Ports retail's missile Position handling into the canonical Runtime
placement owner instead of the deleted ApplyAuthoritativePosition
short-circuit. The Create/residence-window halves of the projectile
pipeline (RuntimeProjectile binding, TryBind's adopted-body branch,
the collision/shadow registration) were already canonical from prior
slices; this closes the remaining gap — how an ACCEPTED Position for
an in-flight missile is classified, placed, and presented.
Byte-decode (Step 1 hard gate, before any code was written):
CPhysicsObj::MoveOrTeleport @0x00516330-0x00516438 disassembled from
the PDB-paired binary (Capstone, x86 32-bit thiscall). `ret 0x10`
establishes four stack args; [esp+0x7c] (arg5, the velocity pointer)
is never referenced in any of the three branches (teleport/near/far).
The retail reviewer independently reproduced this by searching the
whole function body for the `24 7c` mod/rm+disp8 encoding a
`[esp+0x7c]` read would require and found zero occurrences. This
retired a fabricated `?? Vector3.Zero` fallback in the deleted method
— retail's PositionPack::UnPack initializes an absent velocity to
zero and MoveOrTeleport never installs it; the projectile's Vector
channel (RuntimeProjectilePhysicsUpdater.ApplyAuthoritativeVector)
remains the sole velocity authority for a missile. D-P5 in the
contract; the Runtime seam commits no velocity from the Position
packet at all.
The unbound-missile fix: RuntimeEntityObjectLifetime's
ClassifyRemoteAcceptedPosition now derives ProjectileAuthoritative
from a CONJUNCTIVE predicate — the Missile bit AND a bound
RuntimeProjectile whose Body is the canonical PhysicsBody — never the
bit alone. Retail places every non-player CPhysicsObj unconditionally
(there is no missile-specific placement gate in MoveOrTeleport or its
callers), so an unbindable or not-yet-bound missile taking the
ordinary remote tail is retail-faithful, not a fallback: the earlier
bit-only discriminator would have silently frozen it instead.
AP-141 records this as a deliberate, recorded divergence, not
fidelity. Retail mechanically WOULD arm a missile's ConstrainTo leash
on any nonzero MoveOrTeleport return: HandleReceivedPosition
@0x00453FD0's only kind test is player-vs-not, ConstrainTo
@0x00454272 has no kind test of its own, and CPhysicsObj::ConstrainTo
@0x00510520 creates a PositionManager on demand via
MakePositionManager @0x00510523 if one doesn't exist. acdream
deliberately does not construct that EntityPhysicsHost/
PositionManager/InterpolationManager chain for a ballistic body — the
route-5b split the C4 route 5 contract rejected — so a live missile
never shows an armed leash and never catches up via the near/
UnroutedCatchUp policy. This divergence is safe specifically because
ACE never sends UpdatePosition for a missile
(references/ACE/Source/ACE.Server/WorldObjects/WorldObject_Tick.cs:
333-334, SendUpdatePosition() commented out inside the
PhysicsState.Missile branch at :265) — every half of this row is
deterministic-test-gated only, never exercised against a real server.
AP-141 also records the surviving ConstrainTo re-anchor divergence
under clause (b): for the adopted-body case (TryBind's shared-body
branch — an ordinary remote whose Missile bit is set by a later
State packet, so it still carries a live RemoteMotion), acdream now
ports retail's teleport-branch and far-branch StopInterpolating
action (Interp.Clear()), but never re-arms or re-anchors the
inherited ConstrainTo leash the way retail's HandleReceivedPosition
@0x00454254/@0x00454272 does on every nonzero return. The risk
column's earlier wording — that a stale leash "would drag the body
toward a stale anchor" — was wrong and is retracted in this same
commit: ConstraintManager.ConstraintPos is write-only in both retail
and the port (never read by AdjustOffset), and
ConstraintManager::adjust_offset @0x00556180 only tapers or zeroes an
already-composed per-tick offset while InContact — a leash brakes
motion the interp/sticky chain already produced, it cannot pull
anything toward the anchor. The real residual is one tick of un-reset
brake accumulator, contact-gated, and it cannot move an airborne
far-snapped missile at all (the clamp branch does not run while
airborne).
NO CONNECTED GATE EXISTS for this route, by design: ACE never sends a
missile UpdatePosition (see above), so retail's own server never
exercises this code path in play. Every proof obligation here is
test-gated only — Runtime and App-level fixtures constructing the
packet directly — never a live client/server capture.
Three review rounds closed 8 MAJOR findings before this landed:
round 1 (A1 App discarded the seam's status; A2/R1 silent swallow on
an unbound missile; A3/R2 the adopted-body teleport_hook never
wired; A4/A5 zero Runtime/App test coverage); round 2 (a
ParentCellId regression introduced by round 1's own R6 finding,
which the retail reviewer retracted the following round as factually
wrong — the fix here is the REVERT to record.FullCellId, not the
relocation round 1 shipped; B2 the far-branch StopInterpolating skip
never extended to the adopted-body case; residual App/Runtime store-
path coverage; a per-packet closure contradicting the file's own
#315 cached-delegate pattern). Round 3 closed on coverage alone (no
defect): the Advance() retry arm's projectile branch — added at
round 2, semantically reordered at round 2's B5 fix (skip prediction
invalidation on a re-parked Contention, since it writes nothing) —
had never been executed by any test; two new tests drive it directly
and are sabotage-verified against both the reordering and the
retry-arm's own SyncProjectilePresentation call site. The one
recorded defect this campaign produced (the ParentCellId regression)
was caused by complying with a review finding that its own author
later retracted — the standing lesson recorded for future rounds is
that review findings are evidence to re-verify against the code, not
commands to obey unconditionally.
Complete Release suite: 11,063 passed / 4 skipped / 0 failed
(baseline 11,036 at 30d3d114, +27 new tests across this campaign).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
384 lines
299 KiB
Markdown
384 lines
299 KiB
Markdown
# Retail Divergence Register — current through 2026-07-31
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**What this is.** The single auditable register of every known place acdream's
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runtime behavior can deviate from the retail client (Sept 2013 EoR build,
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`docs/research/named-retail/`). It was triggered by a week of "small things"
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surfacing one at a time through playtesting — a ±5 m culling-box promise
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(#119), an epsilon eye-clip + rescue (knife-edge port), a half-ported cell
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walk — each of which was a *known* deviation that lived only in a code
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comment until it produced a visible symptom.
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**The rule.** Every intentional deviation from retail behavior gets a row in
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this register. A deviation discovered without a row here is a bug twice over:
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once for the behavior, once for the missing row. When you add a deviation
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(new adaptation, new stopgap, new approximation), add the row in the same
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commit. When you retire one (port the retail mechanism), delete the row in
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the same commit.
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**The review trigger.** Any unexplained visual or physics symptom → scan this
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register FIRST, before instrumenting. Filter by the subsystem you're staring
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at; each row's "Risk if assumption breaks" column is written as the symptom
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you would observe. Most of the historical multi-session sagas (#119 vanishing
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staircase, #98 cellar ascent, the doorway FLAP) began as a deviation in
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exactly this register's scope.
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**Kinds.**
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- **Intentional architecture** — deliberate design choices we stand behind; retiring them would be a redesign, not a fix.
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- **Adaptation** — required by a real structural difference (async streaming vs synchronous load, ACE vs retail server semantics, Vulkan vs D3D). Correct *given the difference*; each carries an equivalence argument.
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- **Documented approximation** — we know retail's mechanism and chose a cheaper/safer stand-in with a recorded justification.
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- **Temporary stopgap** — known-incomplete; explicitly awaiting a port/phase. These are scheduled debt.
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- **Unclear** — the recorded justification is missing, contradictory, or never argued. These are the most dangerous rows and head the retire list.
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Dedup convention: one divergence = one row at its primary site; secondary
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sites listed in parentheses. Issue numbers in **bold** are the symptom
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history. Sources: 5-area code sweep 2026-06-12 +
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`docs/architecture/worldbuilder-inventory.md` + `docs/ISSUES.md`
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accepted-divergence entries (#96, #49, #50).
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---
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## 1. Intentional architecture (IA) — 18 active rows
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| # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle |
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|---|---|---|---|---|---|
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| IA-1 | Contact-plane pre-seed on grounded movers (**#96 ACCEPTED** per ISSUES.md) — retail's `CTransition::init` clears `contact_plane_valid`; we seed from the body's previous-frame plane | `src/AcDream.Core/Physics/PhysicsEngine.cs:919` | Removing it broke last-step stair `step_up` (`892019b`, reverted); seed propagates the body's *real current* plane, behavior matched retail in the A6.P3 gates | A stale pre-seeded plane lets `AdjustOffset` project sub-step 1 onto a plane retail wouldn't have yet — wrong slope motion / step-up acceptance right after leaving a surface | `CTransition::init`, pc:272547 family |
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| IA-2 | Lateral self-heal beyond retail's keep-curr: when no candidate contains the sphere, try `FindVisibleChildCell` over the claim's stab-list before keeping the claim | `src/AcDream.Core/Physics/CellTransit.cs:912` | Reuses the recovery retail's own `AdjustPosition` performs (:280028 stab-list mode), applied at the `find_cell_list` site to heal near-miss claims without a doorway crossing | In containment-gap geometry, membership flips to a neighbouring room where retail keeps curr — wrong render root / collision cell at gap positions | `find_cell_list` keep-curr pc:308788-308825; `find_visible_child_cell` :311444 |
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| IA-3 | **NARROWED 2026-07-17 — `get_state_velocity` may prefer a nonzero dat cycle velocity (`MotionData.Velocity × speedMod`) over the decompiled constant.** Production grounded player/remote translation no longer consumes this value; both use the literal CSequence root Frame. The accessor remains observable for jump launch and headless/test fallbacks | `src/AcDream.Core/Physics/MotionInterpreter.cs` (`get_state_velocity`); grounded owners in `PlayerMovementController` / `RemotePhysicsUpdater` | Installed Humanoid Walk/Run MotionData velocity is zero, so the retail constants remain the jump/fallback result. A nonzero exotic/modded cycle may override them, preserving the earlier adapter contract without affecting ordinary grounded motion | Jump horizontal speed for an exotic MotionTable with nonzero authored velocity can differ from the retail binary's constants | `CMotionInterp::get_state_velocity` 0x00527D50; `CPhysicsObj::UpdatePositionInternal` 0x00512C30 |
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| IA-5 | Per-ENTITY vertex-derived AABB culling (+5 m animated-drift margin; animated entities bypass cull) vs retail per-PART dat drawing spheres | `src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs:693` (bounds at `src/AcDream.Core/World/WorldEntity.cs:153`, `src/AcDream.Core/Meshing/GfxObjBounds.cs:14`; dead `PerEntityCullRadius=5.0f` at dispatcher :210) | Batched MDI rendering can't cheaply cull per part; bounds derive from the SAME dat vertex data that gets drawn (containment by construction — the **#119** fix, `6a9b529`; memory: feedback_culling_bounds_from_drawn_data) | Geometry escaping bounds+margin (pose drift >5 m, a hydration path skipping `SetLocalBounds`) makes the whole entity vanish on-screen — the #119 vanishing-staircase class | `CGfxObj.drawing_sphere` / viewconeCheck 0x005a09a4 |
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| IA-6 | Chat scrollback 500 lines vs retail ~200 (configurable) | `src/AcDream.Core/Chat/ChatLog.cs:19` | Strictly more useful for a dev client + plugins; deliberate default | Negligible — only if a plugin/UI behavior is ever specified against retail's exact retention cap | retail chat scrollback (~200) |
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| IA-8 | Synthetic outdoor cell node as render root (outdoor-as-cell, Option A): one unified `DrawInside` path; retail roots at a real CLandCell with a separate outdoor pipeline | `src/AcDream.App/Rendering/OutdoorCellNode.cs:23` | Eliminating the inside/outside render branch kills the indoor FLAP by construction (2026-06-07 cutover); R-A2 restored retail's per-building flood topology | Any consumer assuming the root is a real cell mis-handles the synthetic node — historically the 2↔6 flood-depth oscillation and doorway-flap class | `SmartBox::RenderNormalMode` → DrawInside, decomp:92635; `LScape::draw` 0x00506330; ConstructView(CBldPortal) decomp:433827 |
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| IA-9 | One unified camera matrix for terrain — retail's separate `LScape::update_viewpoint` landscape viewpoint does not exist | `src/AcDream.App/Rendering/TerrainModernRenderer.cs:266` | Phase W T4.2: with one matrix everywhere, viewpoint-desync bugs are unrepresentable — the unification IS the correctness argument | Anything retail derives from the landcell-relative viewpoint (float precision at extreme coords, viewpoint-keyed state) has no analogue; a future port expecting it silently reads the camera | `LScape::update_viewpoint`; `LScape::draw` 0x00506330 |
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| IA-10 | Transparent groups sorted back-to-front per GROUP by first-instance position (no within-group sort) vs retail per-poly BSP-order draw | `src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs:1364` (comparer :1662) | One MDI call per pass requires group-granularity ordering; per-poly sorting is incompatible with instanced multi-draw; works when group instances are spatially coherent | Spatially spread or interleaved transparent groups composite in the wrong order — popping / wrong see-through layering as the camera moves | retail per-poly BSP-order transparent draw (D3DPolyRender / PView::DrawCells) |
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| IA-11 | Tier-1 cross-frame batch-classification cache for static entities (retail re-walks part arrays every frame) | `src/AcDream.App/Rendering/Wb/EntityClassificationCache.cs:12` | Issue #53 perf tier; invariants documented (keys = EntityId + OWNING-landblock hint post-**#119** fix `2163308`; invalidation at despawn/LB-unload; mutation audit 2026-05-10) | Key collision or missed invalidation serves one entity another's batches — session-sticky wrong meshes (the #119 broken-stairs/water-barrel symptom) | retail per-frame part-array classification (no cache) |
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| IA-12 | UI toolkit mirrors retail behavior from research docs, not a byte-port — keystone.dll is outside decomp coverage; observed constants embedded (drag 3 px, tooltip 1000 ms). Synthetic wrapper borders/whole-window drag regions use the exact DAT Type-2/Type-9 control cursors. `gmPanelUI` children are independently imported retained frames rather than one physical parent, but `RetailPanelUiController` owns their one canonical geometry and exclusive child lifecycle | `src/AcDream.App/UI/README.md:3`; `src/AcDream.App/UI/CursorFeedbackController.cs`; `src/AcDream.App/UI/Layout/RetailPanelUiController.cs` | keystone.dll has no PDB/decomp; semantics are reconstructed from retail UI deep-dives, named client methods, and production LayoutDesc media. Separate child wrappers preserve each LayoutDesc's content tree while typed move/resize synchronization gives all registered toolbar/detail children the same persistent parent rectangle | Edge-case low-level input semantics can differ silently even though outer geometry, visibility, and restore-previous ownership match | `UIElementManager::CheckCursor` 0x0045ABF0; `UIElement_Resizebar::StartMouseResizing` 0x0046B7E0; `UIElement_Dragbar::StartMouseMoving` 0x0046C760; `gmPanelUI::SetupChildren` 0x004BC9E0; docs/research/retail-ui/04-input-events.md |
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| IA-13 | GameEventType registry deliberately omits event types retail ignores; unknown events fall through unhandled | `src/AcDream.Core.Net/Messages/GameEventType.cs:11` | Retail also ignores them — dropping matches retail by construction | If the "retail ignores X" judgment is wrong for any opcode (or a server mod uses one), the event is silently dropped with no diagnostic pointing at the omission | retail GameEvent dispatch (ignored-event set) |
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| IA-14 | Rendering + dat-handling base is WorldBuilder's tested port, not a fresh retail-decomp port (Phase N.4/O design stance) | `docs/architecture/worldbuilder-inventory.md` (code at `src/AcDream.{Core,App}/Rendering/Wb/`) | WB visually verified on the AC world, MIT, same stack; known WB↔retail deltas resolved case-by-case — terrain split kept retail `FSplitNESW` (**#51**, pinned by `SplitFormulaDivergenceTest`), scenery drift accepted (AP-31) | A WB-upstream divergence not yet caught ships silently as "our" behavior; guard = the inventory doc's 🟢/🔴 split + per-formula divergence tests | retail decomp per algorithm; `tests/.../SplitFormulaDivergenceTest.cs` |
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| IA-15 | D.2b gameplay UI is our own `UiHost`/`UiRoot` retained tree, not a byte-port of Keystone. `RetailUiRuntime` owns the production import/mount graph; `RetailWindowManager`/typed handles centralize registry, raise, focus/capture cleanup, lifecycle events, reverse-order grouped controller teardown, removable Silk input subscriptions, schema-v2 per-character/per-resolution automatic layouts with per-window authored-geometry revisions, and portable named `saveui/loadui` profiles; `RetailWindowFrame` is the single production/Studio mount contract for imported-chrome and shared-wrapper windows. Production LayoutDesc imports include vitals `0x2100006C`, chat `0x21000006`, toolbar `0x21000016`, character `0x2100002E`, inventory `0x21000023` plus mounted `0x21000024/22/21`, dialog catalog `0x2100003C`, radar `0x21000074`, and external container `0x21000008` (shared bevel plus a user-directed compact 700-pixel initial content width instead of its authored 800-pixel root). The dialog context/queue/callback lifecycle is now a named-client port; only its retained rendering remains under this Keystone adaptation. | `src/AcDream.App/UI/RetailUiRuntime.cs`; `src/AcDream.App/UI/RetailWindowManager.cs`; `src/AcDream.App/UI/RetainedPanelControllerGroup.cs`; `src/AcDream.App/UI/UiHost.cs`; `src/AcDream.App/UI/RetailWindowLayoutPersistence.cs`; `src/AcDream.App/UI/Layout/RetailWindowFrame.cs`; `src/AcDream.App/UI/Layout/RetailDialogFactory.cs`; `src/AcDream.App/UI/Layout/RetailConfirmationDialogView.cs`; `src/AcDream.App/UI/Layout/ExternalContainerController.cs`; `src/AcDream.App/UI/Layout/LayoutImporter.cs`; binding supply in `GameWindow.cs` | Keystone has no matching PDB/decomp, so we preserve its observable ElementDesc/state/input behavior from DAT, named client call sites, and live evidence while using modern retained ownership. Real RenderSurfaces and imported element geometry remain the visual oracle; the external strip's initial width follows the connected visual direction and remains horizontally resizable to its authored extent or the viewport edge. | Persistence and low-level widget rendering are behaviorally reconstructed from retail semantics rather than a Keystone byte-port; lifecycle edge cases remain constrained by conformance tests. The external strip opens 100 pixels narrower than the raw LayoutDesc before user/persistence resizing. | Production LayoutDesc objects; `DialogFactory @ 0x004773C0..0x00478470`; `gmExternalContainerUI @ 0x004CBAD0..0x004CBFE0`; `docs/research/2026-07-13-retail-dialog-factory-pseudocode.md`; Keystone behavior notes in `docs/research/retail-ui/` |
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| IA-17 | Toolbar chrome is toolkit-supplied through the central `RetailWindowFrame` mount (`UiCollapsibleFrame` 8-piece bevel) because LayoutDesc `0x21000016` carries no baked frame. It also supports a toolkit-defined collapse-to-one-row (bottom-edge resize snapping between a row-1-only and a two-row height, row-2 visibility tied to the stop) — retail's real collapse is keystone.dll (no decomp) and the DAT stacks both rows always. | `src/AcDream.App/UI/Layout/RetailWindowFrame.cs`; `src/AcDream.App/UI/UiCollapsibleFrame.cs`; toolbar policy in `GameWindow.cs`; spec: `docs/superpowers/specs/2026-06-20-d2b-toolbar-collapse-design.md` | The central mount now owns wrapper geometry/registration uniformly; border-over-content prevents the row-2 right cap from poking through | The collapse stops remain a toolkit reconstruction rather than a byte-port of Keystone behavior | gmToolbarUI WM chrome (keystone.dll, no PDB); no bevel ids in LayoutDesc 0x21000016 (toolbar dump) |
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| IA-18 | Effect overlay tile (enum 0x10000005) is a `ReplaceColor` SURFACE SOURCE — pure-white pixels in the composited drag icon are replaced PER-PIXEL with the same (x,y) pixel of the effect tile (the SURFACE overload `SurfaceWindow::ReplaceColor` 0x004415b0), preserving the tile's texture/gradient; the tile itself is NOT blitted as an additional layer. This IS faithful retail behavior. **Anti-regression: do NOT re-implement this as a blit layer NOR as a flat-color replace (it is a per-pixel surface copy).** | `src/AcDream.App/UI/IconComposer.cs` (`ReplaceWhiteFromSurface`) | Faithful port of `IconData::RenderIcons` @407614 → the SURFACE overload `ReplaceColor` 0x004415b0 (`dst[x,y]=src[x,y]` where `dst==white`); confirmed via clean Ghidra decompile + named decomp + visual (the Energy Crystal's blue is a gradient, 2026-06-17). | A blit-layer or flat-color re-implementation would show the wrong effect look (no gradient) — the visual-verification regression that retired the mean-color approximation | `IconData::RenderIcons` acclient_2013_pseudo_c.txt:407524; `ReplaceColor` SURFACE overload 0x004415b0:71656; `docs/research/2026-06-17-stateful-icon-RESOLVED.md` |
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| IA-19 | Automatic combat acquisition is narrowed to attackable non-player monsters. Retail `AutoTarget` falls back to `SelectNext(SELECTION_TYPE_COMPASS_ITEM)`, whose combat filter can also admit attackable enemy players in compatible PK states. | `src/AcDream.Core/Combat/CombatTargetPolicy.cs`; consumers `src/AcDream.App/Interaction/WorldSelectionQuery.cs` (`IsHostileMonster`/`FindClosestHostileMonster`) and `SelectionInteractionController.cs` (`SelectClosestCombatTarget`). This row is auto-acquisition-only: as of #298, explicit-target admission and the combat camera route through the separate, retail-exact `WorldSelectionQuery.IsAttackableTarget` (`ObjectIsAttackable`-backed) instead, so a compatible-PK player is a valid manual attack/camera target — do not assume one predicate still serves both concerns. | Explicit product direction: Auto Target must never select NPCs, players, pets, or other objects; manual player-selection commands remain available | In PK play, Auto Target will not acquire an otherwise valid hostile player as retail would; the player must be selected manually | `ClientCombatSystem::AutoTarget @ 0x0056BC80`; `CPlayerSystem::SelectNext @ 0x0055F9A0`; `ClientCombatSystem::ObjectIsAttackable @ 0x0056A600` |
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| IA-20 | The basic combat bar keeps dark-red media `0x0600715E` visible as the centered middle baseline. Retail skill-gates field `0x100005EF` to trained Recklessness; the separate bright child remains faithful live `SetPowerbarLevel` feedback from the absolute left edge. | `src/AcDream.App/UI/UiScrollbar.cs`; child-policy extraction in `src/AcDream.App/UI/Layout/DatWidgetFactory.cs` | Explicit connected visual direction: the dark middle track remains present behind live attack charge; the exact skill-gated treatment remains tracked by AP-112 | Untrained characters retain the dark-red baseline where retail may leave only the gray track; trained/untrained Recklessness presentation is not distinguishable | `gmCombatUI::RecvNotice_SetPowerbarLevel @ 0x004CC0E0`; `gmCombatUI::ListenToElementMessage @ 0x004CC430`; LayoutDesc `0x21000073` |
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| IA-21 | When ACE sends player BoolProperty `68` (`SpellComponentsRequired`) false, acdream presents the retail scarab/prismatic-taper formula even without a directly carried school focus. With component enforcement enabled, retail's exact focus/infusion versus account-customized selection remains intact. | `src/AcDream.App/Spells/SpellComponentRequirementService.cs` | A component-disabled server has no actionable legacy recipe; explicit product direction is that this client/server mode uses the modern scarab/taper component presentation | A custom server could expect retail's legacy recipe to remain visible even though casting consumes no components | `ClientMagicSystem::AreSpellComponentsRequired @ 0x00567B90`; `ClientMagicSystem::GetAppropriateSpellFormula @ 0x00567D50`; `CSpellBase::InqScarabOnlyFormula @ 0x00597050` |
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---
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## 2. Adaptation (AD) — 49 active rows (AD-63 filed 2026-08-04, cancelled-park presentation rollback — the rollback restores every presentation registration the park's Withdraw removed EXCEPT the player's selection, which is user intent rather than a projection; AD-62 filed 2026-08-03, C4 route 2 round 2 — a deferred ForcePosition retired without committing is not re-applied and its ack is not sent; AD-61 filed 2026-08-02, C3c review round 1 — the #270 settle compression now covers the local player; AD-42 refreshed same round — its cited App-side login resolve split was deleted by the C3c flip, the split survives only on the unflipped remote-teleport/headless portal-resync paths; AD-59/AD-60 filed 2026-08-02, continuation-executor slice)
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Recent retirements: AD-3/AD-4 retired 2026-07-31 by exact active/per-candidate
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visible-cell availability, full-catalog containment-root validation, and the
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zero-portals point-in-cell guard (rootless payloads are quarantined; only a
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missing positive child below a valid root is the inside base case); AD-25 retired 2026-07-30 by the
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shared `PhysicsObjUpdate.HandleAllCollisions` remote path; AD-11 retired
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2026-07-23 by the exact low-bit ItemUses predicate; AD-31 retired 2026-07-15
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by the DAT-authored portal-space viewport. Recent additions and splits:
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AD-47/AD-48 (Vulkan sample/present behavior), AD-50..AD-52 (Campaign N), and
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AD-53..AD-55 (Campaign P response-layer findings).
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AD-2 clarification (placement Slice 4A, 2026-07-31): Core never creates cells
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during placement, so retail `DoNotCreateCells` has no differential synchronous
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loader branch there. Slice 4B must preserve the flag while mapping successful
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deferred placement to exact-cell, generation-scoped asynchronous admission;
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the presence of the flag in the immutable request is not claimed as exactness.
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AD-2 retirement-receipt refinement (2026-08-02): a pending-only live
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projection bucket survives the atomic origin swap but is not a landblock
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presentation generation and emits no second full cleanup receipt. A genuine
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receipt-ledger invariant after spatial detachment is a committed terminal
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failure, never resumable detach work. This preserves the existing adaptation:
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one exact asynchronous cleanup owner for each synchronously destroyed retail
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landblock, while logical live objects survive streaming residence changes.
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AP-1/AD-1 checkpoint (placement Slice 4B2 checkpoint 1, 2026-07-31): Runtime now owns the
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exact accepted placement/lost-cell transaction, atomic body/contact/cell/
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shadow/workset commit, adjusted retained frame, authored mover preparation,
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exact-cell/generation wake, append/swap lost buckets, a bounded indexed
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deadline heap, independent root/direct-child deadlines, and revisioned ordered
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host receipts. A public generation-gated observe/retry/exact-ack channel now
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projects that one receipt owner. Shared local-controller body adoption remains
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deferred to the atomic all-route ownership cutover. Both rows remain open until
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4B2 cuts graphical and no-window
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production routes over, quiesces active placement before invoking the dormant
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collision-retirement entry, and binds portal
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authority to `RuntimeWorldTransitState`. AD-2 remains the deliberate async
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readiness/requeue adaptation. See
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`docs/research/2026-07-31-canonical-set-position.md`.
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| # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle |
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|---|---|---|---|---|---|
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| ~~AD-53~~ | **RETIRED 2026-07-31 (Campaign P Slice 1B).** `Transition.CliffSlide` now consumes only `collision_info.last_known_contact_plane.N`, exactly as retail does. The invented `LastWalkablePlane -> LastKnownContactPlane -> UnitZ` fallback chain is gone; invalid/default or parallel data takes retail's degenerate `OK_TS` return. | `src/AcDream.Core/Physics/TransitionTypes.cs` (`CliffSlide`); `tests/AcDream.Core.Tests/Physics/RetailEdgeResponseOrderingTests.cs` | — | — | `CTransition::cliff_slide` pc:272397 (0050a6d0); `last_known_contact_plane` maintenance pc:272659-272668 (~0050ad07) |
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| ~~AD-54~~ | **RETIRED 2026-07-31 (Campaign P Slice 1B).** Every stored walkable polygon now routes unconditionally to `PrecipiceSlide`, including a plane steeper than `FloorZ`; the invented steep-walkable reroute to `CliffSlide` is gone. | `src/AcDream.Core/Physics/TransitionTypes.cs` (`EdgeSlideAfterStepDownFailed`); `tests/AcDream.Core.Tests/Physics/RetailEdgeResponseOrderingTests.cs` | — | — | `CTransition::edge_slide` pc:273001-273090 (0050b3d0) |
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| AD-55 | `calc_friction`'s Sledding slope-flatness test compares `GroundNormal.Z > 0.99999536f` (≈0.175° from flat); the raw retail decomp literally computes `__fcos(0.17453292519943295)` (= cos(10°) ≈ 0.984808) and compares that against `contact_plane.N.z` — physically very different tests (0.175° accepts only essentially-perfectly-flat ground; 10° accepts any modest slope) | `src/AcDream.Core/Physics/PhysicsBody.cs` (`calc_friction`, the Sledding near-flat branch) | Filed 2026-07-30 splitting AP-7's retirement (Campaign P Slice P2). Two hypotheses, neither confirmed this pass: (a) BN misdecompiled a raw float-constant load as an `__fcos()` call (a known BN artifact class), or (b) ACE's own port made an independent error and cos(10°) is correct. `0.99999536f` is kept provisionally — least churn, since it is what acdream's own prior (structurally unreachable) dead code already had — pending a live Ghidra decompile of `0050ee70` checking whether the FCOS opcode is real or a raw `FLD` of one of these two constants | Currently harmless in production: nothing sets `PhysicsState.Sledding` client-side (see #166 research), so this branch is unreachable either way. The moment a data-authored Sledding toggle exists, the wrong constant changes which slopes get the light 0.2f sled-friction override vs. the heavier default | `CPhysicsObj::calc_friction` pc:276694-276822 (0050ee70), the `__fcos(0.17453292519943295)` slope-flatness comparison; ACE `PhysicsObj.calc_friction` PhysicsObj.cs:2120-2141 (`0.99999536f`); `docs/research/2026-07-30-response-layer-edge-family-pseudocode.md` §1, §7 item 3 |
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| AD-46 | **LIVE. Reframed at Campaign V slice V11 (2026-07-29), when GL was deleted and the comparison that discovered this row ceased to exist.** Dense alpha-blended distant scenery (the treeline) may read slightly denser than retail's, because the anisotropic TAP PATTERN is implementation-defined and acdream's Vulkan driver does not tap identically to retail's D3D9 one. Both request the same sampler state — trilinear, clamp-and-repeat, the device's maximum anisotropy. **What changed at V11 is only the left-hand side of the comparison**: this was measured GL-vs-Vulkan (~15% of the pixels in the band), and it is now a Vulkan-vs-retail question against the D3D oracle in the last column. The measurement below is retained as the evidence that the residual is a tap pattern and not a bug, even though one of its two arms no longer exists. | `src/AcDream.App/Rendering/Wb/WorldTextureArray.cs` (`RhiWorldTextureArray.WorldArrayAnisotropy`); measured in plan §5.5.19, reframed §5.5.24 | Not assumed — narrowed by measurement while both backends still existed, on an offline capture with no session, no entities and both clocks pinned. Anisotropy 1 → 41,509 differing pixels in the tree band; anisotropy 16 (GL's value, and retail's `m_D3DCaps.MaxAnisotropy`) → 22,266, and the rest of the frame fell to 497 px of 563,200, i.e. 8.8e-04, inside the campaign's 0.001 threshold. The residual was not a sub-pixel shift (an integer shift search found none), not a sharpness change (high-frequency energy matched within 5%), and not depth precision (forcing Vulkan's window-depth range to GL's compressed [0.5, 1] moved it by 3%). Monotone improvement toward GL's own anisotropy with no knob left is what made it a driver property rather than a bug. | Distant foliage shimmers or reads denser than retail's. The class is confined to alpha-blended dense overlap: opaque terrain, roofs, walls, water, statics, the character and the whole retained UI are inside threshold. **Now unfalsifiable by self-differential** — with GL gone, the only way to retire this row is a side-by-side against the retail client, not against another acdream backend. | `RenderDeviceD3D::SetDefaultD3DStates @ 0x005a3800`, whose `SetSamplerState(stage, 0xA /* D3DSAMP_MAXANISOTROPY */, m_D3DCaps.MaxAnisotropy)` at `0x005a4230` is the value acdream requests |
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| AD-47 | **Filed at Campaign V slice V11 (2026-07-29); the campaign's risk register scheduled this row here.** Multisample resolve sample POSITIONS are unspecified by both the Vulkan and D3D9 specifications, so acdream's MSAA-on silhouette edges do not match retail's pixel-for-pixel even at the same sample count. acdream's strict pixel gates therefore run with MSAA forced OFF on every arm, and MSAA-on gets only a relaxed visual smoke. | `src/AcDream.App/RuntimeOptions.cs` (`ACDREAM_MSAA_SAMPLES`); forced to 0 in `tools/run-offline-pixel-gate.ps1` | Measured, not assumed: plan §5.5.16 compared two backends at 4x and found **8.83% of the frame differing — 81,359 px of 921,600 — essentially all of it hugging foliage and silhouette edges**, which is ninety-fold over the 0.001 gate threshold. That is two implementations' sample patterns, not a renderer divergence, which is why forcing MSAA off is what makes the remaining difference attributable rather than a threshold relaxation. | Edge quality on thin geometry (fence rails, foliage, distant railings) differs from retail at the sub-pixel level whenever MSAA is on, which is the ordinary player configuration. Because the gates run MSAA off, **a real regression confined to the multisample path would not be caught by them** — that is the actual exposure this row records. | D3D9 `D3DRS_MULTISAMPLEANTIALIAS` / `D3DMULTISAMPLE_TYPE` as set by `RenderDeviceD3D::SetDefaultD3DStates @ 0x005a3800`; retail's sample pattern is the driver's, exactly as ours is |
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| AD-48 | **Filed at Campaign V slice V11 (2026-07-29).** Presentation is paced by the Vulkan swapchain present mode (FIFO, i.e. VSync) or by a refresh-rate software pacer when uncapped, rather than by retail's D3D9 `Present` with its own frame-rate limiter. Frame delivery cadence, and therefore input-to-photon latency, is a property of our present path rather than a port of retail's. | `src/AcDream.App/RuntimeOptions.cs:98-100`; `src/AcDream.App/Rendering/Gpu/Vk/VulkanSwapchain.cs` | Retail's limiter and ours both bound the frame rate to the display; the simulation is fixed-step and clock-driven, so gameplay timing does not ride on presentation cadence. The uncapped path exists for measurement and is not the shipping default. | A pacing mismatch shows up as judder or input latency that differs from retail's feel without any visual difference in a captured frame — invisible to every pixel gate by construction. Issue **#235** (the capped/RDP jump-presentation cadence alias) is the known live instance of this class. | D3D9 `IDirect3DDevice9::Present`; retail's frame limiter in `RenderDeviceD3D` |
