fix(D.2b): chat input resolves the live command bus lazily (was bound to null) + register thumb-3-slice row
The live session + its LiveCommandBus are created after the retail-UI block in OnLoad, so binding the bus by value captured NullCommandBus and silently dropped outbound chat. Pass a Func<ICommandBus> resolved at submit time (mirrors how the ImGui ChatPanel re-reads the bus each frame). AP-41: scrollbar thumb drawn as single stretched tile (0x06004C63) instead of retail's 3-slice top-cap/middle/bottom-cap — acknowledged in UiChatScrollbar.cs:37, registered per the divergence-register rule. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@ -94,7 +94,7 @@ accepted-divergence entries (#96, #49, #50).
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## 3. Documented approximation (AP) — 40 rows
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## 3. Documented approximation (AP) — 41 rows
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| # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle |
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@ -138,6 +138,7 @@ accepted-divergence entries (#96, #49, #50).
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| AP-38 | Chat transcript renders pre-split `ChatLog` lines 1:1; no in-element word-wrap at the panel's current pixel width | `src/AcDream.App/UI/UiChatView.cs` | Retail does in-element wrap via `UIElement_Text::SizeToFit`; our pre-split lines are always shorter than 440 px in practice; a line that overflows clips at the edge rather than wrapping | Very long server system messages (server shutdowns, broadcast announcements) clip rather than wrapping — no information loss, just visual truncation | `UIElement_Text::SizeToFit` @0x467980; `gmMainChatUI` layout |
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| AP-39 | Chat lines carry one color per `ChatKind` (per-line solid color); retail `UIElement_Text` supports per-glyph styled runs (bold, different hue per segment) | `src/AcDream.App/UI/UiChatView.cs:13` | Retail glyph-run parsing lives inside keystone.dll with no PDB/decomp; per-line per-kind coloring is the correct tonal palette and covers all existing chat types | Chat lines retail renders with multiple colors or bold names (e.g. "PlayerName says: text") render as one flat color; subtle visual difference but functionally complete | `UIElement_Text` glyph-run styling (keystone.dll, no decomp) |
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| AP-40 | Single default translucency for the chat window chrome; no focused/unfocused opacity transition; dat font face/size taken from the vitals `vitalsDatFont` (same dat font, not a chat-specific size lookup) | `src/AcDream.App/Rendering/GameWindow.cs` (chatController binding line) | Retail fades the chat window to ~80% alpha when unfocused (`gmMainChatUI::UpdateAlpha @0x4cdea0`); the opacity animation deferred to the Plan-2 window-manager input integration; sharing `vitalsDatFont` is safe — retail uses the same AC-default font for both | The chat window is always fully opaque/same-font rather than subtly fading when idle; no wrong text, but the focused/unfocused breathing rhythm is absent | `gmMainChatUI::UpdateAlpha` @0x4cdea0; `UCF::SetAceFont @0x4d3940` |
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| AP-41 | Scrollbar thumb drawn as a single stretched sprite (`0x06004C63`, the 3-slice middle tile) instead of retail's 3-slice: top cap `0x06004C60` + tiled middle `0x06004C63` + bottom cap `0x06004C66` | `src/AcDream.App/UI/UiChatScrollbar.cs:37` | The middle tile stretches acceptably at chat-panel dimensions; the 3-slice port is a Task-H upgrade acknowledged inline in the `ThumbSprite` property comment | The thumb's top and bottom edges lack the retail end-cap sprites — slightly wrong visual shape at small thumb sizes (thumb too-short for the middle tile to cleanly scale) | `UIElement_Scrollbar::UpdateLayout @0x4710d0`; cap sprites `0x06004C60` (top) + `0x06004C66` (bottom) from base layout `0x2100003E` |
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