feat(ui): House tab ownership text — DisplayPurchaseTimeText + RuntimeHouseState
Derived the mechanism from the decomp before writing code: neither gmHouseUI::PostInit @0x004a2710 nor gmMapUI::PostInit @0x004a1c70 sends a HouseQuery, and six of gmHouseUI's seven Display* builders early-return on m_pHouseData == 0. The only text a houseless character's House tab shows is gmHouseUI::DisplayPurchaseTimeText @0x004a3110's expired branch (it doesn't gate on m_pHouseData) — the local player's PropertyInt.HousePurchaseTimestamp plus HouseSystem::HasPurchaseWaitPeriodExpired renders exactly "You may buy another house immediately." for a fresh character. Exhaustive search of the 2013 EoR decomp, ACE, and the live DAT found zero support for a second "You do not currently own a house." line the task brief described — this commit ports what the decomp actually shows. Ships: - RuntimeHouseState: a minimal (no disposal, no construction-transaction Fault() point) Runtime owner per ISSUES #413's own sizing note, wired through GameEventWiring's existing HouseData/HouseStatus delegate holes, LiveSessionEventRouter, and GameRuntime.HouseOwner. Participates in RuntimeGenerationReset (new House stage) since a fresh login must not show a stale character's house state. - HousePageController.Bindings.Lines/OnShown wired to real data; OnShown fires WorldSession.SendHouseQuery() on tab-open (AD-107: an acdream trigger, not a ported retail call site — filed in the divergence register). - Fixed a real bug found along the way: HousePageController.Bind never wired UiTemplateListBox.TemplateResolver, so no row could ever render regardless of Lines content. Now reuses the Map tab's generic hotspot resolver. Live-verified against a real local ACE server and the +Acdream character (--session-config auto-select + a UI automation script): screenshot and structural UI-tree dump both confirm the House tab renders exactly "You may buy another house immediately." Graceful logout confirmed both launches. ISSUES #413 narrowed to its one remaining piece: the six owned-house-only Display* builders (DisplayBuyPayment/RentPayment/BuyTime/RentTimes/ Location/WarningText), unexercisable without a test character that owns a house. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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parent
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commit
06512f0957
13 changed files with 601 additions and 99 deletions
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@ -978,14 +978,22 @@ internal sealed class RetailInteractionRetainedUiCompositionFactory
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AllegianceSetUpdateSubscription: on =>
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late.GameRuntime.AllegianceSetUpdateSubscription(on),
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Trade: d.Runtime.Trade),
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// Batch C (overnight hover/UI round): HousePosition/
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// HouseLines/HouseShown are left unwired (their bindings
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// default to "no house"/empty/no-op) — the House wire
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// groundwork (RuntimeHouseState) lands separately; the
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// panel mounts and the Map tab works standalone either way.
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// Batch C (overnight hover/UI round, 2026-08-17): HouseLines/
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// HouseShown now wired to the minimal RuntimeHouseState
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// owner (see its class doc) — HousePosition (the Map tab's
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// house marker) is deferred to #413's remaining owned-house
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// work, since it needs HouseData's Position field, not yet
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// consumed here.
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MapHouse: new MapHouseRuntimeBindings(
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CurrentCalendar: d.CurrentCalendar,
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PlayerCellId: () => d.PlayerController.Controller?.CellId ?? 0u),
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PlayerCellId: () => d.PlayerController.Controller?.CellId ?? 0u,
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HouseLines: () => d.Runtime.HouseOwner.Lines,
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// Not a ported retail call site — neither gmHouseUI::
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// PostInit nor gmMapUI::PostInit sends an outbound
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// HouseQuery; this is the acdream "fire when the House
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// tab is shown" convenience HousePageController.Bindings.
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// OnShown's own doc already documents.
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HouseShown: () => late.Session.CurrentSession?.SendHouseQuery()),
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StackSplitQuantity: d.StackSplitQuantity,
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Plugins: d.UiRegistry,
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Persistence: persistence,
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@ -327,7 +327,8 @@ internal sealed class LiveSessionRuntimeFactory
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(text, type) => _domain.Communication.AddText(text, type),
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Fellowship: _domain.Runtime.FellowshipOwner,
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Allegiance: _domain.Runtime.AllegianceOwner,
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Trade: _domain.Runtime.TradeOwner));
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Trade: _domain.Runtime.TradeOwner,
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House: _domain.Runtime.HouseOwner));
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return new GraphicalSessionEventRoute(
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route,
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_domain.Runtime,
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@ -25,19 +25,22 @@ namespace AcDream.App.UI.Layout;
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/// </para>
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///
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/// <para>
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/// <b>Scope (Batch C, 2026-08-17) — see ISSUES #413 for the full ledger.</b>
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/// This session shipped the mount (this class) and the wire PARSING
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/// <b>Scope — see ISSUES #413 for the full ledger.</b> Batch C
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/// (2026-08-17) shipped the mount (this class) and the wire PARSING
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/// groundwork (<c>GameEvents.ParseHouseData</c>/<c>ParseHouseStatus</c>/
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/// <c>ParseUpdateRentTime</c>/<c>ParseUpdateRentPayment</c>,
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/// <c>GameEventWiring</c>'s four delegate holes, the outbound HouseQuery
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/// action). <see cref="Bindings.Lines"/>/<see cref="Bindings.OnShown"/> are
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/// NOT yet wired to real data — no <c>RuntimeHouseState</c> owner exists,
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/// and none of the seven <c>Display*</c> line builders
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/// <c>DisplayHouseData</c> calls (including
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/// <c>DisplayPurchaseTimeText @0x004a3110</c>'s two fully-recovered
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/// literal strings) are ported. Until #413 closes, this page mounts with
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/// genuinely empty content — matching retail's own <c>PostInit</c>, which
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/// never calls <c>Update</c>/<c>DisplayHouseData</c> either.
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/// action). The House-tab ownership-text closer session (also 2026-08-17)
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/// wired <see cref="Bindings.Lines"/>/<see cref="Bindings.OnShown"/> to the
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/// minimal <c>RuntimeHouseState</c> owner and ported
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/// <c>DisplayPurchaseTimeText @0x004a3110</c>'s expired branch — a fresh
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/// houseless character's House tab now shows the single decomp-verified
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/// line "You may buy another house immediately." after the tab is opened,
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/// live-connected-gate-verified (screenshot + structural UI-tree dump
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/// against the real <c>+Acdream</c> character on a local ACE server). The
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/// other six <c>Display*</c> line builders <c>DisplayHouseData</c> calls
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/// (owned-house-only content: buy/rent payments and times, location,
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/// warning text) remain unported — ISSUES #413's surviving scope.
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/// </para>
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/// </summary>
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public sealed class HousePageController
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@ -52,7 +55,19 @@ public sealed class HousePageController
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// see ISSUES #413. NOT a ported retail call site (PostInit never
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// triggers a query) — an acdream convention, documented as such
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// (recon doc open item).
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Action? OnShown = null);
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Action? OnShown = null,
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// Batch C House-ownership-text closer (2026-08-17): the ListBox's
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// OWN row template (LayoutDesc 0x21000025 element 0x100001E7,
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// live-DAT-confirmed by MapHousePanelSlotProbeTests) is resolved
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// through the SAME generic (templateLayoutId, templateElementId) ->
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// UiElement seam MapPageController.Bindings.TemplateResolver already
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// wires for the Map tab's town hotspots — it performs the identical
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// LayoutImporter.ImportInfos+Build operation, nothing map-specific
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// about it. Without this, UiTemplateListBox.AddItemFromTemplateList
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// always returns null (no resolver = no row), so Refresh silently
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// produced zero rows regardless of Lines — the gap this session
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// closes alongside the text composition itself.
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Func<uint, uint, UiElement?>? TemplateResolver = null);
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private readonly UiTemplateListBox _listBox;
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private readonly Bindings _bindings;
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@ -76,6 +91,7 @@ public sealed class HousePageController
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return null;
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}
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listBox.TemplateResolver = bindings.TemplateResolver;
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var controller = new HousePageController(listBox, bindings);
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controller.Refresh(bindings.Lines());
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return controller;
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@ -3339,7 +3339,11 @@ public sealed class RetailUiRuntime : IDisposable
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TemplateResolver: ResolveHotspotTemplate),
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House: new Layout.HousePageController.Bindings(
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Lines: mh.HouseLines ?? (static () => Array.Empty<string>()),
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OnShown: mh.HouseShown));
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OnShown: mh.HouseShown,
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// Same generic template resolver the Map tab's town
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// hotspots use — see HousePageController.Bindings.
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// TemplateResolver's own doc for why reusing it is correct.
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TemplateResolver: ResolveHotspotTemplate));
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Layout.MapHousePanelController? controller;
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lock (_bindings.Assets.DatLock)
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@ -1087,7 +1087,14 @@ public static class GameEvents
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/// <c>RecvNotice_FailedHouseTransaction</c> family (also the "no house
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/// owned" reply to a HouseQuery — ACE Player_House.cs
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/// HandleActionQueryHouse's <c>new GameEventHouseStatus(Session)</c>
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/// defaults to WeenieError.None, not a "failure").</summary>
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/// defaults to <c>WeenieError.BadParam</c> (corrected 2026-08-17; an
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/// earlier note here said <c>WeenieError.None</c>, which is not what
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/// <c>GameEventHouseStatus</c>'s own constructor default reads). The
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/// value is moot either way — decomp-confirmed retail's own
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/// <c>gmHouseUI::Update(uint32_t)</c>/<c>gmMapUI::
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/// RecvNotice_FailedHouseTransaction</c> never read this field
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/// (<c>AcDream.Runtime.Gameplay.RuntimeHouseState.ApplyHouseStatus</c>
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/// accepts and discards it for the same reason).</summary>
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public static uint? ParseHouseStatus(ReadOnlySpan<byte> payload)
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{
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if (payload.Length < 4) return null;
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@ -109,6 +109,7 @@ internal enum GameRuntimeConstructionPoint
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FellowshipCreated,
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AllegianceCreated,
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TradeCreated,
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HouseCreated,
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MovementCreated,
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ActionsCreated,
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EnvironmentCreated,
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@ -127,6 +128,7 @@ internal sealed class GameRuntimeConstructionContext
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public RuntimeFellowshipState? Fellowship { get; set; }
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public RuntimeAllegianceState? Allegiance { get; set; }
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public RuntimeTradeState? Trade { get; set; }
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public RuntimeHouseState? House { get; set; }
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public RuntimeLocalPlayerMovementState? Movement { get; set; }
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public RuntimeActionState? Actions { get; set; }
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public GameRuntimeEventHub? Events { get; set; }
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@ -282,6 +284,17 @@ public sealed class GameRuntime
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context,
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faultInjection);
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// House tab (Batch C, Map/House toolbar panel, 2026-08-17):
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// deliberately minimal owner (ISSUES #413's own sizing note) —
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// no live-object side effects, nothing to dispose, so no
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// construction.Own() (unlike Trade above, which owns staged
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// items' TradeState flags on live objects).