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| AD-50 | **Filed at Campaign N slice N2 (2026-07-29).** The inbound sequence tracker's watermark (`highestIDReceived_`) initializes to **1**, not retail's zero-init of `ReceiverData`. Watermark INIT only — every mechanism (sanity window, duplicate/parked-key path, gap walk, re-park, RejectRetransmit abandonment) is the verbatim retail port. | `src/AcDream.Core.Net/Transport/InboundSequenceTracker.cs` (`AceInitialWatermark`) | ACE never emits S2C sequence 1: its `PacketSequence` starts unprimed at `uint.MaxValue`, the cleartext ConnectRequest takes NextValue 0, and the first ENCRYPTED flush re-primes CurrentValue to 1 so the first encrypted sequenced packet is 2 (ACE NetworkSession.cs:716-717 + Sequence/UIntSequence.cs:9-13,30-41; pinned by the N0 double and the N2 clean-lifecycle conformance test asserting min encrypted S2C sequence == 2 with zero NAKs). A zero-init watermark would gap-walk the permanent id-1 hole: one spurious NAK, the first pre-drawn word mis-assigned to id 1, and the keystream off by one from the very first encrypted packet. holtburger seeds the same value (crates/holtburger-session/src/session/api.rs:30, `last_server_seq: 1`), mirroring ACE's own C2S-side `lastReceivedPacketSequence = 1` (NetworkSession.cs:57). | Against a hypothetical server that DOES emit sequence 1 as its first encrypted packet (retail's own numbering), init-1 would classify it "not newer" and drop it as a duplicate — the mirror-image wedge. Only ACE-family servers exist for this client today. | `ReceiverData` zero-init (construction inside `SharedNet`; `highestIDReceived_` starts 0); `SharedNet::ProcessNewestSeqNum @ 0x00541930` (the walk that would mis-NAK id 1) |
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| AD-51 | **Filed at Campaign N slice N4 (2026-07-29).** The inbound sequence tracker keeps a reclaimed-word pool (per-parked-word draw ordinals + `PriorityQueue` consumed lowest-draw-order-first) that retail has no counterpart for: on a VALIDATED cleartext `RejectRetransmit`, the word the gap walk parked for the reject packet's OWN sequence is removed, every later-drawn parked word is shifted down one position, and the excess word feeds the next fresh draws. | `src/AcDream.Core.Net/Transport/InboundSequenceTracker.cs` (`OnCleartextRejectSequence`, `NextWord`, `ParkedWord`); trigger at `src/AcDream.Core.Net/WorldSession.cs` (RejectRetransmit consumption) | Retail's inbound invariant is "every missing id was an encrypted packet whose keystream word the server drew" — true against retail servers, whose cleartext packets always borrow live sequences (acks/NAKs reuse `highestIDSent_`; `FlowQueue::TransmitNewPackets @ 0x00547A60` sequences only reliable packets). ACE breaks it in exactly one place: `RejectRetransmit` takes a FRESH sequence through FlushPackets, cleartext, drawing NO S2C keystream word, and is cached (ACE NetworkSession.cs:299-304, :722-725, :743-748). Without the reclaim, our gap walk pre-draws a word for that id, the inbound stream runs permanently one word ahead, and every later encrypted packet fails checksum — the N2 desync class reintroduced through the reject path. The pool is provably empty against a retail server, so retail behavior is untouched. Reject BODY ids keep the N2 discard (their words were drawn on both sides — consumed-in-place). Known unreachable corner: a reject whose own id later appears inside another reject's body (first reject pruned after 120 s of sustained loss with the session alive) would discard a never-drawn word; probabilistically impossible against ACE's 60 s silence timeout and the 0.6 s NAK cadence. | Against a hypothetical non-ACE server that assigns fresh cleartext sequences to packets OTHER than RejectRetransmit, those ids would still mis-park with no reclaim trigger — inbound desync. Only ACE-family servers exist for this client today, and ACE has exactly the one path. | `SharedNet::ProcessNewestSeqNum @ 0x00541930` (the gap walk whose invariant ACE breaks); `SharedNet::HandleEmptyAck @ 0x005448F0` (retail's reject consumption — body ids only, no own-sequence machinery because retail never needs it) |
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| AD-52 | **Filed at Campaign N slice N6 (2026-07-29).** The inbound fragment assembler evicts incomplete partial messages 60 s after their last ACCEPTED fragment (swept on retail's 5 s flush cadence from `ReliableTransport.Sweep`) and remembers the last 64 completed multi-fragment sequences in a ring so a late duplicate fragment of an already-completed message drops instead of allocating a fresh partial that can never complete. Retail's prune target and horizon differ: its 5 s-TTL `FlushTimedOutEphInfo` table holds ephemeral-blob ORDERING stamps (the AD-49 deferral), not partial payloads. | `src/AcDream.Core.Net/Packets/FragmentAssembler.cs` (`SweepExpired`, `PartialTtlSeconds`, `CompletedRingSize`); cadence in `src/AcDream.Core.Net/Transport/ReliableTransport.cs` (`AssemblerSweepSeconds`) | N4's RejectRetransmit abandonment made an unrecoverable partial a REACHABLE permanent state: ACE pruned a fragment-bearing packet from its 120 s S2C cache and told us to stop asking, so that blob can never complete — without a TTL it leaks for the session's lifetime. 60 s is ≫ every recovery horizon (0.6 s NAK cadence, ACE's 2 s ack, the 120 s cache) and the stamp refreshes on every accepted fragment (retail's own re-stamp rule, `ArrivedEphInfo::UpdateNetBlobID @ 0x0054AE00`), so only a server-abandoned partial can age out — a merely-slow one cannot. The ring is bounded (64 × 4 B) and its only false negative (a duplicate arriving after 64 later completions) degrades to the pre-N6 behavior, now reclaimed by the TTL. | If ACE ever legitimately re-served a fragment of a completed message under a REUSED fragment sequence within the ring window, it would be dropped — but fragment sequences are strictly monotonic per session (ACE SessionConnectionData.FragmentSequence), so reuse cannot happen inside one connection. An evicted partial whose fragments later straggle in re-partials and re-evicts — bounded churn, no corruption. | `Indicator::FlushTimedOutEphInfo @ 0x0054A3D0` (the 5.0 s flush gate at 0x0054A3DC); `ArrivedEphInfo::fTimedOut @ 0x0054AE30` (per-entry 5.0 s TTL); `ArrivedEphInfo::UpdateNetBlobID @ 0x0054AE00` (re-stamp on update); retail has no partial-payload TTL — its blob layer trusts its own NAK persistence, which N4's ACE-mandated abandonment (`SharedNet::HandleEmptyAck @ 0x005448F0`) breaks |
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| AD-38 | Outgoing teleport viewports retire when retail's quantized animation level exceeds the last captured visible level 1022 (index 96), suppressing levels 1023/1024 up to 20.2 ms before retail's literal `elapsed >= 1.0` state edge. Incoming fades retain the exact timer. | `src/AcDream.Core/World/TeleportAnimSequencer.cs` (`OutgoingViewportReachedTerminalProjection`) | An uncapped 2000 FPS pass can publish the finite tunnel at levels 1023/1024 even though the paired 2013 retail capture switches viewports after 1022. The table-level cutover preserves the captured visible viewport ordering without throttling the application. | Exit sound, viewport replacement, and logout tunnel entry can occur at most two easing-table quanta (about 20.2 ms) earlier than retail's logical timer. | `UIGlobals::GetAnimLevel @ 0x004EE540`; `gmSmartBoxUI::UseTime @ 0x004D6E30`; paired retail/acdream captures documented in `docs/research/2026-07-15-retail-portal-space-pseudocode.md` |
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| AD-1 | **NARROWED 2026-07-31 (placement Slice 4B2 checkpoint 2).** Runtime now owns exact lost-cell residence, adjusted frame retention, 25-second root/direct-child lifetime, generation-scoped wake, revisioned Withdraw/Place receipts, one public generation-gated observe/retry/exact-ack seam, and the retail collision-table/report-result state needed by SetPosition. Shared local-controller body adoption remains deferred to the atomic all-route ownership cutover. Production authoritative placement still routes through the legacy recoverable outdoor demote and outdoor-restore `max(terrainZ, z)` lift until the remaining authored-mover, rebucketing, prefix-quiescence, body-publication, and route-cutover prerequisites land atomically. | `src/AcDream.Runtime/Physics/RuntimeSetPositionState.cs`; `src/AcDream.Runtime/Physics/RuntimeCollisionReportingState.cs`; `src/AcDream.Runtime/Physics/RuntimePlacementProjectionChannel.cs`; legacy route in `src/AcDream.Core/Physics/PhysicsEngine.cs` | The canonical owners remain dormant and separately gated, so this ownership checkpoint cannot partially change the accepted production world. | Until 4B2, a production gap can still commit an outdoor approximation inside/under a building or lift a legitimate below-heightmap restore instead of entering the now-available Runtime lost-cell owner. | `GotoLostCell` pc:283418; `SetPositionInternal` 0x00515bd0, pc:283892-283945; `CPhysicsObj::handle_all_collisions` 0x00514780 |
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| AD-2 | Async readiness gates replace retail's synchronous destination cell load. **#229 refinement (2026-07-20):** login and F751 portal-space exit now share `WorldRevealReadinessBarrier`, so neither path can expose the normal viewport until the same render-publication, composite-texture, and collision domains converge. A hydratable indoor claim requires its owning Near-tier static/EnvCell mesh set, destination composites, and exact EnvCell physics (`IsSpawnCellReady`); an outdoor claim requires those render domains plus terrain/collision residency for the required Near ring. Hard-recenter generations and tier-aware completion application prevent stale overlapping loads/unloads or Far/Near jobs from opening or erasing the gate; mesh upload remains separate from balanced landblock ownership. Claims beyond NumCells still take the loud unhydratable-placement path. `RuntimeWorldTransitState` owns the shared reveal generation, accepted readiness, transit correlation, and exact generation/cell-scoped host-acknowledgement suffix. `WorldRevealCoordinator` is a graphical adapter holding only App resource receipts; normalized Runtime checkpoints observe ownership without defining another readiness path. **Slice E3 refinement (2026-07-24):** the same generation now publishes an immediate `WorldGenerationQuiescence` edge: old-world drawing/spatial queries, simulation/effect clocks, reconciliation, targeting, and 3-D audio stop while retained physical teardown advances through metered cursors and destination network/UI/streaming/readiness remain live. **Slice E4 refinement (2026-07-24):** accepted render/physics/static publication may span update frames through retained exact cursors, but reveal still consumes only the completed spatial/render-ready generation; building and EnvCell snapshots remain invisible until complete and the final spatial identity swap stays observer-atomic. **Slice E5 refinement (2026-07-24):** the reveal generation owns one exact destination reservation across every typed budget dimension. Stale completion cannot consume or clear its replacement, and hydratable incomplete content is never force-revealed; portal transit retains the DAT tunnel and centered retail wait cue until readiness converges. The hold→materialize→regain-control lifecycle remains owned by `TeleportAnimSequencer`. | `src/AcDream.Runtime/World/RuntimeWorldTransitState.cs`; `src/AcDream.App/Streaming/WorldRevealCoordinator.cs`; `src/AcDream.App/Streaming/WorldGenerationQuiescence.cs`; `src/AcDream.App/Streaming/WorldRevealReadinessBarrier.cs`; `src/AcDream.App/Streaming/StreamingOriginRecenterCoordinator.cs`; `src/AcDream.App/Streaming/LandblockPresentationPipeline.cs`; `src/AcDream.App/Streaming/StreamingController.cs`; `src/AcDream.App/Rendering/PortalTunnelPresentation.cs`; `src/AcDream.App/UI/PortalWaitNoticeController.cs`; `src/AcDream.App/Streaming/GpuWorldState.cs` (`IsRenderReady`); `src/AcDream.App/Rendering/Wb/LandblockSpawnAdapter.cs`; `src/AcDream.Core/Physics/PhysicsEngine.cs` (`IsSpawnCellReady`, `IsNeighborhoodTerrainResident`) | This is the asynchronous equivalent of retail leaving `SmartBox::position_update_complete` false while `CellManager::blocking_for_cells` is set: neither initial login nor portal arrival may reveal or continue simulating an old/partial collision world, a terrain-only Far shell, or a published-but-not-drawable GPU landblock. Indoor does not require a terrain heightmap, only the owning render landblock and exact EnvCell. | Gate opens early → grey/untextured first login or portal reveal, free-fall, wrong-cell rooting, missing scenery, or a still-active old generation; predicate never satisfies (streamer/DAT/upload failure) → login remains behind the world render gate, while portal transit remains in the authored tunnel and presents the centered wait cue after five seconds. | `SmartBox::UseTime` 0x00455410; `gmSmartBoxUI::UseTime` 0x004D6E30; `gmSmartBoxUI::EndTeleportAnimation` 0x004D65A0 |
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| AD-5 | Outdoor `point_in_cell` is an identity compare against the global XY-column cell from `LandDefs.AdjustToOutside` (no per-cell containment test) | `src/AcDream.Core/Physics/CellTransit.cs:865` | Landcells are disjoint 24 m columns — identity-compare against the column under the sphere centre is exactly equivalent to retail's per-candidate test | If block-origin/lcoord math is wrong at a landblock seam, the compare silently never matches — outdoor membership freezes at boundaries (the pre-#106 symptom) | `find_cell_list` pick pc:308788-308825; `CLandCell::point_in_cell` (get_block_offset pc:308804) |
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| ~~AD-6~~ | **RETIRED 2026-07-31 (placement/streaming Slice 3B).** Cell/cache/topology/building/static-shadow publication plus every retained non-suspended owner touching or withdrawn from the prefix is one Runtime-owned collision generation. Retained includes dynamics and adjacent-root statics; only target-root statics are superseded by the authored replacement. App and Headless build one shared off-side `CollisionWorldState` through one-work-unit preparation/capture/seal cursors. Admission captures the active root in O(1); a stable landblock/owner slot suffix materializes non-target leaves incrementally, so resident-world size cannot become a synchronous clone spike. Reusable per-prefix owner slots and one Runtime-scoped versioned journal replace event-time exact-copy fanout: repeated live mutations coalesce by owner, every draft reconciles only that owner's latest exact state one owner per seal call, discovered relevant owners receive scoped exact updates, and visited unrelated owners receive only a cheap coalesced dirty notification before metered replay. Once topology sealing finishes, observed owners temporarily write through exactly until same-call activation; the finite pre-seal queue therefore drains even under continuous multi-owner movement. New drafts start at their captured journal suffix; old slots are superseded rather than reused behind live cursors and compact through the same meter. Unrelated churn therefore never restarts or starves target capture/sealing. Deterministically ordered concurrent preparations receive committed—not merely sealed—peer deltas and rebase one cache, graph, landblock, or owner leaf per seal step; cancellation therefore cannot leak unpublished topology. Demotion/withdrawal cancels a matching queued or active rebase, suppresses the prefix in unfinished source scans, and retires one owner/cache/graph/outdoor leaf per seal call. The complete previous generation remains queryable until one zero-managed-byte volatile root transfer in the same update-thread call as final reconciliation; that preserves PhysicsDataCache, CellGraph, PhysicsEngine, and ShadowObjectRegistry facade identity, revokes staging, and requires no quiet frame. A stale admission or staging failure disposes only that private generation and cannot withdraw the active world or invalidate a newer admission. Authored same-ID target statics, live-current-cell changes, owner departure/reuse, newly relevant seam-crossing statics, and teardown remain coherent across drafts; empty per-prefix owner containers are reclaimed without invalidating captured seal cursors. The commit clears repaired withdrawal markers before its single notification/readiness acknowledgement, so no optional hydration callback can omit reflood and no observer sees mixed old/new cells. | `src/AcDream.Runtime/Physics/RuntimePhysicsState.cs` (`PrepareCollisionGeneration`, `AdvanceCollisionGenerationPreparation`, `AdvanceCollisionGenerationSeal`, `CommitCollisionGeneration`); `src/AcDream.Core/Physics/CollisionWorldState.cs`; `PhysicsDataCache.cs`; `PhysicsEngine.cs`; `ShadowObjectRegistry.cs`; `src/AcDream.App/Streaming/LandblockPhysicsPublisher.cs`; `src/AcDream.Headless/Hosting/HeadlessSessionWorldProjection.cs`; `tests/AcDream.Runtime.Tests/Physics/RuntimePhysicsStateTests.cs`; `tests/AcDream.App.Tests/Streaming/LandblockPhysicsPublisherTests.cs`; `tests/AcDream.Headless.Tests/HeadlessSessionHostTests.cs` | — | — | `CObjCell::init_objects` → `CPhysicsObj::recalc_cross_cells`, 0x0052b420 / 0x00515a30; `CPhysicsObj::SetPositionInternal` shadow replacement tail 0x00515330 |
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| AD-10 | Remote slope projection relocated to the queue-empty/head-reached combiner boundary; retail projects inside `CTransition::adjust_offset` during the sweep | **2026-08-04: file:line corrected** — the mechanism now lives in `src/AcDream.Core/Physics/RemoteMotionCombiner.cs` (`ComposeOffset` ~:65-72 for the interpolation-active boundary projection, the queue-empty fallback ~:163-168); the row's meaning is unchanged, the class was renamed/moved from the stale `PositionManager.cs:47` citation (see the class's own doc comment: "Renamed R5 (was PositionManager)") | Remote bodies don't run a full local transition sweep; boundary projection removes the ~5 Hz Z staircase on slopes, no-op on flat ground | The single-point terrain-normal sample can differ from the sweep's contact plane (cell boundaries, props underfoot) — remote Z drift / stair-stepping; it also cannot see building/EnvCell geometry at all (terrain-only sample), so a remote landing on a house roof gets no slope response from this path regardless of `OnWalkable` — a contributing factor in the 2026-08-04 Bug B roof-plant observation (see `docs/ISSUES.md` #32) | `CTransition::adjust_offset` pc:272296-272346 |
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| ~~AD-11~~ | **RETIRED 2026-07-23** — the matching binary disproved the old nonzero interpretation: `ItemUses::IsUseable` executes `not bitfield; and eax,1`, so absent/reset zero is usable and only `USEABLE_NO` disables use. Toolbar, item policy, and world interaction now share that exact Core predicate. | `src/AcDream.Core/Items/ClientObject.cs` (`ItemUseability.IsUseable`); `src/AcDream.Core/Items/ItemInteractionPolicy.cs`; `src/AcDream.App/Interaction/WorldSelectionQuery.cs` | — | — | `ItemUses::IsUseable @ 0x004FCCC0`; matching v11.4186 instructions recorded in `docs/research/2026-07-23-retail-item-use-and-autowear-pseudocode.md` |
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| AD-12 | SecondaryAttributeTable coefficients hardcoded (Health=End×0.5, Stam=End×1.0, Mana=Self×1.0) instead of dat-read; unknown attributes contribute 0 | `src/AcDream.Core/Player/LocalPlayerState.cs:279` | Coefficients never vary across retail dat versions; re-confirmed by ACE AttributeFormula.cs + holtburger; dat port can replace later | A customized portal.dat with modified vital formulas silently yields wrong max-vitals; a missing attribute snapshot underestimates max | SecondaryAttributeTable portal.dat 0x0E0..0x0E2; `CreatureVital::GetMaxValue` 0x0058F2DD |
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| AD-13 | 1-second dedup window for identical system chat messages (retail has none) | `src/AcDream.Core/Chat/ChatLog.cs:29` | ACE dual-sends the same system text (0xF7E0 + 0x02EB) for back-compat; without dedup every line doubled (Phase J compromise) | Two genuinely distinct but textually identical system messages within 1 s collapse to one line where retail shows both | ACE dual-send 0xF7E0 + 0x02EB |
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| AD-15 | `IsEnv` masks low-16 of the cell id (`(Id & 0xFFFF) >= 0x100`) where retail tests the full id | `src/AcDream.Core/World/Cells/ObjCell.cs:25` | Every real prefixed EnvCell id has low-16 ≥ 0x100 and every outdoor cell ≤ 0x40 — identical answers for all real dat ids, works for both bare and prefixed forms | None for real dat data; a hypothetical convention-violating id would route to the wrong (BSP vs terrain) point-in-cell logic | `CObjCell::GetVisible` pc:308215 |
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| AD-16 | Building-flood gate is a CPU frustum test on each building's `PortalBounds` AABB; retail floods exactly when the shell draws and an aperture survives (no bounds constant anywhere) | `src/AcDream.App/Rendering/WorldRenderFrameBuilder.cs` (`RuntimeWorldFrameBuildingSource.Gather`) | Documented as the tight equivalent of the shell viewconeCheck for flood purposes (the FPS fix the Chebyshev≤1 hack approximated); per-portal admission still goes through BuildFromExterior's screen clip; missing-bounds buildings always flood (safe over-include) | A too-small/stale PortalBounds AABB means the interior never floods — doorway shows a hole/black aperture from outside (inverse of the vanishing-staircase class) | `DrawBuilding` 0x0059f2a0; `BSPPORTAL::portal_draw_portals_only` 0x53d870 |
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| AD-17 | ≤8 GPU `gl_ClipDistance` half-planes per view region, degrading to a union-AABB scissor (over-include) on multi-polygon / >8-edge views; particles always scissor; scissor slices disable per-object viewcone culling. Retail CPU-clips against the exact portal polygon | `src/AcDream.App/Rendering/ClipPlaneSet.cs:23` | Vulkan's `VkPhysicalDeviceLimits::maxClipDistances` floor is 8, the same number GL guaranteed, so the V11 backend change does not move this limit; invariant documented: over-inclusion is safe, under-inclusion is the bug class | Fallback on complex multi-aperture views draws terrain/sky/particles/objects outside the true aperture but inside its AABB — background/interior bleed strips at doorways (the **#130** family) | `ACRender::polyClipFinish` decomp:702749; PView portal_view slices |
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| AD-18 | Aperture far-Z punch is two-pass stencil-gated with an invented mark bias: 0.0005 NDC capped to a 0.5 m EYE-SPACE span (`MarkBiasNdc`); retail's single DEPTHTEST_ALWAYS punch is safe only under painter's far→near order we don't have | `src/AcDream.App/Rendering/PortalDepthMaskRenderer.cs:149` | **#117** (2026-06-11): the unconditional punch erased nearer occluders, painting interiors through them; the two-pass form is the z-buffered equivalent of retail's ordering safety. **#129** (2026-06-12): the constant-NDC bias spanned ~190 m of eye depth at a landblock (non-linear depth) → distant occluders punched; the eye-space cap bounds the reach (`Issue129PunchBiasTests`). DO-NOT-RETRY: punch must stay depth-gated (ISSUES #108) | Door-plane-hugging geometry beyond the 0.5 m cap re-occludes the aperture (a **#108**-class regression at >10 m viewing range); an occluder within the cap in front of a distant aperture still punches through | `D3DPolyRender::DrawPortalPolyInternal` 0x0059bc90 (maxZ1=7 / maxZ2=6) |
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| AD-19 | Under outdoor roots, ALL dynamics draw in one z-buffered final pass; retail draws objects painter-ordered per landcell inside the landscape pass (interior roots route per **#118**) | `src/AcDream.App/Rendering/RetailPViewRenderer.cs:126` | The dynamics-drawn-LAST invariant is what makes the aperture depth punch safe (first BR-2 attempt punched after dynamics and erased the player, reverted `88be519`); z-buffer substitutes for painter's order on opaque geometry | Punch/seal correctness hinges on an ordering invariant — any pass added after DrawDynamicsLast, or alpha content needing painter order, gets erased inside apertures or composites wrong | `LScape::draw` → `DrawBlock` 0x005a17c0 → DrawSortCell pc:430124; `PView::DrawCells` 0x005a4840 |
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| AD-20 | Camera sweep fallback seeds the eye's `AdjustPosition` from the PLAYER's cell; retail re-seats at the sought eye's own tracked cell (rest of function is a verbatim `update_viewer` port) | `src/AcDream.App/Rendering/PhysicsCameraCollisionProbe.cs:97` | acdream's camera doesn't track the sought-eye's cell separately; the eye is near the player so the player-cell stab list is assumed to cover it | An eye outside the player cell's stab-list coverage (boundary corners, cross-landblock pull-back) seats in the wrong cell — and the viewer cell roots the whole render: one-frame wrong root (flap-class flash) | `SmartBox::update_viewer` 0x00453ce0, pc:92878-92883 |
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| AD-21 | Null-clipRoot legacy outdoor safety path (no portal visibility, no punches/seals, no-clip terrain) for pre-spawn / login / legacy cameras; in-world retail always has a viewer_cell root | `src/AcDream.App/Rendering/WorldRenderFrameBuilder.cs` (`RuntimeWorldFrameRootSource`, `WorldRenderFrame.ClipRoot`); `src/AcDream.App/Rendering/WorldSceneRenderer.cs` (null-root safety draw) | Result is null ONLY when neither an interior root nor the synthetic outdoor node exists; kept so the login screen shows the live sky | If viewer-root resolution ever returns null in-world (membership bug, fly-camera edge), the frame silently degrades — interiors stop drawing through doorways; the old two-branch FLAP reappears for those frames | `SmartBox::RenderNormalMode` decomp:92635 |
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| AD-22 | Async streamed mesh loading with bounded CPU replay residency, per-frame upload budgets, and point-of-use self-heal (`EnsureLoaded` re-request in the dispatcher's mesh-missing path, **#128**); retail loads synchronously — geometry is never absent | `src/AcDream.App/Rendering/Wb/WbMeshAdapter.cs`; `src/AcDream.App/Rendering/Wb/MeshUploadCaches.cs`; `src/AcDream.App/Rendering/Wb/MeshUploadFrameBudget.cs` | Immutable preparation descriptors and the bounded CPU cache can re-stage an evicted mesh; dispatcher self-heal makes absence transient while upload budgets prevent a portal arrival from monopolizing a frame | A future consumer that neither retains an owner nor reaches the self-heal/replay path can remain invisible; under heavy admission pressure a valid mesh can pop in later than retail's synchronous path | retail synchronous content load; `docs/architecture/worldbuilder-inventory.md` portal-readiness and bounded-residency seams |
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| AD-23 | Live entities with `ServerGuid != 0` and null `ParentCellId` are culled (ClipSlotCull) while indoor clip routing is active; retail objects are always cell-resident (synchronous add-to-cell at creation) | `src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs:484` | Phase U.4 policy: parentless = unresolved indoors, equivalent to retail's not-in-any-visible-cell ⇒ not drawn, *given membership resolves promptly* | An entity whose membership lags (late CreateObject hydration, resolver hiccup) blinks invisible while the player is indoors, even in plain sight | retail per-cell object lists in PView traversal |
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| AD-24 | EnvCell shell geometry content-deduplicated and instanced; retail draws each CEnvCell's own structure directly | `src/AcDream.Core/Rendering/Wb/EnvCellGeometryIdentity.cs` | Phase A8 retained WB's 31× hash; the 2026-07-24 full-DAT gate proved a real collision (`0x00030175`/`0x01BC0105`), so App+Bake now share a namespaced FNV-1a tuple identity and the bake rejects any full-tuple collision | A future collision outside the installed full-DAT gate could still merge different shells at runtime; the stronger 59-bit payload makes this extremely unlikely, and every bake fails loudly rather than publishing it | retail `PView::DrawCells` → per-cell drawing_bsp (cited at the former renderer `:319`) |
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| AD-27 | PickUp fires on natural moveto completion via the `MoveToComplete` client-addition seam (retail's `CleanUpAndCallWeenie` contains no weenie call in this build and notifies nothing on arrival). The companion `MoveToCancelled` seam only withdraws the waiting pickup presentation/action. **Use retired 2026-07-25:** `ItemHolder::UseObject` sends `Event_UseEvent` before `CPlayerSystem::UsingItem`; acdream now does the same and leaves approach to ACE's authoritative MoveToChain. | `src/AcDream.App/Interaction/SelectionInteractionController.cs` (`OnNaturalMoveToComplete`/`OnMoveToCancelled`); `src/AcDream.App/Input/PlayerModeController.cs` (player MoveTo seam binding); `src/AcDream.Core/Physics/Motion/MoveToManager.cs` (`MoveToComplete`/`MoveToCancelled`) | ACE's server-side pickup chain may have timed out by the time our body arrives; the close-range deferred send hits ACE's WithinUseRadius fast-path. | If the server's chain has not timed out, pickup may execute twice or produce protocol noise on non-ACE servers | ACE CreateMoveToChain / WithinUseRadius; `MoveToManager::CleanUpAndCallWeenie` 00529650 §7e (no weenie call); `ItemHolder::UseObject` 0x00588A80 |
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| AD-28 | Chat transcript (`UiText`) and input (`UiChatInput`) are two separate widget classes placed inside their dat-authored container panels; retail's `ChatInterface` uses a single mode-flagged `UIElement_Text` (Type-12) that switches between read and edit mode | `src/AcDream.App/UI/Layout/ChatWindowController.cs:135` (transcript) + `:150` (input) | `UIElement_Text` is inside keystone.dll with no PDB/decomp; a two-widget split is functionally equivalent (read-only scroll, editable input) and is the structural adaptation required by our UiElement architecture | A future consumer expecting a single widget for both read/write (e.g. a plugin calling the chat API and getting one widget back) must be written to the two-widget contract | `UIElement_Text` (Type-12) @ keystone.dll; `gmMainChatUI::PostInit` @0x4ce130 |
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| AD-29 | `ClientObjectTable` fires global `ObjectAdded`/`ObjectUpdated`/`ObjectRemoved` events; consumers filter by guid on their end. Retail dispatches per-object via `NoticeRegistrar` observer dispatch — each UI cell observes only its specific object guid | `src/AcDream.Core/Items/ClientObjectTable.cs:48` (events); `src/AcDream.App/UI/Layout/ToolbarController.cs:115` (guid filter) | `NoticeRegistrar` is inside keystone.dll with no PDB/decomp; global broadcast + consumer-side filter is functionally equivalent for the current panel count and object volumes seen in practice | At high object counts (>1 000 objects), every `ObjectUpdated` wakes every subscribed consumer — O(n·m) notification cost instead of retail's O(1) per-observer dispatch; a consumer that forgets the guid filter processes all objects (a latent correctness bug) | `NoticeRegistrar` (keystone.dll, no PDB); retail per-object observer registration in `CObjectMaint` |
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| AD-30 | Cell-march preserves seed landblock id when `TryGetTerrainOrigin` returns false for an outdoor seed (#145 D, 2026-06-22): `BuildCellSetAndPickContaining` returns `currentCellId` verbatim rather than marching via `blockOrigin=(0,0,0)`; retail never encounters this state (cells stored block-local, no streaming-gap concept) | `src/AcDream.Core/Physics/CellTransit.cs:765` | Equivalence argument: "preserve-verbatim when unregistered" is the same contract as `PhysicsEngine.Resolve`'s NO-LANDBLOCK branch; the player's cell stays the last known-correct cell until the landblock's terrain registers — no march, no lbX=0 wire | A body whose seed landblock is genuinely absent for >1 physics tick holds its last-known cell rather than discovering the true containing cell; transient only — corrects the instant terrain registers; an indoor seed is explicitly excluded from the guard (outdoor low < 0x100 gate) | `CObjCell::find_cell_list` + block-local storage (retail has no streaming gap); `TryGetTerrainOrigin` pc path |
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| AD-32 | Movement, Position, State, Vector, Pickup, Delete, and ObjDesc packets for a FUTURE object incarnation are dropped until its CreateObject arrives; retail queues each blob for the not-yet-created object (`SmartBox::QueueBlobForObject`, dispatch return 4) and replays it after construction. F754/F755 and ParentEvent are no longer part of this divergence: `EntityEffectController` preserves one mixed effect FIFO per server GUID until the canonical local owner is ready, while runtime-owned `ParentAttachmentState` retains parent relations by generation. Older-incarnation state packets drop in both clients. | `src/AcDream.Core/Physics/PhysicsTimestampGate.cs` (`TryAcceptInstance`); `src/AcDream.Runtime/Entities/InboundPhysicsStateController.cs`; `src/AcDream.App/World/LiveEntityRuntime.cs`; effect exception `src/AcDream.App/Rendering/Vfx/EntityEffectController.cs`; Parent exception `src/AcDream.Runtime/Entities/ParentAttachmentState.cs` | acdream has no general per-object mixed queue for non-effect state packets yet. Dropping those state families is generation-safe: a future packet cannot mutate the old body or advance its stamps, and the newer CreateObject wholesale-seeds all nine channels. The canonical runtime remains the seam for widening the queue later. | The first queued non-effect state can be absent until a later authoritative update; effect and Parent packets retain retail order and ownership | `SmartBox::HandleSetState` 0x004533E0; `HandleVectorUpdate` 0x00453480; `HandleParentEvent` 0x004535D0; `HandlePickupEvent` 0x00453530; `HandleDeleteObject` 0x00451EA0; `HandleObjDescEvent` 0x00453340; `UnpackPositionEvent` 0x004542C0; F754/F755 dispatch and pending replay pc:357214-357239 |
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| AD-33 | `CSequence.frame_number` at C# `double` (64-bit); retail is x87 `long double` (80-bit extended) — every frame-boundary comparison ran at extended precision on retail (Phase R1, 2026-07-02) | `src/AcDream.Core/Physics/Motion/CSequence.cs` (`FrameNumber`) | `double` is the widest C# float type; the R1 port removes ACE-style boundary epsilons so comparisons are exact-int against bare boundaries, minimizing ULP sensitivity (ACE's `float` is far worse) | A frame landing within 1 double-ULP of an integer boundary could classify differently than retail's 80-bit compare — sub-frame timing skew at pathological framerate×dt combinations | `acclient.h:30747` (`long double frame_number`) |
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| AD-34 | Retail's intrusive `DLListBase`/`DLListData` lists are managed `LinkedList<T>`s; node identity via `LinkedListNode<>` references (Phase R1 anim list, 2026-07-02; extended R2-Q3 to `MotionTableManager.pending_animations`; extended R4-V2 to `MoveToManager.pending_actions` — whose node type, retail `MoveToManager::MovementNode`, is RENAMED `MoveToNode` to avoid colliding with R2's `Motion/MotionNode.cs` pending_motions node) | `src/AcDream.Core/Physics/Motion/CSequence.cs` (`_animList`); `src/AcDream.Core/Physics/Motion/MotionTableManager.cs` (`_pendingAnimations`); `src/AcDream.Core/Physics/Motion/MoveToManager.cs` (`_pendingActions`) + `MoveToNode.cs` | Same topology + cursor semantics (curr_anim/first_cyclic/tail-anchored scans are node references); unlink/delete becomes `Remove(node)`; conformance tests pin the surgery state tables | Any retail behavior depending on the −4 pointer adjustment or node memory reuse (none observed in the decomp) would diverge; a reader grepping for retail's `MovementNode` name must find it via this row | `acclient.h` DLListBase; `r1-csequence-decomp.md` §0; `r2-motiontable-decomp.md` §11; `r4-moveto-decomp.md` node factories §4a |
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| AD-35 | `MotionTableManager.PerformMovement`'s unhandled-type default case returns the named sentinel `0xFFFFFFFF` (`MotionTableManagerError.NotHandled`); retail's compiled code leaks the `CSequence*` pointer reinterpreted as the return code (BN-confirmed artifact, dead/unreachable — callers gate on type first) (R2-Q3, 2026-07-02) | `src/AcDream.Core/Physics/Motion/MotionTableManager.cs` (`PerformMovement` default case) | No retail caller consults the return value for unhandled types (RawCommand/StopRawCommand/MoveTo\*/TurnTo\* route elsewhere); returning a stable non-zero sentinel preserves the only observable contract (non-zero = not success) without fabricating a pointer-shaped number | If a future port wires a caller that passes unhandled types AND branches on the exact return value, it would see `0xFFFFFFFF` where retail saw an arbitrary pointer — flag at that port | `PerformMovement` 0x0051c0b0 (`r2-motiontable-decomp.md` §11 default-case note) |
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| AD-36 | `IMotionDoneSink.MotionDone` consumed for CREATURE-class entities only: R3-W2 binds the seam to the entity's `MotionInterpreter.MotionDone` (player via `PlayerMovementController.Motion`, remotes via `RemoteMotion.Motion`, resolved at fire time); interp-less entities (statics that never receive a UM/UP and so never get a `RemoteMotion`) keep a diagnostic-recorder-only target — retail gives every CPhysicsObj a MovementManager/CMotionInterp (R2-Q4 seam, narrowed R3-W2, 2026-07-02; R5-V5 gave every `RemoteMotion`/player ONE literal `MovementManager` facade, so the residue is only the no-RemoteMotion class) | `src/AcDream.App/Rendering/GameWindow.cs` (TickAnimations MotionDoneTarget bind) | Motion for entities without a `RemoteMotion` (never UM/UP-touched) completes via the manager queue alone; nothing consumes their MotionDone until every sequencer-owning entity gets a host/`RemoteMotion` (doors DO have one since the R4-V5 door fix — first UM creates it) | An entity behavior depending on pending_motions bookkeeping in that no-RemoteMotion class (none known) would silently no-op | `CPhysicsObj::MotionDone` 0x0050fdb0; retire when every sequencer-owning entity constructs a `RemoteMotion`/host (post-M1.5 entity-class unification; R5-V5 closed the facade half) |
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| AD-37 | Camera rotation state is a forward VECTOR (nlerp + normalize; roll always 0, up = world Z); retail's sought carries a full Frame and slerps quaternions (`Frame::interpolate_rotation` shortest-path slerp with 2e-4 nlerp fallback). The dead-band compares forward-vector distance against the same 2e-4 epsilon retail applies per quaternion component | `src/AcDream.App/Rendering/RetailChaseCamera.cs` (`_dampedForward`, `ApplyConvergenceSnap`) | The chase camera never rolls (heading frames are Z-up by construction), so a forward vector spans the reachable rotation space; identified (not introduced) during the #180 UpdateCamera tail reading | If a future camera mode needs roll (death cam, cutscene) the vector state can't represent it; large-angle per-frame turns nlerp (chord) vs slerp (arc) — imperceptible at 0.45-stiffness step sizes | `Frame::interpolate_rotation` 0x00535390, `Frame::close_rotation` 0x00455d70; pseudocode doc 2026-07-06-camera-sought-position |
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| AD-39 | The `frames_stationary_fall` ladder + fsf≥3 UP-contact-plane manufacture runs AFTER acdream's fused LKCP-restore/contact-marking block, deriving retail's `_redo` as `cleanAdvance \|\| OnWalkable`; retail (ACE Transition.cs:1029-1061) interleaves the fsf block BETWEEN the LKCP-restore (sets `_redo`) and the contact-marking (reads the manufactured plane) (#182 rebuild, 2026-07-07) | `src/AcDream.Core/Physics/TransitionTypes.cs` (`ValidateTransition` fsf tail) | acdream deliberately fused ACE's separate LKCP-restore + contact-mark blocks (the L.2.3c/L.2.4/A6.P3 contact-retention divergences); running the ladder after them and re-marking grounding inside the manufacture branch is semantically equal (a grounded wall-slide is not a stuck-fall in either arrangement) without disturbing those hard-won fixes | If a future contact-retention change alters when OnWalkable is set relative to the ladder, `_redo` could misclassify a frame (grounded-jam mistaken for stuck-fall → spurious velocity zero, or vice-versa) — the fsf conformance tests pin the current arrangement | `CTransition::validate_transition` 0x0050aa70 pc:272625-656; ACE Transition.cs:1029-1061 |
