one ordinary sphere and no cylinder
spheres. A sphere has a Setup-local origin and radius, not an orientation.
| Setups | Sphere origin | Radius (world units) |
|---|---:|---:|
| Arrow, quarrel, acid, flame, frost, shockwave, whirling blade, Tusker Fist | `(0, 0, 0)` | `0.10` |
| Lightning Bolt `0x02000880` | `(0, 0, 0)` | `0.15` |
| Force Bolt `0x0200087D` | `(0, -0.165, 0.1045)` | `0.102` |
This pins a one-sphere invariant for the required projectile set, but disproves
a centered-sphere shortcut: Force Bolt's sphere is offset. Step 6 must preserve
the Setup-local origin and multiply both origin and radius by object scale.
### 11.2 Projectile table order and chains
The relevant entries, in stored order, are:
- Arrow/quarrel table `0x3400002B`: Create `(1 -> 0x33000719)`,
Destroy `(1 -> 0x33000233)`, and DisappearDestroy
`(1 -> 0x33000302)`. It has no Launch or Explode entry.
- Flame table `0x34000005`: ProjectileCollision
`(1 -> 0x33000109)`; Launch
`(0 -> 0x3300011B, 0.5 -> 0x3300011C, 1 -> 0x3300011D)`;
Explode
`(0 -> 0x3300011E, 0.5 -> 0x3300012B, 1 -> 0x33000120)`.
- Frost `0x34000080`: collision `0x33000109`, Launch `0x330008BF`,
Explode `0x33000119`, each at threshold 1.
- Lightning `0x34000081`: collision `0x33000109`, Launch `0x330008C0`,
Explode `0x3300013E`, each at threshold 1.
- Acid `0x34000082`: collision `0x33000109`, Launch `0x330008C2`,
Explode `0x33000132`, each at threshold 1.
- Tusker Fist has no network/template table, but its Setup `0x02000EAE`
carries direct `DefaultScript=0x33000D77`. Setup initialization therefore
runs that direct PES: Scale, CreateParticle emitter `0x3200071B` on part 0,
and SoundTable, all at time zero.
The Launch scripts contain CreateParticle trails plus sound-table hooks; the
collision script contains SetLight; Explode scripts contain particles and
sound. This confirms that physical and spell missiles use the same generic
PhysicsScript/hook sinks rather than a special render-only trail path.
### 11.3 Recall and Hidden/UnHide
`0x10000153` is the ACE/local-DAT motion command, not an Animation DID. In the
human MotionTable `0x09000001`, the NonCombat link resolves it to Animation
`0x030009BF`, frames `0..end` at `9.96` frames/second. At frame 16 that
Animation directly creates emitter `0x3200078E`, attached to root part `-1`
with logical ID 19 and zero offset, then plays SoundTweaked hooks at frames 16,
46, 76, and 116. There is no CallPES in this human recall chain. Other local
creature MotionTables resolve the same command to `0x03000047`, `0x0300098F`,
or a `0x03000C34 -> 0x030009BF -> 0x03000C34` sequence.
Installed tables containing both typed transitions group into two asset pairs:
- Tables `0x34000004`, `0x34000064`, `0x34000066`, `0x34000076`,
`0x34000095`, `0x340000B2`, `0x340000B4`, `0x340000C9`,
`0x340000CA`, `0x340000CB`, `0x340000CD`, and `0x340000D1`: UnHide
`(1 -> 0x3300032F)`, Hidden
`(1 -> 0x33000331)`.
- Tables `0x34000063`, `0x340000A9`, `0x340000B9`, and `0x340000BB`: UnHide
`(1 -> 0x330002E0)`, Hidden `(1 -> 0x330002F3)`.
This installed metadata also validates the table comparison recovered from
x86: state transitions call intensity 1 and the entries have Mod 1, so equality
must match.
### 11.4 CreateBlocking and fixture provenance
An aligned raw retail-layout scan finds CreateBlocking hooks in PhysicsScripts
`0x33000AEA` through `0x33000AF8` inclusive and none in Animations. The scan
validates the type, a retail direction value, and the `0x32xxxxxx` emitter DID
prefix directly from raw bytes, so the defective stock decoder cannot skip or
misalign a following hook. The repository commits only synthetic,
noncopyrighted fixtures:
- `tests/AcDream.Core.Net.Tests/Messages/ProjectileVfxPacketFixtures.cs`:
exact F754/F755, a broad projectile-field CreateObject, isolated Movement
and AnimationFrame branches, and absent-versus-present-zero PeTable shapes.
Step 1 tests include truncation at each gated cursor.
- `tests/AcDream.Content.Tests/Vfx/ProjectileVfxDatFixtures.cs`: a synthetic raw
PhysicsScript and Animation container, each containing a complete
CreateBlocking payload followed by an AnimationDone hook at the exact
expected cursor. `RetailDatLoaderTests` verifies both corrected containers,
ordinary-hook parity with the package decoder, malformed-entry rejection,
and representative installed blocking scripts.
Representative installed raw-entry identities are pinned as metadata, not
copied bytes:
| DID | Length | SHA-256 |
|---:|---:|---|
| Arrow Setup `0x02000124` | 812 | `630D19A9C79137F7BA90D01448B03E8F44D655FF77A4725792CB5660930A079E` |
| Quarrel Setup `0x0200012A` | 776 | `ED529E834CC1799B5655549200F7D1060FB62A707988E7B7D4FBED2D9C4BA0D1` |
| Force Bolt Setup `0x0200087D` | 344 | `B30469764673F55BCBB4F123559256299C34D819974EAB42AC476E3FEED6EAE8` |
| Flame table `0x34000005` | 88 | `86906B0EDDC9AA2242091EAC7A22C88FB2150F0773B6CCA1FA5E4AAEAFF2A386` |
| Recall Animation `0x030009BF` | 143560 | `21EF99FE5A760216AF48946B9C41D0FA7E4B94297B8DEC8B91C41BB8C7A0D02D` |
| Blocking PES `0x33000AEA` | 64 | `C0D75973ADB55386ED6AC860C6D08EC43862ABE8CE07AC4E942EBA31DAF61320` |
| Tusker Fist default PES `0x33000D77` | 108 | `9F27628BDEA6B05C95CFADD037746AB380542DF8B040265EF881B3366CB8E12E` |
ACE's current `SpellProjectile.Setup` cross-check confirms that server-created
spell projectiles set ReportCollisions, Missile, AlignPath, and PathClipped;
rotating projectile definitions instead set omega and clear AlignPath. On
impact ACE broadcasts authoritative SetState, typed effect scripts, velocity
zero, and eventual deletion. The client therefore predicts presentation but
does not invent impact or destruction.
The recall Animation's direct DAT hooks must be executed rather than replaced
with a guessed cloud. Hidden/UnHide state transitions and explicit typed
scripts remain distinct packet-driven events. A normal visible spawn alone is
not evidence for an UnHide materialization effect; the observer portal-in
sequence remains a final two-client packet/visual gate.
### 11.5 Step 8 implementation boundary
The port keeps raw wire state and side-effect-derived final state separate.
`LiveEntityPresentationController` drains accepted state transitions only after
the renderer, effect profile, and PhysicsScript owner are ready; pending mixed
F754/F755 packets replay after that construction-state drain. Hidden removes
the retained entity from drawing, collision, radar, picking, status, and new
target acquisition, but does not unregister its record, cell, script queue,
particles, lights, or canonical local ID. Attached children receive the exact
direct NoDraw mutation.
The Hidden update is a narrow tick, not a frozen entity. In
`CPhysicsObj::UpdatePositionInternal` (`0x00512C30`) Hidden skips PartArray
root-motion/animation advancement and `UpdatePhysicsInternal`, but still
composes `PositionManager::adjust_offset` and processes timed object hooks.
The surrounding `UpdateObjectInternal` (`0x005156B0`) then continues the
target, movement, and position-manager tails. A moving Hidden local or remote
therefore updates its root/cell and effect-pose snapshot without accepting
input, gravity, or ordinary body integration.
Retail `CObjCell::hide_object` (`0x0052BE30`) also sends DetectionManager
`LeftDetection`. DetectionManager is not yet ported, so TS-49 records the one
explicit adaptation: acdream sends the existing TargetManager non-Ok
availability edge to tear down MoveTo/Sticky consumers and clears the hidden
object's watched-role subscriptions.
