Add the ClientUISystem ground-object lifecycle, authoritative root and nested ViewContents projections, replacement and close semantics, and the DAT-authored gmExternalContainerUI strip for chests and corpses. Route double-click loot and full or partial drag transfers through the shared retail item policy without optimistic external ownership. Remove the incorrect NoLongerViewingContents behavior from owned side packs and retire AP-106/#196. Release build succeeds and all 5,875 tests pass with five intentional skips. Co-authored-by: OpenAI Codex <codex@openai.com>
698 lines
35 KiB
C#
698 lines
35 KiB
C#
using System;
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using System.Linq;
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using AcDream.Core.Chat;
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using AcDream.Core.Combat;
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using AcDream.Core.Items;
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using AcDream.Core.Net.Messages;
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using AcDream.Core.Player;
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using AcDream.Core.Spells;
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using AcDream.Core.Social;
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namespace AcDream.Core.Net;
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/// <summary>
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/// Central registration point that wires every parsed GameEvent from
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/// <see cref="GameEventDispatcher"/> into the appropriate Core state
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/// class (<see cref="ClientObjectTable"/>, <see cref="CombatState"/>,
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/// <see cref="Spellbook"/>, <see cref="ChatLog"/>).
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///
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/// <para>
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/// Call once at startup (or on reconnect) passing the session's
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/// dispatcher + the state instances you want to feed. The wiring is
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/// additive — if you want to add a custom handler for a specific
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/// event, register it AFTER this helper so it overrides the default.
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/// </para>
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///
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/// <para>
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/// This is the piece that makes Phase F.1's dispatcher go from "a
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/// thing that routes opcodes" to "a thing that actually populates
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/// client state so the UI can redraw". Without this glue every
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/// dispatcher handler had to be written by hand at each call site.
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/// </para>
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/// </summary>
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public static class GameEventWiring
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{
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public static void WireAll(
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GameEventDispatcher dispatcher,
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ClientObjectTable items,
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CombatState combat,
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Spellbook spellbook,
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ChatLog chat,
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LocalPlayerState? localPlayer = null,
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TurbineChatState? turbineChat = null,
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// K-fix7 (2026-04-26): server-sent skill update callback. Fires
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// whenever PlayerDescription's skill table arrives with Run (24)
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// or Jump (22) entries — we only care about those two for
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// movement physics. Caller (GameWindow) plumbs this into the
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// active PlayerMovementController + caches it for the next
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// EnterPlayerModeNow construction.
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//
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// K-fix13 (2026-04-26): the wire's `init` field is ONLY
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// InitLevel (training tier from chargen, per ACE
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// GameEventPlayerDescription.cs:317 "init_level, for
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// training/specialized bonus"). The AttributeFormula
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// contribution (Strength/Quickness/etc-derived) is computed
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// by ACE at runtime via portal.dat's SkillTable + attribute
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// currents. Without it our totals undershoot the real
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// Current skill by 50-100 points for movement skills, which
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// is why jumps looked too short. The optional
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// <c>resolveSkillFormulaBonus</c> callback lets the caller
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// (GameWindow) plug in the AttributeFormula contribution
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// using its cached SkillTable + attribute currents — when
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// present, total skill = formulaBonus + init + ranks
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// (matching ACE's CreatureSkill.Current minus
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// augs/multipliers/vitae which we still don't model).
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Action<int /*runSkill*/, int /*jumpSkill*/>? onSkillsUpdated = null,
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Func<uint /*skillId*/, IReadOnlyDictionary<uint, uint> /*attrCurrents*/, uint /*formulaBonus*/>? resolveSkillFormulaBonus = null,
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// D.5.1 Task 4: persists Shortcuts from each PlayerDescription so the
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// toolbar can populate itself at login without keeping a parser reference.
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// Optional so all existing callers and tests compile unchanged.
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Action<IReadOnlyList<ShortcutEntry>>? onShortcuts = null,
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// B-Wire: the local player's server guid. When provided, the PD handler upserts
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// the player's own PropertyBundle (EncumbranceVal etc.) into the player ClientObject.
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Func<uint>? playerGuid = null,
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Action<uint /*weenieError*/>? onUseDone = null,
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ItemManaState? itemMana = null,
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Action<GameEvents.CharacterConfirmationRequest>? onConfirmationRequest = null,
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Action<GameEvents.CharacterConfirmationDone>? onConfirmationDone = null,
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FriendsState? friends = null,
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SquelchState? squelch = null,
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Action<IReadOnlyList<(uint Id, uint Amount)>>? onDesiredComponents = null,
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Action<uint /*options1*/, uint /*options2*/>? onCharacterOptions = null,
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Func<double>? clientTime = null,
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ExternalContainerState? externalContainers = null)
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{
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ArgumentNullException.ThrowIfNull(dispatcher);
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ArgumentNullException.ThrowIfNull(items);
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ArgumentNullException.ThrowIfNull(combat);
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ArgumentNullException.ThrowIfNull(spellbook);
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ArgumentNullException.ThrowIfNull(chat);
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clientTime ??= static () => 0d;
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// ── Chat ──────────────────────────────────────────────────
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dispatcher.Register(GameEventType.ChannelBroadcast, e =>
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{
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var p = GameEvents.ParseChannelBroadcast(e.Payload.Span);
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if (p is not null) chat.OnChannelBroadcast(p.Value.ChannelId, p.Value.SenderName, p.Value.Message);
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});
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dispatcher.Register(GameEventType.Tell, e =>
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{
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var p = GameEvents.ParseTell(e.Payload.Span);
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if (p is not null) chat.OnTellReceived(p.Value.SenderName, p.Value.Message, p.Value.SenderGuid);
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});
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dispatcher.Register(GameEventType.CommunicationTransientString, e =>
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{
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var p = GameEvents.ParseTransient(e.Payload.Span);
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if (p is not null) chat.OnSystemMessage(p.Value.Message, p.Value.ChatType);
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});
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dispatcher.Register(GameEventType.PopupString, e =>
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{
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var s = GameEvents.ParsePopupString(e.Payload.Span);
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if (s is not null) chat.OnPopup(s);
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});
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dispatcher.Register(GameEventType.QueryAgeResponse, e =>
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{
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var p = GameEvents.ParseQueryAgeResponse(e.Payload.Span);
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if (p is null) return;
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string text = string.IsNullOrEmpty(p.Value.Name)
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? $"You have played for {p.Value.Age}."
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: $"{p.Value.Name} has played for {p.Value.Age}.";
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chat.OnSystemMessage(text, chatType: 0u);
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});
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if (onConfirmationRequest is not null)
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{
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dispatcher.Register(GameEventType.CharacterConfirmationRequest, e =>
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{
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var request = GameEvents.ParseCharacterConfirmationRequest(e.Payload.Span);
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if (request is not null)
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onConfirmationRequest(request.Value);
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});
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}
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if (onConfirmationDone is not null)
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{
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dispatcher.Register(GameEventType.CharacterConfirmationDone, e =>
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{
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var done = GameEvents.ParseCharacterConfirmationDone(e.Payload.Span);
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if (done is not null)
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onConfirmationDone(done.Value);
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});
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}
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if (friends is not null)
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{
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dispatcher.Register(GameEventType.FriendsListUpdate, e =>
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{
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FriendsUpdate? update = SocialStateMessages.ParseFriendsUpdate(e.Payload.Span);
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if (update is not null) friends.Apply(update);
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});
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}
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if (squelch is not null)
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{
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dispatcher.Register(GameEventType.SetSquelchDB, e =>
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{
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SquelchDatabase? database = SocialStateMessages.ParseSquelchDatabase(e.Payload.Span);
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if (database is not null) squelch.Replace(database);
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});
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}
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// ── TurbineChat channel list (0x0295 SetTurbineChatChannels) ─────
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// Phase I.6: arrives once at login (and after chat-server reconnect)
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// listing the per-session room ids assigned to General / Trade /
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// LFG / Roleplay / Society / Olthoi (and the optional Allegiance
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// Turbine room). Without this the TurbineChat outbound path stays
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// disabled and the chat panel falls back to the legacy ChatChannel
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// GameAction. See holtburger client/messages.rs:220-223 for the
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// server-message handling pattern.
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if (turbineChat is not null)
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{
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dispatcher.Register(GameEventType.SetTurbineChatChannels, e =>
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{
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var p = SetTurbineChatChannels.TryParse(e.Payload.Span);
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if (p is null) return;
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turbineChat.OnChannelsReceived(
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allegianceRoom: p.Value.AllegianceRoom,
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generalRoom: p.Value.GeneralRoom,
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tradeRoom: p.Value.TradeRoom,
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lfgRoom: p.Value.LfgRoom,
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roleplayRoom: p.Value.RoleplayRoom,
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olthoiRoom: p.Value.OlthoiRoom,
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societyRoom: p.Value.SocietyRoom,
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societyCelestialHandRoom: p.Value.SocietyCelestialHandRoom,
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societyEldrytchWebRoom: p.Value.SocietyEldrytchWebRoom,
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societyRadiantBloodRoom: p.Value.SocietyRadiantBloodRoom);
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// Diagnostic: confirm the channel ids landed. Without
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// this print there's no easy way to tell from the live
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// log whether ACE actually sent 0x0295 or whether
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// outbound /g /trade /lfg are silently falling back to
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// the (broken) legacy ChatChannel path.
