Make the retained toolbar consume retail's payload-free selection notice from canonical live state so a reentrant Auto Target replacement cannot be erased by the outer clear. Restrict automatic acquisition to the requested hostile non-player monster policy and record the intentional PK edge divergence. Co-Authored-By: Codex <codex@openai.com>
215 lines
12 KiB
Markdown
215 lines
12 KiB
Markdown
# Project: UI architecture — three-layer stable pattern
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**Agreed 2026-04-24.** Read once per session. Full design:
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[`docs/plans/2026-04-24-ui-framework.md`](../docs/plans/2026-04-24-ui-framework.md).
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## The separation
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```
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┌─────────────────────────────────────────┐
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│ UI backend (ImGui today / custom later)│ ← swappable
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├─────────────────────────────────────────┤
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│ ViewModels + Commands (per-panel) │ ← stable contracts
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├─────────────────────────────────────────┤
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│ Game state + events + net (unchanged) │ ← game logic
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└─────────────────────────────────────────┘
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```
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- **UI backend** (bottom swap axis): **`ImGui.NET` + `Silk.NET.OpenGL.Extensions.ImGui`** for Phase D.2a
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(short-term, debugger-look, validates game logic fast). Custom
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retail-look toolkit for Phase D.2b (long-term, uses dat assets).
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ImGui stays **forever** as the `ACDREAM_DEVTOOLS=1` overlay.
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(Pivoted from `Hexa.NET.ImGui` on 2026-04-25 — Hexa's native OpenGL3
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backend resolves GL via GLFW/SDL internally and crashed `0xC0000005`
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against Silk.NET; the Silk.NET extension is purpose-built for this
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stack.)
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- **ViewModels + Commands** (the stable contract): per-panel data
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records (`VitalsVM`, `InventoryVM`, `ChatVM`, …) and action records
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(`UseItemCmd`, `SendChatCmd`, `CastSpellCmd`, …). Lives in
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`AcDream.UI.Abstractions`. **Does not change across the backend swap.**
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- **Game state + events + net**: existing `IGameState`, `IEvents`,
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`WorldSession`, etc. Unchanged. UI only reads/subscribes; never
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touches these.
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## Module layout (future)
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- `src/AcDream.UI.Abstractions/` — `IPanel`, `IPanelHost`,
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`IPanelRenderer`, `ICommandBus`, all ViewModels + Commands. Backend-
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agnostic.
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- `src/AcDream.UI.ImGui/` — `ImGui.NET` + `Silk.NET.OpenGL.Extensions.ImGui`
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implementation of `IPanelRenderer` + ImGui bootstrap. Phase D.2a.
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`ImGuiController` (from the Silk.NET extension) handles GL backend +
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input event subscription; `ImGuiBootstrapper` is a thin IDisposable
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wrapper; `ImGuiPanelRenderer` wraps the widgets `IPanelRenderer` needs.
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- `src/AcDream.UI.Retail/` (later) — custom retained-mode toolkit using
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dat assets, same `IPanelRenderer` contract. Phase D.2b.
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## Hard rules
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1. **No panel references a backend namespace.** If a panel imports
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`ImGuiNET` / `Silk.NET.OpenGL.Extensions.ImGui` or a custom-toolkit
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widget class directly, it's a bug — extend `IPanelRenderer` instead.
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2. **Plugin API targets the abstraction layer only.** Plugins define
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`IPanel` instances; they never see which backend draws them.
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3. **Features that only ImGui can express → not in `IPanelRenderer`.**
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If a feature can't be expressed by a future retained-mode toolkit
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with dat-sourced sprites/fonts, don't expose it in the abstraction.
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4. **D.3 AcFont / D.4 dat sprites / D.7 cursor manager are D.2b
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dependencies** — they plug into the custom backend only.
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5. **D.5 core panels / D.6 HUD ship against the abstraction**, not
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against a specific backend. They render via ImGui first, reskin
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under custom later.
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## Why staged (not pure custom from day one)
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- Gets the whole game-logic loop validated in weeks: chat-send,
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inventory-click, vitals-bar-read-from-real-state. Requires zero
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widget art.
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- Forces the abstraction design to pass a real backend test before we
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commit to the custom toolkit. If `IPanelRenderer` is wrong, we
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discover it during Phase D.2a, not after Phase D.2b lands with a
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dozen broken panels.
