acdream/docs/research/2026-07-17-retail-indicator-bar-pseudocode.md
Erik a96767ba6d feat(ui): share indicator detail panels
Port the authored Link Status, Vitae, and Mini Game detail roots and register every indicator page with retail's one-active gmPanelUI owner. Helpful/Harmful and the new pages now replace Inventory, Character, or Magic at one canonical window position while preserving the DAT restore-previous flag.

Correct the retail ping wire to its payload-free request/response, publish measured RTT, and port Vitae recovery XP from the live modifier and player properties. Keep transport packet-loss averaging and mini-game gameplay explicitly tracked under AP-110.

Release build and all 5,814 tests pass with five intentional skips. Connected visual gate pending.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-17 10:27:41 +02:00

9.5 KiB

Retail gameplay indicator bar pseudocode (2026-07-17)

Scope and oracle

This note covers retail LayoutDesc 0x21000071 (gmIndicatorsUI) and its seven 20x20 children. The behavior oracle is the named Sept-2013 retail decomp. The retained port continues to use the authored LayoutDesc states and sprites; code only chooses a state and dispatches the authored input action.

Named retail functions:

  • gmIndicatorsUI::ListenToElementMessage @ 0x004BFA90
  • gmUIElement_VitaeIndicator::PostInit @ 0x004E5EA0
  • gmUIElement_VitaeIndicator::Update @ 0x004E5FE0
  • gmUIElement_MiniGameIndicator::PostInit @ 0x004E6390
  • gmUIElement_MiniGameIndicator::RecvNotice_BeginGame @ 0x004E6450
  • gmUIElement_MiniGameIndicator::RecvNotice_EndGame @ 0x004E6470
  • gmUIElement_LinkStatusIndicator::SetLinkState @ 0x004E65E0
  • gmUIElement_LinkStatusIndicator::PostInit @ 0x004E66D0
  • gmUIElement_LinkStatusIndicator::UpdateLinkState @ 0x004E6730
  • gmUIElement_LinkStatusIndicator::UseTime @ 0x004E67C0
  • gmUIElement_EffectsIndicator::PostInit @ 0x004E6930
  • gmUIElement_EffectsIndicator::Update @ 0x004E6A50
  • gmUIElement_BurdenIndicator::PostInit @ 0x004E6B80
  • gmUIElement_BurdenIndicator::Update @ 0x004E6CE0
  • LinkStatusHolder::GetConnectionStatus @ 0x00411380
  • LinkStatusHolder::OnHeartbeat @ 0x004113D0
  • gmPanelUI::SetupChildren @ 0x004BC9E0
  • gmPanelUI::RecvNotice_SetPanelVisibility @ 0x004BC6F0
  • gmLinkStatusUI::PostInit @ 0x004AADB0
  • gmLinkStatusUI::Update @ 0x004AAEA0
  • gmLinkStatusUI::ListenToElementMessage @ 0x004AB0B0
  • gmLinkStatusUI::ListenToGlobalMessage @ 0x004AB110
  • gmLinkStatusUI::RecvNotice_Ping @ 0x004AB150
  • gmVitaeUI::PostInit @ 0x004A7240
  • gmVitaeUI::Update @ 0x004A7400
  • VitaeSystem::VitaeCPPoolThreshold @ 0x005C8FD0
  • CM_Character::Event_RequestPing @ 0x006A19A0
  • gmEffectsUI::SpellEffectMatchesUIType @ 0x004B76C0
  • gmGamePlayUI::RecvNotice_EndCharacterSession @ 0x004EBEA0

The installed retail LayoutDesc establishes the fixed child order and art:

X Element Retail class Meaning / input action
5 0x100000F8 0x10000003 link status / LinkStatusPanel
25 0x100000F5 0x10000002 beneficial enchantments / HelpfulSpellsPanel
45 0x100000F6 0x10000002 harmful enchantments / HarmfulSpellsPanel
65 0x100000F4 0x10000006 vitae / VitaePanel
85 0x100000F7 0x10000001 burden / CharacterInformationPanel
105 0x100000F3 0x10000004 mini-game
125 0x100000FA ordinary button end character session

gmPanelUI::SetupChildren reads enum property 0x10000029 from each registered child. The installed main-panel LayoutDesc resolves the indicator detail pages to Link Status 8, Mini Game 9, and Vitae 15 (Helpful and Harmful remain 4 and 5). They are not independent floating-window ids.

Pseudocode

PostInit:
    base.PostInit()
    listen to global time notices
    semanticLinkState = Good
    SetState(Connection_good = 17)

On each global-time notice:
    if now - lastUpdate >= 4.0 seconds:
        (secondsSinceServerPacket, connected) = GetConnectionStatus()
        if !connected or secondsSinceServerPacket >= 40: Disconnected
        else if secondsSinceServerPacket >= 20:          Bad
        else if secondsSinceServerPacket >= 5:           Uncertain
        else:                                            Good
        SetLinkState(result)
        lastUpdate = now

    if semanticLinkState == Bad and now - lastFlash >= 0.75 seconds:
        toggle visual state between Connection_uncertain (18)
        and Connection_bad (19)
        lastFlash = now

SetLinkState(newState):
    if newState == semanticLinkState: return
    semanticLinkState = newState
    set authored state Good=17, Uncertain=18, Bad=19, Disconnected=20
    when entering Bad: lastFlash = now

OnHeartbeat:
    lastHeardFromCurrentServer = now
    packetLoss = linkAverages.averagePacketLoss

acdream records the last successfully decoded server datagram in WorldSession; the retained controller reads an immutable link snapshot. This keeps socket/session facts out of the UI while preserving retail's thresholds and cadence.