Fresh remote `TELEPORT_TS`, or first placement while the canonical cell is
zero, follows `MoveOrTeleport` Branch A before its contact test:
```text
CancelMoveTo(0x3c)
UnStick
StopInterpolating
UnConstrain
ClearTarget + NotifyVoyeurOfEvent(Teleported)
report_collision_end
SetPosition the same body at received full cell + frame through CTransition
derive Contact/OnWalkable/contact plane and ground-transition state
```
This order is required even for an airborne packet; the ordinary airborne
no-op is only a Branch B/C decision and cannot undo a genuine teleport. A
canonical nonzero cell whose spatial projection is unavailable is classified
as cell-less for this decision: it cannot take the ordinary interpolation path
without a resident cell.
If the destination landblock is pending, `RemoteTeleportController` parks the
authoritative frame without contact, retains the original contact edge, and
waits for projection visibility. The request is scoped to live generation and
accepted PositionSequence. Every newer accepted Position packet refreshes that
same request; hydration collision-seats only the latest sequence, while delete,
reset, or GUID reuse discards the old incarnation's placement.
`SetPositionInternal` captures the old Contact/OnWalkable flags at entry. It
writes destination Contact while retaining the source OnWalkable bit for the
first `calc_acceleration`, then invokes `set_on_walkable` (therefore
HitGround/LeaveGround), and only then calls `handle_all_collisions` at
`0x005154FE`. Retaining source walkability through that first calculation
matters for a grounded source that hydrates onto a steep contact: retail clears
grounded angular drift before installing the destination's non-walkable state.
The callback may change velocity, so collision response must consume that
post-callback velocity while still receiving the captured source flags. This
ordering is shared by loaded teleports and local/remote Hidden PositionManager
movement. A Hidden projectile that shares the same RemoteMotion body also uses
this narrow manager tick once; projectile integration remains paused.
If projection hydration occurs but placement resolution fails, the visibility
edge cannot be treated as a retry clock. The controller restores the captured
source body frame, full cell, contact state, and projection, then drops the
pending request. A resident source restores its shadow immediately; an unloaded
source delegates one generation-scoped restore to
`LiveEntityPresentationController`, the same owner used by Hidden/UnHide, until
that projection returns. Before any newer accepted placement rebuckets, it
transfers the deferred restore into an explicit active-placement generation,
including while Hidden. That ownership remains active for the complete pending
lifetime, so any number of intervening Hidden/UnHide or visibility edges cannot
restore an unresolved pose. Only the controller's stable completion clears it:
the placement either restores after successful collision seating, re-defers its
captured source after failure, or hands a stable Hidden result back for UnHide.
A same-incarnation MovementManager/runtime rebind cannot replace the canonical
physics body or discard the typed placement contract. A wrapper replacement
around that same body is adopted by the pending request before hydration, so
component rebinding cannot strand active-placement ownership. Operational
component clearing removes the wrapper, not the incarnation's body identity or
placement requirement; only logical teardown releases those invariants. The
production wrapper's body is constructor-owned and immutable, and hydration
validates both pending/current wrappers against the record's captured body. A
malformed dynamic wrapper is detached and the canonical body is rolled back.
Every runtime-binding boundary reads the wrapper's Body exactly once, validates
that local snapshot, and installs the same reference into the live record.
A cell-less source withdraws the projection and publishes the final
invisible presentation edge. Spatial rebucketing removes
and places atomically, visibility transitions commit their new set first and
drain through a non-reentrant FIFO, and `LiveEntityRuntime` rejects delayed
duplicates against its last logical state. A rollback triggered by a
destination-visible callback therefore cannot expose remove/add pulses or be
overwritten by the outer notification.
A newer loaded destination that fails placement consumes the original pending
request and performs the same rollback. Logical teardown is independently
failure-isolated across presentation, effects, teleport, movement/target,
shadow, and light owners; session reset clears pending teleport state even when
another teardown callback throws.
## 12. Secondary-reference cross-checks
The following secondary implementations were inspected after the named-retail
oracle. They confirm wire/schema or server-authority details; none overrides a
retail disagreement:
- ACE `Source/ACE.Entity/Enum/PhysicsDescriptionFlag.cs` and
`Source/ACE.Entity/Enum/PhysicsState.cs` confirm PhysicsDesc gates and state
bits.
- ACE `Source/ACE.Server/Network/GameMessages/Messages/GameMessageScript.cs`
confirms F755's opcode/GUID/raw type/float layout.
- ACE `Source/ACE.Server/WorldObjects/SpellProjectile.cs` confirms the server
creates missile bodies and remains authoritative for impact state, effect,
vector correction, and deletion.
- Holtburger
`crates/holtburger-protocol/src/messages/object/messages/description.rs`
confirms PhysicsDesc field order and the nine trailing sequences.
- ACViewer `ACViewer/Entity/AnimationHooks/CreateParticleHook.cs` and
`ACViewer/Physics/Scripts/PhysicsScriptTableData.cs` were used as schema
interpretation aids only; their behavior is not substituted for retail's
blocking-emitter or stored-order threshold rules.
Repository links:
- <https://github.com/ACEmulator/ACE/blob/master/Source/ACE.Entity/Enum/PhysicsDescriptionFlag.cs>
- <https://github.com/ACEmulator/ACE/blob/master/Source/ACE.Entity/Enum/PhysicsState.cs>
- <https://github.com/ACEmulator/ACE/blob/master/Source/ACE.Server/Network/GameMessages/Messages/GameMessageScript.cs>
- <https://github.com/ACEmulator/ACE/blob/master/Source/ACE.Server/WorldObjects/SpellProjectile.cs>
- <https://github.com/merklejerk/holtburger/blob/main/crates/holtburger-protocol/src/messages/object/messages/description.rs>
- <https://github.com/ACEmulator/ACViewer/blob/master/ACViewer/Entity/AnimationHooks/CreateParticleHook.cs>
- <https://github.com/ACEmulator/ACViewer/blob/master/ACViewer/Physics/Scripts/PhysicsScriptTableData.cs>
## 13. Port invariants
1. Server GUID is translated once to a canonical local entity ID before an
effect reaches render, audio, light, translucency, or particle sinks.
2. Logical entity creation/destruction is separate from spatial rebucketing.
3. Server Position/Vector/State/Delete packets remain authoritative.
4. No client-side impact, explosion, damage, or deletion is synthesized.
5. Presentation frame ordering is fixed: advance animation/root motion,
publish indexed parts, compose equipped children, drain animation hooks,
tick owner PhysicsScripts, refresh attached emitters/lights, then advance
particle simulation and draw.
Retail stages animation hooks inside `CSequence::update`, then executes them
from `CPhysicsObj::process_hooks` before the new root is committed. The same
update subsequently calls `CPhysicsObj::set_frame` (`0x00514090`), which runs
`CPartArray::SetFrame` and `UpdateChildrenInternal`; that relocates the newly
parented emitter/held child to the final pose before `ParticleManager` advances
or anything draws. acdream's explicit publish-then-drain barrier preserves that
observable ordering without exposing a half-committed pose to modern sinks.
6. Hidden suppresses mesh/collision/interaction but does not destroy the effect
owner.
7. DAT assets determine models, colors, timing, and attachment behavior.
8. Every ported branch receives a conformance test and a named-retail citation.
## 14. Step 5 implementation map (2026-07-14)
- `EntityEffectPoseRegistry` exposes current root and indexed part-local poses
through `IEntityEffectPoseSource`. The indexed channel contains retail's
rigid `CPhysicsPart` frames, not drawable mesh scale: `UpdateParts
0x005190F0` multiplies only the animation origin by object scale, while
`SetScaleInternal 0x00518A00` stores Setup `DefaultScale` separately on
`gfxobj_scale`. Animated entities publish those rigid frames beside their
visually scaled `MeshRef` composition; equipped children then publish
`holdingFrame * parentPart * parentRoot` plus the child's own indexed part
locals. Appearance replacement republishes immediately.
- `AnimationHookFrameQueue` captures hooks during sequence advance and drains
only after equipped-child composition. `AnimationDone` and `UseTime` remain
paired with the sequencer even if its render pose vanished during teardown.
- `ParticleHookSink` binds each live handle to local owner, exact part index
(including root `-1`), complete offset Frame, logical emitter ID, and render
pass. It applies the offset origin through `partLocal * rootWorld`; the
retained offset quaternion remains intentionally unused per
`Particle::Init 0x0051C930`.
- Normal nonzero logical IDs replace, blocking nonzero IDs suppress while the
old emitter remains live, and zero IDs create anonymously. Natural emitter
retirement releases the logical ID. `StopParticleEmitter` retains the ID
until that retirement, while destroy removes it immediately. Missing
`ParticleEmitterInfo` DAT
records log owner + DID and create nothing; the former synthesized generic
cloud is removed.
- World-released particles retain their emission origin while future emissions
follow the refreshed anchor. Parent-local particles consume the refreshed
anchor for existing particles, matching `Particle::Update 0x0051C290` and
`ParticleEmitter::UpdateParticles 0x0051D180`.
Loaded-to-pending spatial transitions skip particle update/draw under retail's
cell-less `update_object 0x00515D10` gate while retaining the emitter,
particles, original absolute creation times, and logical ID. Authoritative pose
correction may still refresh the anchor. Re-entry evaluates elapsed particle
age/emitter duration once and emits no absent-time backlog; timestamps are not
shifted to freeze the effect.
- Setup lights retain their complete local `LIGHTINFO` frame.
`LiveEntityLightController` owns live registration/re-entry and every frame
`LightingHookSink` composes it through the current owner root/cell. Held
objects use the child root published after `CPhysicsObj::UpdateChild
0x00512D50`; top-level roots follow their `WorldEntity`. PhysicsState's
Lighting bit and `SetLightHook` both drive the same create/destroy state,
matching `CPhysicsObj::set_state 0x00514DD0` and `set_lights 0x0050FCF0`.
This retires AP-67 and TS-10.
Light presentation follows `LiveEntityRuntime`'s final projection edge, so a
loaded-to-loaded rebucket does not replay registration and a pending owner
contributes no stale light. Attached lights wait for the composed-child-pose
barrier before their first registration.
- Setup-part indices are retained separately from drawable `MeshRefs`; a
missing middle GfxObj cannot shift later hook/holding indices. Nested held
objects update parent-before-child and compose through the parent's already
published child root. The buffers are retained by the attachment owner and
reused each frame.
- Logical teardown removes queues, emitters, lights, and poses exactly once;
rebucketing does not. Pose loss withdraws an attached projection and its
descendants while retaining accepted relations for valid later recovery.
A post-publish parent-first recovery drain realizes the complete descendant
chain, preventing an A→B→C graph from stranding C after B returns. The drain
is edge-triggered by object/appearance/pose publication, never a per-frame
retry loop for a permanently absent Setup or holding part.
Session reset clears captured hooks and live poses
through normal owner teardown while retaining DAT-static/synthetic poses.
TS-11 and TS-12 are retired with the emitter-binding and
live-part mechanisms.
## 15. Step 6 implementation map (2026-07-14)
- `ProjectilePhysicsStepper` is a pure Core clock/integration/sweep owner. It
accepts an already-live `PhysicsBody`, full cell, Setup-local sphere, local
entity identity, and optional authoritative target identity; it owns no
renderer, network state, or logical lifetime. `ProjectileController` in the
next step will select records and apply authoritative corrections around it.
- The shared integrator now uses retail's 0.2-second maximum catch-up quantum
and world-space angular rotation (`Frame::grotate`, quaternion delta
pre-multiplied). Velocity is clamped to 50 world units/second before
integration, acceleration is recalculated from the final PhysicsState each
quantum, and AlignPath replaces orientation from the complete three-axis
displacement through `RetailFrameMath.SetVectorHeading`.
- Installed projectile Setup auditing proves the required arrow, bolt, and
representative spell set uses exactly one ordinary collision sphere. The
port retains the complete Setup-local origin and scales both origin and
radius; it therefore preserves Force Bolt's offset
`(0, -0.165, 0.1045)` and never derives collision size from the mesh.
- `ResolveWithTransition` accepts the sphere's local origin and begin/end
orientations, carries the resulting orientation in `ResolveResult`, skips
the moving entity's own shadow, and automatically adds PathClipped for a
Missile body. It deliberately does not add PerfectClip.
