Slice 4 made a remote character's wielded weapon selectable, which made the
pickup chain reachable end to end for the first time: SelectionPickUp on
another player's weapon captured identity, passed ValidatePickupTarget (which
checked only the Stuck flag and the small-item mask, and a MeleeWeapon clears
both), installed a real non-autonomous approach through
PlayerInteractionMovementSink, and then sent a pickup request the server
rejects. Retail does none of that.
ItemHolder::AttemptToPlaceInContainer @ 0x00588140 runs
AttemptToPlaceInContainer_IsItemLegal @ 0x005870C0 first, at 0x00588173 --
ahead of container legality, auto-merge, the container walk, and the only
CM_Inventory::Event_PutItemInContainer emitter
(ACCWeenieObject::UIAttemptPutInContainer @ 0x0058D680). IsItemLegal's arm at
0x005872B7 rejects `!ACCWeenieObject::IsOwnedByPlayer(item) &&
item->pwd._location != 0` with one local
ECM_UI::SendNotice_DisplayStringInfo(0x1a, ...), and
CPlayerSystem::PlaceInBackpack @ 0x0055D8C0 then withdraws the waiting slot it
had published (SetWaitingState(obj, 0) + SendNotice_EndPendingInPlayer at
0x0055D918). No request, no movement. acdream had never ported that arm; it
was harmless while wielded children were unpickable and stopped being harmless
at f6db964f.
The notice is data_7e2228, "The %s is being wielded by someone else!" -- WITH
the exclamation mark. IsItemLegal's six strings occupy one contiguous literal
block, 0x007e21f0 through 0x007e234c, one per arm in reverse code order, and
the two neighbours already ported here (0x007e227c "The %s cannot be picked
up!" at 0x00587264, 0x007e22b4 "You cannot pick up creatures!" at 0x005871f4)
pin it. The punctuation-free 0x007cd350 variant belongs to the wield/wear
block and is emitted from a different function at 0x00560aef.
pwd._location is the PublicWeenieDesc CurrentWieldedLocation field
(acclient.h:37175), which acdream projects as
ClientObject.CurrentlyEquippedLocation, and ACCWeenieObject::IsOwnedByPlayer
@ 0x0058D160 is IsOwnedByObject(this, player_id) -- already ported as
ClientObjectTable.IsOwnedByObject @ 0x0058CEB0 and reached here through the
existing ItemInteractionController.IsOwnedByPlayer. The arm reads pwd._location
verbatim rather than adding a WielderId belt-and-braces test, because retail's
predicate is the thing being ported.
The player's OWN wielded item is IsOwnedByPlayer, so retail passes it and takes
a different route. ACCWeenieObject::DeterminePositionState @ 0x0058BE70 gives
it PositionState.WIELDED (acclient.h:6802) rather than IN_3D_VIEW, and
UIAttemptPutInContainer records IR_PICK_UP only for IN_3D_VIEW, treating
WIELDED and IN_CONTAINER alike as a plain IR_PUT_IN_CONTAINER transfer. So an
own-wielded item is unwielded in place: the request goes out immediately with
no approach, joining the existing current-ground-object shortcut. The shortcut
carries an ownership conjunct so it can never outrun the 0x005872B7 gate.
TryGetApproach now refuses attached children outright, for the same
IN_3D_VIEW reason. An Attached projection's bookkeeping WorldEntity.Position
carries the PARENT's composed root (EquippedChildRenderController
.ApplyParentWorldPose), not the child frame CPhysicsObj::UpdateChild @
0x00512D50 composes, so an approach built from it walked toward the wielder.
Slice 4 de-parented the marker anchor but left this one parent-derived; no
approach can anchor on a wielder now.
The pick predicates are deliberately untouched. Picking, selecting, examining,
lighting-pulse identity, and the vivid-marker anchor on a remote's wielded
weapon all behave exactly as Slice 4 shipped them -- retail's sr_Select and
sr_Examine branches of RecvNotice_SmartBoxObjectFound @ 0x004E5AD0 never
consult IsItemLegal. The gate is the transaction, not the pick.
f6db964f's message asserted the slice introduced no deviation and owed no
retail-divergence-register row. That was wrong: the unported 0x005872B7 arm
was a deviation it made reachable. This commit ports the arm in full, matches
retail on the own-wielded path, and removes the parent-derived approach
anchor, so the record is corrected here and no register row is owed.
Gates: dotnet build green; AcDream.App.Tests 3,960 passed / 3 skipped;
complete Release solution 9,792 passed / 5 skipped;
tools\run-connected-world-lifecycle-gate.ps1 -SkipBuild RESULT=PASS.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
34 KiB
World interaction completion — pre-M4 program
Status: Slice 1 user-accepted 2026-07-23. Slice 2 Use-hand selection,
zero-useability, carried direct-use, AutoWear correction, and the requested
shared item-cooldown follow-up passed their connected gates. Slice 3's first
connected gate exposed an incorrect IdentifyResponse flag table, a non-retail
shared-panel mount, and its missing inscription transaction. All three are
corrected and live-confirmed. The creature-page follow-up now has retail's
ordered stat rows and animated private preview. The follow-up item report and
authored 310 x 400 layout correction are implemented and user-accepted.
Favorite-spell press-time selection and right-click local SpellPanel
examination are implemented and user-accepted. The follow-up maps
component-disabled ACE characters to the modern scarab/prismatic formula,
resolves formula icons by their DAT icon DIDs, installs those icons as each
authored template root's own foreground image, and migrates stale examination
dimensions once to the authored 310 x 400 extent. The final connected
assessment gate passed on 2026-07-24. Slices 1–3 are complete; resume at Slice
4, equipped-child world picking.
Milestone: M4 prerequisite/preamble.
Architecture: retained gameplay UI over shared selection, object, and
interaction state. GameWindow remains a composition/callback shell.
Outcome
Close the remaining retail interaction surfaces before the larger M4 quest/emote/character-creation bodies begin:
- Favorite spell bars expose their DAT-authored overflow arrows and scroll through every server-persisted favorite.
- The status bar's hand and magnifying-glass controls invoke the same Use and Assess commands as their keyboard paths.
- Assessing a creature, player, NPC, or object opens its retail information in the independent movable/resizable retail floaty examination window.
- World picking can resolve visible equipped children, such as a character's wielded weapon, while selection markers remain anchored to the picked child.
- Vendor use opens the authored vendor surface, publishes its inventory, and supports retail selection/browsing.
- Vendor buy/sell transactions, quantities, pending-state ownership, and authoritative inventory reconciliation complete the loop.
The program reuses the existing retained-window host, SelectionState,
ClientObjectTable, interaction transaction owner, and server-authoritative
inventory updates. It does not create parallel panel positions, item tables,
selection state, or optimistic inventory outcomes.
Ordered slices
| Slice | Deliverable | Principal owner |
|---|---|---|
| 1 | Spell-bar overflow arrows | SpellcastingUiController + generic retained scrollbar/list |
| 2 | Status Use/Assess commands | focused status-bar controller binding to the existing action router |
| 3 | Assessment information panel | retained controller in an independent floaty examination window |
| 4 | Equipped-child world picking | pure world-query/picking policy plus presentation anchor |
| 5 | Vendor browse lifecycle | vendor session/controller plus authored panel |
| 6 | Vendor transactions | server-authoritative buy/sell command and reconciliation owner |
Each slice begins with named-retail research, produces pseudocode and conformance tests, updates the divergence register if required, and lands as a separate bisectable commit. A visual gate follows each UI-bearing slice.
Slice 1 now imports both 23-pixel arrow buttons, their rollover/pressed media, and HideDisabled from the real combat fixture; places their artwork by the authored leading/trailing positions; shares the list's single pixel-scroll model; advances one 32-pixel cell per press; and exposes only actively selected spells. Passive object/endowment refresh preserves a manual offset. The mixed 610/800-pixel DAT anchor chain is solved to a fixed 747-pixel combat root, producing exactly 18 visible 32-pixel favorite cells (nine numbered plus nine unnumbered) without consuming the overflow. The initial 57-test/full-suite gate passed; the corrective 104-test focus set, 3,472 App tests / 3 skips, Release solution build, and 7,845 complete-solution tests / 5 skips pass. The corrected 18-cell bar and both overflow directions passed the connected gate.
Slice 2 now drives the toolbar hand from canonical SelectionState changes and
live ClientObjectTable updates. The pure Core predicate ports
gmToolbarUI::HandleSelectionChanged: combat-use items, armor/clothing/jewelry,
and ItemUses values without USEABLE_NO remain active. Clicking still enters
the existing ItemInteractionController command path, so weapons use the
server-confirmed AutoWield transaction and targeted tools enter the existing
use-on-target cursor. Empty selection and explicitly unusable spell components
are ghosted and ignore clicks. Empty-selection ghosting is the user's explicit
choice over retail's generic TARGET_MODE_USE entry and is registered as
AP-122. The 14-test Core interaction focus, 49-test toolbar focus, Release
solution build, 3,474 App tests / 3 skips, and 7,848 complete-solution tests /
5 skips pass.