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context.House = new RuntimeHouseState(context.EntityObjects.Objects);
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Fault(
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GameRuntimeConstructionPoint.HouseCreated,
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context,
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faultInjection);
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context.Movement = new RuntimeLocalPlayerMovementState();
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// Campaign CH slice CH2: local jump refusals (CommenceJump/
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// DoJump's WeenieError family — research doc §4.2/§6.4) reach
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@ -337,7 +350,8 @@ public sealed class GameRuntime
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context.PlayerIdentity,
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context.Fellowship,
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context.Allegiance,
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context.Trade);
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context.Trade,
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context.House);
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context.Movement.AttachPhysicsPublication(
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new RuntimeLocalPlayerPhysicsPublicationState(
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@ -393,6 +407,7 @@ public sealed class GameRuntime
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FellowshipOwner = context.Fellowship;
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AllegianceOwner = context.Allegiance;
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TradeOwner = context.Trade;
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HouseOwner = context.House;
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MovementOwner = context.Movement;
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ActionOwner = context.Actions;
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EnvironmentOwner = environment;
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@ -501,6 +516,11 @@ public sealed class GameRuntime
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/// <summary>Secure trade (2026-08-14): third sibling J-owner.</summary>
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public RuntimeTradeState TradeOwner { get; }
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/// <summary>Batch C (2026-08-17): House tab minimal owner — see
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/// <see cref="RuntimeHouseState"/>'s own class doc for the sizing
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/// rationale.</summary>
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public RuntimeHouseState HouseOwner { get; }
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public RuntimeActionState ActionOwner { get; }
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public RuntimeLocalPlayerMovementState MovementOwner { get; }
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internal RuntimeLocalPlayerPhysicsPublicationState
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180
src/AcDream.Runtime/Gameplay/RuntimeHouseState.cs
Normal file
180
src/AcDream.Runtime/Gameplay/RuntimeHouseState.cs
Normal file
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@ -0,0 +1,180 @@
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using AcDream.Core.Items;
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using AcDream.Core.Net.Messages;
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using AcDream.Core.Properties;
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namespace AcDream.Runtime.Gameplay;
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/// <summary>
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/// Canonical presentation-independent owner for the House tab of retail's
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/// two-tab Map/House panel (<c>gmHouseUI</c>). Deliberately MINIMAL —
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/// "houseless-status only" per ISSUES #413's own sizing note: a full
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/// <c>RuntimeTradeState</c>-weight owner (construction-transaction
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/// <c>Fault()</c> injection point, disposal ordering, convergence tracking)
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/// is disproportionate for what this slice needs, since (unlike Trade) this
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/// owner holds no live-object side effects and nothing that requires
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/// disposal.
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/// </summary>
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/// <remarks>
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/// <para>
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/// <b>Retail behavior, exhaustively verified against the decomp before
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/// writing this class (all seven line builders read, not just the one
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/// ported here):</b> <c>gmHouseUI::PostInit @0x004a2710</c> never calls
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/// <c>Update</c>/<c>DisplayHouseData</c> — the House ListBox
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/// (<c>0x100001e6</c>) starts genuinely empty (live-DAT-confirmed,
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/// <c>MapHousePanelSlotProbeTests</c>: <c>children=0</c>, and the whole
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/// House page <c>0x100001F7</c> has NO other static content besides that
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/// one empty ListBox). Content appears only after a server notice
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/// (0x0225-0x0228) arrives and <c>Update</c>/<c>DisplayHouseData</c> runs
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/// the seven <c>Display*</c> builders in order. SIX of them
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/// (<c>DisplayBuyPayment</c>, <c>DisplayRentPayment</c>,
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/// <c>DisplayBuyTime</c>, <c>DisplayRentTimes</c>, <c>DisplayLocation</c>,
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/// <c>DisplayWarningText</c>) open with <c>if (this->m_pHouseData != 0)</c>
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/// and emit NOTHING when houseless — those remain unported, ISSUES #413
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/// item 3.
