Ports the last three retail extras-list row families from CharExamineUI:: SetAppraiseInfo @0x004B45F0 into CreatureAppraisalRows.BuildExtra, closing the character-path extras list end to end (AS2 header + AS3 armor-level/ ratings/legend + AS4 here). All rows are CHARACTER-path only; the monster path (CreatureExamineUI::SetAppraiseInfo @0x004B3FF0) is unaffected and pinned by a controller-level regression test. Society row (gap G6, @0x004b49a1-@0x004b4c24): gated on PropertyInt 281 (Faction1Bits) being PRESENT — a literal reading of InqInt's found/not- found return, not the ground-truth doc's informal "!= 0" value test. Bit-priority if/else-if chain (Celestial Hand 0x1 -> Eldrytch Web 0x2 -> "???" when Radiant Blood's 0x4 bit is ALSO clear -> else Radiant Blood) comes straight off the decompiled branches. Rank-band suffix boundaries (1-100 Initiate / 101-300 Adept / 301-600 Knight / 601-1000 Lord / 1001-1500 Master, no suffix outside every band) read directly off the decomp's inclusive range checks @0x004b4ab9-@0x004b4b92 and match the ground-truth table exactly. Color rule: green when the LOCAL player shares the target's selected bit (checked first, so extra local bits don't override a match), red when local has a different bit but not the target's, normal when local has no society bits; the unrecognized "???" branch never gets a color (retail's ebx_3 stays at its zero initializer). The local player's own Faction1Bits comes from a new pure `localFactionBits` parameter on BuildExtra — the composer never reads state directly. Monarch/Patron/Followers cascade (gap G7, @0x004b4d97-@0x004b4f54): gated by the caller on AllegianceRank (Int 30) >= 1, the SAME InqInt read AS2's header AllegianceName binding already consumes. Four arms in retail's exact order: MonarchsTitle (Str 21) absent -> "Alleg. Monarch:" + clamped "%d Follower"/"%d Followers" (Int 35, singular only at exactly 1); present + PatronsTitle (Str 35) absent -> "Monarch:" only; both present and ordinally equal -> one "Monarch/Patron:" row; both present and different -> "Monarch:" then "Patron:". Configurable extras (gap G8, @0x004b58be-@0x004b5c4d): Fellowship (Str 10), Arrived in Dereth (Str 43 DateOfBirth), Time in Dereth (Int 125 Age via the ALREADY-PORTED RetailDurationText.Format — the same ClientUISystem::DeltaTimeToString @0x00565E10 the decomp calls at @0x004b59e0, reused rather than re-ported), Chess Rank (Int 181), Fishing Skill (Int 192), Deaths (Int 43 NumDeaths, <= 0 -> "Has never died" with the SAME "Deaths:" label, verified in the decomp), Titles Earned (Int 262). Each row gates independently on its own property being PRESENT (server already strips these per the target's visibility options per ground truth §3) — no client-side option or success gating added. No spacers separate these seven rows, matching the decomp exactly. Seam: AppraisalUiController takes a new `Func<int> _localFactionBits` dependency (per-call, never captured once — the secure-trade deferred-Func lesson), invoked only on the character path. AppraisalRuntimeBindings gained `LocalFactionBits`, wired in InteractionRetainedUiComposition from `d.Character.LocalPlayer.Properties.GetInt(281)` — the SAME LocalPlayerState instance CharacterSheetProvider already reads from, no new state path. AS3 NIT 11: CharacterResponse_CombatRefreshRetainsArmorLevelRows now applies a SECOND response with different armor-level values (proving the refresh re-renders from fresh data) then a THIRD with armorLevels: null (proving it clears). AS3 NIT 12: BuildExtra's XML doc now documents the full authored row order with the @0x004b5d7d legend anchor. The test Parsed() helper now ORs IdentifyResponseFlags.ArmorLevels into Flags whenever armorLevels is supplied (realism sub-nit), applying uniformly to every existing armor-level test in the file. Ground-truth doc imprecisions found while verifying against the decomp directly: (1) the Society gate is presence-of-property, not value != 0 — InqInt's return is a found/not-found bool, the summary's "!= 0" phrasing describes the common case but not the literal branch condition; (2) the Society color rule's bit-priority (same-bit match checked before the other-bits check) wasn't spelled out in the summary table, only "same/ different/none" — confirmed exact by reading all three branches (@0x004b49fd/@0x004b4a49/@0x004b4a8b). No other disagreements found. Register: docs/architecture/retail-divergence-register.md row AP-110 retires the "exhaustive character detail regions" clause from its still-lacks list with a dated 2026-08-25 narrowing note (AS2+AS3+AS4 together closed the character-path extras list); the row's other residuals (item-object preview, effective shield projection, cooldown- remaining, augmentation-cost StringInfo, creature FontInfo-list selection) are untouched. Tests: 51 new rows-level tests in CreatureAppraisalRowsTests.cs (society gate/bit-priority/band-boundaries/color-vs-local-faction, the full allegiance cascade incl. follower singular/plural/clamp, each configurable extra present/absent, "Has never died", monster-path regression, one complete ordering-pin snapshot) plus 3 new controller- level tests in AppraisalUiControllerTests.cs through the real LayoutDesc/ template binding (localFactionBits seam wired end to end, its default fallback, and the strengthened monster-path regression). Hermetic AcDream.App.Tests: 6253 passed. Full-solution hermetic run: 15,410 passed across all projects, 0 failed. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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| plans | ||
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| superpowers | ||
| bugs.md | ||
| ci-and-releases.md | ||
| ISSUES.md | ||
| launch-options.md | ||
| README.md | ||
| release-gate.md | ||
acdream documentation map
This page is the entry point for project documentation. It distinguishes current sources of truth from implementation history so an old plan or issue banner cannot silently override the current program state.
