feat(net): FA2 -- fellowship/allegiance outbound wrappers + inbound wiring
Adds the missing WorldSession.Send* link for every FA1 fellowship/ allegiance builder (SendFellowshipCreate/Quit/Dismiss/Recruit/ UpdateRequest/AssignNewLeader/ChangeOpenness, SendAllegianceSwear/ Break/Kick/UpdateRequest) and 15 new GameEventWiring.WireAll delegate holes covering the 11 S->C fellowship/allegiance events. Delegate holes (not state-object params) because Core.Net cannot reference AcDream.Runtime, matching the onCharacterOptions/onConfirmationRequest precedent. Fixes a real bug found during implementation: GameEventDispatcher. Dispatch invokes only the single most-recently-registered handler per GameEventType (RegisterOwned REPLACES, it does not chain-invoke) -- contradicts the seam doc's "the dispatcher supports multiple owned handlers per type" claim. A literal second registrar.Register call for AllegianceInfoResponse would have silently killed the already-live `@allegiance info` chat-text output the moment a caller supplied the new self-gated Runtime callback. Both behaviors are folded into the ONE existing registration instead. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
parent
1bb707e248
commit
1c40104896
3 changed files with 437 additions and 1 deletions
|
|
@ -2315,6 +2315,94 @@ public sealed class WorldSession : IDisposable
|
|||
SendGameAction(ClientCommandRequests.BuildAllegianceInfoRequest(seq, playerName));
|
||||
}
|
||||
|
||||
// ── Campaign FA slice FA2 (2026-08-12): fellowship + allegiance
|
||||
// outbound wrappers. SocialActions/AllegianceRequests ship the byte
|
||||
// builders (repaired/added in FA1); this is the missing
|
||||
// NextGameActionSequence() + SendGameAction() link every other
|
||||
// outbound family already has (docs/research/2026-08-11-fa-acdream-seams.md
|
||||
// §3.2).
|
||||
|
||||
/// <summary>Send retail fellowship create (0x00A2).</summary>
|
||||
public void SendFellowshipCreate(string fellowshipName, bool shareXp)
|
||||
{
|
||||
uint seq = NextGameActionSequence();
|
||||
SendGameAction(SocialActions.BuildFellowshipCreate(seq, fellowshipName, shareXp));
|
||||
}
|
||||
|
||||
/// <summary>Send retail fellowship quit / disband (0x00A3).</summary>
|
||||
public void SendFellowshipQuit(bool disband)
|
||||
{
|
||||
uint seq = NextGameActionSequence();
|
||||
SendGameAction(SocialActions.BuildFellowshipQuit(seq, disband));
|
||||
}
|
||||
|
||||
/// <summary>Send retail fellowship dismiss (0x00A4).</summary>
|
||||
public void SendFellowshipDismiss(uint targetGuid)
|
||||
{
|
||||
uint seq = NextGameActionSequence();
|
||||
SendGameAction(SocialActions.BuildFellowshipDismiss(seq, targetGuid));
|
||||
}
|
||||
|
||||
/// <summary>Send retail fellowship recruit (0x00A5).</summary>
|
||||
public void SendFellowshipRecruit(uint targetGuid)
|
||||
{
|
||||
uint seq = NextGameActionSequence();
|
||||
SendGameAction(SocialActions.BuildFellowshipRecruit(seq, targetGuid));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Send retail fellowship-panel visibility declaration (0x00A6) — D4:
|
||||
/// gates ACE's <c>0x02C0</c> member-vitals stream (docs/research/
|
||||
/// 2026-08-11-fa-fellowship-wire.md §4.5).
|
||||
/// </summary>
|
||||
public void SendFellowshipUpdateRequest(bool panelOpen)
|
||||
{
|
||||
uint seq = NextGameActionSequence();
|
||||
SendGameAction(SocialActions.BuildFellowshipUpdateRequest(seq, panelOpen));
|
||||
}
|
||||
|
||||
/// <summary>Send retail fellowship leadership transfer (0x0290).</summary>
|
||||
public void SendFellowshipAssignNewLeader(uint newLeaderGuid)
|
||||
{
|
||||
uint seq = NextGameActionSequence();
|
||||
SendGameAction(SocialActions.BuildFellowshipAssignNewLeader(seq, newLeaderGuid));
|
||||
}
|
||||
|
||||
/// <summary>Send retail fellowship openness toggle (0x0291).</summary>
|
||||
public void SendFellowshipChangeOpenness(bool isOpen)
|
||||
{
|
||||
uint seq = NextGameActionSequence();
|
||||
SendGameAction(SocialActions.BuildFellowshipChangeOpenness(seq, isOpen));
|
||||
}
|
||||
|
||||
/// <summary>Send retail allegiance swear (0x001D).</summary>
|
||||
public void SendAllegianceSwear(uint patronGuid)
|
||||
{
|
||||
uint seq = NextGameActionSequence();
|
||||
SendGameAction(AllegianceRequests.BuildSwear(seq, patronGuid));
|
||||
}
|
||||
|
||||
/// <summary>Send retail allegiance break (0x001E) — targets your own patron.</summary>
|
||||
public void SendAllegianceBreak(uint targetGuid)
|
||||
{
|
||||
uint seq = NextGameActionSequence();
|
||||
SendGameAction(AllegianceRequests.BuildBreak(seq, targetGuid));
|
||||
}
|
||||
|
||||
/// <summary>Send retail allegiance kick (0x001E) — targets a vassal.</summary>
|
||||
public void SendAllegianceKick(uint vassalGuid)
|
||||
{
|
||||
uint seq = NextGameActionSequence();
|
||||
SendGameAction(AllegianceRequests.BuildKick(seq, vassalGuid));
|
||||
}
|
||||
|
||||
/// <summary>Send retail allegiance-panel subscribe/unsubscribe (0x001F).</summary>
|
||||
public void SendAllegianceUpdateRequest(bool on)
|
||||
{
|
||||
uint seq = NextGameActionSequence();
|
||||
SendGameAction(AllegianceRequests.BuildAllegianceUpdateRequest(seq, on));
|
||||
}
|
||||
|
||||
/// <summary>Send retail @hslist <type> (0x0270).</summary>
|
||||
public void SendListAvailableHouses(uint houseType)
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue