Match retail's update ordering so object animation, particles, and scripts advance before inbound teleport state is applied. Separate input-originated movement from post-network autonomous position output, and reconcile presentation without a second physics tick so recall cannot resume after arrival. Co-authored-by: OpenAI Codex <codex@openai.com>
60 KiB
Retail projectile, PhysicsScript, and portal-effect pseudocode
Date: 2026-07-13 Build: Sept 2013 EoR retail client, matching named PDB/decomp Purpose: Oracle for the acdream inbound missile and DAT-driven VFX port.
This note translates the named retail functions into implementation-oriented
pseudocode before any C# port. Addresses refer to
docs/research/named-retail/acclient_2013_pseudo_c.txt. Retail remains the
behavioral oracle; ACE, ACViewer, and Holtburger are interpretation and wire
cross-checks only.
1. PhysicsDesc wire order
Oracle: PhysicsDesc::UnPack at 0x0051DDD0.
unpack PhysicsDesc:
destroy prior owned buffers
bitfield = read u32
state = read u32
if bitfield has Movement (0x00010000):
length = read u32
movementBytes = read length bytes
if length > 0: autonomousMovement = read u32
else if bitfield has AnimationFrame (0x00020000):
animationFrame = read u32
if Position (0x00008000): position = unpack Position
if MTable (0x00000002): motionTableId = read DID
if STable (0x00000800): soundTableId = read DID
if PeTable (0x00001000): physicsScriptTableId = read DID
if CSetup (0x00000001): setupId = read DID
if Parent (0x00000020): parentGuid, locationId = read u32, u32
if Children (0x00000040):
count = read u32
repeat count: childGuid, childLocationId = read u32, u32
if ObjScale (0x00000080): objectScale = read f32
if Friction (0x00000100): friction = read f32
if Elasticity (0x00000200): elasticity = read f32
if Translucency (0x00040000): translucency = read f32
if Velocity (0x00000004): velocity = read vec3 f32
if Acceleration (0x00000008): acceleration = read vec3 f32
if Omega (0x00000010): omega = read vec3 f32
if DefaultScript (0x00002000): defaultScriptType = read u32
if DefaultScriptIntensity (0x00004000): defaultIntensity = read f32
timestamps = read exactly nine u16 values in this order:
Position, Movement, State, Vector, Teleport,
ServerControlledMove, ForcePosition, ObjDesc, Instance
align cursor to four bytes
Absent optional values are semantically different from present zero values and
must remain nullable in the parsed representation. ACE's
PhysicsDescriptionFlag, and Holtburger's object-description reader, confirm
the same order and nine-value timestamp tail.
2. Installing a PhysicsDesc
Oracle: CPhysicsObj::set_description at 0x00514F40 and
CPhysicsObj::InitDefaults at 0x005139D0.
InitDefaults(setup):
if setup.DefaultScript != 0: play that direct PhysicsScript DID
if setup.DefaultMotionTable != 0: install it
if setup.DefaultSoundTable != 0: replace sound table
if setup.DefaultPhysicsScriptTable != 0: replace typed-effect table
if object is static:
set HasDefaultAnim / HasDefaultScript as appropriate
register static animation when either applies
set_description(desc):
install motion table
release current sound table
if desc.SoundTable != 0: load it
release current PhysicsScriptTable unconditionally
if desc.PeTable != 0: load it
install movement buffer or placement frame
set_state(desc.State, applySideEffects=true)
install scale, valid friction, elasticity, translucency
set_velocity(desc.Velocity)
install desc.Omega
install typed default-script type and intensity
copy all nine timestamps into the object's update-time array
The network PeTable therefore overrides the Setup table even when the network
value is absent/zero: a live object does not fall back to the Setup table after
set_description. The network acceleration vector is unpacked but is not
installed here; retail recalculates normal acceleration from physics state.
3. PhysicsState values and state transitions
The values cross-check exactly with ACE's PhysicsState enum:
Static=0x1, Ethereal=0x4, ReportCollisions=0x8,
IgnoreCollisions=0x10, NoDraw=0x20, Missile=0x40,
Pushable=0x80, AlignPath=0x100, PathClipped=0x200,
Gravity=0x400, Lighting=0x800, ParticleEmitter=0x1000,
Hidden=0x4000, ScriptedCollision=0x8000,
HasPhysicsBsp=0x10000, Inelastic=0x20000,
HasDefaultAnim=0x40000, HasDefaultScript=0x80000,
Cloaked=0x100000, ReportAsEnvironment=0x200000,
EdgeSlide=0x400000, Sledding=0x800000, Frozen=0x1000000
Oracle: CPhysicsObj::set_state at 0x00514DD0 and
CPhysicsObj::set_hidden at 0x00514C60.
set_state(next):
changed = current XOR next
current = next
if Lighting changed:
initialize or destroy part-array lights
if NoDraw changed:
apply set_nodraw before Hidden handling
if Hidden changed:
set_hidden(next has Hidden)
set_hidden(true):
set Hidden
resolve PS_Hidden at intensity 1 through current table; enqueue it
set every attached child NoDraw and update its part array
if ReportCollisions: end reporting and clear the bit
set IgnoreCollisions
hide root object in its cell/render world
set_hidden(false):
clear Hidden
resolve PS_UnHide at intensity 1 through current table; enqueue it
clear every attached child's NoDraw, unconditionally as retail does
clear IgnoreCollisions
if ReportCollisions is clear: set it and start reporting
enter/unhide root part array and cell object
CPhysicsObj::CPhysicsObj at 0x005123F0 initializes state to
0x00400C08 (the assignment is at 0x00512508). That value is
EdgeSlide | Lighting | Gravity | ReportCollisions; it does not contain
Hidden (0x00004000). Consequently, an ordinary initially-visible
CreateObject does not call set_hidden and must not manufacture an UnHide
script. UnHide occurs only for a real state-bit transition from Hidden to
visible, while an explicit F755 UnHide remains a separate typed effect packet.
Hidden is never object destruction: scripts and particles continue to exist
while the mesh and interaction surface are suppressed.
SmartBox::DoSetState at 0x004520D0 applies the state only when its u16
timestamp is newer using the retail wrap-safe comparison.
The same comparator is used by State, Vector, Movement, Position, and related
timestamp-gated channels (SmartBox::DoVectorUpdate at 0x004521C0 is the
second executable cross-check):
is_newer(incoming:u16, stored:u16):
distance = abs((int)incoming - (int)stored)
if distance > 0x7FFF:
return incoming < stored
return stored < incoming
Equality is stale. Up through a distance of 0x7FFF, the numerically higher
stamp wins. At exactly 0x8000 and throughout the wrap half, the numerically
lower stamp wins. This exact boundary must be ported; a generic half-range
subtraction helper can choose the opposite result at 0x8000.
3.1 Event freshness and object generations
Additional oracles:
SmartBox::HandleReceivedPositionat0x00453FD0SmartBox::HandleObjDescEventat0x00453340andSmartBox::UpdateVisualDescat0x00451F40SmartBox::HandleDeleteObjectat0x00451EA0
on CreateObject(desc):
if no live generation: copy all nine desc timestamps wholesale
else if desc.Instance is newer: begin a new generation and replace all nine
else if current Instance is newer: reject the stale CreateObject
else: keep the object and route each PhysicsDesc branch through its
ordinary per-channel handler; do not authorize the whole snapshot
on State / Vector / Movement / ObjDesc:
require the exact live Instance
require a strictly newer channel timestamp
apply only after both gates pass
on DeleteObject:
reject unconditionally when guid is the local player
require the exact live Instance before either object projection is removed
on ParentEvent(parent, child):
require the parent's exact live Instance
strictly advance the child's Position timestamp
apply parent + placement without creating a second position counter
on PickupEvent(object):
require the exact live Instance
strictly advance the shared Position timestamp
unparent and leave the world, retaining the object and its timestamps
on Position(localPlayer):
require the exact live Instance
if ForcePosition is newer:
store ForcePosition
if incoming Teleport exactly equals stored Teleport:
assign Position directly, even when equal or older
preserve the current heading
do not advance Teleport
BlipPlayer via SetPositionSimple (preserve active motion, velocity,
contact state, and PositionManager stick)
if Contact AND OnWalkable are set and position is valid:
send PositionEvent immediately from the post-blip canonical Position
return
tentatively advance Position, requiring strictly newer
if stored Teleport is newer than incoming Teleport:
restore the old Position timestamp and reject
if incoming Teleport is newer: advance Teleport
PositionPack supplies placement 0 and velocity (0,0,0) when their flags are absent
unset the parent
if the object has no active animations: apply the decoded placement id
if object is remote: MoveOrTeleport receives the decoded velocity
else if Teleport advanced: teleport player and explicitly zero velocity
else: constrain/interpolate without installing packet velocity
apply the position
PositionPack::UnPack at 0x00516740 is the source of the absent-as-zero
defaults; retaining a prior placement or remote velocity when the wire flag is
absent is not retail behavior. The immutable parsed type still preserves
presence so diagnostics and conformance tests can distinguish absent from an
explicit zero. HandleReceivedPosition consumes those defaults only after the
timestamp gate admits the normal path. ForcePosition returns before placement
or packet velocity is consumed and therefore preserves the player's live
heading and velocity.
SmartBox::HandlePlayerTeleport at 0x00452150 handles standalone F751:
on PlayerTeleport(sequence):
if sequence is older than current Teleport timestamp: reject
equality and newer sequences are accepted
enter the waiting/portal state
do not advance Teleport here
The accepted destination Position packet advances TELEPORT_TS. Parsing F751
must therefore never publish its sequence directly into outbound AP state.
Retail queues a packet whose Instance belongs to a not-yet-created future
generation. ParentAttachmentState now does so for ParentEvent, retaining the
parent generation through atomic object replacement. Until LiveEntityRuntime
owns the complete mixed pending queue, acdream still drops future Movement,
Position, State, Vector, Pickup, Delete, and ObjDesc packets without touching
the current generation (AD-32); critically, it never adopts the future Instance
into the current object.
4. Direct and typed effect packets
Oracles:
SmartBox::HandlePlayScriptIDat0x00452020SmartBox::HandlePlayScriptTypeat0x00452070
F754 direct packet: targetGuid:u32, physicsScriptDid:u32
F755 typed packet: targetGuid:u32, scriptType:u32, intensity:f32
on either packet:
if target object is not materialized:
QueueBlobForObject(targetGuid, whole packet) and return queued
if F754: play direct PhysicsScript DID
if F755: resolve type+intensity through target's current table, then play
The queue preserves packet order. F754 never goes through the table. F755 must
preserve unknown raw type values and the incoming float bits until resolution.
ACE's GameMessageScript confirms the 16-byte opcode+GUID+type+float F755 wire
shape.
Synthetic, non-DAT packet fixtures fixed for the parser port are:
F754: 54 F7 00 00 | 42 00 00 50 | 99 00 00 33
opcode GUID 50000042 script DID 33000099
F755: 55 F7 00 00 | 42 00 00 50 | A5 A5 A5 A5 | 34 12 C0 7F
opcode GUID 50000042 unknown raw type NaN payload bits
Step 1 consumes these in parser tests so exact packet lengths and raw float bits are exercised. Step 3 constructs synthetic raw Animation and PhysicsScript fixtures through the compatibility-reader tests; no copyrighted installed-DAT bytes are committed.
5. PhysicsScriptTable selection
Oracles:
PhysicsScriptTable::GetScriptat0x00521E40PhysicsScriptTableData::GetScriptat0x00521A20
resolve(type, intensity):
data = hash lookup by exact type
if absent: invalid DID
for entry in stored DAT order:
if intensity <= entry.Mod:
return entry.ScriptId
return invalid DID
Mod is an upper threshold, not a random weight. Do not sort entries and do
not fall back to the first. Equality matches. Matching x86 at 0x00521A3B
uses test ah, 0x41; jnp return: one tested status bit means intensity is less
than the entry (C0) or equal to it (C3), while unordered/NaN sets both tested
bits and continues. NaN therefore resolves to no script; an intensity above
every stored threshold also resolves to no script. Consequently negative
infinity selects the first finite threshold, while positive infinity and NaN
select none; the resolver must preserve and compare the incoming float rather
than blanket-rejecting all non-finite values.
6. ScriptManager queue
Oracles:
ScriptManager::AddScriptInternalat0x0051B310ScriptManager::NextHookat0x0051B3F0ScriptManager::UpdateScriptsat0x0051B480
PhysicsScript::UnPack at 0x005218B0 first sorts its decoded hook records
by ascending StartTime with PhysicsScriptData::Sort at 0x00521600.
This sort applies to PhysicsScript hook time, not to PhysicsScriptTable Mod
thresholds (which must remain in stored DAT order).
add(script):
node = new ScriptData
node.start = queue empty
? Timer.current
: tail.start + tail.script.length
append node, including duplicate script/owner pairs
if it became the head:
hookIndex = -1
nextHookTime = node.start + firstHook.start
update:
while a current node exists and currentTime >= nextHookTime:
hook = NextHook()
if hook exists:
execute hook against owner object
else:
pop and release completed head
initialize next node or mark queue empty
Each owner has one serial FIFO, not a deduplicated set or a concurrent list. Different owners have independent queues. A long frame executes all hooks that became due, in order.
7. CallPES and default-script hooks
Oracle: CPhysicsObj::CallPES at 0x00511AF0.
CallPES(scriptDid, maximumPause):
if maximumPause < 0.0002 seconds:
if object is in a cell: enqueue script immediately
else:
delay = uniformRandom(0, maximumPause)
insert a timed CALL_PES object hook at the head of the object-hook list
when due, enqueue the PhysicsScript on this owner's FIFO
The timed object-hook list is traversed head-to-next. Multiple delayed CallPES hooks are therefore observed newest-first until their individually randomized times become due; this is separate from the PhysicsScript owner's serial FIFO.
DefaultScriptHook resolves the owner's PhysicsDesc default type/intensity.
DefaultScriptPartHook locates the child attached at the requested parent part
and resolves the child's own table/default, not the parent's.
8. Particle emitter semantics
Oracles:
CreateBlockingParticleHook::Executeat0x00526EF0ParticleManager::CreateBlockingParticleEmitterat0x0051B8A0
CreateBlockingParticle inherits the complete CreateParticle payload:
emitterInfoDid, partIndex, offsetFrame(position+orientation), logicalEmitterId
normal CreateParticle:
nonzero logical id replaces the existing live emitter with that id
zero id creates a new anonymous emitter
blocking CreateParticle:
if nonzero logical id names a live emitter: do nothing and return 0
otherwise create exactly as normal
"Blocking" does not pause the animation sequencer. The current Chorizite.DatReaderWriter model omits this inherited payload and can misalign the following hook, so acdream needs one centralized raw-hook compatibility reader for PhysicsScript and Animation files. Ordinary hook types remain delegated to the package decoder.
The complete offset Frame must be decoded and retained for schema fidelity,
but retail particle emission consumes only its origin. Particle::Init at
0x0051C930 adds that origin to the particle start point and transforms the
translation plus emitter vectors through the current owner part/root frame; it
does not read the hook-offset quaternion. ParticleEmitter::UpdateParticles
at 0x0051D180 then chooses either the saved start frame or the current live
part/root frame according to the DAT parenting mode.
Emitter attachment is therefore evaluated as:
ownerFrame = partIndex == -1 ? rootWorld : animatedPartLocal * rootWorld
anchorPosition = transformPoint(hookOffset.origin, ownerFrame)
The hook-offset quaternion is not applied to particle emission unless a different retail hook consumer proves otherwise. For non-parent-local particles, only future emissions follow a moving anchor; already-born particles remain in world space. Parent-local particles continue to follow their owner.
9. Per-frame physics and projectile flags
Oracles:
CPhysicsObj::UpdatePositionInternalat0x00512C30CPhysicsObj::UpdateObjectInternalat0x005156B0CPhysicsObj::update_objectat0x00515D10CPhysicsObj::UpdatePhysicsInternalat0x00510700CPhysicsObj::calc_accelerationat0x00510950CPhysicsObj::get_object_infoat0x00511CC0Frame::set_vector_headingat0x00535DB0
update_object:
if parented, out of world, or Frozen:
clear transient Active and return without an object tick
elapsed = Timer.current - update_time
PhysicsTimer.current = update_time
if elapsed <= 0.0002 seconds:
update_time = Timer.current
return
if elapsed > 2 seconds:
update_time = Timer.current
return
while elapsed > MAX_QUANTUM (1/5 second):
PhysicsTimer.current += MAX_QUANTUM
UpdateObjectInternal(MAX_QUANTUM)
elapsed -= MAX_QUANTUM
if elapsed > MIN_QUANTUM (1/30 second):
PhysicsTimer.current += elapsed
UpdateObjectInternal(elapsed)
update_time = PhysicsTimer.current
UpdateObjectInternal(dt):
UpdatePositionInternal(dt, candidateFrame)
if Setup has one or more physics spheres:
align path when applicable
sweep/transition from committed frame to candidate frame
commit transition result and update children
else:
commit candidate frame directly; do not create a dummy-sphere sweep
update detection/target/movement/position managers
ParticleManager.UpdateParticles()
ScriptManager.UpdateScripts()
UpdatePositionInternal(dt, candidateFrame):
unless Hidden:
advance part array / animation and produce its frame offset
apply PositionManager offset even when Hidden
combine object root frame with animation offset
unless Hidden: UpdatePhysicsInternal(dt, candidateFrame)
process timed object hooks even when Hidden
UpdatePhysicsInternal(dt, frame):
speedSquared = dot(velocity, velocity)
if speedSquared > 0:
if speedSquared > 50^2: normalize velocity and clamp to 50
calculate friction using dt and the clamped pre-friction speedSquared
if speedSquared < (0.25^2 + 0.0002): zero velocity
frame.position += velocity*dt + 0.5*acceleration*dt^2
velocity += acceleration*dt
frame.rotation = globalRotate(frame.rotation, omega*dt)
calc_acceleration:
if transient has Contact AND OnWalkable AND state lacks Sledding:
acceleration=0 and omega=0
else if Gravity is clear: acceleration=0 (omega is preserved)
else acceleration=(0,0,PhysicsGlobals.gravity)
The Sledding constant (0x00800000) in calc_acceleration is confirmed from
matching-binary disassembly at 0x00510961; the named lift misidentified it as
a string address. The near-stop test is deliberately based on the original or
50-unit-clamped speedSquared, not a speed recomputed after friction.
The same matching executable resolves the update_object globals that the
named lift displays as zero: MAX_QUANTUM is 0.2 seconds and MIN_QUANTUM is
1/30 second. Thus a long but valid frame is replayed as 0.2-second catch-up
steps, a final remainder at or below 1/30 second stays accumulated for the next
tick, and a gap above 2 seconds is discarded instead of simulating a huge
projectile jump.
AlignPath uses the full normalized 3D movement vector through
Frame::set_vector_heading; it is not yaw-only.
get_object_info adds transition flag 0x8 when PhysicsState.Missile is set.
That is PathClipped behavior. It does not add PerfectClip, so ordinary missiles
must not implicitly arm PerfectClip.
10. Missile collision exclusion
Oracle: OBJECTINFO::missile_ignore at 0x0050CEB0.
missile_ignore(other):
if other is a missile: ignore
if moving object is not a missile: do not ignore
if other.id == designatedTargetId: do not ignore
if other is ethereal and has a weenie: ignore
if designatedTargetId != 0 and other is a creature: ignore
otherwise collide
The moving object's target ID initializes to zero. The client must not infer it from the currently selected UI target.
Retail builds the transition sweep from Setup physics spheres when present,
scaled by object scale. Although the lower-level transition routine has a
dummy-sphere path, ordinary UpdateObjectInternal does not call transition
when GetNumSphere() == 0; it commits the frame without a collision sweep.
Projectile shape selection must therefore come from Setup data, not a
mesh-size guess or a synthesized dummy radius.
11. Installed-DAT and fixture audit
The installed DAT files at C:\Turbine\Asheron's Call are private
interoperability inputs and are not copied into the repository. The audit is
reproducible with:
dotnet run --project tools/ProjectileVfxAudit/ProjectileVfxAudit.csproj -c Release
The command is a conformance gate: missing required assets, changed hashes or sphere shapes, parse failures, a changed recall-motion closure, or a changed raw CreateBlocking inventory produce a nonzero exit code.
The projectile WCID mapping comes from the local ACE weenie corpus at
C:\Users\erikn\source\repos\acdream\references\weenies(single file).json
by selecting WCIDs 300, 305, 7276-7282, and 23144 and reading DID properties
Setup (1) and PhysicsEffectTable (22).
| WCID | Name | Setup | PhysicsScriptTable |
|---|---|---|---|
| 300 | Arrow | 0x02000124 |
0x3400002B |
| 305 | Quarrel / crossbow bolt | 0x0200012A |
0x3400002B |
| 7276 | Acid Stream | 0x020003F6 |
0x34000082 |
| 7277 | Flame Bolt | 0x0200040D |
0x34000005 |
| 7278 | Force Bolt | 0x0200087D |
none in template |
| 7279 | Frost Bolt | 0x020003F4 |
0x34000080 |
| 7280 | Lightning Bolt | 0x02000880 |
0x34000081 |
| 7281 | Shockwave | 0x020003FA |
none in template |
| 7282 | Whirling Blade | 0x020003FC |
none in template |
| 23144 | Tusker Fist | 0x02000EAE |
none in template |
11.1 Collision shapes
Every audited projectile Setup has exactly one ordinary sphere and no cylinder spheres. A sphere has a Setup-local origin and radius, not an orientation.
| Setups | Sphere origin | Radius (world units) |
|---|---|---|
| Arrow, quarrel, acid, flame, frost, shockwave, whirling blade, Tusker Fist | (0, 0, 0) |
0.10 |
Lightning Bolt 0x02000880 |
(0, 0, 0) |
0.15 |
Force Bolt 0x0200087D |
(0, -0.165, 0.1045) |
0.102 |
This pins a one-sphere invariant for the required projectile set, but disproves a centered-sphere shortcut: Force Bolt's sphere is offset. Step 6 must preserve the Setup-local origin and multiply both origin and radius by object scale.
11.2 Projectile table order and chains
The relevant entries, in stored order, are:
- Arrow/quarrel table
0x3400002B: Create(1 -> 0x33000719), Destroy(1 -> 0x33000233), and DisappearDestroy(1 -> 0x33000302). It has no Launch or Explode entry. - Flame table
0x34000005: ProjectileCollision(1 -> 0x33000109); Launch(0 -> 0x3300011B, 0.5 -> 0x3300011C, 1 -> 0x3300011D); Explode(0 -> 0x3300011E, 0.5 -> 0x3300012B, 1 -> 0x33000120). - Frost
0x34000080: collision0x33000109, Launch0x330008BF, Explode0x33000119, each at threshold 1. - Lightning
0x34000081: collision0x33000109, Launch0x330008C0, Explode0x3300013E, each at threshold 1. - Acid
0x34000082: collision0x33000109, Launch0x330008C2, Explode0x33000132, each at threshold 1. - Tusker Fist has no network/template table, but its Setup
0x02000EAEcarries directDefaultScript=0x33000D77. Setup initialization therefore runs that direct PES: Scale, CreateParticle emitter0x3200071Bon part 0, and SoundTable, all at time zero.
The Launch scripts contain CreateParticle trails plus sound-table hooks; the collision script contains SetLight; Explode scripts contain particles and sound. This confirms that physical and spell missiles use the same generic PhysicsScript/hook sinks rather than a special render-only trail path.
11.3 Recall and Hidden/UnHide
0x10000153 is the ACE/local-DAT motion command, not an Animation DID. In the
human MotionTable 0x09000001, the NonCombat link resolves it to Animation
0x030009BF, frames 0..end at 9.96 frames/second. At frame 16 that
Animation directly creates emitter 0x3200078E, attached to root part -1
with logical ID 19 and zero offset, then plays SoundTweaked hooks at frames 16,
46, 76, and 116. There is no CallPES in this human recall chain. Other local
creature MotionTables resolve the same command to 0x03000047, 0x0300098F,
or a 0x03000C34 -> 0x030009BF -> 0x03000C34 sequence.
Installed tables containing both typed transitions group into two asset pairs:
- Tables
0x34000004,0x34000064,0x34000066,0x34000076,0x34000095,0x340000B2,0x340000B4,0x340000C9,0x340000CA,0x340000CB,0x340000CD, and0x340000D1: UnHide(1 -> 0x3300032F), Hidden(1 -> 0x33000331). - Tables
0x34000063,0x340000A9,0x340000B9, and0x340000BB: UnHide(1 -> 0x330002E0), Hidden(1 -> 0x330002F3).
This installed metadata also validates the table comparison recovered from x86: state transitions call intensity 1 and the entries have Mod 1, so equality must match.
11.4 CreateBlocking and fixture provenance
An aligned raw retail-layout scan finds CreateBlocking hooks in PhysicsScripts
0x33000AEA through 0x33000AF8 inclusive and none in Animations. The scan
validates the type, a retail direction value, and the 0x32xxxxxx emitter DID
prefix directly from raw bytes, so the defective stock decoder cannot skip or
misalign a following hook. The repository commits only synthetic,
noncopyrighted fixtures:
tests/AcDream.Core.Net.Tests/Messages/ProjectileVfxPacketFixtures.cs: exact F754/F755, a broad projectile-field CreateObject, isolated Movement and AnimationFrame branches, and absent-versus-present-zero PeTable shapes. Step 1 tests include truncation at each gated cursor.tests/AcDream.Content.Tests/Vfx/ProjectileVfxDatFixtures.cs: a synthetic raw PhysicsScript and Animation container, each containing a complete CreateBlocking payload followed by an AnimationDone hook at the exact expected cursor.RetailDatLoaderTestsverifies both corrected containers, ordinary-hook parity with the package decoder, malformed-entry rejection, and representative installed blocking scripts.
