fix(chargen): Campaign CC CC5 review fix round — F1-F14

Opus dual-lens review of 34e3a534+a975efd1 returned architectural
PASS-with-items / retail-fidelity FAIL. Every finding fixed:

- F1 (BLOCKER): deleted CharacterCreationSummaryPage's dead
  _suppressNextFieldEvent latch. UiField.SetText never raises
  OnFocusLost/OnSubmit, so the latch never had anything genuine to
  suppress — it stayed armed until the player's own next real commit
  and silently ate their typed name.
- F2: byte-re-derived gmCharGenMainUI::RecvNotice_
  CharGenVerificationResponse @0x004e9030's jump table — Pending is an
  explicit switch case landing on the SAME NameDBDown label as
  Corrupt/DatabaseDown, and Undef/out-of-range falls through the
  function's own unsigned-underflow default arm to that identical
  label. Retail's dispatch has NO silent branch. ApplyCreationResponse
  now produces a real rejection for Pending/Undef instead of a silent
  reset; ReconcileDialogs maps them to NameDBDown. Corrects the wrong
  "retail swallows Pending" claim everywhere it was repeated (plan doc,
  Core.Net doc comment, Runtime doc comments).
- F3: skill rows now use the key/value template with
  CharGenState::GetSkillScore @0x005C4B50 as the value (ported via the
  new RetailSkillFormula.CalculateChargenScore /
  ChargenSkillScoreResolver, wired through a new GetSkillScore
  binding), not template 0/name-only; bucket headers are unconditional.
  Writing this fix's own regression test surfaced a second, more severe
  bug: CharacterCreationSummaryPage never wired _list.TemplateResolver
  at all, so RebuildListbox has been a silent no-op since CC5 shipped —
  fixed by threading templateResolver through the page's constructor,
  matching every sibling UiTemplateListBox owner.
- F4: added the missing _errorMessageDialogContext one-outstanding
  guard to the 0xF643 rejection dialog, matching
  MakeErrorMessageDialog's own guard @0x004e8cc4 and the other four
  sibling dialogs' shape (registered in CloseAllDialogs, suppress-
  callback checked).
- F5: the Summary preview camera now seeds/re-derives retail's
  zoomed-OUT eye (byte-decoded (0,-2.5,0.95) at gmCGSummaryPage::
  InitializePage ~0x0047bd14-0x0047bd44) instead of Appearance's
  zoomed-in default, via a new ChargenPreviewController
  useZoomedOutEye flag.
- F6: retired AP-225 outright — re-derived the ListenToElementMessage
  length gate is NUL-inclusive, so MaxNameLength=32 was always
  byte-correct, not merely internally consistent.
- F7: amended AP-221 to cover the Summary preview's duplicate
  one-shot-composition binding gap (CC5 duplicated the pattern instead
  of closing it).
- F8: byte-decoded GetRandomReal @0x00563940's fmul operand at
  0x007cd650 — an 8-byte double, not a 4-byte float — is EXACTLY
  1.0/32767.0, not 1/32768. Added RollShadeLocked
  (_random.Next(32768) * (1.0/32767.0)) and switched all six shade
  rolls onto it.
- F9: evaluated porting retail's exact empty-name-commit no-op
  (NUL-inclusive length==1 skips SetName entirely) and rejected it —
  it would fight the F1 field-sync model by spontaneously reverting an
  emptied field on the next unrelated revision bump. Kept the clear,
  documented the tradeoff, filed AP-227.
- F11: filed AP-226 documenting retail's static pcProfessions/pcGender/
  pcHeritage/pcTown label tables versus acdream's DAT-sourced labels,
  including the non-human-heritage-renders-bare-"Heritage:" retail
  quirk.
- F12: added exclude-current determinism (count-2 lists), Random-
  clears-name, repeat-identical-rejection-reshows, and RebuildListbox
  content tests (the last one found F3's TemplateResolver bug).
- F13: threaded an optional Random through GameRuntimeDependencies ->
  LiveSessionController -> RuntimeCharacterCreationState, matching the
  existing TimeProvider injection shape, closing the Slice-K
  determinism hazard on a bot-reachable Randomize* command family.
- F14: RandomizeCharacterLocked now assigns _heritageId unconditionally
  before the TryGetHeritage gate, matching retail's SetHeritageGroup
  @0x005C67A0 (mHeritageGroup written before the DAT lookup).

Gates: Runtime 1726/0 (was 1722/0), App 5242/3 skips (was 5240/3),
Headless 166/0, Core.Net 993/994 (the one failure, NakEmissionTests
LossSoak, is a known pre-existing flake — passes standalone), full
solution Release build green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-16 01:13:52 +02:00
parent a975efd1d5
commit 0c8e1e7df1
14 changed files with 720 additions and 141 deletions

View file

@ -668,6 +668,18 @@ public sealed class RuntimeCharacterCreationStateTests
[InlineData(CharGenVerificationResponse.Code.Corrupt)]
[InlineData(CharGenVerificationResponse.Code.DatabaseDown)]
[InlineData(CharGenVerificationResponse.Code.AdminPrivilegeDenied)]
// CC5 review-fix round F2 (2026-08-16): Pending/Undef used to be
// asserted as a SILENT reset producing no rejection at all
// (ApplyCreationResponse_PendingOrUndef_IsASilentResetWithNoRejection,
// now deleted) — that assertion was wrong. Byte-decoded
// gmCharGenMainUI::RecvNotice_CharGenVerificationResponse @0x004e9030:
// Pending is an explicit switch case landing on the SAME
// "ID_Character_Err_NameDBDown" label as Corrupt/DatabaseDown, and
// Undef falls through that function's own unsigned-underflow default
// arm to the identical label — retail's dispatch has no silent branch.
// Both now belong in this same "produces a rejection" theory.
[InlineData(CharGenVerificationResponse.Code.Pending)]
[InlineData(CharGenVerificationResponse.Code.Undef)]
public void ApplyCreationResponse_EachRejectionCode_RecordsTheMappingAndAttemptedName(
CharGenVerificationResponse.Code code)
{
@ -685,24 +697,6 @@ public sealed class RuntimeCharacterCreationStateTests
Assert.Null(state.Snapshot.LastCreated);
}
[Theory]
[InlineData(CharGenVerificationResponse.Code.Pending)]
[InlineData(CharGenVerificationResponse.Code.Undef)]
public void ApplyCreationResponse_PendingOrUndef_IsASilentResetWithNoRejection(
CharGenVerificationResponse.Code code)
{
// ACE sends Pending for a disabled-Olthoi rejection — retail shows
// no dialog. Port as-is.
RuntimeCharacterCreationState state = PendingState(out _);
state.ApplyCreationResponse(new CharGenVerificationResponse.Parsed(
(uint)code, null, null, null));
Assert.False(state.Snapshot.VerificationPending);
Assert.Null(state.Snapshot.LastRejection);
Assert.Null(state.Snapshot.LastCreated);
}
[Fact]
public void ApplyCreationResponse_DuplicateReplyWhileNotPending_IsIgnored()
{
@ -791,6 +785,54 @@ public sealed class RuntimeCharacterCreationStateTests
// RandomizeTemplate @ 0x005c6500's RandInt(count-1,...)+1 shape.
Assert.NotEqual(0u, snapshot.Template);
Assert.True(snapshot.StartArea is 0 or 1);
// F8 (2026-08-16): every shade is RollShadeLocked's 32768-point
// lattice on [0.0, 1.0] INCLUSIVE (rand() in [0, 32767] * (1/32767)),
// never System.Random.NextDouble()'s continuous [0, 1).
Assert.InRange(snapshot.Appearance.SkinShade, 0.0, 1.0);
Assert.InRange(snapshot.Appearance.HairShade, 0.0, 1.0);
Assert.InRange(snapshot.Appearance.HeadgearShade, 0.0, 1.0);
Assert.InRange(snapshot.Appearance.ShirtShade, 0.0, 1.0);
Assert.InRange(snapshot.Appearance.TrousersShade, 0.0, 1.0);
Assert.InRange(snapshot.Appearance.FootwearShade, 0.0, 1.0);
}
/// <summary>
/// F8 (2026-08-16): pins <see cref="RuntimeCharacterCreationState"/>'s
/// private <c>RollShadeLocked</c> lattice (<c>rand() in [0,32767] *
/// (1.0/32767.0)</c>) deterministically via a fixed <see cref="Random"/>
/// double that always returns its <c>maxValue - 1</c>, confirming the
/// lattice's upper endpoint is EXACTLY reachable as 1.0 — a continuous
/// <see cref="Random.NextDouble"/>-style roll ([0, 1)) could never
/// produce that value.
/// </summary>
[Fact]
public void TryRandomizeCharacter_ShadeLattice_ReachesExactlyOneAtRandomMax()