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Console.WriteLine(
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$"chat: SetTurbineChatChannels parsed enabled={turbineChat.Enabled} " +
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$"general=0x{p.Value.GeneralRoom:X8} trade=0x{p.Value.TradeRoom:X8} " +
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$"lfg=0x{p.Value.LfgRoom:X8} roleplay=0x{p.Value.RoleplayRoom:X8} " +
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$"society=0x{p.Value.SocietyRoom:X8} olthoi=0x{p.Value.OlthoiRoom:X8} " +
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$"allegiance=0x{p.Value.AllegianceRoom:X8}");
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});
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}
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// ── Errors ───────────────────────────────────────────────
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// Phase I.5: WeenieError + WeenieErrorWithString parsers existed
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// (GameEvents.ParseWeenieError(WithString)) but were never registered.
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// The server fires these for game-logic failures: "not enough mana",
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// "can't pick that up", "your spell fizzled". Routed to chat.
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dispatcher.Register(GameEventType.WeenieError, e =>
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{
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var code = GameEvents.ParseWeenieError(e.Payload.Span);
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if (code is not null) chat.OnWeenieError(code.Value, param: null);
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});
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dispatcher.Register(GameEventType.WeenieErrorWithString, e =>
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{
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var p = GameEvents.ParseWeenieErrorWithString(e.Payload.Span);
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if (p is not null) chat.OnWeenieError(p.Value.ErrorCode, p.Value.Interpolation);
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});
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// ── Combat ────────────────────────────────────────────────
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dispatcher.Register(GameEventType.UpdateHealth, e =>
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{
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var p = GameEvents.ParseUpdateHealth(e.Payload.Span);
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if (p is not null) combat.OnUpdateHealth(p.Value.TargetGuid, p.Value.HealthPercent);
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});
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if (itemMana is not null)
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{
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dispatcher.Register(GameEventType.QueryItemManaResponse, e =>
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{
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var p = GameEvents.ParseQueryItemManaResponse(e.Payload.Span);
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if (p is not null)
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itemMana.OnQueryItemManaResponse(
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p.Value.ItemGuid, p.Value.ManaPercent, p.Value.Valid);
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});
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}
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dispatcher.Register(GameEventType.VictimNotification, e =>
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{
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var p = GameEvents.ParseVictimNotification(e.Payload.Span);
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if (p is not null) chat.OnCombatLine(p.Value.DeathMessage, CombatLineKind.Error);
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});
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dispatcher.Register(GameEventType.DefenderNotification, e =>
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{
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var p = GameEvents.ParseDefenderNotification(e.Payload.Span);
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if (p is not null) combat.OnDefenderNotification(
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p.Value.AttackerName, 0u, p.Value.DamageType,
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p.Value.Damage, p.Value.HitQuadrant, p.Value.Critical);
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});
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dispatcher.Register(GameEventType.AttackerNotification, e =>
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{
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var p = GameEvents.ParseAttackerNotification(e.Payload.Span);
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if (p is not null) combat.OnAttackerNotification(
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p.Value.DefenderName, p.Value.DamageType, p.Value.Damage, (float)p.Value.HealthPercent);
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});
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dispatcher.Register(GameEventType.EvasionAttackerNotification, e =>
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{
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var name = GameEvents.ParseEvasionAttackerNotification(e.Payload.Span);
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if (name is not null) combat.OnEvasionAttackerNotification(name);
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});
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dispatcher.Register(GameEventType.EvasionDefenderNotification, e =>
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{
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var name = GameEvents.ParseEvasionDefenderNotification(e.Payload.Span);
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if (name is not null) combat.OnEvasionDefenderNotification(name);
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});
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dispatcher.Register(GameEventType.AttackDone, e =>
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{
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var p = GameEvents.ParseAttackDone(e.Payload.Span);
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if (p is not null) combat.OnAttackDone(p.Value.AttackSequence, p.Value.WeenieError);
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});
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dispatcher.Register(GameEventType.CombatCommenceAttack, e =>
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{
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if (GameEvents.ParseCombatCommenceAttack(e.Payload.Span))
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combat.OnCombatCommenceAttack();
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});
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dispatcher.Register(GameEventType.KillerNotification, e =>
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{
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var p = GameEvents.ParseKillerNotification(e.Payload.Span);
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if (p is not null) chat.OnCombatLine(p.Value.DeathMessage, CombatLineKind.Info);
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});
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// ── Spells ────────────────────────────────────────────────
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dispatcher.Register(GameEventType.MagicUpdateSpell, e =>
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{
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var spellId = GameEvents.ParseMagicUpdateSpell(e.Payload.Span);
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if (spellId is not null) spellbook.OnSpellLearned(spellId.Value);
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});
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dispatcher.Register(GameEventType.MagicRemoveSpell, e =>
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{
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var spellId = GameEvents.ParseMagicRemoveSpell(e.Payload.Span);
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if (spellId is not null) spellbook.OnSpellForgotten(spellId.Value);
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});
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dispatcher.Register(GameEventType.MagicUpdateEnchantment, e =>
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{
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var p = GameEvents.ParseMagicUpdateEnchantment(e.Payload.Span);
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if (p is not null) spellbook.OnEnchantmentAdded(ToActiveEnchantment(p.Value, clientTime()));
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});
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dispatcher.Register(GameEventType.MagicUpdateMultipleEnchantments, e =>
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{
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var entries = GameEvents.ParseMagicUpdateMultipleEnchantments(e.Payload.Span);
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if (entries is not null)
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{
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double receivedAt = clientTime();
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spellbook.OnEnchantmentsAdded(entries.Select(entry =>
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ToActiveEnchantment(entry, receivedAt)));
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}
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});
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dispatcher.Register(GameEventType.MagicRemoveEnchantment, e =>
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{
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var p = GameEvents.ParseMagicRemoveEnchantment(e.Payload.Span);
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if (p is not null) spellbook.OnEnchantmentRemoved(p.Value.Layer, p.Value.SpellId);
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});
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dispatcher.Register(GameEventType.MagicRemoveMultipleEnchantments, e =>
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{
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var entries = GameEvents.ParseMagicLayeredSpellList(e.Payload.Span);
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if (entries is not null)
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spellbook.OnEnchantmentsRemoved(entries.Select(item => ((uint)item.SpellId, (uint)item.Layer)));
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});
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dispatcher.Register(GameEventType.MagicDispelEnchantment, e =>
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{
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var p = GameEvents.ParseMagicDispelEnchantment(e.Payload.Span);
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if (p is not null) spellbook.OnEnchantmentRemoved(p.Value.Layer, p.Value.SpellId);
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});
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dispatcher.Register(GameEventType.MagicDispelMultipleEnchantments, e =>
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{
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var entries = GameEvents.ParseMagicLayeredSpellList(e.Payload.Span);
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if (entries is not null)
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spellbook.OnEnchantmentsRemoved(entries.Select(item => ((uint)item.SpellId, (uint)item.Layer)));
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});
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dispatcher.Register(GameEventType.MagicPurgeEnchantments,
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_ => spellbook.OnPurgeAll());
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dispatcher.Register(GameEventType.MagicPurgeBadEnchantments,
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_ => spellbook.OnPurgeBadEnchantments());
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// ── Inventory ─────────────────────────────────────────────
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dispatcher.Register(GameEventType.WieldObject, e =>
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{
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var p = GameEvents.ParseWieldObject(e.Payload.Span);
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if (p is null) return;
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uint wielderGuid = playerGuid?.Invoke() ?? 0u;
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items.ApplyConfirmedServerWield(
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p.Value.ItemGuid,
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wielderGuid,
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(AcDream.Core.Items.EquipMask)p.Value.EquipLoc);
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});
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dispatcher.Register(GameEventType.InventoryPutObjInContainer, e =>
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{
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var p = GameEvents.ParsePutObjInContainer(e.Payload.Span);
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if (p is null) return;
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items.ApplyConfirmedServerMove(
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p.Value.ItemGuid,
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p.Value.ContainerGuid,
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newWielderId: 0u,
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newSlot: (int)p.Value.Placement,
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containerTypeHint: p.Value.ContainerType);
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});
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// ViewContents (0x0196) — the server's AUTHORITATIVE full contents list for a container you
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// opened (Use 0x0036). Treat it as a full projection-only REPLACE: update membership without
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// inventing ContainerSlot values, then publish one ContainerContentsReplaced notification so
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// every UI consumer repaints from the same snapshot. Retail: ClientUISystem::OnViewContents.