- `ObjectInfo.MissileIgnore` is the exact `0x0050CEB0` branch tree. Runtime
collision metadata now distinguishes “has a CWeenieObject” from “is a
creature”; server-created live entities set the former, while DAT landblock
geometry does not. The designated target remains zero until an
authoritative wire/runtime source supplies one.
- Transition subdivision provides the continuous sweep. Conformance covers
maximum-speed thin sphere and BSP walls, terrain floors, elastic reflection,
inelastic stopping, missiles, ethereal weenies, designated and unknown
creature targets, self exclusion, and loaded landblock crossing. Retail's
transition loop has no arbitrary step-count cap; a 50-unit/second arrow with
a 0.1-unit sphere therefore completes all 100 sweep steps in one 0.2-second
catch-up quantum. On transition failure, the integrated candidate frame is
retained in the current cell and cached velocity is zeroed without running
`SetPositionInternal` or collision response; transition-local contact,
stationary, walkable-polygon, and sliding results are discarded. Successful
`SetPositionInternal` writeback keeps Contact distinct from OnWalkable: a
steep plane can be contact while only normals with Z at or above FloorZ are
walkable. Both facts commit before collision response, so a floor impact
settles on the following tick without turning a steep hit into ground.
- The landblock-crossing test exposed and fixed a shared world-frame rebasing
defect: after the containing cell crosses a 192-metre block boundary, the
carried block origin must move by the same block delta before the next
substep. Retail gets this for free from cell-relative `Position.Frame`;
acdream now performs the equivalent rebase at the ordered containing-cell
retarget, preventing one extra landblock jump per remaining sweep substep.
Boundary conformance covers positive and negative X and Y crossings.
- TS-2 is retired. AP-83 and AP-91 remain because ordinary missiles are
PathClipped and do not arm their dormant PerfectClip time-of-impact paths.
## 16. Step 7 live integration map (2026-07-14)
The App integration preserves the same retail object across every spatial and
network operation:
```text
after materialized CreateObject:
if final PhysicsState has never carried Missile: no projectile component
if Setup does not have the audited one ordinary sphere: diagnose, no guess
otherwise:
construct one PhysicsBody, or adopt the same body already owned by the
object's MovementManager
validate the inbound frame/vectors, canonicalize the outdoor cell,
retain valid friction in [0,1], and clamp elasticity to [0,0.1]
apply velocity through set_velocity (immediate 50-unit/second clamp)
bind it to LiveEntityRecord.ProjectileRuntime
when MovementManager and projectile classification arrive in either order:
bind MovementManager cell reads/writes to this exact live-record incarnation
share its PhysicsBody with ProjectileRuntime
install CreateObject velocity/omega when the ordinary body is constructed
if projectile classification arrives second, preserve that body's CURRENT
vectors/Active state, validate that current body rather than stale
CreateObject vectors, normalize its current cell frame, and translate
its clock to the App game clock without replaying retained vectors;
a safely ignored malformed CreateObject vector cannot veto a later
finite body, while a non-finite current body cannot enter simulation
each frame:
for each canonical live record with a projectile component:
skip/clear Active through update_object when parented, cell-less,
Frozen, Static, or out of world
if the object has a PartArray, clear Active beyond the retail
96-world-unit player-distance boundary; reactivation stamps now
run ProjectilePhysicsStepper with local WorldEntity.Id for self-shadow
exclusion and target id zero
if this exact record generation still owns this exact component:
WorldEntity.SetPosition(resolved body frame)
update orientation and full parent cell
RebucketLiveEntity only when the full cell changed
move the existing collision shadow to the resolved frame
publish the new root to the effect-pose owner
if Missile is now clear and MovementManager exists: that ordinary owner
advances the shared body instead
if Missile is clear with no MovementManager: keep advancing the active
retained CPhysicsObj; collision reads final state, so missile_ignore
and Missile-derived PathClipped are disabled automatically
fresh State/Vector/Position/Movement packet:
reject structurally invalid Position/Vector values before advancing the
snapshot or timestamp, even if Missile classification has not arrived
first pass the existing per-channel retail timestamp gate
State: update the canonical body first, even when missile acquisition is
impossible because Setup or sphere data is unavailable; the accepted
SetState collision flags must never remain only on the live record.