The connected selection-state gate passed. Its follow-up exposed three deeper
shared-policy/delivery defects, now corrected from named retail plus the
matching binary. ItemUses::IsUseable @ 0x004FCCC0 tests only USEABLE_NO;
reset/absent value zero is usable. ItemHolder::UseObject @ 0x00588A80 sends a
Use event immediately for both owned and world objects; acdream had
incorrectly routed the packet through a local approach lookup, where
Blackmoor's Favor has no spatial entity and was silently cancelled. Every
ordinary Use now sends once and ACE owns any authoritative MoveTo chain.
AD-27 remains only for client-side pickup completion. AutoWear applies
CPlayerSystem::AutoWearIsLegal @ 0x0055EF40 through the same double-click and
toolbar-hand path, resolves the overlapping worn object from the
retail-ordered equipment projection, and emits the exact system line
You must remove your <item> to wear that. Research:
../research/2026-07-23-retail-item-use-and-autowear-pseudocode.md.
The focused 25-test Core and 85-test App sets pass, as do the warning-free
Release solution build, 3,476 App tests / 3 skips, and 7,857 complete-solution
tests / 5 skips. The carried-use delivery correction adds an end-to-end App
pin from Favor activation through wire dispatch and authoritative UseDone busy
release. The Release build retains the 17 tracked test-project warnings;
3,477 App tests / 3 skips and 7,858 complete-solution tests / 5 skips pass.
The user confirmed Blackmoor's Favor now activates correctly.
Before Assess, the user requested the adjacent retail item-cooldown
presentation. PublicWeenieDesc now preserves the optional shared cooldown id
and duration, assessed property updates reach the same object fields, and
CEnchantmentRegistry::OnCooldown @ 0x005943C0 plus
UIElement_UIItem::UpdateCooldownDisplay @ 0x004E1E20 are ported through the
canonical Core registry and one pure display projection. Every retained item
list shares one controller and the exact
ten DAT-authored radial sprites 0x060067CF..0x060067D8; items with the same
group display the same server-authored cooldown. Research:
../research/2026-07-23-retail-item-cooldown-pseudocode.md.
The focused parser/Core/UI/production-DAT tests, warning-free Release solution
build, 3,482 App tests / 3 skips, and 7,875 complete-solution tests / 5 skips
pass. AP-123 records only the retained toolkit's procedural-child adaptation;
the visible assets, ordering, timing, and shared-group behavior are exact.
The user accepted the live cooldown presentation 2026-07-23.
Slice 3 preserves the existing toolbar/keyboard Assess command and ports the
retail response owner around it. One shared UI-busy reference covers the
latest pending GUID, stale replies are rejected, the accepted reply becomes
the current appraisal, and combat-time creature/player refreshes occur every
0.75 seconds only while the examination window is visible. Complete
IdentifyObjectResponse parsing now uses ACE/retail's exact flag values and
positional order, includes the three-word HookProfile, and rejects truncated
gated payloads rather than continuing from a corrupt cursor. The first live
monster gate found that 0x0100 had been mislabeled WeaponProfile; the parser
dropped every creature response before response acceptance, leaving the one
busy reference held. A literal ACE 0x0100 creature fixture now protects that
packet-to-controller path.
LayoutDesc 0x2100006B, root 0x100005F2, supplies the complete 310 x 400
floaty chrome, title, item/creature/character subviews, close control, and
authored scrollbars. gmFloatyExaminationUI is an independent top-level
window, so Inventory/Skills/Spellbook no longer replace it or inherit its
geometry. The imported multiline inscription field now ports
ItemExamineUI's public/hook inscribability, inventory ownership and
same-scribe permission rules, placeholder/signature presentation, exact
failure notices, focus commit behavior, and CP-1252 SetInscription (0x00BF)
transaction. Basic item and player reports are live. The creature page now
resolves its type through retail EnumMapper 0x2200000E, preserves the
authored Character/Level header, creates the exact nine stat rows from
template 0x10000166, and renders a fixed-heading animated clone through a
private viewport using retail's bounding-box camera and distant light.
The visual-gate correction also ports the separate 0x10000335
damage/critical/resistance rating list, places authored row chrome behind the
animated preview and text in front, adds the balanced row inset, and follows
the current selection automatically while the examination window is visible.