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| AD-40 | The fsf `Stationary*` transient-bit encode (fsf→0x10/0x20/0x40) lives in the Core resolve writeback (`PhysicsEngine.ResolveWithTransition`), co-located with the fsf computation; retail encodes it in `handle_all_collisions` (pc:282737-758). Also: `PhysicsBody.CachedVelocity` is computed at the player chokepoint but not yet consumed — outbound wire velocity still uses the existing `get_state_velocity` path, not retail's cached_velocity source (#182 rebuild, 2026-07-07) | `src/AcDream.Core/Physics/PhysicsEngine.cs` (writeback); `src/AcDream.Runtime/Gameplay/PlayerMovementController.cs` (`CachedVelocity`) | Encoding in the writeback keeps the seed→ladder→writeback→seed round-trip self-contained in Core (testable without the App loop); the bit values + timing are identical to retail's (set after fsf is final, before the next resolve). CachedVelocity is faithful to carry now; routing the wire through it is a separate, unmeasured change | If a future consumer reads the Stationary* bits expecting retail's handle_all_collisions to have set them (it doesn't run in Core), the Core writeback is the source of truth; a wire-reporting change that assumes CachedVelocity is live would send the wrong velocity until it's wired | `handle_all_collisions` bit encode pc:282737-758; `get_velocity` 0x005113c0 (cached_velocity reader) |
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| AD-41 | The `candidateMoved` gate (retail UpdateObjectInternal pc:283657 `candidate != m_position`) suppresses the WHOLE SetPositionInternal-shaped commit (contact/walkable flags, HitGround/LeaveGround, `handle_all_collisions`, `cached_velocity`) on a no-move frame — narrowed 2026-07-30 (#265 bounce rework) from "only handle_all_collisions"; acdream still runs `ResolveWithTransition` (zero-distance) for cell/contact tracking, where retail skips the whole transition (#182 rebuild, 2026-07-07) | `src/AcDream.Runtime/Gameplay/PlayerMovementController.cs` (`candidateMoved` guard) | The load-bearing effect is not re-zeroing the gravity velocity that rebuilds after a stuck-fall bleed; the zero-distance resolve is a near-no-op (numSteps 0 → the zero-step early return, no ValidateTransition, contact plane persists via the writeback), so running it is harmless while keeping acdream's per-frame cell/membership refresh | If the zero-distance resolve ever gains a side effect on a no-move frame (a contact-plane clear, an fsf change), it would diverge from retail's skip — a no-move frame must stay a near-no-op | `CPhysicsObj::UpdateObjectInternal` 0x005156b0 pc:283657 (candidate-moved gate) |
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| AD-42 | **Refreshed 2026-08-02 (C3c review round 1). Citation corrected 2026-08-04 (C4 route 4b-3): the remote-teleport controller half is deleted with that slice — the standalone `RemoteTeleportController` no longer exists; the teleport arm now runs through the same canonical Runtime SetPosition transaction the far arm uses, and this row's split survives only on the remaining unflipped path.** The two-call enter-world placement split (legacy `Resolve` = retail `AdjustPosition` + the host's established floor snap, then `ResolvePlacement` = the verbatim object-aware `find_placement_pos` ring search) survives ONLY on the headless portal-arrival resync. The LOCAL login first-entry no longer uses it — the C3c flip routes it through the single canonical Runtime SetPosition transaction (the faithful placement family), retiring the row's original `GameWindow.EnterPlayerModeNow` citation. Retail runs initial environment placement, ring search, and final step-down inside one `find_placement_position` transition | `src/AcDream.Headless/Hosting/HeadlessSessionWorldProjection.cs` (`ResynchronizeLocalPlayerForPortalArrival`); `src/AcDream.Core/Physics/PhysicsEngine.cs` (`ResolvePlacement`) | The first call has already committed the same validated cell/floor point that feeds the ring search; the second call uses the same sphere dimensions, collision registry, and cell id. The surviving split path is the headless portal-route scope | A teleport arrival that requires retail's final placement step-down after a ring candidate (rather than the existing floor snap before it) could settle at a slightly different Z on a ledge/water boundary; the overlap is still cleared | `CPhysicsObj::enter_world` 0x00516170; `CTransition::find_placement_position` 0x0050C170; `CTransition::find_placement_pos` 0x0050BA50 |
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| AD-43 | A malformed/custom PhysicsScript `CallPES` cycle whose script timeline never advances is rejected with a diagnostic; retail's linked scheduler would continue draining that zero-time tail indefinitely | `src/AcDream.Core/Vfx/PhysicsScriptRunner.cs` (timeline-progress ancestry guard) | Prevents corrupt DAT content from hanging the single update/render thread. Installed-DAT audit plus conformance tests prove the real rolling-weather cycles advance 2.8 seconds per edge and continue unchanged; only a no-progress strongly connected cycle is rejected | A custom DAT that deliberately relies on an infinite zero-time loop observes a rejected play instead of freezing the client | `ScriptManager::AddScriptInternal` 0x0051B310; `ScriptManager::UpdateScripts` 0x0051B480; `CPhysicsObj::CallPES` 0x00511AF0 |
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| AD-44 | acdream has no retained character-management screen: startup deterministically selects the first active, non-greyed CharacterList identity, and native-window close performs retail's complete character-logoff handshake plus transport disconnect before exiting instead of returning to character selection. One active `ReceiverData` equivalent means `ClientNet::LogOffServer`'s per-receiver loop sends one header. | `src/AcDream.Core.Net/Messages/CharacterList.cs` (`TrySelectFirstAvailable`); `src/AcDream.App/Rendering/GameWindow.cs` (live-session bootstrap, moving to `LiveSessionController` in Slice 3); `src/AcDream.Core.Net/WorldSession.cs` (`SelectCharacterForEnterWorld`, `Dispose`); `src/AcDream.Core.Net/Packets/TransportDisconnect.cs` | This preserves unattended startup and immediate ACE endpoint release while validating that the chosen identity is active/non-greyed and using the server's canonical account. A future retained character-management owner is separate UI/session work. | An account with multiple playable characters enters the first wire-order identity without retail's explicit choice. An eventual in-client "log off character" action cannot reuse the process-exit path; it must retain the authenticated socket after server `0xF653` and return to character management. | `gmCharacterManagementUI::SelectCharacter @ 0x004EC160`; `gmCharacterManagementUI::EnterGame @ 0x004ED440`; `gmCharGenMainUI::Update @ 0x004E8460`; `Proto_UI::LogOffCharacter @ 0x00546A20`; `CPlayerSystem::RequestLogOff @ 0x00562DD0`; `CPlayerSystem::ExecuteLogOff @ 0x0055D780`; `ClientNet::LogOffServer @ 0x00543EF0`; `SharedNet::SendOptionalHeader @ 0x00543160` |
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| AD-45 | App teardown can overlap a newer `INSTANCE_TS` record after retiring the old active identity. `TargetManager` therefore retains the exact target host and each `TargettedVoyeurInfo` retains the exact watcher host; unsubscribe, Sticky live-target reads, inbound sender validation, and ExitWorld delivery compare/use those pointer-like tokens rather than resolving a reused GUID. Retail stores only GUIDs because `DeleteObject` finishes `exit_world`/`leave_world` while the retiring `CPhysicsObj` remains the sole object-table entry. | `src/AcDream.Core/Physics/Motion/TargetManager.cs`; `StickyManager.cs`; `TargettedVoyeurInfo.cs`; `IPhysicsObjHost` exact relationship seams | This preserves retail's effective object-pointer identity while allowing App resource teardown to fail and retry without blocking an accepted newer server generation. Ordinary `GetObjectA` remains active-record-only, so tombstones cannot accept new relationships. | If any target/voyeur path bypasses the exact token, retrying an old teardown can remove or notify a newer same-GUID relationship, or Sticky can steer toward the replacement; retained tokens also keep the small manager graph alive until teardown converges. | `CPhysicsObj::exit_world @ 0x00514E60`; `CObjectMaint::DeleteObject(CPhysicsObj*) @ 0x00508460`; `ACCObjectMaint::DeleteObject(uint) @ 0x005576F0`; `TargetManager::SetTarget @ 0x0051AC30`; `ClearTarget @ 0x0051A7E0`; `AddVoyeur @ 0x0051A830`; `RemoveVoyeur @ 0x0051AD90` |
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| AD-57 | **Re-argued from TS-24 at Campaign P P7 (2026-07-30).** Outbound `RawMotionState.Actions` is always empty at runtime. The packer emits `num_actions` + per-action pairs (L.2b, `RawMotionState::Pack` 0x0051ed10) and the R3-W1 action FIFO capability exists (`AddAction`/`RemoveAction`/`ApplyMotion`/`RemoveMotion`); no production input path ENQUEUES autonomous actions yet because the emote/autonomous-motion feature surface is unimplemented. An empty list is byte-identical to retail's own no-pending-actions state, so this is a feature gap, not a divergence of existing behavior. | packer `src/AcDream.Core.Net/Messages/RawMotionStatePacker.cs`; FIFO `src/AcDream.Core/Physics/RawMotionState.cs` | Every currently-shipped movement packet matches retail byte-shape; the gap only manifests when emote-class autonomous actions are implemented. | When emotes land, forgetting to route them through the FIFO would silently drop them from the wire. | `RawMotionState::Pack` 0x0051ed10 |
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| AD-58 | **Re-argued from TS-40 at Campaign P P7 (2026-07-30).** Retail's `physics_obj->cell` null test ("placed in the world") is proxied by the explicit `PhysicsBody.InWorld` flag — set by `SnapToCell` and `RemoteMotion` construction, consumed by `CMotionInterp`'s detached-object link-strip guards. Equivalence: every acdream body that would have a null retail cell pointer has `InWorld == false` (bodies exist only for world entities; the flag flips exactly at placement/withdrawal), so the guards fire on the same population. A structural adaptation of retail's pointer-as-state idiom to acdream's explicit-flag idiom, not scheduled debt. | `src/AcDream.Core/Physics/PhysicsBody.cs` (`InWorld`); `src/AcDream.Core/Physics/MotionInterpreter.cs` (3 guard sites) | If a future path creates a body before world placement without clearing `InWorld`, the link-strip guards misfire where retail's null-cell test would not. | `CMotionInterp` link-strip guards raw @305xxx |
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| AD-59 | **Filed 2026-08-02 (physics campaign, continuation-executor slice).** The `SameIncarnationCreate` envelope buffers one publish per committed stage and flushes them ALL, in stage order, only after the LAST stage commits (constant-true per-field predicate, `IsCurrent`-checked at flush - the per-field closure variant was invalidated by WeenieDescription's six-field `AdvanceCreateAuthority`). A subscriber sees N back-to-back events with no interleaved observation point, each carrying the FINAL merged post-envelope record state, not per-stage state. | `src/AcDream.Runtime/Entities/RuntimeInitialCreateContinuationExecutor.cs` (`ApplyEnvelope` buffered-publish tail; `Publish`/`PublishNow`) | Retail's own tail is one synchronous critical section, and retail emits ONE notice per Create (`ECM_Physics::SendNotice_CreateObject`, fired whenever a weenie exists, independent of the physics-registration outcome) - never N per-internal-step notices. The buffered flush is closer to retail's one-signal model than per-step publication would be, though not a literal 1:1 match. | A subscriber diffing consecutive `Updated` events from the SAME envelope to isolate one stage's delta gets every stage's cumulative state on each event - silently wrong incremental-diff logic, not a crash. | `SmartBox::HandleCreateObject` 0x00454C80 same-incarnation tail (one synchronous critical section); `ACCObjectMaint::CreateObject` 0x00558870 step 11 (`ECM_Physics::SendNotice_CreateObject`) |
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| AD-60 | **Filed 2026-08-02 (physics campaign, continuation-executor slice).** Executor Position-continuation merges never directly commit residency: `ApplyPositionAction` refreshes `canonical.Snapshot.Position` with the retained wire pose but withholds the derived `FullCellId` (`RefreshSnapshot(..., refreshPosition: false)`); only a Runtime `SetPosition` commit (the continuation's own classified placement) or a later simulation full-cell commit may change residency. The LEGACY immediate-apply path's `RefreshSnapshot(canonical, snapshot, refreshPosition: acceptedPosition)` (`RuntimeEntityObjectLifetime.cs:1338`) still derives `FullCellId` from bare wire acceptance - that coarser rule is part of the AP-1 divergence this campaign is removing, not something this row blesses. | `src/AcDream.Runtime/Entities/RuntimeInitialCreateContinuationExecutor.cs` (`ApplyPositionAction`, the CANONICAL CELL SEMANTICS comment) | Matches retail exactly: `HandleReceivedPosition` never writes a resident cell - `enter_world`/`MoveOrTeleport`'s placement commit and `SetPosition` do; also matches the classifier's documented cellless rule. | If a future change passes `refreshPosition: true` here, a wire Position would make a cellless canonical body resident without any placement/collision commit - the classic AP-1-shaped bug this campaign exists to close. | `SmartBox::HandleReceivedPosition` 0x00453FD0; `RuntimeAuthoritativePositionRouteClassifier.ClassifyAcceptedPosition` comment |
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| AD-61 | **Filed 2026-08-02 (C3c review round 1).** The #270 settle-timing compression now covers the LOCAL player: `RuntimeLocalPlayerPhysicsPublicationState.SettleFirstEntryGroundContact` runs the shared `SpawnPlacementSettler` exactly once after the dormant activation's final commit (suffix-current authority only), compressing retail's first post-`enter_world` gravity frame — which grants CONTACT/ON_WALKABLE from a real touch — into the placement transaction. The legacy App-era force-seed (`Contact\|OnWalkable\|Active` in `PlayerMovementController.SetPositionCore`) still RUNS during publication-candidate preparation and is then OVERWRITTEN by the faithful activation commit + settle (it was never deleted). Caveat (review minor M2): the settler commits `settle.Position` but discards `settle.CellId` — a settle whose few-cm sweep crosses a cell boundary keeps the placement cell until the next resolve corrects it (inherited #270 semantics; ISSUES entry filed) | `src/AcDream.Runtime/Gameplay/RuntimeLocalPlayerPhysicsPublicationState.cs` (`SettleFirstEntryGroundContact`); `src/AcDream.Core/Physics/SpawnPlacementSettler.cs` (`TrySettle`); overwritten seed `src/AcDream.Runtime/Gameplay/PlayerMovementController.cs` (`SetPositionCore`) | Timing compression only: contact comes exclusively from the sweep's real touch (no caller-bool seeding, no forced transients), an airborne spawn stays genuinely airborne, and the overwritten force-seed leaves no observable residue past the activation commit — the committed state is exactly what retail's first gravity frame produces | A settle crossing a cell boundary reports the stale placement cell for the frames before the next resolve; a future reader trusting `SetPositionCore`'s "treat as grounded" seed comment could reintroduce the Contact-without-plane state the landing family calls unrepresentable | `CPhysicsObj::enter_world` 0x00516170; `SmartBox::HandleCreateObject` 0x00454C80 |
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| AD-62 | **Filed 2026-08-03 (C4 route 2, round 2); rewritten round 3.** General rule: an accepted local-player ForcePosition that this route does not carry through to a committed canonical placement is never re-applied. That half matches retail — `SmartBox::BlipPlayer` attempts the placement exactly once and never retries. What diverges is that acdream has non-commit outcomes retail cannot reach at all, because retail's world is fully resident and its placement synchronous. Round 3 narrowed the loss to the re-apply alone wherever the packet's placement was actually BEGUN: the retail position event now fires at that packet's terminal outcome whether or not the placement committed (`SettlePending`'s `positionEventOwed` path), matching `BlipPlayer` discarding `SetPositionSimple`'s `enum SetPositionError` and `HandleReceivedPosition` acking unconditionally @0x00454091. Shapes losing ONLY the re-apply: (i) the destination landblock's collision generation is unpublished so the placement parks (`DeferredCell`) and is then retired by a non-position cause (collision-generation retirement, the lost-cell deadline, `ParkCollisionResidents`) with the accepted authority unmoved — the funnel's EQUAL branch; (ii) the same park superseded by a newer ordinary `Apply` Position which now owns the pose — the ADVANCED+ordinary branch; (iii) any OTHER `PositionAuthorityVersion` advance moving the record out from under the funnel's re-issue test — `TryApplyPickup` (`RuntimeEntityObjectLifetime.cs:1116`), `CommitPositionChannelUpdate` (`:2041`), `AdvanceCreateAuthority` (`:2466`) — effectively unreachable for a live local player, but they fail silently in the same direction and the funnel cannot tell them from (ii). Shapes still losing BOTH the re-apply and the ack because no placement was ever begun for that packet: (iv) a `Contention` whose blocking operation is EXTERNAL to this drive (a concurrent portal/teleport placement owns the entity) — nothing is recorded in `_pending`, so nothing pumps it and the packet is dropped outright; (vi) a re-issue retry marker whose re-issue never manages to begin before the funnel clears it. Losing BOTH for a DIFFERENT reason — the placement WAS begun, but the descriptor was displaced before reaching its own terminal settle: (v) a packet superseded by a newer force whose own placement begins cleanly — `SettlePending` opens by nulling `_pending` without reading it, so the older descriptor's owed ack is discarded. Replaying it would be worse than losing it (a stale-sequence report carrying the newer packet's committed pose), and the displacing packet always acks, so ACE always receives a report for the newest force. The `DeferredCell` park is NOT a precondition of this row: shapes (iv)-(vi) never park. In every shape the body stays where the last successful placement left it and the next accepted Position (ACE broadcasts at 5-10 Hz) carries the corrected pose forward. | `src/AcDream.Runtime/Session/RuntimeAcceptedPositionDriveController.cs` (`SettlePending` — the single terminal-outcome funnel: its `positionEventOwed` ack and its two non-reissuing branches; and `TryExecuteAcceptedLocalPosition`'s `Contention` return) | Retail has no park and no external placement authority: `SmartBox::BlipPlayer` runs synchronously against a fully resident world, so "arrived but not yet placeable" and "another placement owns this entity" are both unrepresentable there. Those are our async collision-publication and single-placement-authority adaptations. Re-issuing a retired force instead would be worse than not: shape (ii) would stamp the force route's `Teleport\|Slide` flags and an unconditional ack onto an ordinary echo's pose while skipping the `ConstrainTo` the ordinary branch runs (`RuntimeAuthoritativePositionRouteClassifier.cs:368-388`), and shape (i) can re-issue into the same persistent cancellation cause indefinitely. The drive still owns at most one in-flight placement and still re-issues whenever the newest accepted event IS a still-unserved ForcePosition. | A server correction whose destination collision is slow to publish, or which lands while another placement authority owns the entity, can be silently skipped: the player stays at the pre-correction pose for one broadcast interval (~100-200 ms). Sustained (a slow-publishing destination correcting repeatedly) this reads as rubber-banding that does not take. In shapes (iv)-(vi) ACE additionally receives one fewer `AutonomousPosition` than retail would have sent, so the server cannot tell its force was not applied. | `SmartBox::HandleReceivedPosition` @0x00453FD0 FORCE_POSITION branch (`SendPositionEvent` @0x00454091, early return @0x0045409D); `SmartBox::BlipPlayer` @0x00453940 (discards the error, returns void); `CPhysicsObj::SetPositionSimple` @0x005162B0 (returns `enum SetPositionError`; other callers test `== OK_SPE` @0x0055605D/@0x00556021); `CommandInterpreter::SendPositionEvent` @0x006B4770 |
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| AD-63 | **Filed 2026-08-04 (cancelled-park presentation rollback).** When a cancelled restorable park is rolled back, the entity's presentation is restored EXCEPT the player's selection. `ParkDeferred`'s Withdraw receipt makes the host sink clear the selection if the parked entity was the selected object (`_clearSelectionForUnavailableEntity`), and the `WithdrawalRestored` receipt that rolls that withdrawal back deliberately does not re-select it. Every other registration the withdrawal removed — the graphical bucket, projection visibility, plugin world state, the world-event replay set, the effect-pose registry, the local-player shadow, the presentation visibility sinks — IS restored exactly. | `src/AcDream.App/World/RuntimePlacementPresentationSink.cs` (`TryApplyWithdrawalRestoration` vs `TryPublishWithdrawal`'s `_clearSelectionForUnavailableEntity` call) | Selection is user intent, not a projection registration. Retail clears the selection when its target becomes unavailable (`SelectionChangeReason.SelectedObjectRemoved` is acdream's name for the same edge) and never re-selects on the object's behalf; re-selecting here would invent input the player did not give. Retail also cannot reach this state at all — it has no cancel for a lost-cell park (AP-136) — so there is no retail behaviour to match, only two acdream choices, and "do not act for the player" is the conservative one. | The player loses their target for the ~150 ms park window if the selected object happened to park, and must re-click it. No other state is affected: the object is visible, on the radar, collidable, and assessable again as soon as the restoration receipt drains. Retire together with AP-136 by making the park survive cancellation (issue #309), which removes the withdrawal — and therefore the selection clear — entirely. | AP-136 (the park rollback this rides on); no retail anchor — retail has no cancellable lost-cell park |
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---
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## 3. Documented approximation (AP) — 98 active rows (AP-141 filed 2026-08-04, C4 route 5, NARROWED 2026-08-04 at the round-2 delta review — the far-branch StopInterpolating clause was wrong for the adopted-body case (it is now ported there) and the row's language now distinguishes "never armed" from "never re-anchored"; CORRECTED 2026-08-04 at the round-3 delta review — the risk column's "would drag the body toward a stale anchor" claim was itself wrong (the leash anchor is write-only; `ConstraintManager::adjust_offset` only brakes, never pulls) and is retracted; every half remains test-gated only, since ACE never sends a missile UpdatePosition; AP-140 filed AND RETIRED 2026-08-04 — filed at the Bug B Opus review because the two accepted-Position routing gates read the client `Airborne` flag, i.e. walkability, where retail's free-flight predicate is CONTACT, and Bug B had just turned "in contact, not on walkable ground" from unreachable into ordinary; retired the same day by pointing both gates at `PhysicsBody.InContact`, retail's literal `transient_state & 1` test at `InterpolationManager::adjust_offset` @0x00555D52 (bit 0 = `CONTACT_TS`, acclient.h:3690), while leaving `Airborne` and all five of its `!Body.OnWalkable` writers untouched — the narrow shape the row itself pinned. A remote sliding on a steep face now interpolates as retail does instead of snapping at UpdatePosition cadence; AP-139 filed 2026-08-04, Bug B remote steep-contact slide — the interpolation-queue clear on the landing edge, carried over from the deleted hand-rolled remote landing block; AP-81 narrowed the same day by that fix, which retired its whole GRAVITY half; AP-87 annotated the same day — its predicted symptom was observed live and then fixed at the source, with the row's own thresholds and conditions deliberately unchanged; AP-138 filed 2026-08-04, C4 route 4b-2 dual Opus review, parts (1) and (2) rewritten the same day at the DELTA review — the far snap's refusable-placement residual: store_position only on the outcomes that never reached the engine, the two quiescence parks made restorable at the source, with the rollback gated on the cell it actually restores into, rather than refused by a pre-flight that structurally cannot see them, and the leash not armed through a superseded incarnation; AP-137 filed 2026-08-04, C4 route 4b-2 and rewritten the same day at that review, `teleport_hook`'s call list completed at the delta review — the acdream-only null/rejected/cell-less leftover arm, what the deleted duplicated 96 m/4 m constant pairs actually computed, and the vacuous headless satisfaction; AP-136 filed 2026-08-04, C4 route 4b-1 review, NARROWED 2026-08-04 at the C4 route 4b-2 delta review and AMENDED 2026-08-04 by the cancelled-park presentation rollback (the row's "restored visible" claim covered only the CANONICAL half; the presentation half was never rolled back, which left a parked-then-cancelled remote that stops moving invisible in the world AND absent from the radar for the rest of the session — a defect, now fixed by the `WithdrawalRestored` receipt, with the selection residual filed as AD-63) — a cancelled lost-cell park re-shows the entity where retail keeps it hidden until cell load, and the rollback's scope now covers the two placement-side quiescence parks whenever the cell it restores into is not itself quiescing — round 4 (2026-08-04) applies that same test a second time at RESTORE time, because a retained park's rollback lands a packet later; AP-135 filed 2026-08-03, C4 route 4a — the airborne no-op's retained acdream bookkeeping; the stated total was 2 rows stale before that filing and is now a literal count of this section; AP-130/AP-131/AP-132 filed 2026-08-02, continuation-executor slice; AP-1 narrowed 2026-07-31 by placement/streaming Slice 4A — the pure canonical retail `SetPosition` transaction exists, but production routes and lost-cell lifetime remain on the legacy resolver until Slice 4B; AP-5 retired 2026-07-31 at Campaign P Slice 2A — every successful `step_down` now performs retail's final `PLACEMENT_INSERT`; AP-3/AP-4 retired 2026-07-31 at Campaign P Slice 1B — `transitional_insert` and `edge_slide` now preserve retail's valid-contact early return and Branch-1-first order; AP-127 retired 2026-07-31 by #268 — the complete augmentation chain is shared by character UI and Runtime movement; AP-30 retired 2026-07-30 by the movement parity audit — retail Frame::is_equal genuinely uses the 0.0002 epsilon [byte-confirmed], so the row recorded a NON-divergence; acdream already matches; AP-129 narrowed 2026-07-30 at the P4 Opus review fix — `CanMoveInto`/`RestrictionDB::IsAllowedIn` are now ported and fed end-to-end (CreateObject HouseOwner/HouseRestrictions/Monarch tail fields + live `House_UpdateRestrictions 0x0248`, resolved through `PhysicsEngine.Objects`), retiring the original "CanMoveInto entirely unmodeled, unconditional fail-closed" gap the row described — the review was triggered by `RestrictionObjPrevalenceInspectionTests` showing 103,766 of 729,888 installed EnvCells (the whole housing estate) carry a baked `RestrictionObj`, so the unconditional fail-closed default would have locked every house for every player including its own owner; AP-10 retired 2026-07-30 at Campaign P Slice P4 — restored retail's 0.1 m dry-corner water sink-in, full suite green proving the sticky-bit no-regression argument; AP-71 retired same slice — `check_entry_restrictions` ported at the head of the indoor `FindEnvCollisions` branch, `CellPhysics.RestrictionObj` wired from the DAT-baked `EnvCell` field in both the dev and production caching paths; AP-128 filed 2026-07-30 at the P3 Opus review — PK-timer clock basis; AP-25 retired 2026-07-30 at Campaign P Slice P1 — the vitae/enchantment-aware run/jump skill chain; AP-7 retired 2026-07-30 at Campaign P Slice P2 — `calc_friction`'s threshold ported to retail's confirmed 0.25f; its still-open cos(10°)-vs-0.99999536f Sledding constant question moved to AD-55)
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Wave-0 UI ledger repair (2026-07-10) retired stale AP-38, resolved the AP-84
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collision, restored overwritten paperdoll rows as AP-92/AP-93, and registered
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AP-94..AP-112 for the confirmed retail-UI completion gaps.
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| # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle |
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|---|---|---|---|---|---|
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| AP-141 | **Filed 2026-08-04, C4 route 5 (projectile authoritative placement); NARROWED 2026-08-04 at the round-2 delta review (B1/B2) — the far-branch clause was factually wrong for the adopted-body case and is corrected below.** Three related projectile-only shapes, all pinned by design (D-P4) rather than ported: (a) the near-`Interpolate` disposition is a NO-OP for a live missile, where retail would lazily build interpolation machinery (`InterpolateTo` @0x005163AF) for it; (b) the post-operation `ConstrainTo` @0x00454272 (`MakePositionManager` @0x00510523 then `PositionManager::ConstrainTo`) is never ARMED for a projectile — retail's single arming site has no kind test, so retail WOULD build a `PositionManager` on demand and arm a missile's leash on any nonzero `MoveOrTeleport` return; acdream never arms it on any disposition, including the adopted-body case (whose PRE-EXISTING leash the teleport/far branches now un-arm or clear queue state for, but never RE-anchor, per retail's post-operation `ConstrainTo`); (c) a null-classified or `Rejected*` accepted Position for a missile is swallowed (write nothing) rather than caught up through any remote-shaped policy. | `src/AcDream.Runtime/Session/RuntimeRemotePlacementDriveController.cs` (`ApplyAcceptedProjectilePosition`) | acdream deliberately does not construct an `EntityPhysicsHost`/`PositionManager`/`InterpolationManager` chain for a ballistic body — the route-5b split the C4 route 5 contract rejected. The context that makes this safe rather than merely convenient: ACE never sends `UpdatePosition` for a missile (`references/ACE/Source/ACE.Server/WorldObjects/WorldObject_Tick.cs:333-334`, `SendUpdatePosition()` commented out inside the `PhysicsState.Missile` branch at `:265`) — every half of this row is deterministic-test-gated only, never exercised against a real server. **The far branch's `StopInterpolating` skip is retail-faithful ONLY for a BARE missile** (no `RemoteMotion` — retail's own `position_manager != 0` guard @0x005163C9 skips it for a never-interpolated object, so acdream's skip is faithful by consequence there). For the ADOPTED-BODY case (`TryBind`'s shared-body branch: an ordinary remote whose Missile bit was set by a later State packet, still carrying its `RemoteMotion`), retail's guard IS satisfied and retail WOULD clear the queue — acdream now ports this (`route.StopInterpolating && record.RemoteMotion is RemoteMotion adopted → adopted.Interp.Clear()`), matching the teleport branch's equivalent `StopInterpolating` action inside `teleport_hook`. What remains divergent for the adopted case is the post-operation `ConstrainTo` re-anchor @0x00454272 — retail re-anchors an existing leash at the just-updated position on every nonzero return; acdream never arms/re-anchors it on any projectile disposition (clause (b)). | A future change that DOES give projectiles a `PositionManager` (or a headless/no-window remote-motion consumer that expects one) must re-decide this row rather than silently building the machinery ad hoc; until then, a live missile never shows an ARMED constraint leash and never catches up via the near/UnroutedCatchUp policy — both unreachable in play. An adopted-body missile's INHERITED leash (armed before it became a missile) is un-armed by the teleport hook, has its queue cleared by both teleport and far, but is never re-anchored at the new position by either — its brake accumulator (`ConstraintPosOffset`) is not reset to zero at each accepted Position the way retail's @0x00454272 re-anchor does. **Correction, round 3 (2026-08-04): the round-2 wording here — that a stale leash "would drag the body toward a stale anchor" — was wrong and is retracted.** `ConstraintManager.ConstraintPos` is write-only in both retail and the port (never read by `AdjustOffset`), and `ConstraintManager::adjust_offset` @0x00556180 only tapers or zeroes an already-composed per-tick offset while `InContact` — a leash brakes motion the interp/sticky chain already produced; it has no mechanism to move anything toward the anchor. The real residual is confined to one tick of un-reset brake accumulator, contact-gated, and it cannot move an airborne far-snapped missile at all (the clamp branch does not run while airborne). | `CPhysicsObj::MoveOrTeleport` 0x00516330 (`InterpolateTo` @0x005163AF, `IsMovingTo` @0x0050EB10 returning 0 without a `MovementManager`; far branch `StopInterpolating` @0x005163C9-@0x005163CB); `SmartBox::HandleReceivedPosition` 0x00453FD0 (`ConstrainTo` arming site @0x00454272); `CPhysicsObj::ConstrainTo` 0x00510520 (`MakePositionManager` @0x00510523); `ConstraintManager::adjust_offset` 0x00556180 (brake-only taper, write-only anchor); `WorldObject_Tick.cs:333-334`/`:265` (ACE never-sends evidence) |
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| AP-1 | **NARROWED 2026-07-31 (placement/streaming Slice 4B2 checkpoint 2).** Core exposes the pure retail `SetPosition` transaction; Runtime owns its exact accepted operation, complete canonical commit, deferred residence, lifetime, generation wake, revisioned host receipts, and exact-key retail collision table/environment-latch/report-result state; and one public generation-gated channel exposes observe/retry/exact-head acknowledgement without another placement queue. Collision starts, expiry/force ends, static and `ReportAsEnvironment` routing, reciprocal eligibility, missile-state clearing, callback ordering, and failed-placement `Collided` versus `NoValidPosition` classification now share one presentation-free owner. Shared local-controller body adoption remains deferred to the atomic all-route ownership cutover. Production zero-delta routes deliberately remain on the legacy resolver until 4B2 supplies exact authored mover preparation, presentation-only rebucketing, placement-prefix quiescence, and the atomic graphical/headless route cutover. | `src/AcDream.Core/Physics/PhysicsSetPosition.cs`; `src/AcDream.Runtime/Physics/RuntimeSetPositionState.cs`; `src/AcDream.Runtime/Physics/RuntimeCollisionReportingState.cs`; `src/AcDream.Runtime/Physics/RuntimePlacementProjectionChannel.cs`; `tests/AcDream.Core.Tests/Physics/PhysicsSetPositionTests.cs`; `tests/AcDream.Runtime.Tests/Physics/RuntimeSetPositionStateTests.cs`; `tests/AcDream.Runtime.Tests/Physics/RuntimeCollisionReportingStateTests.cs`; `docs/research/2026-07-31-canonical-set-position.md`; `docs/research/2026-07-31-runtime-set-position-collision-reporting.md` | The mechanism, ownership, report-result oracle, and host seam land independently without partially changing production placement behavior. | Until 4B2, fresh spawn, same-generation refresh, authoritative Position, portal arrival, external teleport, parent detach, pickup release, and world-drop hydration can still run the old approximation despite the canonical owners now existing. | `CPhysicsObj::SetPosition` 0x005160C0; `SetPositionInternal` 0x00515BD0; `CPhysicsObj::handle_all_collisions` 0x00514780; `track_object_collision` 0x00513F10; `report_collision_end` 0x00514620; `AdjustPosition` 0x00511D80; `CheckPositionInternal` 0x00511E90; `CTransition::find_valid_position` 0x0050C310; `find_placement_position` 0x0050C170; `validate_placement_transition` 0x0050ADC0; `validate_placement` 0x0050B210 |
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| ~~AP-3~~ | **RETIRED 2026-07-31 (Campaign P Slice 1B).** `TransitionalInsert` now returns `OK_TS` immediately for every valid contact plane. Its ordinary StepDown tail is reachable only from invalid contact and retains the retail Contact / `!sphere_path.step_down` / check-cell / ObjectInfo.StepDown gates plus the exact one-versus-two-sphere probe split. | `src/AcDream.Core/Physics/TransitionTypes.cs` (`TransitionalInsert`, `GetStepDownProbePlan`); `tests/AcDream.Core.Tests/Physics/RetailEdgeResponseOrderingTests.cs` | — | — | `CTransition::transitional_insert` 0x0050B6F0, named-retail pseudo-C pc:273191–273307 |
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| ~~AP-4~~ | **RETIRED 2026-07-31 (Campaign P Slice 1B).** `EdgeSlideAfterStepDownFailed` now evaluates retail Branch 1 (`!OnWalkable || !EdgeSlide` → restore + `OK_TS`) before the steep-contact `CliffSlide` branch. The former compensation is removed. | `src/AcDream.Core/Physics/TransitionTypes.cs` (`EdgeSlideAfterStepDownFailed`); `tests/AcDream.Core.Tests/Physics/RetailEdgeResponseOrderingTests.cs` | — | — | `CTransition::edge_slide` 0x0050B3D0, named-retail pseudo-C pc:273001–273090 |
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| ~~AP-5~~ | **RETIRED 2026-07-31 (Campaign P Slice 2A).** `DoStepDown` no longer accepts a caller-controlled `runPlacement` bypass. It resets `walk_interp` once at entry; after the transitional support probe and retail `check_walkables` gate succeed, ordinary contact maintenance, edge-slide back-probes, and StepUp all switch to `PLACEMENT_INSERT` with the exact carried interpolation value, run the final insertion, restore the prior insert type, and accept only `OK_TS`. Nested `DoCheckWalkable` uses local current-position saves and preserves the outer `SPHEREPATH` backup pair needed by edge-slide. The former wall-slide justification is addressed at the actual placement dispatcher boundary: its retail epsilon-shaved overlap test permits exact wall tangency but rejects real penetration; no StepDown path skips validation. | `src/AcDream.Core/Physics/TransitionTypes.cs` (`DoStepDown`, `DoCheckWalkable`); `src/AcDream.Core/Physics/BSPQuery.cs` / `FlatBspQuery.cs` (Placement dispatcher); `tests/AcDream.Core.Tests/Physics/RetailStepDownPlacementTests.cs`; `tests/AcDream.Core.Tests/Physics/RetailEdgeResponseOrderingTests.cs` | — | — | `CTransition::check_walkable` 0x0050AFF0 pc:272811–272856; `CTransition::step_down` 0x0050B2A0 pc:272946–272998; `BSPTREE::find_collisions` Placement branch 0x0053A440 pc:323742; `CSphere::intersects_sphere` 0x00537A80; `CCylSphere::intersects_sphere` 0x0053B440 |
