fix(chargen): Campaign CC CC6a review fix round — F1-F12
Addresses the CC6a dual-lens review (architectural PASS with reservations, retail fidelity PASS with reservations, merge after F1/F2/F3). F1 (BLOCKING) - AlternateSetup/setupId tested the wrong sentinel (0) instead of retail's INVALID_DID (0xFFFFFFFF, CharGenState::GetSetupID @0x005C5B22). A hair style storing that value would have been adopted as a literal Setup id, nulling Get<Setup> and killing the whole preview. Fixed both sites with a new InvalidDid constant; added two hand-built tests plus an installed-DAT sweep of every hair style across all 26 heritage/gender combinations (869 selections, zero unresolved Setup ids). F2 (BLOCKING) - TS-82's register row, ChargenClothingTable.cs's doc, and the plan's ledger row all understated Undead's measured clothing-coverage gap as "headgear/trousers/footwear" (3 slots) with a self-contradicting "4 of 4 non-shirt slots" aside. Corrected everywhere to the true measured ALL FOUR slots (headgear, trousers, shirt, footwear). F3 (BLOCKING) - the palette-math "three independent sources" claim overcounted: ACViewer's ClothingTableList.xaml.cs:97 computes a different expression for a different problem, and its vendored PaletteSet.cs is ACE's own file, not an independent implementation. Rewrote the evidence paragraph in ChargenPalSetMath.cs to the two sources that actually hold (decomp control flow + ACE's "Taken from acclient.c" port). F4 (MEDIUM) - ChargenPreviewEntityBuilder.TryBuild did unlocked dat reads; DatCollection is not thread-safe and every sibling dat-touching resolver in this layer takes a shared datLock. Added a required datLock parameter; every dat read now happens inside one lock, mirroring RetailPaperdollPoseApplicator.Apply's shape. F5 (LOW) - noted the pre-existing Streaming.LandblockBuildFactoryTests timing flake in the ledger so a future session doesn't chase it. F6 (LOW) - fixed ChargenPreviewCamera.cs's rotation doc, which cited a nonexistent identifier in a dimensionally-wrong expression; corrected to retail's actual DoRotation @0x0047CAC7 per-tick formula. F7 (LOW-MEDIUM) - the TS-82 measurement was WriteLine-only; pinned with real assertions (zero gaps for the 9 standard heritages, exactly the 4 measured Undead table ids on both genders). Kept the existing env-gated skip pattern (confirmed house convention). F8 (LOW) - the inner PalSet-miss loop recorded-and-continued past a miss; retail's own loop returns immediately on a miss (~0x005A7B32), aborting every remaining choice in that garment. Changed continue to break; added a test proving a subsequent present PalSet is correctly not applied. F9 (LOW) - fixed three dangling <see cref="...Compose"/> doc references (the method is TryCompose). F10 (LOW) - the packed (byte)(range/8) narrowing was unchecked; a real NumColors of 2048 happened to wrap to the correct "whole palette" 0 sentinel by unchecked-cast accident. Replaced with explicit PackOffset/ PackNumColors helpers that document the 2048->0 equivalence deliberately and throw on any other unrepresentable shape. F11/F12 (LOW, CC6b scope) - noted in the plan's CC6b row: the second m_alternateSetupID override source is unmodelled, and a shared RetailHeldPose helper is worth extracting before a fourth consumer. Test counts: Core.Tests 4772/1 skip (+5), Content.Tests 147/0 (+1), App.Tests 5121/6 skips (unchanged; F5's named flake did not reproduce) - zero failures, full solution Release build green. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@ -85,31 +85,35 @@ public sealed record ChargenClothingBaseEffect(
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/// Penumbraen, Undead skeleton/zombie, Anakshay) when
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/// <see cref="BaseEffectsBySetupId"/> has no direct entry for the requested
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/// body Setup. CC6a's composer looks up <see cref="BaseEffectsBySetupId"/>
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/// directly and skips a slot's part/texture contribution on a miss
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/// (matching retail's own "hash miss → BuildObjDesc returns failure, caller
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/// does not check it, ObjDesc keeps whatever it already had" behavior)
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/// rather than porting the substitution chain. The installed-DAT catalog
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/// test (<c>ChargenAppearanceCatalogInstalledDatTests</c>) MEASURED this
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/// directly across all 26 heritage/gender combinations rather than assuming
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/// it: for the 9 standard heritages where retail's own UI actually shows
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/// clothing controls (everything except Gear Knight and the two Olthoi
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/// variants, which retail hides the clothes button for entirely —
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/// <c>gmCGAppearancePage::Update @ 0x0047E8F0</c>'s
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/// directly and skips a slot's part/texture contribution on a miss (this is
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/// the OUTER lookup — <c>ClothingTable::_cloBaseHash</c> — whose retail
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/// miss behavior is genuinely a no-op the caller never checks; the SEPARATE
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/// inner per-choice PalSet lookup inside the same function's subpalette loop
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/// has its own, stricter, abort-on-miss behavior — see
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/// <c>ChargenAppearanceFactory.ComposeClothingSlot</c>'s own doc, ported
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/// faithfully there) rather than porting the Setup-substitution chain. The
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/// installed-DAT catalog test (<c>ChargenAppearanceCatalogInstalledDatTests</c>)
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/// MEASURED this directly across all 26 heritage/gender combinations rather
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/// than assuming it: for the 9 standard heritages where retail's own UI
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/// actually shows clothing controls (everything except Gear Knight and the
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/// two Olthoi variants, which retail hides the clothes button for entirely
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/// — <c>gmCGAppearancePage::Update @ 0x0047E8F0</c>'s
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/// <c>m_pClothesButton->SetVisible(0)</c> branches for
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/// <c>mHeritageGroup == 6</c> and <c>== 0xc || == 0xd</c>), the default
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/// gear choices resolve against their own body Setup with ZERO missing
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/// coverage. <b>Undead IS a real gap</b> — retail DOES show clothing
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/// controls for Undead, but its default headgear/trousers/footwear choices
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/// have no <see cref="BaseEffectsBySetupId"/> entry for either gender's
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/// live Setup id (measured: 4 of 4 non-shirt slots miss, on both genders),
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/// because Undead's live body Setup IS one of the skeleton/zombie variants
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/// the un-ported substitution chain exists to redirect. A live preview for
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/// Undead will therefore render its default headgear/trousers/footwear
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/// choice with NO part/texture override applied (the underlying body shows
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/// through unclothed for those slots) until the substitution chain — or an
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/// equivalent per-heritage default-clothing-setup mapping — lands. Filed as
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/// a known CC6a limitation for CC6b/a follow-up rather than silently
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/// "confirmed unreachable."
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/// controls for Undead, and MEASURED coverage is missing for <b>ALL FOUR</b>
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/// clothing slots (headgear, trousers, shirt, AND footwear — not just three
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/// of the four), on both genders: neither gender's live body Setup has a
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/// <see cref="BaseEffectsBySetupId"/> entry in any of its four default gear
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/// choices' clothing tables, because Undead's live body Setup IS one of the
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/// skeleton/zombie variants the un-ported substitution chain exists to
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/// redirect. A live preview for Undead will therefore render its default
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/// clothing selection with NO part/texture override applied on any of the
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/// four slots (the underlying body shows through unclothed) until the
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/// substitution chain — or an equivalent per-heritage default-clothing-setup
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/// mapping — lands. Filed as a known CC6a limitation for CC6b/a follow-up
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/// rather than silently "confirmed unreachable."
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/// </para>
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/// </summary>
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public sealed record ChargenClothingTable(
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