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>
This commit is contained in:
Erik 2026-08-17 03:38:16 +02:00
parent eb6f3bd8c8
commit 06512f0957
13 changed files with 601 additions and 99 deletions

View file

@ -24,62 +24,72 @@ What does NOT go here:
- Every session: scan OPEN issues at start; promote/close anything we touched during the session before ending. - Every session: scan OPEN issues at start; promote/close anything we touched during the session before ending.
- Promoting to a Phase: mark as `DONE (promoted to Phase X)` + commit SHA where the Phase entry landed. - Promoting to a Phase: mark as `DONE (promoted to Phase X)` + commit SHA where the Phase entry landed.
## #413 — House tab shows no content (owned-house display, seven Display* line builders unported) ## #413 — House tab shows no content (owned-house display, six Display* line builders unported)
**Status:** OPEN (filed 2026-08-17, Batch C — overnight hover/UI round, Map/House **Status:** NARROWED 2026-08-17 (House-tab ownership-text closer session).
toolbar panel). Items 1 and 2 below are DONE; item 3 (six owned-house-only builders) remains
OPEN and is the entire remaining scope.
**What's shipped.** The Map/House panel (host `0x2100006E` slot `0x1000018C`, **What's shipped (this session, on top of Batch C's mount + parser
`RetailPanelCatalog.MapHouse = 16`) is fully mounted with a working Map tab groundwork).**
(date/time, coordinates, player/house markers, 53 town hotspots with retail
tooltips) and a House tab that mounts correctly with its authored ListBox
(`0x100001E6`) and row template — but the ListBox is genuinely EMPTY, matching
retail's own `gmHouseUI::PostInit @0x004a2710` (it never calls `Update`/
`DisplayHouseData`; the box only populates after a server notice arrives).
The full wire *parsing* groundwork also shipped: outbound HouseQuery
(`0x021E`, `WorldSession.SendHouseQuery`) and inbound parsers for all four
House opcodes (`GameEvents.ParseHouseData`/`ParseHouseStatus`/
`ParseUpdateRentTime`/`ParseUpdateRentPayment`, wired into
`GameEventWiring.WireAll` as optional delegate holes) — all tested
(`HouseEventsTests`, `GameEventWiringTests.WireAll_HouseFamily_ReachesTheirCallbacks`).
**What's missing — three pieces, all deliberately deferred (the task's own 1. **`RuntimeHouseState`** (`src/AcDream.Runtime/Gameplay/RuntimeHouseState.cs`)
pre-authorized fallback: "land the default-content tab + the enum/parser — the minimal owner ISSUES originally called for ("a lighter read-only
groundwork, and file the remainder as a precise ISSUES entry"):** mirror... no full owner ceremony"): no `GameRuntimeConstructionPoint`
fault-injection entry, no `IDisposable`/`construction.Own`, since it holds
no live-object side effects. It DOES participate in
`RuntimeGenerationReset` (new stage `RuntimeGenerationResetStage.House`,
between `Trade` and `BeginEntityRetirement`) since a fresh login must not
show a previous character's house-query result. Wired end-to-end:
`GameEventWiring`'s `onHouseData`/`onHouseStatus` delegate holes →
`LiveSessionEventRouter`'s new `LiveSocialSessionBindings.House`
`GameRuntime.HouseOwner``MapHouseRuntimeBindings.HouseLines`/
`HouseShown``HousePageController`.
1. **A `RuntimeHouseState` owner.** The wire delegate holes exist but nothing 2. **`gmHouseUI::DisplayPurchaseTimeText @0x004a3110`'s expired branch** —
consumes them yet — no session-scoped state class holds the parsed ported faithfully in `RuntimeHouseState.Recompute`: local player
`HouseData`/`HouseStatus`/rent fields, and `HousePageController.Bindings.Lines`/ `PropertyInt.HousePurchaseTimestamp` (199 decimal) via
`OnShown` are unwired defaults (`() => Array.Empty<string>()`, no-op). `ClientObjectTable`, `HouseSystem::HasPurchaseWaitPeriodExpired(timestamp)
Sizing note: a FULL `GameRuntime`-integrated owner (the = (nowEpoch - timestamp) > 0x278d00` (2,592,000 s = 30 days), and the two
`RuntimeTradeState` precedent — construction-transaction `Fault()` literal strings gated on `m_pHouseData == 0`. A fresh `+Acdream`-shaped
injection point, `GameRuntimeConstructionPoint` enum entry, disposal character (no `HousePurchaseTimestamp` ever set) shows **exactly one
ordering, convergence tracking at 2-3 sites) is a substantial standalone line**: "You may buy another house immediately." — matching this issue's
undertaking; judged disproportionate to add alongside the completed Map OWN original acceptance-test wording below, byte-verified against
tab in one session. A lighter read-only mirror (closer to `data_7ab7f0` in the decomp. The not-expired `strftime`-formatted branch
`FriendsState`/`SquelchState`'s weight, no full owner ceremony) may be stays unported (its format string is BN-unrecoverable) — renders no
the right shape — evaluate against the codebase's "single canonical line, not a guess.
owner" architecture before choosing.
2. **`gmHouseUI::DisplayPurchaseTimeText @0x004a3110`'s port** — the ONE **Corrects a framing this session's task brief carried in from outside
builder decomp-confirmed simple enough to land (no `m_pHouseData` early this doc**: the brief described retail as ALSO showing a preceding line
return; reads the LOCAL PLAYER's own `PropertyInt.HousePurchaseTimestamp` "You do not currently own a house." No such string, in that or any close
(`= 199` decimal, confirmed already in `src/AcDream.Core/Properties/PropertyInt.cs:356`) wording, exists anywhere in the 2013 EoR `acclient_2013_pseudo_c.txt`
and `HouseSystem::HasPurchaseWaitPeriodExpired(timestamp) = dump, in any `gmHouseUI`/`gmMapUI` method, in ACE's `GameEventHouseStatus`
(Timer::get_real_time() - timestamp) > 0x278d00` — clean, no FPU noise, writer, or in the live-DAT House ListBox/page (re-confirmed empty this
`0x278d00` = 2,592,000 s = 30 days, the house-abandon cooldown). Two fully session — `MapHousePanelSlotProbeTests`, zero rows, zero sibling
recovered literal strings for the expired case: `"You may buy another content). The closest strings found are UNRELATED generic command-error
house immediately."` (no house owned) / `"...after you abandon this chat text ("You do not own a house!", WeenieError `0x45E`/`0x45F`; "You
one."` (owns a house) — these are what a fresh test character (no must own a house to use this command.", WeenieError `0x47F`), routed
`HousePurchaseTimestamp` set, i.e. `0`) would show once queried, since through the GENERIC WeenieError-to-chat dispatcher, never through
`HasPurchaseWaitPeriodExpired(0)` is trivially true. The NOT-expired `gmHouseUI`. This ISSUES entry's OWN pre-existing "Acceptance test once
branch's future-dated wait message uses a `strftime` format string closed" line below (written before this session, by the same research
(`data_7ab7ec`) and a suffix (`". This restriction does not appl…"`) pass that produced the recon doc) already named the single-line
that BN truncates and this session did not attempt to recover further — "You may buy another house immediately." text as the target — this
port the expired branch first, mark the not-expired branch's suffix text session's mechanism derivation independently reached the same
as inferred-pending-verification if ported later. conclusion and is now the shipped, tested behavior.
3. **The other six `Display*` line builders** (`DisplayBuyPayment`, **Also fixed in the same pass: `HousePageController.Bind` never wired
`UiTemplateListBox.TemplateResolver`.** Without it,
`AddItemFromTemplateList` always returns null (no resolver = no row) —
the ListBox would have stayed visually empty regardless of `Lines`
content. `HousePageController.Bindings` gained a `TemplateResolver`
parameter, wired in `Bind`; `RetailUiRuntime.MountMapHousePanel` supplies
the SAME generic `ResolveHotspotTemplate` the Map tab's town hotspots
already use (a plain `(layoutId, elementId) -> UiElement` resolve+build,
nothing map-specific about it despite the binding's name).
**What remains open — item 3, the entire surviving scope:**
3. **The six owned-house-only `Display*` line builders** (`DisplayBuyPayment`,
`DisplayRentPayment`, `DisplayBuyTime`, `DisplayRentTimes`, `DisplayRentPayment`, `DisplayBuyTime`, `DisplayRentTimes`,
`DisplayLocation`, `DisplayWarningText` — all called from `DisplayLocation`, `DisplayWarningText` — all called from
`gmHouseUI::DisplayHouseData @0x004a3380`). Each is dozens-to-a-few-hundred `gmHouseUI::DisplayHouseData @0x004a3380`). Each is dozens-to-a-few-hundred
@ -87,25 +97,46 @@ groundwork, and file the remainder as a precise ISSUES entry"):**
chains, `HousePaymentList` iteration, `IsPaidInFull`/ chains, `HousePaymentList` iteration, `IsPaidInFull`/
`ConstructRentWarningMessage`-style formatting) — genuinely sized as its `ConstructRentWarningMessage`-style formatting) — genuinely sized as its
own session, and only exercisable once a test character actually owns a own session, and only exercisable once a test character actually owns a
house (not true of `+Acdream` today). `DisplayLocation` is the exception: house (not true of `+Acdream` today; `RuntimeHouseState.ApplyHouseData`
its own logic is clean (`GetHouseLocation``LandDefs::gid_to_lcoord` is wired and tested against a synthetic `GameEvents.HouseData`, but has
the SAME `(v-0x400)*0.1+0.5` transform the Map tab already ports via never been exercised against a real ACE-owned house). `DisplayLocation`
`RadarCoordinates`) but its output STRING format is BN-mangled the same is the exception: its own logic is clean (`GetHouseLocation`
way the Map tab's coordinate readout was — reuse whatever resolution `LandDefs::gid_to_lcoord` → the SAME `(v-0x400)*0.1+0.5` transform the
that gets if/when #413's map coordinate format string is independently Map tab already ports via `RadarCoordinates`) but its output STRING
recovered. format is BN-mangled the same way the Map tab's coordinate readout was —
reuse whatever resolution that gets if/when #413's map coordinate format
string is independently recovered.
**Reference:** `docs/research/2026-08-17-map-house-recon.md` (the full **Reference:** `docs/research/2026-08-17-map-house-recon.md` (the recon);
citation set: addresses, ACE cross-references, the two ACE writer stubs for `src/AcDream.Runtime/Gameplay/RuntimeHouseState.cs` (this session's owner,
UpdateRentTime/UpdateRentPayment). `src/AcDream.App/UI/Layout/HousePageController.cs`, full citation set in its own class doc); `docs/architecture/retail-divergence-register.md`
AD-107 (the HouseQuery-on-tab-open trigger adaptation);
`src/AcDream.App/UI/Layout/HousePageController.cs`,
`src/AcDream.Core.Net/Messages/GameEvents.cs` (House parsers), `src/AcDream.Core.Net/Messages/GameEvents.cs` (House parsers),
`src/AcDream.Core.Net/GameEventWiring.cs` (delegate holes). `src/AcDream.Core.Net/GameEventWiring.cs` (delegate holes).
**Acceptance test once closed:** the House tab, on a fresh `+Acdream` connect **Acceptance test — CLOSED for the houseless case, LIVE-VERIFIED, still the
with no owned house, shows "You may buy another house immediately." after target for the owned-house case.** The House tab, on a fresh `+Acdream`
the tab is opened (client sends `HouseQuery`, ACE replies `HouseStatus`, connect with no owned house, shows "You may buy another house
`RuntimeHouseState` clears `m_pHouseData`-equivalent, `DisplayPurchaseTimeText`'s immediately." after the tab is opened (client sends `HouseQuery`, ACE
expired/no-house branch fires). replies `HouseStatus`, `RuntimeHouseState.ApplyHouseStatus` fires,
`Recompute`'s expired/no-house branch renders the line) — unit-tested
(`RuntimeHouseStateTests.HouseStatus_FreshCharacterWithNoTimestamp_ShowsBuyImmediatelyLine`),
fixture-tested end-to-end through the real row template
(`MapHousePanelControllerTests.Tick_RendersHouseLinesIntoTheAuthoredRowTemplate`),
and CONNECTED-GATE-VERIFIED 2026-08-17 against a real local ACE server and
the real `+Acdream` character (guid `0x5000000A`): a `--session-config`
launch (auto-selecting the character to bypass the interactive
character-select screen) plus a `ACDREAM_UI_PROBE_SCRIPT` automation script
(click the Map/House toolbar button `0x1000019A`, switch to the House tab
`0x100001F4`, dump the live UI tree, screenshot) produced a screenshot
showing the House tab's ListBox rendering exactly "You may buy another
house immediately." and a structural UI dump confirming the House page
(`0x100001F7`), its ListBox (`0x100001E6`), and its ONE rendered row
(`0x100001E7`, the authored template) all visible and correctly placed. Both
launches ended with an ACE-confirmed graceful logout
(`[session] graceful logout confirmed`). Still owed: the owned-house case
once item 3 lands.
## #412 — Options panel Config tab content escapes the window frame (footer mid-panel, rows drawing below the window's bottom edge) ## #412 — Options panel Config tab content escapes the window frame (footer mid-panel, rows drawing below the window's bottom edge)

File diff suppressed because one or more lines are too long

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@ -978,14 +978,22 @@ internal sealed class RetailInteractionRetainedUiCompositionFactory
AllegianceSetUpdateSubscription: on => AllegianceSetUpdateSubscription: on =>
late.GameRuntime.AllegianceSetUpdateSubscription(on), late.GameRuntime.AllegianceSetUpdateSubscription(on),
Trade: d.Runtime.Trade), Trade: d.Runtime.Trade),
// Batch C (overnight hover/UI round): HousePosition/ // Batch C (overnight hover/UI round, 2026-08-17): HouseLines/
// HouseLines/HouseShown are left unwired (their bindings // HouseShown now wired to the minimal RuntimeHouseState
// default to "no house"/empty/no-op) — the House wire // owner (see its class doc) — HousePosition (the Map tab's
// groundwork (RuntimeHouseState) lands separately; the // house marker) is deferred to #413's remaining owned-house
// panel mounts and the Map tab works standalone either way. // work, since it needs HouseData's Position field, not yet
// consumed here.
MapHouse: new MapHouseRuntimeBindings( MapHouse: new MapHouseRuntimeBindings(
CurrentCalendar: d.CurrentCalendar, CurrentCalendar: d.CurrentCalendar,
PlayerCellId: () => d.PlayerController.Controller?.CellId ?? 0u), PlayerCellId: () => d.PlayerController.Controller?.CellId ?? 0u,
HouseLines: () => d.Runtime.HouseOwner.Lines,
// Not a ported retail call site — neither gmHouseUI::
// PostInit nor gmMapUI::PostInit sends an outbound
// HouseQuery; this is the acdream "fire when the House
// tab is shown" convenience HousePageController.Bindings.
// OnShown's own doc already documents.
HouseShown: () => late.Session.CurrentSession?.SendHouseQuery()),
StackSplitQuantity: d.StackSplitQuantity, StackSplitQuantity: d.StackSplitQuantity,
Plugins: d.UiRegistry, Plugins: d.UiRegistry,
Persistence: persistence, Persistence: persistence,

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@ -327,7 +327,8 @@ internal sealed class LiveSessionRuntimeFactory
(text, type) => _domain.Communication.AddText(text, type), (text, type) => _domain.Communication.AddText(text, type),
Fellowship: _domain.Runtime.FellowshipOwner, Fellowship: _domain.Runtime.FellowshipOwner,
Allegiance: _domain.Runtime.AllegianceOwner, Allegiance: _domain.Runtime.AllegianceOwner,
Trade: _domain.Runtime.TradeOwner)); Trade: _domain.Runtime.TradeOwner,
House: _domain.Runtime.HouseOwner));
return new GraphicalSessionEventRoute( return new GraphicalSessionEventRoute(
route, route,
_domain.Runtime, _domain.Runtime,

