Promote all seven LayoutDesc 0x21000071 controls to retained buttons, drive link quality, effects, Vitae, and burden from live state, and route Character Information plus end-session confirmation through the shared UI owners. Keep network timing in WorldSession and pin retail thresholds, flash cadence, authored states, and action routing with focused conformance tests. Release build and all 5,807 tests pass with five intentional skips. Connected visual gate pending. Co-authored-by: OpenAI Codex <codex@openai.com>
6 KiB
Retail gameplay indicator bar pseudocode (2026-07-17)
Scope and oracle
This note covers retail LayoutDesc 0x21000071 (gmIndicatorsUI) and its
seven 20x20 children. The behavior oracle is the named Sept-2013 retail
decomp. The retained port continues to use the authored LayoutDesc states and
sprites; code only chooses a state and dispatches the authored input action.
Named retail functions:
gmIndicatorsUI::ListenToElementMessage @ 0x004BFA90gmUIElement_VitaeIndicator::PostInit @ 0x004E5EA0gmUIElement_VitaeIndicator::Update @ 0x004E5FE0gmUIElement_MiniGameIndicator::PostInit @ 0x004E6390gmUIElement_MiniGameIndicator::RecvNotice_BeginGame @ 0x004E6450gmUIElement_MiniGameIndicator::RecvNotice_EndGame @ 0x004E6470gmUIElement_LinkStatusIndicator::SetLinkState @ 0x004E65E0gmUIElement_LinkStatusIndicator::PostInit @ 0x004E66D0gmUIElement_LinkStatusIndicator::UpdateLinkState @ 0x004E6730gmUIElement_LinkStatusIndicator::UseTime @ 0x004E67C0gmUIElement_EffectsIndicator::PostInit @ 0x004E6930gmUIElement_EffectsIndicator::Update @ 0x004E6A50gmUIElement_BurdenIndicator::PostInit @ 0x004E6B80gmUIElement_BurdenIndicator::Update @ 0x004E6CE0LinkStatusHolder::GetConnectionStatus @ 0x00411380LinkStatusHolder::OnHeartbeat @ 0x004113D0gmEffectsUI::SpellEffectMatchesUIType @ 0x004B76C0gmGamePlayUI::RecvNotice_EndCharacterSession @ 0x004EBEA0
The installed retail LayoutDesc establishes the fixed child order and art:
| X | Element | Retail class | Meaning / input action |
|---|---|---|---|
| 5 | 0x100000F8 |
0x10000003 |
link status / LinkStatusPanel |
| 25 | 0x100000F5 |
0x10000002 |
beneficial enchantments / HelpfulSpellsPanel |
| 45 | 0x100000F6 |
0x10000002 |
harmful enchantments / HarmfulSpellsPanel |
| 65 | 0x100000F4 |
0x10000006 |
vitae / VitaePanel |
| 85 | 0x100000F7 |
0x10000001 |
burden / CharacterInformationPanel |
| 105 | 0x100000F3 |
0x10000004 |
mini-game |
| 125 | 0x100000FA |
ordinary button | end character session |
Pseudocode
Link indicator
PostInit:
base.PostInit()
listen to global time notices
semanticLinkState = Good
SetState(Connection_good = 17)
On each global-time notice:
if now - lastUpdate >= 4.0 seconds:
(secondsSinceServerPacket, connected) = GetConnectionStatus()
if !connected or secondsSinceServerPacket >= 40: Disconnected
else if secondsSinceServerPacket >= 20: Bad
else if secondsSinceServerPacket >= 5: Uncertain
else: Good
SetLinkState(result)
lastUpdate = now
if semanticLinkState == Bad and now - lastFlash >= 0.75 seconds:
toggle visual state between Connection_uncertain (18)
and Connection_bad (19)
lastFlash = now
SetLinkState(newState):
if newState == semanticLinkState: return
semanticLinkState = newState
set authored state Good=17, Uncertain=18, Bad=19, Disconnected=20
when entering Bad: lastFlash = now
OnHeartbeat:
lastHeardFromCurrentServer = now
packetLoss = linkAverages.averagePacketLoss
acdream records the last successfully decoded server datagram in
WorldSession; the retained controller reads an immutable link snapshot. This
keeps socket/session facts out of the UI while preserving retail's thresholds
and cadence.
Helpful and harmful effects
On PlayerDesc or enchantment change:
helpfulCount = 0
harmfulCount = 0
for each raw multiplicative/additive enchantment node:
spell = lookup spell metadata
if spell flags contain Beneficial: helpfulCount++
else: harmfulCount++
Helpful button = Normal when helpfulCount > 0, else Ghosted
Harmful button = Normal when harmfulCount > 0, else Ghosted
The indicator counts raw bucket-1/bucket-2 nodes. It does not use the effects panel's later spell-category duel projection.
Vitae
On PlayerDesc or VitaeChanged:
if enchantment registry has Vitae and vitae.modifier < 1.0:
SetState(Normal = 1)
else:
SetState(Ghosted = 13)
Burden / character information
On PlayerDesc or LoadChanged:
if InqLoad fails: load = absent
if load is absent or load < 1.0: SetState(Unencumbered = 14)
else if load < 2.0: SetState(Encumbered = 15)
else: SetState(Heavily_encumbered = 16)
On click:
dispatch CharacterInformationPanel
InqLoad is the existing retail burden ratio:
EncumbranceVal / EncumbranceCapacity(Strength, augmentation).
Mini-game
On BeginGame notice: SetState(Normal = 1)
On EndGame notice: SetState(Ghosted = 13)
The authored ghosted state is rendered now. The notices remain owned by the still-unported mini-game subsystem (existing divergence AP-110), so this task does not manufacture a game-active state from unrelated packets.
End character session
When child 0x100000FA sends Click:
SendNotice_EndCharacterSession(1)
RecvNotice_EndCharacterSession(1):
build the shared logout confirmation dialog using
ID_Client_EndCharacterSessionConfirm
on acceptance, end the character session
The acdream port reuses RetailDialogFactory; acceptance closes the current
client, whose existing WorldSession.Dispose sends retail's graceful
CharacterLogOff and transport Disconnect packets.
Cross-checks and retained boundaries
- The already-ported
BurdenMathmatches retailEncumbranceSystem::EncumbranceCapacity @ 0x004FCC00andEncumbranceSystem::Load @ 0x004FCC40. - The existing enchantment parser preserves the separate Mult, Add, Vitae, and Cooldown registry buckets used by the retail indicator queries.
- ACE/reference source is not present in this worktree. No server behavior is inferred for the strip: state is derived only from packets already parsed by the client, and the named retail client remains the behavior oracle.
- Full Link Status, Vitae, and mini-game panels remain tracked by AP-110. This port does not replace them with an ad-hoc panel.