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| ~~AP-7~~ | **RETIRED 2026-07-30 (Campaign P Slice P2) — the "state gate" was a BN decompiler artifact, not a locomotion exemption.** `calc_friction` now ports retail's confirmed 0.25f threshold (`if (angle >= 0.25f) return;`) unconditionally, no special-cased gate. The "state check at pc:276702" the old row cited is `PhysicsState.Sledding` (confirmed via ACE's `PhysicsObj.calc_friction`, references/ACE/Source/ACE.Server/Physics/PhysicsObj.cs:2120-2141, and `SLEDDING_PS=0x800000` in acclient.h:2838) — it gates the 1.5625/6.25/near-flat friction-value OVERRIDE, not the threshold return itself; acdream had no live Sledding setter then or now (see #166 research, docs/research/2026-07-30-response-layer-edge-family-pseudocode.md §3), so the branch was simply unreachable dead code, not an exemption for ordinary walking. The reverted 2026-04-30 L.3c attempt (naive 0.0→0.25 bump, forward locomotion 3→0.16 m/s in `PlayerMovementControllerTests`) does not reproduce on the production graphical local-player path post-R6: `PlayerMovementController` zeroes `Velocity.X/Y` to exactly zero every tick before `calc_friction` runs whenever animation root motion drives the walk, so friction has no horizontal velocity left to hammer (pinned at the PhysicsBody level by `GroundedRootMotion_FrictionThreshold_DoesNotHammerLocomotionTests`). The headless/`get_state_velocity` movement-controller path and remote/NPC movers still feed real velocity into this function and remain the ones to watch if a similar regression resurfaces there. **CORRECTION (2026-07-30, same day, #265/#166 capture bisect):** the sentence above undersold the gap — `calc_friction` wasn't merely "no horizontal velocity to hammer," it was structurally UNREACHABLE with meaningful data on ANY grounded path: (a) the animation-root-motion path zeroed `Velocity.X/Y` outright every tick (the actual #265/#166 root cause, ten days pre-existing, not a Campaign-P regression), and (b) `PhysicsBody.GroundNormal` — the vector `calc_friction` dots velocity against — had ZERO production writers anywhere and silently defaulted to `Vector3.UnitZ` forever, so even surviving velocity would have been tested against a fake flat-ground normal on any real slope. Both gaps are now closed: `PlayerMovementController.cs`'s grounded block no longer reconstructs `Velocity` for the animation-root-motion case, and `PhysicsEngine.cs` syncs `body.GroundNormal` from the committed `ContactPlane.Normal` at the same commit point that already publishes `ContactPlane`. The 0.25f threshold port itself (this row's original subject) was always correct — it just had nothing real to operate on until this fix. See `docs/research/2026-07-30-265-capture-bisect.md`'s as-fixed addendum. | `src/AcDream.Core/Physics/PhysicsBody.cs` (`calc_friction`); `src/AcDream.Core/Physics/PhysicsEngine.cs` (`GroundNormal` wiring); `src/AcDream.Runtime/Gameplay/PlayerMovementController.cs` (grounded-velocity fix); `tests/AcDream.Core.Tests/Physics/PhysicsBodyTests.cs` (AP-7 test block); `tests/AcDream.Core.Tests/Physics/Issue265SteepSlopeCaptureBisectTests.cs`; `tests/AcDream.Runtime.Tests/Gameplay/PlayerMovementControllerTests.cs` | — | — | `CPhysicsObj::calc_friction` pc:276694-276822 (0050ee70); ACE `PhysicsObj.calc_friction` PhysicsObj.cs:2120-2141; `docs/research/2026-07-30-response-layer-edge-family-pseudocode.md` §1; `docs/research/2026-07-30-265-capture-bisect.md` |
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| ~~AP-10~~ | **RETIRED 2026-07-30 (Campaign P Slice P4) — the retail 0.1 m dry-corner water sink-in is restored.** `TerrainSurface.SampleWaterDepth` (`src/AcDream.Core/Physics/TerrainSurface.cs`) now returns 0.1 for a partially-water cell's dry corner instead of the collapsed 0. The row's own "destabilizes the touch check" justification turned out to be structurally true of retail too (a skipped `SetContactPlane` reassertion is not a fall in ANY of retail/ACE/acdream, because `Contact`/`OnWalkable` are STICKY — `PhysicsEngine.ResolveWithTransition`'s `onGround` computation ORs the fresh per-call `ContactPlaneValid` with the seeded, persistent `PhysicsBody.TransientState.OnWalkable` bit) — traced and confirmed in this slice; see `docs/research/2026-07-29-remote-and-world-specials-pseudocode.md` §5.2. `PhysicsEngine.SampleTerrainWalkable`'s `isWater = waterDepth >= 0.45f` threshold means the restore does not flip the dry corner's water classification (0.1 still < 0.45) — only the sink-in depth changes. Full Release suite green (no regression) proves the sticky-bit argument held in practice, not just in theory. | `src/AcDream.Core/Physics/TerrainSurface.cs` (`SampleWaterDepth`) | — | — | `ObjCell.get_water_depth` / `calc_water_depth` (via ACE port); `docs/research/2026-07-29-remote-and-world-specials-pseudocode.md` §5.1-5.2 |
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| AP-11 | Hand-authored 4-keyframe fallback sky set (sunrise/noon/sunset, fog ~80–350 m) when the Region dat isn't loaded yet | `src/AcDream.Core/World/SkyState.cs:167` | A renderable sky is needed during boot before the Region dat parses; safety net on region-load failure | Any window where the fallback is active shows sky/fog lighting only roughly resembling retail's dat-driven values | SkyTimeOfDay keyframes, Region dat 0x13000000 |
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| AP-12 | Enchantment family-stacking tiebreak by largest SpellId; retail picks highest Generation, tie-broken by latest cast | `src/AcDream.Core/Spells/EnchantmentMath.cs:89` | `ActiveEnchantmentRecord` doesn't carry Generation; SpellId correlates with generation level in practice | Where spell ids don't track power within a family (or same-generation re-cast), the wrong buff wins — vital-max / stat values diverge from retail | `CEnchantmentRegistry::EnchantAttribute` 0x00594570 (pc:416110) |
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| AP-13 | `ComputeDamage` is a simplified retail damage formula (no augmentations/ratings) — verified DEAD CODE as of 2026-06-04, M2 scaffolding | `src/AcDream.Core/Combat/CombatModel.cs:184` | Not on the critical path; stubbed from r02 §5 + ACE CombatManager for the future M2 predictive display | If wired into the M2 attack-bar estimate as-is, predicted numbers diverge whenever augs/ratings apply | r02 §5; ACE CombatManager |
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| AP-14 | Encumbrance multiplier is a rough piecewise-linear stand-in (1.0→50%, ~0.7@100%, 0.1@300%) for retail's exact curve | `src/AcDream.Core/Items/ItemInstance.cs:187` | Hand-fit segments capture the curve's shape for scaffolding | Client-side burden-scaled effects (speed prediction) differ from retail at most burden ratios when loaded | r06 §6 (retail encumbered multiplier curve) |
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| AP-15 | WeenieError **sentence** table covers only ~30 common codes (from ACE enum docs, not retail string_table.bin); unknown codes render raw hex. The row's older *code-catalog* caveat is superseded: `WeenieError` carried a curated 16-member subset until 2026-07-29 and now holds the full 372-code table, so a code being unnamed is no longer a way for this to bite | `src/AcDream.Core/Chat/WeenieErrorMessages.cs:26` | Untranslated codes are rare, fall back losslessly, 30-second add when reported | Server messages outside the table show as raw hex instead of the retail sentence | retail string_table.bin; ACE WeenieError*.cs; `src/AcDream.Core/Physics/WeenieError.cs` |
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| AP-16 | Point/spot lights selected per-object / per-cell as the **8 nearest reaching lights** (sphere-overlap, nearest-first) via `LightManager.SelectForObject`, capped at `MaxLightsPerObject=8`; called from `WbDrawDispatcher.ComputeEntityLightSet` (objects) and `EnvCellRenderer.GetCellLightSet` (cell shells). Retail's bake (`SetStaticLightingVertexColors`) sums ALL reaching static lights per vertex with no count cap. Retail's *hardware* path (`minimize_object_lighting` 0x0054d480) DOES cap at 8 per object, so the cap is faithful to retail's hardware path — not to its bake path. The `LightManager.Tick` UBO path survives for DIRECTIONAL (sun) lights only; `mesh_modern.vert`'s UBO loop skips point/spot entries (`posAndKind.w != 0 → continue`) — point lights reach the shader exclusively via the per-object SSBO (binding 5) | `src/AcDream.Core/Lighting/LightManager.cs:234` (`SelectForObject`); `MaxLightsPerObject` ~line 174; call sites `WbDrawDispatcher.ComputeEntityLightSet` + `EnvCellRenderer.GetCellLightSet` | Matches retail's hardware constraint (8 lights per object/cell); selection is nearest-sphere-overlap which faithfully allocates lights to the surfaces that actually see them | Surfaces reached by >8 point lights are dimmer than retail's uncapped bake — rare (a dungeon room has a handful of torches), but real; see AP-35 for the bake-vs-GPU-evaluate architecture difference | `minimize_object_lighting` 0x0054d480 (retail's 8-light hardware cap); `SetStaticLightingVertexColors` 0x0059cfe0 (retail's bake, no count cap) |
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| ~~AP-18~~ | **RETIRED 2026-07-10 — faithful retail radar port.** Exact `RGBAColor_Radar*` floats were recovered from named static data and `gmRadarUI::GetBlipColor` was re-ported with `_blipColor` overrides plus portal/vendor/attackable-creature/admin/PK/PKLite/free-PK/fellowship precedence. The old implementation was not merely hue-tuned: it also had wrong portal/vendor colors and an incomplete dispatch matrix. | `src/AcDream.Core/Ui/RadarBlipColors.cs` + radar classification tests | — | — | `gmRadarUI::GetBlipColor` 0x004d76f0; static RGBA initializers at named decomp pc:1089736-1089804 |
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| AP-19 | `PortalSideEpsilon` 0.01 (≈1 cm) instead of retail F_EPSILON ≈ 0.0002 — a documented render-root-lag tolerance, NOT a retail constant. DO-NOT-RETRY: T2 (BR-4) tried the retail value; CornerFloodReplay refuted it | `src/AcDream.App/Rendering/PortalVisibilityBuilder.cs:49` | Retail's tight epsilon only works with eye-exact swept curr_cell tracking; our viewer cell lags the eye by up to ~1 cm at pressed corners. Tighten after the #108-membership family + cdstW near-clip pin land | A 1 cm misclassification band at portal planes can flood or cull a portal the eye hasn't crossed — one-frame leaks / grey flashes at knife-edge doorway/corner positions | F_EPSILON @0x007c8c70; `PView::InitCell` 0x005a4b70 |
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| AP-20 | Sub-pixel view-polygon vertex merge fixed at 1080p-reference NDC units (2/1080); retail merges at ~1 actual screen pixel | `src/AcDream.App/Rendering/PortalProjection.cs:179` | Unit approximation whose coarseness only strengthens convergence — the merge is the flood's fixpoint floor (replaced MaxReprocessPerCell=16) | At 4K+ a legitimately visible 1–2 px sliver aperture collapses to degenerate and rejects — a thin/distant doorway stops admitting its flood slightly earlier than retail | `Render::copy_view` 0x0054dfc0 |
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| AP-21 | Entity translucency retains the invented α<0.05 fragment discard. World GfxObj/Setup instances now apply their DAT AlphaBlend/Additive/InvAlpha factors through the retail shared alpha queue, but sealed off-screen WbDrawDispatcher consumers (paperdoll/UI Studio) retain the old immediate normal-alpha pass for all three kinds | `src/AcDream.App/Rendering/Shaders/mesh_modern.frag`; `src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs` (`DrawDeferredAlphaBatch` versus immediate Phase 8) | World presentation needed exact per-surface blend for spell/particle density and translucent-object intersections. Off-screen object previews are isolated render targets and have not shown an authored additive entity surface that justifies splitting their compact immediate pass | A faint world fringe below 5% alpha is discarded; a hypothetical additive/inverse-alpha paperdoll or UI Studio entity composites darker than retail inside that private viewport | `D3DPolyRender::SetSurface`; `D3DPolyRender::RenderMeshSubset`; SurfaceType.Additive → D3DBLEND_ONE |
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| AP-22 | Invented `setup.Radius` cylinder (height = Height or Radius×2) for shapeless live entities; shape + height formula not from the retail shape walk | `src/AcDream.App/Physics/LiveEntityCollisionBuilder.cs`; `src/AcDream.Core/Physics/ShadowShapeBuilder.cs` | ShadowShapeBuilder (faithful walk) only emits CylSphere/Sphere/Part-BSP; the legacy cylinder preserves prior behavior so rare decorative props don't lose collision | Those props collide with an invented footprint (especially the Radius×2 height guess) — slides/blocks at non-retail distances | `find_obj_collisions` → `CPartArray::FindObjCollisions` pc:286236 |
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| AP-23 | Invented per-type pickup-radius heuristic (3 m creatures / 2 m doors-lifestones-portals-corpses / 0.6 m rest) for close-range gating plus the speculative local TurnToObject/MoveToObject install through the player's MoveToManager. **R5-V3 narrowed it:** the install threads the target's real Setup radius/height (`GetSetupCylinder`, same as wire mt-6) and the player's real radius; only the radius buckets remain invented. **Use retired from this seam 2026-07-25** and now sends immediately. | `src/AcDream.App/Interaction/WorldSelectionQuery.cs` (`TryGetApproach`/`GetUseRadius`); `src/AcDream.App/Interaction/PlayerInteractionMovementSink.cs` (`BeginApproach`) | The retained pickup presentation reserves a destination slot before the authoritative transfer; its close branch still needs an arrival boundary | A target whose real UseRadius differs from the bucket misjudges the pickup gate — pickup waits forever or fires early into a server "too far" | ACE Player_Move.cs:66; wire MoveToObject (type 6) carries the true radius; `CPhysicsObj::TurnToObject/MoveToObject` callers §9a/§9b |
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| ~~AP-24~~ | **RETIRED 2026-07-11** — matching v11.4186 x86 disassembly recovered `ATTACK_POWERUP_TIME=1.0` seconds and `DUAL_WIELD_POWERUP_TIME=0.8` seconds from the operands loaded by `GetPowerBarLevel`; jump and combat now share those constants. | `src/AcDream.Core/Combat/CombatModel.cs`; `src/AcDream.Runtime/Gameplay/PlayerMovementController.cs`; `src/AcDream.Runtime/Gameplay/RuntimeCombatAttackState.cs` | — | — | `ClientCombatSystem::GetPowerBarLevel @ 0x0056ADE0`; static data `0x007CEFC8/0x007CEFD0` |
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| AP-26 | DDD interrogation answered with an empty dat-version list (count=0); retail reports actual dat iteration state | `src/AcDream.Core.Net/Messages/DddInterrogationResponse.cs:18` | ACE is satisfied by the empty ack; pattern from holtburger | A dat-patching-enabled server could push a full patch or reject on version mismatch — the lie is harmless only while the server never acts on it | DDD flow 0xF7E5/0xF7E6 |
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| AP-27 | PlayerDescription trailer: GameplayOptions skipped by a 4-byte-aligned heuristic scan for a valid inventory parse; options blob captured opaque, never decoded (retail decodes + applies UI options) | `src/AcDream.Core.Net/Messages/PlayerDescriptionParser.cs:69` | Variable-length opaque blobs; mirrors holtburger's heuristics; follow-up issue extends when panels consume those sections | An options blob that coincidentally parses as a valid inventory (or inventory not landing at EOF) yields wrong/empty inventory+equipped at login; retail-persisted UI options silently ignored | ACE GameEventPlayerDescription.WriteEventBody; holtburger events.rs:195-218 |
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| AP-28 | 3D audio falloff via OpenAL InverseDistanceClamped with picked constants (ref 2 m, max 1000 m, rolloff 1); voice pool/eviction IS cited to retail | `src/AcDream.App/Audio/OpenAlAudioEngine.cs:146` | Stands in for retail's DirectSound-era attenuation; r05 §5.3 documents inverse-square behavior but the three AL params were picked, not ported | Sounds attenuate at a different rate — too loud/quiet at range side-by-side; gain-driven eviction comparisons inherit the skew | FUN_00550ad0 (voice pool only); r05 §5.3 |
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| AP-31 | Scenery placement drift + the 0xA9B1 road-edge tree — WB-upstream divergences from retail, ACCEPTED (**#49/#50**, 2026-05-11) | `src/AcDream.Core/World/SceneryGenerator.cs` (via `WbSceneryAdapter`) | Piecemeal patching against WB upstream is net-negative (the `e279c46` road-check attempt over-suppressed scenery elsewhere, reverted `677a726`); visible impact = a handful of trees a few meters off | The same WB-upstream class could hide a *larger* placement divergence elsewhere; revisit only via a coherent ACME-style per-vertex filter port | `CLandBlock::get_land_scenes`; ACME GameScene.cs:1074 per-vertex road filter |
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| AP-32 | Cell shells DRAW +0.02 m above the dat EnvCell origin (`ShellDrawLiftZ`, z-fight vs coplanar terrain); retail draws at the origin verbatim. Split invariant: PHYSICS + visibility graph UNLIFTED (f35cb8b, **#119**-residual), every DRAW-space consumer of portal/cell geometry LIFTED (OutsideView color gate via `Build(drawLiftZ)`, seal/punch fans — **#130**) | `src/AcDream.App/Rendering/PortalVisibilityBuilder.cs` (`ShellDrawLiftZ`); `src/AcDream.App/Rendering/RetailPViewPassExecutor.cs` (`DrawPortalDepthWrite`) | Shell floors coplanar with terrain z-fight in our z-buffered frame; the 2 cm lift is the documented stand-in | A new draw-space consumer of portal/cell polygons that forgets the lift re-opens a 2 cm seam at horizontal aperture edges (the #130 top-edge strip, ~7 px at 2.4 m); a visibility consumer that picks up the LIFTED transform re-opens the #119-residual horizontal-portal side-cull | retail draws cell geometry at the dat EnvCell origin (no lift) |
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| AP-33 | Interior-root look-in cells (**#124** sub-pass) draw their statics + DYNAMICS + emitters WHOLE — no per-part/per-object viewcone check; retail viewconeCheck's each vs the installed view (the **#131** portal closure: a server object in a look-in cell drew nowhere — dynamics-last culls cells absent from the main cone, and post-seal it z-fails anyway) | `src/AcDream.App/Rendering/RetailPViewRenderer.cs` (`DrawBuildingLookIns`) | The main viewcone has no entries for look-in cells; over-include is the safe direction (z-correct, repainted outside apertures by the root's shells); look-in cell counts are small (~1-3 cells) | A few wasted draws on content outside the doorway region (repainted); no under-draw direction remains | `viewconeCheck` 0x0054c250; nested `DrawCells` objects pc:432878 |
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| AP-34 | The world now shares one delayed alpha queue across Wb GfxObj/Setup entities and scene particles and drains it at retail's landscape/final boundaries. Residual: the modern reconstruction uses one stable scope-global CYpt sort rather than retail's per-`CPartCell` `CShadowPart` sort followed by cell traversal; `EnvCellRenderer` transparent shell batches also remain immediate and outside this queue | `src/AcDream.App/Rendering/RetailAlphaQueue.cs`; `RetailPViewPassExecutor.cs` (`FlushLandscapeAlpha`); `Rendering/Wb/WbDrawDispatcher.cs`; `ParticleRenderer.cs` | The mandatory modern renderer no longer owns retail `CPartCell` shadow lists. The shared queue restores the material consequence that motivated the port—particles and ordinary translucent parts can interleave—without rebuilding a second scene graph; stable sequence retains authored order on equal CYpt | Transparent objects from different cells can exchange order at a narrow overlap compared with retail cell traversal; an alpha-blended EnvCell shell cannot interleave with a particle or Wb entity, so those rare overlaps can still overpaint differently | `RenderDeviceD3D::DrawObjCellForDummies` 0x005A0760; `CShadowPart::insertion_sort` 0x006B5130; `D3DPolyRender::FlushAlphaList` 0x0059D2E0; `PView::DrawCells` 0x005A4840 |
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| AP-36 | Dungeon streaming gate triggers on the player's CURRENT cell being a sealed EnvCell (`CurrCell.IsEnv && !SeenOutside`), an approximation of ACE's full landblock `IsDungeon` (all-heights-zero + NumCells>0 + Buildings.Count==0). The retail BEHAVIOR (a dungeon loads no adjacent landblocks) is faithful — only the runtime TRIGGER is the cheap cell predicate instead of classifying the center landblock. **#135 pre-collapse:** at login/teleport the same collapse is triggered EARLY (the instant the streaming center is recentered onto the spawn/dest cell) via `IsSealedDungeonCell` reading the EnvCell **dat** `SeenOutside` flag — because the physics `CurrCell` is null until placement, which waits for hydration; without the early trigger the full 25×25 ocean-grid window loads then unloads (the ~30 s login FPS ramp). **#215 cell identity:** the pre-collapse/recenter decision compares the player's current `Position.objcell_id` landblock with the received destination `objcell_id`; it never reconstructs the source from XYZ because dungeon frame origins may be negative. **#145/#138 teleport-hold suppression:** during a teleport arrival HOLD the player is unplaced, so `CurrCell` is the frozen SOURCE cell, not the destination; the gate is suppressed for the hold (`DungeonStreamingGate.Compute(isTeleportHold:true)` → not-inside-dungeon) so a teleport OUT of a dungeon follows the destination (the PortalSpace observer pin) and `ExitDungeonExpand`s, instead of re-pinning streaming onto the source dungeon (which left the outdoor destination un-hydrated → 600-frame readiness timeout → force-snap to ocean — the #145 "second teleport does nothing" + #138 incomplete-world) | `src/AcDream.App/Streaming/TeleportLandblockTransition.cs` (source/destination cell-ID classification) + `src/AcDream.App/Streaming/DungeonStreamingGate.cs` (`Compute` — per-frame predicate + teleport-hold suppression) + `src/AcDream.App/World/LiveEntityHydrationPorts.cs` (`LiveEntityWorldOriginCoordinator.TryInitialize` — login pre-collapse) + `src/AcDream.App/Physics/LiveEntityNetworkUpdateController.cs` (`OnPosition` — first accepted canonical Position) + `GameWindow:AimTeleportDestination`/`IsSealedDungeonCell` (teleport pre-collapse and DAT predicate) + `src/AcDream.App/Streaming/StreamingController.cs` (collapse/expand/`PreCollapseToDungeon`) | The predicate is already computed for sun/sky gating (playerInsideCell) and exactly matches for sealed dungeons vs windowed building interiors (SeenOutside=true → not gated); no landblock re-classification needed. The dat-flag read is the same `EnvCellFlags.SeenOutside` the hydrated `ObjCell.SeenOutside` is built from (`EnvCell.cs:72`/`PhysicsDataCache.cs:224`), so the pre-collapse decision matches the eventual per-frame gate exactly. The cell-ID comparison matches retail's complete `Position` flow. | A dungeon cell that reports SeenOutside (an entrance cell open to the surface) briefly un-collapses and re-streams the window; a hypothetical windowless building back-room (IsEnv && !SeenOutside but HasBuildings) would wrongly collapse its outdoor neighbors; a sealed-dungeon entrance cell that is itself SeenOutside is simply MISSED by the early trigger and falls back to the existing late collapse (no worse than before #135) | ACE `LandblockManager.GetAdjacentIDs` (dungeons→empty) Landblock.cs:577-582; `IsDungeon` Landblock.cs:1264-1277; retail `SmartBox::TeleportPlayer` 0x00453910 |
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| AP-43 | Per-object torch (point/spot) lighting AND sun are both gated on the OBJECT's own cell via the same `IndoorObjectReceivesTorches(ParentCellId)` predicate (`(id & 0xFFFF) >= 0x0100`): indoor objects (EnvCell-parented) get torches + NO sun; outdoor objects get the SUN + ambient + NO torches. This is the faithful per-draw port of retail's `useSunlight` gate — `DrawMeshInternal` (0x0059f398) calls `minimize_object_lighting` only `if (Render::useSunlight == 0)`, and `PView::DrawCells` (0x005a4840) calls `useSunlightSet(1)` (0x005a485a) for the outdoor stage and `useSunlightSet(0)` (0x005a49f3) for the interior-cell stage. **#142 (2026-06-20):** the sun gate is now PER-INSTANCE in the shader (binding=6 `instanceIndoor[]` flag in `mesh_modern.vert`, filled by `AppendCurrentLightSet`) — it was previously a per-FRAME global keyed on the PLAYER cell (`UpdateSunFromSky`). The per-frame global is retained for sealed dungeons (correctly kills the sun frame-wide when no sky is visible). **Residual:** the `ebp_2` second seen-outside test in `CellManager::ChangePosition` (0x004559B0) is unaudited — unclear whether it changes the ambient/sun regime for a subset of cells. No observed behavioral impact in tested cells. | `src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs` (`IndoorObjectReceivesTorches`, `ComputeEntityLightSet`, `AppendCurrentLightSet`, `_instIndoorSsbo`/`_indoorData`/`InstanceGroup.IndoorFlags`); `src/AcDream.App/Rendering/Shaders/mesh_modern.vert` (binding=6 `instanceIndoor[]` gate on sun loop); per-frame sun `src/AcDream.App/Rendering/WorldRenderFrameBuilder.cs` (`RuntimeWorldFrameEnvironmentPreparation.UpdateSunFromSky`) | Torches: outdoor objects never torch-lit (exact retail). Sun: indoor objects (furniture, NPCs, player in a windowed building) never sun-lit (exact retail per-stage). Ambient: per-player-cell regime unchanged (exact retail `ChangePosition`). | The `ebp_2` unaudited test in `ChangePosition` could affect a narrow class of cells (entrance cells? sub-cells with special flags?) — no symptom observed; audit it if a lighting edge case arises in an unusual cell type | `useSunlight` gate `DrawMeshInternal` 0x0059f398; `useSunlightSet` 0x0054d450; per-stage `PView::DrawCells` 0x005a4840 (`useSunlightSet(1)` 0x005a485a / `useSunlightSet(0)` 0x005a49f3); `minimize_object_lighting` 0x0054d480; `CellManager::ChangePosition` 0x004559B0 (ambient + seen_outside) |
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| AP-35 | Point/spot lights are now PER-VERTEX Gouraud (`pointContribution` ~line 153 of `mesh_modern.vert`) matching retail's `SetStaticLightingVertexColors` bake path. Half-Lambert wrap (`(1/1.5)·(N·D + 0.5·d)`) AND norm distance attenuation (`distsq>1 ? distsq·d : d`) ARE ported (A7 Fix A, `aa94ced`). Point-light sum clamped to [0,1] on its own accumulator before adding ambient+sun (A7 Fix D D-1, mirrors retail's per-vertex bake clamp). CPU oracle: `src/AcDream.Core/Lighting/LightBake.cs`, locked by `tests/AcDream.Core.Tests/Lighting/LightBakeConformanceTests.cs`. **Residual (two parts):** (a) acdream lights in-shader each frame (per-frame GPU evaluate); retail bakes into the vertex buffer ONCE — an architecture/performance difference; the wrap + norm + clamp formula is the same, but bake-once is cheaper for static geometry; (b) acdream's `SelectForObject` keeps only the 8 NEAREST reaching point/spot lights per object/cell (`MaxLightsPerObject=8`, see AP-16), whereas retail's bake sums ALL reaching static lights per vertex — a surface reached by >8 point lights is dimmer in acdream than retail's bake result (rare in practice; a room has a handful of torches) | `src/AcDream.App/Rendering/Shaders/mesh_modern.vert` (`pointContribution` ~line 153; wrap ~line 163; norm ~line 167; point-sum clamp line 210) | Per-vertex Gouraud + wrap + norm + clamp all match retail. The two residuals are: (a) per-frame GPU vs bake-once — architecture/perf only; (b) 8-light cap dimming when >8 lights reach one surface — rare. `LightInfoLoader.cs:81` folds static_light_factor 1.3 into Range | (a) A new frame-time consumer bypassing `accumulateLights` would need to replicate the wrap + norm formula; per-frame GPU re-evaluate has higher per-frame cost than bake for static geometry. (b) A densely lit scene (>8 torches reaching one wall) renders dimmer than retail — see AP-16 for the 8-cap ownership | `calc_point_light` 0x0059c8b0 (line 0x0059c9a2 ramp; 0x0059c925 wrap); `SetStaticLightingVertexColors` 0x0059cfe0; static_light_factor 0x00820e24 |
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| AP-37 | LayoutDesc meters collapse Type-3 slice descendants into `UiMeter.BackLeft..FrontRight` and reuse `UiMeter.DrawHBar` rather than building those media descendants and dispatching retail `UIElement_Meter::DrawChildren`. Non-Type-3 meter children are imported normally. | `src/AcDream.App/UI/Layout/DatWidgetFactory.cs` (`BuildMeter`/`SliceIds`); `LayoutImporter.cs` meter child predicate | The current vitals/character meter shapes are visually accepted and fixture-pinned; this is a representation adaptation, not a controller overlay. | A meter with a different descendant/media structure can render empty or with incorrect clipping/direction | `UIElement_Meter::DrawChildren @ 0x0046FBD0`; production meter LayoutDesc fixtures |
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| AP-39 | Chat lines carry one color per `ChatKind` (per-line solid color); retail `UIElement_Text` supports per-glyph styled runs (bold, different hue per segment) | `src/AcDream.App/UI/UiText.cs:13` | Retail glyph-run parsing lives inside keystone.dll with no PDB/decomp; per-line per-kind coloring is the correct tonal palette and covers all existing chat types | Chat lines retail renders with multiple colors or bold names (e.g. "PlayerName says: text") render as one flat color; subtle visual difference but functionally complete | `UIElement_Text` glyph-run styling (keystone.dll, no decomp) |
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| AP-40 | Chat uses one fixed `0.75` outer opacity and has no descendant-focus-driven active/default opacity transition | `src/AcDream.App/Rendering/GameWindow.cs` chat mount; `ChatWindowController.cs` | Font resolution is now live and per-element; only the opacity behavior remains deferred to the shared window/focus runtime | Focused chat remains too translucent and idle chat never restores the configured default alpha | `ChatInterface::SetOpacity @ 0x004F3120`; `SetDefaultOpacity @ 0x004F3BC0`; `SetActiveOpacity @ 0x004F3C40` |
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| AP-41 | Scrollbar thumb 3-slice cap fallback only: single-tile draw (`0x06004C63`) used only when `ThumbTopSprite`/`ThumbBotSprite` are unset; the chat controller passes all three cap ids so the 3-slice path is drawn in practice | `src/AcDream.App/UI/UiScrollbar.cs:35` | The fallback single-tile path is unreachable when caps are bound (chat controller always sets them); the 3-slice path is the active code path | Only if a future caller omits the cap ids will the fallback fire — no visual regression in the chat window | `UIElement_Scrollbar::UpdateLayout @0x4710d0`; cap sprites `0x06004C60` (top) + `0x06004C66` (bottom) from base layout `0x2100003E` |
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| AP-42 | `UiMenu` item model is flat (label + opaque payload, single-level popup); retail `UIElement_Menu::MakePopup @0x46d310` supports hierarchical nested submenus via recursive popup chain | `src/AcDream.App/UI/UiMenu.cs` | The chat talk-focus menu is single-level (14 rows, 2 columns, no submenu); hierarchy is latent and unreachable through the chat window — no behavioral difference in the current usage | A future menu with nested submenus would render flat (only the top-level items drawn, no drill-down) | `UIElement_Menu::MakePopup` @0x46d310 |
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| AP-45 | `PublicUpdatePropertyInt (0x02CE)` sequence byte parsed-past but not honored; last update wins (no freshness check against sequence number) | `src/AcDream.Core.Net/Messages/PublicUpdatePropertyInt.cs` | Loopback ACE rarely reorders; this property stream has not yet joined the per-object freshness owner introduced for physics messages. | A reordered 0x02CE on a real network could apply a stale UiEffects value — item icon temporarily shows the wrong effect state, corrected on next update | `PublicUpdatePropertyInt` sequence byte (ACE GameMessagePublicUpdatePropertyInt) |
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| AP-48 | Inventory burden reads the player's wire `EncumbranceVal` (PropertyInt 5) when present — delivered by B-Wire (login PD-bundle `UpsertProperties` + live `PrivateUpdatePropertyInt 0x02CD`); `ClientObjectTable.SumCarriedBurden` remains only as a defensive fallback for when the server omits it. | `src/AcDream.App/UI/Layout/InventoryController.cs` (`RefreshBurden`); `src/AcDream.Core.Net/ObjectTableWiring.cs` (player-int route) | B-Wire ports the retail read (`CACQualities::InqLoad` reads the server value); the client sum is now fallback-only, kept defensively. CONFIRM the server actually sends EncumbranceVal at the B-Wire visual gate, then DELETE this row. | If the server omits EncumbranceVal, the bar falls back to the client sum (the original drift) until the first 0x02CD — confirm at the gate. | `CACQualities::InqLoad` 0x0058f130; ACE PropertyInt.EncumbranceVal=5 |
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| AP-49 | Carry-capacity augmentation (PropertyInt `0xE6`) read from the player's wire property bundle when present (B-Wire PD `UpsertProperties`); defaults to 0 (correct for un-augmented characters) when absent. | `src/AcDream.App/UI/Layout/InventoryController.cs` (`RefreshBurden`) caller of `BurdenMath.EncumbranceCapacity` | B-Wire delivers the player's full PropertyInt table (incl. `0xE6` when the server sets it) via `UpsertProperties`; aug=0 is the correct no-aug default. CONFIRM the server sends `0xE6` for an augmented char at the gate, then DELETE. | An augmented character whose server omits `0xE6` reads slightly low capacity (bar fills higher than retail); un-augmented chars are exact. | `EncumbranceSystem::EncumbranceCapacity` decomp 256393 (0x004fcc00); retail `0xE6` PropertyInt augmentation |
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| AP-50 | Burden meter orientation/direction set programmatically (`Vertical=true`, `FillFromBottom=true`) rather than reading retail's `m_eDirection` property from the LayoutDesc element (property id `0x6f`). | `src/AcDream.App/UI/Layout/InventoryController.cs`; `src/AcDream.App/UI/UiMeter.cs` (`Vertical`/`FillFromBottom`) | The `m_eDirection` property is not yet read by `ElementReader`; bottom-up fill is visually confirmed against retail's burden bar art. Retire when `0x6f` is wired through `ElementReader`→`DatWidgetFactory`. | Wrong fill direction (top-down instead of bottom-up, or horizontal) if a future meter whose art requires a different direction is forced through the same code path. | `UIElement_Meter::DrawChildren` @0x46fbd0; property `0x6f` (`m_eDirection`) in the LayoutDesc |
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| AP-51 | Main-pack `m_topContainer` cell (element `0x100001C9`) draws the constant backpack icon via a hardcoded base-icon literal `0x0600127E` + `ItemType.Container` (composited over the Container type-underlay), rather than resolving it at runtime the way retail does. Sprite VISUALLY CONFIRMED (2026-06-22 live gate). | `src/AcDream.App/UI/Layout/InventoryController.cs` (`Populate`, main-pack cell) | Retail's `IconData::RenderIcons` IsThePlayer branch draws a CONSTANT backpack with `m_itemType = TYPE_CONTAINER` (the original AP-51 "equipped-pack weenie icon" premise was wrong). The exact runtime resolution is unconfirmed: a research dat-dump misreported `GetDIDByEnum(0x10000004,7)` as the green tile `0x060011F4` (which rendered green-no-pack at the gate); the real backpack `0x0600127E` was identified by dat export + user confirmation. We pin the visually-verified literal (cf. AP-55). Retire when the runtime resolve is reproduced + confirmed. | If the pinned sprite diverges from what retail resolves at runtime, the main-pack icon goes stale. | `IconData::RenderIcons` IsThePlayer branch 0x0058d1ee (decomp 407546-407549); sprite `0x0600127E` dat-exported + visually confirmed |
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| AP-52 | Side-bag column slot count defaults to 7 (the dat column height) when the player's `ContainersCapacity` is absent/0. | `src/AcDream.App/UI/Layout/InventoryController.cs` (`Populate`) | `ContainersCapacity` is not reliably on the player ClientObject yet; 7 is the standard side-pack cap + the dat column (`0x100001CA`, 36×252) holds exactly 7. | An 8th-pack (Shadow of the Seventh Mule aug) character shows one too few side-bag slots — cosmetic. | retail gmBackpackUI side-pack column; ACE `ContainersCapacity` |
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| AP-53 | Contents grid slot count defaults to 102 (main pack) or 24 (side bag) when the open container's `ItemsCapacity` is absent/0. Container-switching is now wired (D.2b): clicking a side bag sends `Use 0x0036` and the grid repopulates from `ViewContents 0x0196`. This row covers only the capacity *default* when the server omits `ItemsCapacity`. | `src/AcDream.App/UI/Layout/InventoryController.cs` (`Populate`) | `ItemsCapacity` is not reliably on every ClientObject yet; 102/24 are the retail standard capacities. Retire when `ItemsCapacity` is confirmed delivered for all containers. | A non-102/24 pack shows the wrong empty-slot count — cosmetic only. | retail main-pack capacity 102; side-pack 24; ACE `ItemsCapacity`; `ViewContents 0x0196` |
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| AP-54 | Inventory window vertical resize is a toolkit approximation: bottom-edge drag, expand-only (Min = dat default 372 px, Max = available screen height), contents grid/sub-window/scrollbar/backdrop stretched via overridden `Left\|Top\|Bottom` anchors. | `src/AcDream.App/UI/RetailUiRuntime.cs` (inventory frame setup) | retail's gmInventoryUI resize lives in keystone.dll (no decomp); using the screen rather than the former arbitrary 560 px cap keeps the full vertical resize usable at every persisted size. | Which elements reflow or whether retail permits shrink-below-default could differ; shrink below the authored default remains disabled. | retail gmInventoryUI resize (keystone.dll, no decomp); `UiNineSlicePanel` resize |
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| AP-55 | The toolbar's item slots keep the hardcoded `UiItemSlot.EmptySprite = 0x060074CF` rather than resolving their cell template via attribute `0x1000000e`. Correct in outcome (the toolbar's `0x1000000e` resolves to a generic prototype whose empty media is `0x060074CF`) but not dat-resolved. | `src/AcDream.App/UI/UiItemSlot.cs` (`EmptySprite` default); `src/AcDream.App/UI/Layout/ToolbarController.cs` | The inventory lists now port the retail resolver (`ItemListCellTemplate`); the toolbar was left on its hardcoded default to avoid regressing frozen, working art. Retire when the toolbar is routed through `ItemListCellTemplate`. | If a future toolbar layout's `0x1000000e` points at a non-generic prototype, the toolbar would show stale art. | `UIElement_ItemList::InternalCreateItem` 0x004e3570; catalog `0x21000037` |
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| AP-57 | The open-container triangle (`0x06005D9C`) + selected-item square (`0x06004D21`) are drawn as **procedural `UiItemSlot` overlays** keyed by `_openContainer` plus Core `SelectionState.SelectedObjectId`, reproducing the retail keying (`item.itemID == openContainerId / selectedID` per `UpdateOpenContainerIndicator 0x004e3070` / `SetSelectedObject 0x0058c2e0`) but not via the dat prototype's `m_elem_Icon_OpenContainer`/`m_elem_Icon_Selected` state elements + `SetOpenContainerState`/`SetSelectedState` calls. | `src/AcDream.App/UI/UiItemSlot.cs`; `src/AcDream.App/UI/Layout/InventoryController.cs` | The procedural overlay produces the correct visual result; the 36×36 container prototype (`0x1000033F`) lacks the square child, so the procedural overlay is the only way to show the square on a selected bag — the dat-state path retail uses would require the prototype to be richer than it is. | A cell that should show an indicator via a dat-state path retail uses but we don't would be missed; outcome currently matches retail for the open/selected indicator cases. | `UIElement_ItemList::UpdateOpenContainerIndicator` 0x004e3070; `ACCWeenieObject::SetSelectedObject` 0x0058c2e0; `SetOpenContainerState` 0x004e1200; `SetSelectedState` 0x004e1240 |
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| AP-59 | The per-cell container **capacity bar** (retail `UIElement_UIItem::UpdateCapacityDisplay 0x004e16e0`, element `0x10000347`) is drawn as a **procedural `UiItemSlot` overlay** (track `0x06004D22` full + fill `0x06004D23` clipped bottom-up to `GetContents(guid).Count / ItemsCapacity`), not via a real dat `UIElement_Meter` child. **Right-anchored flush** (the dat rect X=26 in a 36px cell sat ~5px off the edge — flush per the visual gate) and **bottom-up fill assumed** (the dat `m_eDirection` 0x6f isn't read, cf. AP-50). A CLOSED side bag reads empty until opened (its contents aren't indexed until `ViewContents`) — faithful to retail's known-children count, divergent if retail pre-loads. | `src/AcDream.App/UI/UiItemSlot.cs` (`CapacityFill` draw); `src/AcDream.App/UI/Layout/InventoryController.cs` (`SetCapacityBar`) | UiItemSlot is a behavioral leaf that paints overlays procedurally (cf. AP-57); the meter sprites + fill formula are the faithful port. Right-anchor + bottom-up were visual-gate calls. Further visual polish is deferred — ISSUES #146. | Fill direction / exact bar rect could differ from retail's `m_eDirection` + dat X; closed-bag bars read empty if retail pre-loads container counts. | `UIElement_UIItem::UpdateCapacityDisplay` 0x004e16e0; element `0x10000347` (back `0x06004D22` / front `0x06004D23`); `GetNumContainedItems` |