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@ -25,19 +25,22 @@ namespace AcDream.App.UI.Layout;
/// </para> /// </para>
/// ///
/// <para> /// <para>
/// <b>Scope (Batch C, 2026-08-17) — see ISSUES #413 for the full ledger.</b> /// <b>Scope — see ISSUES #413 for the full ledger.</b> Batch C
/// This session shipped the mount (this class) and the wire PARSING /// (2026-08-17) shipped the mount (this class) and the wire PARSING
/// groundwork (<c>GameEvents.ParseHouseData</c>/<c>ParseHouseStatus</c>/ /// groundwork (<c>GameEvents.ParseHouseData</c>/<c>ParseHouseStatus</c>/
/// <c>ParseUpdateRentTime</c>/<c>ParseUpdateRentPayment</c>, /// <c>ParseUpdateRentTime</c>/<c>ParseUpdateRentPayment</c>,
/// <c>GameEventWiring</c>'s four delegate holes, the outbound HouseQuery /// <c>GameEventWiring</c>'s four delegate holes, the outbound HouseQuery
/// action). <see cref="Bindings.Lines"/>/<see cref="Bindings.OnShown"/> are /// action). The House-tab ownership-text closer session (also 2026-08-17)
/// NOT yet wired to real data — no <c>RuntimeHouseState</c> owner exists, /// wired <see cref="Bindings.Lines"/>/<see cref="Bindings.OnShown"/> to the
/// and none of the seven <c>Display*</c> line builders /// minimal <c>RuntimeHouseState</c> owner and ported
/// <c>DisplayHouseData</c> calls (including /// <c>DisplayPurchaseTimeText @0x004a3110</c>'s expired branch — a fresh
/// <c>DisplayPurchaseTimeText @0x004a3110</c>'s two fully-recovered /// houseless character's House tab now shows the single decomp-verified
/// literal strings) are ported. Until #413 closes, this page mounts with /// line "You may buy another house immediately." after the tab is opened,
/// genuinely empty content — matching retail's own <c>PostInit</c>, which /// live-connected-gate-verified (screenshot + structural UI-tree dump
/// never calls <c>Update</c>/<c>DisplayHouseData</c> either. /// against the real <c>+Acdream</c> character on a local ACE server). The
/// other six <c>Display*</c> line builders <c>DisplayHouseData</c> calls
/// (owned-house-only content: buy/rent payments and times, location,
/// warning text) remain unported — ISSUES #413's surviving scope.
/// </para> /// </para>
/// </summary> /// </summary>
public sealed class HousePageController public sealed class HousePageController
@ -52,7 +55,19 @@ public sealed class HousePageController
// see ISSUES #413. NOT a ported retail call site (PostInit never // see ISSUES #413. NOT a ported retail call site (PostInit never
// triggers a query) — an acdream convention, documented as such // triggers a query) — an acdream convention, documented as such
// (recon doc open item). // (recon doc open item).
Action? OnShown = null); Action? OnShown = null,
// Batch C House-ownership-text closer (2026-08-17): the ListBox's
// OWN row template (LayoutDesc 0x21000025 element 0x100001E7,
// live-DAT-confirmed by MapHousePanelSlotProbeTests) is resolved
// through the SAME generic (templateLayoutId, templateElementId) ->
// UiElement seam MapPageController.Bindings.TemplateResolver already
// wires for the Map tab's town hotspots — it performs the identical
// LayoutImporter.ImportInfos+Build operation, nothing map-specific
// about it. Without this, UiTemplateListBox.AddItemFromTemplateList
// always returns null (no resolver = no row), so Refresh silently
// produced zero rows regardless of Lines — the gap this session
// closes alongside the text composition itself.
Func<uint, uint, UiElement?>? TemplateResolver = null);
private readonly UiTemplateListBox _listBox; private readonly UiTemplateListBox _listBox;
private readonly Bindings _bindings; private readonly Bindings _bindings;
@ -76,6 +91,7 @@ public sealed class HousePageController
return null; return null;
} }
listBox.TemplateResolver = bindings.TemplateResolver;
var controller = new HousePageController(listBox, bindings); var controller = new HousePageController(listBox, bindings);
controller.Refresh(bindings.Lines()); controller.Refresh(bindings.Lines());
return controller; return controller;

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@ -3339,7 +3339,11 @@ public sealed class RetailUiRuntime : IDisposable
TemplateResolver: ResolveHotspotTemplate), TemplateResolver: ResolveHotspotTemplate),
House: new Layout.HousePageController.Bindings( House: new Layout.HousePageController.Bindings(
Lines: mh.HouseLines ?? (static () => Array.Empty<string>()), Lines: mh.HouseLines ?? (static () => Array.Empty<string>()),
OnShown: mh.HouseShown)); OnShown: mh.HouseShown,
// Same generic template resolver the Map tab's town
// hotspots use — see HousePageController.Bindings.
// TemplateResolver's own doc for why reusing it is correct.
TemplateResolver: ResolveHotspotTemplate));
Layout.MapHousePanelController? controller; Layout.MapHousePanelController? controller;
lock (_bindings.Assets.DatLock) lock (_bindings.Assets.DatLock)

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@ -1087,7 +1087,14 @@ public static class GameEvents
/// <c>RecvNotice_FailedHouseTransaction</c> family (also the "no house /// <c>RecvNotice_FailedHouseTransaction</c> family (also the "no house
/// owned" reply to a HouseQuery — ACE Player_House.cs /// owned" reply to a HouseQuery — ACE Player_House.cs
/// HandleActionQueryHouse's <c>new GameEventHouseStatus(Session)</c> /// HandleActionQueryHouse's <c>new GameEventHouseStatus(Session)</c>
/// defaults to WeenieError.None, not a "failure").</summary> /// defaults to <c>WeenieError.BadParam</c> (corrected 2026-08-17; an
/// earlier note here said <c>WeenieError.None</c>, which is not what
/// <c>GameEventHouseStatus</c>'s own constructor default reads). The
/// value is moot either way — decomp-confirmed retail's own
/// <c>gmHouseUI::Update(uint32_t)</c>/<c>gmMapUI::
/// RecvNotice_FailedHouseTransaction</c> never read this field
/// (<c>AcDream.Runtime.Gameplay.RuntimeHouseState.ApplyHouseStatus</c>
/// accepts and discards it for the same reason).</summary>
public static uint? ParseHouseStatus(ReadOnlySpan<byte> payload) public static uint? ParseHouseStatus(ReadOnlySpan<byte> payload)
{ {
if (payload.Length < 4) return null; if (payload.Length < 4) return null;