Item-object preview, specialized item/character detail regions, and exact
creature appraisal font-state selection remain the narrowed AP-110 residual.
The item report now retains PublicWeenieDesc hook identity, applies
appraisal-only Value/Burden unknowns, suppresses mounted-hook sentinel
capacities, preserves retail line/paragraph boundaries, and selects the
authored white/green/red item font-color entries. Research:
../research/2026-07-23-retail-appraisal-ui-pseudocode.md.
The focused parser/router/request/controller/fixture tests pass, as do the
Release solution build with 17 pre-existing tracked test warnings, 3,496 App
tests / 3 skips, and 7,913 complete-solution tests / 5 skips.
The creature presentation follow-up adds real-DAT row-template and EnumMapper fixtures plus pure conformance coverage for row order/formatting, enchantment semantics, failed assessments, stable clone identity, live animated mesh updates, hydrated mesh bounds, and retail camera fitting. The warning-free App code, Release solution build, 3,506 App tests / 3 skips, and 7,923 complete-solution tests / 5 skips pass. The connected visual result remains the closeout gate.
The rating/layering/selection-follow correction adds 18 focused green tests, passes the Release solution build with the 17 warnings already tracked by #228, 3,510 App tests / 3 skips, and 7,927 complete-solution tests / 5 skips. Its corrected connected visual result remains the closeout gate.
The item-report/layout correction restores the authored 310 x 400 examination
size for the connected profile, leaves retail's ordinary resize range intact,
keeps row chrome at its LayoutDesc origin while insetting only foreground
creature text, and starts generated item prose at the top of its authored
scroll surface. ItemAppraisalTextFormatter now owns the decomp-ordered item
projection outside GameWindow and outside the examination controller. It
ports common weapon damage ranges/speed/range/ammunition, armor protection
bands, defense/caster modifiers, workmanship, ratings, wield/use/activation
requirements, item XP/capacity/lock/mana/uses/creator/rare data, cooldown and
imbued special properties, and both short spell lists and full DAT spell
descriptions. The conformance follow-up replaces public-value fallbacks with
retail's appraisal presence semantics, restores hook/capacity/lock behavior,
and carries each AddItemInfo fragment's paragraph and font-color index into
the retained text shaper. AP-110 now names only the remaining specialized,
player-dependent, DAT-display-name, creature-font-state, and object-preview gaps.
Focused conformance fixtures cover the geometry layering plus melee, launcher,
armor, spell, and special-property reports. The Release solution build passes
with the 17 warnings already tracked by #228, 3,514 App tests / 3 skips, and
7,931 complete-solution tests / 5 skips. The connected visual result remains
the historical pre-acceptance checkpoint; the final gate passed 2026-07-24.
The item-format conformance correction adds literal hook-tail cursor fixtures, wire/session/object-table propagation tests, the exact Black Phyntos Hive report, capacity/page/lock presence cases, structured paragraph checks, and LayoutDesc color-palette/enchantment-style coverage. The isolated Release solution build passes with the same 17 tracked warnings; 3,522 App tests / 3 skips and 7,942 complete-solution tests / 5 skips pass while the previously launched client retains the normal Release output lock. The corrected connected item visual was accepted 2026-07-24.
The exhaustive item-report correction replaces the remaining generic/numeric
approximations with the complete named-retail dispatch. Equipment sets use the
literal EoR table; ratings, tinkering/salvage averages, coverage, failed weapon
unknowns, level restrictions, all three item-XP curves, activation heritage,
healer/ordinary boost behavior, rare timers, and magic ~ Name: Description
rows now preserve retail wording and ordering. Description construction ports
lifespan prose, workmanship/material/gem decoration and portal/PK restriction
bits. RetailAppraisalNameResolver follows retail's master
EnumIDMap -> sub-enum 1 DualEnumIDMap material chain and shares the installed
creature mapper for slayers and wield requirements; a production-DAT test pins
Ruby and Ghost. AP-110 is narrowed to item preview and the projections that
need live player/localization state (effective shield, cooldown remaining, and
augmentation-cost StringInfo), plus character and creature-font residuals.
The focused item formatter suite passes 21/21, App Release passes 3,531 tests /
3 skips, and the complete Release solution passes 7,952 tests / 5 skips. The
connected item-report comparison passed on 2026-07-24.
