Captures everything learned from a long worktree iteration on the foreground-rain bug (ISSUES.md #1 / #26) plus a new star-rendering bug observed in the same area. The code work from that worktree (WeatherDispatcher, EmitterDescLoader.LoadFromDat, WeatherCellRenderer, GameWindow integration) was reverted because it didn't visibly fix the rain bug — but the research findings + diagnostic tools are durable and should not have to be rediscovered. What's added: - docs/research/2026-04-26-sky-investigation-handoff.md Comprehensive seed prompt for the next session. Covers: * Bug A: foreground rain (#26) — what's open, what's confirmed, what's been tried * Bug B: stars rendering as square in corner (NEW, user-observed) * 40-agent decomp scan findings — retail rain is NOT camera- particles, NOT server-driven, NOT screen-space; the mesh IS a hollow octagonal tube; only 5 weather GfxObjs in Dereth * Things ruled out by trial (envelope, scaling, unlit, depth- always alone, Setup loading) * Things to try next (depth+zfar combined, full render-state audit, frame ordering, star UV bug as easier first target) * Acceptance criteria for "done" - docs/research/2026-04-26-chorizite-pr-draft.md Upstream PR draft for Chorizite/DatReaderWriter. Five generated DBObj source files reference nonexistent enum values and are silently excluded from the NuGet build: ParticleEmitterInfo, Clothing, PaletteSet, DataIdMapper, DualDataIdMapper. Fix: delete the duplicates. Independent of the rain work — benefits the AC modding ecosystem broadly. - docs/research/2026-04-26-datreaderwriter-reference.md Developer reference for our DatReaderWriter usage. Version, types we consume, known broken types, thread-safety caveats, upgrade procedure, NuGet-vs-vendored decision matrix. - tools/PesChainAudit/ Recursive PES walker — given a 0x33xxxxxx script id, walks all CallPES references and dumps every hook + every referenced ParticleEmitter's parameters. Used to prove no weather PES emits rain particles. - tools/TextureDump/ Dumps texture pixel statistics (alpha histogram, brightness, max) and saves as PNG for visual inspection. - tools/WeatherEnumerator/ Enumerates every DayGroup in a Region, lists weather SkyObjects (Properties & 0x04), dumps GfxObj bounding boxes. - tools/WeatherSetupProbe/ Loads a Setup id, dumps each part's GfxObj + frame + scale + surface. Used to prove weather Setups are 5cm dummy carriers. Worktree feature/sky-fixes is being deleted in a follow-up step. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
133 lines
6.2 KiB
C#
133 lines
6.2 KiB
C#
// PesChainAudit — recursively walk weather PES chains, dump every hook,
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// and decode every CreateParticleHook target ParticleEmitter.
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using System;
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using System.Collections.Generic;
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using System.IO;
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using DatReaderWriter;
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using DatReaderWriter.DBObjs;
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using DatReaderWriter.Options;
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using DatReaderWriter.Types;
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using SysEnv = System.Environment;
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using DatPhysicsScript = DatReaderWriter.DBObjs.PhysicsScript;
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string datDir = SysEnv.GetEnvironmentVariable("ACDREAM_DAT_DIR")
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?? Path.Combine(SysEnv.GetFolderPath(SysEnv.SpecialFolder.UserProfile),
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"Documents", "Asheron's Call");
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Console.WriteLine($"datDir = {datDir}");
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using var dats = new DatCollection(datDir, DatAccessType.Read);
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uint[] roots = { 0x33000453u, 0x33000428u, 0x3300042Cu, 0x33000429u, 0x3300042Du };
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var rainCandidates = new List<(uint pesRoot, uint emitterId, double life, float maxOff, System.Numerics.Vector3 a)>();
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foreach (var root in roots)
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{
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Console.WriteLine();
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Console.WriteLine($"############ ROOT PES 0x{root:X8} ############");
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var visited = new HashSet<uint>();
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WalkPes(root, depth: 0, rootForReport: root);
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void WalkPes(uint pesId, int depth, uint rootForReport)
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{
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string pad = new string(' ', depth * 2);
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if (!visited.Add(pesId))
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{
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Console.WriteLine($"{pad}PES 0x{pesId:X8} (already visited — cycle skip)");
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return;
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}
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if (!dats.TryGet<DatPhysicsScript>(pesId, out var ps) || ps is null)
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{
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Console.WriteLine($"{pad}PES 0x{pesId:X8} NOT FOUND");
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return;
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}
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Console.WriteLine($"{pad}PES 0x{pesId:X8} hooks={ps.ScriptData.Count}");
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for (int i = 0; i < ps.ScriptData.Count; i++)
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{
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var entry = ps.ScriptData[i];
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var hook = entry.Hook;
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string head = $"{pad} [{i}] t={entry.StartTime:F3}s {hook.HookType}";
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switch (hook)
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{
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case CallPESHook call:
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Console.WriteLine($"{head} -> PES=0x{call.PES:X8} pause={call.Pause:F3}");
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WalkPes(call.PES, depth + 2, rootForReport);
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break;
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case CreateParticleHook cp:
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uint eid = (uint)cp.EmitterInfoId;
