feat(chat): Campaign CH slice CH1 — retail LogTextType color table
Retail colors chat lines by the 34-value wire LogTextType (ACE's ChatMessageType), NOT by acdream's synthetic 9-value ChatKind. The old ChatWindowController.RetailChatColor(ChatKind) collapsed distinct retail colors onto one bucket per ChatKind — e.g. every Channel line rendered colorLightBlue (Magic's slot) when retail's actual palette spans five different colors across the Turbine rooms and legacy allegiance family. Ports ChatInterface::BuildChatColorLookupTable @0x004F31C0 verbatim (RetailChatColorTable, all 34 RGBA floats read from the PDB-paired binary's .data section) and threads a new ChatEntry.LogTextType field through every ingestion site to the correct retail wire value: HearSpeech/Tell pass the wire chatType through verbatim; Emote/SoulEmote hard-code 0x0C; the Tell self-echo hard-codes 0x04; legacy ChatChannel broadcasts derive their type from the channel bit via the new LegacyChannelChatType helper (ported from the decompiled Handle_Communication__ChannelBroadcast dispatch, hear vs. own-send); TurbineChat rooms map through TurbineChatDisplayNames.LogTextType; CombatChatTranslator's hit/miss/evade lines map to ACE's CombatSelf/ CombatEnemy per Player_Combat.cs; kill/death lines use retail's decompiled 0x00 Default (not a combat color). ChatWindowController's transcript now folds LogTextType through RetailChatColorTable with retail's exact "out-of-range keeps the previous line's color" carry rule; ChatPanel's combat highlighting sources the same table. Corrects HearSpeech.cs's doc-comment ChatType legend (4 of 6 entries were wrong). Adds register row AP-175 for the pre-existing (unchanged) Popup-renders-in-chat divergence and updates AP-39's stale per-ChatKind description. Narrows ISSUES #139 — its chat-colors half is done. Retail renders no chat timestamp prefix path exists in acdream today, so the "timestamp is always colorGrey 0x0C" rule has nothing to attach to; noted here per the research doc rather than left silent. Research: docs/research/2026-08-09-chat-retail-color-table.md Full Release suite: 11,833 passed / 4 skipped / 0 failed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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26 changed files with 1360 additions and 85 deletions
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@ -102,21 +102,28 @@ public static class GameEventWiring
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registrar.Register(GameEventType.ChannelBroadcast, e =>
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{
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var p = GameEvents.ParseChannelBroadcast(e.Payload.Span);
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// logTextType left unset — ChatLog.OnChannelBroadcast derives it
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// from ChannelId via LegacyChannelChatType.Resolve(ownSend: false),
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// the correct branch for this inbound (hear) 0x0147 handler.
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if (p is not null) chat.OnChannelBroadcast(p.Value.ChannelId, p.Value.SenderName, p.Value.Message);
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});
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registrar.Register(GameEventType.Tell, e =>
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{
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var p = GameEvents.ParseTell(e.Payload.Span);
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if (p is not null) chat.OnTellReceived(p.Value.SenderName, p.Value.Message, p.Value.SenderGuid);
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// p.Value.ChatType is the wire LogTextType (normally 0x03 Tell) —
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// passed through verbatim, matching HearSpeech's zero-remap rule.
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if (p is not null)
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chat.OnTellReceived(p.Value.SenderName, p.Value.Message, p.Value.SenderGuid, p.Value.ChatType);
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});
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registrar.Register(GameEventType.CommunicationTransientString, e =>
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{
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// 0x02EB carries no chat type on the wire (see ParseTransient).
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// 0 is ACE's ChatMessageType.Broadcast, which its own
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// LogTextTypeEnumMapper comment names "Default" — the right
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// stand-in for a message the server sends untyped. The exact
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// retail rendering style for transient strings belongs to the
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// chat colour/text work, not to this parser.
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// stand-in for a message the server sends untyped. Left at 0x00
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// by Campaign CH slice CH1 (retail color table): this is
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// server-driven text, not client-local, so it keeps the
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// Default/green color rather than moving to 0x1A.
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var s = GameEvents.ParseTransient(e.Payload.Span);
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if (s is not null) chat.OnSystemMessage(s, chatType: 0u);
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});
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@ -132,6 +139,10 @@ public static class GameEventWiring
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string text = string.IsNullOrEmpty(p.Value.Name)
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? $"You have played for {p.Value.Age}."
