acdream/docs/plans
Erik f6db964fd5 feat(interaction): Slice 4 - equipped-child world picking
A click on a remote character's wielded weapon reported nothing. The picker
was already correct: RetailSelectionScene publishes every drawn part under its
own live-entity server GUID and RetailWorldPicker returns the weapon as the
polygon winner. The failure was downstream eligibility - WorldSelectionQuery
required TryGetInteractionEligibleRecord, whose _visible set admits
LiveEntityProjectionKind.World only, so the winning hit was discarded.

Retail has no such gate. Render::GfxObjUnderSelectionRay @ 0x0054C740
accumulates each hit under the drawn part's own physics-object id
(CPhysicsPart::get_physobj_id @ 0x0050D490), and CPhysicsPart::Draw @
0x0050D7A0 admits any drawn part whose physobj id is nonzero. An equipped item
is a first-class CPhysicsObj with its own id and part array
(CPhysicsObj::add_child @ 0x0050F870 via CSetup::GetHoldingLocation @
0x005213F0). There is no parent redirection and no wielded-specific rule, so a
click on a wielded weapon returns THE WEAPON'S GUID. PositionState.WIELDED is
distinct from IN_CONTAINER (acclient.h:6802), so container suppression never
hid a wielded selection either.

LiveEntityRuntime gains two scoped predicates: TryGetAttachedProjectedRecord
(a current Attached projection that is spatially projected) and
TryGetPickEligibleRecord (that arm plus today's World visible-set arm, with
the same WorldEntity.Id staleness recheck). TryGetInteractionEligibleRecord
and the _visible set are deliberately NOT widened - they feed radar,
auto-target, sticky/MoveTo establishment, and CombatAttackTargetSource, and
retail's radar has no wielded blips. A regression test asserts an attached
child stays out of that set while picking admits it.

Marker anchoring had the twin problem. SmartBox::GetObjectBoundingBox @
0x00452E20 pushes the picked object's OWN m_position - which for a child is
the frame CPhysicsObj::UpdateChild @ 0x00512D50 recomposes each tick as
Frame::combine(parent part frame, holding frame) - and
CPartArray::GetSelectionSphere @ 0x00518B80 scales the authored sphere by that
object's own part-array scale. acdream stores the PARENT's root in the child
projection's Position/Rotation because the child's MeshRefs are
parent-relative, which put the vivid brackets at the wielder's feet. The
composed child root is already published per frame to EntityEffectPoseRegistry
by EquippedChildRenderController.PublishChildPose, so selection now borrows it
through an injected Func<uint, Matrix4x4?> wired in LivePresentationComposition
beside the existing selection-sphere hook. There is no parent fallback: a child
with no published composed root has no live frame this tick and no sphere. Its
part-array scale comes from the spawn record, the same source
EquippedChildRenderController.TryRealize reads, because an Attached WorldEntity
carries the parent-derived pose rather than its own ObjScale.

The sr_Use branch of RecvNotice_SmartBoxObjectFound @ 0x004E5AD0 guards
ItemHolder::UseObject with `found->pwd._wielderID != SmartBox::player_id` at
0x004E5BE9 while still selecting and flashing. Equipped-child picking makes
that click reachable, so the gate ships with it as
IWorldSelectionQuery.IsWieldedByPlayer.

CPhysicsObj::SetLighting @ 0x00511A80 is non-recursive, so the pulse lights the
clicked object's own part array only - clicking a weapon never flashes its
wielder. That follows from routing the pulse identity through the same
predicate.

RetailWorldPicker, RetailSelectionScene, WbDrawDispatcher, and
EquippedChildRenderController are untouched, as are all wire and physics paths.

The slice REMOVES an undocumented deviation (Attached projections excluded
from pick eligibility versus retail's part-id pick) and introduces none, so no
retail-divergence-register row is owed in either direction.

Gates: dotnet build green; AcDream.App.Tests 3,951 passed / 3 skipped;
complete Release solution 9,783 passed / 5 skipped;
tools\run-connected-world-lifecycle-gate.ps1 RESULT=PASS.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-29 18:30:25 +02:00
..
2026-04-10-phase-1-terrain-and-plugin-scaffold.md docs: phase 1 implementation plan 2026-04-10 09:17:49 +02:00
2026-04-10-phase-2-static-meshes-design.md docs(phase-2): refine design after DatReaderWriter spike 2026-04-10 17:18:43 +02:00
2026-04-10-phase-2-static-meshes-plan.md docs: phase 2 implementation plan (tasks 1-10 full, 11-18 sketch) 2026-04-10 17:27:53 +02:00
2026-04-10-phase-2b-design.md docs: phase 2b design — atlas textures, neighbors, dual cameras, plugin api 2026-04-10 20:00:23 +02:00
2026-04-10-phase-2b-plan.md docs: phase 2b implementation plan (9 tasks) 2026-04-10 20:13:03 +02:00
2026-04-10-phase-3c-terrain-blending-plan.md docs(plan): Phase 3c terrain blending plan 2026-04-10 23:43:04 +02:00
2026-04-10-phase-4-networking-design.md docs(plan): Phase 4 networking design 2026-04-10 22:31:26 +02:00
2026-04-10-plugin-architecture-design.md docs: plugin architecture design 2026-04-10 09:11:52 +02:00
2026-04-11-roadmap.md docs: point canonical state at Campaign N; record Campaign V closed 2026-07-29 10:32:41 +02:00
2026-04-13-rendering-rebuild.md fix(movement): jump works locally (airborne velocity preserved) 2026-04-14 00:12:11 +02:00
2026-04-23-sky-weather-lightning-port.md docs(sky): port plan for PhysicsScript/fog/lightning/crossfade 2026-04-24 10:53:46 +02:00
2026-04-24-ui-framework.md docs(ui): align architecture with retained runtime 2026-07-10 16:57:44 +02:00
2026-04-27-phase-c1-pes-particles.md feat(vfx): Phase C.1 — PES particle renderer + post-review fixes 2026-04-28 22:47:11 +02:00
2026-04-29-movement-collision-conformance.md docs(phys L.2g): slice 1 shipped handoff + B.4 gap discovery + plan-of-record 2026-05-12 23:17:05 +02:00
2026-04-30-sky-pes-port.md docs(plans): #36 sky-PES dispatch port plan + .gitignore for retail-debugger scratch 2026-04-30 23:00:46 +02:00
2026-05-08-phase-n5-perf-baseline.md phase(N.5): retirement amendment — InstancedMeshRenderer + StaticMeshRenderer + WbFoundationFlag deleted 2026-05-08 22:01:36 +02:00
2026-05-09-phase-n5b-perf-baseline.md docs(N.5b T10): roadmap + ISSUES + CLAUDE.md + perf baseline updates 2026-05-09 13:03:14 +02:00
2026-05-10-perf-tiers-2-3-roadmap.md docs(perf): roadmap for Tier 2 + Tier 3 entity-dispatcher optimizations 2026-05-10 09:38:38 +02:00
2026-05-11-phase-n6-perf-baseline.md docs(perf #N6.1): apply final-review fixes — spec, baseline doc, issue #55 2026-05-11 12:51:10 +02:00
2026-05-12-milestones.md docs: reconcile project state and refresh README 2026-07-27 12:53:31 +02:00
2026-05-12-phase-c1.5b-handoff.md docs(vfx #C.1.5b): handoff for next slice (issue #56 + EnvCell statics) 2026-05-11 18:22:01 +02:00
2026-06-11-building-render-port-plan.md docs: T5 comprehensive gate verdict - PARTIAL PASS; #108/#109/#97 closed, #117-#120 filed 2026-06-11 15:46:30 +02:00
2026-07-02-retail-motion-animation-rewrite.md fix(motion): restore retail object manager order 2026-07-19 21:40:14 +02:00
2026-07-20-automated-world-lifecycle-gate.md docs(runtime): close deterministic world lifecycle gate 2026-07-21 00:00:31 +02:00
2026-07-21-gamewindow-slice-1-selection-interaction.md docs(architecture): close selection extraction slice 2026-07-21 09:04:31 +02:00
2026-07-21-gamewindow-slice-2-live-animation-presentation.md docs(architecture): close live animation slice 2026-07-21 10:03:20 +02:00
2026-07-21-gamewindow-slice-3-live-session.md docs(architecture): close live-session ownership slice 2026-07-21 12:44:48 +02:00
2026-07-21-gamewindow-slice-4-live-entity-integration.md docs(plan): complete GameWindow slice 4 2026-07-21 19:29:04 +02:00
2026-07-21-gamewindow-slice-5-landblock-presentation.md docs(architecture): close GameWindow slice 5 2026-07-21 23:45:45 +02:00
2026-07-21-gamewindow-slice-6-update-frame-orchestration.md docs(architecture): close GameWindow slice 6 2026-07-22 03:54:11 +02:00
2026-07-22-gamewindow-slice-7-render-frame-orchestration.md docs(architecture): close GameWindow render slice 2026-07-22 08:40:52 +02:00
2026-07-22-gamewindow-slice-8-checkpoint-g-runtime-settings.md refactor(settings): own two-phase runtime settings 2026-07-22 13:30:22 +02:00
2026-07-22-gamewindow-slice-8-checkpoint-h-resource-ownership.md refactor(lifetime): own render resource prefixes 2026-07-22 14:42:14 +02:00
2026-07-22-gamewindow-slice-8-checkpoint-i-ordered-composition.md refactor(app): close ordered startup composition 2026-07-22 19:20:20 +02:00
2026-07-22-gamewindow-slice-8-checkpoint-i6-ui-live-presentation.md refactor(app): compose live presentation startup 2026-07-22 17:55:15 +02:00
2026-07-22-gamewindow-slice-8-checkpoint-i7-session-player.md refactor(app): compose session and player startup 2026-07-22 18:28:32 +02:00
2026-07-22-gamewindow-slice-8-checkpoint-i8-frame-roots-session-start.md refactor(app): make session start terminal 2026-07-22 19:06:00 +02:00
2026-07-22-gamewindow-slice-8-checkpoint-j-lifetime-shutdown.md refactor(app): extract focused window lifetime 2026-07-22 19:43:52 +02:00
2026-07-22-gamewindow-slice-8-checkpoint-k-canonical-soak.md docs(architecture): record GameWindow automated closeout 2026-07-22 20:52:25 +02:00
2026-07-22-gamewindow-slice-8-checkpoint-l-closeout.md docs(architecture): record GameWindow automated closeout 2026-07-22 20:52:25 +02:00
2026-07-22-gamewindow-slice-8-composition-lifecycle.md docs(architecture): record GameWindow automated closeout 2026-07-22 20:52:25 +02:00
2026-07-23-world-interaction-completion.md feat(interaction): Slice 4 - equipped-child world picking 2026-07-29 18:30:25 +02:00
2026-07-24-modern-runtime-architecture.md docs: reconcile project state and refresh README 2026-07-27 12:53:31 +02:00
2026-07-24-modern-runtime-slice-b-envcell-dedup.md docs(perf): close Slice B with full-bake evidence 2026-07-24 14:10:50 +02:00
2026-07-24-modern-runtime-slice-c-prepared-assets.md perf(content): close prepared asset cutover 2026-07-24 15:49:24 +02:00
2026-07-24-modern-runtime-slice-d-unified-residency.md docs(render): close unified residency slice 2026-07-24 17:06:17 +02:00
2026-07-24-modern-runtime-slice-e-cost-budgeted-streaming.md fix(streaming): preserve portal destination ownership 2026-07-25 08:35:12 +02:00
2026-07-24-modern-runtime-slices-f-g-render-scene.md docs(rendering): close retained-scene G5 2026-07-25 13:55:38 +02:00
2026-07-25-modern-runtime-slice-h.md fix(streaming): preserve portal destination ownership 2026-07-25 08:35:12 +02:00
2026-07-25-modern-runtime-slice-i.md fix(physics): traverse prepared indoor portal topology 2026-07-27 00:02:44 +02:00
2026-07-25-modern-runtime-slice-j.md docs(runtime): close Slice J and activate Slice K 2026-07-27 01:01:41 +02:00
2026-07-25-modern-runtime-slice-j2.md docs(runtime): close J2 session lifetime gate 2026-07-25 19:46:47 +02:00
2026-07-25-modern-runtime-slice-j3-object-table.md docs(runtime): close J3.4 and plan J3.5 2026-07-26 06:09:28 +02:00
2026-07-25-modern-runtime-slice-j3-projection-store.md docs(runtime): close J3.3 and hand off J3.4 2026-07-25 22:29:34 +02:00
2026-07-25-modern-runtime-slice-j3.md docs(runtime): close canonical entity object lifetime 2026-07-26 07:35:42 +02:00
2026-07-26-modern-runtime-slice-j3-delta-stream.md docs(runtime): close J3.5 and plan J3.6 2026-07-26 06:54:47 +02:00
2026-07-26-modern-runtime-slice-j3-hardening.md docs(runtime): close canonical entity object lifetime 2026-07-26 07:35:42 +02:00
2026-07-26-modern-runtime-slice-j4.md docs(runtime): close gameplay-state ownership 2026-07-26 10:17:39 +02:00
2026-07-26-modern-runtime-slice-j5.md docs(runtime): close simulation ownership 2026-07-26 16:29:28 +02:00
2026-07-26-modern-runtime-slice-j6.md docs(runtime): close exact world host ownership 2026-07-26 18:41:24 +02:00
2026-07-26-modern-runtime-slice-j7.md docs(runtime): close the accepted J7 visual gate 2026-07-27 00:12:26 +02:00
2026-07-26-modern-runtime-slice-j8.md docs(runtime): close Slice J and activate Slice K 2026-07-27 01:01:41 +02:00
2026-07-26-modern-runtime-slice-k.md docs(headless): close modern runtime slice K 2026-07-27 11:31:19 +02:00
2026-07-26-modern-runtime-slice-l.md docs(linux): park Slice L at L1 checkpoint 2026-07-27 12:35:47 +02:00
2026-07-27-vulkan-campaign.md docs(render): Campaign V is closed - the deferred reruns pass on the GL-free tree 2026-07-29 07:49:29 +02:00
2026-07-29-network-transport-campaign.md docs: Campaign N CLOSED - user-accepted; #260 closed; #262 filed 2026-07-29 17:48:45 +02:00
2026-07-29-post-vulkan-work-intake.md docs: VTank requirements research - the plugin-automation milestone model 2026-07-29 16:29:49 +02:00
animation-system-audit.md docs(anim): Phase L.1a animation system audit 2026-04-28 10:38:58 +02:00