Representative installed raw-entry identities are pinned as metadata, not copied bytes:
| DID | Length | SHA-256 |
|---|---|---|
Arrow Setup 0x02000124 |
812 | 630D19A9C79137F7BA90D01448B03E8F44D655FF77A4725792CB5660930A079E |
Quarrel Setup 0x0200012A |
776 | ED529E834CC1799B5655549200F7D1060FB62A707988E7B7D4FBED2D9C4BA0D1 |
Force Bolt Setup 0x0200087D |
344 | B30469764673F55BCBB4F123559256299C34D819974EAB42AC476E3FEED6EAE8 |
Flame table 0x34000005 |
88 | 86906B0EDDC9AA2242091EAC7A22C88FB2150F0773B6CCA1FA5E4AAEAFF2A386 |
Recall Animation 0x030009BF |
143560 | 21EF99FE5A760216AF48946B9C41D0FA7E4B94297B8DEC8B91C41BB8C7A0D02D |
Blocking PES 0x33000AEA |
64 | C0D75973ADB55386ED6AC860C6D08EC43862ABE8CE07AC4E942EBA31DAF61320 |
Tusker Fist default PES 0x33000D77 |
108 | 9F27628BDEA6B05C95CFADD037746AB380542DF8B040265EF881B3366CB8E12E |
ACE's current SpellProjectile.Setup cross-check confirms that server-created
spell projectiles set ReportCollisions, Missile, AlignPath, and PathClipped;
rotating projectile definitions instead set omega and clear AlignPath. On
impact ACE broadcasts authoritative SetState, typed effect scripts, velocity
zero, and eventual deletion. The client therefore predicts presentation but
does not invent impact or destruction.
The recall Animation's direct DAT hooks must be executed rather than replaced with a guessed cloud. Hidden/UnHide state transitions and explicit typed scripts remain distinct packet-driven events. A normal visible spawn alone is not evidence for an UnHide materialization effect; the observer portal-in sequence remains a final two-client packet/visual gate.
11.5 Step 8 implementation boundary
The port keeps raw wire state and side-effect-derived final state separate.
LiveEntityPresentationController drains accepted state transitions only after
the renderer, effect profile, and PhysicsScript owner are ready; pending mixed
F754/F755 packets replay after that construction-state drain. Hidden removes
the retained entity from drawing, collision, radar, picking, status, and new
target acquisition, but does not unregister its record, cell, script queue,
particles, lights, or canonical local ID. Attached children receive the exact
direct NoDraw mutation.
The Hidden update is a narrow tick, not a frozen entity. In
CPhysicsObj::UpdatePositionInternal (0x00512C30) Hidden skips PartArray
root-motion/animation advancement and UpdatePhysicsInternal, but still
composes PositionManager::adjust_offset and processes timed object hooks.
The surrounding UpdateObjectInternal (0x005156B0) then continues the
target, movement, and position-manager tails. A moving Hidden local or remote
therefore updates its root/cell and effect-pose snapshot without accepting
input, gravity, or ordinary body integration.
Retail CObjCell::hide_object (0x0052BE30) also sends DetectionManager
LeftDetection. DetectionManager is not yet ported, so TS-49 records the one
explicit adaptation: acdream sends the existing TargetManager non-Ok
availability edge to tear down MoveTo/Sticky consumers and clears the hidden
object's watched-role subscriptions.
Fresh remote TELEPORT_TS, or first placement while the canonical cell is
zero, follows MoveOrTeleport Branch A before its contact test:
CancelMoveTo(0x3c)
UnStick
StopInterpolating
UnConstrain
ClearTarget + NotifyVoyeurOfEvent(Teleported)
report_collision_end
SetPosition the same body at received full cell + frame through CTransition
derive Contact/OnWalkable/contact plane and ground-transition state
This order is required even for an airborne packet; the ordinary airborne no-op is only a Branch B/C decision and cannot undo a genuine teleport. A canonical nonzero cell whose spatial projection is unavailable is classified as cell-less for this decision: it cannot take the ordinary interpolation path without a resident cell.
If the destination landblock is pending, RemoteTeleportController parks the
authoritative frame without contact, retains the original contact edge, and
waits for projection visibility. The request is scoped to live generation and
accepted PositionSequence. Every newer accepted Position packet refreshes that
same request; hydration collision-seats only the latest sequence, while delete,
reset, or GUID reuse discards the old incarnation's placement.
SetPositionInternal captures the old Contact/OnWalkable flags at entry. It
writes destination Contact while retaining the source OnWalkable bit for the
first calc_acceleration, then invokes set_on_walkable (therefore
HitGround/LeaveGround), and only then calls handle_all_collisions at
0x005154FE. Retaining source walkability through that first calculation
matters for a grounded source that hydrates onto a steep contact: retail clears
grounded angular drift before installing the destination's non-walkable state.
The callback may change velocity, so collision response must consume that
post-callback velocity while still receiving the captured source flags. This
ordering is shared by loaded teleports and local/remote Hidden PositionManager
movement. A Hidden projectile that shares the same RemoteMotion body also uses
this narrow manager tick once; projectile integration remains paused.
If projection hydration occurs but placement resolution fails, the visibility
edge cannot be treated as a retry clock. The controller restores the captured
source body frame, full cell, contact state, and projection, then drops the
pending request. A resident source restores its shadow immediately; an unloaded
source delegates one generation-scoped restore to
LiveEntityPresentationController, the same owner used by Hidden/UnHide, until
that projection returns. Before any newer accepted placement rebuckets, it
transfers the deferred restore into an explicit active-placement generation,
including while Hidden. That ownership remains active for the complete pending
lifetime, so any number of intervening Hidden/UnHide or visibility edges cannot
restore an unresolved pose. Only the controller's stable completion clears it:
the placement either restores after successful collision seating, re-defers its
captured source after failure, or hands a stable Hidden result back for UnHide.
A same-incarnation MovementManager/runtime rebind cannot replace the canonical
physics body or discard the typed placement contract. A wrapper replacement
around that same body is adopted by the pending request before hydration, so
component rebinding cannot strand active-placement ownership. Operational
component clearing removes the wrapper, not the incarnation's body identity or
placement requirement; only logical teardown releases those invariants. The
production wrapper's body is constructor-owned and immutable, and hydration
validates both pending/current wrappers against the record's captured body. A
malformed dynamic wrapper is detached and the canonical body is rolled back.
Every runtime-binding boundary reads the wrapper's Body exactly once, validates
that local snapshot, and installs the same reference into the live record.
A cell-less source withdraws the projection and publishes the final
invisible presentation edge. Spatial rebucketing removes
and places atomically, visibility transitions commit their new set first and
drain through a non-reentrant FIFO, and LiveEntityRuntime rejects delayed
duplicates against its last logical state. A rollback triggered by a
destination-visible callback therefore cannot expose remove/add pulses or be
overwritten by the outer notification.
A newer loaded destination that fails placement consumes the original pending
request and performs the same rollback. Logical teardown is independently
failure-isolated across presentation, effects, teleport, movement/target,
shadow, and light owners; session reset clears pending teleport state even when
another teardown callback throws.
