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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@ -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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