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dispatcher.Register(GameEventType.ViewContents, e =>
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{
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var p = GameEvents.ParseViewContents(e.Payload.Span);
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if (p is null) return;
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var entries = new ContainerContentEntry[p.Value.Items.Count];
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for (int i = 0; i < entries.Length; i++)
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entries[i] = new ContainerContentEntry(
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p.Value.Items[i].Guid,
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p.Value.Items[i].ContainerType);
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items.ReplaceContents(p.Value.ContainerGuid, entries);
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externalContainers?.ApplyViewContents(p.Value.ContainerGuid);
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});
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// B-Wire: InventoryPutObjectIn3D (0x019A) — server confirms an item dropped
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// to the world. Unparent it from its container (it's now a ground object) so
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// the inventory grid drops the cell; the object itself survives.
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dispatcher.Register(GameEventType.InventoryPutObjectIn3D, e =>
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{
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var guid = GameEvents.ParsePutObjectIn3D(e.Payload.Span);
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if (guid is not null)
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{
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items.ApplyConfirmedServerMove(
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guid.Value,
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newContainerId: 0u,
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newWielderId: 0u);
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}
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});
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// B-Drag: InventoryServerSaveFailed (0x00A0) — server rejected an optimistic move.
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// Snap the item back to its pre-move slot. Log only when there was no pending move
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// (a server-initiated failure on a non-optimistic path).
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dispatcher.Register(GameEventType.InventoryServerSaveFailed, e =>
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{
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var p = GameEvents.ParseInventoryServerSaveFailed(e.Payload.Span);
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if (p is null) return;
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// B-Drag: the server rejected an optimistic move — snap the item back to its pre-move slot.
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var item = items.Get(p.Value.ItemGuid);
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string itemInfo = item is null
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? "unknown"
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: $"'{item.Name}' valid=0x{(uint)item.ValidLocations:X8} equip=0x{(uint)item.CurrentlyEquippedLocation:X8} priority=0x{item.Priority:X8} container=0x{item.ContainerId:X8} wielder=0x{item.WielderId:X8}";
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bool rolledBack = items.RejectMove(p.Value.ItemGuid, p.Value.WeenieError);
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Console.WriteLine($"[B-Drag] InventoryServerSaveFailed guid=0x{p.Value.ItemGuid:X8} err=0x{p.Value.WeenieError:X} rolledBack={rolledBack} item={itemInfo}");
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});
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// UseDone (0x01C7) — the Use/UseWithTarget completion signal. A non-zero
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// code is a WeenieError refusal ("You are not trained in healing!" etc.);
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// retail surfaces the string-table text as a chat line. Interim text map:
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// WeenieErrorText (#202 / register AP-74). Without this line a refused
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// kit-heal looks like "nothing happened" — the 2026-07-03 session bug.
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dispatcher.Register(GameEventType.UseDone, e =>
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{
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uint? err = GameEvents.ParseUseDone(e.Payload.Span);
|
|
if (err is null) return;
|
|
Console.WriteLine($"[use-done] err=0x{err.Value:X4}");
|
|
onUseDone?.Invoke(err.Value);
|
|
if (err.Value != 0)
|
|
chat.OnSystemMessage(WeenieErrorText.For(err.Value), chatType: 0);
|
|
});
|
|
|
|
// CloseGroundContainer (0x0052): clear ClientUISystem::groundObject and
|
|
// retire the root plus nested temporary ViewContents projections. Child
|
|
// objects remain until authoritative move/delete wire says otherwise.
|
|
dispatcher.Register(GameEventType.CloseGroundContainer, e =>
|
|
{
|
|
var guid = GameEvents.ParseCloseGroundContainer(e.Payload.Span);
|
|
if (guid is null) return;
|
|
externalContainers?.ApplyClose(guid.Value);
|
|
items.StopViewingContentsTree(guid.Value);
|
|
});
|
|
|
|
dispatcher.Register(GameEventType.IdentifyObjectResponse, e =>
|
|
{
|
|
var p = AppraiseInfoParser.TryParse(e.Payload.Span);
|
|
if (p is null || !p.Value.Success) return;
|
|
// Merge parsed properties into the item if we know about it.
|
|
if (items.Get(p.Value.Guid) is not null)
|
|
items.UpdateProperties(p.Value.Guid, p.Value.Properties);
|
|
// Spellbook from appraise: for caster items / scrolls this is
|
|
// the cast-on-use list. The local player's full learned
|
|
// spellbook arrives via PlayerDescription (0x0013), which uses
|
|
// a different wire format (see WorldSession + LocalPlayerState
|
|
// — feeds vitals from PrivateUpdateVital instead).
|
|
// The appraised spellbook belongs to that item. The local player's
|
|
// learned spell manifest arrives only in PlayerDescription.
|
|
});
|
|
|
|
// ── Player ────────────────────────────────────────────────
|
|
// PlayerDescription (0x0013) — full local-player snapshot at
|
|
// login. Distinct wire format from IdentifyObjectResponse
|
|
// (0x00C9): hand-written body with property hashtables,
|
|
// vector-flag-gated blocks, attribute block (where vitals 7/8/9
|
|
// carry their absolute current values), skills, spells, and a
|
|
// long trailer of options + inventory. See
|
|
// PlayerDescriptionParser for the full layout reference (mirrors
|
|
// holtburger events.rs:220-625).
|
|
//
|
|
// Two outputs from each parsed PlayerDescription:
|
|
// 1. LocalPlayerState absorbs vital ids 7/8/9 (Health/Stam/Mana).
|
|
// This is the ONLY way these arrive at login; PrivateUpdateVital
|
|
// delta opcodes only fire on rank-up / Enlightenment / admin
|
|
// changes — not initial sync.
|
|
// 2. Spellbook absorbs the learned spell list — for the local
|
|
// player this is the authoritative source (the per-item
|
|
// SpellBook flag in IdentifyObjectResponse is for caster
|
|
// items / scrolls only).
|
|
bool dumpPd = Environment.GetEnvironmentVariable("ACDREAM_DUMP_VITALS") == "1";
|
|
dispatcher.Register(GameEventType.PlayerDescription, e =>
|
|
{
|
|
var p = PlayerDescriptionParser.TryParse(e.Payload.Span);
|
|
if (dumpPd)
|
|
Console.WriteLine($"vitals: PlayerDescription body.len={e.Payload.Length} parsed={(p is null ? "NULL" : $"vec={p.Value.VectorFlags} attrs={p.Value.Attributes.Count} spells={p.Value.Spells.Count}")}");
|
|
if (p is null) return;
|
|
|
|
onCharacterOptions?.Invoke(p.Value.Options1, p.Value.Options2);
|
|
onDesiredComponents?.Invoke(p.Value.DesiredComps);
|
|
|
|
double receivedAt = clientTime();
|
|
ActiveEnchantmentRecord[] enchantments = p.Value.Enchantments
|
|
.Select(entry => ToActiveEnchantment(entry, receivedAt))
|
|
.ToArray();
|
|
spellbook.ReplaceManifest(
|
|
p.Value.Spells,
|
|
enchantments,
|
|
p.Value.HotbarSpells,
|
|
p.Value.DesiredComps,
|
|
p.Value.SpellbookFilters);
|
|
|
|
// B-Wire: deliver the player's OWN properties to the player ClientObject.
|
|
// (PD's "membership manifest" rule is about ITEMS, whose data comes from
|
|
// CreateObject; the player's own stats legitimately come from PD.) Upsert
|
|
// because PD can arrive before the player's CreateObject. Retires AP-48/AP-49.
|
|
if (playerGuid is not null)
|
|
items.UpsertProperties(playerGuid(), p.Value.Properties);
|
|
|
|
// K-fix13 (2026-04-26): build attrId → current map while
|
|
// iterating attributes so the skill-formula resolver below
|
|
// can apply (attr1.current * mult1 + attr2.current * mult2)
|
|
// / divisor + additive. "current" here = ranks + start
|
|
// (the formula-relevant attribute level pre-augs / pre-buffs).
|
|
// Built unconditionally (not inside the localPlayer guard)
|
|
// because the skill-formula resolver needs it even if no
|
|
// LocalPlayerState is wired.
|
|
var attrCurrents = new Dictionary<uint, uint>();
|
|
foreach (var attr in p.Value.Attributes)
|
|
{
|
|
// PD-attr ids 1-6 are primary attributes (Str / End
|
|
// / Coord / Quick / Focus / Self). 7/8/9 are vitals.
|
|
if (attr.AtType >= 1 && attr.AtType <= 6)
|
|
attrCurrents[attr.AtType] = attr.Ranks + attr.Start;
|
|
}
|
|
|
|
if (localPlayer is not null)
|
|
{
|
|
localPlayer.OnProperties(p.Value.Properties);
|
|
localPlayer.OnPositions(p.Value.Positions.ToDictionary(
|
|
static pair => pair.Key,
|
|
static pair => new AcDream.Core.Physics.Position(
|
|
pair.Value.LandblockId,
|
|
new System.Numerics.Vector3(
|
|
pair.Value.X, pair.Value.Y, pair.Value.Z),
|
|
new System.Numerics.Quaternion(
|
|
pair.Value.Qx, pair.Value.Qy,
|
|
pair.Value.Qz, pair.Value.Qw))));
|
|
|
|
foreach (var attr in p.Value.Attributes)
|
|
{
|
|
if (attr.Current is uint cur)
|
|
{
|
|
// Vital entry (id 7/8/9) — has absolute current.