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| AP-60 | Inventory drag **`OnDragLift` is a no-op** + the source cell is **not dimmed**: retail dims the lifted item's source cell (`RecvNotice_ItemListBeginDrag`); acdream leaves the item in place during the drag + the floating ghost. | `src/AcDream.App/UI/Layout/InventoryController.cs` | Cosmetic only — the dragged item is still unambiguously identifiable; dimming the source requires tracking the source cell reference across drag events, deferred to a polish pass. | A drag in progress doesn't visually mark its origin — cosmetic only, no functional effect. | `RecvNotice_ItemListBeginDrag` acclient_2013_pseudo_c.txt |
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| AP-61 | Drop on a **CLOSED side bag is advisory-accept**: the client can't know a closed bag's item count (contents aren't indexed until opened), so `OnDragOver` shows green + relies on the server's `InventoryServerSaveFailed` reject + the rollback; retail knows the count when loaded. | `src/AcDream.App/UI/Layout/InventoryController.cs` (`IsContainerFull`) | A drop into a closed-but-full bag shows green then snaps back (a flicker) instead of pre-showing red. Faithful only when the bag has been opened (then `GetContents` is populated). The server's `0x00A0` + optimistic rollback is the authoritative safety net. | A drop into a closed-but-full bag shows green → brief flicker → snap-back instead of retail's pre-emptive red circle. | `UIElement_ItemList::InqDropIconInfo 0x004e26f0` |
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| AP-62 | **MissileAmmo slot mask LIKELY** — `0x100001E0 → MissileAmmo 0x800000` is inferred; the decomp immediate at `GetLocationInfoFromElementID` 173676 is corrupted to a string pointer, so the mapping was not directly confirmed from the named-retail source. | `src/AcDream.App/UI/Layout/PaperdollController.cs` (`SlotMap`) | Dropping ammo onto that slot wields to the wrong location if the mapping is wrong. Gate-verify via dat dump + cdb. | Ammo wields to the wrong equip location — functional gap if wrong. | `GetLocationInfoFromElementID` decomp 173676; `acclient.h:3193` INVENTORY_LOC |
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| AP-63 | **Dual-wield-into-shield-slot special not implemented** — retail `OnItemListDragOver` (decomp 174302) lets a melee-capable item also drop on the Shield slot; acdream's `wieldMask = ValidLocations & slotMask` rejects it. | `src/AcDream.App/UI/Layout/PaperdollController.cs` (`HandleDropRelease`) | A dual-wielder cannot off-hand a melee weapon via the doll. | Dual-wield via drag-onto-shield-slot is blocked — functional gap for dual-wield characters. | `gmPaperDollUI::OnItemListDragOver` decomp 174302 |
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| AP-64 | **Wield-reject rollback assumes `InventoryServerSaveFailed 0x00A0`** — an optimistic wield rolls back only if ACE emits `0x00A0` for a `GetAndWieldItem` rejection; otherwise corrected by the next authoritative message. Gate-verify via WireMCP. | `src/AcDream.Core.Net/GameEventWiring.cs` (0x00A0 handler) | If ACE uses a different reject opcode for wield, the optimistic state is left dangling until the next full update. | Rejected wield briefly shows the item as equipped in the doll — cosmetic flicker or stuck state if `0x00A0` is not the rejection path. | `InventoryServerSaveFailed 0x00A0`; WireMCP gate-verify |
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| AP-65 | **PickupEvent (0xF74A) no longer evicts the weenie from `ClientObjectTable`** — only `DeleteObject (0xF747)` evicts, matching the retail `object_table`-vs-`weenie_object_table` split. An item another player picks up near you (only ever gets `PickupEvent`, never `DeleteObject`) lingers as a data-only entry (`ContainerId 0`, not in any view) until teleport/relog `Clear()`. | `src/AcDream.Core.Net/ObjectTableWiring.cs` (EntityDeleted handler); `src/AcDream.Core.Net/WorldSession.cs` (PickupEvent branch) | The weenie entry for nearby pickups is a harmless data ghost — no UI shows it (no container, not wielded). Retail evicts it from `weenie_object_table` when the object fully leaves interest range via `DeleteObject`; acdream defers to teleport/relog clear. | Slight memory growth in long sessions if many world items are picked up by other players near you; item data ghosts cannot cause functional issues because no UI queries `ContainerId 0`. | `CACObjectMaint::DeleteObject` / `SmartBox::HandleDeleteObject`; ACE `Player_Inventory.cs TryDequipObjectWithNetworking` |
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| ~~AP-66~~ | **RETIRED 2026-07-13 — authored paperdoll empty-slot presentation.** The earlier “no silhouettes” conclusion inspected the ItemList elements' own media but missed `UIElement_ItemList::InternalCreateItem`, which clones a distinct `UIElement_UIItem` catalog prototype for each location. All 21 supported jewelry, weapon, ammo, shield, clothing, cloak, trinket, and armor lists now resolve their exact `ItemSlot_Empty` surface from live DAT; `PostInit` confirms non-armor lists remain visible while the nine armor lists toggle with Slots. | `src/AcDream.App/UI/Layout/PaperdollSlotBackgrounds.cs`; `ItemListCellTemplate.cs`; `PaperdollController.cs` | — | — | `gmPaperDollUI::GetLocationInfoFromElementID @ 0x004A37F0`; `PostInit @ 0x004A5360`; `UIElement_ItemList::InternalCreateItem @ 0x004E3570`; `LayoutDesc 0x21000037` |
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| AP-68 | acdream keeps the 128 nearest-to-CAMERA point lights live (`MaxGlobalLights=128`, `BuildPointLightSnapshot`) and selects per cell CAMERA-INDEPENDENTLY (by the cell's own bounds), so a building interior stays lit at any distance within a town; retail keeps only the 40 nearest-to-PLAYER static lights (`Render::max_static_lights=0x28`, distance-sorted replace-farthest `insert_light`) and re-bakes a cell when its live light set changes, so distant interiors are baked dark and "light up" only as the player approaches and their torches enter the live 40. INTENTIONAL — acdream's always-lit interiors are the preferred behavior (no 1999-era light-budget pop-in); user-confirmed 2026-06-20. | `src/AcDream.Core/Lighting/LightManager.cs` (`MaxGlobalLights=128`, `BuildPointLightSnapshot`, `SelectForObject`) | The retail pop-in is a fixed-function light-budget artifact, not an intended aesthetic; revert to retail by clamping the global set to 40 + distance-to-player sort if ever desired | Distant town interiors are lit in acdream where retail's are dark until approached — a deliberate, user-preferred divergence | `Render::max_static_lights` 0x28; `insert_light` 0x0054d1b0 (distance-sorted, replace-farthest); bake re-trigger `SetStaticLightingVertexColors` cache `burnedInStaticLights != num_static_lights` |
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| AP-69 | acdream preserves one accepted active record across rebucketing and ports retail's 25-second leave-visibility destruction lifecycle. Spatially resident records cancel expiry; otherwise the ACE compatibility boundary uses holtburger's conservative 384-unit distance envelope and retains attached/container/wielder/parent-owned objects. Expiry uses the exact generation-safe active teardown, then retains only a cold `EntitySpawn` because ACE can keep the GUID in `KnownObjects` and omit CreateObject on revisit; explicit F747/new generation/session reset removes it. DIVERGENCE: retail can delete the complete object under its visibility protocol; the fallback does not yet derive visibility from retail/ACE ObjCell PVS (`SeenOutside` plus `VisibleCells`), and trade/container preview retention has no separate lifecycle flag. | `src/AcDream.App/World/LiveEntityRuntime.cs`; `src/AcDream.App/World/LiveEntityLivenessController.cs`; `src/AcDream.App/World/DormantLiveEntityStore.cs`; `LiveEntityHydrationController.OnPrune` | Prevents stale portal destinations from accumulating animation/effect/render owners while still allowing doors, signs, portals, and other ACE-known objects to rematerialize when the server does not resend them | Dormant data-only snapshots can grow with every unique ACE destination until F747 or session reset; a nonresident object outside 384 units that remains visible through an unusual long EnvCell PVS could expire early; a future preview-only object with no parent/container ownership could also expire. Replace the compatibility predicate when exact ObjCell PVS and preview lifetimes are available | `CPhysicsObj::prepare_to_leave_visibility` 0x00511F40; `CPhysicsObj::prepare_to_enter_world` 0x00511FA0; `CObjectMaint::AddObjectToBeDestroyed` 0x00508F70; `CObjectMaint::UseTime` 0x005089B0; ACE `KnownObjects`; `docs/research/2026-07-18-retail-object-liveness-and-mesh-reclamation-pseudocode.md` |
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| ~~AP-71~~ | **RETIRED 2026-07-30 (Campaign P Slice P4) — the `check_entry_restrictions` gate is now ported at the head of the indoor branch of `Transition.FindEnvCollisions`.** `ObjectInfo.CheckEntryRestrictions` (`src/AcDream.Core/Physics/TransitionTypes.cs`) reproduces retail's exact order: NPCs/props bypass, a mover with `CanBypassMoveRestrictions` (new PWD-bitfield decode, `BF_ADMIN 0x100000` AND `BF_IMMUNE_CELL_RESTRICTIONS 0x400000`, `acclient.h:6452-6454`) bypasses, an ordinary cell (`RestrictionObj == 0`) is a no-op. `CellPhysics.RestrictionObj` is now wired from the DAT-baked `EnvCell.RestrictionObj` field (§4.3's old open question — RESOLVED via `references/ACE/Source/ACE.DatLoader/FileTypes/EnvCell.cs:32,66-67` and an independent reflection probe of `Chorizite.DatReaderWriter` 2.1.7's own `EnvCell.RestrictionObj` field: it is a plain per-cell DAT field gated by `EnvCellFlags.HasRestrictionObj (0x8)`, NOT a live wire override; the BN pseudo-C's "count for an array alloc" reading at the same `UnPack` offset was the mis-attributed field-name collision `feedback_bn_decomp_field_names` warned about). Wired in BOTH the dev/graph-fixture path (`PhysicsDataCache.CacheCellStruct`) and the production/prepared path (`CachePreparedCellStruct`) — the latter already receives a live parsed `envCell` for `Position`/`EnvironmentId`, so no bake-format change was needed. See AP-129 for the narrower remaining gap this leaves. | `src/AcDream.Core/Physics/TransitionTypes.cs` (`ObjectInfo.CheckEntryRestrictions`, `Transition.FindEnvCollisions`); `src/AcDream.Core/Physics/PhysicsDataCache.cs` (`CellPhysics.RestrictionObj`) | — | — | `CObjCell::check_entry_restrictions` pc:308873-308912 (0x0052b6d0); `CEnvCell::find_env_collisions` pc:309573-309597; `ACCWeenieObject::CanBypassMoveRestrictions` 0x0058c500; `ACCWeenieObject::CanMoveInto` 0x0058da40; `references/ACE/Source/ACE.Server/Physics/Common/ObjCell.cs:286-333` |
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| AP-129 | **NARROWED 2026-07-30 (P4 Opus review fix) — `CanMoveInto`/`IsAllowedIn` are now ported and fed; two narrow gaps remain.** `ObjectInfo.CheckEntryRestrictions` resolves the cell's `RestrictionObj` via `PhysicsEngine.Objects` (a `ClientObjectTable`, acdream's `GetObjectA` equivalent) and evaluates the real owner IID / `HouseRestrictionRecord` (open flag, allegiance monarch, guest table) fed from CreateObject's `HouseOwner`/`HouseRestrictions`/`Monarch` PWD-tail fields and live `House_UpdateRestrictions (0x0248)` refreshes — see `RestrictionObjPrevalenceInspectionTests` (103,766 of 729,888 installed EnvCells, 1,293 landblocks, carry a baked `RestrictionObj`; this is the whole housing estate, not a rare case, which is why the OLD unconditional-fail-closed row was upgraded to FIX-FIRST rather than shipped). Remaining gaps: (1) `House_UpdateRestrictions`'s `Sequence` byte is parsed but not used for staleness/reordering rejection — a lost-then-late UDP delivery could transiently apply an older restriction snapshot over a newer one (low-probability; the next full CreateObject or another update self-corrects). (2) Outdoor `CLandCell` restriction (`LandblockInfo.RestrictionTables`, a separate per-landblock packed hash table) remains entirely unported — unaffected by this fix, since the gate only reads the indoor/EnvCell `CellPhysics.RestrictionObj` field. `HouseData (0x0225)`/`HouseStatus (0x0226)` and the guest-management opcode family (`House_AddPermanentGuest`, `House_UpdateHAR`, etc.) remain unparsed but are NOT consulted by this entry gate (they carry rent/ownership-transfer UI data, not the owner-iid/guest-list pair `CanMoveInto` needs) — noted for future house-UI work, not a residual of this row. | `src/AcDream.Core/Physics/TransitionTypes.cs` (`ObjectInfo.CheckEntryRestrictions`); `src/AcDream.Core/Physics/PhysicsEngine.cs` (`Objects`); `src/AcDream.Core/Items/{ClientObject,ClientObjectTable,HouseRestrictions}.cs`; `src/AcDream.Core.Net/{Messages/CreateObject.cs,Messages/GameEvents.cs,GameEventWiring.cs}`; `src/AcDream.Runtime/Entities/RuntimeEntityObjectLifetime.cs` (production wiring) | A reordered `House_UpdateRestrictions` pair could transiently apply the older snapshot; self-corrects on the next update or CreateObject. An outdoor restricted cell (if that content ever exists) is not gated at all. | `ACCWeenieObject::CanMoveInto` 0x0058da40 (pc:407982-408056); `RestrictionDB::IsAllowedIn` 0x005ae8f0 (pc:444493-444516); `references/Chorizite.ACProtocol/Chorizite.ACProtocol/Types/RestrictionDB.generated.cs`; `references/ACE/Source/ACE.Server/Network/GameEvent/Events/GameEventHouseUpdateRestrictions.cs` |
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| AP-72 | **Cursor art falls back to OS standard cursors when dat resolution fails** — retail always renders MediaDescCursor / EnumIDMap-resolved dat cursor art; acdream's `RetailCursorManager.Apply` falls back to Silk `StandardCursor` (IBeam/crosshair/not-allowed/…) when the EnumIDMap chain or RenderSurface decode fails, and `RetailCursorResolver`/`RetailCursorManager` permanently negative-cache the failed enum/surface id for the session. | `src/AcDream.App/Rendering/RetailCursorManager.cs:47` (`ApplyStandard`), `RetailCursorResolver.cs:47` (negative cache) | Fallback triggers only when the dat lacks the asset — nominal EoR dats always resolve the 0x27/0x28/0x29 chain; an OS cursor keeps the UI usable rather than showing nothing. | A dat-read or decode regression silently shows OS-native cursors instead of surfacing an error — masked failure class; check the `[D.2b]` cursor log lines before suspecting art. | `ClientUISystem::UpdateCursorState` 0x00564630 |
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| AP-74 | **UseDone WeenieError text comes from a hardcoded subset map, not the portal String tables** — retail resolves the 0x01C7 UseDone error code through the client String tables into the canonical line ("You are not trained in healing!"); acdream's `WeenieErrorText.For` hardcodes the handful of codes the current use/heal flows produce (0x001D/0x04EB/0x04FC/0x04FE, texts phrased after the ACE enum names) with a generic code-carrying fallback. | `src/AcDream.Core.Net/Messages/WeenieErrorText.cs` | Every refusal is now visible; only unmapped wording deviates, and those lines retain the raw code. Retire by porting the String-table lookup (#202). | An unmapped WeenieError shows a generic line instead of retail's exact sentence | retail String-table error lookup; ACE `WeenieError.cs` values |
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| AP-73 | **Character raises mutate optimistically, contrary to retail's server-authoritative flow** — after sending RaiseAttribute/RaiseVital/RaiseSkill/TrainSkill, `CharacterSheetProvider.ApplyLocalRaise` immediately bumps ranks and debits XP/credits. Named retail permits one request in flight, ghosts the clicked button, and waits for an authoritative quality-change element message before changing displayed state (**#199**). | `src/AcDream.App/UI/Layout/CharacterSheetProvider.cs` | ACE usually accepts client-affordable raises, so its later property echoes conceal the incorrect prediction; Wave 8 removes local mutation and owns one awaiting request | A rejected/reordered raise can display invented state until a later full refresh, and repeated clicks can create multiple speculative spends | `gmAttributeUI`/`gmSkillUI` raise and quality-change paths, pinned in `docs/research/2026-07-10-retail-panel-behavior-pseudocode.md` |
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---
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| AP-75 | **NARROWED 2026-07-19 — adapter-boundary `adjust_motion` only.** `SetCycle` remaps TurnLeft/SideStepLeft/WalkBackward to their mirror command with negated speed before dispatch. Retail performs that normalization in `CMotionInterp`; GameWindow's local-player adapter can still pass raw ids directly | `src/AcDream.Core/Physics/AnimationSequencer.cs` (`SetCycle` head remap) | Preserves raw local callers until every caller enters through `MotionInterpreter`; literal DAT velocity and omega now flow through CSequence's complete Frame | A future caller that already normalizes a raw left/back command but still passes the original id can be adjusted twice | `CMotionInterp::adjust_motion` @305343; retire with the remaining local caller unification |
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| AP-77 | **NARROWED 2026-07-19 — animation-less/headless movement fallback only.** When `MotionInterpreter.DefaultSink` or the local PartArray callback is absent, acdream writes grounded command-derived body velocity and applies the DAT-pinned Humanoid `TurnRight` rate (1.5 radians/second) directly to the body Frame. Production animated players/remotes bind `MotionTableDispatchSink` plus CSequence and instead consume the complete DAT-authored root Frame; that path preserves airborne orientation while suppressing only origin exactly like retail | `src/AcDream.Core/Physics/MotionInterpreter.cs` (`ApplyCurrentMovementInterpreted`); `src/AcDream.Runtime/Gameplay/PlayerMovementController.cs` (no-PartArray object-quantum fallback) | Keeps isolated/headless physics tests and a deliberately animation-less entity controllable without fabricating a PartArray | A future production entity missing its animation binding uses Humanoid-only yaw/velocity, can foot-slide, and can rotate through an airborne quantum differently from a real creature's DAT Frame | `CMotionInterp::apply_interpreted_movement` 0x00528600; `CPhysicsObj::UpdatePositionInternal` 0x00512C30; retire when animation-less production objects have an explicit motion owner |
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| AP-80 | **PlanFromVelocity survives for velocity-only NPC cycles** (M16): UpdatePosition-derived speed picks Ready/Walk/Run cycles for server-controlled creatures whose UMs never arrive (scripted-path NPCs); retail derives every cycle from motion messages through the motion tables. The adaptation is now structurally limited to replacing Ready/Walk/Run-family states, so authoritative actions/substates (especially Dead) always win. | `src/AcDream.Core/Physics/ServerControlledLocomotion.cs` (`PlanFromVelocity`, `CanApplyVelocityCycle`); consumer `GameWindow.ApplyServerControlledVelocityCycle` | Some ACE entities move by position updates alone — without this, they slide in T-pose; constants (StopSpeed 0.2, RunThreshold 1.25) tuned against live ACE traffic | Cycle-pick thresholds are acdream inventions — a creature intended to walk fast may show run legs near the threshold | retire in R6 (root motion + full per-tick order) |
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| AP-81 | **NARROWED 2026-08-04 (Bug B). The remote VectorUpdate handler still pre-clears the two ground transients and seeds the client Airborne flag one frame ahead of the sweep.** The GRAVITY half of this row is RETIRED: the handler no longer writes `Body.State |= Gravity`, and neither landing block clears it, so GRAVITY_PS is wire-owned for the object's whole life exactly as retail has it (`CPhysicsObj` constructor state `0x400C08` @0x00512508; `set_state` @0x00514DD0 post-processes only lighting/nodraw/hidden and never masks GRAVITY). The per-tick force this row's sibling sites used to apply is also gone — see the Bug B entry in `docs/ISSUES.md` #32. What remains is the handler's `TransientState &= ~(Contact | OnWalkable)` plus `rm.Airborne = true` on a `Velocity.Z > 0.5f` vector. Retail reaches the identical state one frame later: `check_contact` (0x0050F5B0) fails on the ascending velocity, the transition runs contact-free, `SetPositionInternal` clears CONTACT_TS and `set_on_walkable(0)` fires LeaveGround. The pre-clear is deliberately KEPT because it is what makes the per-tick `set_on_walkable` edge observe `previousOnWalkable == false` and therefore NOT fire a second LeaveGround for the same departure, and because `CMotionInterp::LeaveGround` (0x00528B00) writes `set_local_velocity(GetLeaveGroundVelocity(), autonomous)` — relocating it into the tick would overwrite the authoritative launch vector mid-arc | `src/AcDream.App/Physics/LiveEntityNetworkUpdateController.cs` (`ApplyOrdinaryVector`, the `Velocity.Z > 0.5f` branch) | One frame of head start on a state the sweep derives anyway. Both landing blocks now derive Contact/OnWalkable from the committed contact plane and neither touches the Gravity state bit, so the flag dance no longer decides whether gravity is delivered | A VectorUpdate whose vertical component clears the 0.5 m/s threshold on a body the sweep would still find in contact marks that body airborne one frame early. Retire when the remote departure edge is owned solely by the per-tick `set_on_walkable` commit and LeaveGround's velocity write is ordered after the authoritative vector | `SmartBox::DoVectorUpdate @ 0x004521C0`; `CPhysicsObj::check_contact @ 0x0050F5B0`; `CPhysicsObj::calc_acceleration @ 0x00510950`; `CPhysicsObj::SetPositionInternal @ 0x00515330`; `set_on_walkable @ 0x00511310`; `CMotionInterp::LeaveGround @ 0x00528B00` |
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| AP-82 | **StickyManager deep-overlap back-off sign pin**: when the stick-gap overlap exceeds one tick's step (`speed×quantum < \|dist\|`, `dist < 0`), acdream applies `delta = −(speed×quantum)` (rate-limited back-off); ACE's literal port keeps `+delta` there — a runaway that steers INTO the target with equilibrium at centers-coincident. The BN mush (0x00555554-0x00555597) is unreadable on exactly this compare; the pin is refuted-by-evidence against ACE-literal: #171 gate-3 probe showed 1661 deep-overlap ticks all steering inward (monsters converged to centerDist≈0 — "monster inside the player") while retail side-by-side on the same ACE shows separation. ACE servers essentially never reach the branch (quantum ≥1/30 → threshold ~1 m; render-rate quanta → ~0.13 m) | `src/AcDream.Core/Physics/Motion/StickyManager.cs` (`AdjustOffset` delta clamp; conformance `StickyManagerTests.AdjustOffset_DeepOverlap_BacksOff_RateLimited`) | Minimal interpretation consistent with the mush structure AND observed retail; identical to ACE-literal in every shallow/outside case | If retail's true deep-overlap behavior differs (e.g. no movement at all), our back-off rate diverges in that rare state; verify via cdb `StickyManager::adjust_offset` trace with a forced overlap when convenient | `StickyManager::adjust_offset` 0x00555430 (x87 mush); ACE StickyManager.cs:117-121 (the literal branch this pin overrides) |
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| AP-85 | **Point-light pool = single 128-cap player-nearest list, optionally FILTERED by LAST FRAME's rendered visible-cell set, vs retail's dual pools (7 dynamic + 40 static, degrade-scaled) collected from a DBObj-load/flush-bounded resident registry** (A7.L1, 2026-07-09 — third revision, Town Network starvation fix #79/#93/#176/#177): retail's `CEnvCell::visible_cell_table` (`add_visible_cell` 0x0052de40) is populated ON DEMAND as cells are approached/seen (`DBObj::Get`-loads) and pruned by `flush_cells` — so a real dungeon's per-frame candidate set stays small (naturally proximity-bounded) even though the collection walk itself (`add_dynamic_lights` 0x0052d410) is "the whole resident table, not a re-flood." acdream's `_all` list instead registers at LANDBLOCK-granularity load/unload (a whole single-landblock dungeon streams as ONE unit), so for the Town Network (463 registered fixtures, one landblock) `_all` is effectively "everything ever loaded in this dungeon," not a proximity-bounded set — wide enough that the player-nearest-128 cap alone let a straight-line-closer-but-wall-disconnected corridor's fixtures out-rank the player's own room, starving it. Fix: `BuildPointLightSnapshot(playerWorldPos, visibleCells)` takes an optional candidacy FILTER — a light joins the pool iff `CellId==0` (cell-less, always in) or `visibleCells.Contains(CellId)` — narrowing candidates to the frame's actual visible cells BEFORE the existing dynamics-first player-nearest cap runs; `GameWindow` feeds LAST FRAME's already-rendered `RetailPViewFrameResult.DrawableCells` back to `WorldRenderFrameBuilder` (one frame / ~16 ms latency, chosen specifically to avoid re-threading a mid-`DrawInside` callback — the exact mechanism, `c500912b`, that caused the #176 seam-floor flicker regression when it re-flooded an independent CAMERA-seeded set mid-frame). The distance-sort anchor stays the PLAYER (unchanged from the prior revision) — only candidacy narrows. Remaining deviation: this is a RENDER-visibility approximation of retail's true on-demand-load/flush RESIDENCY bound, with one frame of latency, not a port of the DBObj-load/flush mechanism itself; and the pool is still ONE 128-cap list vs retail's separate 7-dynamic/40-static degrade-scaled pools | `src/AcDream.Core/Lighting/LightManager.cs` (`BuildPointLightSnapshot`, `MaxGlobalLights`); `src/AcDream.App/Rendering/WorldRenderFrameBuilder.cs` (`RuntimeWorldFrameEnvironmentPreparation.ObserveDrawableCells`, `ClearDrawableCells`, `Prepare`); pins `PointSnapshot_HubScaleLightCount_ObjectSelectionIsCameraInvariant`, `PointSnapshot_OverCap_DynamicsNeverEvictedByNearerStatics`, `PointSnapshot_ResidentCollection_CellTagDoesNotFilter`, `BuildPointLightSnapshot_VisibleCellScoping_RoomLightsSurviveOverEuclideanCloserInvisibleCell`, `BuildPointLightSnapshot_VisibleCellScoping_CellLessLightAlwaysIncluded` | The render already computes a visible-cell set every frame for drawing (single source of truth, no duplicate flood) — reusing it as a candidacy filter approximates retail's proximity-bounded residency without porting DBObj on-demand load/flush; one-frame latency is imperceptible at normal camera speeds and structurally differs from the reverted mechanism (no independent re-flood mid-frame) | On a portal crossing, the FIRST indoor frame after re-entry (or after any outdoor-only frame) is unscoped (fail-open) — one frame may show slightly wider pool composition than steady-state; a room with >7 resident dynamics still shows them all (retail trims to 7 player-nearest) — slightly purpler wedge than retail; adopt the dual pools + degrade caps + true DBObj-bounded residency in later A7-arc work | `insert_light` 0x0054d1b0 (player-sorted, capped); `add_visible_cell` 0x0052de40 (on-demand-load resident registry + flush); `add_dynamic_lights` 0x0052d410 (whole-table walk); caller 0x00452d30; `calc_point_light` 0x0059c8b0 (static 1/d³ curve — A7 fix #2) |
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| AP-84 | **BSP shadow-shape part poses = motion-table default-state frame snapshot at registration, not retail's live CPhysicsPart pose** (#175): server entities with a wire MotionTableId register their BSP part shapes at the default style's first-cycle LowFrame pose through `LiveEntityDefaultPoseResolver`; retail collision reads each part's CURRENT pose every test. Equivalent for the door lifecycle (closed = default pose; open = ETHEREAL bypasses collision entirely, #150) and for idle statics | `src/AcDream.App/Physics/LiveEntityDefaultPoseResolver.cs`; `src/AcDream.App/Physics/LiveEntityCollisionBuilder.cs`; `src/AcDream.Core/Physics/ShadowShapeBuilder.cs` (`partPoseOverride`) | Registration is one-shot in acdream (retail re-poses parts per frame); the default-state pose is the correct idle pose and the only non-ethereal pose doors ever collide in | An entity whose server-driven motion state materially MOVES a BSP-bearing part while NON-ethereal would collide at the stale default pose (no known case — doors are the dominant BSP-part weenies); revisit if animated non-ethereal BSP movers appear | `CPhysicsPart` live pose (see #150 notes); motion-table default state = CPartArray init; ShadowShapeBuilder placement-frame fallback for table-less entities |
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| AP-83 | **CylCollideWithPoint PerfectClip TOI sub-branches decoded via ACE, not the binary**: the CCylSphere family port (2026-07-05, retires AP-6) reads `collide_with_point`'s PerfectClip time-of-impact math (0x0053adb6+) from ACE `CylSphere.CollideWithPoint` because the BN x87 mush is unreadable there; two ACE-verbatim quirks ported as-is (`movement.Z + radius` in the not-definite ascending case; `GlobalCurrCenter[0]` used even for head-sphere hits — the latter matches the raw decomp read). No current mover sets PerfectClip: players never do, and shipped ordinary missiles add PathClipped only. The non-PerfectClip path — SetCollisionNormal + Collided — is decomp-verified. Separately, the grounded head-sphere slide passes the HEAD disp per retail 0x0053b843 where ACE passes the foot disp — retail wins (ACE bug, not copied) | `src/AcDream.Core/Physics/TransitionTypes.cs` (`CylCollideWithPoint`; pseudocode doc `docs/research/2026-07-05-ccylsphere-collision-family-pseudocode.md` §7-8) | The load-bearing paths (non-PerfectClip Collided; the family's step-up/step-down/land) are decomp-verified; the TOI tail remains dormant unless a future mover explicitly enables PerfectClip | If a future mover explicitly enables PerfectClip, the two ACE quirks may diverge from retail — clip-through or wrong deflection on cylinder targets; re-decompile 0x0053acb0 in Ghidra before shipping that mover | `CCylSphere::collide_with_point` 0x0053acb0 (pc:324173, x87 mush from 0x0053adb6); ACE CylSphere.cs `CollideWithPoint` |
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| AP-91 | **CSphere `collide_with_point` PerfectClip TOI decoded via ACE, not the binary**: the CSphere family port reads the unreadable x87 tail from ACE `Sphere.CollideWithPoint`/`FindTimeOfCollision`; no current mover sets PerfectClip, and shipped ordinary missiles add PathClipped only | `src/AcDream.Core/Physics/TransitionTypes.cs` (`SphereCollideWithPoint`; `FindSphereTimeOfCollision`) | Load-bearing non-PerfectClip behavior is named-decomp verified; the adapted branch remains dormant unless a future mover explicitly enables PerfectClip | If a future mover explicitly enables PerfectClip, an ACE/retail TOI delta could cause clip-through or wrong sphere-target deflection | `CSphere::collide_with_point @ 0x00537230`; ACE `Sphere.CollideWithPoint` |
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| AP-86 | **Remote SHADOW-follows-resolved via a pose/cell-gated per-tick re-flood** (remote-creature de-overlap #184): every remote's collision shadow is rewritten at the resolved body position by the DR tick or authoritative UP tail, so collision remains where the creature renders and de-overlap persists. The effect matches retail, but acdream runs the full multipart cell flood whenever the body moved more than 1 cm, changed complete orientation, or crossed a cell instead of translating the existing shadow in place and relinking only when its crossed-cell set changes. Cross-cell motion now commits body/root/full-cell before the canonical rebucket callback; local and authoritative remote publishers prove exact-record spatial residency after that callback; pending projection suspends the retained shadow and cannot re-add it, including initial-pending and callback GUID-reuse cases. | `src/AcDream.App/Physics/RemotePhysicsUpdater.cs`; `src/AcDream.App/Physics/LiveEntityShadowPublisher.cs`; `src/AcDream.App/Rendering/GameWindow.cs` (local projection); `src/AcDream.App/Physics/LiveEntityNetworkUpdateController.cs` (authoritative UP tails); `src/AcDream.App/World/LiveEntityPresentationController.cs` (ordinary projection residency); `src/AcDream.Core/Physics/ShadowObjectRegistry.cs` (`UpdatePosition`) | The pose/cell gate is exact at de-overlap equilibrium, preserves offset/multipart shapes during in-place turns, and the resulting registered cell set matches retail; loaded/pending residency is symmetric and incarnation-scoped | A dense moving or turning crowd can still perform a full registration flood per creature per tick and create CPU/Gen0 pressure; a still crowd is gated out. Retire with an in-place move plus cell-relink-on-change implementation | `CPhysicsObj::SetPositionInternal(CTransition const*)` 0x00515330 → `change_cell`, then `remove_shadows_from_cells`/`add_shadows_to_cells` after the resolved frame/contact commit |
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| AP-87 | **Remote MoveOrTeleport placement adds a 4 m body-to-target snap + a no-Sequencer snap** beyond retail's <96 m-unconditional interpolate (remote-creature de-overlap #184, 2026-07-07; unified across player-remote and NPC-remote by C4 route 4a, 2026-08-03 — retail's disassembly makes no `this==player` distinction here either, so the two formerly-duplicated per-kind copies are now the SAME decision): retail `CPhysicsObj::MoveOrTeleport` (0x00516330) hard-places only on the teleport-timestamp / cell==0 branch or the ≥96 m far-snap, and InterpolateTo-queues every near correction; acdream ADDS two snap conditions — `|Body.Position − worldPos| > 4 m` (a large correction / an unplaced first-UP body) and `!willBeDrTicked` (no Sequencer to consume the queue). Without them an unplaced body (origin / spawn seed) would enqueue, the InterpolationManager's 100 m far-blip would fire, and the per-tick sweep would run over a huge distance in a cell not containing the body → garbage resolved pos → the reverted attempt's INVISIBLE monster. A third condition `firstUp` (`LastServerPosTime <= 0`) is RETAINED, not dropped, in the unified seam: it is a belt hint only — the 4 m guard is the load-bearing backstop — and it is structurally false for player remotes because the player-remote caller stamps `LastServerPosTime` in its diagnostic roll-forward block before it routes, so unifying the two copies on all three conditions leaves the player branch's own behaviour bit-identical | `src/AcDream.Runtime/Physics/RuntimeRemoteSteadyStatePosition.cs` (`ApplyInterpolate`, `BodySnapThreshold`); called from `src/AcDream.App/Physics/LiveEntityNetworkUpdateController.cs` for both the player-remote and NPC-remote near-Interpolate branches. C4 route 4b-2 (2026-08-04) deleted the App's two duplicated `MaxPhysicsDistance = 96f` / `BodySnapThreshold = 4f` constant pairs and both `_playerController?.Position ?? Vector3.Zero` fabrications: the far branch is now a canonical Runtime placement, and the cell-less/rejected/unclassified leftovers call this same seam (AP-137). The 4 m constant exists in exactly one place | acdream's catch-up+sweep needs the body already near the target (a valid nearby cell) for the per-frame sweep to be small; the 4 m snap keeps it there, and retail's own large-correction path (the 100 m far-blip) is upstream of it. The de-overlap sweep also uses the fixed human sphere (R 0.48 / H 1.835) for the mover regardless of creature size, so large packed creatures de-overlap at human radii — inherits **TS-46** | A grounded remote that legitimately lags >4 m from its server pos snaps (a small pop) where retail would slide; a no-Sequencer server-moved entity hard-snaps every UP (no DR smoothing). Both are rare. **2026-08-04 observed live, then FIXED AT THE SOURCE the same day**: the route 4a two-client test caught exactly this risk — a player remote jumping onto a house roof planted there and sat until it had drifted >4 m from the server's slid-down position, at which point this backstop fired (`producer=ap87-4m` in the capture) and blipped it instead of sliding. The CAUSE was the remote tick forging `Contact | OnWalkable` and deciding its landing edge from the contact-derived `ResolveResult.IsOnGround`; that is fixed (Bug B, `docs/ISSUES.md` #32) and the thresholds and conditions of this row are deliberately UNCHANGED. The snap remains the #184 invisible-but-solid backstop; it should simply fire far less often now that the body genuinely tracks the server, and less often again since AP-140's same-day retirement pointed both routing gates at CONTACT: a steep-face slide now interpolates toward the server pose every packet instead of being classified free-flight and hard-snapped, so `bodyToTarget` converges rather than being left to drift past 4 m. This row's own thresholds and conditions are unchanged by either fix | `CPhysicsObj::MoveOrTeleport` 0x00516330 (near-interpolate <96 m; teleport/cell-0 snap; far-snap ≥96 m); `InterpolationManager` 100 m `AutonomyBlipDistance` (the retail large-correction path) |
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| AP-89 | **TransparentPartHook fade multiplies the SAMPLED TEXTURE alpha, not a separate material alpha channel** (#188, 2026-07-08 — the fading-wall secret-passage doors, e.g. "Pedestal Weak Spot"): retail's `CPhysicsPart::SetTranslucency` (0x0050e670) → `CMaterial::SetTranslucencySimple` (0x005396f0) REPLACES the D3D9 material's 4 alpha channels wholesale (`Ambient.a = Diffuse.a = Specular.a = Emissive.a = 1 − translucency`) — a per-material alpha that composes with, but is conceptually separate from, the surface's own sampled texture alpha. acdream's `mesh_modern.frag` has no material-alpha concept at all; the port multiplies the runtime fade's opacity multiplier directly against the already-sampled `color.a` (`FragColor = vec4(rgb, color.a * vOpacityMultiplier)`) | `src/AcDream.App/Rendering/Shaders/mesh_modern.frag` (final `FragColor` line); `src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs` (`ClassifyBatches` `opacityMultiplier` param, `InstanceGroup.Opacities`); `src/AcDream.Core/Rendering/TranslucencyFadeManager.cs` | Observably identical to retail for any surface whose base texture alpha is 1.0 everywhere — the Pedestal Weak Spot's stone-wall texture, and the overwhelming majority of AC surfaces, since `color.a * 1.0 == color.a` and the fade multiplier alone then drives the ramp exactly as `1 − translucency` would | A hypothetical object that is BOTH already alpha-keyed/blended from its own texture (stained glass, a flame surface) AND plays a TransparentPartHook fade simultaneously would compound the two alphas (texture-alpha × fade-multiplier) instead of the fade cleanly replacing/overriding the surface's own alpha as retail's material-replace does — such an object would fade darker / more-transparent than retail, not just at retail's rate | `CPhysicsPart::SetTranslucency` 0x0050e670; `CMaterial::SetTranslucencySimple` 0x005396f0 (`alpha = 1 − translucency`, applied to all 4 D3D9 material alpha channels) |
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| AP-90 | **Radar fellowship/allegiance relationship state is modeled but not yet delivered at runtime.** `RetailRadar.GetBlipShape` and `RadarBlipColors.For` implement retail's leader/member/allegiance precedence, and `RadarSnapshotProvider` exposes a `relationshipFor(guid)` seam, but acdream does not yet maintain live fellowship membership and its `AllegianceTree` is not wired into GameWindow. PK/PKLite relationship shapes do work from PWD flags. | `src/AcDream.App/UI/Layout/RadarSnapshotProvider.cs`; `src/AcDream.Core/Ui/RetailRadar.cs`; `src/AcDream.Core/Ui/RadarBlipColors.cs` | Preserve the exact model/seam now and avoid inventing membership from names or chat; connect it when the social game-event state is ported | Fellowship members render their ordinary player color/shape instead of bright-green leader/member triangles; allegiance members render an ordinary plus instead of a hollow box | `gmRadarUI::GetBlipColor` 0x004D76F0; `gmRadarUI::GetBlipShape` 0x004D7B60 |