The material-title and section-boundary correction carries
PublicWeenieDesc.MaterialType from CreateObject through the canonical object
table and resolves ACCWeenieObject::GetObjectName(NAME_APPROPRIATE) through
the installed DAT material map. Examination titles now produce names such as
Reed Shark Hide Steel Toed Boots without duplicating a material already
present in the authored base name. Empty AddItemInfo calls are retained as
real report fragments, restoring retail's intentional blank rows after
workmanship, before armor level, around rating/special-property blocks, and at
the later use/item-level boundaries. Focused wire, projection, object-table,
title, and boots-layout fixtures protect the full path. With the subsequent
right-click and press-time retained-item input ports, the Release solution
build and 3,548 App tests / 3 skips plus 7,979 complete-solution tests /
5 skips pass.
The world right-click follow-up ports
UIElement_SmartBoxWrapper::MouseUp @ 0x004E5820 and the
sr_Examine branch of RecvNotice_SmartBoxObjectFound @ 0x004E5AD0.
The configurable SelectRight binding now completes on release, cancels when
pointer travel crosses the retail-observed three-pixel drag threshold, and
routes through the existing world picker, lighting pulse, canonical
SelectionState, and appraisal request owner. Empty world space remains a
no-op, right-drag camera orbit does not appraise its release point, and the
independent configurable SelectionExamine action now reaches the same
request/target-mode path.
The retained follow-up ports the separate
UIElement_ItemList::ListenToElementMessage @ 0x004E4D50 branch: an occupied
backpack, side-bag, loot, paperdoll-slot, or physical toolbar cell now selects
its item and enters that same appraisal owner on a completed right-click.
Right-button movement cancels the click and can never begin an item drag.
The input-latency follow-up ports UIElement_ListBox::MouseDown @ 0x0046E3A0
and the physical left-click branch of
UIElement_ItemList::ListenToElementMessage @ 0x004E4D50. Canonical selection
and the retained green frame update during left-button down, before the
three-pixel drag threshold. Target mode is offered first. Opening, using,
equipping, looting, and shortcut activation remain completed-click or
double-click actions and are suppressed when target mode consumed the press.
Favorite spells now use the parallel non-weenie path:
gmSpellcastingUI::ListenToElementMessage @ 0x004C7AB0 selects the favorite
on left press, while the spell branch of
UIElement_ItemList::ListenToElementMessage @ 0x004E4D50 opens the authored
SpellPanel locally on right-click. Spell IDs never enter SelectionState or
the status-bar magnifier path, and no Appraise/busy transaction is invented.
The view projects exact spell fields and the current appropriate formula
through authored component template 0x1000032E. Its corrective pass uses
each component descriptor's icon DID rather than its inventory WCID, applies
the modern scarab/prismatic formula when ACE disables component enforcement
(IA-21), and introduces per-window authored-geometry revisions so an obsolete
saved examination height resets once without discarding position or future
user resizing. The corrected formula/icons/foreground stack and authored
extent were accepted on 2026-07-24. The 61-test focused App
gate passed before this correction. The corrected focused tests, Release build
with #228's 17 tracked test warnings, 3,555 App tests / 3 skips, and 7,986
complete-solution tests / 5 skips pass.
Slice 1 — spell-bar overflow arrows
Retail oracle
The authored Magic combat layout contains, inside every favorite-tab group:
- horizontal scrollbar
0x100000B5, 685×36 at the 800-pixel design width; - decrement button
0x10000071, 23×36; - increment button
0x10000072, 23×36; - item list
0x100000B6, inset by 23 pixels on both sides and 32 pixels high.
The list references the scrollbar through UIElement_Scrollable property
0x71. The scrollbar references increment/decrement buttons through
properties 0x77/0x78, and property 0x79 enables HideDisabled. There is no
track or thumb in this specific control: the two authored arrows are the whole
visible scrollbar.
Named retail references and executable pseudocode are recorded in
../research/2026-07-23-retail-spellbar-overflow-pseudocode.md.
Implementation plan
- Generalize
DatWidgetFactory.BuildScrollbarso horizontal and vertical scrollbars both import the referenced decrement/increment children, including their authored positions, dimensions, Normal/rollover/pressed media, and HideDisabled property. - Generalize
UiScrollbarto use distinct authored decrement/increment extents for rendering, hit-testing, track geometry, and dragging. Preserve the existing 16-pixel default for layouts whose button children are absent. - Reproduce retail disabled presentation: a model without overflow rejects pointer input; when HideDisabled is authored, the scrollbar also draws nothing and does not claim hit tests.
- In
SpellcastingUiController, bind each group's scrollbar to itsUiItemList.Scroll, enable horizontal scrolling, and retain one independent pixel offset per favorite tab. - Match
SpellCastSubMenu::SetSelected: selecting a spell through keyboard, shortcut, or code scrolls that item into view; passive state refresh does not re-expose it. - Carry the combat root's mixed-parent raw-edge policies through the complete imported tree and solve for the retail 18-cell favorite viewport; keep that HUD capacity fixed across desktop resizes.
- Pin the importer, arrow hit extents, 32-pixel step, no-overflow behavior, controller binding, and selection exposure with focused App tests.
- Run the App Release suite, solution Release build, and complete Release suite. Then update the roadmap/memory and request the connected visual gate: place more favorites than fit, scroll both directions, change tabs, and verify arrows disappear on a non-overflowing tab.
Invariants
- DAT supplies the controls and their artwork; no new spell-bar texture or overlay is invented.
- The scrollbar and list share one
UiScrollable; there is no second offset. - One arrow press moves one 32-pixel favorite cell, matching
UIElement_ListBox::InqScrollDelta. - Hidden disabled arrows cannot intercept combat-page dragging or clicks.
- Existing stack, combat-power, chat, inventory, spellbook, and external container scrollbars retain their current behavior.
- No substantial feature body enters
GameWindow.
Slice 2 — status Use/Assess commands
Use-hand implementation
ItemInteractionPolicy.IsToolbarUseEnabledis the pure named-retail selection predicate.ItemInteractionController.IsToolbarUseEnabledadapts the selected live object without triggering a request or consuming the use throttle.ToolbarControllersubscribes to canonicalSelectionState.Changedand selected-object add/update/remove notices, then sets the imported button's normal or ghosted state throughUiButton.Enabled.- Enabled clicks retain the one existing activation path:
equipment enters
AutoWieldController, ordinary use enters the normal Use request owner, and targeted items enterUseItemOnTarget, which already owns the retail target cursor.
Slice 2 closeout
- The shared item-cooldown visual gate passed.
gmToolbarUI::ListenToElementMessage @ 0x004BEE90confirms the existing magnifying-glass path was already correct: assess the selected GUID immediately, otherwise enter one-shot Examine target mode.- Slice 3 owns the response lifetime and retained examination presentation; Slice 2 adds no duplicate command path.
Slice 3 — assessment information panel
Implemented ownership
AppraiseInfoParserowns the complete positional response payload, including HookProfile and strict truncation failure.ItemInteractionControllerowns the pending/current GUID pair and the balanced shared busy reference.AppraisalUiControllerowns response acceptance, item/creature/character subview selection, report projection, scroll preservation, first-response visibility, and visible-combat refresh.RetailUiRuntimeimports and registers retail'sgmFloatyExaminationUIas its own top-level window. It deliberately does not enterRetailPanelUiController; Inventory, Skills, Spellbook, and effects keep their shared main-panel geometry while Examination coexists.- Network workers deliver immutable parsed data through the existing session router; retained state changes remain on the update thread.
AppraisalUiControllerowns inscription presentation and optimistic field state;WorldSessionowns the exact0x00BFGameAction send. Authoritative inventory/appraisal data remains the source on the next response.
Connected gate
- Select an item and click the magnifying glass (or press Assess): a separate floaty window should show its name, available properties, descriptions, inscription/signature, retail chrome, and working scrollbars.
- Assess a monster, NPC, and player: the correct creature/character page should appear and the busy cursor should clear.
- On a monster, verify the animated creature is centered behind the exact Strength/Endurance/Coordination/Quickness/Focus/Self/Health/Stamina/Mana order, with its creature type and level in the authored header. Assess differently sized monsters to verify the retail bounding-box fit.
- In combat, leave a creature assessment open long enough to observe a health refresh; closing the examination window must stop refreshes.
- Keep Examination open while opening/moving Inventory or Skills and confirm both windows coexist with independent rectangles.
- On the combat spell bar, press and hold a different favorite: its selection and name should update before release. Right-click a favorite: the same examination floaty should show the SpellPanel with name, school, mana, duration, range, description, and component formula. The toolbar magnifier must not treat the selected spell as an object.
- Assess an owned inscribable weapon. Edit and clear its inscription by clicking elsewhere, then reassess it. An item authored by another player is read-only and reports the exact retail permission line when clicked.