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/// </para>
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/// <para>
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/// The SEVENTH, <c>gmHouseUI::DisplayPurchaseTimeText @0x004a3110</c>, does
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/// NOT gate on <c>m_pHouseData</c> — it always runs, reading the LOCAL
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/// PLAYER's own <c>PropertyInt.HousePurchaseTimestamp</c> (0xC7 = 199
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/// decimal) via <c>CBaseQualities::InqInt</c> and
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/// <c>HouseSystem::HasPurchaseWaitPeriodExpired</c>
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/// (<c>@0x005bb1d0</c>: <c>(Timer::get_real_time() - timestamp) >
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/// 0x278d00</c>; <c>Timer::get_real_time = time(0)</c>, Unix epoch
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/// seconds; <c>0x278d00</c> = 2,592,000 s = 30 days). For a fresh/houseless
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/// character with no timestamp ever set (absent property reads as 0), this
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/// is trivially true, taking the "expired" branch, which reads
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/// <c>m_pHouseData == 0</c> (still houseless) and emits the ONE literal
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/// string at <c>data_7ab7f0</c>: <b>"You may buy another house
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/// immediately."</b> That is the exact, decomp-verified, single line of
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/// content a houseless character's House tab shows once queried — this
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/// class ports exactly that (and its owns-a-house sibling at
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/// <c>data_7ab818</c>, unreachable by a fresh character but faithfully
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/// ported alongside it). No other function, WeenieError-to-chat mapping,
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/// or authored LayoutDesc content anywhere in the decomp/live DAT produces
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/// a second line for the houseless case — a broader search for chat-scroll
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/// strings mentioning house ownership found only unrelated, differently
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/// worded command-error text (<c>"You do not own a house!"</c>,
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/// WeenieError <c>0x45E</c>/<c>0x45F</c>, and <c>"You must own a house to
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/// use this command."</c>, WeenieError <c>0x47F</c>) routed through the
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/// GENERIC WeenieError chat dispatcher, never through <c>gmHouseUI</c>'s
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/// own notice handlers (which discard the wire WeenieError entirely — see
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/// <see cref="ApplyHouseStatus"/>).
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/// </para>
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/// <para>
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/// The NOT-yet-expired branch of <c>DisplayPurchaseTimeText</c> (a
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/// <c>strftime</c>-formatted future date plus a BN-truncated suffix) is
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/// left unported per ISSUES #413 item 2's own scoping — its format string
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/// is unrecoverable from this decomp dump.
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/// </para>
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/// </remarks>
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public sealed class RuntimeHouseState
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{
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/// <summary><c>HouseSystem::HasPurchaseWaitPeriodExpired</c>'s
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/// literal, <c>0x278d00</c> = 2,592,000 seconds = 30 days.</summary>
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private const long PurchaseWaitPeriodSeconds = 0x278d00;
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private readonly ClientObjectTable? _objects;
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private readonly TimeProvider _timeProvider;
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private readonly object _gate = new();
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private bool _hasReceivedNotice;
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private bool _ownsHouse;
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private IReadOnlyList<string> _lines = Array.Empty<string>();
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/// <summary>Borrows the canonical object table (optional for bare
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/// fixtures) to read the local player's own
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/// <c>PropertyInt.HousePurchaseTimestamp</c> — the same borrowed-owner
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/// shape <see cref="RuntimeTradeState"/> uses for its own object-table
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/// read.</summary>
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public RuntimeHouseState(
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ClientObjectTable? objects = null, TimeProvider? timeProvider = null)
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{
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_objects = objects;
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_timeProvider = timeProvider ?? TimeProvider.System;
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}
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/// <summary>The House tab's exact ListBox content — empty until the
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/// first server notice arrives, matching retail's own PostInit (never
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/// calls Update/DisplayHouseData).</summary>
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public IReadOnlyList<string> Lines
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{
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get { lock (_gate) return _lines; }
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}
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/// <summary>Whether any of the four House notices (0x0225-0x0228) has
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/// arrived this session.</summary>
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public bool HasReceivedNotice
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{
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get { lock (_gate) return _hasReceivedNotice; }
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}
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/// <summary>0x0225 HouseData — <c>RecvNotice_UpdateHouseData</c>
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/// (owned-house case). Only <see cref="_ownsHouse"/> is consumed today;
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/// the owned-house payload itself (buy/rent payments, times, location)
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/// feeds ISSUES #413's remaining six builders, not yet ported.</summary>
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public void ApplyHouseData(GameEvents.HouseData data, uint selfGuid)
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{
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lock (_gate)
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{
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_hasReceivedNotice = true;
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_ownsHouse = true;
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Recompute(selfGuid);
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}
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}
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/// <summary>0x0226 HouseStatus — <c>RecvNotice_FailedHouseTransaction</c>
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/// (the "no house owned" reply to a HouseQuery, per ACE's
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/// <c>HandleActionQueryHouse</c>). <paramref name="weenieError"/> is
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/// accepted for wire-shape completeness but intentionally UNUSED:
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/// decomp-confirmed retail's own <c>Update(uint32_t)</c> overload never
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/// reads its <c>arg2</c> parameter — the wire WeenieError is discarded,
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/// not surfaced as chat or panel text.</summary>
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public void ApplyHouseStatus(uint weenieError, uint selfGuid)
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{
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_ = weenieError;
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lock (_gate)
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{
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_hasReceivedNotice = true;
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_ownsHouse = false;
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Recompute(selfGuid);
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}
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}
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/// <summary>Generation reset — a fresh login must not show a previous
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/// character's house-query result. Restores the exact pre-notice
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/// "genuinely empty" state.</summary>
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public void ResetSession()
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{
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lock (_gate)
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{
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_hasReceivedNotice = false;
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_ownsHouse = false;
|
||||
_lines = Array.Empty<string>();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary><c>gmHouseUI::DisplayPurchaseTimeText @0x004a3110</c>'s
|
||||
/// expired branch, ported faithfully. Must hold <see cref="_gate"/>.</summary>
|
||||
private void Recompute(uint selfGuid)
|
||||
{
|
||||
int timestamp = _objects?.Get(selfGuid)?.Properties
|
||||
.GetInt((uint)PropertyInt.HousePurchaseTimestamp) ?? 0;
|
||||
long nowEpochSeconds = _timeProvider.GetUtcNow().ToUnixTimeSeconds();
|
||||
bool expired = (nowEpochSeconds - timestamp) > PurchaseWaitPeriodSeconds;
|
||||
|
||||
if (!expired)
|
||||
{
|
||||
// Not-yet-expired branch: strftime-formatted future date + a
|
||||
// BN-truncated suffix, unrecoverable from this decomp dump.
|
||||
// ISSUES #413 item 2 — deferred, not guessed.
|
||||
_lines = Array.Empty<string>();
|
||||
return;
|
||||
}
|
||||
|
||||
_lines = new[]
|
||||
{
|
||||
_ownsHouse
|
||||
? "You may buy another house immediately after you abandon this one."
|
||||
: "You may buy another house immediately.",
|
||||
};
|
||||
}
|
||||
}
|
||||
|
|
@ -60,15 +60,24 @@ public enum RuntimeGenerationResetStage
|
|||
/// beside its fellowship/allegiance precedents.
|
||||
/// </summary>
|
||||
Trade = 14,
|
||||
BeginEntityRetirement = 15,
|
||||
RetireEntities = 16,
|
||||
DrainHostProjection = 17,
|
||||
CompleteCanonicalEntities = 18,
|
||||
CompleteHostProjection = 19,
|
||||
ChatIdentity = 20,
|
||||
PlayerSnapshots = 21,
|
||||
PlayerIdentity = 22,
|
||||
Complete = 23,
|
||||
/// <summary>
|
||||
/// Batch C (Map/House toolbar panel, 2026-08-17): the House tab's
|
||||
/// query result is session-scoped like fellowship/allegiance/trade
|
||||
/// above — a fresh login must not show a previous character's house
|
||||
/// data. See <see cref="RuntimeHouseState"/>'s class doc for why this
|
||||
/// owner is lighter-weight than its three siblings (no disposal, no
|
||||
/// construction-transaction Fault() point).