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| AP-92 | Private creature viewports (paperdoll and examination) render through isolated `IGpuRenderTarget`s and blit into `UiViewport`; retail renders each `CreatureMode` directly and advances a cloned `CPhysicsObj`, while examination currently refreshes its clone from the live target's animated mesh pose. **V6l narrowing (2026-07-28), V11 update (2026-07-29):** the target is backend-neutral and the blit's V origin is not assumed — `IUiViewportRenderer.TextureIsBottomUp` derives it from the backend that made the texture. With GL deleted the only answer in the tree is Vulkan's top-left origin, but the seam is kept rather than folded flat, because it costs one property and it is what let the origin question be answered by data instead of by assumption. | `src/AcDream.App/Rendering/PrivateEntityViewportRenderer.cs`; `src/AcDream.App/Rendering/PaperdollFramePresenter.cs`; `src/AcDream.App/Rendering/CreatureAppraisalPresentation.cs`; `src/AcDream.App/UI/UiViewport.cs` | Vulkan render-to-texture is the modern backend equivalent; shared live pose data provides animation without registering a second gameplay entity or duplicating the world sequencer | Alpha, lighting, state isolation, or an assessment-time cloned motion diverging later from the live target can differ from direct retail CreatureMode presentation. The origin half of this risk is closed; a FUTURE backend would have to answer `TextureIsBottomUp` for itself | `CPhysicsObj::makeObject(CPhysicsObj const*) @ 0x005144B0`; `gmPaperDollUI::PostInit @ 0x004A5360`; `BasicCreatureExamineUI::Init @ 0x004AB9C0`; `UIElement_Viewport::SetCamera`; retail `CreatureMode::Render` |
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| AP-93 | Paperdoll does not port `UpdateForRace`; all characters use the cdb-confirmed default held pose `0x030003C0` and default presentation | `src/AcDream.App/Rendering/DollEntityBuilder.cs`; `RetailPaperdollPoseApplicator` in `src/AcDream.App/Rendering/PaperdollFramePresenter.cs` | Exact for the tested Horan character; unresolved for other heritage/gender/body combinations | Non-default races can use the wrong pose, heading, camera framing, or presentation asset | `gmPaperDollUI::UpdateForRace @ 0x004A3ED0` |
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| AP-94 | Imported Type-12 text defaults to interactive/selectable behavior; display labels can focus/capture/drag, and vitals synthesize duplicate runtime labels instead of binding `0x100000EB/ED/EF` | `src/AcDream.App/UI/UiText.cs`; `src/AcDream.App/UI/Layout/VitalsController.cs` | Historical widget-generalization default; Wave 1 ports explicit Display/Selectable/Editable roles | Invisible/static text steals input and duplicate labels drift from DAT geometry | `UIElement_Text` property handlers; `gmVitalsUI::PostInit @ 0x004BFCE0` |
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| ~~AP-95~~ | **RETIRED 2026-07-11** — `UiButton` owns retail hover/pressed/released-outside, disabled, selected/toggle, missing-state fallback, hot-click, and distinct press/release controller callbacks. | `src/AcDream.App/UI/UiButton.cs`; `UiButtonStateMachine.cs` | — | — | `UIElement_Button::UpdateState_ @ 0x00471CF0`; mouse handlers `0x00471FF0..0x004721F0` |
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| AP-96 | Layout/property import loses raw edge-mode semantics (especially 3/4) and treats default scalar values as absent, so explicit `false`/`0` cannot override inheritance | `src/AcDream.App/UI/Layout/ElementReader.cs`; `LayoutImporter.cs` | Existing shipped layouts are hand-gated; Wave 1 adds presence-aware properties and the exact solver | Non-reference resizing recenters/stretches incorrectly; derived DAT properties silently inherit the wrong base value | `UIElement::UpdateForParentSizeChange @ 0x00462640`; production LayoutDesc inheritance |
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| ~~AP-97~~ | **RETIRED 2026-07-10 (Wave 1 retained-widget foundation)** — the prior generic Device-timer premise was a decomp misread. Named retail polls the hovered element's tooltip deadline, then broadcasts global UI time message `3`; it does not expose the assumed arbitrary timer queue. `UiRoot.Tick` now preserves that order and subtree removal clears input/time ownership before another pulse. | `src/AcDream.App/UI/UiRoot.cs`; `IUiGlobalTimeListener.cs` | — | — | `UIElementManager::UseTime` and hover/focus paths, pinned in `docs/research/2026-07-10-retained-widget-foundations-pseudocode.md` |
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| ~~AP-98~~ | **RETIRED 2026-07-10 (Wave 2.3)** — typed handles/manager own lifecycle; every production/Studio window uses `RetailWindowFrame`; schema-v2 `UiWindowLayout` persists outer bounds, visibility, toolbar collapse, and chat maximize by character/resolution with legacy-radar migration, nearest-resolution fallback, clamping, and a pre-login `default` write guard. Chat maximize uses DAT 100–360 limits and preserves its lower edge when growing upward. | `src/AcDream.App/UI/RetailWindowManager.cs`; `RetailWindowLayoutPersistence.cs`; `RetailWindowHandle.cs`; `Layout/RetailWindowFrame.cs`; `ChatWindowController.cs`; `SettingsStore.cs` | — | — | `gmMainChatUI::HandleMaximizeButton @ 0x004CCE50`; retail `saveui/loadui` behavior |
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| ~~AP-99~~ | **RETIRED 2026-07-11 (Wave 3.2)** — Core `ItemInteractionPolicy` ports the complete ordered `DetermineUseResult`/`UseObject`/`AttemptPlaceIn3D` matrix; PWD flags and `CombatUse` survive CreateObject; component-pack membership comes from portal.dat; App owns throttle, UseDone-balanced busy state, target mode, wire/optimistic dispatch, and typed confirmation/auxiliary seams. The two corrupt decompiler operands were pinned from matching x86 as `BF_REQUIRES_PACKSLOT` and `BF_VENDOR`. | `src/AcDream.Core/Items/ItemInteractionPolicy.cs`; `src/AcDream.App/UI/ItemInteractionController.cs` | — | — | `ItemHolder::DetermineUseResult @ 0x00588460`; `UseObject @ 0x00588A80`; `AttemptPlaceIn3D @ 0x00588600` |
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| ~~AP-101~~ | **RETIRED 2026-07-11 (Wave 4.4e)** — toolbar control coverage is complete: DAT panel launchers, combat, Use/Examine, selected-object strip, shortcuts, and exact thrown-weapon/separate-ammo count resolution on authored element `0x10000194`. | `src/AcDream.Core/Items/ToolbarAmmoPolicy.cs`; `src/AcDream.App/UI/Layout/ToolbarController.cs` | — | — | `gmToolbarUI::UpdateAmmoID @ 0x004BF210`; `UpdateAmmoNumber @ 0x004BE9E0` |
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| AP-104 | Vitals detail element `0x100004A9` and root `HideDetail`/`ShowDetail` transitions are not wired | `src/AcDream.App/UI/Layout/VitalsController.cs` | Compact vitals values/bars are correct | Detail click does nothing and expanded retail state is unreachable | `gmVitalsUI::ListenToElementMessage @ 0x004BFC00`; `PostInit @ 0x004BFCE0` |
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| AP-105 | **PARTIAL 2026-07-13** — inherited scrollbar media/roles now come from DAT (decrement/top `0x06004C69`, increment/bottom `0x06004C6C`), and both chat backends share typed client-command routing plus one retained `ChatVM` for reply state. Retained chat still lacks complete tab/filter/unread, social availability, incoming squelch enforcement, and focus-opacity behavior. | `src/AcDream.App/UI/Layout/DatWidgetFactory.cs`; `ChatWindowController.cs`; `src/AcDream.App/UI/ClientCommandController.cs`; chat mount in `GameWindow.cs` | Shared log/send path, wrapping, scrollbar roles, command ownership, and outer maximize geometry work; later chat work consolidates the remaining presentation/filter state | Tabs are no-ops, squelched lines can still render, contextual social actions are absent, and focus visuals diverge | `gmMainChatUI @ 0x004CCCC0..0x004CE2A0`; `UIElement_Scrollbar::OnSetAttribute @ 0x004714D0`; `ChatInterface` methods |
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| ~~AP-107~~ | **RETIRED 2026-07-11 (Wave 3.3 / #197)** — typed `OfferPrimaryClick` returns `NotActive`, `ConsumedSuccess`, or `ConsumedRejected`; every retained item surface plus radar/world offers active target mode before local selection/open/use fallback. Rejections are consumed and cannot drift selection. | `src/AcDream.App/UI/ItemInteractionController.cs`; inventory/paperdoll/toolbar/radar/world call sites | — | — | `UIElement_ItemList::HandleTargetedUseLeftClick @ 0x004E24D0` |
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| AP-108 | Paperdoll/AutoWield still omit the remaining missile/held restrictions and corrupt-mask branch of full `AutoWieldIsLegal`, dual-wield/off-hand rules, double-click examine/drag from the doll, body-part selection lighting, and retail's synchronous `" - cannot unwield the %s"` failure suffix (the current send seam reports rejection asynchronously). **AutoWear legality retired from this row 2026-07-23:** inventory activation and paperdoll drops now apply the retail clothing-priority/location blocker lookup and exact `"You must remove your %s to wear that"` system notice. **Primary replacement retired 2026-07-14; Aetheria retired 2026-07-13.** | `src/AcDream.App/UI/Layout/PaperdollController.cs`; `src/AcDream.App/UI/AutoWieldController.cs` | Basic equip slots, Aetheria, live doll, AutoWear conflict reporting, and primary weapon/incompatible shield/mismatched ammo blocker sequencing work in peace and war | Remaining illegal/off-hand cases, asynchronous dequip rejection wording, doll examine/drag, and selection lighting still differ functionally | `CPlayerSystem::AutoWieldIsLegal @ 0x0055ED60`; `CPlayerSystem::AutoWearIsLegal @ 0x0055EF40`; `CPlayerSystem::AutoWield @ 0x00560A60`; `gmPaperDollUI @ 0x004A3590..0x004A5F90` |
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| AP-109 | Character Titles page is inert and live displayed-title/luminance state is absent | `src/AcDream.App/UI/Layout/CharacterStatController.cs`; `CharacterSheetProvider.cs` | Attributes/skills core output is user-accepted | Titles cannot be selected/displayed and level-200 luminance fields are missing | `gmCharacterTitleUI @ 0x0049A610`; `gmStatManagementUI::UpdateExperience @ 0x004F0A70` |
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| AP-110 | Remaining retained gameplay panels and world HUD are absent: advanced-combat powerbar, residual social/floating chat, quests/map/options/smartbox, vendor/trade/salvage/tinkering, mini-game gameplay, Link Status NAK/retransmission packet-loss averaging, and D.6 nameplates/floaters. Examination has its independent authored floaty layout, inscription transaction, retail creature stat/rating/animated-preview presentation, default selection-follow, authored local spell subview with appropriate-formula component state, and the full EoR item-report dispatch: appraisal-only unknowns; exact equipment-set/rating/tinkering/weapon/armor/caster/requirement/XP/healer/rare prose and intentional blank section rows; ordinary/enchantment DAT spell descriptions; live material-decorated appropriate titles plus DAT material and creature names; expiry, decorated material/gem descriptions; and portal/PK restrictions with authored item colors. It still lacks item-object preview, player-dependent effective shield projection, live cooldown-remaining projection, localized augmentation-cost `StringInfo`, exhaustive character detail regions, and exact creature appraisal FontInfo-list selection. | `src/AcDream.App/UI/RetailUiRuntime.cs`; `src/AcDream.App/UI/Layout/AppraisalUiController.cs`; `src/AcDream.App/UI/Layout/ItemAppraisalTextFormatter.cs`; `src/AcDream.App/UI/Layout/RetailAppraisalNameResolver.cs`; `src/AcDream.App/UI/Layout/CreatureAppraisalRows.cs`; `src/AcDream.App/Rendering/CreatureAppraisalPresentation.cs`; `src/AcDream.Core.Net/LinkStatusSnapshot.cs`; D.5/D.6 roadmap | Basic combat, M3 magic/Link/Vitae surfaces, and the core examination request/presentation/inscription/creature-preview/item-report loop cover the active loops; the residual examination mechanisms require live player/enchantment/localization state or object-preview ownership rather than fabricated content | Item assessments omit only the listed live/localized/preview projections; enchanted/incomplete creature appraisal rows use the normal authored font until the exact FontInfo list is bound; other absent panels remain unavailable; real packet loss is displayed as 0.00% instead of retail's moving average | `BasicCreatureExamineUI::Init @ 0x004AB9C0`; `CreatureExamineUI::SetAppraiseInfo @ 0x004B3FF0`; `gmExaminationUI::RecvNotice_SelectionChanged @ 0x004AB3D0`; `gmExaminationUI::ExamineSpell @ 0x004B6900`; `SpellExamineUI::ExamineSpell @ 0x004B6210`; `AttributeInfoRegion::Update @ 0x004F1D90`; `gmExaminationUI::SetAppraiseInfo @ 0x004ADAE0`; `ACCWeenieObject::GetObjectName @ 0x0058E6E0`; `ItemExamineUI::SetAppraiseInfo @ 0x004B72B0`; `ItemExamineUI::AddItemInfo @ 0x004AC050`; `ItemExamineUI::Appraisal_ShowCapacity @ 0x004B2680`; `ItemExamineUI::Appraisal_ShowSpecialProperties @ 0x004B0140`; `ItemExamineUI::Appraisal_ShowWeaponAndArmorData @ 0x004B10E0`; `ItemExamineUI::Appraisal_ShowMagicInfo @ 0x004B2E10`; `ItemExamineUI::Appraisal_ShowDescription @ 0x004B6990`; `MaterialTypeEnumMapper::MaterialTypeToString @ 0x005CD500`; `ItemExamineUI::SetInscription @ 0x004AE2F0`; `CM_Writing::Event_SetInscription @ 0x006A98B0`; `CLinkStatusAverages::GetAveragePacketLoss @ 0x00546610`; LayoutDesc catalog |
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| ~~AP-111~~ | **RETIRED 2026-07-11 (M2 held-object parenting)** — equipped hand items are no longer omitted from the render world. CreateObject now preserves Placement/Parent/position timestamp bootstrap; live `0xF749` ParentEvent is parsed with retail sequence freshness; a focused render controller resolves `Setup.HoldingLocations`, applies the child's placement frame, and recomposes the separate child entity after every parent animation tick. Pickup retains the weenie's visual metadata for a later wield. | `src/AcDream.Core.Net/Messages/{CreateObject,ParentEvent}.cs`; `src/AcDream.Core/Meshing/EquippedChildAttachment.cs`; `src/AcDream.App/Rendering/EquippedChildRenderController.cs` | — | — | `ClientCombatSystem::GetDefaultCombatMode @ 0x0056B310`; `SmartBox::HandleParentEvent @ 0x004535D0`; `CPhysicsObj::set_parent @ 0x00515A90`; `CPhysicsObj::UpdateChild @ 0x00512D50` |
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| AP-112 | The basic combat bar ports visibility, height selection, desired-power slider, exact 1.0/0.8-second charge, ready-stance gating, request/release, `MaybeStopCompletely`, server-response queueing, and auto-repeat, but still omits `StartAttackRequest`'s `FinishJump` call and exact trained-Recklessness visibility semantics (IA-20 keeps the dark range as the accepted baseline) | `src/AcDream.Runtime/Gameplay/RuntimeCombatAttackState.cs`; `src/AcDream.App/UI/Layout/CombatUiController.cs` | The shared player movement owner now performs retail's server-control-gated full stop and movement report before an attack build; the remaining seams require the jump owner and a distinct Recklessness treatment | Starting an attack while charging a jump may not finish that jump exactly when retail does; trained/untrained Recklessness presentation is identical | `ClientCombatSystem::StartAttackRequest @ 0x0056C040`; `CommandInterpreter::MaybeStopCompletely @ 0x006B3B90`; `gmCombatUI::ListenToElementMessage @ 0x004CC430` |
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| AP-113 | Invalid lifestone-command arguments display the local text `Usage: /lifestone`; retail definitely emits a local usage/error line but Binary Ninja misidentifies the referenced wide-string address, so its exact wording is not yet recovered | `src/AcDream.UI.Abstractions/Panels/Chat/ChatCommandRouter.cs`; `RetailClientCommandCatalog.cs` | The behavior boundary is exact (handled locally, no chat and no game action); only a low-impact diagnostic sentence differs | `/ls now` can show different wording/color from retail while still refusing the invalid request correctly | `ClientCommunicationSystem::DoLifestone @ 0x0056FC70` |
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| ~~AP-114~~ | **RETIRED 2026-07-14 (protection-effect corrective gate)** — the particle renderer no longer replaces every authored GfxObj with one bounding-box quad. Retail `Always2D` classification preserves mode-1/no-degrade full meshes through the modern shared mesh buffer and leaves only other degrade modes on the billboard path; stable emitter handles balance mesh ownership. | `src/AcDream.App/Rendering/ParticleRenderer.cs`; `RetailParticleGeometryClassifier.cs`; `particle_mesh.vert/.frag` | — | — | `CPhysicsPart::Draw @ 0x0050D7A0`; `CPhysicsPart::Always2D @ 0x0050D8A0`; `ParticleEmitter::SetInfo @ 0x0051CE90`; `docs/research/2026-07-13-retail-projectile-vfx-pseudocode.md` |
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| AP-115 | The DAT-authored portal-space viewport, animation `SoundTweakedHook`, and centered repeating `"In Portal Space - Please Wait..."` display string are live, but the separate `ClientUISystem` enter/exit sound enums are not yet presented. | `src/AcDream.App/Rendering/PortalTunnelPresentation.cs`; `src/AcDream.App/Streaming/LocalPlayerTeleportController.cs`; `src/AcDream.App/UI/PortalWaitNoticeController.cs` | acdream has no ClientUISystem sound-table-enum resolver yet; inventing direct wave IDs would be less faithful. The notice uses the retained fullscreen UI rather than chat and remains tied to the portal presentation lifetime. | Portal travel has the correct animated wormhole, timing, direct viewport switch, view-plane transitions, animation-authored sound, and centered wait notice, but lacks retail's short UI enter/exit cue sounds. | `gmSmartBoxUI::BeginTeleportAnimation @ 0x004D6300`; `gmSmartBoxUI::UseTime @ 0x004D6E30` |
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| AP-116 | Default `Particle Range = Extended` multiplies DAT-authored particle degradation distances by 2; the `Retail` option restores exact values | `src/AcDream.UI.Abstractions/Panels/Settings/DisplaySettings.cs`; `src/AcDream.App/Rendering/Vfx/ParticleVisibilityController.cs`; `src/AcDream.Core/Vfx/ParticleSystem.cs` | User explicitly requested doubled range as the normal non-dev-UI behavior; it changes no terrain, scenery, entity, fog, or streaming distance, and remains reversible through settings | The default roughly enlarges the active particle area and reduces the CPU gain from MP2; distant VFX remain visible beyond retail's authored cutoff | `CPhysicsPart::GetMaxDegradeDistance @ 0x0050D510`; `GfxObjDegradeInfo::get_max_degrade_distance @ 0x0051E2D0`; `CPhysicsObj::ShouldDrawParticles @ 0x0050FE60` |
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| AP-117 | Outdoor particle `CLandCell::IsInView` state is reconstructed with the modern landscape renderer's per-cell frustum plus active doorway clip-plane/scissor-AABB tests; retail `LScape::landcell_check` uses `Render::get_clip_height` + `Render::block_check` on terrain-cell corner intervals | `src/AcDream.App/Rendering/TerrainModernRenderer.cs` (`CollectVisibleCells`) | The mandatory modern renderer batches terrain by landblock and has no retail `ViewIntervalType` product. Publishing cell visibility from the exact landscape draw slices preserves ownership/order and removes the former object-survivor dependency without adding a second view pipeline | At a terrain cell grazing a frustum or doorway boundary, the conservative AABB test may freeze or resume particles on a slightly different frame than retail; whole regions outside the active doorway slice are rejected, and authored distance, login/portal fail-closed behavior, and indoor PView cells remain exact | `LScape::landcell_check @ 0x005050A0`; `CLandCell::IsInView @ 0x00532CB0`; `CPhysicsObj::ShouldDrawParticles @ 0x0050FE60` |
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| AP-118 | An AutoWield transaction begun in active combat preserves the ready mode implied by the requested weapon. After authoritative `WieldObject`, a mode that settled without a blocker transition clears immediately; local ACE's observed pre-wield transition plus `ready -> NonCombat`, or post-wield `NonCombat -> ready -> NonCombat`, causes one normal `ChangeCombatMode` request from the trailing notice. Explicit user combat input cancels settlement. Retail's client does not need this extra request against the retail server. | `src/AcDream.App/UI/AutoWieldController.cs`; production binding in `GameWindow.cs` | Local ACE queues a trailing NonCombat callback during primary-weapon replacement and rejects an earlier request while the shuffle is busy; responding to the authoritative notice that completes that exact sequence orders the ordinary request after it without suppressing any server state | A non-ACE server that emits a different intermediate sequence can retain the settlement until a later explicit combat request, replacement, or logout clears it; peace-mode equips send none | `CPlayerSystem::AutoWield @ 0x00560A60`; `ACCWeenieObject::ServerSaysMoveItem @ 0x0058DBB0`; ACE `Player_Inventory.TryShuffleStance` / `TryDequipObjectWithNetworking` |
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| AP-119 | Equal-generation CreateObject refresh applies the packet's complete `PhysicsDesc` to the existing `EntityEffectProfile`, including replacing its network sound/PES-table/default-script description. Retail's equal-`INSTANCE_TS` branch applies the individual ObjDesc/Parent-or-Position/Movement/State/Vector/WeenieDesc tail and does not call `CPhysicsObj::set_description` again. | `src/AcDream.App/Physics/LiveEntityNetworkUpdateController.cs` (`ILiveEntitySameGenerationUpdateSink.OnDescription`); `LiveEntitySameGenerationUpdateRouter.cs` | Existing spell/projectile/portal VFX tests and connected behavior were accepted with this refresh. Slice 4 records and isolates it rather than silently changing DAT-effect ownership during an architecture extraction. | A same-generation CreateObject whose PeTable/sound/default-script fields differ from the original can replace effect lookup state where retail would retain the original table, producing a different later typed effect. | `SmartBox::HandleCreateObject @ 0x00454C80`; `CPhysicsObj::set_description @ 0x00514F40`; `docs/research/2026-07-13-retail-projectile-vfx-pseudocode.md` |
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| AP-120 | `ObjectTableWiring.ApplyEntitySpawn` publishes the CreateObject's WeenieDesc/item state before the same-generation physics update tail. Retail applies WeenieDesc after ObjDesc, Parent-or-Position/Pickup, Movement, State, and Vector. | `src/AcDream.Core.Net/ObjectTableWiring.cs` (`ApplyEntitySpawn`); `src/AcDream.App/World/LiveEntitySameGenerationUpdateRouter.cs` | Core.Net owns item-table ingestion before App callbacks and the current single-thread FIFO prevents a second network packet from interleaving; changing publication order crosses the Core.Net/App ownership boundary and requires a separately tested event transaction. | A synchronous item-table observer can see the refreshed WeenieDesc while the same object's physics/parent/state still reflects the prior snapshot; retail observers see the completed physics tail first. | `SmartBox::HandleCreateObject @ 0x00454C80`; `ACCObjectMaint::CreateObject @ 0x00558870` |
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| AP-121 | The `/framerate` command persists acdream's live ShowFps value in the modern `settings.json` Display bag after performing retail's live toggle/notice behavior. The named retail `DoFrameRate` body itself only flips `fShowFramerate` and sends `SetFramerateDisplay`; no equivalent persistence write occurs in that command body. | `src/AcDream.App/Settings/RuntimeSettingsController.cs` (`ToggleFrameRate`) | This preserves acdream's shipped L.0 cross-launch display preference while keeping the live retail mechanism and SmartBox visibility result exact; it changes no gameplay or wire state | A relaunch can retain FPS visibility where the named retail command body alone would not; a future port of retail's wider preference owner must avoid double-persisting or applying conflicting startup state | `ClientCommunicationSystem::DoFrameRate @ 0x005707D0`; `CM_UI::SendNotice_SetFramerateDisplay @ 0x0047A050`; `gmSmartBoxUI::RecvNotice_SetFramerateDisplay @ 0x004D65E0` |
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| AP-122 | The toolbar Use hand is Ghosted when selection is empty. Retail sets state 1 (Normal) and an empty-selection click enters generic `TARGET_MODE_USE`; selected-object enablement and activation remain retail-faithful. | `src/AcDream.App/UI/Layout/ToolbarController.cs` (`RefreshUseButton`) | User explicitly requires no selection to present as unavailable. The disabled retained button consumes the click without opening a cursor; every nonempty selection still uses the exact retail CombatUse/type/ItemUses predicate and the shared activation owner. | Generic pick-then-use mode cannot be entered from the empty toolbar hand; an object must first be selected, after which the same Use command is available. | `gmToolbarUI::HandleSelectionChanged @ 0x004BF380`; `gmToolbarUI::ListenToElementMessage @ 0x004BEE90` |
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| AP-123 | Item cooldowns use the retained toolkit's existing procedural `UiItemSlot` leaf rather than materializing retail's ten `m_elem_Icon_Cooldown_*` child elements. The group lookup, remaining-time formula, exact DAT sprites, step choice, and topmost ReadOrder-8 outcome are faithful. | `src/AcDream.App/UI/Layout/ItemCooldownUiController.cs`; `src/AcDream.App/UI/UiItemSlot.cs` | `UiItemSlot` already consumes/reproduces UIItem children procedurally under the IA-15 retained-toolkit architecture. Selecting one imported sprite at draw time gives every inventory/equipment/shortcut alias the same output without a parallel widget tree or per-cell timers. | A future feature that observes the individual cooldown child visibility/state rather than the rendered UIItem could see no child elements even though the cell looks and advances correctly. | `CEnchantmentRegistry::OnCooldown @ 0x005943C0`; `UIElement_UIItem::UpdateCooldownDisplay @ 0x004E1E20`; common UIItem prototype `0x1000033E` |
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| AP-124 | Local ACE omits the new object's CreateObject to the initiating session after `StackableSplitTo3D`, sending only F748 Position for the previously unknown GUID. acdream retains retail's one pending split source/count/time identity for ten seconds and, only for that otherwise-impossible unknown Position, hydrates a canonical clone of the source description with the new GUID and authoritative world placement. | `src/AcDream.App/World/InventoryWorldDropProjectionController.cs`; `src/AcDream.App/UI/ItemInteractionController.cs`; `src/AcDream.App/Physics/LiveEntityNetworkUpdateController.cs` | Nearby/reconnecting clients receive the ordinary CreateObject, while the initiator otherwise cannot render the authoritative object until relog. A server that sends CreateObject never enters this path; the pending identity is consumed before normal hydration and all other unknown Positions remain rejected. | ACE's F748 does not carry WCID or stack size, so an unrelated unknown Position arriving during the exact pending ten-second window could be associated with the split. Retail confirms WCID/count from CreateObject; removing the approximation requires ACE to send that packet to the initiator. | `ACCWeenieObject::UIAttemptSplitTo3D @ 0x0058D850`; `ACCWeenieObject::DeclareValid @ 0x0058E340`; ACE `Player.HandleActionStackableSplitTo3D` / `TryDropItem`; `docs/research/2026-07-26-retail-inventory-placement-and-world-drop-pseudocode.md` |
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| AP-125 | Transport control packets (the 2.0 s cumulative AckSequence and the 0.6 s RequestRetransmit) are emitted STANDALONE; retail piggybacks optional headers onto queued outbound packets first-fit (`FlowQueue::CoalesceData @ 0x00547740`, invoked at `TransmitNewPackets @ 0x00547A6E`), and `EnqueueNaks` hands the NAK to `PacketController::EnqueueOptionalHeader @ 0x00543C84` rather than emitting directly. | `src/AcDream.Core.Net/Transport/AckNakScheduler.cs` (`EmitCumulativeAck`, `EmitNakRequest`) | ACE honours a RequestRetransmit ONLY when EncryptedChecksum is absent (NetworkSession.cs:283-284) — a retail-style piggyback onto a sequenced packet encrypts the NAK and ACE silently ignores it, making S2C loss unrecoverable; ACE likewise advances its client-sequence watermark on any packet whose flags are not exactly AckSequence (:474-476), so coalesced control content on a borrowed sequence risks skipping a real packet. Standalone exact-flag emission is the only ACE-safe shape; it also keeps reliable packets free of optional headers, making the resend cache strip provably a no-op. | Slightly higher C2S datagram count than retail (one extra small packet per 2.0 s / per NAK window); marginally more loss exposure for the control packets themselves on a metered path. | `FlowQueue::CoalesceData @ 0x00547740`; `SharedNet::EnqueuePak @ 0x00543B10`; `SharedNet::EnqueueNaks @ 0x00543BD0`; ACE `NetworkSession.cs:283-284,:342-343,:474-476` |
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| AP-126 | One monotonic Stopwatch-backed clock (`TransportClock`) drives every transport gate (2.0 s ack, 0.6 s NAK, 0.333 s handshake retry, 0.5 s interval, 5 s assembler sweep); retail splits gates between `Timer::cur_time` (server-adjusted) and `Timer::local_time`. | `src/AcDream.Core.Net/Transport/TransportClock.cs` | The cur/local split only matters for gates that must track server clock adjustments; none of the ported gates semantically depend on server time — they are local cadences. A single injectable source also gives the virtual-clock test seam every conformance suite relies on. | A future port of a genuinely server-clock-relative gate could silently use the wrong clock if it reuses TransportClock without checking this row. | `SharedNet::EnqueuePak @ 0x00543B10` (cur_time); `ClientNet::ProcessConnection @ 0x00545450` (local_time for the 140 s check) |
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| ~~AP-127~~ | **RETIRED 2026-07-31 (#268).** `PlayerSkillMath` now owns retail `CACQualities::InqSkill` ordering for both panel values and Runtime run/jump prediction: intrinsic + positive 0x16D all-skills + the exact +10 category switch, then `EnchantSkill`, then 0x146 Jack of All Trades +5 and specialized-only `2 × 0x158`. Live player PropertyInt changes refresh the immutable Runtime augmentation snapshot. The separately described current-stamina local-copy nuance was re-audited: the query reads current stamina, but ordinary max-vital buffs target the max-secondary key and do not create stamina when current is zero; no independently observable residual remains. | `src/AcDream.Core/Player/PlayerSkillMath.cs`; `src/AcDream.Core/Player/LocalPlayerState.cs`; `src/AcDream.Runtime/Gameplay/RuntimeCharacterState.cs`; `src/AcDream.Runtime/Session/LiveSessionEventRouter.cs` | — | — | `CACQualities::InqSkill @ 0x00592660`; `CACQualities::InqRunRate @ 0x00592800`; `CEnchantmentRegistry::EnchantSkill @ 0x005947B0` |
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| AP-128 | **PK-timer jump-cost clock basis unconfirmed** (filed at the P3 Opus review, 2026-07-30): `PlayerWeenie.JumpStaminaCost` evaluates retail's 20-second PK-recency window (`LastPkAttackTimestamp` PropertyFloat 0x91 + 20.0 >= now) against `Environment.TickCount64` process-uptime seconds. The magnitude argument is sound (a 32-bit float cannot hold a Unix epoch with sub-second precision — a conformance test caught the ±128 s swallow), but the wire timestamp's own basis is the SERVER's, so a cross-base compare is latent. INERT today: ACE models neither property, so `_lastPkAttackTimestamp` is never pushed and the branch never fires. | `src/AcDream.Core/Physics/PlayerWeenie.cs` (`JumpStaminaCost` remarks) | Branch unreachable against every ACE-family server; non-PK cost is bit-identical to pre-P3. The basis question is cdb-answerable (`Timer::cur_time` epoch) if a PK server is ever targeted. | Against a hypothetical server that sends PropertyFloat 0x91, the PK cost bump fires arbitrarily (always/never) instead of on the 20-second window. | `CACQualities::JumpStaminaCost 0x00591b90` pc 412934-412968; `Timer::cur_time`; stat-coupled pseudocode doc §12b |
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| AP-130 | **Filed 2026-08-02 (physics campaign, continuation-executor slice).** The classifier's `HasAnimations` input is the static proxy `(Snapshot.MotionTableId ?? Snapshot.Physics?.MotionTableId) != 0` - "does the Create carry a nonzero motion table" - uniformly for every position source. Retail's `HasAnims` bit is live animation-QUEUE non-emptiness (`CSequence::has_anims` = `anim_list.head_ != 0`), which can differ from mere table assignment. The only confirmed retail `HasAnims` call site on this path is inside `HandleReceivedPosition` itself. | `src/AcDream.Runtime/Entities/RuntimeInitialCreateContinuationExecutor.cs` (`ApplyPositionAction`, `hasAnimations` local) | Best static proxy available without wiring a live animation-queue read into presentation-independent Position classification; deterministic and testable; gates only `ApplyPlacementFrameBeforeRouting` (placement-FRAME install), never pose or cell placement. | An entity with an assigned motion table but an empty animation queue (or vice versa) gets the wrong placement-frame decision - a one-frame animation-blend glitch on a Position-driven correction where retail would have done the opposite. | `SmartBox::HandleReceivedPosition` 0x00453FD0 (the `HasAnims` gate, pseudo-C ~92992); `CPhysicsObj::HasAnims` 0x0050F770 -> `CSequence::has_anims` 0x00524BD0 |
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| AP-131 | **Filed 2026-08-02 (physics campaign, continuation-executor slice).** The legacy Position merge (`TryApplyPosition`, today's ONLY production Position wire caller) passes `installPlacementFrame: true, clearParent: true` to the shared `ApplyAcceptedPosition` body - byte-identical to its pre-refactor unconditional behavior. Retail gates `SetPlacementFrame` on `!HasAnims` and skips `unset_parent`/`SetPlacementFrame` entirely on the FORCE_POSITION early return (Gate A); the continuation executor's caller threads the classified route's real flags and is retail-exact. | `src/AcDream.Runtime/Entities/InboundPhysicsStateController.cs` (`TryApplyPosition` call site) | Exact pre-existing production behavior, deliberately unchanged by the executor slice; the retail-gated behavior exists in the same shared body and is exercised by the executor's tests. The legacy caller is deleted at the production cutover, retiring this row by construction. | Until cutover, an animated entity's ordinary Position update installs a placement frame retail would skip (animation snap/reset), and a ForcePosition on a parented entity unparents where retail's Gate A never reaches `unset_parent`. | `SmartBox::HandleReceivedPosition` 0x00453FD0 (the `!HasAnims` `SetPlacementFrame` gate ~92992; the FORCE_POSITION early return ~92932 before `unset_parent` ~92990) |
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| AP-132 | **Filed 2026-08-02 (physics campaign, continuation-executor slice).** acdream gates queued parent relations on parent INCARNATION where retail's queue-by-GUID replay is pointer-only. Retail queues a missing-parent relation blob under the PARENT's GUID (`QueueBlobForObject` ~92326; GUID-keyed `CObjectMaint` placeholder bucket ~271082-271088) and replays it on GUID (re)creation with only an addressability check (~92312) - no PARENT INSTANCE_TS comparison anywhere on that path (retail's only instance check there is on the CHILD, ~92316-92317). acdream additionally compares the relation's `ParentInstanceSequence` at admission (pre-existing `TryApplyParent`/`Resolve` rules) and at executor replay (`ApplyReplayedParentRelation`): live-parent-newer discards, relation-newer stays queued for an exact match. The replay's child-missing arm also drops where retail would re-queue under the child's GUID; child-scoped bucket filtering (`RemoveObject`/`RemoveChild`) proactively covers the same ledger tradeoff. | `src/AcDream.Runtime/Entities/RuntimeInitialCreateContinuationExecutor.cs` (`ApplyReplayedParentRelation`); `RuntimeEntityObjectLifetime.cs` (`TryApplyParent` admission gate); `ParentAttachmentState.cs` (`Resolve` staleness rules) | The wire event names a SPECIFIC parent incarnation (`ParentEvent.Parsed.ParentInstanceSequence`) - the gate honors data the server explicitly sent. acdream's own established admission-time rules (`ParentAttachmentState.Resolve`, predating this slice) already fixed incarnation-gating as the project's parent-staleness posture; the replay path only extends that SAME posture for consistency. | Server GUID reuse between admission and replay: retail would attach the old queued relation to whatever NEW object now holds the GUID (retail's own recycling quirk); acdream discards it (parent newer) or leaves it queued (parent older) - silent loss of a relation retail would have applied, tied to server GUID-recycling cadence, not ordinary play. | Standalone parent handler 0x004535D0 (~92310-92326); `CObjectMaint::QueueBlobForObject` 0x005092D0 (~271082-271088); child instance check ~92316-92317 |
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| AP-133 | **Filed 2026-08-03 (#282).** A retail `CPhysicsObj` has exactly ONE `cell`; `ShouldDrawParticles` @0x0050fe60 reads that same field and calls `IsInView` on it, and `set_cell_id` @0x0050f4f0 / `change_cell` @0x00513390 are the only things that move it. acdream splits the concept into `WorldEntity.ParentCellId` (render parent, null for outdoor dat stabs and building shells) and `WorldEntity.EffectCellId` (authored landcell for those parentless stabs). Every consumer now resolves through the single `WorldEntity.VisibilityCellId` accessor (`ParentCellId ?? EffectCellId`); live entities carry `ParentCellId` only. | `src/AcDream.Core/World/WorldEntity.cs` (`VisibilityCellId`); writers `LandblockLoader.cs:80,97`, `LandblockBuildFactory.cs:408` | Outdoor dat stabs deliberately keep a null render parent so portal visibility does not filter them as interior geometry, yet retail still gives their physics object a landcell for particle gating. One accessor keeps the two fields from being read in conflicting orders, which is exactly how #282 arose - `EntityEffectPoseRegistry` preferred `EffectCellId` while `WbDrawDispatcher` and the remote spawn seed preferred `ParentCellId`. | A future writer that sets `EffectCellId` on a live entity re-creates #282: it wins `VisibilityCellId` while the 11 per-tick `ParentCellId` writers leave it frozen, stranding that entity's particles and lights on a stale cell so they fail `IsInView` after it crosses a boundary. | `CPhysicsObj::ShouldDrawParticles` 0x0050fe60; `CPhysicsObj::set_cell_id` 0x0050f4f0; `CPhysicsObj::change_cell` 0x00513390 |
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| AP-134 | **Filed 2026-08-03 (#297).** Retail keeps ONE `PublicWeenieDesc::_bitfield` per object and mutates it in place — `SetPlayerKillerStatus` @0x005AC7C0 rewrites bits 5/21/25 (PK `0x20` / Free `0x200000` / PKLite `0x2000000`, mutually exclusive), driven from `ACCWeenieObject::OnStatUpdated` @0x0058DF20 `case 0x86`, and `IsPK`/`IsImpenetrable`/`IsPKLite` @0x0058C8xx read that same field. acdream replicates the value into FIVE stores: `ClientObject.PublicWeenieBitfield` (the source, written only by `ClientObjectTable.UpdateIntProperty` on PropertyInt 134), `InboundPhysicsStateController._snapshots[guid].ObjectDescriptionFlags`, `RuntimeEntityRecord.Snapshot.ObjectDescriptionFlags`, the decoded `ShadowObjectRegistry` registration + per-cell `ShadowEntry.Flags`, and the local player's `RuntimeMovementSkillState` own-PWD bitfield. Coherence is maintained by two `ObjectUpdated` subscribers (`RuntimeEntityPvpBitfieldSnapshotSync` for the two snapshot stores, `LiveEntityPvpBitfieldSync` for the decoded shadow flags) plus the appearance-rebuild path re-deriving from the snapshot. The two shadow-flag writers are the SAME invalidation applied at the two edges that can invalidate it, not competing authorities. | `src/AcDream.Runtime/Entities/RuntimeEntityPvpBitfieldSnapshotSync.cs`; `src/AcDream.App/Physics/LiveEntityPvpBitfieldSync.cs`; source writer `src/AcDream.Core/Items/ClientObjectTable.cs` (`UpdateIntProperty`, PropertyInt 134); decode `EntityCollisionFlagsExt.FromPwdBitfield` | ACE never re-sends a `PublicWeenieDesc` after login (`EnqueueBroadcastUpdateObject` has zero live callers), so PropertyInt 134 over 0x02CE/0x02CD is the ONLY signal a PK status changed — a client cannot learn it from the bitfield itself. The replication exists because acdream separates wire snapshots, canonical records, and the collision shadow registry, which retail does not; each layer needs the decoded value at a different lifetime. Before #297 the snapshot stores were immutable wire captures; this commit is what converts them into write-through caches, and therefore what creates the invariant. | Any future write path that sets `ClientObject.PublicWeenieBitfield` outside `UpdateIntProperty`, or any NEW decoded cache of the PK bits, silently re-creates #297: the player walks through PKLite opponents and melee/missile admission refuses them, with no test failing. Note the same class already exists one field over — `Properties.Ints[134]` is written by `UpsertProperties` (PlayerDescription 0x0013) and `UpdateProperties` (IdentifyObjectResponse) WITHOUT mirroring into the bitfield (#300), and retail's `OnStatUpdated` also rewrites `_blipColor` (`case 0x5f`) and `_radar_enum` (`case 0x85`) which acdream ignores entirely (#301). | `PublicWeenieDesc::SetPlayerKillerStatus` 0x005AC7C0; `ACCWeenieObject::OnStatUpdated` 0x0058DF20 (`case 0x86`); `ACCWeenieObject::IsPK`/`IsImpenetrable`/`IsPKLite` 0x0058C8xx; retail `PKStatusEnum` `acclient.h:6412-6427` |
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| AP-135 | **Filed 2026-08-03 (C4 route 4a).** Retail `CPhysicsObj::MoveOrTeleport` 0x00516330 writes NOTHING on the airborne no-op (`arg4 == 0` -> `return 0` @0x0051636D), and `SmartBox::HandleReceivedPosition` 0x00453FD0 skips `ConstrainTo` with it (@0x00454272 sits inside `if (MoveOrTeleport(...) != 0)` @0x00454254). acdream honours that for every retail-modeled write — body pose, interpolation queue, leash, render entity, collision shadow, and the AP-80 velocity-derived animation cycle — but deliberately KEEPS two acdream-only per-packet bookkeeping writes on that branch: `RemoteMotion.CellId = wire landblock` and the `LastServerPos`/`LastServerPosTime` sample. This was pre-existing player-remote behaviour; route 4a extends it to NPC remotes so both arms are identical | `src/AcDream.App/Physics/LiveEntityNetworkUpdateController.cs` (`OnPosition`, both remote airborne-no-op returns) | The cell id is what acdream's OWN per-tick free-fall `ResolveWithTransition` sweep gates on (`rm.CellId != 0`); without it an airborne remote's sphere sweep is skipped and it falls through the floor (#42's neighbourhood). The server sample is what the first grounded packet after the arc synthesizes its velocity from; dropping it would make that velocity span the whole jump. Neither is a retail `CPhysicsObj` field being written | A remote's cell membership tracks the server's landblock during an arc where retail would keep the cell its own physics last resolved. Visible only if the server's mid-arc landblock disagrees with the client's swept cell — the wire cell is authoritative in every case acdream has observed. Retire together with the free-fall sweep gate, when the remote arc is resolved by the same transition machinery the local player uses | `CPhysicsObj::MoveOrTeleport` 0x00516330 (@0x0051636D `return 0`); `SmartBox::HandleReceivedPosition` 0x00453FD0 (@0x00454254/@0x00454272) |
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| AP-136 | **Filed 2026-08-04 (C4 route 4b-1 review). AMENDED 2026-08-04 (cancelled-park presentation rollback): this row's central claim — "the entity becomes VISIBLE IMMEDIATELY at the committed destination pose" — was true only of the CANONICAL half until that fix, and the gap was a defect, not a divergence.** `ParkDeferred` publishes a `Withdraw` receipt whose presentation half the host sink performs (graphical bucket, projection visibility, plugin world state/events, effect-pose registry, local-player shadow, selection), and `RestoreParkWithdrawal` cannot reach any of it. Its only mirror image was a LATER `Place`, which a remote that parks on its final Position and then stops moving never receives, because ACE stops broadcasting for a stationary entity — so the entity was left simulated, collidable, and audible while ABSENT from both the world render and the radar for the rest of the session. The rollback now publishes `RuntimePlacementProjectionKind.WithdrawalRestored` on the same ordered receipt stream, gated on the entity ending the rollback canonically whole (`FullCellId != 0` and `InWorld`) — deliberately NOT on this row's residency arm alone, which the shipped graphical remote path correctly skips because its per-packet prologue rebucket already recommitted a non-zero `FullCellId`. The AP-136 residual below is unchanged and is now actually observable. Selection alone is not re-established: see AD-63. Retail has NO cancel for a lost-cell park. `CPhysicsObj::SetPositionInternal` @0x00515BD0 commits the destination pose with `store_position` @0x00515CE2 and registers the object via `CObjectMaint::GotoLostCell` @0x00515CF2 (@0x00508210); the registration is removed by exactly one thing, `CObjectMaint::InitObjCell` @0x00508260, which drains the lost list on cell load and calls `CPhysicsObj::reenter_visibility` @0x00508296 (@0x00516250) to re-place at the committed pose. An update that performs no SetPosition leaves the registration untouched, so retail keeps the object HIDDEN until its cell loads. acdream's accepted-Position merge cancels the park instead (a shipped, tested invariant), so on cancel we roll the withdrawal back — `InWorld`, object clock, canonical residency — and the entity becomes VISIBLE IMMEDIATELY at the committed destination pose, uncollidable until its landblock publishes. The pose itself is retail-exact and is deliberately not rolled back. The `ShadowObjectRegistry.Suspend` applied by `WithdrawCanonical` is also not lifted, because un-suspending needs a real placement dispatch (`ReplacePositionRows`); the entity rejoins the broadphase on its next placement | `src/AcDream.Runtime/Physics/RuntimeSetPositionState.cs` (`ParkDeferred`'s `restorableOnCancel`, `Forget`, `RestoreParkWithdrawal`) | The alternative — leaving the cancelled park's withdrawal in place — strands the entity invisible AND intangible for the rest of the session, because `CancelCoreDeferred` restores none of it and the operation that was the only thing able to wake it is gone. Restoring at the pre-park pose was tried and is wrong: retail commits the destination pose, and route 2's tests pin that the pose survives the cancel. Restore covers the plain unplaceable-destination park and — **narrowed 2026-08-04 at the C4 route 4b-2 delta review, then relocated at that slice's round 3** — `SubmitPreparedPlacementCore`'s two collision-prefix-QUIESCENCE parks. **Corrected round 4 (D1): NOT "unconditionally" for any of the three.** Since the relocation, the same post-snap quiescence test gates EVERY park including the plain one, which the row's own next sentences already described; the word contradicted them. The original blanket "no quiescence park is restorable" was over-broad: its stated reason — re-admitting a spatial root into a retiring prefix blocks the retirement — is exact for `ParkCollisionResidents`, where the entity's OWN cell is retiring, but `TryGetBlockingQuiescence` also fires on prefixes the placement merely TOUCHES (any `QueriedCellIds` entry, i.e. a NEIGHBOUR landblock the sweep crossed a seam into; and the request's `CurrentCellId`, which on a FIRST submit names the destination rather than the departed source because both accepted-Position callers commit the accepted wire cell to `record.FullCellId` before submitting — scoped at round 4 (D5): a retained retry re-submits with no fresh merge, and a non-Position rebucket writer (the projection materializer `DatLiveEntityProjectionMaterializer`, or the equipped-child renderer `EquippedChildRenderController.TickChild` — C4 route 4b-3 deleted the third shipped writer, `RemoteTeleportController`'s rollback) can rebucket that field to a third landblock, so the arm is live). The decision is taken inside `ParkDeferred`, AFTER `SnapToCell`, as `!IsCollisionPrefixQuiescing(body.CellPosition.ObjCellId)` — the cell `RestoreParkWithdrawal` will actually restore residency into, tested against EVERY live quiescence rather than against the single minimum-`OperationId` token `TryGetBlockingQuiescence` happened to return, and read after `LandDefs.AdjustToOutside` may have moved it (the reachable half of that, and the one a test now pins, is the re-derived cell: a wire (cell, position) pair whose position lies past its own named block's seam is exactly the pair #107's re-derivation distrusts, and it lands residency in a NEIGHBOUR landblock — see `QuiescingOwnPrefix_SeamCrossingParkIsRestoredAtTheReDerivedNeighbourCell`). A cell id of 0 is `AdjustToOutside`'s map-edge failure sentinel, never landblock (0,0), so the map is not consulted with it (C3c-F3). **Round 4 (D6) added the same test at RESTORE time**, in `RestoreParkWithdrawal`'s residency arm: the park-time answer is a snapshot, and route 2's park is RETAINED until the next packet's merge-time `Forget` ~150 ms later, so a prefix clean when the park was taken can be quiescing when the rollback runs. The `InWorld`/transient/clock half is still restored unconditionally — it is per-entity simulation state, not a claim on any landblock's collision generation. So the rollback re-admits nothing into ANY quiescing prefix, at the moment it actually writes residency rather than only as of when the park was taken, while leaving these parks non-restorable stranded the entity `InWorld = false` / clock suspended / not a spatial root with the only operation able to wake it destroyed by its own next accepted Position. A retirement park (`ParkCollisionResidents`) is still never restored, and now says so explicitly rather than relying on a parameter default | A remote — or the LOCAL PLAYER, which traverses the same shared core through route 2 — that teleports into a non-resident landblock and then STOPS MOVING stays visible at the destination without collision, where retail would hide it and re-show it on cell load — ACE stops broadcasting for a stationary entity, so no later packet corrects it. At 5-10 Hz the ordinary case is superseded within ~150 ms. Retire by making the park SURVIVE cancellation (issue #309), which is blocked on re-deciding the newer-Position-cancels-the-park invariant pinned by `NewerPositionPickupAndParentEachCancelExactLostOperation` and on teardown convergence. **This row carries a user-observable change to shipped paths** — `restorableOnCancel: true` sits in `SubmitPreparedPlacementCore`, the shared core behind every production placement — so it needs the two-client connected check written up in #309 — **rewritten by this slice, not merely extended (round-4 D2 correction: this summary used to describe only the original three remote steps plus "route 2's corrections are unchanged", which no longer matches the issue's own body)**. #309 is now six steps run with `ACDREAM_PROBE_PARK=1`: the three original remote-park steps, plus a quiescing swept-NEIGHBOUR step and a quiescing-DESTINATION step that both exercise the LOCAL PLAYER through route 2 and both carry a stated `[park]`/`[park-restore]` confirmation signal (a quiescence window cannot be synchronised by hand, so without one the step passes while broken), plus the unchanged-ordinary-correction step. Step 5 also asks the tester to confirm the destination landblock's retirement still COMPLETES, and states correctly that the deliberately non-restored park does NOT recover on the next ordinary Position | `CPhysicsObj::SetPositionInternal` @0x00515BD0 (@0x00515C1D/@0x00515CDA/@0x00515CE2/@0x00515CF2/@0x00515CF7/@0x00515D07); `CObjectMaint::GotoLostCell` @0x00508210; `CObjectMaint::InitObjCell` @0x00508260 (@0x00508296); `CPhysicsObj::reenter_visibility` @0x00516250 |
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| AP-137 | **Filed 2026-08-04 (C4 route 4b-2); rewritten 2026-08-04 at the dual Opus review; REWRITTEN AGAIN 2026-08-04 (C4 route 4b-3) — the cell-less enqueue-vs-place delta this row existed to record is RETIRED, not merely re-scoped: the teleport arm now ports retail's `teleport_hook` verbatim and places unconditionally through the canonical Runtime placement owner, exactly like retail's `this_1->cell == 0` @0x00516386 branch. What survives is the two acdream-only divergences retail has no state for at all.** acdream can classify a remote's accepted Position into two states retail cannot reach, sharing ONE stated handler (`RuntimeRemoteFarSnapPosition.ResolveArm`'s `UnroutedCatchUp`, AP-87's shared `ApplyInterpolate` catch-up) instead of a duplicated near/far block. The states: (a) **no classification at all** — `RuntimeAcceptedPositionRouteRequests.TryBuild` refuses to fabricate a local-player position, so `ClassifyRemoteAcceptedPosition` returns null for EVERY remote packet until the local movement controller exists (the login window) and whenever the canonical record has not claimed a local id; **route 4b-3 adds two more null-producing reasons** — the merge observed no PRIOR canonical record for this entity, so the classifier has no honest pre-merge cell to feed the teleport predicate and declines rather than fabricate one (D1); and the dormant initial-residence enqueue path (`RuntimeEntityObjectLifetime.TryApplyPosition`'s `EnqueueDormant` return, reached BEFORE the method's own `PreMergeCommittedCellId` write), whose timestamps therefore always carry `PreMergeCommittedCellId: null` too — fix round 2026-08-04 (R8), unverified from static reading whether `OnPosition` reaches `ClassifyRemoteAcceptedPosition` for an enqueued packet at all, stated honestly rather than guessed; (b) **`RejectedAuthority`/`RejectedData`** — acdream validates wire authority and payload finiteness, retail validates neither. **D1 — the visibility arm is deleted, not merely narrowed.** Before 4b-3, `LiveEntityRuntime.TryApplyPosition` computed `projectionRequiresTeleportHook` as `pre-merge FullCellId == 0 OR !IsSpatiallyProjected OR !IsSpatiallyVisible` — a presentation predicate with NO retail analogue, since retail's `MoveOrTeleport` never reads visibility. That whole computation, the lifetime parameter, and the headless `false` argument are deleted; a not-visible remote's Position now classifies purely by distance/contact like any other, and visibility is presentation-only. **D2 — the wire-airborne leftover shape.** After the teleport/cell-less classification moves onto its own arm, a packet whose classification is null/`RejectedAuthority`/`RejectedData` AND whose wire contact bit is clear takes retail's return-0 shape: AP-135's two bookkeeping writes only (server-cell adopt, `LastServerPos`/`LastServerPosTime`), no body/queue/render write, no leash arm. This deletes the legacy player-arm fallback's entity-revert quirk (`entity.SetPosition(rmState.Body.Position)`) and unifies player and NPC remotes on one behaviour. **R3 (retained from the prior rewrite) — `RejectedData` is APPLIED anyway** when grounded. It is the one classification meaning "this payload failed validation" (`ClassifyAcceptedPosition` emits it for a `ValidPosition` failure and for a non-finite/negative derived `player_distance`), and `UnroutedCatchUp` hands the same payload to `ApplyInterpolate`. Not a regression — the legacy block did the same. **Headless (contract item 6) is satisfied vacuously and that is stated, not implied:** nothing in `AcDream.Headless` constructs `RuntimeRemotePlacementDriveController` (`SessionPlayerComposition` is the only construction site) and `RuntimeLiveEntitySessionController.OnPositionUpdated` returns early for every non-local GUID, so both the far snap and the teleport arm are graphical-host-only paths | `src/AcDream.Runtime/Physics/RuntimeRemoteFarSnapPosition.cs` (`ResolveArm`, `RuntimeRemoteAcceptedPositionArm.UnroutedCatchUp`); `src/AcDream.Runtime/Physics/RuntimeRemoteTeleportPosition.cs` (`OwnsTeleportPlacement`, the retired predicate's replacement); applied at `src/AcDream.App/Physics/LiveEntityNetworkUpdateController.cs` (`ApplyRemoteContactRouting`'s teleport check and default arm, the D2 wire-airborne shape); headless statement on `IRuntimeRemotePlacementServiceWindow` | AP-87's own snap conditions (`firstUp \|\| !willBeDrTicked \|\| bodyToTarget > 4 m`) still PLACE an unplaced or badly-lagging body for the two survivors, so a remote keeps tracking the server through the login window and through a rejected packet | The two survivors are unaffected by 4b-3: a leftover-classified remote beyond 96 m that is already tracking catches up over a packet interval instead of snapping — invisible in practice at that range. If AP-87's 4 m backstop were ever weakened, this arm would become a silent-freeze path | `CPhysicsObj::MoveOrTeleport` 0x00516330 (@0x00516386 cell-0/teleport — now ported, @0x005163AF near, @0x005163C1-E8 far); `CPhysicsObj::teleport_hook` @0x00514ED0; `RuntimeAcceptedPositionRouteRequests.TryBuild`; `GameRuntime.cs:288-290` (the no-fabricated-Vector3.Zero rule) |
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| AP-138 | **Filed 2026-08-04 (C4 route 4b-2, dual Opus review).** Retail's remote far snap is unconditional and unrefusable: `CPhysicsObj::MoveOrTeleport` @0x005163D9 calls `SetPositionSimple`, discards its `SetPositionError`, and returns 1 @0x005163E8, so `SmartBox::HandleReceivedPosition` arms `ConstrainTo` @0x00454272 every time. acdream's far snap is a canonical Runtime placement that can decline for reasons retail has no analogue for, and this row records the complete residual. **(1) An outcome that never reached the engine is a `store_position`; one that did is not.** Retail's `SetPositionInternal` @0x00515BD0 has exactly two shapes and acdream now represents both (**corrected 2026-08-04 at the delta review, which found the first version of this row asserting — wrongly — that no acdream non-commit outcome could represent the second**). STORES, because the resolve never ran: `Refused` (the pre-flight declined the destination), `Contention` (another authority owns the operation, or the Setup/world-frame preparation is retryable), `RejectedPreparation` (`RejectedAuthority`/`InvalidData` — preparation refused before anything was submitted), and `NotApplicable`. For those `ApplyAcceptedRemoteFarSnap` writes the accepted destination pose to the canonical body, exactly as retail commits it on the no-transition branch — `prepare_to_leave_visibility` @0x00515CDA, `store_position` @0x00515CE2, `GotoLostCell` @0x00515CF2, `return 0` @0x00515D07 — so the remote keeps tracking the server at 5-10 Hz, at the destination, with no resolved cell; retail would additionally have hidden it until cell load, which is AP-136's scope, not this one. DOES NOT STORE, because the resolve DID run and refused: `RejectedByPlacement` (`PhysicsEngine.SetPosition` returned a non-Ok error, acdream's port of retail's `CheckPositionInternal == 0` @0x00515C85/@0x00515CD5 and `curr_cell == 0` @0x00515C8F/@0x00515CB2, neither of which stores; or authority displaced after the engine ran, which includes the `CommitCanonical`-already-settled shape) and `Deferred` (Core parked, and `ParkDeferred` has ALREADY snapped the body to the parked result — the accepted destination for the pre-sweep park, the collision-settled `spherePath.CurPos` for the post-sweep one — which `RestoreParkWithdrawal` deliberately leaves alone). **(2) A quiescence park a far snap can provoke is now restorable at the source, not refused by a pre-flight.** **Rewritten 2026-08-04 at the delta review.** `CanAttemptDestination` (service window + Core's own `IsCollisionPrefixQuiescing`) reads ONE prefix, the destination's, and stays as an optimisation. It cannot be the correctness mechanism: Core's `PlacementTouchesPrefix` also matches the request's `CurrentCellId` (see the round-3 measurement below for what that arm actually names), and `ResultTouchesPrefix` scans every `QueriedCellIds` entry, a sweep footprint that spans NEIGHBOUR landblocks (`CellTransit.AddOutsideCell` re-derives the block id from the global lcoord and has no same-block filter) and does not EXIST until the sweep has run. Worse, the post-sweep check is `result.IsSuccessful && TryGetBlockingQuiescence(result, …)` and sits ahead of the restorable `result.IsDeferred` park, so a healthy about-to-COMMIT far snap near a seam was rewritten to `DeferredCell` and parked non-restorably. The fix is in `SubmitPreparedPlacementCore`: both quiescence parks are restorable, and `ParkDeferred` decides safety on the cell it will actually restore into — see AP-136 for the exact predicate and for why it does not re-open the retirement stall AP-136's blanket scoping was protecting against. On a FIRST submit the `CurrentCellId` half of `PlacementTouchesPrefix` is NOT the "source landblock a far snap is leaving": both accepted-Position callers commit the accepted wire cell to `record.FullCellId` before submitting (the graphical remote path through `LiveEntityRuntime.RebucketLiveEntity` in its shared prologue, route 2 through the merge), so that arm names the destination — measured 2026-08-04 at round 3. **Scoped at round 4 (D5): that is a first-submit property only, and the arm is live rather than dead code.** A RETAINED operation re-submits from its own cadence pump with no fresh merge (both drives re-read `record.FullCellId` at submit), and the surviving non-Position rebucket writers (the projection materializer, the equipped-child renderer — C4 route 4b-3 deleted the third shipped writer, `RemoteTeleportController`'s rollback) can rebucket it to a third landblock, so a retry can genuinely name a third landblock — which `CanAttemptDestination`'s own doc already said and the two summaries elsewhere contradicted. **(3) The leash is not armed through a superseded incarnation.** Retail arms unconditionally on the nonzero return; acdream re-validates position ownership after the placement (the receipt is published synchronously and the projection sink can replace or delete the incarnation from inside it) and returns without arming if the owner moved. Both remote arms now run that check BEFORE their arming call — the player arm used to arm first, the NPC arm second, and one of the two mirror images had to be wrong | `src/AcDream.Runtime/Session/RuntimeRemotePlacementDriveController.cs` (`RuntimeRemotePlacementExecutionStatus` + `StoresAcceptedDestination`, `ApplyAcceptedRemoteFarSnap`, `StoreAcceptedDestinationPose`, `Advance`'s window-drop path, `CanAttemptDestination`, `SubmitAndResolve`); `src/AcDream.Runtime/Physics/RuntimeSetPositionState.cs` (`ParkDeferred`'s post-snap restorable decision and the two `SubmitPreparedPlacementCore` quiescence parks); `src/AcDream.App/Physics/LiveEntityNetworkUpdateController.cs` (both arms' re-validate-then-arm order) | The alternative to (1) is the shipped pre-review state: an emptied interpolation queue plus a stale body pose, i.e. a frozen remote that the next packet reproduces identically, since nothing about a refusal reason changes at packet cadence. That is strictly further from retail than either the deleted legacy block (which always tracked) or retail itself. The alternative tried and rejected in between — storing on EVERY non-commit outcome — is worse still in the other direction: it teleports the canonical body into a destination the engine's own sweep just refused, and overwrites a freshly settled pose (contact plane, step-down) whenever `CommitCanonical` landed and only the projection ownership was displaced. The alternative to (2) — keeping the pre-flight as the correctness mechanism and widening it — is structurally impossible, because the swept footprint half of Core's predicate does not exist until the sweep has run; the alternative of leaving the parks non-restorable strands the remote outright. The alternative to (3) — arming a leash on a host that is no longer the entity's canonical position owner — is a write through superseded state, the exact class the re-validation exists to prevent, and retail has no superseded-incarnation state for its unconditional arm to arbitrate | A remote whose destination this host cannot place into keeps moving and rendering but does not become collidable or cell-resident until a later packet commits — it can be walked through at range. Bounded by the 5-10 Hz packet stream and by how long the destination stays unpublished/quiescing. A remote whose destination the ENGINE refuses, or whose commit was displaced, keeps its last resolved pose for that packet instead of tracking — retail-exact, but it means a remote can look one packet stale near geometry it cannot be placed into. A quiescence park whose blocking prefix is a swept neighbour re-shows the entity immediately at the destination rather than hiding it until cell load (AP-136's own residual, now reachable through this path and through route 2's local-player corrections). **C4 route 4b-3 adds a second producer of the visible-without-collision shape in item (1)'s storing list**: the teleport arm inherits the identical store-and-stay-visible residual for the same reasons — a remote that teleports into a non-published landblock and stands still is visible but not collidable until a later packet commits. No new machinery; the retirement path is the same #309. A superseded incarnation's leash is left unarmed for one packet; the replacement incarnation arms its own on its next accepted Position. Retire (1) by making the far arm's failure path open retail's lost-cell registration instead of a bare pose write, which is issue #309's territory (the park must survive cancellation first) | `CPhysicsObj::MoveOrTeleport` 0x00516330 (@0x005163D9, @0x005163E8); `CPhysicsObj::SetPositionSimple` @0x005162B0 (flags `0x1012` @0x005162C4); `CPhysicsObj::SetPositionInternal` @0x00515BD0 (@0x00515C1D, @0x00515CDA, @0x00515CE2, @0x00515CF2, @0x00515CB2, @0x00515CD5, @0x00515D07); `SmartBox::HandleReceivedPosition` @0x00453FD0 (@0x00454254, @0x00454272) |
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| AP-139 | **Filed 2026-08-04 (Bug B).** The remote tick clears its InterpolationManager queue on the LANDING edge — retail’s own `set_on_walkable(1)` transition, the same edge HitGround fires from. Retail has no such clear on a ground or contact edge: its only queue teardown outside a completed walk is `PositionManager::StopInterpolating` from `CPhysicsObj::teleport_hook` @0x00514EFD and the `InterpolationManager::UseTime` @0x00555f20 stall/autonomy blips. The clear is carried over unchanged in intent from the deleted hand-rolled landing block (#184, 2026-07-07), which hung it on a hand-rolled `Airborne && IsOnGround && Velocity.Z <= 0` test that also fired on a steep (non-walkable) contact; Bug B re-derived the edge without changing the behaviour it was written for | `src/AcDream.Runtime/Physics/RuntimeRemotePhysicsUpdater.cs` (the SetPositionInternal commit block); the packet-side twin lives in `src/AcDream.App/Physics/LiveEntityNetworkUpdateController.cs` (`OnPosition`, the player-remote landing snap) | A contact-free arc never enqueues — route 4a's airborne no-op writes nothing at all — so anything still queued when the body lands is a pre-arc waypoint, and the first catch-up after touchdown would otherwise walk the body backward toward it | A remote that regains contact while a legitimately fresh waypoint is queued loses one correction and re-acquires it on the next accepted Position (~5-10 Hz). A body that repeatedly loses and regains contact (a bounce chain down a rough face) clears the queue once per bounce. Retire when the arc itself feeds the queue, at which point the pre-arc waypoints are no longer stale | `CPhysicsObj::teleport_hook @ 0x00514ED0` (`StopInterpolating` @0x00514EFD); `InterpolationManager::UseTime @ 0x00555f20`; `CPhysicsObj::SetPositionInternal @ 0x00515330` |
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## 4. Temporary stopgap (TS) — 36 active rows (TS-62/TS-63 filed 2026-08-02, continuation-executor slice; TS-4 and TS-8 retired 2026-07-31; Campaign P's goal-enumerated physics stopgaps are now zero. TS-4's graph/flat Path-6 branches match retail's foot SetCollide/Adjusted and head CollisionNormal/Collided split with no BSP-layer sliding-normal write; TS-8's live 0x02C2 carries its complete StatMod through the canonical enchantment record and updates effective stats immediately. Campaign P P7 2026-07-30: TS-25 retired — outbound stance has shipped via RawState.CurrentStyle since #219; TS-24 re-argued to AD-57; TS-40 re-argued to AD-58; TS-35 retired at P5; earlier same campaign: TS-1/TS-5/TS-23/TS-46 retired by ports; TS-23 retired 2026-07-30 at Campaign P Slice P3 — every mover-flags call site (local player world-entry ×2, remote DR sweep ×2, remote teleport, ordinary movers) now ORs in the mover's real PK/PKLite/Impenetrable `ObjectInfoState` bits via the new `ClientObjectTable`-backed `EntityCollisionFlagsExt.ResolveMoverPvpState` — **narrative corrected 2026-08-03 (#297): "real" only became true at #297. Until then the bits existed but the source `PublicWeenieBitfield` was frozen at CreateObject, so every one of those sites read a stale value for the whole session. The site enumeration is also incomplete: `RuntimeSetPositionMoverPreparation.cs:183-188` is a SEVENTH mover-flags site that decodes `record.Snapshot.ObjectDescriptionFlags` directly rather than calling `ResolveMoverPvpState`, and it also derives `ObjectInfoState.IsPlayer` from the PWD bit, contradicting `EntityCollisionFlags.cs:119-123`'s claim that every site uses a GUID-prefix heuristic. See AP-134.** — and `PlayerWeenie.JumpStaminaCost`'s `pk` parameter reads the real `PlayerKillerStatus`/`LastPkAttackTimestamp` pair against a 20-second window instead of a hardcoded `false`; the non-PK invariant (every ACE default-created character) is bit-identical to the pre-P3 value since `ResolveMoverPvpState` and the PK-timer predicate both resolve to a no-op for `PublicWeenieBitfield` absent/0; TS-46 retired 2026-07-30 at Campaign P Slice P3 — the Setup's verbatim ≤2-sphere list (`CPhysicsObj::transition` 0x00512dc0 → `SPHEREPATH::init_sphere` 0x0050c670) now seeds the sweep for the local player, remote dead-reckoning, and ordinary movers alike, replacing the two-scalar (radius, height) capsule reconstruction; remote/ordinary step-up/step-down are now Setup-derived (`CPartArray::GetStepUpHeight`/`GetStepDownHeight`, 0x005180d0/0x005180f0, ×ObjScale) instead of a hardcoded 0.4 m, closing both residuals the row named; TS-5 retired 2026-07-30 at Campaign P Slice P1 — real burden-gated CanJump + real JumpStaminaCost, both decomp-verbatim; TS-1 retired 2026-07-30 at Campaign P Slice P2 — the row was stale; the EdgeSlide → PrecipiceSlide/CliffSlide chain is already a real, tested port; TS-57..TS-61 filed 2026-07-29 during Campaign N — no outbound RejectRetransmit; TS-27 narrowed same slice to the inbound direction) + TS-37 historical note (TS-20 retired 2026-07-16 — the later named-retail audit disproved the proposed DrawingBSP polygon filter; TS-37 is a retired-row historical note, not an active count; TS-39 retired R5-V3 — sticky seams bound to the ported PositionManager/StickyManager, radii threaded; TS-45 retired 2026-07-07 — hand-rolled `SphereCollision` replaced by the faithful CSphere family port, fixing the player-vs-monster crowd wedge; TS-3 retired 2026-07-07 — `frames_stationary_fall` accounting ported in the #182 verbatim UpdateObjectInternal rebuild, fixing the airborne falling-animation wedge; TS-41 retired 2026-07-07 — SERVERVEL synth-velocity remote body-drive replaced by the retail interp catch-up + unconditional MovementManager::UseTime, the remote-creature de-overlap #184; TS-42 retired 2026-07-19 — semantic animation completion now precedes the ordered Target/Movement/PartArray/Position tail; TS-44 narrowed again 2026-07-19 — complete orientation joined interpolation, only during-stick enqueue suppression remains)
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| # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle |
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|---|---|---|---|---|---|
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| ~~TS-1~~ | **RETIRED 2026-07-30 (Campaign P Slice P2) — the row was stale, not the code.** The cited `:1254` line is unrelated stepping-loop code; the file moved substantially since the row was written. Retail's `EdgeSlide → PrecipiceSlide / CliffSlide` chain is already a real, tested port: `SpherePath.PrecipiceSlide` (`TransitionTypes.cs:943-970`, retail `SPHEREPATH::precipice_slide` pc:274316), `Transition.CliffSlide` (`:2080-2164`, retail `CTransition::cliff_slide` pc:272397, return-value mapping verified against `acclient.h:6100-6108`), and `Transition.EdgeSlideAfterStepDownFailed` (`:1907-2078`, mirrors `CTransition::edge_slide` pc:273001-273090). The one real gap (back-probe fallback skipping retail's `walkable_check_pos`/`localspace_sphere` recache, pc:274318-274326) needed no code change: acdream's `WalkableVertices`/`GlobalSphere` are populated in unified world space at assignment time (`SetWalkable`/`SetWalkableTransformed`, `SetCheckPos`/`RestoreCheckPos`), so both operands `BSPQuery.FindCrossedEdge` compares are already commensurable — retail's per-cell local-frame reprojection is a no-op correction here. Documented in-code at the back-probe site and pinned by `EdgeSlideBackProbePrecipiceSlideTests`. The chain's two acdream-only compensating branches (CliffSlide's three-source reference-normal fallback; the walkable-steepness reroute to CliffSlide before PrecipiceSlide) are real, non-retail additions — filed as AD-53 / AD-54 rather than folded into this row. | `src/AcDream.Core/Physics/TransitionTypes.cs` (`SpherePath.PrecipiceSlide`, `Transition.CliffSlide`, `Transition.EdgeSlideAfterStepDownFailed`); `tests/AcDream.Core.Tests/Physics/EdgeSlideBackProbePrecipiceSlideTests.cs` | — | — | `SPHEREPATH::precipice_slide` pc:274316 (0050cc80); `CTransition::cliff_slide` pc:272397 (0050a6d0); `CTransition::edge_slide` pc:273001-273090 (0050b3d0); `SPHEREPATH::get_walkable_pos`/`cache_localspace_sphere`/`set_walkable_check_pos` pc:274318-274326 (0050a8f0/0050c9d0/00509ce0); `docs/research/2026-07-30-response-layer-edge-family-pseudocode.md` §2, §6 Step 1 |
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| ~~TS-4~~ | **RETIRED 2026-07-31 (Campaign P Slice 2B; corrective acceptance complete).** The graph and prepared-flat Path-6 implementations now match retail's exact two-sphere split: every primary/foot polygon hit calls `SetCollide`, sets `WalkableAllowance=LandingZ`, and returns `Adjusted`; only a secondary/head hit writes `CollisionNormal` and returns `Collided`. The steep tangent shortcut and every BSP-layer `SetSlidingNormal` write are deleted. Exact site tests pin all changed and preserved fields plus raw-bit graph/flat parity. A corrective 90-tick already-airborne, zero-root-motion Core suite executes acceleration, body integration, transition resolution, exact commit, and `handle_all_collisions` while retaining every behavior-bearing collision/body field used by that specialized quantum. Vertical, inward, tangential, downhill, and positive-Z uphill-jump traces match graph/flat by raw bits, reject penetration/fixed points/second launches, and pin exact terminal velocity, contact, sliding, and contact-plane state. The older resolver-only capture is explicitly historical and restored to its three-second bound. | `src/AcDream.Core/Physics/BSPQuery.cs`; `src/AcDream.Core/Physics/FlatBspQuery.cs`; `tests/AcDream.Core.Tests/Physics/Ts4Path6ConformanceTests.cs`; `tests/AcDream.Core.Tests/Physics/Ts4ProductionQuantumConformanceTests.cs`; `tests/AcDream.Core.Tests/Physics/Ts4SteepRoofWedgeCaptureTests.cs` | — | — | `BSPTREE::find_collisions` 0x0053A440: head `0x0053A793..0x0053A7A4`, foot `0x0053A7B3..0x0053A7DC`; research §10 |
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| TS-6 | Weather particle emission suppressed — all weathery DayGroups map to Overcast (correct fog/cloud tone, no precipitation); retail's camera-attached weather subsystem not yet located in the decomp | `src/AcDream.Core/World/WeatherState.cs:200` | Decomp research verified the sky loop never reads `DefaultPesObjectId`; an earlier name-based rain spawn regressed (rained where retail didn't, 2026-04-23) — inventing a name→rain path is forbidden until the real subsystem is found | Rainy/snowy/stormy days never show retail's precipitation effects (permanent missing visuals until the subsystem is found and ported) | FUN_00508010 / FUN_0051bed0→FUN_0051bfb0 (negative findings) |
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| TS-7 | SkyObject `weather_enabled` gate not honored — weather-flagged sky objects (bit 0x04) always instantiate | `src/AcDream.Core/World/SkyDescLoader.cs:50` | No weather_enabled toggle exists yet; IsWeather flag parsed + documented as the gate to wire | Weather-only sky meshes (rain cylinders) appear where retail-with-weather-off suppresses them | `GameSky::MakeObject` 0x00506ee0, guard at decomp:268630 |
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| ~~TS-8~~ | **RETIRED 2026-07-31 (#268 stat-chain closeout).** `EnchantmentWireReader` parses the complete 0x02C2 payload and `GameEventWiring` publishes its StatMod type/key/value and bucket through the same `ActiveEnchantmentRecord` used at login. An end-to-end dispatch test proves a mid-session skill modifier changes `LocalPlayerState.GetEffectiveSkill` immediately. | `src/AcDream.Core.Net/Messages/EnchantmentWireReader.cs`; `src/AcDream.Core.Net/GameEventWiring.cs`; `tests/AcDream.Core.Net.Tests/GameEventWiringTests.cs` | — | — | `CEnchantmentRegistry::EnchantAttribute @ 0x00594570`; `CEnchantmentRegistry::EnchantSkill @ 0x005947B0`; holtburger `messages/magic/types.rs` |
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| TS-9 | MP3 (0x55) and MS-ADPCM (0x02) waves undecoded — affected sounds skipped; retail decoded both via winmm ACM | `src/AcDream.Core/Audio/WaveDecoder.cs:33` | Managed decoder (NAudio or similar) deferred; PCM covers the vast majority of ~3500 waves | Any MP3 (common for music-ish clips) or ADPCM cue plays as silence where retail plays it | winmm ACM path (r05 §2.1) |
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| TS-14 | Setup `Flatten` ignores ParentIndex part hierarchy (treats every placement as root-local); still in production use (GameWindow hydration, SkyRenderer) | `src/AcDream.Core/Meshing/SetupMesh.cs:15` | Most Setups are flat single-level rigs where root-local equals composed; hierarchical composition deferred ("Phase 3") | Any Setup with genuinely nested parts renders them at wrong offsets — mis-assembled multi-part objects in the Flatten paths | retail Setup ParentIndex chain composition |
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| TS-15 | No distance-driven degrade (LOD): always close-detail slot 0; plus the **#47** static `Degrades[0]` swap for 34-part humanoids only (structural sentinel detector) | `src/AcDream.Core/Meshing/GfxObjDegradeResolver.cs:57` (+ `src/AcDream.App/Rendering/GameWindow.cs:2608`) | LOD plumbing doesn't exist; slot 0 is correct for player + nearby NPCs; #47 closed the visible low-detail-arms bug without porting UpdateViewerDistance | Distant objects render max-detail (perf + wrong visuals where far meshes intentionally differ/hide parts); a future 34-part non-humanoid matching the sentinel gets the wrong mesh swap | `CPhysicsPart::UpdateViewerDistance` 0x0050E030; ::Draw 0x0050D7A0; ::LoadGfxObjArray 0x0050DCF0 |
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| TS-17 | AttackConditions suffix always empty in combat chat — formatting ported, wire bitflag not plumbed (Phase I.7 follow-up) | `src/AcDream.Core/Chat/CombatChatTranslator.cs:233` | Only the wire plumbing is missing; the holtburger-ported formatter is ready | Combat log omits "[Sneak Attack]"-style suffixes retail displays — hidden combat-mechanic feedback | holtburger chat.rs:588-595 |
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| TS-18 | `LandCell.BuildingCellId` (CSortCell building bridge) declared but never populated — always null in Stage 1 | `src/AcDream.Core/World/Cells/LandCell.cs:19` | Cell graph shipped in stages; population is explicitly membership Stage 2 (the outdoor→indoor entry path the physics digest flags as unvalidated) | Cell-graph paths that should discover a building's EnvCells from the outdoor cell silently find nothing — the doorway-entry bug class | CSortCell (acclient.h:31880) |