A non-finite local receipt clock does not discard first classification:
bind against the controller's last finite game clock (the clock epoch
is zero before the first frame), while keeping the wire state authoritative.
Update this body without newly activating it; removing Missile
disables missile classification but retains the component/body on this
object. MovementManager becomes the update owner when present;
otherwise the retained active CPhysicsObj continues ordinary physics.
A later Missile state reuses that same current body and cell;
align the projectile clock at that ownership transfer, preserve the
existing Active bit, and never activate a body that was already inactive
Vector: set_velocity + omega on this body; clamp immediately and stamp the
receipt clock only when the packet reactivates an inactive object; if
Missile is currently clear and MovementManager exists, its ordinary
Airborne/LeaveGround funnel owns those writes on the shared body
Position: hard-correct world frame plus canonical wire cell-local frame,
shadow, spatial bucket, and effect pose; do not overwrite velocity
Movement: unpack through the normal MovementManager/animation funnel while
sharing this exact PhysicsBody and the live record's canonical cell;
projectile stepping suppresses the generic remote translation tick,
so there is still only one integrator and one spatial authority
leave_world (pickup/parent):
clear InWorld and Active, withdraw collision shadows but retain their exact
registration payload and the component with the incarnation
fresh Position re-entry restores the same shadows, stamps the current
physics clock, and never consumes the time spent outside the world
loaded/pending transition:
the rebucket result is checked in the same physics quantum
pending clears InWorld/Active and suspends shadows without teardown
hydration restores body/shadow membership even if Missile was cleared while
pending; projectile integration itself remains disabled
landblock rehydration keys materialized movers by LiveEntityRecord.FullCellId,
never by the retained create-time Snapshot.Position
DeleteObject / generation replacement / session reset:
normal LiveEntityRuntime teardown destroys the owning record; the
projectile controller has no second GUID dictionary to clear
```
`ProjectileController` runs before animation advancement in the render/update
phase and publishes its current root directly; an animated projectile then
publishes final part poses later in the same frame. PhysicsScript/particle/light
ticks therefore observe the projectile's current predicted root. The controller never
creates impact effects, collision messages, damage, or deletion; ACE's later
packets remain authoritative for every gameplay outcome.
## Step 9 — deterministic lifecycle-hardening map (2026-07-14)
Step 9 adds no new AC algorithm and therefore no replacement retail formula.
It verifies that the mechanisms above compose without retaining a displaced
object incarnation. The acceptance oracle is ownership symmetry:
```text
create 96 live missile/effect owners at a fixed clock and RNG seed
queue F754 before CreateObject
register one canonical live record/local ID
materialize through the ordinary live-entity resource seam
bind the projectile to that record's canonical PhysicsBody
register its collision shadow, effect profile, pose, emitter, and light
advance all owners together
execute the initial PES hook and retain a future hook in each serial FIFO
tick the ordinary ProjectileController path
never create a projectile-specific renderer registration or draw pass
churn spatial residence
rebucket half loaded -> pending -> loaded
unload/reload that destination landblock
retain the exact local ID, body, renderer owner, effect owner, and FIFO
pause/resume particle presentation and dynamic lights at projection edges
churn logical lifetime
rapidly delete 32 owners
recreate the same server GUIDs with a newer INSTANCE_TS
prove the replacement owns new local IDs and no prior-generation resource
mix individual deletes with session reset and never-created pending F754
terminal assertions
zero live/materialized records and null body/projectile/effect/world refs
zero loaded/pending/rescued live projection references
zero render owners and balanced EntitySpawnAdapter mesh refcounts
zero active, retained, and suspended collision-shadow registrations
zero ready effect profiles and pending F754/F755 packets
zero PhysicsScript owner queues, anchors, and delayed CallPES hooks
zero particle emitters/particles/bindings/logical IDs/owner/render-pass maps
zero effect poses and light controller/sink/manager owner maps
repeat the recall/portal lifecycle
resolve exact action motion 0x10000153 through an in-memory MotionTable
drain its animation CallPES through the shared router and serial scheduler
apply Hidden, park authoritative placement in an unloaded destination
hydrate and collision-seat that same body, then apply UnHide
repeat twelve times while retaining one local ID and one logical owner
finish with zero placement, presentation, script, particle, pose, and shadow owners
```
The stress design exposed five ownership defects rather than masking them:
1. `GpuWorldState::RemoveLandblock` can rescue a persistent player projection
before the next frame drains it. Rebucket/delete now scrubs an undrained
rescue reference, while the session-scoped persistent GUID classification
deliberately survives same-GUID generation replacement and clears only at
accepted delete/session teardown.