12. Secondary-reference cross-checks
The following secondary implementations were inspected after the named-retail oracle. They confirm wire/schema or server-authority details; none overrides a retail disagreement:
- ACE
Source/ACE.Entity/Enum/PhysicsDescriptionFlag.csandSource/ACE.Entity/Enum/PhysicsState.csconfirm PhysicsDesc gates and state bits. - ACE
Source/ACE.Server/Network/GameMessages/Messages/GameMessageScript.csconfirms F755's opcode/GUID/raw type/float layout. - ACE
Source/ACE.Server/WorldObjects/SpellProjectile.csconfirms the server creates missile bodies and remains authoritative for impact state, effect, vector correction, and deletion. - Holtburger
crates/holtburger-protocol/src/messages/object/messages/description.rsconfirms PhysicsDesc field order and the nine trailing sequences. - ACViewer
ACViewer/Entity/AnimationHooks/CreateParticleHook.csandACViewer/Physics/Scripts/PhysicsScriptTableData.cswere used as schema interpretation aids only; their behavior is not substituted for retail's blocking-emitter or stored-order threshold rules.
Repository links:
- https://github.com/ACEmulator/ACE/blob/master/Source/ACE.Entity/Enum/PhysicsDescriptionFlag.cs
- https://github.com/ACEmulator/ACE/blob/master/Source/ACE.Entity/Enum/PhysicsState.cs
- https://github.com/ACEmulator/ACE/blob/master/Source/ACE.Server/Network/GameMessages/Messages/GameMessageScript.cs
- https://github.com/ACEmulator/ACE/blob/master/Source/ACE.Server/WorldObjects/SpellProjectile.cs
- https://github.com/merklejerk/holtburger/blob/main/crates/holtburger-protocol/src/messages/object/messages/description.rs
- https://github.com/ACEmulator/ACViewer/blob/master/ACViewer/Entity/AnimationHooks/CreateParticleHook.cs
- https://github.com/ACEmulator/ACViewer/blob/master/ACViewer/Physics/Scripts/PhysicsScriptTableData.cs
13. Port invariants
- Server GUID is translated once to a canonical local entity ID before an effect reaches render, audio, light, translucency, or particle sinks.
- Logical entity creation/destruction is separate from spatial rebucketing.
- Server Position/Vector/State/Delete packets remain authoritative.
- No client-side impact, explosion, damage, or deletion is synthesized.
- Presentation frame ordering is fixed: advance animation/root motion,
publish indexed parts, compose equipped children, drain animation hooks,
refresh attached emitters/lights, advance particle simulation, tick owner
PhysicsScripts, dispatch inbound network events, run the post-inbound
command-interpreter position check, reconcile spatial derivatives without
advancing time, then draw. The explicit network boundary ports
SmartBox::UseTime @ 0x00455410:CPhysics::UseTimeupdates every object (including its particle and script managers) before SmartBox drains its inbound queue, after whichCommandInterpreter::UseTime @ 0x006B3BF0evaluates AutonomousPosition. Within each object,CPhysicsObj::UpdateObjectInternal @ 0x005156B0updatesParticleManagerbeforeScriptManager, so a particle created by a script begins simulation on the following object frame.
Retail stages animation hooks inside CSequence::update, then executes them
from CPhysicsObj::process_hooks before the new root is committed. The same
update subsequently calls CPhysicsObj::set_frame (0x00514090), which runs
CPartArray::SetFrame and UpdateChildrenInternal; that relocates the newly
parented emitter/held child to the final pose before ParticleManager advances
or anything draws. acdream's explicit publish-then-drain barrier preserves that
observable ordering without exposing a half-committed pose to modern sinks.
6. Hidden suppresses mesh/collision/interaction but does not destroy the effect
owner.
7. DAT assets determine models, colors, timing, and attachment behavior.
8. Every ported branch receives a conformance test and a named-retail citation.
14. Step 5 implementation map (2026-07-14)
EntityEffectPoseRegistryexposes current root and indexed part-local poses throughIEntityEffectPoseSource. The indexed channel contains retail's rigidCPhysicsPartframes, not drawable mesh scale:UpdateParts 0x005190F0multiplies only the animation origin by object scale, whileSetScaleInternal 0x00518A00stores SetupDefaultScaleseparately ongfxobj_scale. Animated entities publish those rigid frames beside their visually scaledMeshRefcomposition; equipped children then publishholdingFrame * parentPart * parentRootplus the child's own indexed part locals. Appearance replacement republishes immediately.AnimationHookFrameQueuecaptures hooks during sequence advance and drains only after equipped-child composition.AnimationDoneandUseTimeremain paired with the sequencer even if its render pose vanished during teardown.ParticleHookSinkbinds each live handle to local owner, exact part index (including root-1), complete offset Frame, logical emitter ID, and render pass. It applies the offset origin throughpartLocal * rootWorld; the retained offset quaternion remains intentionally unused perParticle::Init 0x0051C930.- Normal nonzero logical IDs replace, blocking nonzero IDs suppress while the
old emitter remains live, and zero IDs create anonymously. Natural emitter
retirement releases the logical ID.
StopParticleEmitterretains the ID until that retirement, while destroy removes it immediately. MissingParticleEmitterInfoDAT records log owner + DID and create nothing; the former synthesized generic cloud is removed. - World-released particles retain their emission origin while future emissions
follow the refreshed anchor. Parent-local particles consume the refreshed
anchor for existing particles, matching
Particle::Update 0x0051C290andParticleEmitter::UpdateParticles 0x0051D180. Loaded-to-pending spatial transitions skip particle update/draw under retail's cell-lessupdate_object 0x00515D10gate while retaining the emitter, particles, original absolute creation times, and logical ID. Authoritative pose correction may still refresh the anchor. Re-entry evaluates elapsed particle age/emitter duration once and emits no absent-time backlog; timestamps are not shifted to freeze the effect. - Setup lights retain their complete local
LIGHTINFOframe.LiveEntityLightControllerowns live registration/re-entry and every frameLightingHookSinkcomposes it through the current owner root/cell. Held objects use the child root published afterCPhysicsObj::UpdateChild 0x00512D50; top-level roots follow theirWorldEntity. PhysicsState's Lighting bit andSetLightHookboth drive the same create/destroy state, matchingCPhysicsObj::set_state 0x00514DD0andset_lights 0x0050FCF0. This retires AP-67 and TS-10. Light presentation followsLiveEntityRuntime's final projection edge, so a loaded-to-loaded rebucket does not replay registration and a pending owner contributes no stale light. Attached lights wait for the composed-child-pose barrier before their first registration. - Setup-part indices are retained separately from drawable
MeshRefs; a missing middle GfxObj cannot shift later hook/holding indices. Nested held objects update parent-before-child and compose through the parent's already published child root. The buffers are retained by the attachment owner and reused each frame. - Logical teardown removes queues, emitters, lights, and poses exactly once; rebucketing does not. Pose loss withdraws an attached projection and its descendants while retaining accepted relations for valid later recovery. A post-publish parent-first recovery drain realizes the complete descendant chain, preventing an A→B→C graph from stranding C after B returns. The drain is edge-triggered by object/appearance/pose publication, never a per-frame retry loop for a permanently absent Setup or holding part. Session reset clears captured hooks and live poses through normal owner teardown while retaining DAT-static/synthetic poses. TS-11 and TS-12 are retired with the emitter-binding and live-part mechanisms.
15. Step 6 implementation map (2026-07-14)
ProjectilePhysicsStepperis a pure Core clock/integration/sweep owner. It accepts an already-livePhysicsBody, full cell, Setup-local sphere, local entity identity, and optional authoritative target identity; it owns no renderer, network state, or logical lifetime.ProjectileControllerin the next step will select records and apply authoritative corrections around it.- The shared integrator now uses retail's 0.2-second maximum catch-up quantum
and world-space angular rotation (
Frame::grotate, quaternion delta pre-multiplied). Velocity is clamped to 50 world units/second before integration, acceleration is recalculated from the final PhysicsState each quantum, and AlignPath replaces orientation from the complete three-axis displacement throughRetailFrameMath.SetVectorHeading. - Installed projectile Setup auditing proves the required arrow, bolt, and
representative spell set uses exactly one ordinary collision sphere. The
port retains the complete Setup-local origin and scales both origin and
radius; it therefore preserves Force Bolt's offset
(0, -0.165, 0.1045)and never derives collision size from the mesh. ResolveWithTransitionaccepts the sphere's local origin and begin/end orientations, carries the resulting orientation inResolveResult, skips the moving entity's own shadow, and automatically adds PathClipped for a Missile body. It deliberately does not add PerfectClip.ObjectInfo.MissileIgnoreis the exact0x0050CEB0branch tree. Runtime collision metadata now distinguishes “has a CWeenieObject” from “is a creature”; server-created live entities set the former, while DAT landblock geometry does not. The designated target remains zero until an authoritative wire/runtime source supplies one.- Transition subdivision provides the continuous sweep. Conformance covers
maximum-speed thin sphere and BSP walls, terrain floors, elastic reflection,
inelastic stopping, missiles, ethereal weenies, designated and unknown
creature targets, self exclusion, and loaded landblock crossing. Retail's
transition loop has no arbitrary step-count cap; a 50-unit/second arrow with
a 0.1-unit sphere therefore completes all 100 sweep steps in one 0.2-second
catch-up quantum. On transition failure, the integrated candidate frame is
retained in the current cell and cached velocity is zeroed without running
SetPositionInternalor collision response; transition-local contact, stationary, walkable-polygon, and sliding results are discarded. SuccessfulSetPositionInternalwriteback keeps Contact distinct from OnWalkable: a steep plane can be contact while only normals with Z at or above FloorZ are walkable. Both facts commit before collision response, so a floor impact settles on the following tick without turning a steep hit into ground. - The landblock-crossing test exposed and fixed a shared world-frame rebasing
defect: after the containing cell crosses a 192-metre block boundary, the
carried block origin must move by the same block delta before the next
substep. Retail gets this for free from cell-relative
Position.Frame; acdream now performs the equivalent rebase at the ordered containing-cell retarget, preventing one extra landblock jump per remaining sweep substep. Boundary conformance covers positive and negative X and Y crossings. - TS-2 is retired. AP-83 and AP-91 remain because ordinary missiles are PathClipped and do not arm their dormant PerfectClip time-of-impact paths.
16. Step 7 live integration map (2026-07-14)
The App integration preserves the same retail object across every spatial and network operation:
after materialized CreateObject:
if final PhysicsState has never carried Missile: no projectile component
if Setup does not have the audited one ordinary sphere: diagnose, no guess
otherwise:
construct one PhysicsBody, or adopt the same body already owned by the
object's MovementManager
validate the inbound frame/vectors, canonicalize the outdoor cell,
retain valid friction in [0,1], and clamp elasticity to [0,0.1]
apply velocity through set_velocity (immediate 50-unit/second clamp)
bind it to LiveEntityRecord.ProjectileRuntime
when MovementManager and projectile classification arrive in either order:
bind MovementManager cell reads/writes to this exact live-record incarnation
share its PhysicsBody with ProjectileRuntime
install CreateObject velocity/omega when the ordinary body is constructed
if projectile classification arrives second, preserve that body's CURRENT
vectors/Active state, validate that current body rather than stale
CreateObject vectors, normalize its current cell frame, and translate
its clock to the App game clock without replaying retained vectors;
a safely ignored malformed CreateObject vector cannot veto a later
finite body, while a non-finite current body cannot enter simulation
each frame:
for each canonical live record with a projectile component:
skip/clear Active through update_object when parented, cell-less,
Frozen, Static, or out of world
if the object has a PartArray, clear Active beyond the retail
96-world-unit player-distance boundary; reactivation stamps now
run ProjectilePhysicsStepper with local WorldEntity.Id for self-shadow
exclusion and target id zero
if this exact record generation still owns this exact component:
WorldEntity.SetPosition(resolved body frame)
update orientation and full parent cell
RebucketLiveEntity only when the full cell changed
move the existing collision shadow to the resolved frame
publish the new root to the effect-pose owner
if Missile is now clear and MovementManager exists: that ordinary owner
advances the shared body instead
if Missile is clear with no MovementManager: keep advancing the active
retained CPhysicsObj; collision reads final state, so missile_ignore
and Missile-derived PathClipped are disabled automatically
fresh State/Vector/Position/Movement packet:
reject structurally invalid Position/Vector values before advancing the
snapshot or timestamp, even if Missile classification has not arrived
first pass the existing per-channel retail timestamp gate
State: update the canonical body first, even when missile acquisition is
impossible because Setup or sphere data is unavailable; the accepted
SetState collision flags must never remain only on the live record.
A non-finite local receipt clock does not discard first classification:
bind against the controller's last finite game clock (the clock epoch
is zero before the first frame), while keeping the wire state authoritative.
Update this body without newly activating it; removing Missile
disables missile classification but retains the component/body on this
object. MovementManager becomes the update owner when present;
otherwise the retained active CPhysicsObj continues ordinary physics.
A later Missile state reuses that same current body and cell;
align the projectile clock at that ownership transfer, preserve the
existing Active bit, and never activate a body that was already inactive
Vector: set_velocity + omega on this body; clamp immediately and stamp the
receipt clock only when the packet reactivates an inactive object; if
Missile is currently clear and MovementManager exists, its ordinary
Airborne/LeaveGround funnel owns those writes on the shared body
Position: hard-correct world frame plus canonical wire cell-local frame,
shadow, spatial bucket, and effect pose; do not overwrite velocity
Movement: unpack through the normal MovementManager/animation funnel while
sharing this exact PhysicsBody and the live record's canonical cell;
projectile stepping suppresses the generic remote translation tick,
so there is still only one integrator and one spatial authority
leave_world (pickup/parent):
clear InWorld and Active, withdraw collision shadows but retain their exact
registration payload and the component with the incarnation
fresh Position re-entry restores the same shadows, stamps the current
physics clock, and never consumes the time spent outside the world
loaded/pending transition:
the rebucket result is checked in the same physics quantum
pending clears InWorld/Active and suspends shadows without teardown
hydration restores body/shadow membership even if Missile was cleared while
pending; projectile integration itself remains disabled
landblock rehydration keys materialized movers by LiveEntityRecord.FullCellId,
never by the retained create-time Snapshot.Position
DeleteObject / generation replacement / session reset:
normal LiveEntityRuntime teardown destroys the owning record; the
projectile controller has no second GUID dictionary to clear
ProjectileController runs before animation advancement in the render/update
phase and publishes its current root directly; an animated projectile then
publishes final part poses later in the same frame. PhysicsScript/particle/light
ticks therefore observe the projectile's current predicted root. The controller never
creates impact effects, collision messages, damage, or deletion; ACE's later
packets remain authoritative for every gameplay outcome.
Step 9 — deterministic lifecycle-hardening map (2026-07-14)
Step 9 adds no new AC algorithm and therefore no replacement retail formula. It verifies that the mechanisms above compose without retaining a displaced object incarnation. The acceptance oracle is ownership symmetry:
create 96 live missile/effect owners at a fixed clock and RNG seed
queue F754 before CreateObject
register one canonical live record/local ID
materialize through the ordinary live-entity resource seam
bind the projectile to that record's canonical PhysicsBody
register its collision shadow, effect profile, pose, emitter, and light
advance all owners together
execute the initial PES hook and retain a future hook in each serial FIFO
tick the ordinary ProjectileController path
never create a projectile-specific renderer registration or draw pass
churn spatial residence
rebucket half loaded -> pending -> loaded
unload/reload that destination landblock
retain the exact local ID, body, renderer owner, effect owner, and FIFO
pause/resume particle presentation and dynamic lights at projection edges
churn logical lifetime
rapidly delete 32 owners
recreate the same server GUIDs with a newer INSTANCE_TS
prove the replacement owns new local IDs and no prior-generation resource
mix individual deletes with session reset and never-created pending F754
terminal assertions
zero live/materialized records and null body/projectile/effect/world refs
zero loaded/pending/rescued live projection references
zero render owners and balanced EntitySpawnAdapter mesh refcounts
zero active, retained, and suspended collision-shadow registrations
zero ready effect profiles and pending F754/F755 packets
zero PhysicsScript owner queues, anchors, and delayed CallPES hooks
zero particle emitters/particles/bindings/logical IDs/owner/render-pass maps
zero effect poses and light controller/sink/manager owner maps
repeat the recall/portal lifecycle
resolve exact action motion 0x10000153 through an in-memory MotionTable
drain its animation CallPES through the shared router and serial scheduler
apply Hidden, park authoritative placement in an unloaded destination
hydrate and collision-seat that same body, then apply UnHide
repeat twelve times while retaining one local ID and one logical owner
finish with zero placement, presentation, script, particle, pose, and shadow owners
The stress design exposed five ownership defects rather than masking them:
GpuWorldState::RemoveLandblockcan rescue a persistent player projection before the next frame drains it. Rebucket/delete now scrubs an undrained rescue reference, while the session-scoped persistent GUID classification deliberately survives same-GUID generation replacement and clears only at accepted delete/session teardown.- Spatial visibility callbacks are serialized and can be re-entrant. An old queued GUID edge is now ignored unless it still equals current spatial truth, so deleting/recreating a GUID inside an observer cannot hide or re-register the replacement incarnation. Each rebucket/withdrawal also captures the record reference plus a projection mutation token; an observer that replaces the GUID or reprojects the same record supersedes the outer transaction.
- Logical delete and generation replacement previously tore down spatial and runtime indices by GUID after arbitrary callbacks. Teardown now captures and removes the accepted record before callbacks, removes its exact WorldEntity reference, and clears generation/local-ID owners only when they still belong to that record. A per-GUID mutation epoch prevents an outer CreateObject from resurrecting after a nested delete/reset, while unrelated GUID activity does not cancel it. Its tombstone remains until session clear so nested delete-then-create cannot repeat the outer operation's epoch. A teardown failure is thrown at the runtime boundary even when a nested newer generation supersedes the outer create. Materialization is an atomic boundary: logical mutation from a resource-registration callback is rejected and rolled back, and a replacement registered during old teardown cannot materialize until that teardown ends.
- Session Clear previously snapshotted records while allowing callbacks to register owners outside the snapshot. Registration is now rejected during terminal clear, preventing untracked renderer/script resources; snapshot entries already deleted by an earlier callback are skipped rather than torn down twice.
- Visibility dispatch previously stopped at the first throwing observer. Both spatial and live-presentation fan-outs now drain every subscriber and every queued owner edge before aggregating failures, so one faulty sink cannot strand lights/particles or leak a stale edge into GUID reuse. Rebucket and withdrawal finish their canonical cell, projection, and presentation-index commits before rethrowing those observer aggregates.
The deterministic gate now validates the exact recall action ID and its animation-hook/PES route plus Hidden/remote-placement/UnHide ownership. Installed DAT colors, trail/cloud appearance, remote portal observation, and impact-origin presentation remain visual acceptance items; an in-memory conformance fixture cannot claim pixel appearance.
Corrective visual gate — authored particle geometry (2026-07-14)
Oracle: CPhysicsPart::Draw at 0x0050D7A0, CPhysicsPart::Always2D at
0x0050D8A0, and ParticleEmitter::SetInfo at 0x0051CE90.
particle presentation part = construct a complete CPhysicsPart from emitter GfxObj
Always2D(part):
if part has no degrade table or the table has no entries:
return false
return firstDegrade.DegradeMode != 1
draw particle:
if Always2D(part):
draw the camera-facing degrade presentation
else:
draw every authored mesh polygon and surface through CPhysicsPart::DrawMesh
The installed Armor Self chain proves why this distinction is visible:
PS_ShieldUpGrey resolves through table 0x34000004 to PES 0x3300068F,
whose first four CreateParticle hooks use emitters 0x32000350, 351, 355,
and 356. Their hardware GfxObjs 0x01001666..0x01001669 are mode-1 meshes,
each with five vertices and multiple triangular polygons. Each piece contributes
an apex face meeting near local Z = 2.32 m; together they close the crystal top.
Emitter 0x32000379/GfxObj 0x01001098 is the separate mode-2 additive
billboard. Flattening every GfxObj to one bounding-box quad discards the four
apex pieces and produces the observed open shield.
The App renderer now follows Always2D: full-mesh particles reuse the mandatory
modern GlobalMeshBuffer batches, bindless surface handles, cull modes, and
authored indices; only the 2D case enters the six-index quad path. Mesh ownership
is keyed by the stable particle-emitter handle and releases its WB reference on
the exact EmitterDied lifecycle edge (or renderer teardown before WB teardown).