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

@ -1,3 +1,4 @@
using AcDream.Core.Net.Messages;
using AcDream.Headless.Configuration;
using AcDream.Runtime;
using AcDream.Runtime.Gameplay;
@ -15,18 +16,27 @@ internal static class HeadlessBotPolicyFactory
{
/// <summary>
/// Campaign FA slice FA6 widened this from <c>Create(string id)</c> to
/// also carry the constructed <see cref="GameRuntime"/> — the
/// fellowship/allegiance gate policies need
/// <see cref="AcDream.Runtime.Gameplay.RuntimeFriendlyTargetQuery"/>,
/// also carry the constructed <see cref="GameRuntime"/> plus a small
/// confirmation-relay pair — the fellowship/allegiance gate policies
/// need <see cref="AcDream.Runtime.Gameplay.RuntimeFriendlyTargetQuery"/>,
/// which (like its <c>RuntimeHostileTargetQuery</c> sibling) takes the
/// concrete <see cref="GameRuntime"/> rather than the narrower
/// <see cref="IGameRuntimeView"/> a policy's own <c>Tick</c> receives
/// (<see cref="IRuntimeEntityView"/>'s snapshot carries no name/PWD-
/// bitfield). Every pre-FA6 policy ignores the new parameter.
/// bitfield); the LEADER half also needs to answer the server-driven
/// <c>0x0274</c> swear confirmation, which no character option can
/// bypass (unlike fellowship's server-side-filtered
/// <c>FellowshipAutoAcceptRequests</c>) and which headless hosts
/// otherwise drop entirely (<c>HeadlessSessionHost</c>'s
/// <c>OnConfirmationRequest</c> was <see langword="null"/> pre-FA6).
/// Every pre-FA6 policy ignores all three new parameters.
/// </summary>
internal static IHeadlessBotPolicy Create(
HeadlessBotPolicyDescriptor descriptor,
GameRuntime runtime)
GameRuntime runtime,
Func<GameEvents.CharacterConfirmationRequest?>?
getPendingConfirmation = null,
Action<bool>? respondToConfirmation = null)
{
ArgumentNullException.ThrowIfNull(descriptor);
ArgumentNullException.ThrowIfNull(runtime);
@ -38,7 +48,11 @@ internal static class HeadlessBotPolicyFactory
"portal-route-smoke" => new PortalRouteSmokeHeadlessBotPolicy(),
"jump-probe" => new JumpProbeHeadlessBotPolicy(),
"fellowship-allegiance-gate" =>
CreateFellowshipAllegianceGatePolicy(descriptor, runtime),
CreateFellowshipAllegianceGatePolicy(
descriptor,
runtime,
getPendingConfirmation,
respondToConfirmation),
_ => throw new HeadlessConfigurationException(
$"Unknown headless bot policy '{descriptor.Id}'."),
};
@ -46,7 +60,9 @@ internal static class HeadlessBotPolicyFactory
private static IHeadlessBotPolicy CreateFellowshipAllegianceGatePolicy(
HeadlessBotPolicyDescriptor descriptor,
GameRuntime runtime)
GameRuntime runtime,
Func<GameEvents.CharacterConfirmationRequest?>? getPendingConfirmation,
Action<bool>? respondToConfirmation)
{
if (descriptor.Role is not { } role)
{
@ -54,10 +70,21 @@ internal static class HeadlessBotPolicyFactory
"Policy 'fellowship-allegiance-gate' requires a 'role' "
+ "('leader' or 'recruit').");
}
if (role == HeadlessBotPolicyRole.Leader
&& (getPendingConfirmation is null || respondToConfirmation is null))
{
throw new HeadlessConfigurationException(
"Policy 'fellowship-allegiance-gate' role 'leader' requires "
+ "a confirmation-relay host (the swear confirmation "
+ "targets the patron).");
}
return role switch
{
HeadlessBotPolicyRole.Leader =>
new FellowshipAllegianceLeaderBotPolicy(runtime),
new FellowshipAllegianceLeaderBotPolicy(
runtime,
getPendingConfirmation!,
respondToConfirmation!),
HeadlessBotPolicyRole.Recruit =>
new FellowshipAllegianceRecruitBotPolicy(runtime),
_ => throw new HeadlessConfigurationException(
@ -848,6 +875,9 @@ internal sealed class FellowshipAllegianceLeaderBotPolicy : IHeadlessBotPolicy
}
private readonly GameRuntime _runtime;
private readonly Func<GameEvents.CharacterConfirmationRequest?>
_getPendingConfirmation;
private readonly Action<bool> _respondToConfirmation;
private Stage _stage = Stage.WaitForPlayer;
private double _stageDeadline;
private double _nextProximityAttempt;
@ -855,9 +885,16 @@ internal sealed class FellowshipAllegianceLeaderBotPolicy : IHeadlessBotPolicy
private uint _targetGuid;
private ulong _reconnectFromGeneration;
internal FellowshipAllegianceLeaderBotPolicy(GameRuntime runtime)
internal FellowshipAllegianceLeaderBotPolicy(
GameRuntime runtime,
Func<GameEvents.CharacterConfirmationRequest?> getPendingConfirmation,
Action<bool> respondToConfirmation)
{
_runtime = runtime ?? throw new ArgumentNullException(nameof(runtime));
_getPendingConfirmation = getPendingConfirmation
?? throw new ArgumentNullException(nameof(getPendingConfirmation));
_respondToConfirmation = respondToConfirmation
?? throw new ArgumentNullException(nameof(respondToConfirmation));
}
public bool IsComplete => _stage == Stage.Done;
@ -867,6 +904,24 @@ internal sealed class FellowshipAllegianceLeaderBotPolicy : IHeadlessBotPolicy
ArgumentNullException.ThrowIfNull(view);
ArgumentNullException.ThrowIfNull(commands);
// FA6: unconditionally accept any pending server-driven confirmation
// BEFORE the stage switch below, on every tick regardless of stage —
// the swear confirmation (type 1, ALLEGIANCE_SWEAR_CONFIRM) can
// arrive at any point once the Recruit bot reaches its own Swear
// stage, which this bot does not control the timing of. A headless
// bot has no panel to show the dialog through, so blind-accepting
// is this gate's v1 substitute for a human clicking "Accept" — safe
// here because the only two sessions in this process are the gate's
// own two known bots.
if (_getPendingConfirmation() is { } pending)
{
Console.WriteLine(
$"[fa6-leader] answering pending confirmation type="
+ $"{pending.Type} context={pending.ContextId} "
+ $"text='{pending.Message}' -> accepted=true");
_respondToConfirmation(true);
}
switch (_stage)
{
case Stage.WaitForPlayer: