F1 (BLOCKING, doc-only) — the idle-by-default rationale rested on an unsound "uninitialized C++ member defaults to 0" argument (heap operator-new memory is indeterminate, not zero). Verified and replaced with the real evidence: gmCGAppearancePage::InitializePage @0x0047FDD0 writes an EXPLICIT this->m_bZoomedIn = 0; at 0x004802C3, immediately after that same function points the camera at the zoomed-IN per-heritage eye (0x00480286-0x0048029E). Fixed in all three places: the register's TS-83 retirement clause, ChargenPreviewAnimator's class doc, ChargenPreviewZoomController.IsZoomedIn's doc. Recorded the retail quirk this implies: the character starts framed close-up while not-zoomed-in, so the first Zoom In click (once mounted) tweens close-eye->close-eye (visually null) while still freezing the animation — the port reproduces this faithfully. F2 — ChargenPreviewZoomController and ChargenPreviewAnimator kept independent _zoomedIn bools synced only via a nullable animator parameter, risking desync. Retail's m_bZoomedIn is a single field gating both camera and animation, so the fix makes the animator the sole state owner: ChargenPreviewZoomController now takes its ChargenPreviewAnimator as a required constructor dependency, IsZoomedIn reads straight through to it, and ZoomIn/ZoomOut no longer take a parameter at all — there is no second bool left to disagree. F3 — documented the DoRotation counter-clockwise branch's x87-stack decompiler artifact (BN renders x87_r7_1 = x87_r6_3 at 0x0047CAEB, which would store delta-degrees instead of the timestamp for CCW only); the port already stores "now" in both branches, cited against feedback_bn_decomp_field_names.md. F4 — ChargenPreviewAnimator.ApplyIdleFrame now double-buffers two List<MeshRef> instead of allocating fresh every 30fps tick. F5 — filed docs/ISSUES.md #402 tracking the RetailAnimationCyclePlayback / LiveEntityAnimationPresenter duplication as an owned post-CC follow-up, referenced from the new type's own doc. F6 — reworded the ChargenPreviewEntityBuilder.TryBuild "byte-identical" claim to result-identical (TryBuildAnimated now also resolves the idle DID and loads the idle Animation before the wrapper discards them). F7 — added the missing clockwise >360 clamp test (readable decomp polarity, unlike F3's CCW artifact). ALSO — rewrote the CC6b ledger row's m_alternateSetupID MUST-COVER note per the reviewer's F11 concession: all five write sites belong to gmBarberUI (the post-creation barber shop), not gmCGAppearancePage, which has no option-checkbox-equivalent field at all. Added the enclosing-function citations and an explicit directive that CC6b-mount must NOT build a crown/no-flame checkbox on the Appearance page. Tests: ChargenPreviewRotationControllerTests +1 (10 total), ChargenPreviewZoomControllerTests +2 and every case rewritten for the required-animator constructor (9 total). Core.Tests 4786/1 skip (unchanged), Content.Tests 147/0, App.Tests 5152/6 skips (+3) — zero failures in isolation, full solution Release build green. Two pre-existing flakes observed across repeated full-solution runs, neither caused by this round and neither reproducing standalone: Core.Net.Tests' NakEmissionTests loss soak, and Content.Tests' DecodedTextureCacheTests concurrency race. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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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 4–6.
- Structural/runtime state: all eight
GameWindowdecomposition slices, Modern Runtime Slices A–J, and the connected visual/lifecycle gates are complete.GameWindowis a 1,622-line composition/callback shell.AcDream.Runtime.GameRuntimeowns 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.Headlessis 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
66f114b2and11501d52. Native Windows passes the active modern-GL/audio/window smoke. WSLg X11/Wayland correctly reject their missingGL_ARB_bindless_texture. Physical-Linux validation and L2–L6 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:
plans/2026-05-12-milestones.md— the active playable outcome, freeze boundaries, and visual gates.plans/2026-04-11-roadmap.md— strategic phase ledger: shipped, active, deferred, and future work.ISSUES.md— tactical defects and small follow-ups. The status inside an issue is authoritative; physical order is not.architecture/retail-divergence-register.md— every known place runtime behavior can differ from retail.architecture/acdream-architecture.mdandarchitecture/code-structure.md— ownership, dependency, update-thread, and extraction rules.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/andsuperpowers/plans/are per-slice design and execution records. Completed plans remain historical.audit/contains completion and conformance audits.reference/ace-commands.mdpreserves the local ACE server's complete in-game command catalog and points to the authoritative per-command help surface.
Durable memory
../claude-memory/MEMORY.mdindexes 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.mdis 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→R8architecture 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.