Extends PlayerDescriptionParser past the spell block to parse the
Enchantment trailer per holtburger events.rs:462-501 +
magic/types.rs:40. New EnchantmentEntry record carries the full
60-64 byte wire payload:
u16 spell_id, layer, spell_category, has_spell_set_id
u32 power_level
f64 start_time, duration
u32 caster_guid
f32 degrade_modifier, degrade_limit
f64 last_time_degraded
u32 stat_mod_type, stat_mod_key
f32 stat_mod_value
[u32 spell_set_id]?
+ EnchantmentBucket (Multiplicative / Additive / Cooldown / Vitae)
EnchantmentMask outer u32 selects which buckets follow; each bucket
(except Vitae) is u32 count + N records. Vitae is a singleton.
Parsed.Enchantments now exposed as IReadOnlyList<EnchantmentEntry>.
GameEventWiring routes each entry through Spellbook.OnEnchantmentAdded
with the full StatMod data + bucket. EnchantmentMath.GetMod consumes
StatMod records to produce real (Multiplier, Additive) per stat key:
Bucket 1 (Multiplicative): multiplier *= val
Bucket 2 (Additive): additive += val
Bucket 8 (Vitae): multiplier *= val (applied last)
Bucket 4 (Cooldown): skipped (not a vital mod)
ActiveEnchantmentRecord extended with optional StatModType /
StatModKey / StatModValue / Bucket fields. Existing 4-arg callers
stay compatible (defaults to null / 0). New OnEnchantmentAdded
overload accepts the full record from PlayerDescription path.
Tests: 7 new (834 -> 841):
- PlayerDescriptionParserTests (2): enchantment block schema with
multiplicative + additive buckets, Vitae singleton.
- EnchantmentMathTests (5): multiplicative buffs aggregate, additive
buffs sum, stat-key mismatch filters out, Vitae applied
multiplicatively, family-stacking picks higher spell-id.
Closes #7 (parser past spells, enchantment block parsed).
Closes #12 (StatMod flow architecture — data lights up #6's
aggregator). Files #13 (remaining trailer sections: options /
shortcuts / hotbars / desired_comps / spellbook_filters / options2 /
gameplay_options / inventory / equipped — needs the heuristic
gameplay_options walker per holtburger).
Note: ParseMagicUpdateEnchantment (live-update 0x02C2) NOT yet
extended — still uses 4-field summary. PlayerDescription is the
load-bearing path for #6; live updates can be folded in separately.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
19 KiB
acdream — known issues + small deferred features
Rolling tactical list. What goes here:
- Bugs: user-visible defects we've observed but haven't fixed yet.
- Small deferred features: work that fits in one or two commits. Anything larger should be a named Phase in the roadmap.
What does NOT go here:
- Large multi-commit work → add a Phase to the roadmap instead.
- Ideas / wishlist →
docs/plans/. - Design questions → open a
docs/research/*.mdnote.
Conventions
- Sequential integer IDs (
#1,#2, …). Commits that close an issue reference the ID in the message (e.g.fix #3: periodic TimeSync parsing). StatusisOPEN,IN-PROGRESS, orDONE. DONE items move to the Recently closed section at the bottom with closed-date + commit SHA.- Every session: scan OPEN issues at start; promote/close anything we touched during the session before ending.
- Promoting to a Phase: mark as
DONE (promoted to Phase X)+ commit SHA where the Phase entry landed.
Template
Copy this block when adding a new issue:
## #NN — Short title
**Status:** OPEN
**Severity:** HIGH | MEDIUM | LOW
**Filed:** YYYY-MM-DD
**Component:** e.g. sky, physics, net, ui
**Description:** One paragraph — what's wrong or what's missing.
**Root cause / status:** What we know so far. Empty if unknown.
**Files:** Path references with approximate line numbers.
**Research:** Links to `docs/research/*.md` if applicable.
**Acceptance:** How we'll know it's fixed.
Active issues
#1 — Rain falls only to horizon, not to the player's feet
Status: OPEN Severity: MEDIUM Filed: 2026-04-25 Component: weather / particles
Description: During Rainy DayGroups, rain particles are visible in the upper sky band but fade out before reaching the camera / ground level. Retail's rain falls all the way past the camera to the terrain.
Root cause / status: Unknown. Likely one of: (a) particle emitter volume too short in Z, (b) particle lifetime shorter than the time it takes to traverse emitter-top → ground, (c) emitter anchored in world-space so particles escape the player's reference frame as they fall, (d) camera-relative spawn origin is offset too high above the player.
Files:
src/AcDream.App/Rendering/GameWindow.cs—UpdateWeatherParticles(~line 4591)src/AcDream.Core/Vfx/ParticleSystem.cs— emitter spawn config + lifetime integration
Research: docs/research/deepdives/r12-weather-daynight.md (rain mechanism — but does not pin volume / lifetime values).
Acceptance: Standing at 9,115 in Holtburg during a Rainy DayGroup, rain drops visibly fall all the way from the sky band past the camera to the ground level.
#2 — Lightning visual not wired (dat-baked PES triggers)
Status: OPEN Severity: MEDIUM Filed: 2026-04-25 Component: weather / sky / vfx
Description: Retail's Rainy DayGroup in the Dereth Region dat contains 12+ SkyObject entries with non-zero PesObjectId and narrow visibility windows (5–70 ms at keyframe-boundary moments) that drive PhysicsScript-authored flash + thunder effects. We render the sky meshes but ignore the PES path, so no lightning flashes appear during storms. The fragment-shader flash bump on uFogParams.z is already wired in sky.frag — only the CPU-side PES→runner wire is missing.
Root cause / status: Research complete. Implementation is: in SkyRenderer.Render, detect visibility-window entry on any SkyObject with obj.PesObjectId != 0, call PhysicsScriptRunner.Play(pesObjectId, ownerId: sky-owner, anchorPos: camera), and route any SetFlash / Sound hooks from the script into uFogParams.z + audio.
Files:
src/AcDream.App/Rendering/Sky/SkyRenderer.cs— add per-SkyObject PES dispatch inside the visibility loopsrc/AcDream.Core/Vfx/PhysicsScriptRunner.cs— already shipped (Phase 6a); exposesPlay(scriptId, entityId, anchorWorldPos)src/AcDream.Core/Lighting/SceneLightingUbo.cs—FogParams.Zis the flash slot; needs a sink that bumps it and decayssrc/AcDream.App/Rendering/Shaders/sky.frag— flash bump already wired (rgb += flash * vec3(1.5, 1.5, 1.8))
Research:
docs/research/2026-04-23-lightning-real.md(decompile trace + dat discovery)docs/research/2026-04-23-physicsscript.md(runtime semantics)docs/research/2026-04-23-lightning-crossfade.md(crossfade mechanism)
Acceptance: During a Rainy DayGroup's storm window, visible flashes appear in the sky at the dat-scripted moments, the fragment-shader flash bump briefly brightens the scene, and (later, once thunder audio is wired) a thunder clap plays with a short propagation delay.
#3 — Client clock drifts from retail after ~10 minutes (periodic TimeSync missing)
Status: OPEN Severity: MEDIUM Filed: 2026-04-25 Component: net / sky
Description: Our WorldTimeService.DayFraction syncs with the server once at login via ConnectRequest + TimeSync, then advances from the local wall-clock. Retail receives periodic TimeSync refreshes (header flag 0x1000000) carrying a fresh PortalYearTicks double and re-anchors its clock. Without those, acdream's keyframe state drifts from retail's over 10+ minutes — observed during the 2026-04-24 sky-color debug sessions where retail was at DayFraction 0.976 while acdream was at 0.634.
Root cause / status: Mechanism is well-understood (see research). WorldTimeService.SyncFromServer(double) already exists — we just need to detect the periodic flag in the packet header and call it whenever a fresh tick arrives.
Files:
src/AcDream.Core.Net/WorldSession.cs— header-flag parsing; currently only the initial sync is consumedsrc/AcDream.Core/World/WorldTimeService.cs—SyncFromServer(double ticks)ready; needs caller wiring
Research: docs/research/deepdives/r12-weather-daynight.md §TimeSync (line ~563). References retail packet-header flag 0x1000000 carrying PortalYearTicks double.
Acceptance: Probe retail via tools/RetailTimeProbe and acdream's ACDREAM_DUMP_SKY log at the same wall-clock moment after a 20-minute session without re-login; abs(acdream.DayFraction - retail.DayFraction) < 0.01.
#13 — PlayerDescription trailer past enchantments (options / shortcuts / hotbars / desired_comps / spellbook_filters / options2 / gameplay_options / inventory / equipped)
Status: OPEN Severity: LOW (no current user-visible bug; future panels will need the data) Filed: 2026-04-25 Component: net / player-state
Description: PlayerDescriptionParser walks through enchantments (Phase H, 2026-04-25). The trailer beyond that — Options1 / Shortcuts / HotbarSpells (8 lists) / DesiredComps / SpellbookFilters / Options2 / GameplayOptions blob / Inventory / Equipped — is not yet parsed. Required for future Spellbook UI panel, hotbar UI, inventory UI, character options panel.
Root cause / status: Holtburger events.rs:462-625 has the full layout. The trickiest piece is gameplay_options — a variable-length opaque blob; holtburger uses a heuristic forward search (find_inventory_start_after_gameplay_options) for plausibly-aligned inventory-count + GUID pairs to find the inventory start. Other sections are well-formed.
Files:
src/AcDream.Core.Net/Messages/PlayerDescriptionParser.cs— extendParsedrecord + walker.tests/AcDream.Core.Net.Tests/PlayerDescriptionParserTests.cs— add fixtures per section.src/AcDream.Core.Net/GameEventWiring.cs— routeparsed.Inventory+Equippedto ItemRepository.
Research: holtburger events.rs:462-625; references/actestclient/TestClient/messages.xml.
Acceptance: All sections of a real-world PlayerDescription parse to completion (no truncation). New tests cover synthetic fixtures per section. ItemRepository.Count after login > 0.
#4 — Sky horizon-glow disabled (fog-mix skipped on sky meshes)
Status: OPEN Severity: LOW (aesthetic feature-parity, not regression from pre-session state) Filed: 2026-04-25 Component: sky
Description: Phase 8.1 (commit 593b76f) disabled the fog-mix on sky meshes to fix the "entire dome swallowed by fog color" regression. Dereth's keyframe FogEnd values (0–2400 m) are calibrated for terrain; sky meshes are authored at radii 1050–14271 m so every sky pixel was past FogEnd, saturated to uFogColor, destroying stars / moon / dome texture. Disabling the mix restored visibility but we lost retail's horizon-glow effect (gradient from clear zenith to fog-tinted horizon band at dusk/dawn).
Root cause / status: Three competing hypotheses, none pinned down: (a) retail uses a different fog range for sky than terrain; (b) retail applies fog with an elevation-angle weighting rather than linear distance; (c) retail's sky meshes don't participate in the global fog and the "horizon glow" comes from a different atmospheric-scatter path. Need to identify retail's actual sky-fog behaviour before re-enabling with correct parameters.
Files:
src/AcDream.App/Rendering/Shaders/sky.frag— line ~55,rgb = mix(uFogColor.rgb, rgb, vFogFactor)currently commented outsrc/AcDream.App/Rendering/Shaders/sky.vert— lines 109-114,vFogFactorcomputation
Research: docs/research/2026-04-23-sky-fog.md. Partial; doesn't pin the sky-specific fog path.
Acceptance: At dusk in Holtburg, the sky dome shows a clear zenith and a warm fog-tinted horizon band that matches retail's appearance, with stars / moon / sun / clouds all still visible at their correct brightnesses elsewhere in the frame.
Recently closed
#7 — [DONE 2026-04-25] PlayerDescription parser stops after spells (enchantment block parsed)
Closed: 2026-04-25
Commit: feat(net): #7 PlayerDescriptionParser — enchantment block walker + StatMod flow
Resolution: Extended PlayerDescriptionParser past the spell block to parse the Enchantment trailer per holtburger events.rs:462-501. Added EnchantmentEntry record with full wire payload (16 fields including the StatMod triad — type/key/val) + EnchantmentBucket (Multiplicative / Additive / Cooldown / Vitae per EnchantmentMask). Parsed now exposes IReadOnlyList<EnchantmentEntry> Enchantments. GameEventWiring routes each entry through the new Spellbook.OnEnchantmentAdded(ActiveEnchantmentRecord) overload with StatModType / StatModKey / StatModValue / Bucket populated. 2 new parser tests cover the enchantment block schema + Vitae singleton.
The remaining trailer sections (options / shortcuts / hotbars / inventory / equipped) are not yet parsed; filed as #13. Stopping after enchantments is intentional — it covers the highest-value section (issue #6 lights up) and avoids the heuristic gameplay_options walker that #13 needs.
#12 — [DONE 2026-04-25] Capture full Enchantment wire payload (StatMod) on ActiveEnchantmentRecord
Closed: 2026-04-25
Commit: feat(net): #7 PlayerDescriptionParser — enchantment block walker + StatMod flow
Resolution: Closed alongside #7 in the same commit. ActiveEnchantmentRecord extended with optional StatModType, StatModKey, StatModValue, Bucket fields. Spellbook got an OnEnchantmentAdded(ActiveEnchantmentRecord) overload that accepts the full record. EnchantmentMath.GetMod aggregator now consumes the StatMod data: multiplicative bucket (1) → multiplier ×= val; additive bucket (2) → additive += val; vitae bucket (8) → multiplier ×= val (applied last, matching retail CEnchantmentRegistry::EnchantAttribute semantics). 5 new EnchantmentMath StatMod-aware tests cover: multiplicative buffs aggregate, additive buffs sum, stat-key mismatch is filtered out, vitae applies multiplicatively, family-stacking picks the higher spell-id buff.
ParseMagicUpdateEnchantment (the live-update opcode 0x02C2) is not yet extended — it still uses the 4-field summary. That's a separate refactor; PlayerDescription's enchantment block is the load-bearing path for issue #6, and that's now flowing.
#6 — [DONE 2026-04-25 architecture; data flowing as of #12] Vital max ignores enchantment buffs + vitae
Closed: 2026-04-25
Commit: feat(player): #6 fold enchantment buffs into vital max via EnchantmentMath
Resolution: Ported CEnchantmentRegistry::EnchantAttribute (PDB 0x00594570) as EnchantmentMath.GetMod(IEnumerable<ActiveEnchantmentRecord>, SpellTable, statKey) returning (Multiplier, Additive). Family-stacking dedup via SpellTable.Family (only one buff per family bucket wins, by highest spell-id as a generation proxy). Spellbook.GetVitalMod(statKey) delegates. LocalPlayerState.GetMaxApprox reworked to apply (unbuffed × mult) + add with retail's min-vital clamp (>= 5 if base ≥ 5 else >= 1, matches CreatureVital::GetMaxValue at PDB 0x0058F2DD). Stat-key constants (MaxHealth=1, MaxStamina=3, MaxMana=5) verified against docs/research/named-retail/acclient.h line 37287-37301.
Architecture in place; data still flat. Until ISSUES.md #12 lands the wire-format extension that captures StatMod (type/key/val) on ActiveEnchantmentRecord, the per-enchantment modifier value isn't aggregated yet — EnchantmentMath.GetMod returns Identity (1.0, 0.0) for every stat key. Once #12 wires the data, the existing aggregator + formula light up automatically. Live +Acdream Stam/Mana percent will continue to read ~95% until #12 lands.
6 new EnchantmentMathTests cover: empty list returns Identity, no-table-entries returns Identity, stat-key constants match ACE enum, Identity is (1, 0), family-stacking dedup, family=0 (no-bucket) treated as separate.
#11 — [DONE 2026-04-25] Spell metadata loader (spells.csv → SpellTable)
Closed: 2026-04-25
Commit: feat(spells): #11 SpellTable — hydrate metadata from spells.csv at startup
Resolution: Added SpellMetadata record + SpellTable CSV loader (hand-rolled RFC 4180-ish parser for the quoted Description column with embedded commas). Wired into Spellbook constructor as optional metadata source; Spellbook.TryGetMetadata(spellId, out) returns the static record when found. GameWindow loads data/spells.csv from bin output at construction (file copied via <None Include> in AcDream.App.csproj from docs/research/data/spells.csv). Falls back to SpellTable.Empty + console warning if the file is missing (e.g. tooling contexts). 10 new tests covering: empty table, header-only, simple row, quoted description with commas, blank lines skipped, bad spell-id rows skipped, lookup hit/miss, RFC 4180 escaped-quote parsing.
#9 — [DONE 2026-04-25] Address-correction sweep on acclient_function_map.md
Closed: 2026-04-25
Commit: docs(research): #9 sweep acclient_function_map.md against PDB symbols
Resolution: Wrote tools/pdb-extract/check_function_map.py that cross-checks 63 hand-curated entries against docs/research/named-retail/symbols.json. Findings: zero entries matched address-and-name exactly (confirms ~0x800-0xC10 byte delta vs the binary that produced our Ghidra chunks — different build revision). 38 entries corrected by PDB name lookup; 25 entries either lack PDB symbol records (inlined / non-public) or had wrong class assignments (e.g. 0x5387C0 claimed as CTransition::find_collisions was actually CPolygon::polygon_hits_sphere). Updated acclient_function_map.md with corrected addresses, kept legacy addresses in a "Was" column for traceability, added a top-of-file sweep summary.
#10 — [DONE 2026-04-25] Wire KillerNotification (0x01AD)
Closed: 2026-04-25
Commit: docs(issues): #8/#9/#11 filed; #10 wired (KillerNotification)
Resolution: Orphan parser at GameEvents.ParseKillerNotification existed but was never registered for dispatch in GameEventWiring.cs. Added a combat.OnKillerNotification(victimName, victimGuid) method on CombatState that fires a new KillLanded event, then registered the handler. One-line dispatch + 12-line CombatState method + one regression test fixture in GameEventWiringTests.
#8 — [DONE 2026-04-25] pdb-extract tool: PDB → symbols.json + types.json
Closed: 2026-04-25
Commit: tools(pdb-extract): #8 PDB -> symbols.json + types.json sidecar
Resolution: Pure-Python (no deps) MSF 7.00 PDB parser at tools/pdb-extract/pdb_extract.py. Reads refs/acclient.pdb (Sept 2013 EoR build), extracts S_PUB32 records from the symbol stream + named class/struct types from TPI, and writes JSON sidecars to docs/research/named-retail/:
symbols.json— 18,366 named functions (address+ demangledname+ rawmangled)types.json— 5,371 named class/struct records (name+size+kind)
Best-effort MSVC C++ demangler handles the common ?Method@Class@@<sig> patterns + ctors (??0) + dtors (??1); operator overloads and vtables left mangled. Spot-check verified: CEnchantmentRegistry::EnchantAttribute resolves to 0x00594570 exactly as the discovery agent reported. Runtime <1s.
Regen workflow: py tools/pdb-extract/pdb_extract.py refs/acclient.pdb. The committed JSON outputs are stable + ~3 MB combined; ripgrep/jq on them is faster than re-parsing.
#5 — [DONE 2026-04-25] VitalsPanel stamina/mana bars always null
Closed: 2026-04-25
Commit: feat(player): #5 PlayerDescription parser — Stam/Mana via attribute block
Resolution: First attempt (commit d42bf57) used AppraiseInfoParser for PlayerDescription (0x0013) — wrong wire format. ACE source confirmed via GameEventPlayerDescription.WriteEventBody: PlayerDescription is hand-written (DescriptionPropertyFlag-driven property hashtables, vector flags, attribute block, skills, spells, options/inventory tail) — distinct from IdentifyObjectResponse (0x00C9)'s AppraiseInfo.Write. Pivoted to a real port: new PlayerDescriptionParser.cs that walks property hashtables (Int32/Int64/Bool/Double/String/Did/Iid + Position) gated on the property flags, then reads vector flags + has_health + the attribute block where vitals 7/8/9 carry ranks/start/xp/current. Also redesigned LocalPlayerState to track per-vital snapshots (replacing the sentinel-API of attempt 1) plus per-attribute snapshots, with GetMaxApprox applying the retail formula vital.(ranks+start) + attribute_contribution (Endurance/2 for Health, Endurance for Stamina, Self for Mana). Live verified: +Acdream shows three bars; ~95% reading on Stam/Mana traced to active buff multipliers (filed as #6). Wire-port also added PrivateUpdateVital (0x02E7) + PrivateUpdateVitalCurrent (0x02E9) for delta updates per holtburger UpdateVital. ~700 LOC C#, 30+ new tests.