Closes ISSUES.md #5. The Vitals devtools window now draws three bars (HP / Stamina / Mana) once the server sends the first PlayerDescription (0x0013), instead of HP only. Built test-first per CLAUDE.md TDD rule — 16 new tests went red before the implementation went in. New AcDream.Core.Player.LocalPlayerState (cache): - {CurrentStamina, MaxStamina, CurrentMana, MaxMana} as uint? — null until first received. - StaminaPercent / ManaPercent: 0..1 fraction or null when either field is missing or max is zero. Clamps to 1.0 if current > max (server can briefly report this during buff transitions). - OnPlayerDescription preserves any previously known good value when an incoming field is null — partial profiles don't wipe state. - Changed event for future subscribers. GameEventWiring.WireAll: - New optional 6th parameter: LocalPlayerState? localPlayer = null. Existing 5-arg call sites still work; without the parameter the new PlayerDescription handler still parses + feeds the spellbook but skips the cache update. - PlayerDescription (0x0013) shares AppraiseInfo wire format with IdentifyObjectResponse (0x00C9) per AppraiseInfoParser docstring, so the new handler reuses the existing parser and pulls CreatureProfile.{Stamina, StaminaMax, Mana, ManaMax}. - Player's full learned spellbook also lands here (previously only item-scoped Identify responses fed the spellbook). VitalsVM: - Constructor adds optional LocalPlayerState? parameter (default null keeps every existing caller compiling). - StaminaPercent / ManaPercent now read through to LocalPlayerState every access — no VM-side caching, so a server-side delta to the cache surfaces next frame without any explicit refresh. GameWindow: - Public readonly LocalPlayer field alongside Combat / Chat / Items / SpellBook so plugins + future panels can bind directly. - WireAll call updated to pass LocalPlayer. - VitalsVM construction passes LocalPlayer so the existing VitalsPanel automatically picks up the two new bars. Test counts: - AcDream.Core.Tests: 550 → 561 (+11 LocalPlayerStateTests) - AcDream.UI.Abstractions.Tests: 23 → 26 (+3 VitalsVM through-cache) - AcDream.Core.Net.Tests: 192 → 194 (+2 PlayerDescription wiring) - Total: 765 → 781 Build: 0 warnings, 0 errors. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
9.3 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.
#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
#5 — [DONE 2026-04-25] VitalsPanel stamina/mana bars always null
Closed: 2026-04-25
Commit: feat(player): #5 LocalPlayerState — Stam/Mana wired through PlayerDescription
Resolution: Added AcDream.Core.Player.LocalPlayerState (caches CurrentStamina / MaxStamina / CurrentMana / MaxMana from PlayerDescription (0x0013)'s CreatureProfile). Wired into GameEventWiring.WireAll as a new optional 6th parameter so back-compat preserved. VitalsVM constructor now takes an optional LocalPlayerState; when wired, StaminaPercent / ManaPercent read through to the cache (no VM-side caching) and VitalsPanel automatically draws the two extra bars. Edge cases covered: zero Max* returns null (no /0); current > max clamps to 1.0; partial profiles preserve previous good values rather than wiping them. 16 new tests (11 LocalPlayerStateTests + 3 VitalsVMTests + 2 GameEventWiringTests).