fix(headless): FA6 — bot confirmation relay for the allegiance swear gate

The first live two-bot run exposed a real gap: retail always confirms an
incoming allegiance swear to the PATRON (0x0274 Character.ConfirmationRequest,
type 1) before ACE sends 0x0020/0x01C8 to either party
(docs/research/2026-08-11-fa-allegiance-wire.md §3.3) — and unlike
fellowship's FellowshipAutoAcceptRequests (which ACE honors server-side,
never even sending a confirmation), there is no auto-accept character option
for allegiance. HeadlessSessionHost wired OnConfirmationRequest to null, so
a headless bot silently dropped every incoming confirmation and the swear
never completed — both bots timed out waiting for TotalVassals/patron to
seed, confirmed live against ACE (both quarantined cleanly with graceful
per-character logout, proving the self-terminating design and existing
graceful-shutdown path both work correctly; this was an FA6 capability gap,
not an FA1-FA5 wire/state defect).

HeadlessSessionHost now latches the single outstanding confirmation
(matching retail's own one-dialog-at-a-time shape) and exposes
PendingConfirmation/RespondToConfirmation, cleared on every reconnect since
a stale context id would be meaningless post-reconnect. The gate's Leader
policy polls and blind-accepts any pending confirmation on every tick before
its own stage switch — the v1 substitute for a human clicking Accept, safe
because the gate's two sessions are its own known bots.

HeadlessBotPolicyFactory.Create takes two new optional delegate parameters
(default null, so cannot break other policy ids); the Leader gate policy
requires them non-null via a defensive constructor check.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-12 09:47:09 +02:00
parent 2825589035
commit 11641597db
2 changed files with 120 additions and 11 deletions

View file

@ -177,6 +177,25 @@ internal sealed class HeadlessSessionHost : IDisposable
/// route's own disposal (via <c>LiveSessionHost</c>'s route replacement)
/// is independent of this field.</summary>
private HeadlessSessionEventRoute? _eventRoute;
/// <summary>
/// Campaign FA slice FA6: the single outstanding <c>0x0274
/// Character.ConfirmationRequest</c>, or <see langword="null"/> when
/// none is pending. Graphical hosts route this to
/// <c>GameplayConfirmationController</c>
/// (<c>LiveSessionRuntimeFactory.cs:315</c>); a headless bot has no
/// panel, so this single-slot latch (matching retail's own "one open
/// dialog at a time" shape) plus <see cref="RespondToConfirmation"/> is
/// the bot-visible substitute a policy can poll and answer — the
/// allegiance swear flow requires it: retail always confirms an
/// incoming swear to the PATRON before <c>0x0020</c>/<c>0x01C8</c>
/// ship to either party (docs/research/2026-08-11-fa-allegiance-wire.md
/// §3.3), and there is no auto-accept character option for it (unlike
/// fellowship's <c>FellowshipAutoAcceptRequests</c>, which ACE honors
/// SERVER-SIDE without ever sending the client a confirmation at all).
/// Reassigned on every reconnect exactly like <see cref="_worldProjection"/>
/// — a stale pre-reconnect context id would be meaningless post-reconnect.
/// </summary>
private GameEvents.CharacterConfirmationRequest? _pendingConfirmation;
private int _disposeStage;
private long _reconnectDeadline;
private bool _reconnectPending;
@ -300,7 +319,11 @@ internal sealed class HeadlessSessionHost : IDisposable
hostLease = runtime.AcquireHostLease(
$"headless:{descriptor.Id}");
policy = policyOverride
?? HeadlessBotPolicyFactory.Create(descriptor.Policy, runtime);
?? HeadlessBotPolicyFactory.Create(
descriptor.Policy,
runtime,
() => _pendingConfirmation,
RespondToConfirmation);
policySubscription = runtime.Subscribe(policy);
diagnostics.Lifecycle(
descriptor.Id,
@ -350,6 +373,33 @@ internal sealed class HeadlessSessionHost : IDisposable
: throw new InvalidOperationException(
"The headless session has no pending reconnect.");
/// <summary>Campaign FA slice FA6: see <see cref="_pendingConfirmation"/>.</summary>
internal GameEvents.CharacterConfirmationRequest? PendingConfirmation =>
_pendingConfirmation;
/// <summary>
/// Campaign FA slice FA6: sends <c>0x0275 ConfirmationResponse</c> for
/// the current <see cref="PendingConfirmation"/> and clears the latch.
/// Throws if none is pending — mirrors <c>Require</c>'s fail-loud
/// convention elsewhere in this file rather than silently no-op'ing.
/// A missing <see cref="_currentSession"/> (never connected, or
/// mid-reconnect) is a silent no-op — matches every other
/// <c>_currentSession?.Send*</c> site in this class.
/// </summary>
internal void RespondToConfirmation(bool accepted)
{
if (_pendingConfirmation is not { } request)
{
throw new InvalidOperationException(
"No confirmation request is pending.");
}
_currentSession?.SendConfirmationResponse(
request.Type,
request.ContextId,
accepted);
_pendingConfirmation = null;
}
internal RuntimeSessionStartResult Start() =>
Commands.Session.Start(Runtime.Generation);
@ -630,6 +680,10 @@ internal sealed class HeadlessSessionHost : IDisposable
// its ack-firing accessor must therefore read the CURRENT session
// through this field, never one captured at first construction.
_currentSession = session;
// FA6: a stale pre-reconnect confirmation context id is meaningless
// against the fresh WorldSession above — drop it rather than let a
// policy answer a confirmation that no longer has a live listener.
_pendingConfirmation = null;
// OP7: a fresh seeder per route — see the field's own doc comment
// for why this (rather than a reset method) is the right per-
// reconnect lifetime.
@ -761,7 +815,7 @@ internal sealed class HeadlessSessionHost : IDisposable
Runtime.CharacterOwner,
ResolveSkillFormulaBonus: null,
OnSkillsUpdated: null,
OnConfirmationRequest: null,
OnConfirmationRequest: request => _pendingConfirmation = request,
OnConfirmationDone: null,
ClientTime: () =>
Runtime.Clock.SimulationTimeSeconds,