|
|
if (dumpPd)
|
|
Console.WriteLine($"vitals: PD-vital id={attr.AtType} ranks={attr.Ranks} start={attr.Start} cur={cur}");
|
|
localPlayer.OnVitalUpdate(
|
|
vitalId: attr.AtType,
|
|
ranks: attr.Ranks,
|
|
start: attr.Start,
|
|
xp: attr.Xp,
|
|
current: cur);
|
|
}
|
|
else
|
|
{
|
|
// Primary attribute (id 1..6) — Endurance+Self feed
|
|
// the vital max formula (Endurance/2 for Health,
|
|
// Endurance for Stamina, Self for Mana).
|
|
if (dumpPd)
|
|
Console.WriteLine($"vitals: PD-attr id={attr.AtType} ranks={attr.Ranks} start={attr.Start}");
|
|
localPlayer.OnAttributeUpdate(
|
|
atType: attr.AtType,
|
|
ranks: attr.Ranks,
|
|
start: attr.Start,
|
|
xp: attr.Xp);
|
|
}
|
|
}
|
|
}
|
|
|
|
// K-fix7 (2026-04-26): push Run + Jump skill values to the
|
|
// PlayerMovementController so the runRate / jump-arc formulas
|
|
// use the SERVER's authoritative skill instead of our
|
|
// hardcoded ACDREAM_*_SKILL defaults. ACE Skill enum
|
|
// ordinals (Skill.cs:11-37): Jump = 22, Run = 24. The
|
|
// SkillEntry.Init field is the attribute-derived initial
|
|
// component; .Ranks is XP-bought additions. Their sum is
|
|
// the closest we get to ACE's CreatureSkill.Current short
|
|
// of porting the full Aug/Multiplier/Vitae chain.
|
|
if (localPlayer is not null || onSkillsUpdated is not null)
|
|
{
|
|
int runSkill = -1;
|
|
int jumpSkill = -1;
|
|
foreach (var s in p.Value.Skills)
|
|
{
|
|
// K-fix13: total = AttributeFormula(skill, attrs)
|
|
// + InitLevel (s.Init from wire)
|
|
// + Ranks (s.Ranks from wire)
|
|
// matches ACE CreatureSkill.Current minus
|
|
// augs/multipliers/vitae. The attribute-formula
|
|
// contribution is the dominant term for movement
|
|
// skills (typically 50-100 points) and was being
|
|
// dropped pre-fix13 — that's the root cause of
|
|
// jumps being too short relative to retail.
|
|
uint formulaBonus = resolveSkillFormulaBonus is not null
|
|
? resolveSkillFormulaBonus(s.SkillId, attrCurrents)
|
|
: 0u;
|
|
|
|
localPlayer?.OnSkillUpdate(
|
|
skillId: s.SkillId,
|
|
ranks: s.Ranks,
|
|
status: s.Status,
|
|
xp: s.Xp,
|
|
init: s.Init,
|
|
resistance: s.Resistance,
|
|
lastUsed: s.LastUsed,
|
|
formulaBonus: formulaBonus);
|
|
|
|
if (s.SkillId != 22u && s.SkillId != 24u) continue;
|
|
|
|
int total = (int)(formulaBonus + s.Init + s.Ranks);
|
|
if (s.SkillId == 24u) runSkill = total;
|
|
else if (s.SkillId == 22u) jumpSkill = total;
|
|
|
|
if (dumpPd)
|
|
Console.WriteLine(
|
|
$"vitals: PD-skill id={s.SkillId} init={s.Init} ranks={s.Ranks} formulaBonus={formulaBonus} total={total}");
|
|
}
|
|
if (runSkill >= 0 || jumpSkill >= 0)
|
|
onSkillsUpdated?.Invoke(runSkill, jumpSkill);
|
|
}
|
|
|
|
// Issue #7 — enchantment block: feed each entry into the
|
|
// Spellbook with full StatMod data so EnchantmentMath can
|
|
// aggregate buffs in vital-max calc (issue #6 lights up).