Current snapshot — 2026-07-27
- Milestone state: M3, “Cast a spell,” landed 2026-07-21. M4, “Live in the world,” is active.
- M4 gameplay program: resume the pre-M4 world-interaction completion program. Favorite-spell overflow, status Use/Assess, and the complete assessment surface are user-accepted. Equipped-child picking and vendor browse/transactions remain Slices 4–6.
- Structural/runtime state: all eight
GameWindowdecomposition slices, Modern Runtime Slices A–J, and the connected visual/lifecycle gates are complete.GameWindowis a 1,622-line composition/callback shell.AcDream.Runtime.GameRuntimeowns canonical session, entity/object, gameplay, movement, physics, projectile, environment, and portal state; graphical and no-window hosts borrow the same owner graph. - Headless state: Slice K is complete.
AcDream.Headlessis a presentation-free Windows/Linux host with deterministic commands/events, shared immutable content, multi-session isolation, reconnect, resource telemetry, and 1/5/10/30-session gates. The final two-account native-Linux soak completed ten minutes, logged out through ACE, and converged every ownership ledger. - Linux graphical state: Slice L0 and the L1 implementation checkpoint are
complete at
66f114b2and11501d52. Native Windows passes the active modern-GL/audio/window smoke. WSLg X11/Wayland correctly reject their missingGL_ARB_bindless_texture. Physical-Linux validation and L2–L6 are explicitly deferred; resume at the supported AMD/NVIDIA L1 gate. - Completed gameplay gates: R6 locomotion/collision/projectile/teleport/ radar, two-client portal-out/materialization, indoor prepared collision, loot ordering, local/remote ground drops, and selection-marker lifetime.
- Separate visual verification: issue
#225, the shared-alpha lifestone/particle result; its connected resource-lifetime and performance routes pass. - Carried behaviour debt: issue
#153(far teleport onto an unstreamed edge),#116(narrowed slide response),#235(capped/RDP jump cadence), and the active temporary-stopgap rows in the divergence register. - Divergence audit: 189 active rows — IA 18, AD 38, AP 91, TS 38, and UN 4 — plus retained struck/retired historical rows such as TS-37.
- Latest automated baseline: the Release build succeeds with the 17
test-project warnings tracked by issue
#228; 8,826 tests pass and five are intentionally skipped. App passes 3,763 / 3 skips. The L1 Windows supported smoke and WSLg X11/Wayland negative-capability reports all end with zero window/GL/input/audio ownership.
Sources of truth
Read these in this order when deciding what to do next:
plans/2026-05-12-milestones.md— the active playable outcome, freeze boundaries, and visual gates.plans/2026-04-11-roadmap.md— strategic phase ledger: shipped, active, deferred, and future work.ISSUES.md— tactical defects and small follow-ups. The status inside an issue is authoritative; physical order is not.architecture/retail-divergence-register.md— every known place runtime behavior can differ from retail.architecture/acdream-architecture.mdandarchitecture/code-structure.md— ownership, dependency, update-thread, and extraction rules.architecture/worldbuilder-inventory.md— rendering/DAT code already owned in-tree versus mechanisms still ours to port.
If these disagree, milestones control the current outcome, the roadmap controls work ordering, the issue status controls the individual defect, and the architecture documents control implementation shape. Reconcile the stale document in the same change; do not leave both claims standing.
Research and implementation records
research/named-retail/is the primary retail oracle: named pseudo-C, headers, symbols, and types from the Sept 2013 build.research/decompiled/is the older Ghidra fallback.research/contains focused pseudocode, traces, fixtures, and gate reports. A dated research note records evidence; it does not become a new roadmap.superpowers/specs/andsuperpowers/plans/are per-slice design and execution records. Completed plans remain historical.ci-and-releases.mdis the SSOT for the Gitea CI pipeline, the self-hosted runners, and how alpha releases are published. Load-sensitive tests live inLane=Timing; seerelease-gate.mdbefore adding to it.launch-options.mdis the SSOT for every environment variable and command-line argument the client reads, including what each one changes about the run beyond its obvious effect. Read the side-effects column before trusting any measurement. Enforced byLaunchOptionsDocumentationTests: a flag without a row fails the build, and so does a row whose read site was deleted.audit/contains completion and conformance audits.reference/ace-commands.mdpreserves the local ACE server's complete in-game command catalog and points to the authoritative per-command help surface.
Durable memory
../claude-memory/MEMORY.mdindexes the live subsystem memories and the render/physics digests. Read a domain digest before changing that subsystem, especially its DO-NOT-RETRY table.../memory/contains stable engineering references such as the modern rendering pipeline, two-tier streaming, and toolchain notes.
Memory accelerates recall; it does not outrank the canonical documents above. When current truth changes, update the relevant canonical document and distill only the durable lesson into memory.
Historical and deprecated documents
bugs.mdis the April 2026 bug snapshot. It is preserved for archaeology and is not an active ledger.- Dated plans and specs describe the decision at that time. Their completion wording is historical unless the current milestone/roadmap explicitly links the item as active.
- Old
R1→R8architecture sequencing is superseded. Current execution comes from the milestones and strategic roadmap.
Documentation maintenance rules
- Update milestone, roadmap, issue, divergence, architecture, and memory claims in the same commit when a shipped change affects them.
- Keep one issue ID per defect. Narrow an issue in place; do not reuse another issue's number as a shorthand.
- Mark automated, connected, and visual gates separately. An automated pass is not a visual acceptance, and an RDP throughput sample is not a local-display visual comparison.
- Preserve research history, but remove stale “current/next” claims from living documents once the state advances.