acdream/docs
Erik 1774d8b298 fix(chargen): Campaign CC CC6a review fix round — F1-F12
Addresses the CC6a dual-lens review (architectural PASS with reservations,
retail fidelity PASS with reservations, merge after F1/F2/F3).

F1 (BLOCKING) - AlternateSetup/setupId tested the wrong sentinel (0)
instead of retail's INVALID_DID (0xFFFFFFFF, CharGenState::GetSetupID
@0x005C5B22). A hair style storing that value would have been adopted as
a literal Setup id, nulling Get<Setup> and killing the whole preview.
Fixed both sites with a new InvalidDid constant; added two hand-built
tests plus an installed-DAT sweep of every hair style across all 26
heritage/gender combinations (869 selections, zero unresolved Setup ids).

F2 (BLOCKING) - TS-82's register row, ChargenClothingTable.cs's doc, and
the plan's ledger row all understated Undead's measured clothing-coverage
gap as "headgear/trousers/footwear" (3 slots) with a self-contradicting
"4 of 4 non-shirt slots" aside. Corrected everywhere to the true measured
ALL FOUR slots (headgear, trousers, shirt, footwear).

F3 (BLOCKING) - the palette-math "three independent sources" claim
overcounted: ACViewer's ClothingTableList.xaml.cs:97 computes a different
expression for a different problem, and its vendored PaletteSet.cs is
ACE's own file, not an independent implementation. Rewrote the evidence
paragraph in ChargenPalSetMath.cs to the two sources that actually hold
(decomp control flow + ACE's "Taken from acclient.c" port).

F4 (MEDIUM) - ChargenPreviewEntityBuilder.TryBuild did unlocked dat reads;
DatCollection is not thread-safe and every sibling dat-touching resolver
in this layer takes a shared datLock. Added a required datLock parameter;
every dat read now happens inside one lock, mirroring
RetailPaperdollPoseApplicator.Apply's shape.

F5 (LOW) - noted the pre-existing Streaming.LandblockBuildFactoryTests
timing flake in the ledger so a future session doesn't chase it.

F6 (LOW) - fixed ChargenPreviewCamera.cs's rotation doc, which cited a
nonexistent identifier in a dimensionally-wrong expression; corrected to
retail's actual DoRotation @0x0047CAC7 per-tick formula.

F7 (LOW-MEDIUM) - the TS-82 measurement was WriteLine-only; pinned with
real assertions (zero gaps for the 9 standard heritages, exactly the 4
measured Undead table ids on both genders). Kept the existing env-gated
skip pattern (confirmed house convention).

F8 (LOW) - the inner PalSet-miss loop recorded-and-continued past a miss;
retail's own loop returns immediately on a miss (~0x005A7B32), aborting
every remaining choice in that garment. Changed continue to break; added
a test proving a subsequent present PalSet is correctly not applied.

F9 (LOW) - fixed three dangling <see cref="...Compose"/> doc references
(the method is TryCompose).

F10 (LOW) - the packed (byte)(range/8) narrowing was unchecked; a real
NumColors of 2048 happened to wrap to the correct "whole palette" 0
sentinel by unchecked-cast accident. Replaced with explicit PackOffset/
PackNumColors helpers that document the 2048->0 equivalence deliberately
and throw on any other unrepresentable shape.

F11/F12 (LOW, CC6b scope) - noted in the plan's CC6b row: the second
m_alternateSetupID override source is unmodelled, and a shared
RetailHeldPose helper is worth extracting before a fourth consumer.

Test counts: Core.Tests 4772/1 skip (+5), Content.Tests 147/0 (+1),
App.Tests 5121/6 skips (unchanged; F5's named flake did not reproduce) -
zero failures, full solution Release build green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-15 17:51:14 +02:00
..
architecture fix(chargen): Campaign CC CC6a review fix round — F1-F12 2026-08-15 17:51:14 +02:00
audit docs: update audit — Sprint 1 items verified (sequence counters + scenery LCG) 2026-04-13 13:51:39 +02:00
plans fix(chargen): Campaign CC CC6a review fix round — F1-F12 2026-08-15 17:51:14 +02:00
reference docs(reference): preserve local ACE command catalog 2026-07-27 00:03:58 +02:00
reports docs: the overnight consolidation report, open questions first 2026-07-29 03:54:43 +02:00
research merge: Campaign LA LA11 - automated closeout review-closed 2026-08-15 02:07:39 +02:00
superpowers feat(launcher): complete Campaign LA11 pre-gate support 2026-08-15 00:02:04 +02:00
bugs.md docs: reconcile project status and navigation 2026-07-20 13:00:41 +02:00
ISSUES.md fix(ui,runtime): Campaign LA gate-round-2 batch-review fixes F1,F3-F8; file #401 2026-08-15 12:28:06 +02:00
README.md docs: reconcile project state and refresh README 2026-07-27 12:53:31 +02:00

acdream documentation map

This page is the entry point for project documentation. It distinguishes current sources of truth from implementation history so an old plan or issue banner cannot silently override the current program state.