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: $"{p.Value.Name} has played for {p.Value.Age}.";
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// Decomp-confirmed 0x00 Default:
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// CM_Character::DispatchUI_QueryAgeResponse @0x006A2E40 ->
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// Handle_Character__QueryAgeResponse @0x005711D0 ->
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// AddTextToScroll(..., 0, 1, 0), pc:382186.
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chat.OnSystemMessage(text, chatType: 0u);
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});
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if (onConfirmationRequest is not null)
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@ -247,7 +258,12 @@ public static class GameEventWiring
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registrar.Register(GameEventType.VictimNotification, e =>
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{
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var p = GameEvents.ParseVictimNotification(e.Payload.Span);
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if (p is not null) chat.OnCombatLine(p.Value.DeathMessage, CombatLineKind.Error);
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// VictimNotification (0x01AC) and KillerNotification (0x01AD)
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// both dispatch through the SAME retail handler,
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// ClientCombatSystem::HandleKillerNotificationEvent @0x0056C410
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// (pc:359548-359559), which calls AddTextToScroll(..., 0, 1, 0)
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// — LogTextType 0x00 Default, not a combat color.
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if (p is not null) chat.OnCombatLine(p.Value.DeathMessage, CombatLineKind.Error, logTextType: 0x00u);
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});
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registrar.Register(GameEventType.DefenderNotification, e =>
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{
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@ -285,7 +301,8 @@ public static class GameEventWiring
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registrar.Register(GameEventType.KillerNotification, e =>
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{
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var p = GameEvents.ParseKillerNotification(e.Payload.Span);
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if (p is not null) chat.OnCombatLine(p.Value.DeathMessage, CombatLineKind.Info);
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// Same handler/type as VictimNotification above — 0x00 Default.
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if (p is not null) chat.OnCombatLine(p.Value.DeathMessage, CombatLineKind.Info, logTextType: 0x00u);
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});
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// ── Spells ────────────────────────────────────────────────
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@ -526,6 +543,10 @@ public static class GameEventWiring
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if (err is null) return;
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Console.WriteLine($"[use-done] err=0x{err.Value:X4}");
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onUseDone?.Invoke(err.Value);
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// chatType 0x00 (Default): this text is client-formatted from a
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// WeenieError CODE, the same shape as HandleFailureEvent's
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// per-code switch (@0x00571990), whose majority case is 0x00 —
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// see the identical reasoning on ChatLog.OnWeenieError.
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if (err.Value != 0)
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chat.OnSystemMessage(WeenieErrorText.For(err.Value), chatType: 0);
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});
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@ -36,16 +36,24 @@ namespace AcDream.Core.Net.Messages;
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/// </para>
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///
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/// <para>
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/// ChatType (from ACE):
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/// ChatType (LogTextType — corrected 2026-08-09, Campaign CH slice CH1;
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/// the previous legend here had 4 of 6 entries wrong, cf. research doc
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/// <c>docs/research/2026-08-09-chat-retail-color-table.md</c> §5.4.1):
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/// <list type="bullet">
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/// <item><description>0x01 = Broadcast</description></item>
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/// <item><description>0x02 = Combat</description></item>
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/// <item><description>0x0B = Speech</description></item>
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/// <item><description>0x0F = Emote</description></item>
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/// <item><description>0x10 = Tell</description></item>
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/// <item><description>0x11 = Syllables (spell casting)</description></item>
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/// <item><description>0x01 = All (Broadcast/AllChannels)</description></item>
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/// <item><description>0x02 = Speech</description></item>
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/// <item><description>0x03 = Tell</description></item>
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/// <item><description>0x0B = Social_Send</description></item>
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/// <item><description>0x0C = Emote</description></item>
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/// <item><description>0x0F = Help</description></item>
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/// <item><description>0x10 = Appraisal</description></item>
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/// <item><description>0x11 = Spellcasting (syllables)</description></item>
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/// <item><description>other values in ACE ChatMessageType.cs</description></item>
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/// </list>
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/// This value is passed through VERBATIM as the chat line's
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/// <c>LogTextType</c> — zero remapping (retail's
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/// <c>Handle_Communication__HearSpeech @0x005712A0</c> feeds the raw
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/// wire word straight into <c>AddTextToScroll</c>).
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/// </para>
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/// </summary>
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public static class HearSpeech
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