Slice 4 — equipped-child world picking
Status: implemented 2026-07-29, pending the two-client visual gate. Owner
shape per the program table held: pure world-query/picking policy plus
presentation anchor. No wire, physics, renderer, or
EquippedChildRenderController changes. LiveEntityRuntime gained scoped
TryGetAttachedProjectedRecord / TryGetPickEligibleRecord predicates;
TryGetInteractionEligibleRecord and the _visible set are untouched, so
radar, auto-target, and CombatAttackTargetSource remain wielded-item free
(regression-asserted). WorldSelectionQuery takes the composed child root as
an injected Func<uint, Matrix4x4?> beside the selection-sphere hook, wired in
LivePresentationComposition from EntityEffectPoseRegistry.TryGetRootPose.
The own-wielded sr_Use gate (0x004E5BE9) ships through the new
IWorldSelectionQuery.IsWieldedByPlayer. Gates: App tests 3,951/3 skips,
complete Release solution 9,783/5 skips, connected world-lifecycle gate
RESULT=PASS.
Correction 2026-07-29 (Opus review finding F1, HIGH). Making a remote's
wielded weapon selectable made the pickup chain reachable end to end for the
first time, and acdream had never ported
ItemHolder::AttemptToPlaceInContainer_IsItemLegal @ 0x005870C0's arm at
0x005872B7 — !ACCWeenieObject::IsOwnedByPlayer(item) && item->pwd._location != 0 — so SelectionPickUp on another character's weapon installed a real
approach and a wire request the server rejects. That arm now ships, with
retail's own notice (0x007e2228) and retail's placement ahead of every other
AttemptToPlaceInContainer @ 0x00588140 stage: one local message, no movement,
no request. The player's own wielded item is IsOwnedByPlayer, so it passes
the arm and takes retail's PositionState.WIELDED route —
ACCWeenieObject::UIAttemptPutInContainer @ 0x0058D680 records
IR_PUT_IN_CONTAINER, not IR_PICK_UP — dispatching its container transfer
immediately with no approach. TryGetApproach now refuses attached children
outright for the same reason, so no approach can anchor on a wielder's root.
Picking, selection, examination, and the marker anchor are unchanged. The
slice therefore introduces no divergence, contrary to what f6db964f's message
claimed; no register row is owed. Gates: App tests 3,960/3 skips, complete
Release solution 9,792/5 skips, connected world-lifecycle gate RESULT=PASS.
The retail mechanism
Retail picking is render-coupled, not a scene-graph ray walk. A click arms a
per-frame selection cursor (UIElement_SmartBoxWrapper::MouseDown @ 0x004E5700 sets a SearchReason — sr_Select/sr_Examine/sr_Use/sr_TargetedUse,
acclient.h:6789 — then SmartBox::find_object @ 0x00451C60 sets
Render::set_selection_cursor @ 0x0054B750). During the frame,
Render::update_viewpoint @ 0x0054CDD0 builds selection_ray via
Render::pick_ray @ 0x0054B610, and EVERY drawn part accumulates hits in
Render::GfxObjUnderSelectionRay @ 0x0054C740: drawing-sphere test, then
per-polygon tests when enabled, keeping the closest — with the polygon winner
outranking a sphere-only winner (GetMouseSelectionObjectID @ 0x0054C950,
read at SmartBox::DrawNoBlit @ 0x00454C20).
The child-vs-parent answer: each hit records part->physobj->id
(CPhysicsPart::get_physobj_id @ 0x0050D490), and a part is only a candidate
when part->physobj->id != 0 (CPhysicsPart::Draw @ 0x0050D7A0). Equipped
children are first-class CPhysicsObjs with their own ids and part arrays
(CPhysicsObj::add_child @ 0x0050F870 via CSetup::GetHoldingLocation @ 0x005213F0; CPhysicsObj::UpdateChild @ 0x00512D50 composes
Frame::combine(parent_part_frame, hold_frame) into the child's own
m_position every frame). So a click on a wielded weapon returns THE WEAPON'S
GUID — there is no parent redirection in the path, and no ethereal or
wielded-specific gate: the only candidacy rule is "drawn part with a nonzero
physobj id".
Post-pick (RecvNotice_SmartBoxObjectFound @ 0x004E5AD0): the id must exist in
the weenie table; selection is set to the picked id itself
(ACCWeenieObject::SetSelectedObject @ 0x0058C2E0); the click flash
(CPhysicsObj::SetLighting @ 0x00511A80) is non-recursive — it lights that
object's own part array ONLY, so clicking a weapon flashes the weapon and
clicking a creature does not flash its weapon; the vivid brackets
(VividTargetIndicator @ 0x004F5CE0) derive from the selected object's own
selection sphere at its own position, which for a child IS the hand frame.
sr_Use on an object whose _wielderID == player_id is suppressed
(0x004E5BE9) while selection still happens; sr_Examine examines the child id
directly. PositionState.WIELDED is distinct from IN_CONTAINER
(acclient.h:6802), so container suppression never hides a wielded selection.