2. Spatial visibility callbacks are serialized and can be re-entrant. An old
queued GUID edge is now ignored unless it still equals current spatial truth,
so deleting/recreating a GUID inside an observer cannot hide or re-register
the replacement incarnation. Each rebucket/withdrawal also captures the
record reference plus a projection mutation token; an observer that replaces
the GUID or reprojects the same record supersedes the outer transaction.
3. Logical delete and generation replacement previously tore down spatial and
runtime indices by GUID after arbitrary callbacks. Teardown now captures and
removes the accepted record before callbacks, removes its exact WorldEntity
reference, and clears generation/local-ID owners only when they still belong
to that record. A per-GUID mutation epoch prevents an outer CreateObject from
resurrecting after a nested delete/reset, while unrelated GUID activity does
not cancel it. Its tombstone remains until session clear so nested
delete-then-create cannot repeat the outer operation's epoch. A teardown
failure is thrown at the runtime boundary even when a nested newer generation
supersedes the outer create. Materialization is an atomic boundary: logical mutation from a
resource-registration callback is rejected and rolled back, and a replacement
registered during old teardown cannot materialize until that teardown ends.
4. Session Clear previously snapshotted records while allowing callbacks to
register owners outside the snapshot. Registration is now rejected during
terminal clear, preventing untracked renderer/script resources; snapshot
entries already deleted by an earlier callback are skipped rather than torn
down twice.
5. Visibility dispatch previously stopped at the first throwing observer. Both
spatial and live-presentation fan-outs now drain every subscriber and every
queued owner edge before aggregating failures, so one faulty sink cannot
strand lights/particles or leak a stale edge into GUID reuse. Rebucket and
withdrawal finish their canonical cell, projection, and presentation-index
commits before rethrowing those observer aggregates.
The deterministic gate now validates the exact recall action ID and its
animation-hook/PES route plus Hidden/remote-placement/UnHide ownership. Installed
DAT colors, trail/cloud appearance, remote portal observation, and impact-origin
presentation remain visual acceptance items; an in-memory conformance fixture
cannot claim pixel appearance.
## Corrective visual gate — authored particle geometry (2026-07-14)
Oracle: `CPhysicsPart::Draw` at `0x0050D7A0`, `CPhysicsPart::Always2D` at
`0x0050D8A0`, and `ParticleEmitter::SetInfo` at `0x0051CE90`.
```text
particle presentation part = construct a complete CPhysicsPart from emitter GfxObj
Always2D(part):
if part has no degrade table or the table has no entries:
return false
return firstDegrade.DegradeMode != 1
draw particle:
if Always2D(part):
draw the camera-facing degrade presentation
else:
draw every authored mesh polygon and surface through CPhysicsPart::DrawMesh
```
The installed Armor Self chain proves why this distinction is visible:
`PS_ShieldUpGrey` resolves through table `0x34000004` to PES `0x3300068F`,
whose first four CreateParticle hooks use emitters `0x32000350`, `351`, `355`,
and `356`. Their hardware GfxObjs `0x01001666..0x01001669` are mode-1 meshes,
each with five vertices and multiple triangular polygons. Each piece contributes
an apex face meeting near local Z = 2.32 m; together they close the crystal top.
Emitter `0x32000379`/GfxObj `0x01001098` is the separate mode-2 additive
billboard. Flattening every GfxObj to one bounding-box quad discards the four
apex pieces and produces the observed open shield.
The App renderer now follows `Always2D`: full-mesh particles reuse the mandatory
modern `GlobalMeshBuffer` batches, bindless surface handles, cull modes, and
authored indices; only the 2D case enters the six-index quad path. Mesh ownership
is keyed by the stable particle-emitter handle and releases its WB reference on
the exact `EmitterDied` lifecycle edge (or renderer teardown before WB teardown).