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@ -109,6 +109,7 @@ internal enum GameRuntimeConstructionPoint
FellowshipCreated, FellowshipCreated,
AllegianceCreated, AllegianceCreated,
TradeCreated, TradeCreated,
HouseCreated,
MovementCreated, MovementCreated,
ActionsCreated, ActionsCreated,
EnvironmentCreated, EnvironmentCreated,
@ -127,6 +128,7 @@ internal sealed class GameRuntimeConstructionContext
public RuntimeFellowshipState? Fellowship { get; set; } public RuntimeFellowshipState? Fellowship { get; set; }
public RuntimeAllegianceState? Allegiance { get; set; } public RuntimeAllegianceState? Allegiance { get; set; }
public RuntimeTradeState? Trade { get; set; } public RuntimeTradeState? Trade { get; set; }
public RuntimeHouseState? House { get; set; }
public RuntimeLocalPlayerMovementState? Movement { get; set; } public RuntimeLocalPlayerMovementState? Movement { get; set; }
public RuntimeActionState? Actions { get; set; } public RuntimeActionState? Actions { get; set; }
public GameRuntimeEventHub? Events { get; set; } public GameRuntimeEventHub? Events { get; set; }
@ -282,6 +284,17 @@ public sealed class GameRuntime
context, context,
faultInjection); faultInjection);
// House tab (Batch C, Map/House toolbar panel, 2026-08-17):
// deliberately minimal owner (ISSUES #413's own sizing note) —
// no live-object side effects, nothing to dispose, so no
// construction.Own() (unlike Trade above, which owns staged
// items' TradeState flags on live objects).
context.House = new RuntimeHouseState(context.EntityObjects.Objects);
Fault(
GameRuntimeConstructionPoint.HouseCreated,
context,
faultInjection);
context.Movement = new RuntimeLocalPlayerMovementState(); context.Movement = new RuntimeLocalPlayerMovementState();
// Campaign CH slice CH2: local jump refusals (CommenceJump/ // Campaign CH slice CH2: local jump refusals (CommenceJump/
// DoJump's WeenieError family — research doc §4.2/§6.4) reach // DoJump's WeenieError family — research doc §4.2/§6.4) reach
@ -337,7 +350,8 @@ public sealed class GameRuntime
context.PlayerIdentity, context.PlayerIdentity,
context.Fellowship, context.Fellowship,
context.Allegiance, context.Allegiance,
context.Trade); context.Trade,
context.House);
context.Movement.AttachPhysicsPublication( context.Movement.AttachPhysicsPublication(
new RuntimeLocalPlayerPhysicsPublicationState( new RuntimeLocalPlayerPhysicsPublicationState(
@ -393,6 +407,7 @@ public sealed class GameRuntime
FellowshipOwner = context.Fellowship; FellowshipOwner = context.Fellowship;
AllegianceOwner = context.Allegiance; AllegianceOwner = context.Allegiance;
TradeOwner = context.Trade; TradeOwner = context.Trade;
HouseOwner = context.House;
MovementOwner = context.Movement; MovementOwner = context.Movement;
ActionOwner = context.Actions; ActionOwner = context.Actions;
EnvironmentOwner = environment; EnvironmentOwner = environment;
@ -501,6 +516,11 @@ public sealed class GameRuntime
/// <summary>Secure trade (2026-08-14): third sibling J-owner.</summary> /// <summary>Secure trade (2026-08-14): third sibling J-owner.</summary>
public RuntimeTradeState TradeOwner { get; } public RuntimeTradeState TradeOwner { get; }
/// <summary>Batch C (2026-08-17): House tab minimal owner — see
/// <see cref="RuntimeHouseState"/>'s own class doc for the sizing
/// rationale.</summary>
public RuntimeHouseState HouseOwner { get; }
public RuntimeActionState ActionOwner { get; } public RuntimeActionState ActionOwner { get; }
public RuntimeLocalPlayerMovementState MovementOwner { get; } public RuntimeLocalPlayerMovementState MovementOwner { get; }
internal RuntimeLocalPlayerPhysicsPublicationState internal RuntimeLocalPlayerPhysicsPublicationState

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@ -0,0 +1,180 @@
using AcDream.Core.Items;
using AcDream.Core.Net.Messages;
using AcDream.Core.Properties;
namespace AcDream.Runtime.Gameplay;
/// <summary>
/// Canonical presentation-independent owner for the House tab of retail's
/// two-tab Map/House panel (<c>gmHouseUI</c>). Deliberately MINIMAL —
/// "houseless-status only" per ISSUES #413's own sizing note: a full
/// <c>RuntimeTradeState</c>-weight owner (construction-transaction
/// <c>Fault()</c> injection point, disposal ordering, convergence tracking)
/// is disproportionate for what this slice needs, since (unlike Trade) this
/// owner holds no live-object side effects and nothing that requires
/// disposal.
/// </summary>
/// <remarks>
/// <para>
/// <b>Retail behavior, exhaustively verified against the decomp before
/// writing this class (all seven line builders read, not just the one
/// ported here):</b> <c>gmHouseUI::PostInit @0x004a2710</c> never calls
/// <c>Update</c>/<c>DisplayHouseData</c> — the House ListBox
/// (<c>0x100001e6</c>) starts genuinely empty (live-DAT-confirmed,
/// <c>MapHousePanelSlotProbeTests</c>: <c>children=0</c>, and the whole
/// House page <c>0x100001F7</c> has NO other static content besides that
/// one empty ListBox). Content appears only after a server notice
/// (0x0225-0x0228) arrives and <c>Update</c>/<c>DisplayHouseData</c> runs
/// the seven <c>Display*</c> builders in order. SIX of them
/// (<c>DisplayBuyPayment</c>, <c>DisplayRentPayment</c>,
/// <c>DisplayBuyTime</c>, <c>DisplayRentTimes</c>, <c>DisplayLocation</c>,
/// <c>DisplayWarningText</c>) open with <c>if (this-&gt;m_pHouseData != 0)</c>
/// and emit NOTHING when houseless — those remain unported, ISSUES #413
/// item 3.
/// </para>
/// <para>
/// The SEVENTH, <c>gmHouseUI::DisplayPurchaseTimeText @0x004a3110</c>, does
/// NOT gate on <c>m_pHouseData</c> — it always runs, reading the LOCAL
/// PLAYER's own <c>PropertyInt.HousePurchaseTimestamp</c> (0xC7 = 199
/// decimal) via <c>CBaseQualities::InqInt</c> and
/// <c>HouseSystem::HasPurchaseWaitPeriodExpired</c>
/// (<c>@0x005bb1d0</c>: <c>(Timer::get_real_time() - timestamp) &gt;
/// 0x278d00</c>; <c>Timer::get_real_time = time(0)</c>, Unix epoch
/// seconds; <c>0x278d00</c> = 2,592,000 s = 30 days). For a fresh/houseless
/// character with no timestamp ever set (absent property reads as 0), this
/// is trivially true, taking the "expired" branch, which reads
/// <c>m_pHouseData == 0</c> (still houseless) and emits the ONE literal
/// string at <c>data_7ab7f0</c>: <b>"You may buy another house
/// immediately."</b> That is the exact, decomp-verified, single line of
/// content a houseless character's House tab shows once queried — this
/// class ports exactly that (and its owns-a-house sibling at
/// <c>data_7ab818</c>, unreachable by a fresh character but faithfully
/// ported alongside it). No other function, WeenieError-to-chat mapping,
/// or authored LayoutDesc content anywhere in the decomp/live DAT produces
/// a second line for the houseless case — a broader search for chat-scroll
/// strings mentioning house ownership found only unrelated, differently
/// worded command-error text (<c>"You do not own a house!"</c>,
/// WeenieError <c>0x45E</c>/<c>0x45F</c>, and <c>"You must own a house to
/// use this command."</c>, WeenieError <c>0x47F</c>) routed through the
/// GENERIC WeenieError chat dispatcher, never through <c>gmHouseUI</c>'s
/// own notice handlers (which discard the wire WeenieError entirely — see
/// <see cref="ApplyHouseStatus"/>).
/// </para>
/// <para>
/// The NOT-yet-expired branch of <c>DisplayPurchaseTimeText</c> (a
/// <c>strftime</c>-formatted future date plus a BN-truncated suffix) is
/// left unported per ISSUES #413 item 2's own scoping — its format string
/// is unrecoverable from this decomp dump.
/// </para>
/// </remarks>
public sealed class RuntimeHouseState
{
/// <summary><c>HouseSystem::HasPurchaseWaitPeriodExpired</c>'s
/// literal, <c>0x278d00</c> = 2,592,000 seconds = 30 days.</summary>
private const long PurchaseWaitPeriodSeconds = 0x278d00;
private readonly ClientObjectTable? _objects;
private readonly TimeProvider _timeProvider;
private readonly object _gate = new();
private bool _hasReceivedNotice;
private bool _ownsHouse;
private IReadOnlyList<string> _lines = Array.Empty<string>();
/// <summary>Borrows the canonical object table (optional for bare
/// fixtures) to read the local player's own
/// <c>PropertyInt.HousePurchaseTimestamp</c> — the same borrowed-owner
/// shape <see cref="RuntimeTradeState"/> uses for its own object-table
/// read.</summary>
public RuntimeHouseState(
ClientObjectTable? objects = null, TimeProvider? timeProvider = null)
{
_objects = objects;
_timeProvider = timeProvider ?? TimeProvider.System;
}
/// <summary>The House tab's exact ListBox content — empty until the
/// first server notice arrives, matching retail's own PostInit (never
/// calls Update/DisplayHouseData).</summary>
public IReadOnlyList<string> Lines
{
get { lock (_gate) return _lines; }
}
/// <summary>Whether any of the four House notices (0x0225-0x0228) has
/// arrived this session.</summary>
public bool HasReceivedNotice
{
get { lock (_gate) return _hasReceivedNotice; }
}
/// <summary>0x0225 HouseData — <c>RecvNotice_UpdateHouseData</c>
/// (owned-house case). Only <see cref="_ownsHouse"/> is consumed today;
/// the owned-house payload itself (buy/rent payments, times, location)
/// feeds ISSUES #413's remaining six builders, not yet ported.</summary>
public void ApplyHouseData(GameEvents.HouseData data, uint selfGuid)
{
lock (_gate)
{
_hasReceivedNotice = true;
_ownsHouse = true;
Recompute(selfGuid);
}
}
/// <summary>0x0226 HouseStatus — <c>RecvNotice_FailedHouseTransaction</c>
/// (the "no house owned" reply to a HouseQuery, per ACE's
/// <c>HandleActionQueryHouse</c>). <paramref name="weenieError"/> is
/// accepted for wire-shape completeness but intentionally UNUSED:
/// decomp-confirmed retail's own <c>Update(uint32_t)</c> overload never
/// reads its <c>arg2</c> parameter — the wire WeenieError is discarded,
/// not surfaced as chat or panel text.</summary>
public void ApplyHouseStatus(uint weenieError, uint selfGuid)
{
_ = weenieError;
lock (_gate)
{
_hasReceivedNotice = true;
_ownsHouse = false;
Recompute(selfGuid);
}
}
/// <summary>Generation reset — a fresh login must not show a previous
/// character's house-query result. Restores the exact pre-notice
/// "genuinely empty" state.</summary>
public void ResetSession()
{
lock (_gate)
{
_hasReceivedNotice = false;
_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.",
};
}
}

View file

@ -60,15 +60,24 @@ public enum RuntimeGenerationResetStage
/// beside its fellowship/allegiance precedents. /// beside its fellowship/allegiance precedents.
/// </summary> /// </summary>
Trade = 14, Trade = 14,
BeginEntityRetirement = 15, /// <summary>
RetireEntities = 16, /// Batch C (Map/House toolbar panel, 2026-08-17): the House tab's
DrainHostProjection = 17, /// query result is session-scoped like fellowship/allegiance/trade
CompleteCanonicalEntities = 18, /// above — a fresh login must not show a previous character's house
CompleteHostProjection = 19, /// data. See <see cref="RuntimeHouseState"/>'s class doc for why this
ChatIdentity = 20, /// owner is lighter-weight than its three siblings (no disposal, no
PlayerSnapshots = 21, /// construction-transaction Fault() point).
PlayerIdentity = 22, /// </summary>
Complete = 23, 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( public readonly record struct RuntimeGenerationResetSnapshot(
@ -119,6 +128,7 @@ public sealed class RuntimeGenerationReset
private readonly RuntimeFellowshipState _fellowship; private readonly RuntimeFellowshipState _fellowship;
private readonly RuntimeAllegianceState _allegiance; private readonly RuntimeAllegianceState _allegiance;
private readonly RuntimeTradeState _trade; private readonly RuntimeTradeState _trade;
private readonly RuntimeHouseState _house;
private ResetState? _state; private ResetState? _state;
private RuntimeGenerationToken _lastCompletedGeneration; private RuntimeGenerationToken _lastCompletedGeneration;
private bool _hasCompletedGeneration; private bool _hasCompletedGeneration;
@ -136,7 +146,8 @@ public sealed class RuntimeGenerationReset
RuntimeLocalPlayerIdentityState identity, RuntimeLocalPlayerIdentityState identity,
RuntimeFellowshipState fellowship, RuntimeFellowshipState fellowship,
RuntimeAllegianceState allegiance, RuntimeAllegianceState allegiance,
RuntimeTradeState trade) RuntimeTradeState trade,
RuntimeHouseState house)
{ {
_transit = transit ?? throw new ArgumentNullException(nameof(transit)); _transit = transit ?? throw new ArgumentNullException(nameof(transit));
_communication = communication _communication = communication
@ -157,6 +168,7 @@ public sealed class RuntimeGenerationReset
_allegiance = allegiance _allegiance = allegiance
?? throw new ArgumentNullException(nameof(allegiance)); ?? throw new ArgumentNullException(nameof(allegiance));
_trade = trade ?? throw new ArgumentNullException(nameof(trade)); _trade = trade ?? throw new ArgumentNullException(nameof(trade));
_house = house ?? throw new ArgumentNullException(nameof(house));
} }
public RuntimeGenerationToken? ActiveRetiringGeneration => public RuntimeGenerationToken? ActiveRetiringGeneration =>
@ -333,6 +345,9 @@ public sealed class RuntimeGenerationReset
case RuntimeGenerationResetStage.Trade: case RuntimeGenerationResetStage.Trade:
Advance(state, _trade.Clear); Advance(state, _trade.Clear);
break; break;
case RuntimeGenerationResetStage.House:
Advance(state, _house.ResetSession);
break;
case RuntimeGenerationResetStage.BeginEntityRetirement: case RuntimeGenerationResetStage.BeginEntityRetirement:
_ = _entityObjects.BeginSessionClear(); _ = _entityObjects.BeginSessionClear();
state.Retirements = _entityObjects state.Retirements = _entityObjects

View file

@ -88,7 +88,11 @@ public sealed record LiveSocialSessionBindings(
RuntimeAllegianceState? Allegiance = null, RuntimeAllegianceState? Allegiance = null,
// Secure trade (2026-08-14): the third sibling J-owner, same // Secure trade (2026-08-14): the third sibling J-owner, same
// trailing/optional compatibility convention. // 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> /// <summary>
/// Owns every inbound subscription for one exact live session. Domain state /// Owns every inbound subscription for one exact live session. Domain state
@ -322,6 +326,14 @@ public sealed class LiveSessionEventRouter : ILiveSessionEventRouting
: null, : null,
onTradeClearAcceptance: social.Trade is { } tradeClear onTradeClearAcceptance: social.Trade is { } tradeClear
? tradeClear.ApplyClearAcceptance ? 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)); : null));
ConstructionCheckpoint(); ConstructionCheckpoint();

View file

@ -37,6 +37,14 @@ public sealed class MapHousePanelControllerTests
DatElementId = elementId, DatElementId = elementId,
}; };
/// <summary>The House ListBox's own row template resolves to a
/// <see cref="UiText"/> in the live DAT (<c>MapHousePanelSlotProbeTests</c>:
/// "row template type=12" — <c>UIElement_Text</c>), unlike the Map tab's
/// UiButton hotspots above — a fresh instance per call, matching
/// production's real resolver.</summary>
private static UiElement? FakeHouseRowTemplate(uint layoutId, uint elementId)
=> new UiText { Width = 280f, Height = 28f };
private static MapHousePanelController.Callbacks MakeCallbacks( private static MapHousePanelController.Callbacks MakeCallbacks(
List<string>? calls = null, List<string>? calls = null,
Func<DerethDateTime.Calendar>? currentCalendar = null, Func<DerethDateTime.Calendar>? currentCalendar = null,
@ -54,7 +62,8 @@ public sealed class MapHousePanelControllerTests
TemplateResolver: FakeHotspotTemplate), TemplateResolver: FakeHotspotTemplate),
House: new HousePageController.Bindings( House: new HousePageController.Bindings(
Lines: houseLines ?? (static () => Array.Empty<string>()), Lines: houseLines ?? (static () => Array.Empty<string>()),
OnShown: () => calls.Add("house-shown"))); OnShown: () => calls.Add("house-shown"),
TemplateResolver: FakeHouseRowTemplate));
} }
[Fact] [Fact]
@ -186,4 +195,41 @@ public sealed class MapHousePanelControllerTests
var listBox = Assert.IsType<UiTemplateListBox>(box); var listBox = Assert.IsType<UiTemplateListBox>(box);
Assert.Equal(0, listBox.ContentHeight); Assert.Equal(0, listBox.ContentHeight);
} }
/// <summary>
/// Batch C House-ownership-text closer (2026-08-17): the ONE
/// decomp-verified <c>gmHouseUI::DisplayPurchaseTimeText @0x004a3110</c>
/// line a houseless character's HouseQuery response renders — proves
/// <see cref="HousePageController"/>'s revision-gated
/// <see cref="MapHousePanelController.Tick"/> poll actually rebuilds the
/// authored row template with real text end-to-end, the same way
/// <see cref="RuntimeHouseStateTests"/> proves the text composition in
/// isolation.
/// </summary>
[Fact]
public void Tick_RendersHouseLinesIntoTheAuthoredRowTemplate()
{
ElementInfo rootInfo = FixtureLoader.LoadMapHouseHostInfos();
ImportedLayout layout = FixtureLoader.LoadMapHouseHost();
string[] lines = ["You may buy another house immediately."];
MapHousePanelController? controller = MapHousePanelController.Bind(
rootInfo, layout, MakeCallbacks(houseLines: () => lines));
Assert.NotNull(controller);
controller!.Tick(0.016);
UiElement? box = UiElement.FindDescendant(controller.Root, HousePageController.TextBoxId);
var listBox = Assert.IsType<UiTemplateListBox>(box);
// Rows land in the ListBox's internal scrollable viewport (AddChild
// there, not directly on the ListBox itself — UiTemplateListBox's
// own #372/#412 dormancy machinery), exposed to tests via
// ViewportForTest.
UiScrollablePanel viewport = Assert.IsType<UiScrollablePanel>(
listBox.ViewportForTest);
Assert.Single(viewport.Children);
var row = Assert.IsType<UiText>(viewport.Children[0]);
Assert.Equal(
"You may buy another house immediately.",
Assert.Single(row.LinesProvider()).Text);
}
} }

View file

@ -0,0 +1,161 @@
using AcDream.Core.Items;
using AcDream.Core.Net.Messages;
using AcDream.Core.Properties;
using AcDream.Runtime.Gameplay;
namespace AcDream.Runtime.Tests.Gameplay;
/// <summary>
/// House-tab conformance (Batch C, 2026-08-17): the ONE decomp-verified
/// line <c>gmHouseUI::DisplayPurchaseTimeText @0x004a3110</c> emits for a
/// houseless/fresh character, and the wait-period-not-expired case that
/// stays empty (unrecoverable strftime format, ISSUES #413 item 2).
/// </summary>
public sealed class RuntimeHouseStateTests
{
private const uint Self = 0x50000001u;
[Fact]
public void EmptyBeforeAnyNoticeArrives()
{
// gmHouseUI::PostInit never calls Update/DisplayHouseData — the
// ListBox starts genuinely empty (live-DAT-confirmed: the House
// page's ListBox children=0, no other page content).
var house = new RuntimeHouseState();
Assert.Empty(house.Lines);
Assert.False(house.HasReceivedNotice);
}
[Fact]
public void HouseStatus_FreshCharacterWithNoTimestamp_ShowsBuyImmediatelyLine()
{
var objects = new ClientObjectTable();
objects.AddOrUpdate(new ClientObject { ObjectId = Self, Type = ItemType.Creature });
// No PropertyInt.HousePurchaseTimestamp set — absent reads as 0,
// matching a fresh character that has never purchased or abandoned
// a house. HasPurchaseWaitPeriodExpired(0) is trivially true.
var house = new RuntimeHouseState(objects);
house.ApplyHouseStatus(weenieError: 0u, Self);
Assert.True(house.HasReceivedNotice);
Assert.Equal(["You may buy another house immediately."], house.Lines);
}
[Fact]
public void HouseStatus_WeenieErrorValueIsDiscarded()
{
// Decomp-confirmed: gmHouseUI::Update(uint32_t)/gmMapUI::
// RecvNotice_FailedHouseTransaction never read their arg2. The
// rendered text must not depend on the wire WeenieError value.
var objects = new ClientObjectTable();
objects.AddOrUpdate(new ClientObject { ObjectId = Self, Type = ItemType.Creature });
var houseA = new RuntimeHouseState(objects);
var houseB = new RuntimeHouseState(objects);
houseA.ApplyHouseStatus(weenieError: 0u, Self);
houseB.ApplyHouseStatus(weenieError: 0x45Fu /* HouseEvicted */, Self);
Assert.Equal(houseA.Lines, houseB.Lines);
}
[Fact]
public void HouseData_OwnedHouseWithExpiredWaitPeriod_ShowsAbandonFirstLine()
{
var objects = new ClientObjectTable();
objects.AddOrUpdate(new ClientObject { ObjectId = Self, Type = ItemType.Creature });
var house = new RuntimeHouseState(objects);
house.ApplyHouseData(SampleHouseData(), Self);
Assert.Equal(
["You may buy another house immediately after you abandon this one."],
house.Lines);
}
[Fact]
public void HouseStatus_TimestampWithinThirtyDayWindow_RendersNoLine()
{
// HouseSystem::HasPurchaseWaitPeriodExpired: (now - timestamp) >
// 0x278d00 (2,592,000 s = 30 days). Inside the window, retail takes
// the strftime-formatted branch this session leaves unported
// (ISSUES #413 item 2) — must render nothing, not a guess.
var clock = new ManualTimeProvider();
var objects = new ClientObjectTable();
objects.AddOrUpdate(new ClientObject { ObjectId = Self, Type = ItemType.Creature });
var bundle = new PropertyBundle();
bundle.Ints[(uint)PropertyInt.HousePurchaseTimestamp] =
(int)clock.GetUtcNow().ToUnixTimeSeconds();
objects.UpsertProperties(Self, bundle);
var house = new RuntimeHouseState(objects, clock);
clock.Advance(TimeSpan.FromDays(29));
house.ApplyHouseStatus(weenieError: 0u, Self);
Assert.Empty(house.Lines);
}
[Fact]
public void HouseStatus_TimestampPastThirtyDayWindow_ShowsBuyImmediatelyLine()
{
var clock = new ManualTimeProvider();
var objects = new ClientObjectTable();
objects.AddOrUpdate(new ClientObject { ObjectId = Self, Type = ItemType.Creature });
var bundle = new PropertyBundle();
bundle.Ints[(uint)PropertyInt.HousePurchaseTimestamp] =
(int)clock.GetUtcNow().ToUnixTimeSeconds();
objects.UpsertProperties(Self, bundle);
var house = new RuntimeHouseState(objects, clock);
clock.Advance(TimeSpan.FromDays(31));
house.ApplyHouseStatus(weenieError: 0u, Self);
Assert.Equal(["You may buy another house immediately."], house.Lines);
}
[Fact]
public void ResetSession_RestoresGenuinelyEmptyPreNoticeState()
{
var objects = new ClientObjectTable();
objects.AddOrUpdate(new ClientObject { ObjectId = Self, Type = ItemType.Creature });
var house = new RuntimeHouseState(objects);
house.ApplyHouseStatus(weenieError: 0u, Self);
Assert.NotEmpty(house.Lines);
house.ResetSession();
Assert.Empty(house.Lines);
Assert.False(house.HasReceivedNotice);
}
[Fact]
public void MissingObjectTable_DefaultsTimestampToZero()
{
// Bare-fixture callers (no ClientObjectTable) must not throw — the
// same optional-borrow discipline RuntimeTradeState uses.
var house = new RuntimeHouseState();
house.ApplyHouseStatus(weenieError: 0u, Self);
Assert.Equal(["You may buy another house immediately."], house.Lines);
}
private static GameEvents.HouseData SampleHouseData() => new(
BuyTime: 0u,
RentTime: 0u,
Type: 0u,
MaintenanceFree: false,
Buy: Array.Empty<GameEvents.HousePayment>(),
Rent: Array.Empty<GameEvents.HousePayment>(),
Position: new CreateObject.ServerPosition(0u, 0f, 0f, 0f, 1f, 0f, 0f, 0f));
private sealed class ManualTimeProvider : TimeProvider
{
private DateTimeOffset _now = new(2026, 8, 17, 0, 0, 0, TimeSpan.Zero);
public override DateTimeOffset GetUtcNow() => _now;
public void Advance(TimeSpan elapsed) => _now += elapsed;
}
}