The gap in acdream (the picker is already right)
Equipped children are already live entities with their own ServerGuid
(EquippedChildRenderController.TryRealize, :448-617) and every draw path
already publishes their selection parts under that guid
(RetailSelectionScene.AddVisiblePart, which only skips serverGuid == 0).
RetailWorldPicker.Pick therefore already returns the weapon as the polygon
winner. The failure is entirely downstream: WorldSelectionQuery.PickAt
(:137-154) requires TryGetInteractionEligibleRecord, whose _visible set
admits LiveEntityProjectionKind.World only (LiveEntityRuntime.cs:1183
excludes Pending/Attached/Hidden by design), so the winning hit is discarded
and the click reports nothing. Retail would have succeeded. Marker anchoring
has the twin problem: ResolveVividTargetInfo (:262-286) gates on the
World-only TryGetSpatiallyProjectedRecord, and TryGetSelectionSphere
(:293-318) anchors at entity.Position/Rotation, which for an attached child
is deliberately the PARENT's root pose (ApplyParentWorldPose, :651-658) —
brackets at the wielder's feet. The child's true composed root
(pose.RootLocal * parentWorld, the exact Frame::combine equivalent) is
already published per frame to EntityEffectPoseRegistry (PublishChildPose,
:632-644; TryGetRootPose :195) and is what the vfx anchors already use.
Slice plan
- Pick eligibility for attached projections. Add a scoped
LiveEntityRuntime.TryGetPickEligibleRecord(serverGuid, localEntityId)acceptingWorld(today's semantics) ORAttached(with the sameIsSpatiallyProjected+WorldEntity.Id == localEntityIdstaleness recheck). Consume it inWorldSelectionQuery.PickAt, the lighting-pulse identity paths, andTryGetInteractionTarget. Do NOT widenTryGetInteractionEligibleRecord/_visible— it feeds radar, auto-target, sticky/MoveTo establishment andCombatAttackTargetSource, none of which retail lets wielded items enter (retail's radar has no wielded blips). - Marker + sphere anchor. Branch
ResolveVividTargetInfoonto the new predicate, and for Attached records transform the Setup selection sphere byEntityEffectPoseRegistry.TryGetRootPose(localId)(injected as aFunc<uint, Matrix4x4?>beside the existing selection-sphere hook) instead of the parent-derivedentity.Position/Rotation. - Own-wielded Use gate. In the use-immediately path, skip the Activate
enqueue when the picked object's
WielderId == playerGuid(selection and flash still occur) — the 0x004E5BE9 parity. If deferred, it owes an AP row. - Files:
LiveEntityRuntime.cs(predicate),WorldSelectionQuery.cs,SelectionInteractionController.cs, plus composition wiring for the root-pose hook. Untouched:RetailWorldPicker,RetailSelectionScene,WbDrawDispatcher,EquippedChildRenderController. - Conformance tests (harnesses exist in
tests/AcDream.App.Tests/Interaction/WorldSelectionQueryTests.csandRendering/RetailSelectionSceneTests.cs): child part closest → resolves to the CHILD guid; stale/withdrawn child record → null, never the parent; marker uses the pose-registry root, not the parent root; marker suppressed for the player's own wielded child, shown for a remote's; lighting pulse lights the child identity only; double-click Use suppressed on own wielded. - Visual gate (user, two-client): click a remote character's wielded weapon — selection names the weapon, the flash lights only the weapon, the vivid brackets track the weapon through the wielder's animation (hand, not feet), right-click opens Slice 3's examination window on the weapon, radar shows no weapon blip, and double-clicking your OWN weapon does not fire a Use.
Notes
- Slice 3 dependency verified:
SelectionState.Selectstores any nonzero guid andRequestAppraisalhas no eligibility gate, so the examination window works on a picked child unmodified once the pick resolves. - Divergence register: this slice ADDS no row — it removes an undocumented deviation (Attached exclusion from pick eligibility versus retail's part-id pick).
- Existing architectural divergence, unchanged by this slice: retail re-arms
the pick every frame for hover/tooltips (
sr_MouseOver); acdream picks on demand per click against the last published frame, with an identity recheck.