acdream/docs/README.md
Erik 8217a349e0 feat(plugin-ui): Slice B — DAT icons in plugin markup (icon element, button/list icons, plugin icon ids)
Owner request: plugin panels (Decal/VirindiViewService-class, per the
MosswartMassacre reference usage) need to embed real DAT icons the way
FlagTrackerView.SafeSetListImage does — spell/skill art, raw portal
indices, and a window icon. This is Slice B of
docs/plans/2026-09-06-plugin-shelf-and-dat-icons.md (Slice A, the
movable/collapsible shelf, landed in 01b98ca30/4fada238e/718005b21).

What shipped:

- AcDream.Plugin.Abstractions.PluginIcons.Normalize: the one Decal-style
  bare-index -> 0x06xxxxxx RenderSurface DID grammar, applied at every
  icon SINK (descriptor IconSurfaceId in PluginShelfButton, and markup
  <icon did>/<button icon>/<list icons> did-kind ids) rather than on the
  plugin-facing records, which already carry real DIDs read straight
  from the client's tables.
- PluginSpellInfo.IconId / PluginSkillInfo.IconId /
  PluginInventoryItem.IconId / PluginWorldObject.IconId: additive init
  properties (default 0), filled in AppAutomationSurface from
  SpellMetadata.IconId (already projected from SpellBase.Icon by
  RetailSpellMetadataProjector — no gap there), a new BindSkillIcons
  parallel to BindSkillNames (GameWindow reads
  DatReaderWriter.Types.SkillBase.IconId — confirmed via reflection over
  the installed Chorizite.DatReaderWriter package, since its XML docs
  don't cover Pack/Unpack-generated public fields: Description, Name,
  IconId (uint), TrainedCost, SpecializedCost, Category, ChargenUse,
  MinLevel, Formula, UpperBound, LowerBound, LearnMod), and
  ClientObject.IconId in CaptureOwnedItems/ProjectWorldObject.
- IMarkupIconResolver (AcDream.App.UI): ResolveDid/ResolveSpell/
  ResolveItem. MarkupDocument.Build gains an optional parameter (null by
  default -> every icon sink resolves to nothing rather than throwing,
  so pre-Slice-B callers/tests are unaffected). RetailUiRuntime.
  MountPlugins builds ONE RetailMarkupIconResolver per pass from
  RetailUiAssets.ResolveSprite + RetailUiAssets.Icons (the shared
  IconComposer) + Toolbar.Objects (the SAME ClientObjectTable
  Magic/Toolbar bindings already borrow for their own icon resolution —
  no second object lookup introduced).
- New UiMarkupIcon widget (<icon x y w h did|spell|item tooltip>):
  exactly one source required (FormatException at Build otherwise,
  matching every other malformed-attribute rule), aspect-preserved,
  centered, click-through unless a tooltip makes it a real hit-test
  target.
- UiSimpleButton.IconSource and UiMarkupList.IconIdsSource/IconResolve:
  additive, default null/no-op, so every existing button/list caller
  (including the plugin shelf's own toggle/minimize buttons) is
  unaffected. Button icon draws flush left and shifts the caption's
  centering region right; list icons reserve a leading RowHeight-2
  column (Decal's IconColumn) and skip rows whose id is 0 or
  unresolvable.
- MarkupDocument centralizes the did/spell/item dispatch (including
  PluginIcons.Normalize for did) in two small helpers (BuildIconSource
  for <icon>/<button>, BuildRowIconResolve for <list>) so all three
  markup surfaces share one resolver call path.
- AcDream.Plugins.Smoke ships a RegisterPanelContent (in-memory KSML,
  no plugin-side .xml file) proof panel exercising every new surface:
  a bare-index <icon>, a literal-hex <icon>, a composited <icon
  spell=...>, a <button icon=...>, and a <list icons=... iconkind=
  spell> of the first five known self-buffs with their IconId printed
  alongside. Descriptor IconSurfaceId reuses the same bare index to
  prove the shelf button and the panel's own icon normalize identically.
- docs/plugin-ui-markup.md is the new SSOT for the full markup
  vocabulary + icon grammar + the Slice A shelf; linked from
  docs/README.md and docs/plans/2026-04-24-ui-framework.md.

Design decisions where the plan left room:
- Normalize runs inside the resolver dispatch (BuildIconSource/
  BuildRowIconResolve), not scattered at each markup call site, so
  every did-kind sink shares one choke point.
- did/spell/item all accept either a literal (decimal or 0x-hex) or a
  {Binding}, via one BindUintLiteralOrBinding helper, for symmetry —
  the plan only showed spell/item as bindings but didn't forbid a
  literal.
- <icon> requires exactly one source INCLUDING zero (not just two);
  an icon with no source is not a coherent element.
- The button/list icon draw math (icon column extent, padding) lives
  in the widgets themselves (UiSimpleButton/UiMarkupList), not in
  MarkupDocument, keeping the parser only responsible for wiring
  Func<(tex,w,h)> sources.

Tests: PluginIconsTests (Normalize table), MarkupIconTests (icon/button/
list resolver dispatch via a fake IMarkupIconResolver, plus draw-level
pins via the RecordingGpuDevice/TextRenderer apparatus already used by
UiAncestorClipTests/UiRenderContextDrawStringDatOutlineTests — "draws
nothing when unresolvable" and "button/list icon shifts the text"),
and AppAutomationSurfaceIconInstalledDatTests (Lane=InstalledDat: a
known spell's IconId matches the real installed SpellTable's own Icon
field exactly). Verified every new test fails to COMPILE without this
change (git-stashed the src/ changes, rebuilt the test project: CS0246
on IMarkupIconResolver) before restoring. Full App suite: 7331 passed /
97 skipped / 36 failed (identical pre-existing failure set/count to the
7306/97/36 baseline; the +25 passes are exactly the new tests).
AcDream.Plugins.MossTank.Tests (the main consumer of the touched
Plugin.Abstractions records) passes 337/337 unchanged, confirming
API-v1 binary/source compatibility. Full solution builds green.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-06 14:52:23 +02:00

7.6 KiB
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acdream documentation map

This page is the entry point for project documentation. It distinguishes current sources of truth from implementation history so an old plan or issue banner cannot silently override the current program state.

Current snapshot — 2026-07-27

  • Milestone state: M3, “Cast a spell,” landed 2026-07-21. M4, “Live in the world,” is active.
  • M4 gameplay program: resume the pre-M4 world-interaction completion program. Favorite-spell overflow, status Use/Assess, and the complete assessment surface are user-accepted. Equipped-child picking and vendor browse/transactions remain Slices 46.
  • Structural/runtime state: all eight GameWindow decomposition slices, Modern Runtime Slices AJ, and the connected visual/lifecycle gates are complete. GameWindow is a 1,622-line composition/callback shell. AcDream.Runtime.GameRuntime owns canonical session, entity/object, gameplay, movement, physics, projectile, environment, and portal state; graphical and no-window hosts borrow the same owner graph.
  • Headless state: Slice K is complete. AcDream.Headless is a presentation-free Windows/Linux host with deterministic commands/events, shared immutable content, multi-session isolation, reconnect, resource telemetry, and 1/5/10/30-session gates. The final two-account native-Linux soak completed ten minutes, logged out through ACE, and converged every ownership ledger.
  • Linux graphical state: Slice L0 and the L1 implementation checkpoint are complete at 66f114b2 and 11501d52. Native Windows passes the active modern-GL/audio/window smoke. WSLg X11/Wayland correctly reject their missing GL_ARB_bindless_texture. Physical-Linux validation and L2L6 are explicitly deferred; resume at the supported AMD/NVIDIA L1 gate.
  • Completed gameplay gates: R6 locomotion/collision/projectile/teleport/ radar, two-client portal-out/materialization, indoor prepared collision, loot ordering, local/remote ground drops, and selection-marker lifetime.
  • Separate visual verification: issue #225, the shared-alpha lifestone/particle result; its connected resource-lifetime and performance routes pass.
  • Carried behaviour debt: issue #153 (far teleport onto an unstreamed edge), #116 (narrowed slide response), #235 (capped/RDP jump cadence), and the active temporary-stopgap rows in the divergence register.
  • Divergence audit: 189 active rows — IA 18, AD 38, AP 91, TS 38, and UN 4 — plus retained struck/retired historical rows such as TS-37.
  • Latest automated baseline: the Release build succeeds with the 17 test-project warnings tracked by issue #228; 8,826 tests pass and five are intentionally skipped. App passes 3,763 / 3 skips. The L1 Windows supported smoke and WSLg X11/Wayland negative-capability reports all end with zero window/GL/input/audio ownership.

Sources of truth

Read these in this order when deciding what to do next:

  1. plans/2026-05-12-milestones.md — the active playable outcome, freeze boundaries, and visual gates.
  2. plans/2026-04-11-roadmap.md — strategic phase ledger: shipped, active, deferred, and future work.
  3. ISSUES.md — tactical defects and small follow-ups. The status inside an issue is authoritative; physical order is not.
  4. architecture/retail-divergence-register.md — every known place runtime behavior can differ from retail.
  5. architecture/acdream-architecture.md and architecture/code-structure.md — ownership, dependency, update-thread, and extraction rules.
  6. architecture/worldbuilder-inventory.md — rendering/DAT code already owned in-tree versus mechanisms still ours to port.

If these disagree, milestones control the current outcome, the roadmap controls work ordering, the issue status controls the individual defect, and the architecture documents control implementation shape. Reconcile the stale document in the same change; do not leave both claims standing.

Research and implementation records

  • research/named-retail/ is the primary retail oracle: named pseudo-C, headers, symbols, and types from the Sept 2013 build.
  • research/decompiled/ is the older Ghidra fallback.
  • research/ contains focused pseudocode, traces, fixtures, and gate reports. A dated research note records evidence; it does not become a new roadmap.
  • superpowers/specs/ and superpowers/plans/ are per-slice design and execution records. Completed plans remain historical.
  • ci-and-releases.md is the SSOT for the Gitea CI pipeline, the self-hosted runners, and how alpha releases are published. Load-sensitive tests live in Lane=Timing; see release-gate.md before adding to it.
  • launch-options.md is the SSOT for every environment variable and command-line argument the client reads, including what each one changes about the run beyond its obvious effect. Read the side-effects column before trusting any measurement. Enforced by LaunchOptionsDocumentationTests: a flag without a row fails the build, and so does a row whose read site was deleted.
  • plugin-ui-markup.md is the SSOT for the plugin markup vocabulary (elements, attributes, {Binding} rules) plus the Decal/VirindiViewService-compatible DAT icon grammar (Slice B, plans/2026-09-06-plugin-shelf-and-dat-icons.md) and the movable/ collapsible plugin shelf (Slice A of the same plan).
  • audit/ contains completion and conformance audits.
  • reference/ace-commands.md preserves the local ACE server's complete in-game command catalog and points to the authoritative per-command help surface.

Durable memory

  • ../claude-memory/MEMORY.md indexes the live subsystem memories and the render/physics digests. Read a domain digest before changing that subsystem, especially its DO-NOT-RETRY table.
  • ../memory/ contains stable engineering references such as the modern rendering pipeline, two-tier streaming, and toolchain notes.

Memory accelerates recall; it does not outrank the canonical documents above. When current truth changes, update the relevant canonical document and distill only the durable lesson into memory.

Historical and deprecated documents

  • bugs.md is the April 2026 bug snapshot. It is preserved for archaeology and is not an active ledger.
  • Dated plans and specs describe the decision at that time. Their completion wording is historical unless the current milestone/roadmap explicitly links the item as active.
  • Old R1→R8 architecture sequencing is superseded. Current execution comes from the milestones and strategic roadmap.

Documentation maintenance rules

  • Update milestone, roadmap, issue, divergence, architecture, and memory claims in the same commit when a shipped change affects them.
  • Keep one issue ID per defect. Narrow an issue in place; do not reuse another issue's number as a shorthand.
  • Mark automated, connected, and visual gates separately. An automated pass is not a visual acceptance, and an RDP throughput sample is not a local-display visual comparison.
  • Preserve research history, but remove stale “current/next” claims from living documents once the state advances.