|
||||
/// </summary>
|
||||
House = 15,
|
||||
BeginEntityRetirement = 16,
|
||||
RetireEntities = 17,
|
||||
DrainHostProjection = 18,
|
||||
CompleteCanonicalEntities = 19,
|
||||
CompleteHostProjection = 20,
|
||||
ChatIdentity = 21,
|
||||
PlayerSnapshots = 22,
|
||||
PlayerIdentity = 23,
|
||||
Complete = 24,
|
||||
}
|
||||
|
||||
public readonly record struct RuntimeGenerationResetSnapshot(
|
||||
|
|
@ -119,6 +128,7 @@ public sealed class RuntimeGenerationReset
|
|||
private readonly RuntimeFellowshipState _fellowship;
|
||||
private readonly RuntimeAllegianceState _allegiance;
|
||||
private readonly RuntimeTradeState _trade;
|
||||
private readonly RuntimeHouseState _house;
|
||||
private ResetState? _state;
|
||||
private RuntimeGenerationToken _lastCompletedGeneration;
|
||||
private bool _hasCompletedGeneration;
|
||||
|
|
@ -136,7 +146,8 @@ public sealed class RuntimeGenerationReset
|
|||
RuntimeLocalPlayerIdentityState identity,
|
||||
RuntimeFellowshipState fellowship,
|
||||
RuntimeAllegianceState allegiance,
|
||||
RuntimeTradeState trade)
|
||||
RuntimeTradeState trade,
|
||||
RuntimeHouseState house)
|
||||
{
|
||||
_transit = transit ?? throw new ArgumentNullException(nameof(transit));
|
||||
_communication = communication
|
||||
|
|
@ -157,6 +168,7 @@ public sealed class RuntimeGenerationReset
|
|||
_allegiance = allegiance
|
||||
?? throw new ArgumentNullException(nameof(allegiance));
|
||||
_trade = trade ?? throw new ArgumentNullException(nameof(trade));
|
||||
_house = house ?? throw new ArgumentNullException(nameof(house));
|
||||
}
|
||||
|
||||
public RuntimeGenerationToken? ActiveRetiringGeneration =>
|
||||
|
|
@ -333,6 +345,9 @@ public sealed class RuntimeGenerationReset
|
|||
case RuntimeGenerationResetStage.Trade:
|
||||
Advance(state, _trade.Clear);
|
||||
break;
|
||||
case RuntimeGenerationResetStage.House:
|
||||
Advance(state, _house.ResetSession);
|
||||
break;
|
||||
case RuntimeGenerationResetStage.BeginEntityRetirement:
|
||||
_ = _entityObjects.BeginSessionClear();
|
||||
state.Retirements = _entityObjects
|
||||
|
|
|
|||
|
|
@ -88,7 +88,11 @@ public sealed record LiveSocialSessionBindings(
|
|||
RuntimeAllegianceState? Allegiance = null,
|
||||
// Secure trade (2026-08-14): the third sibling J-owner, same
|
||||
// trailing/optional compatibility convention.
|
||||
RuntimeTradeState? Trade = null);
|
||||
RuntimeTradeState? Trade = null,
|
||||
// Batch C (Map/House toolbar panel, 2026-08-17): same trailing/optional
|
||||
// compatibility convention — a minimal owner (RuntimeHouseState's own
|
||||
// class doc), not a full sibling J-owner.
|
||||
RuntimeHouseState? House = null);
|
||||
|
||||
/// <summary>
|
||||
/// Owns every inbound subscription for one exact live session. Domain state
|
||||
|
|
@ -322,6 +326,14 @@ public sealed class LiveSessionEventRouter : ILiveSessionEventRouting
|
|||
: null,
|
||||
onTradeClearAcceptance: social.Trade is { } tradeClear
|
||||
? tradeClear.ApplyClearAcceptance
|
||||
: null,
|
||||
// Batch C (Map/House toolbar panel, 2026-08-17): same
|
||||
// conditional delegate-hole discipline as trade above.
|
||||
onHouseData: social.House is { } houseData
|
||||
? data => houseData.ApplyHouseData(data, inventory.PlayerGuid())
|
||||
: null,
|
||||
onHouseStatus: social.House is { } houseStatus
|
||||
? weenieError => houseStatus.ApplyHouseStatus(weenieError, inventory.PlayerGuid())
|
||||
: null));
|
||||
ConstructionCheckpoint();
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue