acdream/tests
Erik e471527924 feat(net): wire 0xF625 ObjDescEvent for live appearance updates
Retail-driven players observed from acdream rendered with stale
appearance — wrong skin/hair palettes, missing clothing — because
ACE's mid-session appearance broadcasts (equip/unequip/tailoring/
recipe/option-toggle) ride opcode 0xF625 ObjDescEvent and acdream
silently dropped them. Initial CreateObject carries the appearance
at spawn time, but every later equip change only updates via 0xF625
(per Skunkwors protocol docs in ACE/.../GameMessageObjDescEvent.cs).
Retail handles via SmartBox::HandleObjDescEvent (named-retail 0x453340).

Why: the retail observer sees the *server-relayed* view of remotes,
not retail's local build, so dropping ObjDescEvent freezes appearance
at the partial state in the first CreateObject.

How:
- Extract CreateObject's ModelData parsing into reusable
  CreateObject.ReadModelData(span, ref pos) returning
  (BasePaletteId, SubPalettes, TextureChanges, AnimPartChanges).
- Add ObjDescEvent.cs (parser for 0xF625):
  body = u32 opcode | u32 guid | ModelData | u32 instanceSeq | u32 visualDescSeq.
- WorldSession.AppearanceUpdated event + dispatcher branch.
- GameWindow.OnLiveAppearanceUpdated splices new ModelData onto the
  cached spawn and replays via OnLiveEntitySpawned. The dedup at the
  start of OnLiveEntitySpawnedLocked tears down the old GPU/animated/
  collision state cleanly before rebuild.
- _lastSpawnByGuid cache populated at spawn-end and tracked through
  UpdatePosition so re-applies use current position (no pop-back to
  login spot on equip toggle).
- ACDREAM_DUMP_APPEARANCE=1 env var prints structured SP/TC/APC
  decode for every 0xF625 — replaces the earlier raw-hex preview.
- ACDREAM_DUMP_CLOTHING extended with setup.Parts.Count, flatten.Count,
  and per-part triangle counts for offline polygon-budget audit.

Tests: 4 new ObjDescEvent tests (round-trip + parser drift guard);
269 net tests green. User-verified live: skin/hair colors match
retail's character data; equip/unequip no longer pops position.

Note: a separate "puffy arms / bulky body" geometry issue remains
where base body parts visibly overlap clothing meshes — different
root cause, tracked separately.
2026-05-06 10:46:14 +02:00
..
AcDream.Core.Net.Tests feat(net): wire 0xF625 ObjDescEvent for live appearance updates 2026-05-06 10:46:14 +02:00
AcDream.Core.Tests fix(motion): project anim root motion onto terrain plane (slope staircase) 2026-05-05 21:37:42 +02:00
AcDream.Core.Tests.Fixtures.HelloPlugin feat(core): add PluginLoader with collectible ALC 2026-04-10 09:51:16 +02:00
AcDream.UI.Abstractions.Tests fix(ui): pre-merge code review — apply persisted settings without devtools, hide inert sliders 2026-04-27 06:22:35 +02:00