On shown:
    register for time notices
    pleaseRequestPing = true
    Update()

On hidden:
    unregister time notices
    pleaseRequestPing = false

On time notice while visible:
    if now >= nextUpdate:
        nextUpdate = now + 5 seconds
        Update()

Update:
    replace text with localized connection explanation + 5/20-second legend
    append 10-second packet-loss percentage with two decimal places
    append ping in milliseconds, or "????" before a response
    if pleaseRequestPing or now - lastPingRequest >= 120 seconds:
        lastPingRequest = now
        Event_RequestPing()
        pleaseRequestPing = false

Event_RequestPing:
    send F7B1, game-action sequence, opcode 0x01E9
    // no payload

On empty 0x01EA PingResponse:
    pingRoundTrip = monotonicNow - lastPingRequest

The network session owns the send timestamp and response sample. The retained page owns only retail's display and refresh cadence. acdream's transport does not yet expose the retail NAK/retransmission moving averages, so packet-loss averaging remains the explicit AP-110 residual rather than being guessed from ordinary packet sequence gaps.

Helpful and harmful effects

On PlayerDesc or enchantment change:
    helpfulCount = 0
    harmfulCount = 0
    for each raw multiplicative/additive enchantment node:
        spell = lookup spell metadata
        if spell flags contain Beneficial: helpfulCount++
        else: harmfulCount++
    Helpful button = Normal when helpfulCount > 0, else Ghosted
    Harmful button = Normal when harmfulCount > 0, else Ghosted

The indicator counts raw bucket-1/bucket-2 nodes. It does not use the effects panel's later spell-category duel projection.

Vitae

On PlayerDesc or VitaeChanged:
    if enchantment registry has Vitae and vitae.modifier < 1.0:
        SetState(Normal = 1)
    else:
        SetState(Ghosted = 13)

The detail page uses the same modifier:

lostPercent = 100 - int(vitae * 100)
if lostPercent <= 0:
    show localized full-strength sentence
else:
    vitaePool = player PropertyInt 129
    deathLevel = player PropertyInt 139, falling back to Level (25)
    threshold = int(((deathLevel ^ 2.5 * 2.5) + 20)
                    * vitae ^ 5 + 0.5)
    remaining = threshold - vitaePool
    show localized lost-percent sentence and remaining-XP sentence

The x87 powers omitted from the named pseudo-C output for VitaeCPPoolThreshold were cross-checked against the official ACE Player_Xp.cs port. The property ids and rounding expression agree.

Burden / character information

On PlayerDesc or LoadChanged:
    if InqLoad fails: load = absent
    if load is absent or load < 1.0: SetState(Unencumbered = 14)
    else if load < 2.0:             SetState(Encumbered = 15)
    else:                           SetState(Heavily_encumbered = 16)

On click:
    dispatch CharacterInformationPanel

InqLoad is the existing retail burden ratio: EncumbranceVal / EncumbranceCapacity(Strength, augmentation).

Mini-game

On BeginGame notice: SetState(Normal = 1)
On EndGame notice:   SetState(Ghosted = 13)

The authored ghosted state is rendered now. The notices remain owned by the still-unported mini-game subsystem (existing divergence AP-110), so this task does not manufacture a game-active state from unrelated packets.

The authored gmMiniGameUI root 0x1000016A is mounted and registered as main panel 9, including its close behavior. It remains unreachable while the indicator is Ghosted; board state and game actions remain with the unported mini-game subsystem.

Shared main-panel ownership

For every toolbar or indicator detail page:
    register page with gmPanelUI panel id
    when shown:
        hide the current child
        move the requested child to the shared main-panel placement
        show only the requested child
    when a page with bool property 0x10000049 closes:
        restore the deferred ordinary child

Helpful/Harmful, Link Status, Vitae, and the Mini Game shell therefore share the same retained host position as Inventory, Character, and Magic. They do not remember independent positions.

End character session

When child 0x100000FA sends Click:
    SendNotice_EndCharacterSession(1)

RecvNotice_EndCharacterSession(1):
    build the shared logout confirmation dialog using
    ID_Client_EndCharacterSessionConfirm
    on acceptance, end the character session

The acdream port reuses RetailDialogFactory; acceptance closes the current client, whose existing WorldSession.Dispose sends retail's graceful CharacterLogOff and transport Disconnect packets.

Cross-checks and retained boundaries

  • The already-ported BurdenMath matches retail EncumbranceSystem::EncumbranceCapacity @ 0x004FCC00 and EncumbranceSystem::Load @ 0x004FCC40.
  • The existing enchantment parser preserves the separate Mult, Add, Vitae, and Cooldown registry buckets used by the retail indicator queries.
  • Official ACE was cross-checked for the empty PingResponse and the vitae-pool threshold expression; the named retail client remains the behavior oracle.
  • The Link Status and Vitae pages now use their authored DAT roots and localized strings. AP-110 retains only packet-loss averaging and mini-game gameplay for this slice; neither is replaced with an ad-hoc approximation.