|
|
// D.5.4: PlayerDescription is a membership MANIFEST, not the data
|
|
// source. Record existence (+ equip slot); CreateObject fills the
|
|
// actual weenie data via ObjectTableWiring. (Previously this seeded
|
|
// stubs with WeenieClassId = ContainerType, a misuse — ContainerType
|
|
// is a 0/1/2 container-kind discriminator, not a weenie class id.)
|
|
uint ownerGuid = playerGuid?.Invoke() ?? 0u;
|
|
if (ownerGuid != 0u)
|
|
{
|
|
var entries = new ContainerContentEntry[p.Value.Inventory.Count];
|
|
for (int i = 0; i < entries.Length; i++)
|
|
entries[i] = new ContainerContentEntry(
|
|
p.Value.Inventory[i].Guid,
|
|
p.Value.Inventory[i].ContainerType);
|
|
items.InitializeInventoryManifest(ownerGuid, entries);
|
|
}
|
|
else
|
|
{
|
|
foreach (var inv in p.Value.Inventory)
|
|
items.RecordMembership(inv.Guid, containerTypeHint: inv.ContainerType);
|
|
}
|
|
if (ownerGuid != 0u)
|
|
{
|
|
var equipment = new EquipmentManifestEntry[p.Value.Equipped.Count];
|
|
for (int i = 0; i < equipment.Length; i++)
|
|
{
|
|
var eq = p.Value.Equipped[i];
|
|
equipment[i] = new EquipmentManifestEntry(
|
|
eq.Guid,
|
|
(EquipMask)eq.EquipLocation,
|
|
eq.Priority);
|
|
}
|
|
items.InitializeEquipmentManifest(ownerGuid, equipment);
|
|
}
|
|
else
|
|
{
|
|
foreach (var eq in p.Value.Equipped)
|
|
{
|
|
items.RecordMembership(
|
|
eq.Guid,
|
|
equip: (EquipMask)eq.EquipLocation,
|
|
priority: eq.Priority);
|
|
}
|
|
}
|
|
|
|
// D.5.1 Task 4: forward shortcut bar entries to the caller so the
|
|
// toolbar can read them without holding a parser reference.
|
|
onShortcuts?.Invoke(p.Value.Shortcuts);
|
|
});
|
|
}
|
|
|
|
private static ActiveEnchantmentRecord ToActiveEnchantment(
|
|
PlayerDescriptionParser.EnchantmentEntry enchantment,
|
|
double receivedAt) => new(
|
|
SpellId: enchantment.SpellId,
|
|
LayerId: enchantment.Layer,
|
|
Duration: enchantment.Duration,
|
|
CasterGuid: enchantment.CasterGuid,
|
|
StatModType: enchantment.StatModType,
|
|
StatModKey: enchantment.StatModKey,
|
|
StatModValue: enchantment.StatModValue,
|
|
Bucket: enchantment.Bucket == 0
|
|
? ClassifyLiveEnchantmentBucket(enchantment.StatModType)
|
|
: (uint)enchantment.Bucket,
|
|
// Retail Enchantment::UnPack (0x005CB040) converts both relative
|
|
// wire timestamps to the monotonic client Timer domain at receipt.
|
|
StartTime: receivedAt + enchantment.StartTime,
|
|
SpellCategory: enchantment.SpellCategory,
|
|
PowerLevel: enchantment.PowerLevel,
|
|
DegradeModifier: enchantment.DegradeModifier,
|
|
DegradeLimit: enchantment.DegradeLimit,
|
|
LastTimeDegraded: receivedAt + enchantment.LastTimeDegraded,
|
|
SpellSetId: enchantment.SpellSetId);
|
|
|
|
/// <summary>
|
|
/// Live 0x02C2/0x02C4 records do not carry PlayerDescription's outer
|
|
/// EnchantmentMask bucket. Retail reconstructs the registry list from the
|
|
/// StatMod type flags; this is the same ordering used by ACE's
|
|
/// EnchantmentRegistry.BuildCategories.
|
|
/// </summary>
|
|
private static uint ClassifyLiveEnchantmentBucket(uint statModType)
|
|
{
|
|
const uint Multiplicative = 0x00004000u;
|
|
const uint Additive = 0x00008000u;
|
|
const uint Vitae = 0x00800000u;
|
|
const uint Cooldown = 0x01000000u;
|
|
if ((statModType & Vitae) != 0) return 4u;
|
|
if ((statModType & Cooldown) != 0) return 8u;
|
|
if ((statModType & Multiplicative) != 0) return 1u;
|
|
if ((statModType & Additive) != 0) return 2u;
|
|
return 0u;
|
|
}
|
|
}
|