{
var state = new RuntimeCharacterCreationState(
RuntimeCharacterCreationStateFixture.Build(),
new MaxValueRandom());
state.Begin(new RuntimeGenerationToken(1));
Assert.True(state.TryRandomizeCharacter());
RuntimeCharacterCreationAppearance a = state.Snapshot.Appearance;
Assert.Equal(1.0, a.SkinShade);
Assert.Equal(1.0, a.HairShade);
Assert.Equal(1.0, a.HeadgearShade);
Assert.Equal(1.0, a.ShirtShade);
Assert.Equal(1.0, a.TrousersShade);
Assert.Equal(1.0, a.FootwearShade);
}
/// <summary>Always returns <c>maxValue - 1</c> — the highest value
/// <see cref="Random.Next(int)"/>'s contract permits for any bound, so
/// every ordinary index pick in the randomize chain stays in-bounds
/// while the shade rolls (<c>Next(32768)</c>) land on 32767, the shade
/// lattice's top rung.</summary>
private sealed class MaxValueRandom : Random
{
public override int Next(int maxValue) => maxValue - 1;
}
/// <summary>
@ -894,4 +936,66 @@ public sealed class RuntimeCharacterCreationStateTests
Assert.Equal(0u, state.Snapshot.Appearance.ShirtStyle);
}
/// <summary>
/// F12(a) (CC5 review-fix round, 2026-08-16): pins
/// <c>RandomizeIndexExcludingLocked</c>'s exclude-current re-roll
/// property DETERMINISTICALLY. The fixture's <c>HairStyles</c>/
/// <c>HairColors</c>/<c>EyeColors</c> lists are all COUNT 2
/// (<see cref="RuntimeCharacterCreationStateFixture.Build"/>'s shared
/// gender record), so excluding the current index leaves exactly ONE
/// possible outcome — a second <see cref="RuntimeCharacterCreationState.TryRandomizeAppearance"/>
/// call must flip every one of these three fields to the OTHER index,
/// regardless of which <see cref="Random"/> seed drives the roll. Two
/// different seeds both proving the flip is what makes this a property
/// pin rather than a single-seed coincidence.
/// </summary>
[Theory]
[InlineData(1)]
[InlineData(999)]
public void TryRandomizeAppearance_ExcludeCurrent_OnCountTwoLists_AlwaysFlips(int seed)
{
var state = new RuntimeCharacterCreationState(
RuntimeCharacterCreationStateFixture.Build(),
new Random(seed));
state.Begin(new RuntimeGenerationToken(1));
state.TrySelectHeritage(RuntimeCharacterCreationStateFixture.AluvianId);
state.TrySelectGender(RuntimeCharacterCreationStateFixture.MaleGenderKey);
Assert.True(state.TryRandomizeAppearance());
RuntimeCharacterCreationAppearance first = state.Snapshot.Appearance;
Assert.True(state.TryRandomizeAppearance());
RuntimeCharacterCreationAppearance second = state.Snapshot.Appearance;
Assert.True(first.HairStyle is 0u or 1u);
Assert.True(first.HairColor is 0u or 1u);
Assert.True(first.EyeColor is 0u or 1u);
Assert.NotEqual(first.HairStyle, second.HairStyle);
Assert.NotEqual(first.HairColor, second.HairColor);
Assert.NotEqual(first.EyeColor, second.EyeColor);
}
/// <summary>
/// F12(b) (CC5 review-fix round, 2026-08-16): pins
/// <c>RandomizeCharacterLocked</c>'s own <c>ClearSessionState</c>
/// prologue (retail's own <c>Reset()</c> call) at the RUNTIME layer —
/// the Summary page's Random button must clear a committed name, which
/// is exactly the state transition <c>CharacterCreationSummaryPage</c>'s
/// F1 fix (the field-sync <c>_suppressNextFieldEvent</c> removal) has to
/// coexist with correctly.
/// </summary>
[Fact]
public void TryRandomizeCharacter_ClearsAPreviouslyCommittedName()
{
RuntimeCharacterCreationState state = CreateActive();
state.TrySelectHeritage(RuntimeCharacterCreationStateFixture.AluvianId);
state.TrySelectGender(RuntimeCharacterCreationStateFixture.MaleGenderKey);
Assert.True(state.TrySetName("Bob"));
Assert.Equal("Bob", state.Snapshot.Name);
Assert.True(state.TryRandomizeCharacter());
Assert.Equal(string.Empty, state.Snapshot.Name);
}
}