Current snapshot — 2026-07-27

  • Milestone state: M3, “Cast a spell,” landed 2026-07-21. M4, “Live in the world,” is active.
  • M4 gameplay program: resume the pre-M4 world-interaction completion program. Favorite-spell overflow, status Use/Assess, and the complete assessment surface are user-accepted. Equipped-child picking and vendor browse/transactions remain Slices 46.
  • Structural/runtime state: all eight GameWindow decomposition slices, Modern Runtime Slices AJ, and the connected visual/lifecycle gates are complete. GameWindow is a 1,622-line composition/callback shell. AcDream.Runtime.GameRuntime owns canonical session, entity/object, gameplay, movement, physics, projectile, environment, and portal state; graphical and no-window hosts borrow the same owner graph.
  • Headless state: Slice K is complete. AcDream.Headless is a presentation-free Windows/Linux host with deterministic commands/events, shared immutable content, multi-session isolation, reconnect, resource telemetry, and 1/5/10/30-session gates. The final two-account native-Linux soak completed ten minutes, logged out through ACE, and converged every ownership ledger.
  • Linux graphical state: Slice L0 and the L1 implementation checkpoint are complete at 66f114b2 and 11501d52. Native Windows passes the active modern-GL/audio/window smoke. WSLg X11/Wayland correctly reject their missing GL_ARB_bindless_texture. Physical-Linux validation and L2L6 are explicitly deferred; resume at the supported AMD/NVIDIA L1 gate.
  • Completed gameplay gates: R6 locomotion/collision/projectile/teleport/ radar, two-client portal-out/materialization, indoor prepared collision, loot ordering, local/remote ground drops, and selection-marker lifetime.
  • Separate visual verification: issue #225, the shared-alpha lifestone/particle result; its connected resource-lifetime and performance routes pass.
  • Carried behaviour debt: issue #153 (far teleport onto an unstreamed edge), #116 (narrowed slide response), #235 (capped/RDP jump cadence), and the active temporary-stopgap rows in the divergence register.
  • Divergence audit: 189 active rows — IA 18, AD 38, AP 91, TS 38, and UN 4 — plus retained struck/retired historical rows such as TS-37.
  • Latest automated baseline: the Release build succeeds with the 17 test-project warnings tracked by issue #228; 8,826 tests pass and five are intentionally skipped. App passes 3,763 / 3 skips. The L1 Windows supported smoke and WSLg X11/Wayland negative-capability reports all end with zero window/GL/input/audio ownership.

Sources of truth

Read these in this order when deciding what to do next:

  1. plans/2026-05-12-milestones.md — the active playable outcome, freeze boundaries, and visual gates.
  2. plans/2026-04-11-roadmap.md — strategic phase ledger: shipped, active, deferred, and future work.
  3. ISSUES.md — tactical defects and small follow-ups. The status inside an issue is authoritative; physical order is not.
  4. architecture/retail-divergence-register.md — every known place runtime behavior can differ from retail.
  5. architecture/acdream-architecture.md and architecture/code-structure.md — ownership, dependency, update-thread, and extraction rules.
  6. architecture/worldbuilder-inventory.md — rendering/DAT code already owned in-tree versus mechanisms still ours to port.

If these disagree, milestones control the current outcome, the roadmap controls work ordering, the issue status controls the individual defect, and the architecture documents control implementation shape. Reconcile the stale document in the same change; do not leave both claims standing.

Research and implementation records

  • research/named-retail/ is the primary retail oracle: named pseudo-C, headers, symbols, and types from the Sept 2013 build.
  • research/decompiled/ is the older Ghidra fallback.
  • research/ contains focused pseudocode, traces, fixtures, and gate reports. A dated research note records evidence; it does not become a new roadmap.
  • superpowers/specs/ and superpowers/plans/ are per-slice design and execution records. Completed plans remain historical.
  • audit/ contains completion and conformance audits.
  • reference/ace-commands.md preserves the local ACE server's complete in-game command catalog and points to the authoritative per-command help surface.

Durable memory

  • ../claude-memory/MEMORY.md indexes the live subsystem memories and the render/physics digests. Read a domain digest before changing that subsystem, especially its DO-NOT-RETRY table.
  • ../memory/ contains stable engineering references such as the modern rendering pipeline, two-tier streaming, and toolchain notes.

Memory accelerates recall; it does not outrank the canonical documents above. When current truth changes, update the relevant canonical document and distill only the durable lesson into memory.

Historical and deprecated documents

  • bugs.md is the April 2026 bug snapshot. It is preserved for archaeology and is not an active ledger.
  • Dated plans and specs describe the decision at that time. Their completion wording is historical unless the current milestone/roadmap explicitly links the item as active.
  • Old R1→R8 architecture sequencing is superseded. Current execution comes from the milestones and strategic roadmap.

Documentation maintenance rules

  • Update milestone, roadmap, issue, divergence, architecture, and memory claims in the same commit when a shipped change affects them.
  • Keep one issue ID per defect. Narrow an issue in place; do not reuse another issue's number as a shorthand.
  • Mark automated, connected, and visual gates separately. An automated pass is not a visual acceptance, and an RDP throughput sample is not a local-display visual comparison.
  • Preserve research history, but remove stale “current/next” claims from living documents once the state advances.