feat(chat): Campaign CH slice CH4 — command registry completion
Brings acdream's / and @ command parsing to parity with the complete
retail registry (130 registered verbs + 22 unregistered GetChannelID
fallback tags = 152 client-parsed verbs), per
docs/research/2026-08-09-chat-retail-command-registry.md.
Parser semantics (retail OnChatCommand/DoCommand):
- : and ; rewrite to "@emote <rest>" before dispatch.
- Verb trailing-comma trim ("@f, hi" == "@f hi") applied at every
verb-lookup site in the catalog and the parser.
- @tell/aliases split the target on the FIRST COMMA, not the first
whitespace token, so multi-word names work ("@tell Aunt Agatha, hi").
- The 22 unregistered GM/faction channel tags (admin, sentinel,
celestialhand, ...) now broadcast for real via a new
RetailChannelTagTable + SendRawChannelCmd bypass, reusing the existing
BuildChatChannel wire builder.
Binding corrections:
- /g, /group, /party -> Fellowship (0x800), not General.
- /rp -> reply alias (retail's own help text confirms "@r or @rp"), not
Roleplay; /role (an acdream invention) deleted.
- /allegiance, /all -> the allegiance management command
(RetailClientCommandCatalog), not a channel verb.
- /house no longer swallows unrecognized subcommands with a local usage
error; they now correctly fall through to ACE.
- @mr/@pr pinned as permanently non-executable (retail registers them
with a null function pointer).
New verbs with real local execution: endurance, speaker, title (silent,
AP-182), chat, notell, join, leave, permit, hslist, index, clist, on,
off, alh/ah (+ "@allegiance hometown"/"ho"), "@allegiance info",
"@house abandon"; a missing-alias sweep across pkl/hou/message_types/
msgtypes/msg_types/rt/send/whisper/w/vassal/covassal/co-vassals/c/
fellows/group/party/guild/gu/cg/ct/clfg/crp/soc/o; the non-retail
inventions gen/cv/lookingforgroup/tr/role/h are deleted. New Core.Net
wire builders (IndexChannels, ListChannels, AddChannel, RemoveChannel,
RecallAllegianceHometown, AllegianceInfoRequest, ListAvailableHouses,
AddPlayerPermission, RemovePlayerPermission, AbandonHouse) are all
parameterless or single-field payloads cross-checked against ACE's
GameAction readers, not guessed.
Deferred (filed as #360/#361/#362, register rows TS-68/TS-69/TS-70):
the ~22 remaining allegiance/house subcommands + standalone @motd
(largest single item, needs its own slice per the doc), the three
still-inert pure-local commands (day/log/render), and the inbound
GameEvent responses for the new outbound requests. All correctly fall
through to ACE server-passthrough rather than being silently swallowed
or faking success.
RetailCommandRegistryConformanceTests pins the complete 152-verb
registry against production: every verb resolves through exactly one
production surface if Implemented, through none if HelpOnly/
ServerPassthrough, and two reverse-direction tests fail the build if
RetailClientCommandCatalog or ChatInputParser ever claims a verb
outside this registry again. Final tally: 138 Implemented / 5
ServerPassthrough / 9 HelpOnly = 152.
Release suite: 12,190 passed / 4 skipped / 0 failed (up from CH3's
11,964/4/0).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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23 changed files with 2069 additions and 97 deletions
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@ -2245,6 +2245,77 @@ public sealed class WorldSession : IDisposable
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SendGameAction(ClientCommandRequests.BuildModifyGlobalSquelch(seq, add, messageType));
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}
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// Campaign CH slice CH4 (2026-08-09): command-registry completion.
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/// <summary>Send retail @index (0x0149).</summary>
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public void SendIndexChannels()
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{
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uint seq = NextGameActionSequence();
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SendGameAction(ClientCommandRequests.BuildIndexChannels(seq));
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}
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/// <summary>Send retail @clist <channel> (0x0148).</summary>
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public void SendListChannel(uint channelId)
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{
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uint seq = NextGameActionSequence();
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SendGameAction(ClientCommandRequests.BuildListChannel(seq, channelId));
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}
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/// <summary>Send retail @on <channel> (0x0145).</summary>
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public void SendOnChannel(uint channelId)
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{
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uint seq = NextGameActionSequence();
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SendGameAction(ClientCommandRequests.BuildOnChannel(seq, channelId));
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}
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/// <summary>Send retail @off <channel> (0x0146).</summary>
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public void SendOffChannel(uint channelId)
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{
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uint seq = NextGameActionSequence();
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SendGameAction(ClientCommandRequests.BuildOffChannel(seq, channelId));
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}
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/// <summary>Send retail @alh / @ah / "@allegiance hometown" (0x02AB).</summary>
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public void SendRecallAllegianceHometown()
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{
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uint seq = NextGameActionSequence();
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SendGameAction(ClientCommandRequests.BuildRecallAllegianceHometown(seq));
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}
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/// <summary>Send retail "@allegiance info [name]" (0x027B).</summary>
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public void SendAllegianceInfoRequest(string playerName)
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{
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uint seq = NextGameActionSequence();
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SendGameAction(ClientCommandRequests.BuildAllegianceInfoRequest(seq, playerName));
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}
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/// <summary>Send retail @hslist <type> (0x0270).</summary>
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public void SendListAvailableHouses(uint houseType)
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{
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uint seq = NextGameActionSequence();
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SendGameAction(ClientCommandRequests.BuildListAvailableHouses(seq, houseType));
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}
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/// <summary>Send retail @permit add <name> (0x0219).</summary>
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public void SendAddPlayerPermission(string playerName)
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{
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uint seq = NextGameActionSequence();
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SendGameAction(ClientCommandRequests.BuildAddPlayerPermission(seq, playerName));
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}
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/// <summary>Send retail @permit remove <name> (0x021A).</summary>
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public void SendRemovePlayerPermission(string playerName)
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{
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uint seq = NextGameActionSequence();
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SendGameAction(ClientCommandRequests.BuildRemovePlayerPermission(seq, playerName));
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}
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/// <summary>Send retail "@house abandon" (0x021F).</summary>
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public void SendAbandonHouse()
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{
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uint seq = NextGameActionSequence();
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SendGameAction(ClientCommandRequests.BuildAbandonHouse(seq));
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}
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public void SendClearConsent()
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{
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uint seq = NextGameActionSequence();
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