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- Custom retail-look toolkit then delivers the aesthetic layer without
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the plugin API or game logic needing to change.
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## Links
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- Full design: `docs/plans/2026-04-24-ui-framework.md`
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- Roadmap entry: `docs/plans/2026-04-11-roadmap.md` Phase D (see the
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2026-04-24 callout block).
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- Custom-backend research (applies to D.2b, NOT D.2a):
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`docs/research/retail-ui/00-master-synthesis.md` + slices 01-06.
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## 2026-07-10 retained radar update
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The older "D.6 ships through IPanelRenderer/ImGui first" rule above is superseded
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for screen-space retail HUD windows. The production retained toolkit now lives in
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`src/AcDream.App/UI`; imported `LayoutDesc` windows bind through dedicated `gm*UI`
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controllers and App-layer snapshot providers. ImGui remains devtools only.
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`gmRadarUI` is the reference pattern: Core owns exact colors/shapes/projection/
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compass/coordinates, `RadarSnapshotProvider` joins the existing `WorldEntity` +
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`ClientObjectTable` two-table model, `RadarController` binds LayoutDesc 0x21000074,
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and `UiRadar` only draws/handles retained interaction. `GameWindow` contains mount
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and delegate wiring, not the feature body. See
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`docs/research/2026-07-10-retail-radar-pseudocode.md`.
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## 2026-07-10 retained window ownership
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Every production retained window is registered through `RetailWindowManager` and
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owned by a typed `RetailWindowHandle`. Controllers implement
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`IRetainedPanelController`; windows with multiple focused controllers use
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`RetainedPanelControllerGroup`, which forwards lifecycle in construction order and
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disposes in reverse order exactly once. A controller created after a hidden mount
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(inventory) is attached through `RetailWindowManager.AttachController`.
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Controller event subscriptions must use removable named handlers or paired
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subscribe/unsubscribe delegates. `UiHost.Dispose` first removes Silk mouse/keyboard
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subscriptions, then disposes the manager/controllers, then the GL text renderer.
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`GameWindow.OnClosing` disposes layout persistence and `UiHost` before live session
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or game-state sources. This ordering is the recreate/relogin double-subscription
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guard; do not reintroduce anonymous lifetime-bound event lambdas.
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## 2026-07-11 composition boundary
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`RetailUiRuntime` now owns production retained composition. Its focused binding
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records receive state/action delegates plus DAT/font/sprite resolvers;
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`GameWindow.OnLoad` retains only resolver/service creation and one declarative
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`RetailUiRuntime.Mount` call. All LayoutDesc imports, controller construction,
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window mounts, toolbar digit and inventory-cell asset lookup, plugin mounts,
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cursor feedback, persistence, automation, and retained tick/draw/restore/dispose
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paths live behind the runtime. The live Debug gate passed across two graceful
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restart cycles. Do not add panel mount bodies back to `GameWindow`.
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## 2026-07-11 selection and interaction ownership
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`AcDream.Core.Selection.SelectionState` is the only selected-object truth. It
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ports retail `ACCWeenieObject::SetSelectedObject`: deduplicate the current guid,
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remember previous and previous-valid guids, commit before firing one typed
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transition, and clear with the removed object retained as previous. World pick,
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radar, combat targeting, inventory, paperdoll slots, toolbar selected-object
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presentation, target indicator, use/pickup, PreviousSelection, and plugins all
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read or write this same owner. Plugins use `IPluginHost.Selection`; plugin event
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failures are isolated from the client and other plugins.
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Retail `CM_UI::SendNotice_SelectionChanged @ 0x00479F50` carries no object-id
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payload. Notice consumers such as `gmToolbarUI::HandleSelectionChanged` read the
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current global selection when invoked. Preserve that rule in retained UI: a
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handler registered earlier can retarget reentrantly (Auto Target on a death
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clear), so applying the captured outer transition afterward produces stale UI
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even though `SelectionState` is correct. Selected-object presentation must read
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`SelectionState.SelectedObjectId` at notification time. Issue #205, 2026-07-12.
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`AcDream.App.UI.InteractionState` separately owns temporary pointer orchestration:
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`None`, `Use`, `Examine`, or `UseItemOnTarget(sourceGuid)`. Item target mode is a
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projection of this state, not a second selected-object field. Keep selection in
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Core and interaction modes in App when completing Wave 3.
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The 2026-07-11 Release gate passed for world/radar/inventory/paperdoll selection
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synchronization, toolbar/target/radar presentation, PreviousSelection, and the
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movement/door/armor/window regression tour.
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## 2026-07-11 item-interaction policy boundary
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`AcDream.Core.Items.ItemInteractionPolicy` owns the pure, ordered retail rules
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from `DetermineUseResult`, `UseObject`, target compatibility, and
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`AttemptPlaceIn3D`. Do not put vendor/trade/confirmation/stack/ground legality
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back into widgets or `GameWindow`. `ItemInteractionController` snapshots mutable
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objects, applies the 200 ms pre-legality throttle, balances busy state against
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Core.Net `UseDone`, manages target mode, and dispatches typed actions. PWD flags
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and `CombatUse` are retained from CreateObject; `IsComponentPack` is resolved
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against portal.dat's `SpellComponentTable`.
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Matching-executable x86 pins the two operands lost by Binary Ninja:
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`DetermineUseResult @ 0x005884B6` tests `BF_REQUIRES_PACKSLOT (0x00800000)`, and
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`AttemptPlaceIn3D @ 0x00588752` tests `BF_VENDOR (0x00000200)`. Preserve the
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retail asymmetry that `UseObject` early-classifies results 2..7 but excludes 8,
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and preserve placement's action list separately from its boolean return (vendor
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sale and secure-trade attempts act while returning false).
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The 2026-07-11 non-debug Release gate passed ordinary use/container activation,
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equip synchronization, grounded world drop, and targeted healing. ACE `/ci 632`
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provisioned a peerless kit and `/harmself` created a real health deficit; main-pack
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and paperdoll self-targets both healed successfully.
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## 2026-07-11 primary-click ownership
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Every primary click that can name an object must first call
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`ItemInteractionController.OfferPrimaryClick`. Its typed result is the contract:
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`NotActive` permits the surface's ordinary select/open/use fallback;
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`ConsumedSuccess` and `ConsumedRejected` are both terminal. Never let a rejected
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target click fall through. Inventory cells and bags, main pack, paperdoll slots
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and body, toolbar, radar, and world picking share this router; widgets continue
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to expose callbacks without importing controllers. The router retains a consumed
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target through the toolkit's 500 ms double-click window; otherwise UiRoot's
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second Click plus DoubleClick could run ordinary activation after the first click
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cleared target mode.
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The 2026-07-11 non-debug Release fallback gate passed for inventory,
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paperdoll, toolbar, radar, and world primary clicks with target mode inactive,
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and the active healing-kit target flow passed through the main pack and 3-D doll.
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The production DAT resolves `0x100001D6`, the full-height paperdoll hit/drag mask,
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as a `UiButton` over `UiViewport 0x100001D5`. Bind target behavior to the mask,
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not only the obscured viewport, and hide/show both together with the Slots toggle.
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For local vitals, `PrivateUpdateVital`/`PrivateUpdateVitalCurrent` in
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`LocalPlayerState` are authoritative. `VitalsVM.HealthPercent` must prefer that
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private health snapshot over the world-facing `CombatState` percentage, using
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the latter only before private state arrives. ACE `/harmself` exposed the stale
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owner because it sends private vital deltas without changing that combat cache.
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## ACE command forwarding
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`ChatCommandRouter` is the single submit path for retained and developer chat.
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Known client/chat verbs resolve locally; unknown letter verbs are server
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commands. They are always published as `ChatChannelKind.Say`, regardless of the
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selected channel, because commands must ride `GameAction Talk (0x0015)`.
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`ChatInputParser` preserves `@verb` and canonicalizes `/verb` to `@verb` on the
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wire: ACE's `GameActionTalk` checks only the at-sign form before invoking its
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`CommandManager`. Do not add a parallel admin-command transport.
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For live test-item provisioning, ACE `@ci` accepts a weenie class id/classname
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plus optional stack size, palette, and shade. Healing kit WCIDs are 628 crude,
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629 plain, 630 good, 631 excellent, and 632 peerless. The `+Acdream` developer
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character can therefore create the best kit with either `/ci 632` or `@ci 632`;
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both forms must produce canonical `@ci 632` Talk text.
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