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| TS-19 | Legacy non-retail ChaseCamera (invented pitch/distance, K-fix12 airborne Z-pin) retained behind `ACDREAM_RETAIL_CHASE=0` / DebugPanel toggle; both update every frame | `src/AcDream.App/Rendering/ChaseCamera.cs:49` | Diagnostic before/after comparison path, "pending the follow-up deletion commit" | When toggled on, the eye diverges from retail's spring-arm — and the render roots at the VIEWER cell, so a non-retail eye changes the render root near doorways, masking or manufacturing flap symptoms during debugging | `CameraManager::UpdateCamera` (retail path in RetailChaseCamera.cs) |
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| ~~TS-20~~ | **RETIRED AS A FALSE ATTRIBUTION 2026-07-16** — `CGfxObj::InitLoad` passes the complete polygon array to `D3DPolyRender::ConstructMesh`; ordinary GfxObj rendering does not filter it through DrawingBSP. Building DrawingBSP traversal discovers and orders portal apertures after `RemoveNonPortalNodes`; it is not a global visible-polygon selector. The alleged building-shell "orphans" are `DrawingBSPNode.Portals`, omitted by the old diagnostic collector; the corrected node-polygons ∪ portal-polygons audit finds no true orphans. Applying the proposed filter would repeat the door disappearance regression from `e46d3d9`. | `docs/research/2026-06-11-holistic-map/wf1-gfxobj-draw.md`; `docs/research/2026-06-11-holistic-map/wf1-building-shells.md`; `tests/AcDream.Core.Tests/Rendering/Wb/Issue113DoorVanishDiagnosticTests.cs` | — | — | `CGfxObj::InitLoad @ 0x005346B0`; `D3DPolyRender::ConstructMesh @ 0x0059DFA0`; `BSPTREE::build_draw_portals_only @ 0x00539860` |
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| TS-21 | Default run/jump skills 200/300 tuned to feel until the first PlayerDescription lands (the stale "we don't parse yet" comment was FIXED in R4-V5; K-fix7 parses PD → SetCharacterSkills) | `src/AcDream.Runtime/Gameplay/PlayerMovementController.cs:311` | Defaults rule only pre-PD or on PD parse failure; jump bumped 200→300 on user complaint (3.01 m max felt too low) | Any window with defaults live predicts run/jump speeds the server disagrees with — observer rubber-banding, local snap-backs | retail height = (skill/(skill+1300))×22.2 + 0.05 |
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| TS-27 | **NARROWED 2026-07-29 (Campaign N Slice N1)** — OUTBOUND is ported: sent-packet cache + header-rebuilt resend on server `RequestRetransmit`, `ids[0]` implicit ack, wrap-safe watermark prune (`src/AcDream.Core.Net/Transport/`). Residual: INBOUND loss is still fatal — no sequence-aligned inbound ISAAC discipline, no client NAK emission, no `RejectRetransmit` consumption (Campaign N slices N2/N4) | `src/AcDream.Core.Net/WorldSession.cs` (`ProcessDatagram` inbound path); `docs/plans/2026-07-29-network-transport-campaign.md` §2.2/§2.3 | Campaign N executes the port one direction per slice; the N0 ACE double grades each slice before the next lands | One lost S2C packet still shifts the inbound keystream permanently — every later encrypted packet fails checksum and the session goes silently deaf until timeout | `SharedNet::ProcessPacket @ 0x00544790`; `ReceiverData::AddNakked @ 0x00549240`; `SharedNet::EnqueueNaks @ 0x00543BD0` |
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| TS-28 | **NARROWED 2026-08-03** — F751 teleports resend LoginComplete only after the DAT-authored portal-space viewport and final world fade finish. Initial login no longer acknowledges raw PlayerCreate receipt: graphical and prepared headless hosts send exactly once after canonical local-player first placement; content-less headless sends after its accepted direct Create because it has no placement conductor. Residual: initial login still does not enter the full portal-space presentation. | `src/AcDream.Runtime/Session/RuntimeFirstEntryDriveController.cs`; `src/AcDream.App/Net/GraphicalSessionEventRoute.cs`; `src/AcDream.Headless/Hosting/HeadlessSessionEventRoute.cs`; `src/AcDream.Runtime/Session/RuntimeLiveEntitySessionController.cs`; `src/AcDream.Core.Net/WorldSession.cs` | Initial placement is now the shared readiness contract that releases ACE's intentional Hidden/pink-bubble state without racing presentation. The content-less direct host uses its only truthful admission edge. | The persistent login materialization haze is fixed and server updates no longer unlock before canonical placement. The remaining difference is presentation-only: initial login skips retail's wormhole sequence. | `gmSmartBoxUI::UseTime @ 0x004D6E30`; retail post-EnterWorld flow; holtburger `client/messages.rs:391-422` |
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| TS-29 | Background music (MIDI) + ambient loops not ported: PlayMusic/StopMusic no-op; StartAmbient reserves a handle that never plays | `src/AcDream.App/Audio/OpenAlAudioEngine.cs:331` | Explicitly outside R5 audio-phase scope; a landblock-attached ambient system is planned separately | Silent world where retail has music/atmosphere; code trusting StartAmbient's handle to mean "playing" is already subtly wrong (StopAmbient looks up a never-created source) | retail MIDI + ambient system (r05) |
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| TS-30 | Chat DAT elements `0x10000522`–`0x10000525` render but have no controller semantics; the older claim that they are numbered in-window filter tabs is **unproven** | `src/AcDream.App/UI/Layout/ChatWindowController.cs` | Named retail proves separately filtered main/floaty chat windows, not an in-window numbered-tab model. Wave 5 must live/DAT-confirm these element roles before assigning behavior | The controls may be inert today, but inventing tab switching could be a larger divergence than leaving an unconfirmed role inactive | `gmMainChatUI @ 0x004CCCC0..0x004CE2A0`; correction in `docs/research/2026-07-10-retail-panel-behavior-pseudocode.md` |
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| TS-31 | **NARROWED 2026-07-13** — `/squelch`, `/unsquelch`, `/filter`, `/unfilter`, and `/messagetypes` send the exact modification events and consume the authoritative retail `SquelchDB`; incoming `ChatLog` lines are not yet filtered through that database, and clickable name-tag social actions remain absent | `src/AcDream.Core/Social/SquelchState.cs`; `src/AcDream.Core.Net/Messages/SocialStateMessages.cs`; `src/AcDream.App/UI/ClientCommandController.cs`; `src/AcDream.Core/Chat/ChatLog.cs` | Command/state transport is complete; enforcement belongs at the shared inbound-chat boundary so both backends remain identical | A squelch appears in the list and persists server-side but matching incoming lines can still render; contextual name actions remain unavailable | `SquelchDB::UnPack @ 0x006B1900`; `ChatFilter::IsSquelched`; retail right-click player name → Squelch menu |
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| TS-32 | `ClientObjectTable` has no pre-queue for a child `CreateObject` that arrives before its parent (out-of-order PARENTED create); such objects are ingested as root objects and their `ContainerId` links a not-yet-known container. Retail's `null_object_table` + `null_weenie_object_table` hold unresolvable objects until the parent arrives | `src/AcDream.Core/Items/ClientObjectTable.cs` (`Ingest`) | PD↔`CreateObject` ordering is handled (upsert semantics); out-of-order PARENTED creates are observed only at high packet loss or in vendor/corpse multi-object bursts on non-loopback links; deferred to D.5.5+ | A container's child object arriving before the container is ingested as a root item — it won't appear in `GetContents` until the next `RecordMembership` or a move event corrects the parent link | `CObjectMaint::null_object_table` / `null_weenie_object_table` (acclient.h / named-retail pc) |
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| TS-33 | **NARROWED 2026-07-15** — full AP tracker semantics are ported: MTS stamps time only; AP stamps complete cell-local Position + contact plane + time; `ShouldSendPositionEvent` compares cell/contact inside the interval and the complete Frame including orientation afterward. Residual: acdream's single update path snapshots the AP predicate, emits a same-update MTS first when input changed, then AP. Retail proves `UseTime` performs Should→AP, but MTS originates in separate input callbacks; their relative same-tick callback/wire order is not yet traced | `src/AcDream.Runtime/Gameplay/LocalPlayerOutboundController.cs` (pre/post network slots); `src/AcDream.Runtime/Gameplay/PlayerMovementController.cs` (ported tracker) | Preserve the pre-existing acdream wire order until a focused retail packet/breakpoint trace establishes input callback versus `UseTime`; do not infer it from `UseTime` alone | In the rare update where both packets are due, ACE may observe their position timestamps/action sequences in the opposite order from retail, shifting only that correction tick; stationary target-facing is live-gated because full-frame orientation now publishes | `CommandInterpreter::UseTime` 0x006B3BF0; `SendMovementEvent` 0x006B4680; `SendPositionEvent` 0x006B4770; `ShouldSendPositionEvent` 0x006B45E0; `Frame::is_equal` 0x00424C30 |
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| TS-37 | RETIRED misattribution note (not a live divergence — kept here as the historical record R3-W3 closes): the S2a port had `contact_allows_move` (0x00528240) arm `StandingLongJump` as a side effect, explicitly flagged "PRE-EXISTING acdream side effect (not part of 0x00528240)". R3-W3 deletes that side effect; `ChargeJump` (0x005281c0) is now the ONLY arming site, matching retail exactly. No further action — recorded per the register's retire-in-same-commit rule | `src/AcDream.Core/Physics/MotionInterpreter.cs` (`contact_allows_move`, `ChargeJump`) | N/A — retired | N/A — retired | `CMotionInterp::charge_jump` 0x005281c0 @305448 |
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| TS-38 | `MotionInterpreter.Initted` defaults to `true` in both constructors, not retail's `false` — retail's `CMotionInterp` is never observed pre-`enter_default_state` (every real construction path calls it before exposing the interpreter); acdream's constructors are used directly by ~40 pre-existing tests and both App call sites as complete, immediately-usable objects with no separate "enter default state" step | `src/AcDream.Core/Physics/MotionInterpreter.cs` (`Initted` property + both constructors) | Defaulting `true` is the C# equivalent of "the constructor already did what `enter_default_state` would have done to this flag" — `EnterDefaultState()` remains available, verbatim, for the REST of retail's reset semantics (state defaults, sentinel enqueue, `LeaveGround` tail) when a caller wants them | None observed: no code path needs `apply_current_movement`/`ReportExhaustion` to no-op before an explicit `EnterDefaultState()` call, since nothing constructs a `MotionInterpreter` and defers initialization today. If a future caller DOES need staged construction (build now, `EnterDefaultState()` later), it must explicitly set `Initted = false` first | `CMotionInterp::enter_default_state` 0x00528c80 @306124 sets `initted = 1`; retire if/when construction is staged through `EnterDefaultState()` uniformly |
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| ~~TS-41~~ | **RETIRED 2026-07-07 (remote-creature de-overlap #184)** — the SERVERVEL synth-velocity body-drive (`Body.Velocity = ServerVelocity` / `get_state_velocity()` leg) is DELETED. Grounded NPC remotes now translate by the retail interp CATCH-UP (`RemoteMotionCombiner.ComputeOffset` → `InterpolationManager::adjust_offset` toward the MoveOrTeleport-queued server waypoint) and `MovementManager::UseTime` (`TickRemoteMoveTo`) runs UNCONDITIONALLY per tick — the retail `UpdateObjectInternal` shape (no wire-velocity leg-driver). The de-overlap sweep resolves the catch-up movement; the resolved position is written back into the SHADOW (AP-86) so it persists. Residual: the non-retail anim-cycle stale-stop heuristic (`ApplyServerControlledVelocityCycle(Zero)` on a >0.6 s velocity-staleness timer) is kept as ANIM-only and stays covered by **AP-80**; it no longer drives the body. | `src/AcDream.App/Physics/RemotePhysicsUpdater.cs` (grounded NPC branch) | — | — | `CPhysicsObj::UpdateObjectInternal` 0x005156b0 (`MovementManager::UseTime` @0x00515998, unconditional); `MoveOrTeleport` 0x00516330; `InterpolationManager::adjust_offset` 0x00555d30 |
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| TS-44 | NPC UpdatePosition **enqueue is suppressed while StickyManager is armed** (`PositionManager.GetStickyObjectId() != 0`). Position and complete orientation otherwise share the ported `InterpolateTo → Position::subtract2 → PositionManager::adjust_offset` Frame, so the former orientation hard-snap residual is retired. Retail would still enqueue the server Position and let Sticky overwrite that Frame each tick; acdream retains the gate so no queued waypoint survives the stick. **Scope re-affirmed by C4 route 4a (2026-08-03):** the gate stays NPC-only and stays in the App caller. The shared Runtime seam route 4a introduced is deliberately indifferent to the sticky lease, because folding the check into it would have silently extended TS-44 to player remotes — which are stickable but have never had this suppression, and whose far branch would still not have it | NPC-only caller gate, `src/AcDream.App/Physics/LiveEntityNetworkUpdateController.cs` (`snapSuppressedByStick`) | Avoids replaying an old ACE waypoint immediately after a stick lease ends; all live during-stick pose ownership is now otherwise retail-shaped | After unstick the body waits for the next UP instead of consuming the latest waypoint already in the queue; at low packet cadence this can pause correction for one update interval | `PositionManager::adjust_offset` 0x00555190; `CPhysicsObj::MoveOrTeleport` 0x00516330; retire by allowing enqueue while Sticky overwrites the shared complete Frame |
|
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| ~~TS-45~~ | **RETIRED 2026-07-07** — the hand-rolled `SphereCollision` (forced `combinedR+1 cm` radial de-penetration + leaked `SetSlidingNormal` + always-Slid, head-sphere ignored) is REPLACED by the faithful `CSphere::intersects_sphere` family port (branch dispatcher 0x00537A80 + `step_sphere_up`/`slide_sphere`/`land_on_sphere`/`collide_with_point`/`step_sphere_down`), routing the grounded slide through the shared crease `SlideSphere` (0x00537440). Humanoid creatures collide via body Spheres, so this was the player-vs-monster crowd path; the radial de-penetration was the "can't wiggle free in a packed crowd" wedge. `SphereCollisionFamilyTests` (slide-around, block, ethereal) + `docs/research/2026-07-07-csphere-collision-family-pseudocode.md`. Residual `AP-91` (PerfectClip TOI dead in M1.5). | — | — | — | `CSphere::intersects_sphere` 0x00537A80 (pc:321678) |
|
||
| TS-47 | **NARROWED 2026-07-13** — typed routing now ports the named-retail recall/house/PK travel, age/birth, local display/location, UI persistence, AFK/consent, emote, friends, squelch/filter, and fill-components families. Retail-owned verbs outside the researched family set still fall through to ACE until individually verified. | `src/AcDream.UI.Abstractions/Panels/Chat/RetailClientCommandCatalog.cs`; `src/AcDream.App/UI/ClientCommandController.cs`; `src/AcDream.Core.Net/Messages/ClientCommandRequests.cs` | The high-use researched families have decomp pseudocode, typed actions, and conformance tests; unresearched registry entries must follow the same evidence-first path | An unported retail-owned verb can still produce ACE unknown-command output or server-specific behavior instead of its client action | `ClientCommunicationSystem` command-table construction around `0x00581A40..0x005850A0`; `docs/research/2026-07-13-retail-client-command-routing-pseudocode.md`; `docs/research/2026-07-13-retail-client-command-families-pseudocode.md` |
|
||
| TS-48 | Dragging an item onto another player honors the authoritative `DragItemOnPlayerOpensSecureTrade` option, but the option's default-true branch stops at the existing unavailable toast because the secure-trade transaction and UI are not ported. Direct player giving through `GiveObjectRequest 0x00CD` works when the option is disabled; NPC giving is complete. | `src/AcDream.App/UI/ItemInteractionController.cs` (`PlaceIn3D`, `PolicyActionMessage`); `src/AcDream.Core/Items/ItemInteractionPolicy.cs` | The player/NPC distinction and character preference are now faithful; inventing a direct gift while the option requests secure trade would be a worse behavioral divergence. Secure trade is a separate multi-party state machine beyond the starter-dungeon NPC-give slice. | With retail's default character options, an item dragged onto another player cannot be exchanged until the secure-trade subsystem lands. | `ItemHolder::AttemptPlaceIn3D @ 0x00588600`; `PlayerModule::DragItemOnPlayerOpensSecureTrade @ 0x005D31B0`; `ClientTradeSystem`; `docs/research/2026-07-13-retail-give-item-pseudocode.md` |
|
||
| TS-49 | Hidden-object availability is bridged through `TargetManager.NotifyVoyeurOfEventAndClear(ExitWorld)` because acdream has not ported retail's DetectionManager. Retail `CObjCell::hide_object` sends `LeftDetection` to detection voyeurs; acdream instead withholds Hidden hosts from ordinary `GetObjectA` relationship creation and uses the existing non-Ok target update to tear down MoveTo/Sticky consumers and clear watched-role subscriptions while preserving the hidden object's own watcher role. | `src/AcDream.App/Physics/EntityPhysicsHost.cs` (`NotifyHidden`); `src/AcDream.App/Physics/LiveEntityMotionRuntimeController.cs` (`ResolvePhysicsHost`); `src/AcDream.Core/Physics/Motion/TargetManager.cs` (`NotifyVoyeurOfEventAndClear`) | The current movement consumers already share TargetManager's status fan-out; the bridge prevents pursuit of an unavailable object without inventing a second partial detection database. | Plugins or future systems listening specifically for retail detection enter/leave events receive no `LeftDetection`; only movement/sticky target consumers observe the equivalent availability loss. | `CObjCell::hide_object @ 0x0052BE30`; retire by porting DetectionManager/CObjCell detection-voyeur delivery and routing Hidden through `LeftDetection` |
|
||
| TS-50 | `AnimationDone` executes semantically at each owner's retail `CPhysicsObj::process_hooks` boundary, but all other animation hooks are retained in `AnimationHookFrameQueue` until final root/part/equipped-child pose publication. Retail executes the complete hook stream before transition and the Target/Movement/PartArray/Position manager tail because its current CPartArray pose already exists in-place. Static owners correctly reach `process_hooks` only after their root, parts, and children are current. | `src/AcDream.App/Rendering/Vfx/AnimationHookFrameQueue.cs`; `src/AcDream.App/Rendering/RetailStaticAnimatingObjectScheduler.cs`; shared frame drain in `src/AcDream.App/Update/LiveObjectFrameController.cs` (`LiveEffectFrameController`) | The modern renderer publishes immutable effect-pose snapshots after all root/child composition; deferred visual sinks avoid attaching particles/lights/audio to the previous pose. Semantic `AnimationDone` is split out and exact, so motion completion and manager behavior are not delayed. Pose-owner lifetime tokens prevent deferred hooks from crossing delete/local-ID reuse. | A non-AnimationDone hook with same-quantum semantic consequences (notably `CallPES`, default-script chaining, audio/particle creation relative to a transition) runs later than retail and can observe post-tail state or start one render frame late. | `CPhysicsObj::process_hooks @ 0x00511550`; `CPhysicsObj::UpdatePositionInternal @ 0x00512C30`; `CPhysicsObj::animate_static_object @ 0x00513DF0`; retire by publishing the current per-object/child pose before hook routing or splitting semantic and presentation sinks without changing authored hook order |
|
||
| TS-51 | Particle and PhysicsScript tails advance once per render frame after the complete ordinary/static object worksets. Retail advances each ordinary object's ParticleManager then ScriptManager inside every admitted `UpdateObjectInternal` quantum; `animate_static_object` instead advances that static owner's ScriptManager then ParticleManager and only then `process_hooks`, using its whole admitted elapsed interval. acdream's shared tail is Particle → Script after static hook capture. | `src/AcDream.App/Update/LiveObjectFrameController.cs` (`LiveObjectFrameController` + `LiveEffectFrameController` shared `_particles.Tick` / `_scripts.Tick` tail); `src/AcDream.App/Rendering/RetailStaticAnimatingObjectScheduler.cs` | The current managers are shared presentation/runtime owners rather than per-object manager instances. R6 makes root motion, animation, object clocks, workset membership, and ordinary manager order faithful without pretending the shared tails have per-owner timing or static-tail order. Splitting ownership safely requires a later effect-lifetime slice. | A render fragment below retail's minimum object quantum can advance an effect while its owner waits; a catch-up frame advances an owner's root through several quanta but its effect tail only once; static hooks can route before their script/particle managers and static default scripts/particles use render elapsed in Particle → Script order rather than `animate_static_object` elapsed/discard and Script → Particle → hooks timing. | `CPhysicsObj::UpdateObjectInternal @ 0x005156B0`; `CPhysicsObj::animate_static_object @ 0x00513DF0`; retire by giving live/static owners incarnation-bound particle/script managers and ticking each manager in the owning object quantum/order |
|
||
| TS-52 | The terrain shader applies retail-authored base/overlay/road `TerrainTex.TexTiling` but omits the separate Environment Detail Textures pass and its viewer-distance fade (**#226**). | `src/AcDream.App/Rendering/TerrainAtlas.cs`; `src/AcDream.App/Rendering/TerrainModernRenderer.cs`; `src/AcDream.App/Rendering/Shaders/terrain_modern.frag` | `bb5acab9` fixed the user-visible stretched/blurry regression by porting the distinct base-tiling contract. An earlier experimental detail array darkened the whole ground because its source/neutral blend contract was wrong, so it was correctly reverted rather than guessed into production. | With retail's Environment Detail Textures preference enabled, close terrain lacks the extra high-frequency modulation/fade even though authored base texture scale is correct. | `LScape::GenerateDetailSurfaces` / `SetDetailTexturing @ 0x00506B40`; `ACRender::landPolyDraw @ 0x006B6450..0x006B6525`; issue #226 |
|
||
| TS-53 | acdream advances retained UI time on the draw seam and local teleport/UI-camera presentation after its SmartBox-shaped object → inbound network → CommandInterpreter barrier. Retail `Client::UseTime` calls `UIElementManager::UseTime` first, whose global time message reaches `gmSmartBoxUI::UseTime`, and publishes player-camera work from the physics/player callback rather than one post-network camera tail. Slices 6–7 preserve the accepted host order as ownership-only extractions. | `src/AcDream.App/Update/UpdateFrameOrchestrator.cs` (post-live-frame teleport/camera phases); `src/AcDream.App/Rendering/PrivatePresentationRenderer.cs` (`RetainedGameplayUiFrame.Render`); `docs/plans/2026-07-21-gamewindow-slice-6-update-frame-orchestration.md`; `docs/plans/2026-07-22-gamewindow-slice-7-render-frame-orchestration.md` | Current retained UI, portal transit, reveal, camera, and connected movement traces are accepted; changing cross-subsystem host order while extracting ownership would combine a behavior change with the structural cutover. | Retained UI, teleport, and camera presentation can observe same-frame object/inbound/player state one host update earlier or later than retail at transition boundaries; a future exact host-order port must prove UI, input, reveal, and camera consequences together. | `Client::UseTime @ 0x00411C40`; `UIElementManager::UseTime`; `gmSmartBoxUI::UseTime @ 0x004D6E30`; `CPhysics::UseTime @ 0x00509950`; retire only with a focused host-order port and connected portal/camera comparison |
|
||
| TS-54 | AdminEnvirons sound values `0x65..0x7B` are diagnosed by retail enum name but do not play audio. Retail checks that the local player physics object and UI sound table exist, then calls `SoundManager::PlaySoundFromCenter(Sound_UI_*, table)` for Roar through Thunder6. | `src/AcDream.App/World/WorldEnvironmentController.cs` (`ApplyAdminEnvirons`) | The current audio owner has no typed retail UI-sound-table binding; logging preserves the inbound evidence without inventing wave DIDs or routing the sounds through positional world audio. | Server-authored ambience/thunder packets are silent in acdream while retail plays the centered UI sound. | `CPlayerSystem::Handle_Admin__Environs @ 0x0055DE20` (`0x0055E07F..0x0055E2C7`); `SoundManager::PlaySoundFromCenter @ 0x00550950` |
|
||
| TS-55 | AdminEnvirons fog values remain a color-only `WeatherSystem.Override` approximation. Retail values 1..5 install authored ambient color/level plus fog color/max; value 6 also forces transition/min/max and blanks radar; Clear restores all override fields and radar; `0x270F` installs a separate authored override. | `src/AcDream.App/World/WorldEnvironmentController.cs` (`ApplyAdminEnvirons`); `src/AcDream.Core/World/WeatherState.cs` (`EnvironOverrideColor`) | Preserves the already accepted enum bridge while Slice 8 moves ownership; porting the complete environment/radar presentation is a separate behavior change requiring focused visual gates. | Forced-fog hue, density, scene ambient, and radar blanking differ from retail; `0x270F` is ignored. | `CPlayerSystem::Handle_Admin__Environs @ 0x0055DE20` (`0x0055DE2B..0x0055E344`) |
|
||
| TS-57 | No outbound `RejectRetransmit`: a server NAK for an id no longer in the sent-packet cache is dropped silently (counted in `TransportStats.UncachedNakIds`); retail answers `RejectRetransmit @ FlowQueue` so the server abandons the id immediately | `src/AcDream.Core.Net/Transport/OutboundFlowQueue.cs` (`OnRetransmitRequest`) | ACE parses `RejectRetransmit` and no-ops it (NetworkSession.cs — no handler), and the standalone unsequenced form would trip ACE's watermark hole (campaign doc §3 row 3: any cleartext non-ack packet with a live sequence advances the watermark and skips a real packet forever) | Against a server that DOES honor RejectRetransmit, an uncached NAKed id keeps being re-requested until that server's own NAK give-up logic fires — never against ACE, which forgets the id when its next cumulative ack passes it | `RecipientData::ProcessNaks @ 0x00547010`; ACE NetworkSession.cs:299-304 (server-side emit), no client-consume handler |
|
||
| TS-58 | No outbound TimeSync/EchoRequest keepalive (retail sends both every 6 half-second intervals, ~3 s). The 2.0 s cumulative AckSequence is the sole idle keepalive; it refreshes ACE's 60 s timeout, which is the only server-side consumer. | `src/AcDream.Core.Net/Transport/TransportClock.cs`; `src/AcDream.Core.Net/Transport/AckNakScheduler.cs` | Standalone unsequenced TimeSync/Echo packets trip ACE's exactly-AckSequence watermark rule (NetworkSession.cs:474-476) and are only ACE-safe piggybacked, which needs retail's CoalesceData (AP-125). The ack keepalive covers the timeout; no transport RTT sample is lost that LinkStatus' app-level ping does not already provide. | No transport-level RTT/latency sample; a future server gating on TimeSync cadence would see silence; ACE's speedhack echo checks never engage. | `ClientFlowQueue::IncrementLocalInterval @ 0x00547F10`; ACE `NetworkSession.cs:474-476`, `Session.cs:101-102` |
|
||
| TS-59 | No outbound Flow report (retail emits a 6-byte bytes-received+interval header whenever the inbound remote interval advances). | `src/AcDream.Core.Net/Transport/ReliableTransport.cs` (interval clock present; no Flow emission) | ACE parses the Flow header and has no handler (PacketHeaderOptional.cs:117-124); the standalone unsequenced form would trip the watermark hole. Retail itself never consumes inbound Flow and has no throttle (`WireRoomLeft` is a folded return-1). | A future server that rate-adapts on client Flow reports sees nothing. | `SharedNet::ProcessNewRemoteInterval @ 0x00543A80`; `ClientFlowQueue::WireRoomLeft @ 0x0052C1C0` (folded) |
|
||
| TS-60 | No 140 s dead-link declaration or referral auto-reconnect in the transport; a silent server is only visible through `LinkStatusSnapshot.SecondsSinceLastPacket` (presentational). | `src/AcDream.Core.Net/Transport/ReliableTransport.cs`; `src/AcDream.Core.Net/WorldSession.cs` (`BuildLinkStatus`) | The input (seconds since last inbound) is already exposed; session lifecycle/reconnect is Runtime's ownership domain and deserves its own campaign rather than a transport-embedded side effect. Every ACE transport death is silence, so nothing server-side depends on the client reacting at 140 s. | A dead link idles until the user acts; no automatic recall/referral reconnect where retail would attempt one. | `ClientNet::ProcessConnection @ 0x00545450` tail (the two 140.0 literals) |
|
||
| TS-61 | A UDP send failure burns the reliable sequence and its ISAAC word (the encode commits before `_net.Send`); retail keeps the sealed packet at the queue head and retries with the same key. | `src/AcDream.Core.Net/Transport/OutboundFlowQueue.cs` (`SendGameMessage`) | A connectionless-socket `SendTo` failure is effectively unreachable in practice (no route/ICMP errors surface on later receives, not sends, on Windows UDP); recovering it faithfully needs a full outbound packet queue. The N1 review accepted the exposure explicitly. | One `SocketException` on send would desync the outbound cipher permanently (session death; observable as `[net-out-EX]` followed by silence). | `FlowQueue::TransmitNewPackets @ 0x00547C2C` (retry-from-head) |
|
||
| TS-56 | Chase-camera mouse input retains acdream's invented post-filter yaw/pitch scalars (`0.004`/`0.003` radians per count), and held-key pitch/zoom retain their non-retail integration shapes. Retail mouse look passes `FilterMouseInput(delta) × configured sensitivity × 1/15` as the replacement scale to `CameraSet::Rotate`, which then applies the shared 8° angle; retail held pitch uses the same angle and zoom scales the viewer offset multiplicatively. | `src/AcDream.App/Input/CameraPointerInputController.cs`; `src/AcDream.App/Input/MouseLookController.cs`; `src/AcDream.App/Rendering/CameraFrameController.cs` | Slice 8 is behavior-preserving ownership work. The named-retail audit proves the mismatch but has not yet extracted the configured mouse-sensitivity default or the exact caller flags needed for a complete feel port; changing only one scalar here would create a mixed input model. | RMB/MMB orbit, held pitch, and zoom can feel slower, faster, or differently accelerated than retail even though callback ordering and filtering are correct. | `CameraSet::Rotate @ 0x00458310`; `CameraSet::MouseLookHandler` call at `0x00458EF9`; `CameraSet::Raise @ 0x00457B00`; `CameraSet::Closer @ 0x004586D0`; `docs/research/2026-06-11-holistic-map/wf2-camera-viewer.md` |
|
||
| TS-62 | **Filed 2026-08-02 (physics campaign, continuation-executor slice).** NO Position route in the dormant executor runs a live `ConstrainTo` binding - including the `SetPosition`/`SetPositionSimple` routes. `RuntimeAuthoritativePositionRoute.ConstrainPhase` (None/Before/After) is classified for EVERY accepted route and recorded into the execution trace, but the constrain-before-vs-after distinction exists purely as classified metadata pending a live binding at the production cutover. | `src/AcDream.Runtime/Entities/RuntimeInitialCreateContinuationExecutor.cs` (`ApplyPositionAction`/`BuildPositionTrace`); `RuntimeAuthoritativePositionRouteClassifier.cs` (`ConstrainPhase`) | Host-cutover work with no Runtime-side owner to bind to yet; the canonical snapshot's Position IS refreshed on every accepted route, so the fact is retained - only the live constrain/smoothing behavior is deferred. The trace carries the exact phase a host must bind. | Until a host wires it, ANY Position continuation applies its raw pose with no constrain-distance clamp or smoothing - a visible pop instead of retail's constrained correction, on exactly the entities created while an authored placement was in flight. | `SmartBox::HandleReceivedPosition` 0x00453FD0, the three `ConstrainTo` sites (~93007 remote-after, ~93024 teleport-after, ~93041 local-ordinary-before) |
|
||
| TS-63 | **Filed 2026-08-02 (physics campaign, continuation-executor slice).** `ApplyResidentCellCleanup`'s three branches: (1) claimed-cell + celless + NOT under lost-cell/deferred ownership - retail's genuine `AddObjectToBeDestroyed` case - has no safe Runtime destruction owner yet, so the executor performs a typed ABANDONMENT (`RejectedAuthority`) instead of destroying; (2) claimed + celless + deferred returns `DeferredUnderLostCellOwnership` - retail's destruction bookkeeping for this exact entity is already owned by the lost-cell/deferred `SetPosition` lifetime (a statement, not a parallel mechanism); (3) claimedCell==0 returns `CelllessNoWeenieMarkUnreachable` and is NOT a divergence - every admitted envelope structurally carries a WeenieDescription (`HasValidShape`), so retail's no-weenie destruction alternative is unreachable through this construction. | `src/AcDream.Runtime/Entities/RuntimeInitialCreateContinuationExecutor.cs` (`ApplyResidentCellCleanup`; the Abandon conversion in `ApplyEnvelope`) | No production caller yet; every branch is typed and test-observable; building a parallel destruction mechanism ahead of the object-table/lost-cell cutover wiring would be the exact workaround class CLAUDE.md forbids - failing closed is the honest interim. | Branch (1): a genuinely claimed-but-celless-undeferred entity aborts the drain and SURVIVES where retail destroys it, until the cutover wiring lands. Branch (3): a future envelope construction without a WeenieDescription would break the premise and needs re-examination. | `SmartBox::HandleCreateObject` 0x00454C80 tail (~93933 destruction mark; ~93942-93943 un-mark/no-weenie) |
|
||
|
||
---
|
||
|
||
## 5. Unclear (UN) — 4 rows (UN-8 retired 2026-07-30 by the P1 Opus review: CanJump polarity byte-proven `load < 2.0` from the PDB-paired binary — fld/fcomp [0x007c5e24=2.0f]/test ah,5/jp; unordered refuses. Evidence: stat-coupled pseudocode doc §12)
|
||
|
||
These rows have a missing, contradictory, or never-argued justification.
|
||
They are the highest-priority audits: each needs either a recorded
|
||
equivalence argument (promote to AD/AP) or a fix.
|
||
|
||
| # | Divergence | Where (file:line) | Recorded justification (deficient) | Risk if assumption breaks | Retail oracle |
|
||
|---|---|---|---|---|---|
|
||
| UN-1 | `CheckOtherCells` iterates the overlap set SORTED by cell id; retail walks the CELLARRAY in build order — and the loop halts on the first non-OK result, so order is behavior-bearing | `src/AcDream.Core/Physics/CellTransit.cs:1718` | Justified only as "deterministic order for greppable probe logs" — no equivalence argument vs retail's array order recorded | A sphere straddling two cells that would each return a different non-OK result halts on a different cell than retail — different collision normal / slide direction at multi-cell straddles | `CTransition::check_other_cells` pc:272717-272798 |
|
||
| UN-4 | GfxObj double-sided/negative-surface handling keeps WB's legacy logic (cull-mode double-siding, no reversed-winding duplicate, different neg-surface predicate) while the CellStruct path follows the retail-cited `ConstructMesh` reading | `src/AcDream.App/Rendering/Wb/ObjectMeshManager.cs:1059` (CellStruct contrast :1396-1410) | No recorded justification on the GfxObj side — it is the unmodified WB extraction; the retail citation was added only to the CellStruct path | GfxObj models retail draws via duplicated-reversed-winding get wrong back-face lighting (normals not inverted) or missing/extra negative faces — dark or absent faces from behind | `D3DPolyRender::ConstructMesh` 0x0059dfa0 |
|
||
| UN-6 | Fixed 200 ms sleep between ConnectRequest and ConnectResponse; retail inserts no delay. Annotated only as "with 200ms race delay"; the 2026-06-04 audit flagged it, the follow-up refuted "forbidden workaround" but wrote no fuller rationale back | `src/AcDream.Core.Net/WorldSession.cs:484` | Presumed ACE port+1 listener race guard — four words, no citation | Every login eats a flat 200 ms; if the race needs longer on a loaded server, the handshake fails intermittently (ConnectResponse ignored → CharacterList never arrives, exit-29 shape) with no retry — a timing constant masking an unconfirmed root cause | (none recorded) |
|
||
| UN-7 | Outdoor OBJECT point lighting uses `calc_point_light` (wrap/norm + per-channel cap, `~1/d²`) for ALL meshes including static buildings, but retail's object path is unconfirmed — `config_hardware_light` (0x0059ad30) sets D3D-FF point lights (`Diffuse=color×intensity`, `Attenuation=(0,1,0)`⇒`1/d`, `Range=falloff×1.5`, `material.diffuse=white`) yet that math would blow walls WHITE while retail stays DIM, so static buildings may instead use the `SetStaticLightingVertexColors` bake. Model + the brightness-scaling factor both UNRESOLVED (issue #140 / Fix D) | `src/AcDream.App/Rendering/Shaders/mesh_modern.vert` (`pointContribution`); `src/AcDream.Core/Lighting/LightManager.cs` (`SelectForObject`) | Fix A/B ported calc_point_light + per-object selection for objects without confirming retail uses that model for static buildings; cdb captured the D3D-FF path but it contradicts the observed dim result | Outdoor buildings blow out warm near torches (the #140 meeting-hall symptom); whichever model is wrong, the object torch contribution is too strong | `config_hardware_light` 0x0059ad30; `SetStaticLightingVertexColors` 0x0059cfe0; `rangeAdjust=1.5` 0x00820cc4 — see docs/research/2026-06-18-lighting-a7-fixABC-shipped-fixD-handoff.md |
|
||
|
||
---
|
||
|
||
## 6. Retire-next shortlist
|
||
|
||
Temporary-stopgap + unclear rows, ordered by risk (symptom severity ×
|
||
likelihood the guarding assumption breaks). Items below the line are
|
||
phase-gated — they carry their trigger in their row and should land
|
||
WITH that phase, not before.
|
||
|
||
1. **TS-27 — INBOUND retransmit handling** — the outbound sent-packet cache + resend landed with Campaign N Slice N1 (2026-07-29, class-doc gap list fixed same commit); the inbound sequence-aligned ISAAC + client NAK emission (N2/N4) remain the hard blocker for non-loopback play — one lost S2C packet still deafens the session permanently.
|
||
2. **UN-1 — CheckOtherCells iteration order** — behavior-bearing halt order with a log-cosmetics justification; trivial to fix (iterate CELLARRAY build order, sort only in probe output).
|
||
3. **UN-6 — 200 ms ConnectResponse sleep** — unexplained constant on every login with an intermittent-failure shape; either find the ACE race and cite it, or replace with an acknowledged-ready check.
|
||
4. **UN-4 — GfxObj sides/negative-surface logic** — diagnose against the retail-cited CellStruct interpretation on a known double-sided GfxObj; promote to AP with a citation or align it.
|
||
5. **TS-55 — AdminEnvirons fog/radar presentation** — exact retail mechanism is known; port the authored ambient/fog fields, radar blanking, Clear, and `0x270F` together.
|
||
6. **TS-19 — Legacy ChaseCamera deletion** — already marked "pending the follow-up deletion commit"; its continued existence can mask or manufacture flap symptoms during debugging.
|
||
|
||
**Phase-gated (do WITH the phase, flagged here so they aren't forgotten):**
|
||
M2 combat must land TS-25
|
||
(stance in MoveToState), TS-17 (AttackConditions),
|
||
and revisit AP-13 (ComputeDamage) + AP-24 (jump-charge constant via the
|
||
0x0056ADE0 decompile). Emote work must land TS-24 (command-list packing).
|
||
Membership Stage 2 must land TS-18 (BuildingCellId).
|
||
The audio phase lands TS-9/TS-29; the remaining live-pose animation work lands
|
||
TS-14.
|
||
|
||
---
|
||
|
||
*Maintenance: this register is part of the definition of done for any
|
||
phase that adds or removes a divergence. Sources merged 2026-06-12:
|
||
5-area code sweep, `docs/architecture/worldbuilder-inventory.md`,
|
||
`docs/ISSUES.md` accepted-divergence entries (#96, #49, #50).*
|