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Console.WriteLine($"{head} EmitterInfoId=0x{eid:X8} PartIdx={cp.PartIndex} EmitterId={cp.EmitterId}");
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DumpEmitter(eid, pad + " ", rootForReport);
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break;
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case CreateBlockingParticleHook _:
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Console.WriteLine($"{head} (no payload — looks at next hook)");
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break;
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case SoundHook sh:
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Console.WriteLine($"{head} sound=0x{(uint)sh.Id:X8}");
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break;
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case SoundTableHook stb:
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Console.WriteLine($"{head} soundType={stb.SoundType}");
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break;
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case SetLightHook _:
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Console.WriteLine($"{head} (set-light)");
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break;
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case ScaleHook sc:
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Console.WriteLine($"{head} end={sc.End} time={sc.Time}");
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break;
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case TransparentHook th:
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Console.WriteLine($"{head} start={th.Start} end={th.End} time={th.Time}");
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break;
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case DefaultScriptHook _:
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case DefaultScriptPartHook _:
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case AnimationDoneHook _:
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case NoDrawHook _:
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Console.WriteLine(head);
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break;
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default:
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Console.WriteLine($"{head} (no decoder)");
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break;
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}
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}
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}
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void DumpEmitter(uint emitterInfoId, string pad, uint rootForReport)
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{
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if (!dats.TryGet<ParticleEmitter>(emitterInfoId, out var pe) || pe is null)
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{
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Console.WriteLine($"{pad}ParticleEmitter 0x{emitterInfoId:X8} NOT FOUND");
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return;
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}
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Console.WriteLine($"{pad}ParticleEmitter 0x{emitterInfoId:X8}");
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Console.WriteLine($"{pad} EmitterType={pe.EmitterType} ParticleType={pe.ParticleType}");
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Console.WriteLine($"{pad} Gfx=0x{(uint)pe.GfxObjId:X8} HwGfx=0x{(uint)pe.HwGfxObjId:X8}");
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Console.WriteLine($"{pad} Birthrate={pe.Birthrate:F4}s MaxParticles={pe.MaxParticles} Initial={pe.InitialParticles} Total={pe.TotalParticles} TotalSeconds={pe.TotalSeconds:F3}");
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Console.WriteLine($"{pad} Lifespan={pe.Lifespan:F3}s ±{pe.LifespanRand:F3}");
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Console.WriteLine($"{pad} OffsetDir=({pe.OffsetDir.X:F3},{pe.OffsetDir.Y:F3},{pe.OffsetDir.Z:F3}) MinOffset={pe.MinOffset:F2} MaxOffset={pe.MaxOffset:F2}");
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Console.WriteLine($"{pad} A=({pe.A.X:F3},{pe.A.Y:F3},{pe.A.Z:F3}) MinA={pe.MinA:F3} MaxA={pe.MaxA:F3}");
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Console.WriteLine($"{pad} B=({pe.B.X:F3},{pe.B.Y:F3},{pe.B.Z:F3}) MinB={pe.MinB:F3} MaxB={pe.MaxB:F3}");
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Console.WriteLine($"{pad} C=({pe.C.X:F3},{pe.C.Y:F3},{pe.C.Z:F3}) MinC={pe.MinC:F3} MaxC={pe.MaxC:F3}");
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Console.WriteLine($"{pad} Scale start={pe.StartScale:F2} final={pe.FinalScale:F2} rand={pe.ScaleRand:F2}");
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Console.WriteLine($"{pad} Trans start={pe.StartTrans:F2} final={pe.FinalTrans:F2} rand={pe.TransRand:F2} ParentLocal={pe.IsParentLocal}");
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bool rainLike = pe.Lifespan > 0.5
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&& (pe.OffsetDir.Z > 1.0f || pe.MaxOffset > 5.0f || pe.A.Z < -0.1f);
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if (pe.Lifespan > 0.5)
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Console.WriteLine($"{pad} >>> Lifespan>0.5s — possibly rain-like (downward A.Z={pe.A.Z:F2}, MaxOffset={pe.MaxOffset:F2})");
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if (rainLike)
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rainCandidates.Add((rootForReport, emitterInfoId, pe.Lifespan, pe.MaxOffset, pe.A));
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}
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}
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Console.WriteLine();
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Console.WriteLine("################ RAIN-LIKE EMITTER SUMMARY ################");
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if (rainCandidates.Count == 0)
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{
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Console.WriteLine("NONE — no emitter discovered (any depth) has Lifespan>0.5s with downward A or large MaxOffset.");
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Console.WriteLine("=> All 5 weather PESes are flash/sound only; no hidden rain emitter exists in these chains.");
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}
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else
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{
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foreach (var c in rainCandidates)
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{
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Console.WriteLine($" rootPES=0x{c.pesRoot:X8} emitter=0x{c.emitterId:X8} life={c.life:F2}s maxOff={c.maxOff:F2} A=({c.a.X:F2},{c.a.Y:F2},{c.a.Z:F2})");
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}
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}
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return 0;
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