diff --git a/docs/architecture/retail-divergence-register.md b/docs/architecture/retail-divergence-register.md index 32964c5b..31e42d69 100644 --- a/docs/architecture/retail-divergence-register.md +++ b/docs/architecture/retail-divergence-register.md @@ -199,7 +199,7 @@ readiness/requeue adaptation. See --- -## 3. Documented approximation (AP) — 162 active rows (AP-228 filed 2026-08-16 at the CC5 re-review residual round (R4) — the Summary listbox's skill-row KEY source, same divergence class as AP-226 filed the same round, a few retail lines away; AP-227 filed 2026-08-16 at the same review-fix round, F9 — an empty Summary name-field commit calls `SetName("")` (clearing the state), where retail's own NUL-inclusive length gate leaves `CharGenState.name` UNCHANGED for that specific case; AP-226 filed 2026-08-16 at the Campaign CC CC5 review-fix round, F11 — the Summary page's DAT-sourced labels versus retail's static `pcProfessions`/`pcGender`/`pcHeritage`/`pcTown` tables, including the non-human-heritage-renders-bare-"Heritage: " retail quirk; AP-225 RETIRED the same round, F6 — the reviewer re-derived `gmCGSummaryPage::ListenToElementMessage @0x0047bf40`'s length check and proved the 32-vs-33 threshold this row flagged as "not fully certain" does NOT exist: the compared length is NUL-inclusive (an empty field's length is 1, matching AP-226's own F11/F9 finding), so `length > 0x21` is EXACTLY `visibleChars > 32` — acdream's `MaxNameLength = 32` was always byte-correct, not merely internally-consistent; AP-223/AP-224 filed 2026-08-15 at Campaign CC slice CC5 — the acdream-only `HeritageOrGenderUnset` Finish refusal and the Summary listbox's two-bucket (Specialized/Trained only) skill-list narrowing (AP-224 corrected 2026-08-16 at the same review-fix round, F3 — its "template mechanism ported exactly" claim was FALSE as shipped, now fixed and true again, see its own row); AP-214 RETIRED the same slice — `RandomizeCharacter` is now ported and wired at the screen-open edge, closing the honest-blank-open gap it recorded; AP-212 NARROWED the same slice — the Appearance/Summary Random-button primitives are now real faithful ports, not uniform-pick approximations, leaving only Heritage/Profession/Town (still uniform-pick) and Skills (still unported) open; AP-222 filed 2026-08-15 at the re-review of Campaign CC CC6b-MOUNT fix commit `d2a71152` (N2) — the current-part spin highlight is a measured no-op for all nine spins, no Highlight media authored on any of them; AP-221 filed the same re-review (R2) — the chargen preview's one-shot-composition-vs-retryable-coordinator binding gap; AP-217 rewritten and AP-220 tightened the same re-review (R3 corrects the GradCircle from a dead click target to unported paint-art; N1 narrows the Gearknight-exit wording to non-Olthoi); AP-216..AP-220 filed 2026-08-15 at the Campaign CC CC6b-MOUNT review fix round, F2 — DoColorSpots swatch-art, the inert GradCircle, spin-caption/heritage-swap loss, the Skin-spin MoveTo reposition, and the Gearknight-boundary randomize calls; AP-215 filed 2026-08-15 at Campaign CC slice CC6b-MOUNT — the Appearance page's swatch-highlight (`UiButton.Selected` vs retail's separate overlay toggle) and icon-less style-spin ordinal-label substitutions; AP-214 filed 2026-08-15 at Campaign CC slice CC6b-MOUNT — retail's `gmCharGenMainUI` ctor rolls a full `RandomizeCharacter` BEFORE any page constructs, so retail's chargen screen is never actually blank on open (and the Appearance page's own gender-flip-on-init always fires against a real gender); acdream opens honestly blank instead, closing out the campaign plan's risk item 5; AP-212/AP-213 filed 2026-08-15 at Campaign CC slice CC4 — the Random button's uniform-pick approximation of retail's three unported randomize algorithms, and the Skills page's flat-listbox simplification of retail's four-bucket sorted skill model; AP-211 filed 2026-08-15 at the Campaign CC slice CC3 review-fix round — the client-side roster-vs-slotCount refusal in `RuntimeCharacterCreationState.TryBeginFinish` has no retail counterpart at that layer, retail enforces the cap in char-select UI instead; AP-207..AP-210 filed 2026-08-15 at Campaign CC slice CC3 — the FitTemplateToCharacter FPU-unrecoverable auto-detect skip, the shared-ClothingColors-list color-count approximation, the classID DAT-DID-lookup placeholder, and the ApplyTemplate atomic-replace-vs-per-attribute-guard simplification; AP-205 filed 2026-08-11 at Campaign OP gate 4 (#381) — the Apply/Reset/Defaults footer's opaque backing field is a genuine acdream synthesis with no authored retail counterpart; ~~AP-201~~ RETIRED 2026-08-11 at the Campaign OP gate-3 fix round — `UiScrollablePanel` now keeps a straddling row visible and CLIPS it to the viewport (`ClipsChildren` → `UiRenderContext.PushClip`, which existed by then), replacing the whole-row cull this row recorded; the user-observed symptom (the Chat tab's per-window filter blocks vanishing into a void at the DEFAULT scroll offset) closed issue #371; ~~AP-204~~ RETIRED 2026-08-11 at the OP8 rework — the silent-auto-reassign narrowing it recorded is fixed by a real `RetailDialogFactory` confirm-before-reassign dialog; see its retirement note below. AP-203/AP-202 filed 2026-08-11 at Campaign OP slice OP8 (Configure Keyboard) remain active — AP-202 records D4's `.keymap`-file-interchange narrowing (`keybinds.json` only), AP-203 records that roughly half of the DAT ActionMap's 306 user-bindable rows (82 of 87 Emotes, all 48 CharacterSettings hotkeys, all 10 CameraAlternateControls rows per the M2 de-alias fix, and assorted UI/Combat odds) render/bind/persist on the Configure Keyboard screen with no live acdream gameplay consumer yet; AP-200 filed 2026-08-11 at Campaign OP slice OP6 — the Config tab's Chat Font Face/Size menu rows are store-only, distinct fields from the existing live `ChatSettings.FontSize`; AP-199 filed 2026-08-11 at Campaign OP slice OP6 — the Config tab's Sound Features menu, Interface Sound trio, and Play Sound Only When Active are store-only (the Interface trio cites AP-174's existing "retail's own dead knob" finding); AP-198 filed 2026-08-11 at Campaign OP slice OP6, row count reconciled at the OP6 rework round (2026-08-11, review N1) — the Config tab's TEN Graphics/Rendering-Quality-family rows (including Screen Brightness, its own field as of the S2 fix) are store-only, the Vulkan+one-aggregate-QualityPreset renderer having no per-feature knobs; AP-197 filed 2026-08-11 at the OP4 review-fix round (SF-1/S4) — Display Timestamps hardcodes retail's constructor-default format string instead of the per-character GenericQualitiesData key-1 override the parser reads and discards; ~~AP-196~~ RETIRED 2026-08-11 at Campaign OP slice OP9 — originally filed at the OP4 review-fix round (MUST-FIX 3 / blast M2) for the Group-C re-point's observable-default changes (ViewCombatTarget true→false) and the PARTIAL GameplaySettings retirement (AutoTarget/AutoRepeatAttack/ViewCombatTarget deleted, the other five kept as write-behind mirrors); OP9 deleted `GameplaySettings` outright (all 13 remaining members were already re-pointed to the server-bit seam at OP4), closing the write-behind-mirror gap for good — see its retirement note below; AP-195 RETIRED 2026-08-11 at Campaign OP slice OP5 — ported both halves left open at OP2 re-review closure: the ALL-set LED media swap (`UiButton.FaceFileOverride`, driven by the block-level `P0x10000082`/`P0x10000083` sprites now threaded through `ElementInfo`/`DatWidgetFactory`) and the `CreateChildren` self-sizing tail (`UiCheckboxBitfield64.Height` grows with `_contentHeight` per row; the ENCLOSING page ListBox reflows around the block's FINAL size via the new `UiTemplateListBox.AddPrebuiltRow`, reusing the ListBox's own stacking exactly as the row's own disposition menu allowed, rather than a third stacking path); AP-194 filed 2026-08-10 at Campaign OP slice OP1 — the GetDefaultOptionValue vs constructor-default disagreement for ConfirmVolatileRareUse/ShowHelm/ShowCloak (see the row below); AP-193 filed 2026-08-10 at Campaign OP slice OP1 — the 0x34 HearPKDeathMessages id/mask mapping is ACE-sourced (see the row below); AP-192 filed 2026-08-10 at the Campaign CH round-5 polish (S2) — authored outline `0x21`/`0x22` now reaches every text-bearing widget, but only at the element's effective-default state; per-STATE outline switching (dialog/character/combat buttons author `0x21` in state `0x3` only) is not ported; AP-191 filed 2026-08-10 at Campaign CH round 4 items 1+2 — the chat transcript's missing tag-colour (`0x1D`, green) and tag-font (`0x1C`) are deferred, needing a per-run tag concept `UiText.Line` does not have yet; AP-184 RETIRED 2026-08-10 at Campaign CH round 4 — the three PARTIAL `/help` group topics (channels/chatting/commands) are now COMPLETE verbatim listings, `ClientCommunicationSystem::HelpStupidChannelHack @0x0056f290` fully decoded (the "vftable slot" operands are the same pooled/mislabeled-data artifact as AP-186's own precedent, not real vtable dispatch — reading the function's own disassembly for the `push imm32` preceding each constructor call resolves them), closing ISSUES.md #364 (full retirement note later in this same list, at its own "AP-184 RETIRED 2026-08-10 at Campaign CH round 4, closing ISSUES.md #364 — filed 2026-08-09..." entry); AP-113 RETIRED 2026-08-10 at the consolidated-review round, SHOULD-FIX 3/1 byproduct — DoLifestone's own bad-args refusal text is now byte-recovered, see its retirement note below; AP-183 and AP-186 RETIRED 2026-08-10 by issue #363's interface-text seam — see their retirement notes below; AP-190 filed 2026-08-10 at Campaign CH slice CH6c — window opacity now fades every RetailWindowManager window on retail's focus-driven Default/Active mechanism, not just ChatInterface-derived ones, and ships gmMainChatUI's 1.0/1.0 default as the ONE shared default across every registered window (fixed from the original 0.5/1.0 base-ChatInterface value, per the row's own REWORDED (2)) instead of applying it only to ChatInterface-derived windows, retiring AP-40 (the prior "opacity is fixed at 0.75, no focus transition" row) in the same commit; AP-189 filed 2026-08-10 at the CH6a/b REJECT-review rework, SHOULD-FIX 5 — acdream's ONE shared 500-entry/200-line-display-tail chat log gives every window a shallower EFFECTIVE per-window scrollback depth than retail's own per-window 10,000-line log, though the accumulate-while-closed and independent-per-window-scroll BEHAVIORS are both correctly reproduced; AP-188 filed 2026-08-10 at Campaign CH slice CH6b — a floating chat window's chat entry always sends on the Say channel because the floaty LayoutDesc authors no talk-focus menu and acdream does not (yet) share the main window's currently-selected channel across all five chat-window instances; AP-187 filed 2026-08-10 at Campaign CH slice CH6b — the four floating chat windows' text-type filters persist in local `settings.json` only (`ChatSettings.ChatWindow1..4Filter`), with no analog to retail's server-side `0x1000008C` GameplayOptions blob, so a character's floaty filter customization does not travel between acdream installs or round-trip to/from a retail client sharing the same character; AP-186 RETIRED 2026-08-10, issue #363's interface-text seam — `ChatVM` now carries an `OnInterfaceText` hook (`Action?`) the App-layer composition wires to `RuntimeCommunicationState.AddText(text, RetailLogTextType.ClientLocal)`, exactly fix shape (a) this row's own filing proposed; `ChatCommandRouter`'s two local-presentation fallbacks (`RetailCommandHelpTable.UnknownCommand` and the degenerate-prefix "Unknown command: {verb}." refusal) now call `ShowInterfaceText` and reach the SpewBox, with a null-fallback into the chat log (still tagged `ClientLocal`) for hosts that never wire the hook (headless has no `ChatVM` at all). Closes ISSUES.md #367; AP-185 filed 2026-08-10 at Campaign CH slice CH6a — the chat window's UiLocked border-art cosmetic swap is unported, see the row for detail; AP-184 RETIRED 2026-08-10 at Campaign CH round 4, closing ISSUES.md #364 — filed 2026-08-09 at Campaign CH user-gate round 2, item 3, recording that three of the seven retail `/help` group-topic listings (channels/chatting/commands) remained PARTIAL because their detail text is built in full or in part by `ClientCommunicationSystem::HelpStupidChannelHack @0x0056f290`, which the filing believed "not decodable with confidence from a static string sweep" because Binary Ninja renders its three internal string operands as dereferences of unrelated vtable slots (`&ClientCommunicationSystem::\`vftable'.RecvNotice_StartBarberNotice` etc.). That belief was WRONG — the same pooled/mislabeled-data artifact this register already documented elsewhere (AP-113's retirement note) applies here too: reading the function's own disassembly for the `push imm32` immediately preceding each `PStringBase::PStringBase` constructor call (rather than trusting BN's line-grouped rendering, which hides the true instruction order) resolves all three operands directly — `"@"` + a one-character tag sliced from a shared wide literal `U"fvpca"`/`U"mh,."` (a wide string read through a narrow `char*` truncates at the first zero high byte, the "hack" retail's own function name calls out) + `" - Sends a broadcast to your "` + `ChannelSystem::GetChannelName`'s own literal switch-table result + `".\n"`. `ChannelsGroupDetail` (entirely 6 such calls), `ChattingGroupDetail` (6 more, plus a `HelpReply@0x00577A50` Summary-branch quirk that unconditionally emits reply+pr+mr together — read directly, not assumed), and `CommandsGroupDetail` (`HelpAllGroup`, a straight-line concatenation of every other group's Detail branch plus a handful of its own short one-liners, including a CONFIRMED retail saveui/loadui duplicate) are now COMPLETE verbatim listings, matching the four (death/status/text/allegiances) the original filing already had. See `RetailCommandHelpTable`'s class remarks and `RetailCommandHelpTableTests` for the full per-line address citations. Round 2 item 2 also deletes `PortalWaitNoticeController` (the dedicated centered-overlay presentation the user reported was the wrong retail surface) and reroutes the portal-space wait-cue notice through the same `AddText`/SpewBox chokepoint every other on-screen interface-text site uses — AP-178's open SpewBox position/extent/font/colour questions now cover this notice too, since its separate controller and consts are gone; no new row was needed for the surface mismatch itself, since it was never separately registered (`PortalWaitNoticeController`'s own doc comment asserted "not a chat message" as an accepted design, not a flagged divergence). AP-150 RETIRED 2026-08-09 at Campaign CH user-gate round 1, item D (#329) — `PortalTunnelPresentation.TickRotation` now emits `"In Portal Space - Please Wait..."` unconditionally on every rotation-segment expiry, exactly matching `gmSmartBoxUI::UseTime`'s `else`-arm at 0x004D6FCD, instead of gating on `_waitCueVisible`, which only ever went true after the invented 5-second `RuntimeWorldTransitState.RetailWaitCueDelay` hold; `RetailWaitCueDelay`/`ObserveWait`/`SetWaitCue` remain as `LocalPlayerTeleportController`'s own hold-delay telemetry (`RuntimePortalSnapshot.WaitCueShown`) but no longer gate the on-screen cue, so they are not a residual of this row — closes issue #329; AP-183 RETIRED 2026-08-10, issue #363 — every named site now routes through the `ChatVM.ShowInterfaceText`/`OnInterfaceText` seam (see AP-186's retirement note) at its correct retail type: `DoStupidChannelHack` ("You must specify the text you wish to say!", newly wired — the six legacy channel verbs previously fell through `ChatInputParser.Parse`'s pure `return null` with no message at all), `DoChannelList`/`On`/`Off` ("Please specify the channel name.", reclassified), `DoAllegiance` ("Please see @help Allegiance...", reclassified), `DoHouseAvailableList` (reclassified AND corrected to retail's own "Please see @help hslist for more information on how to use this command" string, replacing the acdream-synthesized "Usage: /hslist " fallback — verified `acclient_2013_pseudo_c.txt:381481`/`1029383`), and `DoReply` ("Someone must @tell you first!", newly wired for the message-but-no-last-teller branch only — bare `/r` with no message at all is a separate retail branch, deliberately still unported). `DoSpeaker`/`DoEndurance`/`DoTitle` are untouched, confirmed still correct at `0x00`. The generic bad-args fallback (`ChatCommandRouter.Submit`'s catalog dispatch) now resolves `WeenieErrorMessages.Resolve(0x026u, null)` ("That is not a valid command.", the exact port of `DoCommand @0x0057E46D`'s `HandleFailureEvent(0x26)`) instead of synthesizing a `"Usage: {Usage}"` line — cross-checked against five decompiled handlers (`DoDie` plus the four above), all `0x1A`, confirming the uniform routing decision; AP-182 filed 2026-08-09 at Campaign CH slice CH4, corrected at the CH4 REJECT-review (nit 11) — `@title` is wired to a pure no-op (the value is neither stored nor consumed anywhere) and also omits `DoTitle`'s three local failure messages; recount at the CH3 Opus review corrected a pre-existing off-by-one; AP-181 filed 2026-08-09, Campaign CH slice CH3 — the local chat spam throttle (`IsMessageSpam`) has no acdream port. AP-178 NARROWED 2026-08-09 at the CH2 REJECT-review rework NIT 3, wording corrected at the CH2 re-review nits pass (`docs/plans/2026-08-09-chat-parity-campaign.md`, nits 1/2/6) — the original `dats.Portal` pass used an id source that was not Portal's own (`dats.Portal.GetAllIdsOfType()` is empty for this type), so it established nothing about Portal either way; extending a correctly-paired sweep to `dats.Local` FOUND the SpewBox element there; extent (`450×72`) and `MaxConcurrentItems` (`4`, not the code-default `1`) are now AUTHORED, leaving absolute screen position, colour, AND vertical content flow (now TOP-aligned, acdream's own invention pending measurement) open. AP-180 filed 2026-08-09 at the CH2 REJECT-review rework — `RuntimeCommunicationState.AddText`'s `windowId` parameter is accepted but not consumed, so retail's dual-destination echo (a `0x1A` message with a non-zero `windowId` lands in both the SpewBox and its originating chat window) is unimplemented; latent today since every production caller passes `windowId = 0`. AP-177/AP-178/AP-179 filed 2026-08-09, Campaign CH slice CH2 (interface text / SpewBox) — AP-177 records the invented 5-second SpewBox line lifetime (retail's real timeout is keystone-owned and unmeasured); AP-178's original filing recorded the invented SpewBox screen position/extent/font/colour/MaxConcurrentItems after `SpewBoxLayoutDumpDiagnostic`'s Portal-only sweep found zero elements of class 0x10000016 — see the NARROWED note above for the corrected finding; AP-179 is the OnCombatLine half of the RETIRED AP-176 split out to its own row. AP-176 RETIRED the same day — the WeenieErrorMessages full 344-row `HandleFailureEvent` port (`WeenieErrorMessages.Resolve`) replaces the single-stand-in-`LogTextType` approximation that row recorded for `ChatLog.OnWeenieError`. AP-175 filed 2026-08-09, Campaign CH slice CH1 — PopUpString renders as a chat-log line instead of retail's modal dialog; AP-39 updated the same day — chat coloring is now retail's exact 34-value `LogTextType` table, not a synthetic per-`ChatKind` approximation of it. AP-173 and AP-174 filed 2026-08-08, Campaign A slice A2 — AP-173 expresses retail's ±15 dB DirectSound pan as an OpenAL azimuth by inverting the constant-power pan law, since AL exposes no per-channel gain for a mono source; AP-174 records acdream's extra master volume knob on top of retail's three, folded into retail's single master multiply so the −50 dB cutoff and dB quantisation move with it. AP-172 and AP-171 filed 2026-08-08, #354 spell-bar drag-reorder fix — the favorite-bar reorder gesture defers its own list rebuild for the drag's duration so `UiRoot`'s drag-cancel safety net cannot destroy the in-flight cell, compensating the drop-time target index for the resulting stale sibling numbering; final positions and the wire pair are retail-exact, only the mid-drag visual reflow timing differs. AP-170 filed 2026-08-08, grand-gate finding G3 — an out-of-range vendor Use now arms on arrival instead of sending immediately, because the user's local ACE server polls for the player to actually reach use range before opening the shop panel and a too-early Use is silently lost; AP-169 filed 2026-08-08, grand-gate finding G2 — the vendor toolbar split-slider resolver falls back to the packed shop-supply-count field when the item's own `PublicWeenieDesc._stackSize` is absent, because the user's local ACE server never populates the latter for a browse-list item; AP-167/AP-168 filed 2026-08-09 at the Opus review of `92ea3977` (findings F1/F6) — Buy All's container-vs-item slot classification approximates retail's bitfield/capacity test with `ItemType.Container` [AP-168], and SellSingleItem's non-empty-container refusal branch is not ported [AP-167]; AP-164 RETIRED the same review (finding F4) — BF_RETAINED is now checked end to end; AP-162 NARROWED the same review (finding F1) — Buy All's four client-side pre-send guards are now ported, leaving only the single-item TryBuy path without one; AP-161 gains a REVIEW CORRECTIONS paragraph the same review (findings F1-F13) summarizing the rest as bug fixes to already-claimed behavior, not new divergences. AP-164/AP-165/AP-166 filed 2026-08-09 at Slice 6b/6c (staging+sell arc) — InqAcceptability's non-sellable bitfield is unmodeled [AP-164], the Buy-side stackable-removal-amount test substitutes DescStackSize for retail's _maxStackSize [AP-165], and the Buying/Selling tabs' own purse/count text plus the cross-panel pending-sell inventory highlight are unwired [AP-166]; AP-161 NARROWED the same day — the row's last vendor-specific residual (Buying/Selling tabs render but carry no data binding) CLOSES now that both tabs are fully wired (staging, drag-to-sell, InqAcceptability gating, Sell 0x0060, the X-close confirmation), leaving only the two long-standing PRE-EXISTING residuals (dropdown arrow-cap glyph, alt-currency m_last_sale simplification) plus the three new AP-164/165/166 residuals just filed; AP-162 EXTENDED the same day — the same no-client-pre-check omission now also covers the batched "Buy All" path (TryBuyAll), not just the single-item TryBuy. AP-162/AP-163 filed 2026-08-09 at Slice 6.3 (buy arc) — no client-side Buy affordability/capacity pre-check [AP-162] and the shop-item guid-collision skip-not-clobber policy [AP-163]; AP-161 NARROWED the same day — the private-selection and unwired-examine residuals CLOSE at Slice 6.1/6.2, leaving only the dropdown arrow-cap glyph and the alt-currency `m_last_sale` simplification, plus a confirmed-absent-from-retail note on double-click-to-buy. AP-161 REWRITTEN 2026-08-09 at the Slice 5.4 review (findings F1-F8) — the popup-never-rendered, wrong-quantity-price, no-auto-select, dropped-icon-layer, stale-category-on-vendor-switch, and unguarded-Apply-fanout bugs the review found are fixed (`VendorUiController.cs`, `VendorState.cs`, `GameEventWiring.cs`, `RetailUiRuntime.cs`); the row now records only the four consciously-deferred residuals it still owns (private per-panel selection vs. retail's global `ACCWeenieObject::selectedID`, the unwired shop-item examine route, the dropdown button-face arrow-cap glyph, and the alt-currency held-amount's `m_last_sale`-free simplification). AP-110's "retail-correct per-unit prices" phrasing is corrected the same day to "quantity-correct pricing" — the OLD phrase mischaracterized what retail even shows (a `GetObjectSplitSize`-quantity price, not literally one unit) independent of whether the code was buggy. AP-161 filed 2026-08-09 at Slice 5.4 (vendor browse panel) — the authored "Buying"/"Selling" tabs render and switch pages but carry no data binding, per contract decision 8's required successor to AP-110's narrowing; AP-110 NARROWED the same day — "vendor" is retired from its absent-panels list now that the "Items" browse tab is user-reachable. AP-160 filed 2026-08-07 at Slice 5.3 — the client-local vendor-panel distance watcher closes on plain 3D center distance instead of retail/ACE's cylinder-gap distance, because Runtime has no per-entity collision radius/height source outside the App-layer's Setup-cylinder resolver. AP-158 RETIRED 2026-08-06 by the #333 fix, closing #337 — the `maxReach` distance pre-filter is DELETED rather than re-centred, because retail has none: `CObjCell::find_obj_collisions` @0x0052b750 walks the cell's shadow list and calls `CPhysicsObj::FindObjCollisions` unconditionally. The row's predicted symptom was observed live at Neftet before it was fixed — a tall prop AP-156 had just placed correctly still not blocking, plus jumps sinking into the mesh and corpses falling through. Perf measured, not assumed: at the live-maximum 38 in-cell candidates 10.61 µs → 16.68 µs per resolve. AP-159 filed 2026-08-06 at the #334 fix — the INDOOR half of AP-156’s traversal residual is all that remains of it; the outdoor half is CLOSED by the `find_bbox_cell_list` port, and AP-156’s RISK COLUMN IS CORRECTED at the same commit: it recorded the residual as “extra broadphase candidates, never a missed one”, which generalised the indoor direction to the whole row and is exactly why #334 — a MISSED one, and a user-observed loss of collision on landblock-spanning formations — sat inside it unnoticed. AP-158 filed 2026-08-06 at the AP-156 fix review — the shadow broadphase's `maxReach` distance pre-filter is acdream's own invention with NO retail counterpart, and it measures from the part origin, so it can discard a genuine contact for exactly the off-centre parts AP-156 just placed correctly; issue #333. AP-156 CORRECTED at the same review: its population was understated — 172 is AP-152's DISPATCH population, not AP-156's CONTAINMENT population. AP-155 NARROWED and AP-156/AP-157 filed 2026-08-06 at the AP-152 retail-conformance review. AP-155 bundled two divergences with different code paths, populations and gates under one id; its flood half is now AP-156, **with its direction corrected**. AP-155(b) recorded the BSP flood approximation as OVER-inclusive and used that direction as the reason the residual was safe to defer; measured over the installed DAT it was UNDER-inclusive for 428 of the 530 BSP-bearing Setups (the AP-156 fix review corrected the originally-recorded '170 of 172'), because `BuildFloodSpheres` carried each physics-BSP part's root bounding-sphere RADIUS while discarding that sphere's own ORIGIN and centring it on the part origin. That is the #98/#168 class, and for 43 Setups the post-AP-152 flood was strictly smaller than the pre-AP-152 one. AP-156 records the correction and the fix — `ShadowShape.BoundsCenter`, filled from the same resolver that supplies the radius, plus the retirement of the 10-sphere clamp on a branch where retail has none — and keeps open only the sphere-vs-portal TRAVERSAL approximation. AP-157 is the previously unregistered third-branch substitution: retail floods from one `CPartArray::GetSortingSphere` where acdream floods from every Sphere shape, and acdream's cylinder flood ignores `CylHeight`. AP-152 RETIRED 2026-08-06, one day after it was filed: `ShadowShapeBuilder.FromSetup` now dispatches BSP-first instead of unioning, and `ShadowObjectRegistry.BuildFloodSpheres` now applies `calc_cross_cells`' own BSP → cylsphere → sorting-sphere order. Four statements in the row were false and are corrected in its retirement text — most importantly its predicted symptom, "catching on a doorway sill", which could not have been occurring: `Transition.BspOnlyDispatch` had already made the extra primitive inert at collision-query time since 2026-05-25. The live half was CELL MEMBERSHIP, the #98/#168 symptom class, which had no such guard. AP-153/AP-154/AP-155 filed at that retirement — retail's dispatch flag is cached once at part-array construction where acdream's gate is live [AP-153]; acdream's query-time guard takes a CLIENT-DERIVED flag off the WIRE and never derives it, an undeclared dependency on ACE reading the same DAT bit [AP-154]; and the static publication paths emit a Setup Sphere as a height-capped Cylinder while `BuildFloodSpheres` approximates retail's bounding BOX with bounding SPHERES [AP-155, whose flood-priority half is closed by the same commit]. AP-152 filed 2026-08-06 at the AP-22 retirement — the LIVE collision path emits Setup primitives and per-part physics-BSP shapes additively where retail's `CPhysicsObj::FindObjCollisions` dispatches exclusively; 172 of 5,935 installed Setups are affected, including BSP doors, so it needs its own visual gate and was deliberately not folded into the AP-22 commit; the count is unchanged because AP-22 retired in the same commit. AP-22 RETIRED 2026-08-06 — retail synthesizes no shape for a shapeless object (`CPhysicsObj::FindObjCollisions` 0x0050f050 exits at `0x0050f22f je 0x50f31b` returning the seeded OK_TS, and `CPartArray::GetRadius`/`GetHeight` are absent from its whole call set), so the invented `setup.Radius` cylinder was deleted rather than re-derived; the row's site list named one file that never contained the fallback and omitted the two that did, one of them the headless-only copy, and its "rare decorative props" risk described an unreachable branch — 0 of 5,935 installed Setups can satisfy the guard. AP-150/AP-151 filed 2026-08-06 at the #280 dual review — the wait cue's five-second arming is acdream's own and not retail's trigger [AP-150], and the reveal gate is materially stricter than retail's DAT-residency prefetch predicate on the mesh-build/GPU-upload axis [AP-151], the opposite asymmetry from AP-149; AP-149 filed 2026-08-05 at the #280 portal-prefetch fix — the reveal gate's outer ring accepts terrain-only publication where retail requires LandBlockInfo and every building EnvCell; the fix closes the reveal-window/visible-window ratio, not this residual; AP-148 filed 2026-08-05 at the C5b closeout — acdream's local-player Gate A requires the wire TELEPORT_TS to be EQUAL where retail requires only that it not be OLDER, verified by disassembly against the PDB-paired binary after two review rounds read the Binary Ninja tautology and missed it; AP-147 filed 2026-08-05 at the C5b architecture review, finding D3 — the accepted-Position delta stream's cardinality change and its torn intermediate; AP-138 amended at the same review — C5b staled its route-2 first-submit `CurrentCellId` measurement; AP-131 RETIRED 2026-08-05, C5b, closing #275 — the steady-state merge's `installPlacementFrame: true, clearParent: true` literals no longer exist; `InboundPhysicsStateController.TryApplyPosition` now computes both flags PRE-MERGE from `(disposition, hasAnimations(old))`, which is exactly `RuntimeAuthoritativePositionRouteClassifier.ClassifyAcceptedPosition`'s own `ApplyPlacementFrameBeforeRouting`/`UnparentBeforeRouting` rows (false/false on the Gate A force row, `!HasAnimations`/true on every accepted non-force route). Retail decides both writes BEFORE `MoveOrTeleport` is consulted — Gate A @0x0045400C returns @0x0045409D ahead of `unset_parent` @0x00454129 and the `HasAnims` `SetPlacementFrame` gate @0x00454137 — so the flags need no route, no player distance and no signature change. The row's predicted symptoms are gone: an animated entity's ordinary Position no longer installs a placement frame retail skips, and a ForcePosition no longer unparents. Evidence: `InboundPhysicsStateControllerTests` — `ApplyOnAnimatedEntity_NeverInstallsTheWirePlacementFrame`, `ApplyOnNonAnimatedEntity_InstallsTheWirePlacementFrame`, `ForcePositionOnParentedLocalPlayer_RetainsTheParentAttachment`, and the 12-row `MergedPrePlacementFieldsMatchTheClassifiedRouteFlags` matrix which uses the production classifier as its oracle rather than re-encoding the table; all four sabotage-verified in both directions. The row's "the legacy caller is deleted at the production cutover" framing was overtaken: the caller was CORRECTED, not deleted, and remains the only production Position wire caller; AP-145 RETIRED 2026-08-05, C5a commit 1, closing #318 — `TryPublishPlace` now publishes the local player's Place through `LocalPlayerShadowSynchronizer.SyncPose`, the same publisher ordinary per-tick movement uses, instead of a direct `LocalPlayerShadowState.Set` that never touched `PhysicsEngine.ShadowObjects`; AP-1 RETIRED 2026-08-05, C5a deletion sweep — `PhysicsEngine.Resolve`/`ResolvePlacement`/`HasCellSurface` deleted outright, zero production callers, so "production zero-delta routes remain on the legacy resolver" is now structurally false; AP-146 filed 2026-08-05, #319 fix — the local player's canonical cell is written only at login/inbound-Position/teleport, not per ordinary-movement tick as retail's SetPositionInternal does; #319's fix makes a player-parented child inherit exactly this coarseness, stale-but-equal to the parent, not a new staleness class; follow-up filed as issue #320; AP-144 filed 2026-08-05, C4 route 3 round 3 (R7) — the portal-arrival movement-event send reuses `UsePositionFromServer` (`autonomy_level != 2`) where retail's actual gate, `SendMovementEvent`, is `autonomy_level != 0`; the two agree everywhere except level 1, which no production caller can reach today; AP-142/AP-143 filed 2026-08-04, C4 route 7 — the parented-child single-field cell model (id/pointer collapse, zero-not-stale removal propagation, same-cell tick-loop subsumption) and the headless parent-realize drive's skipped holding-location validation; AP-141 filed 2026-08-04, C4 route 5, NARROWED 2026-08-04 at the round-2 delta review — the far-branch StopInterpolating clause was wrong for the adopted-body case (it is now ported there) and the row's language now distinguishes "never armed" from "never re-anchored"; CORRECTED 2026-08-04 at the round-3 delta review — the risk column's "would drag the body toward a stale anchor" claim was itself wrong (the leash anchor is write-only; `ConstraintManager::adjust_offset` only brakes, never pulls) and is retracted; every half remains test-gated only, since ACE never sends a missile UpdatePosition; AP-140 filed AND RETIRED 2026-08-04 — filed at the Bug B Opus review because the two accepted-Position routing gates read the client `Airborne` flag, i.e. walkability, where retail's free-flight predicate is CONTACT, and Bug B had just turned "in contact, not on walkable ground" from unreachable into ordinary; retired the same day by pointing both gates at `PhysicsBody.InContact`, retail's literal `transient_state & 1` test at `InterpolationManager::adjust_offset` @0x00555D52 (bit 0 = `CONTACT_TS`, acclient.h:3690), while leaving `Airborne` and all five of its `!Body.OnWalkable` writers untouched — the narrow shape the row itself pinned. A remote sliding on a steep face now interpolates as retail does instead of snapping at UpdatePosition cadence; AP-139 filed 2026-08-04, Bug B remote steep-contact slide — the interpolation-queue clear on the landing edge, carried over from the deleted hand-rolled remote landing block; AP-81 narrowed the same day by that fix, which retired its whole GRAVITY half; AP-87 annotated the same day — its predicted symptom was observed live and then fixed at the source, with the row's own thresholds and conditions deliberately unchanged; AP-138 filed 2026-08-04, C4 route 4b-2 dual Opus review, parts (1) and (2) rewritten the same day at the DELTA review — the far snap's refusable-placement residual: store_position only on the outcomes that never reached the engine, the two quiescence parks made restorable at the source, with the rollback gated on the cell it actually restores into, rather than refused by a pre-flight that structurally cannot see them, and the leash not armed through a superseded incarnation; AP-137 filed 2026-08-04, C4 route 4b-2 and rewritten the same day at that review, `teleport_hook`'s call list completed at the delta review — the acdream-only null/rejected/cell-less leftover arm, what the deleted duplicated 96 m/4 m constant pairs actually computed, and the vacuous headless satisfaction; AP-136 filed 2026-08-04, C4 route 4b-1 review, NARROWED 2026-08-04 at the C4 route 4b-2 delta review and AMENDED 2026-08-04 by the cancelled-park presentation rollback (the row's "restored visible" claim covered only the CANONICAL half; the presentation half was never rolled back, which left a parked-then-cancelled remote that stops moving invisible in the world AND absent from the radar for the rest of the session — a defect, now fixed by the `WithdrawalRestored` receipt, with the selection residual filed as AD-63) — a cancelled lost-cell park re-shows the entity where retail keeps it hidden until cell load, and the rollback's scope now covers the two placement-side quiescence parks whenever the cell it restores into is not itself quiescing — round 4 (2026-08-04) applies that same test a second time at RESTORE time, because a retained park's rollback lands a packet later; AP-135 filed 2026-08-03, C4 route 4a — the airborne no-op's retained acdream bookkeeping; the stated total was 2 rows stale before that filing and is now a literal count of this section; AP-130/AP-131/AP-132 filed 2026-08-02, continuation-executor slice; AP-5 retired 2026-07-31 at Campaign P Slice 2A — every successful `step_down` now performs retail's final `PLACEMENT_INSERT`; AP-3/AP-4 retired 2026-07-31 at Campaign P Slice 1B — `transitional_insert` and `edge_slide` now preserve retail's valid-contact early return and Branch-1-first order; AP-127 retired 2026-07-31 by #268 — the complete augmentation chain is shared by character UI and Runtime movement; AP-30 retired 2026-07-30 by the movement parity audit — retail Frame::is_equal genuinely uses the 0.0002 epsilon [byte-confirmed], so the row recorded a NON-divergence; acdream already matches; AP-129 narrowed 2026-07-30 at the P4 Opus review fix — `CanMoveInto`/`RestrictionDB::IsAllowedIn` are now ported and fed end-to-end (CreateObject HouseOwner/HouseRestrictions/Monarch tail fields + live `House_UpdateRestrictions 0x0248`, resolved through `PhysicsEngine.Objects`), retiring the original "CanMoveInto entirely unmodeled, unconditional fail-closed" gap the row described — the review was triggered by `RestrictionObjPrevalenceInspectionTests` showing 103,766 of 729,888 installed EnvCells (the whole housing estate) carry a baked `RestrictionObj`, so the unconditional fail-closed default would have locked every house for every player including its own owner; AP-10 retired 2026-07-30 at Campaign P Slice P4 — restored retail's 0.1 m dry-corner water sink-in, full suite green proving the sticky-bit no-regression argument; AP-71 retired same slice — `check_entry_restrictions` ported at the head of the indoor `FindEnvCollisions` branch, `CellPhysics.RestrictionObj` wired from the DAT-baked `EnvCell` field in both the dev and production caching paths; AP-128 filed 2026-07-30 at the P3 Opus review — PK-timer clock basis; AP-25 retired 2026-07-30 at Campaign P Slice P1 — the vitae/enchantment-aware run/jump skill chain; AP-7 retired 2026-07-30 at Campaign P Slice P2 — `calc_friction`'s threshold ported to retail's confirmed 0.25f; its still-open cos(10°)-vs-0.99999536f Sledding constant question moved to AD-55) +## 3. Documented approximation (AP) — 163 active rows (AP-229 filed 2026-08-16 at the Campaign CC CC7 review-fix round, F1 — the screen-layering divergence: retail's `UIFlow::UseNewMode` destroys/reconstructs the current UI framework on every mode switch where acdream's CC7 keeps both `CharacterManagementUiController` and `CharacterCreationUiController` mounted for the whole lifetime and only reveals/occludes them; AP-228 filed 2026-08-16 at the CC5 re-review residual round (R4) — the Summary listbox's skill-row KEY source, same divergence class as AP-226 filed the same round, a few retail lines away; AP-227 filed 2026-08-16 at the same review-fix round, F9 — an empty Summary name-field commit calls `SetName("")` (clearing the state), where retail's own NUL-inclusive length gate leaves `CharGenState.name` UNCHANGED for that specific case; AP-226 filed 2026-08-16 at the Campaign CC CC5 review-fix round, F11 — the Summary page's DAT-sourced labels versus retail's static `pcProfessions`/`pcGender`/`pcHeritage`/`pcTown` tables, including the non-human-heritage-renders-bare-"Heritage: " retail quirk; AP-225 RETIRED the same round, F6 — the reviewer re-derived `gmCGSummaryPage::ListenToElementMessage @0x0047bf40`'s length check and proved the 32-vs-33 threshold this row flagged as "not fully certain" does NOT exist: the compared length is NUL-inclusive (an empty field's length is 1, matching AP-226's own F11/F9 finding), so `length > 0x21` is EXACTLY `visibleChars > 32` — acdream's `MaxNameLength = 32` was always byte-correct, not merely internally-consistent; AP-223/AP-224 filed 2026-08-15 at Campaign CC slice CC5 — the acdream-only `HeritageOrGenderUnset` Finish refusal and the Summary listbox's two-bucket (Specialized/Trained only) skill-list narrowing (AP-224 corrected 2026-08-16 at the same review-fix round, F3 — its "template mechanism ported exactly" claim was FALSE as shipped, now fixed and true again, see its own row); AP-214 RETIRED the same slice — `RandomizeCharacter` is now ported and wired at the screen-open edge, closing the honest-blank-open gap it recorded; AP-212 NARROWED the same slice — the Appearance/Summary Random-button primitives are now real faithful ports, not uniform-pick approximations, leaving only Heritage/Profession/Town (still uniform-pick) and Skills (still unported) open; AP-222 filed 2026-08-15 at the re-review of Campaign CC CC6b-MOUNT fix commit `d2a71152` (N2) — the current-part spin highlight is a measured no-op for all nine spins, no Highlight media authored on any of them; AP-221 filed the same re-review (R2) — the chargen preview's one-shot-composition-vs-retryable-coordinator binding gap; AP-217 rewritten and AP-220 tightened the same re-review (R3 corrects the GradCircle from a dead click target to unported paint-art; N1 narrows the Gearknight-exit wording to non-Olthoi); AP-216..AP-220 filed 2026-08-15 at the Campaign CC CC6b-MOUNT review fix round, F2 — DoColorSpots swatch-art, the inert GradCircle, spin-caption/heritage-swap loss, the Skin-spin MoveTo reposition, and the Gearknight-boundary randomize calls; AP-215 filed 2026-08-15 at Campaign CC slice CC6b-MOUNT — the Appearance page's swatch-highlight (`UiButton.Selected` vs retail's separate overlay toggle) and icon-less style-spin ordinal-label substitutions; AP-214 filed 2026-08-15 at Campaign CC slice CC6b-MOUNT — retail's `gmCharGenMainUI` ctor rolls a full `RandomizeCharacter` BEFORE any page constructs, so retail's chargen screen is never actually blank on open (and the Appearance page's own gender-flip-on-init always fires against a real gender); acdream opens honestly blank instead, closing out the campaign plan's risk item 5; AP-212/AP-213 filed 2026-08-15 at Campaign CC slice CC4 — the Random button's uniform-pick approximation of retail's three unported randomize algorithms, and the Skills page's flat-listbox simplification of retail's four-bucket sorted skill model; AP-211 filed 2026-08-15 at the Campaign CC slice CC3 review-fix round — the client-side roster-vs-slotCount refusal in `RuntimeCharacterCreationState.TryBeginFinish` has no retail counterpart at that layer, retail enforces the cap in char-select UI instead; AP-207..AP-210 filed 2026-08-15 at Campaign CC slice CC3 — the FitTemplateToCharacter FPU-unrecoverable auto-detect skip, the shared-ClothingColors-list color-count approximation, the classID DAT-DID-lookup placeholder, and the ApplyTemplate atomic-replace-vs-per-attribute-guard simplification; AP-205 filed 2026-08-11 at Campaign OP gate 4 (#381) — the Apply/Reset/Defaults footer's opaque backing field is a genuine acdream synthesis with no authored retail counterpart; ~~AP-201~~ RETIRED 2026-08-11 at the Campaign OP gate-3 fix round — `UiScrollablePanel` now keeps a straddling row visible and CLIPS it to the viewport (`ClipsChildren` → `UiRenderContext.PushClip`, which existed by then), replacing the whole-row cull this row recorded; the user-observed symptom (the Chat tab's per-window filter blocks vanishing into a void at the DEFAULT scroll offset) closed issue #371; ~~AP-204~~ RETIRED 2026-08-11 at the OP8 rework — the silent-auto-reassign narrowing it recorded is fixed by a real `RetailDialogFactory` confirm-before-reassign dialog; see its retirement note below. AP-203/AP-202 filed 2026-08-11 at Campaign OP slice OP8 (Configure Keyboard) remain active — AP-202 records D4's `.keymap`-file-interchange narrowing (`keybinds.json` only), AP-203 records that roughly half of the DAT ActionMap's 306 user-bindable rows (82 of 87 Emotes, all 48 CharacterSettings hotkeys, all 10 CameraAlternateControls rows per the M2 de-alias fix, and assorted UI/Combat odds) render/bind/persist on the Configure Keyboard screen with no live acdream gameplay consumer yet; AP-200 filed 2026-08-11 at Campaign OP slice OP6 — the Config tab's Chat Font Face/Size menu rows are store-only, distinct fields from the existing live `ChatSettings.FontSize`; AP-199 filed 2026-08-11 at Campaign OP slice OP6 — the Config tab's Sound Features menu, Interface Sound trio, and Play Sound Only When Active are store-only (the Interface trio cites AP-174's existing "retail's own dead knob" finding); AP-198 filed 2026-08-11 at Campaign OP slice OP6, row count reconciled at the OP6 rework round (2026-08-11, review N1) — the Config tab's TEN Graphics/Rendering-Quality-family rows (including Screen Brightness, its own field as of the S2 fix) are store-only, the Vulkan+one-aggregate-QualityPreset renderer having no per-feature knobs; AP-197 filed 2026-08-11 at the OP4 review-fix round (SF-1/S4) — Display Timestamps hardcodes retail's constructor-default format string instead of the per-character GenericQualitiesData key-1 override the parser reads and discards; ~~AP-196~~ RETIRED 2026-08-11 at Campaign OP slice OP9 — originally filed at the OP4 review-fix round (MUST-FIX 3 / blast M2) for the Group-C re-point's observable-default changes (ViewCombatTarget true→false) and the PARTIAL GameplaySettings retirement (AutoTarget/AutoRepeatAttack/ViewCombatTarget deleted, the other five kept as write-behind mirrors); OP9 deleted `GameplaySettings` outright (all 13 remaining members were already re-pointed to the server-bit seam at OP4), closing the write-behind-mirror gap for good — see its retirement note below; AP-195 RETIRED 2026-08-11 at Campaign OP slice OP5 — ported both halves left open at OP2 re-review closure: the ALL-set LED media swap (`UiButton.FaceFileOverride`, driven by the block-level `P0x10000082`/`P0x10000083` sprites now threaded through `ElementInfo`/`DatWidgetFactory`) and the `CreateChildren` self-sizing tail (`UiCheckboxBitfield64.Height` grows with `_contentHeight` per row; the ENCLOSING page ListBox reflows around the block's FINAL size via the new `UiTemplateListBox.AddPrebuiltRow`, reusing the ListBox's own stacking exactly as the row's own disposition menu allowed, rather than a third stacking path); AP-194 filed 2026-08-10 at Campaign OP slice OP1 — the GetDefaultOptionValue vs constructor-default disagreement for ConfirmVolatileRareUse/ShowHelm/ShowCloak (see the row below); AP-193 filed 2026-08-10 at Campaign OP slice OP1 — the 0x34 HearPKDeathMessages id/mask mapping is ACE-sourced (see the row below); AP-192 filed 2026-08-10 at the Campaign CH round-5 polish (S2) — authored outline `0x21`/`0x22` now reaches every text-bearing widget, but only at the element's effective-default state; per-STATE outline switching (dialog/character/combat buttons author `0x21` in state `0x3` only) is not ported; AP-191 filed 2026-08-10 at Campaign CH round 4 items 1+2 — the chat transcript's missing tag-colour (`0x1D`, green) and tag-font (`0x1C`) are deferred, needing a per-run tag concept `UiText.Line` does not have yet; AP-184 RETIRED 2026-08-10 at Campaign CH round 4 — the three PARTIAL `/help` group topics (channels/chatting/commands) are now COMPLETE verbatim listings, `ClientCommunicationSystem::HelpStupidChannelHack @0x0056f290` fully decoded (the "vftable slot" operands are the same pooled/mislabeled-data artifact as AP-186's own precedent, not real vtable dispatch — reading the function's own disassembly for the `push imm32` preceding each constructor call resolves them), closing ISSUES.md #364 (full retirement note later in this same list, at its own "AP-184 RETIRED 2026-08-10 at Campaign CH round 4, closing ISSUES.md #364 — filed 2026-08-09..." entry); AP-113 RETIRED 2026-08-10 at the consolidated-review round, SHOULD-FIX 3/1 byproduct — DoLifestone's own bad-args refusal text is now byte-recovered, see its retirement note below; AP-183 and AP-186 RETIRED 2026-08-10 by issue #363's interface-text seam — see their retirement notes below; AP-190 filed 2026-08-10 at Campaign CH slice CH6c — window opacity now fades every RetailWindowManager window on retail's focus-driven Default/Active mechanism, not just ChatInterface-derived ones, and ships gmMainChatUI's 1.0/1.0 default as the ONE shared default across every registered window (fixed from the original 0.5/1.0 base-ChatInterface value, per the row's own REWORDED (2)) instead of applying it only to ChatInterface-derived windows, retiring AP-40 (the prior "opacity is fixed at 0.75, no focus transition" row) in the same commit; AP-189 filed 2026-08-10 at the CH6a/b REJECT-review rework, SHOULD-FIX 5 — acdream's ONE shared 500-entry/200-line-display-tail chat log gives every window a shallower EFFECTIVE per-window scrollback depth than retail's own per-window 10,000-line log, though the accumulate-while-closed and independent-per-window-scroll BEHAVIORS are both correctly reproduced; AP-188 filed 2026-08-10 at Campaign CH slice CH6b — a floating chat window's chat entry always sends on the Say channel because the floaty LayoutDesc authors no talk-focus menu and acdream does not (yet) share the main window's currently-selected channel across all five chat-window instances; AP-187 filed 2026-08-10 at Campaign CH slice CH6b — the four floating chat windows' text-type filters persist in local `settings.json` only (`ChatSettings.ChatWindow1..4Filter`), with no analog to retail's server-side `0x1000008C` GameplayOptions blob, so a character's floaty filter customization does not travel between acdream installs or round-trip to/from a retail client sharing the same character; AP-186 RETIRED 2026-08-10, issue #363's interface-text seam — `ChatVM` now carries an `OnInterfaceText` hook (`Action?`) the App-layer composition wires to `RuntimeCommunicationState.AddText(text, RetailLogTextType.ClientLocal)`, exactly fix shape (a) this row's own filing proposed; `ChatCommandRouter`'s two local-presentation fallbacks (`RetailCommandHelpTable.UnknownCommand` and the degenerate-prefix "Unknown command: {verb}." refusal) now call `ShowInterfaceText` and reach the SpewBox, with a null-fallback into the chat log (still tagged `ClientLocal`) for hosts that never wire the hook (headless has no `ChatVM` at all). Closes ISSUES.md #367; AP-185 filed 2026-08-10 at Campaign CH slice CH6a — the chat window's UiLocked border-art cosmetic swap is unported, see the row for detail; AP-184 RETIRED 2026-08-10 at Campaign CH round 4, closing ISSUES.md #364 — filed 2026-08-09 at Campaign CH user-gate round 2, item 3, recording that three of the seven retail `/help` group-topic listings (channels/chatting/commands) remained PARTIAL because their detail text is built in full or in part by `ClientCommunicationSystem::HelpStupidChannelHack @0x0056f290`, which the filing believed "not decodable with confidence from a static string sweep" because Binary Ninja renders its three internal string operands as dereferences of unrelated vtable slots (`&ClientCommunicationSystem::\`vftable'.RecvNotice_StartBarberNotice` etc.). That belief was WRONG — the same pooled/mislabeled-data artifact this register already documented elsewhere (AP-113's retirement note) applies here too: reading the function's own disassembly for the `push imm32` immediately preceding each `PStringBase::PStringBase` constructor call (rather than trusting BN's line-grouped rendering, which hides the true instruction order) resolves all three operands directly — `"@"` + a one-character tag sliced from a shared wide literal `U"fvpca"`/`U"mh,."` (a wide string read through a narrow `char*` truncates at the first zero high byte, the "hack" retail's own function name calls out) + `" - Sends a broadcast to your "` + `ChannelSystem::GetChannelName`'s own literal switch-table result + `".\n"`. `ChannelsGroupDetail` (entirely 6 such calls), `ChattingGroupDetail` (6 more, plus a `HelpReply@0x00577A50` Summary-branch quirk that unconditionally emits reply+pr+mr together — read directly, not assumed), and `CommandsGroupDetail` (`HelpAllGroup`, a straight-line concatenation of every other group's Detail branch plus a handful of its own short one-liners, including a CONFIRMED retail saveui/loadui duplicate) are now COMPLETE verbatim listings, matching the four (death/status/text/allegiances) the original filing already had. See `RetailCommandHelpTable`'s class remarks and `RetailCommandHelpTableTests` for the full per-line address citations. Round 2 item 2 also deletes `PortalWaitNoticeController` (the dedicated centered-overlay presentation the user reported was the wrong retail surface) and reroutes the portal-space wait-cue notice through the same `AddText`/SpewBox chokepoint every other on-screen interface-text site uses — AP-178's open SpewBox position/extent/font/colour questions now cover this notice too, since its separate controller and consts are gone; no new row was needed for the surface mismatch itself, since it was never separately registered (`PortalWaitNoticeController`'s own doc comment asserted "not a chat message" as an accepted design, not a flagged divergence). AP-150 RETIRED 2026-08-09 at Campaign CH user-gate round 1, item D (#329) — `PortalTunnelPresentation.TickRotation` now emits `"In Portal Space - Please Wait..."` unconditionally on every rotation-segment expiry, exactly matching `gmSmartBoxUI::UseTime`'s `else`-arm at 0x004D6FCD, instead of gating on `_waitCueVisible`, which only ever went true after the invented 5-second `RuntimeWorldTransitState.RetailWaitCueDelay` hold; `RetailWaitCueDelay`/`ObserveWait`/`SetWaitCue` remain as `LocalPlayerTeleportController`'s own hold-delay telemetry (`RuntimePortalSnapshot.WaitCueShown`) but no longer gate the on-screen cue, so they are not a residual of this row — closes issue #329; AP-183 RETIRED 2026-08-10, issue #363 — every named site now routes through the `ChatVM.ShowInterfaceText`/`OnInterfaceText` seam (see AP-186's retirement note) at its correct retail type: `DoStupidChannelHack` ("You must specify the text you wish to say!", newly wired — the six legacy channel verbs previously fell through `ChatInputParser.Parse`'s pure `return null` with no message at all), `DoChannelList`/`On`/`Off` ("Please specify the channel name.", reclassified), `DoAllegiance` ("Please see @help Allegiance...", reclassified), `DoHouseAvailableList` (reclassified AND corrected to retail's own "Please see @help hslist for more information on how to use this command" string, replacing the acdream-synthesized "Usage: /hslist " fallback — verified `acclient_2013_pseudo_c.txt:381481`/`1029383`), and `DoReply` ("Someone must @tell you first!", newly wired for the message-but-no-last-teller branch only — bare `/r` with no message at all is a separate retail branch, deliberately still unported). `DoSpeaker`/`DoEndurance`/`DoTitle` are untouched, confirmed still correct at `0x00`. The generic bad-args fallback (`ChatCommandRouter.Submit`'s catalog dispatch) now resolves `WeenieErrorMessages.Resolve(0x026u, null)` ("That is not a valid command.", the exact port of `DoCommand @0x0057E46D`'s `HandleFailureEvent(0x26)`) instead of synthesizing a `"Usage: {Usage}"` line — cross-checked against five decompiled handlers (`DoDie` plus the four above), all `0x1A`, confirming the uniform routing decision; AP-182 filed 2026-08-09 at Campaign CH slice CH4, corrected at the CH4 REJECT-review (nit 11) — `@title` is wired to a pure no-op (the value is neither stored nor consumed anywhere) and also omits `DoTitle`'s three local failure messages; recount at the CH3 Opus review corrected a pre-existing off-by-one; AP-181 filed 2026-08-09, Campaign CH slice CH3 — the local chat spam throttle (`IsMessageSpam`) has no acdream port. AP-178 NARROWED 2026-08-09 at the CH2 REJECT-review rework NIT 3, wording corrected at the CH2 re-review nits pass (`docs/plans/2026-08-09-chat-parity-campaign.md`, nits 1/2/6) — the original `dats.Portal` pass used an id source that was not Portal's own (`dats.Portal.GetAllIdsOfType()` is empty for this type), so it established nothing about Portal either way; extending a correctly-paired sweep to `dats.Local` FOUND the SpewBox element there; extent (`450×72`) and `MaxConcurrentItems` (`4`, not the code-default `1`) are now AUTHORED, leaving absolute screen position, colour, AND vertical content flow (now TOP-aligned, acdream's own invention pending measurement) open. AP-180 filed 2026-08-09 at the CH2 REJECT-review rework — `RuntimeCommunicationState.AddText`'s `windowId` parameter is accepted but not consumed, so retail's dual-destination echo (a `0x1A` message with a non-zero `windowId` lands in both the SpewBox and its originating chat window) is unimplemented; latent today since every production caller passes `windowId = 0`. AP-177/AP-178/AP-179 filed 2026-08-09, Campaign CH slice CH2 (interface text / SpewBox) — AP-177 records the invented 5-second SpewBox line lifetime (retail's real timeout is keystone-owned and unmeasured); AP-178's original filing recorded the invented SpewBox screen position/extent/font/colour/MaxConcurrentItems after `SpewBoxLayoutDumpDiagnostic`'s Portal-only sweep found zero elements of class 0x10000016 — see the NARROWED note above for the corrected finding; AP-179 is the OnCombatLine half of the RETIRED AP-176 split out to its own row. AP-176 RETIRED the same day — the WeenieErrorMessages full 344-row `HandleFailureEvent` port (`WeenieErrorMessages.Resolve`) replaces the single-stand-in-`LogTextType` approximation that row recorded for `ChatLog.OnWeenieError`. AP-175 filed 2026-08-09, Campaign CH slice CH1 — PopUpString renders as a chat-log line instead of retail's modal dialog; AP-39 updated the same day — chat coloring is now retail's exact 34-value `LogTextType` table, not a synthetic per-`ChatKind` approximation of it. AP-173 and AP-174 filed 2026-08-08, Campaign A slice A2 — AP-173 expresses retail's ±15 dB DirectSound pan as an OpenAL azimuth by inverting the constant-power pan law, since AL exposes no per-channel gain for a mono source; AP-174 records acdream's extra master volume knob on top of retail's three, folded into retail's single master multiply so the −50 dB cutoff and dB quantisation move with it. AP-172 and AP-171 filed 2026-08-08, #354 spell-bar drag-reorder fix — the favorite-bar reorder gesture defers its own list rebuild for the drag's duration so `UiRoot`'s drag-cancel safety net cannot destroy the in-flight cell, compensating the drop-time target index for the resulting stale sibling numbering; final positions and the wire pair are retail-exact, only the mid-drag visual reflow timing differs. AP-170 filed 2026-08-08, grand-gate finding G3 — an out-of-range vendor Use now arms on arrival instead of sending immediately, because the user's local ACE server polls for the player to actually reach use range before opening the shop panel and a too-early Use is silently lost; AP-169 filed 2026-08-08, grand-gate finding G2 — the vendor toolbar split-slider resolver falls back to the packed shop-supply-count field when the item's own `PublicWeenieDesc._stackSize` is absent, because the user's local ACE server never populates the latter for a browse-list item; AP-167/AP-168 filed 2026-08-09 at the Opus review of `92ea3977` (findings F1/F6) — Buy All's container-vs-item slot classification approximates retail's bitfield/capacity test with `ItemType.Container` [AP-168], and SellSingleItem's non-empty-container refusal branch is not ported [AP-167]; AP-164 RETIRED the same review (finding F4) — BF_RETAINED is now checked end to end; AP-162 NARROWED the same review (finding F1) — Buy All's four client-side pre-send guards are now ported, leaving only the single-item TryBuy path without one; AP-161 gains a REVIEW CORRECTIONS paragraph the same review (findings F1-F13) summarizing the rest as bug fixes to already-claimed behavior, not new divergences. AP-164/AP-165/AP-166 filed 2026-08-09 at Slice 6b/6c (staging+sell arc) — InqAcceptability's non-sellable bitfield is unmodeled [AP-164], the Buy-side stackable-removal-amount test substitutes DescStackSize for retail's _maxStackSize [AP-165], and the Buying/Selling tabs' own purse/count text plus the cross-panel pending-sell inventory highlight are unwired [AP-166]; AP-161 NARROWED the same day — the row's last vendor-specific residual (Buying/Selling tabs render but carry no data binding) CLOSES now that both tabs are fully wired (staging, drag-to-sell, InqAcceptability gating, Sell 0x0060, the X-close confirmation), leaving only the two long-standing PRE-EXISTING residuals (dropdown arrow-cap glyph, alt-currency m_last_sale simplification) plus the three new AP-164/165/166 residuals just filed; AP-162 EXTENDED the same day — the same no-client-pre-check omission now also covers the batched "Buy All" path (TryBuyAll), not just the single-item TryBuy. AP-162/AP-163 filed 2026-08-09 at Slice 6.3 (buy arc) — no client-side Buy affordability/capacity pre-check [AP-162] and the shop-item guid-collision skip-not-clobber policy [AP-163]; AP-161 NARROWED the same day — the private-selection and unwired-examine residuals CLOSE at Slice 6.1/6.2, leaving only the dropdown arrow-cap glyph and the alt-currency `m_last_sale` simplification, plus a confirmed-absent-from-retail note on double-click-to-buy. AP-161 REWRITTEN 2026-08-09 at the Slice 5.4 review (findings F1-F8) — the popup-never-rendered, wrong-quantity-price, no-auto-select, dropped-icon-layer, stale-category-on-vendor-switch, and unguarded-Apply-fanout bugs the review found are fixed (`VendorUiController.cs`, `VendorState.cs`, `GameEventWiring.cs`, `RetailUiRuntime.cs`); the row now records only the four consciously-deferred residuals it still owns (private per-panel selection vs. retail's global `ACCWeenieObject::selectedID`, the unwired shop-item examine route, the dropdown button-face arrow-cap glyph, and the alt-currency held-amount's `m_last_sale`-free simplification). AP-110's "retail-correct per-unit prices" phrasing is corrected the same day to "quantity-correct pricing" — the OLD phrase mischaracterized what retail even shows (a `GetObjectSplitSize`-quantity price, not literally one unit) independent of whether the code was buggy. AP-161 filed 2026-08-09 at Slice 5.4 (vendor browse panel) — the authored "Buying"/"Selling" tabs render and switch pages but carry no data binding, per contract decision 8's required successor to AP-110's narrowing; AP-110 NARROWED the same day — "vendor" is retired from its absent-panels list now that the "Items" browse tab is user-reachable. AP-160 filed 2026-08-07 at Slice 5.3 — the client-local vendor-panel distance watcher closes on plain 3D center distance instead of retail/ACE's cylinder-gap distance, because Runtime has no per-entity collision radius/height source outside the App-layer's Setup-cylinder resolver. AP-158 RETIRED 2026-08-06 by the #333 fix, closing #337 — the `maxReach` distance pre-filter is DELETED rather than re-centred, because retail has none: `CObjCell::find_obj_collisions` @0x0052b750 walks the cell's shadow list and calls `CPhysicsObj::FindObjCollisions` unconditionally. The row's predicted symptom was observed live at Neftet before it was fixed — a tall prop AP-156 had just placed correctly still not blocking, plus jumps sinking into the mesh and corpses falling through. Perf measured, not assumed: at the live-maximum 38 in-cell candidates 10.61 µs → 16.68 µs per resolve. AP-159 filed 2026-08-06 at the #334 fix — the INDOOR half of AP-156’s traversal residual is all that remains of it; the outdoor half is CLOSED by the `find_bbox_cell_list` port, and AP-156’s RISK COLUMN IS CORRECTED at the same commit: it recorded the residual as “extra broadphase candidates, never a missed one”, which generalised the indoor direction to the whole row and is exactly why #334 — a MISSED one, and a user-observed loss of collision on landblock-spanning formations — sat inside it unnoticed. AP-158 filed 2026-08-06 at the AP-156 fix review — the shadow broadphase's `maxReach` distance pre-filter is acdream's own invention with NO retail counterpart, and it measures from the part origin, so it can discard a genuine contact for exactly the off-centre parts AP-156 just placed correctly; issue #333. AP-156 CORRECTED at the same review: its population was understated — 172 is AP-152's DISPATCH population, not AP-156's CONTAINMENT population. AP-155 NARROWED and AP-156/AP-157 filed 2026-08-06 at the AP-152 retail-conformance review. AP-155 bundled two divergences with different code paths, populations and gates under one id; its flood half is now AP-156, **with its direction corrected**. AP-155(b) recorded the BSP flood approximation as OVER-inclusive and used that direction as the reason the residual was safe to defer; measured over the installed DAT it was UNDER-inclusive for 428 of the 530 BSP-bearing Setups (the AP-156 fix review corrected the originally-recorded '170 of 172'), because `BuildFloodSpheres` carried each physics-BSP part's root bounding-sphere RADIUS while discarding that sphere's own ORIGIN and centring it on the part origin. That is the #98/#168 class, and for 43 Setups the post-AP-152 flood was strictly smaller than the pre-AP-152 one. AP-156 records the correction and the fix — `ShadowShape.BoundsCenter`, filled from the same resolver that supplies the radius, plus the retirement of the 10-sphere clamp on a branch where retail has none — and keeps open only the sphere-vs-portal TRAVERSAL approximation. AP-157 is the previously unregistered third-branch substitution: retail floods from one `CPartArray::GetSortingSphere` where acdream floods from every Sphere shape, and acdream's cylinder flood ignores `CylHeight`. AP-152 RETIRED 2026-08-06, one day after it was filed: `ShadowShapeBuilder.FromSetup` now dispatches BSP-first instead of unioning, and `ShadowObjectRegistry.BuildFloodSpheres` now applies `calc_cross_cells`' own BSP → cylsphere → sorting-sphere order. Four statements in the row were false and are corrected in its retirement text — most importantly its predicted symptom, "catching on a doorway sill", which could not have been occurring: `Transition.BspOnlyDispatch` had already made the extra primitive inert at collision-query time since 2026-05-25. The live half was CELL MEMBERSHIP, the #98/#168 symptom class, which had no such guard. AP-153/AP-154/AP-155 filed at that retirement — retail's dispatch flag is cached once at part-array construction where acdream's gate is live [AP-153]; acdream's query-time guard takes a CLIENT-DERIVED flag off the WIRE and never derives it, an undeclared dependency on ACE reading the same DAT bit [AP-154]; and the static publication paths emit a Setup Sphere as a height-capped Cylinder while `BuildFloodSpheres` approximates retail's bounding BOX with bounding SPHERES [AP-155, whose flood-priority half is closed by the same commit]. AP-152 filed 2026-08-06 at the AP-22 retirement — the LIVE collision path emits Setup primitives and per-part physics-BSP shapes additively where retail's `CPhysicsObj::FindObjCollisions` dispatches exclusively; 172 of 5,935 installed Setups are affected, including BSP doors, so it needs its own visual gate and was deliberately not folded into the AP-22 commit; the count is unchanged because AP-22 retired in the same commit. AP-22 RETIRED 2026-08-06 — retail synthesizes no shape for a shapeless object (`CPhysicsObj::FindObjCollisions` 0x0050f050 exits at `0x0050f22f je 0x50f31b` returning the seeded OK_TS, and `CPartArray::GetRadius`/`GetHeight` are absent from its whole call set), so the invented `setup.Radius` cylinder was deleted rather than re-derived; the row's site list named one file that never contained the fallback and omitted the two that did, one of them the headless-only copy, and its "rare decorative props" risk described an unreachable branch — 0 of 5,935 installed Setups can satisfy the guard. AP-150/AP-151 filed 2026-08-06 at the #280 dual review — the wait cue's five-second arming is acdream's own and not retail's trigger [AP-150], and the reveal gate is materially stricter than retail's DAT-residency prefetch predicate on the mesh-build/GPU-upload axis [AP-151], the opposite asymmetry from AP-149; AP-149 filed 2026-08-05 at the #280 portal-prefetch fix — the reveal gate's outer ring accepts terrain-only publication where retail requires LandBlockInfo and every building EnvCell; the fix closes the reveal-window/visible-window ratio, not this residual; AP-148 filed 2026-08-05 at the C5b closeout — acdream's local-player Gate A requires the wire TELEPORT_TS to be EQUAL where retail requires only that it not be OLDER, verified by disassembly against the PDB-paired binary after two review rounds read the Binary Ninja tautology and missed it; AP-147 filed 2026-08-05 at the C5b architecture review, finding D3 — the accepted-Position delta stream's cardinality change and its torn intermediate; AP-138 amended at the same review — C5b staled its route-2 first-submit `CurrentCellId` measurement; AP-131 RETIRED 2026-08-05, C5b, closing #275 — the steady-state merge's `installPlacementFrame: true, clearParent: true` literals no longer exist; `InboundPhysicsStateController.TryApplyPosition` now computes both flags PRE-MERGE from `(disposition, hasAnimations(old))`, which is exactly `RuntimeAuthoritativePositionRouteClassifier.ClassifyAcceptedPosition`'s own `ApplyPlacementFrameBeforeRouting`/`UnparentBeforeRouting` rows (false/false on the Gate A force row, `!HasAnimations`/true on every accepted non-force route). Retail decides both writes BEFORE `MoveOrTeleport` is consulted — Gate A @0x0045400C returns @0x0045409D ahead of `unset_parent` @0x00454129 and the `HasAnims` `SetPlacementFrame` gate @0x00454137 — so the flags need no route, no player distance and no signature change. The row's predicted symptoms are gone: an animated entity's ordinary Position no longer installs a placement frame retail skips, and a ForcePosition no longer unparents. Evidence: `InboundPhysicsStateControllerTests` — `ApplyOnAnimatedEntity_NeverInstallsTheWirePlacementFrame`, `ApplyOnNonAnimatedEntity_InstallsTheWirePlacementFrame`, `ForcePositionOnParentedLocalPlayer_RetainsTheParentAttachment`, and the 12-row `MergedPrePlacementFieldsMatchTheClassifiedRouteFlags` matrix which uses the production classifier as its oracle rather than re-encoding the table; all four sabotage-verified in both directions. The row's "the legacy caller is deleted at the production cutover" framing was overtaken: the caller was CORRECTED, not deleted, and remains the only production Position wire caller; AP-145 RETIRED 2026-08-05, C5a commit 1, closing #318 — `TryPublishPlace` now publishes the local player's Place through `LocalPlayerShadowSynchronizer.SyncPose`, the same publisher ordinary per-tick movement uses, instead of a direct `LocalPlayerShadowState.Set` that never touched `PhysicsEngine.ShadowObjects`; AP-1 RETIRED 2026-08-05, C5a deletion sweep — `PhysicsEngine.Resolve`/`ResolvePlacement`/`HasCellSurface` deleted outright, zero production callers, so "production zero-delta routes remain on the legacy resolver" is now structurally false; AP-146 filed 2026-08-05, #319 fix — the local player's canonical cell is written only at login/inbound-Position/teleport, not per ordinary-movement tick as retail's SetPositionInternal does; #319's fix makes a player-parented child inherit exactly this coarseness, stale-but-equal to the parent, not a new staleness class; follow-up filed as issue #320; AP-144 filed 2026-08-05, C4 route 3 round 3 (R7) — the portal-arrival movement-event send reuses `UsePositionFromServer` (`autonomy_level != 2`) where retail's actual gate, `SendMovementEvent`, is `autonomy_level != 0`; the two agree everywhere except level 1, which no production caller can reach today; AP-142/AP-143 filed 2026-08-04, C4 route 7 — the parented-child single-field cell model (id/pointer collapse, zero-not-stale removal propagation, same-cell tick-loop subsumption) and the headless parent-realize drive's skipped holding-location validation; AP-141 filed 2026-08-04, C4 route 5, NARROWED 2026-08-04 at the round-2 delta review — the far-branch StopInterpolating clause was wrong for the adopted-body case (it is now ported there) and the row's language now distinguishes "never armed" from "never re-anchored"; CORRECTED 2026-08-04 at the round-3 delta review — the risk column's "would drag the body toward a stale anchor" claim was itself wrong (the leash anchor is write-only; `ConstraintManager::adjust_offset` only brakes, never pulls) and is retracted; every half remains test-gated only, since ACE never sends a missile UpdatePosition; AP-140 filed AND RETIRED 2026-08-04 — filed at the Bug B Opus review because the two accepted-Position routing gates read the client `Airborne` flag, i.e. walkability, where retail's free-flight predicate is CONTACT, and Bug B had just turned "in contact, not on walkable ground" from unreachable into ordinary; retired the same day by pointing both gates at `PhysicsBody.InContact`, retail's literal `transient_state & 1` test at `InterpolationManager::adjust_offset` @0x00555D52 (bit 0 = `CONTACT_TS`, acclient.h:3690), while leaving `Airborne` and all five of its `!Body.OnWalkable` writers untouched — the narrow shape the row itself pinned. A remote sliding on a steep face now interpolates as retail does instead of snapping at UpdatePosition cadence; AP-139 filed 2026-08-04, Bug B remote steep-contact slide — the interpolation-queue clear on the landing edge, carried over from the deleted hand-rolled remote landing block; AP-81 narrowed the same day by that fix, which retired its whole GRAVITY half; AP-87 annotated the same day — its predicted symptom was observed live and then fixed at the source, with the row's own thresholds and conditions deliberately unchanged; AP-138 filed 2026-08-04, C4 route 4b-2 dual Opus review, parts (1) and (2) rewritten the same day at the DELTA review — the far snap's refusable-placement residual: store_position only on the outcomes that never reached the engine, the two quiescence parks made restorable at the source, with the rollback gated on the cell it actually restores into, rather than refused by a pre-flight that structurally cannot see them, and the leash not armed through a superseded incarnation; AP-137 filed 2026-08-04, C4 route 4b-2 and rewritten the same day at that review, `teleport_hook`'s call list completed at the delta review — the acdream-only null/rejected/cell-less leftover arm, what the deleted duplicated 96 m/4 m constant pairs actually computed, and the vacuous headless satisfaction; AP-136 filed 2026-08-04, C4 route 4b-1 review, NARROWED 2026-08-04 at the C4 route 4b-2 delta review and AMENDED 2026-08-04 by the cancelled-park presentation rollback (the row's "restored visible" claim covered only the CANONICAL half; the presentation half was never rolled back, which left a parked-then-cancelled remote that stops moving invisible in the world AND absent from the radar for the rest of the session — a defect, now fixed by the `WithdrawalRestored` receipt, with the selection residual filed as AD-63) — a cancelled lost-cell park re-shows the entity where retail keeps it hidden until cell load, and the rollback's scope now covers the two placement-side quiescence parks whenever the cell it restores into is not itself quiescing — round 4 (2026-08-04) applies that same test a second time at RESTORE time, because a retained park's rollback lands a packet later; AP-135 filed 2026-08-03, C4 route 4a — the airborne no-op's retained acdream bookkeeping; the stated total was 2 rows stale before that filing and is now a literal count of this section; AP-130/AP-131/AP-132 filed 2026-08-02, continuation-executor slice; AP-5 retired 2026-07-31 at Campaign P Slice 2A — every successful `step_down` now performs retail's final `PLACEMENT_INSERT`; AP-3/AP-4 retired 2026-07-31 at Campaign P Slice 1B — `transitional_insert` and `edge_slide` now preserve retail's valid-contact early return and Branch-1-first order; AP-127 retired 2026-07-31 by #268 — the complete augmentation chain is shared by character UI and Runtime movement; AP-30 retired 2026-07-30 by the movement parity audit — retail Frame::is_equal genuinely uses the 0.0002 epsilon [byte-confirmed], so the row recorded a NON-divergence; acdream already matches; AP-129 narrowed 2026-07-30 at the P4 Opus review fix — `CanMoveInto`/`RestrictionDB::IsAllowedIn` are now ported and fed end-to-end (CreateObject HouseOwner/HouseRestrictions/Monarch tail fields + live `House_UpdateRestrictions 0x0248`, resolved through `PhysicsEngine.Objects`), retiring the original "CanMoveInto entirely unmodeled, unconditional fail-closed" gap the row described — the review was triggered by `RestrictionObjPrevalenceInspectionTests` showing 103,766 of 729,888 installed EnvCells (the whole housing estate) carry a baked `RestrictionObj`, so the unconditional fail-closed default would have locked every house for every player including its own owner; AP-10 retired 2026-07-30 at Campaign P Slice P4 — restored retail's 0.1 m dry-corner water sink-in, full suite green proving the sticky-bit no-regression argument; AP-71 retired same slice — `check_entry_restrictions` ported at the head of the indoor `FindEnvCollisions` branch, `CellPhysics.RestrictionObj` wired from the DAT-baked `EnvCell` field in both the dev and production caching paths; AP-128 filed 2026-07-30 at the P3 Opus review — PK-timer clock basis; AP-25 retired 2026-07-30 at Campaign P Slice P1 — the vitae/enchantment-aware run/jump skill chain; AP-7 retired 2026-07-30 at Campaign P Slice P2 — `calc_friction`'s threshold ported to retail's confirmed 0.25f; its still-open cos(10°)-vs-0.99999536f Sledding constant question moved to AD-55) Wave-0 UI ledger repair (2026-07-10) retired stale AP-38, resolved the AP-84 collision, restored overwritten paperdoll rows as AP-92/AP-93, and registered @@ -207,6 +207,7 @@ AP-94..AP-112 for the confirmed retail-UI completion gaps. | # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle | |---|---|---|---|---|---| +| AP-229 | **Filed 2026-08-16 at the Campaign CC CC7 review-fix round, F1.** Retail does NOT stack screens: `UIFlow::QueueUIMode @0x004793c0` sets `_nextMode`, then `UIFlow::UseNewMode @0x004796a0` calls `_curUI->vtable->Show(0)` on the current framework, immediately DESTROYS it (`_curUI->vtable->__vecDelDtor(1)`), constructs the new framework, and calls `Show(1)` on it — so retail TEARS DOWN `gmCharacterManagementUI` the instant Create fires and RE-CONSTRUCTS it when Exit confirms (Exit-confirm's `RecvNotice_CloseDialog @0x004e9883-0x004e989c` issues `QueueUIMode(0x1000000a)`, the reverse transition). acdream's CC7 instead keeps BOTH `CharacterManagementUiController` and `CharacterCreationUiController` mounted as permanent siblings under the shared `Host.Root` and only reveals/occludes them (`Root.Visible` + `_host.BringToFront(Root)`) — this was already true since the CC4 FixedCanvas-arbiter work, but CC7 made it the production Create/Exit path rather than a dev-only shortcut. **Confirmed working within this narrower surface:** selection/world-name persistence across the round trip is retail-faithful (retail's own `UIPersistantData::m_iidSelectedAvatar`, `UIPersistantData::UIPersistantData @0x00479a00`, persists exactly this data across the destroy/reconstruct — acdream gets the same outcome for free by never tearing the screen down at all); input cannot bleed from the visible chargen screen through to the occluded management screen underneath (chargen's `Root.ClickThrough = false` over the full authored canvas, plus a `_host.BringToFront(Root)` call every tick chargen is open, keeps it strictly on top and input-opaque); and the two controllers share ONE `RetailDialogFactory` instance (`RetailUiRuntime.EnsureDialogFactory`), so `UiRoot.Modal` stays a single coherent stack instead of two independent ones. **Residual risk the reviewer named:** because character-management is never deactivated while chargen sits on top of it, its own `ReconcileDialogs` keeps running every tick (`CharacterManagementUiController.cs:663-667`'s `if (snapshot.Error is { } error)` arm) and can call `EnsureError` → `_dialogs.MakeMessage(...)` on the SAME shared factory chargen uses. `RetailDialogFactory.RefreshModal` (`RetailDialogFactory.cs:587`, `_host.Modal = _openOrder[^1].View?.Root`) always promotes the most-recently-opened dialog to `Modal` — an inbound `CharacterError` reaching the occluded management screen while chargen is the visible, active screen could take `UiRoot.Modal` away from chargen and hand it to a dialog owned by the screen underneath. Retail cannot have this race by construction: character-management's C++ object no longer exists once Create fires, so there is nothing left to receive a stray inbound event. | `src/AcDream.App/UI/RetailUiRuntime.cs:3845-3847` (`ConfigureCharacterManagement`'s cross-screen `RequestCreate` seam, both controllers mounted as permanent siblings); `src/AcDream.App/UI/Layout/CharacterCreationUiController.cs:465-473` (`Tick`'s reveal/occlude, not destroy/reconstruct); `src/AcDream.App/UI/Layout/CharacterCreationUiController.cs:265` (`Root.ClickThrough = false`); `src/AcDream.App/UI/Layout/CharacterManagementUiController.cs:663-672` (`ReconcileDialogs`' `snapshot.Error` arm, still ticking underneath); `src/AcDream.App/UI/Layout/RetailDialogFactory.cs:587` (`RefreshModal`, the shared `Modal` stack) | Both screens existing as permanent siblings is deliberately simpler than a byte-port of retail's destroy/reconstruct lifecycle (no framework-factory table, no `Show`/`__vecDelDtor` lifecycle to replicate), and every observable behavior a user can drive through the ordinary UI today matches retail (selection persists, input doesn't bleed, dialogs stay single-stacked) — the residual is a narrow, not-yet-observed race on a specific inbound-error timing, not a general design flaw. | If an inbound `CharacterError` lands on the character-management channel while chargen is the visible, focused screen, `UiRoot.Modal` could flip to a dialog owned by the occluded screen underneath, stealing input from the still-visible chargen screen — a state retail cannot reach because the occluded screen simply does not exist there. | `UIFlow::QueueUIMode @0x004793c0`; `UIFlow::UseNewMode @0x004796a0` (`Show(0)` → `__vecDelDtor(1)` → construct → `Show(1)`); `RecvNotice_CloseDialog @0x004e9883-0x004e989c` (Exit-confirm's `QueueUIMode(0x1000000a)`); `UIPersistantData::UIPersistantData @0x00479a00` (`m_iidSelectedAvatar`) | | AP-228 | **Filed 2026-08-16 at the CC5 re-review residual round (R4).** The Summary listbox's skill-row KEY (the skill's display name) sources from `ItemAppraisalTextFormatter.SkillName(int)` — a hardcoded English `switch` over the 54 skill ids — where retail's own `gmCGSummaryPage::SetSummaryText @ 0x0047b1d0` builds that same key from the DAT-sourced `SkillBase->_name` field via a `%hs` format substitution (`data_79f3f0`, `0x0047b90f`-`0x0047b915`). Same divergence CLASS as AP-226 (a hardcoded acdream string standing in for a DAT-sourced retail field) but the polarity is REVERSED: AP-226 is retail-static-vs-acdream-DAT-sourced, while here retail is the DAT-sourced side and acdream is the hardcoded side. The identical pattern is ALSO present at a second call site, CC4's Skills page (`CharacterCreationSkillsPage`), which builds its own row labels through the SAME `ItemAppraisalTextFormatter.SkillName` call — not a second, independent divergence, the same one surfacing twice. | `src/AcDream.App/UI/Layout/ItemAppraisalTextFormatter.cs` (`SkillName`), consumed by `src/AcDream.App/UI/Layout/CharacterCreationSummaryPage.cs` (`AddSkillBucket`) and `src/AcDream.App/UI/Layout/CharacterCreationSkillsPage.cs` | `SkillName` already backs every OTHER retail skill-name surface acdream has shipped (item-appraisal skill lines, wield-requirement text, usage-limit text — `ItemAppraisalTextFormatter`'s whole existing surface) — the Summary/Skills chargen pages reusing it keeps one skill-name source across the client instead of introducing a second, DAT-reading one for chargen alone. English-only is consistent with the rest of the client's current localization posture (no other surface reads a localized skill name from the DAT either). | A non-English or modded DAT install would show its real, localized skill names on retail's character sheet and item-examine windows but acdream's chargen Summary/Skills pages would keep showing the hardcoded English name regardless — a localization-only divergence, never a wire or gameplay difference (the skill id sent over the wire is unaffected). | `gmCGSummaryPage::SetSummaryText @ 0x0047b1d0` (`data_79f3f0`, `%hs` substitution `0x0047b90f`-`0x0047b915`) | | AP-227 | **Filed 2026-08-16 at the Campaign CC CC5 review-fix round, F9 (the Summary name field's empty-commit behavior).** Byte-decoded `gmCGSummaryPage::ListenToElementMessage @0x0047bf40` (`~0x0047bf93`): the length field it reads is NUL-inclusive (an empty field's length is 1 — the SAME finding AP-225's retirement/AP-226 both cite), and the WHOLE commit block — the `>32` check, `CharGenState::SetName`, AND `DoNameLimitDialog` — sits behind `if (length != 1)`. Blurring an EMPTIED field in retail is therefore a complete no-op: `CharGenState.name` stays whatever it held before, and the field visually shows empty while the internal name (what `DoFinish` actually sends) does not change. `CharacterCreationSummaryPage.CommitNameFromField` instead calls `SetName` unconditionally, including for an empty commit — the state always matches what the field just showed. | `src/AcDream.App/UI/Layout/CharacterCreationSummaryPage.cs` (`CommitNameFromField`) | Porting the exact skip was evaluated and rejected: it would fight `Refresh`'s own field-sync block (the F1 fix) — the NEXT unrelated Runtime revision bump (e.g. changing an attribute on another page, then returning to Summary) would see `field.Text ("") != snapshot.Name (the stale unchanged name)` and forcibly restore the OLD name into the emptied field, a spontaneous repopulation retail's own non-continuously-refreshed UI never produces. Always-clearing avoids that new failure mode at the cost of retail's exact one-frame field/state divergence. | A pixel-level side-by-side against retail would show: blur an emptied field, don't retype, click Finish — retail creates the character under the OLD (uncleared) name; acdream shows the `NoNameWarning` dialog instead (state genuinely empty). A narrow, one-interaction-wide behavioral difference, never silent (both paths produce a visible outcome, just a different one). | `gmCGSummaryPage::ListenToElementMessage @0x0047bf40` (`~0x0047bf93` length gate, `~0x0047bfb1` the gated block); `CharGenState::SetName` | | AP-226 | **Filed 2026-08-16 at the Campaign CC CC5 review-fix round, F11 (the Summary listbox's Profession/Gender/Heritage/Starting Town label sources).** Retail's `gmCGSummaryPage::SetSummaryText @ 0x0047b1d0` sources these four labels from four STATIC wide-string tables baked into the binary's data section: `pcProfessions[0x7] @ 0x008191a8` ("Custom", "Bow Hunter", "Swashbuckler", "Life Caster", "War Mage", "Wayfarer", "Soldier"), `pcGender[0x3] @ 0x008191c4` ("?", "Male", "Female"), `pcHeritage[0x5] @ 0x008191d0` ("?", "Aluvian", "Gharu'ndim", "Sho", "Viamontian"), `pcTown[0x4] @ 0x008191e4` ("Holtburg", "Shoushi", "Yaraq", "Sanamar") — each indexed directly by the character's `template_`/`mGender`/`mHeritageGroup`/`startArea` field, each guarded by an upper-bound-only range check (`template_ <= 6`, `mGender <= 2`, `mHeritageGroup <= 4`, `startArea <= 3`) with NO append at all when the index is out of range. Concretely: **`pcHeritage`'s guard is `mHeritageGroup <= 4` — heritage ids 5 and above (every NON-HUMAN heritage: Tumerok, Gearknight, Lugian, Empyrean, Penumbraen, Shadowbound, Undead, Olthoi, OlthoiAcid) are never appended, so retail's own Summary page renders a BARE `"Heritage: "` with no name at all for a non-human character** — a genuine retail quirk, not a decompiler artifact (confirmed by the same guard shape on all four tables). `CharacterCreationSummaryPage`'s port instead sources every label from the already-loaded `ChargenOptions` DAT model (`heritage.Templates[i].Name`, `gender.Name`, `heritage.Name`, `options.StarterAreas[i].Name`) and prints the literal `"None"` when the index is unresolved, for EVERY heritage including non-human ones — never a bare label. | `src/AcDream.App/UI/Layout/CharacterCreationSummaryPage.cs` (`ProfessionName`, `GenderName`, `RebuildListbox`'s `"Heritage: " + heritage.Name`, `StarterAreaName`) | The DAT-sourced names are the SAME strings a player already sees on every earlier chargen page (Heritage/Profession/Town pages all source from the identical `ChargenOptions` model) — reusing them keeps the Summary page internally consistent with the rest of the screen rather than introducing a second, static, English-only label source that could drift from the DAT (localization, a modded heritage table) or blank out for heritages retail's own hardcoded table never anticipated. | A pixel-level side-by-side against retail would show a non-human character's Summary "Heritage:" row completely empty of a name in retail (an accepted retail bug/limitation) versus acdream always showing the real heritage name — a cosmetic improvement, never a correctness or wire-format difference; a non-English/modded DAT install could theoretically show acdream a label retail's hardcoded English table never had, which is again strictly more informative, not less. | `pcProfessions[0x7] @0x008191a8`; `pcGender[0x3] @0x008191c4`; `pcHeritage[0x5] @0x008191d0`; `pcTown[0x4] @0x008191e4`; `gmCGSummaryPage::SetSummaryText @0x0047b1d0` (the four guard+append sites) | diff --git a/docs/plans/2026-08-15-character-creation-campaign.md b/docs/plans/2026-08-15-character-creation-campaign.md index fd201a59..0f3ab4e8 100644 --- a/docs/plans/2026-08-15-character-creation-campaign.md +++ b/docs/plans/2026-08-15-character-creation-campaign.md @@ -1,14 +1,19 @@ # Campaign CC — retail character creation -**Status:** All seven slices (CC1-CC7) are CODE-COMPLETE. CC7 (this slice) +**Status:** All seven slices (CC1-CC7) are REVIEW-CLOSED; the campaign is +CODE-COMPLETE pending the user's own connected gate. CC7 (the final slice) closed out the campaign's implementation: the Create button un-ghosts and opens chargen for real, the full 0xF656/0xF643 flow is proven end-to-end against a real WorldSession, the launcher status-payload cycle is proven end-to-end against the real Launcher.Core tailer, and the connected-gate -script is written. CC7's own dual-lens review is OWED, and the user's -connected gate (`docs/research/2026-08-16-campaign-cc-test-script.md`) is -the campaign's remaining acceptance step — no automated live character -creation has been run against ACE (see the script's own §CC-Not-Automated). +script is written. CC7's dual-lens review returned PASS-with-items on both +lenses (findings F1-F9); the F1-F9 fix round closed it out (register row +AP-229, test-script corrections, an App-layer wiring pin, and two ledger +wording corrections — see the CC7 ledger row's own review-fix-round note). +The user's connected gate +(`docs/research/2026-08-16-campaign-cc-test-script.md`) is the campaign's +sole remaining acceptance step — no automated live character creation has +been run against ACE (see the script's own §CC-Not-Automated). **Goal (user-set):** the full retail creation flow against local ACE — Create button through a new character entering the world, 3D preview live, rejections showing retail's dialogs — then stop for the user gate. @@ -279,5 +284,5 @@ the user gate. **Review fix round (F1-F12, same session):** F1 (BLOCKING) — `hairStyle.AlternateSetup != 0` / `setupId == 0` tested the wrong sentinel; retail's Setup "unset" is `INVALID_DID` (0xFFFFFFFF — `CharGenState::GetSetupID @0x005C5B22`), not 0, so an `AlternateSetup` field storing that value would have been ADOPTED as a literal Setup id, nulling `Get` and killing the whole preview. Fixed at both sites (`ChargenAppearanceFactory.cs`, new `InvalidDid` constant); two new hand-built tests plus a new installed-DAT sweep (`EveryHairStyleOfEveryHeritageGender_ComposesToARealInstalledSetupId`, 869 selections across all 26 heritage/gender combinations, zero unresolved). F2 (BLOCKING) — TS-84's register row, `ChargenClothingTable.cs`'s doc comment, and this ledger row all understated Undead's measured 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 "three independent sources" palette-math claim overcounted; corrected to the two that actually hold (decomp control flow + ACE's cited port) in `ChargenPalSetMath.cs`'s doc and this row (see above). F4 (MEDIUM, landed despite no CC6a call site yet) — `ChargenPreviewEntityBuilder.TryBuild` did unlocked dat reads; `DatCollection` is not thread-safe and every sibling dat-touching resolver in this layer takes a shared `object datLock`. Added a required `datLock` parameter; every dat read (Setup fetch, held-pose resolution, per-part GfxObj checks, surface-override resolution) now happens inside one `lock`, mirroring `RetailPaperdollPoseApplicator.Apply`'s "resolve under lock, process after" shape. F5 (LOW) — `Streaming.LandblockBuildFactoryTests.Build_UsesTheSuppliedSharedReaderGate` is a PRE-EXISTING timing flake unrelated to any chargen code (passes 15/15 in isolation per the reviewer); noted here so a future session doesn't chase it as a CC6a regression. F6 (LOW) — `ChargenPreviewCamera.cs`'s rotation doc cited a nonexistent `RotationDegreesPerSecond` identifier in a dimensionally-wrong expression; corrected to retail's actual per-tick formula (`DoRotation @0x0047CAC7`: `deltaDegrees = ((now - lastRotateTime) / RotationSecondsPerRevolution) * 360`). F7 (LOW-MEDIUM) — the installed-DAT tests' env-gated skip returns green with a console note when no dat dir is configured (confirmed this IS the house pattern — no Content installed-DAT test in the project uses `Assert.Skip`, so it was kept rather than diverging), but the TS-84 measurement was WriteLine-only; now pinned with real assertions (zero gaps for the 9 standard heritages, exactly the 4 measured Undead table ids on both genders — `[0x10000009, 0x100000F9, 0x10000001, 0x10000007]`, same order both genders). F8 (LOW) — the inner PalSet-miss loop recorded-and-continued past a miss; retail's own loop (`ClothingTable::BuildObjDesc` ~0x005A7B24-0x005A7BD3) returns 0 immediately on a miss at ~0x005A7B32, ABORTING every remaining choice in that garment — `continue` changed to `break`, new test proves a second (present) PalSet's choice is correctly NOT applied when it follows a missing one. F9 (LOW) — three dangling `` doc-comment references (the method is `TryCompose`) fixed. F10 (LOW) — the packed `(byte)(range.Offset/8)`/`(byte)(range.NumColors/8)` narrowing on dat-sourced data was unchecked (a real `NumColors` of 2048 wraps 256→0 as an unchecked byte cast, which HAPPENS to match retail's own "0 means whole palette" sentinel); replaced with explicit `PackOffset`/`PackNumColors` helpers that document the 2048→0 equivalence deliberately and throw `ArgumentOutOfRangeException` on any other unrepresentable shape, with two new tests (the sentinel case, the throwing case). F11/F12 (LOW, CC6b scope, no code this round) — noted in the CC6b row below: the second `m_alternateSetupID` override source (the appearance-page option checkbox — Penumbraen crown `@0x004DFB3F`, Undead no-flame `@0x004E0C54`, precedence at `@0x004EEA51`) is unmodelled; a shared `RetailHeldPose` helper is worth extracting before a fourth held-pose consumer exists (paperdoll, appraisal's live-target case is different, chargen — a third, not yet fourth). **F11 CONCEDED MIS-SCOPED at the CC6b-PRE review fix round (2026-08-15):** the two cited write sites are `gmBarberUI`'s, not `gmCGAppearancePage`'s — see the CC6b-PRE row's own corrected item 4 for the citation table (enclosing-function scan) and the resulting directive that CC6b-mount must NOT build an option checkbox here. **Test counts after the fix round (measured, not projected):** Core.Tests 4772/1 skip (+5 from F1's two hand-built tests, F8's one, F10's two), Content.Tests 147/0 skips (+1 from F1's new installed-DAT sweep — F7 added assertions to the EXISTING installed-DAT test rather than a new one), App.Tests 5121/6 skips (unchanged pass count; F5's named flake did NOT reproduce in this session's full-suite run) — zero failures, full solution Release build green. | | CC6b-PRE | PRE-MOUNT HALF CODE-COMPLETE 2026-08-15 (the mount-independent scope only — idle animation, rotation, zoom for the chargen preview; the page-mount half — Appearance page, spin controls, color wheels, viewport wiring — is a SEPARATE follow-up landing after CC4 merges, per the original CC6 split) | `8dfee111` (pre-mount half), plus a same-round review fix commit (F1-F7 + the F11-concession rewrite) | Dual-lens review returned architectural PASS with reservations + retail fidelity PASS with reservations, merge after F1 — landed this round along with F2-F7 and the ALSO item (the reviewer's claim-2 barber refutation was UPHELD; claim-1's idle-by-default CONCLUSION was correct but its "elided ctor byte" argument was unsound, replaced with the real `InitializePage` evidence) | **Idle animation loop, TS-83 RETIRED:** decomp re-read of `gmCGAppearancePage::Update`'s own trailing gate (~0x0047EF01-0x0047EF12: `if (m_bZoomedIn == 0) StartAnimation(); else StopAnimation();`, unconditional on every Update call — heritage/gender change or page becoming visible) plus the DIRECT ASSIGNMENT evidence located at the re-review — `gmCGAppearancePage::InitializePage @0x0047FDD0` writes an explicit `m_bZoomedIn = 0` at `0x004802C3`, right after setting the camera to the zoomed-IN per-heritage eye at `0x00480286-0x0048029E` (the null-tween quirk); the earlier elided-ctor-byte argument was UNSOUND (heap-new members are indeterminate, not zero) and is superseded — settles a fact CC6a's own TS-83 row left as "not yet located precisely": **retail's chargen preview defaults to the idle loop PLAYING, not the frozen rest pose** — the rest pose only appears once the user presses Zoom In, which retail's own `ZoomIn`/`ZoomOut` (`0x0047CF00`/`0x0047D050`) call `gmCG3DView::StopAnimation`/`StartAnimation` for IMMEDIATELY (before the camera's own 0.6s tween even starts). New Core primitive `RetailAnimationCyclePlayback` (`src/AcDream.Core/Physics/`, pure, unit-tested) ports `CPhysicsObj::set_sequence_animation @ 0x0050F6F0`'s effect (advance-with-wrap + lerp/slerp) — the SAME algorithm this codebase's App layer already carries inline for its no-`AnimationSequencer` NPC idle path (`LiveEntityAnimationPresenter.Present`'s legacy branch); the two call sites are NOT consolidated this round (that file is live, heavily-tested, in-flight production entity-rendering code unrelated to this preview-only feature — a deliberate blast-radius call, not an oversight, noted in the new type's own doc comment for a future mechanical pass). New App type `ChargenPreviewAnimator` (`src/AcDream.App/Rendering/`) owns the per-tick idle-frame advance / rest-pose freeze swap; `ChargenPreviewEntityBuilder` gained `TryBuildAnimated` (returns a `ChargenPreviewAnimatedBuild`: the entity, resolved drawable parts, precomputed rest pose, resolved idle Animation + frame range) alongside the ORIGINAL `TryBuild` (kept RESULT-identical, not byte-identical internally — F6: it now also resolves the idle DID and loads the idle Animation before discarding them; a thin wrapper now, all 3 of its existing tests still pass unchanged) — `ResolveIdleAnimEnum` resolves `m_didAnimation`'s enum key (0x10000006 standard, 0x10000011 Olthoi, 0x10000013 OlthoiAcid) alongside the existing `ResolveRestPoseEnum` (0x10000005/0x10000011/0x10000013) — **Olthoi and OlthoiAcid use the SAME enum key for BOTH idle and rest** (retail quirk, decomp-confirmed at ~0x004ee7e9/0x004ee7ff and ~0x004ee892/0x004ee8a8: those two heritages show no visible difference between "playing" and "zoomed in and frozen"). **Rotation controller:** new `ChargenPreviewRotationController` (`src/AcDream.App/Rendering/`) ports `gmCGAppearancePage::Rotate`/`DoRotation` (`0x0047CB50`/`0x0047CA80`) verbatim — toggle-to-stop-same-direction, `deltaDegrees = ((now - lastRotateTime) / RotationSecondsPerRevolution) * 360`, a SINGLE-PASS ±360 clamp (not a full modulo — retail's own tail only corrects once, reproduced as-is rather than "improved"), the `-1.0` sentinel `Rotate()` writes to invalidate `m_dLastRotateTime` (bit-confirmed: high dword `0xbff00000` + zero low dword). `ECG_ROTATE_CLOCKWISE=1`/`ECG_ROTATE_COUNTERCLOCKWISE=2` confirmed from `acclient.h:6848-6852` — CLOCKWISE adds to heading, everything else subtracts. Applies to the ENTITY's heading via `MoveToMath.SetHeading` (the exact existing `CPhysicsObj::set_heading` port, reused rather than reinvented), not the camera — confirming CC6a's own architecture note. **Zoom tween:** new `ChargenPreviewZoomController` ports `ZoomIn`/`ZoomOut`/`DoZoomAnimation` (`0x0047CF00`/`0x0047D050`/`0x0047C960`) — a LINEAR (not eased — the decomp shows a straight `(targ-start)*t+start` per axis with no easing curve anywhere in the function) 0.6s tween between `ChargenPreviewCamera`'s already-recorded default/zoomed-out eye profiles, using the same `-0.1` invalidation-sentinel idiom as rotation; `ZoomIn`/`ZoomOut` call into `ChargenPreviewAnimator.SetZoomedIn` IMMEDIATELY (synchronously, inside the button-press method itself — not gated on the tween's own completion), matching the decomp's call ORDER exactly. **Fix round F2:** the controller and the animator originally kept two INDEPENDENT `IsZoomedIn` bools synced only through a nullable animator argument on `ZoomIn`/`ZoomOut` — a null pass, or a direct `ChargenPreviewAnimator.SetZoomedIn` call bypassing the controller, could desync the camera target from the animation pose. Retail's `m_bZoomedIn` is a SINGLE field gating both, so `ChargenPreviewZoomController` now takes its `ChargenPreviewAnimator` as a required constructor dependency and `IsZoomedIn` reads straight through to the animator's own flag — one owner, matching retail's own shape, with no second bool left to disagree. **`m_alternateSetupID` (MUST-COVER item 1) — RESEARCH CORRECTION, not a straight port:** re-reading the decomp function-by-function (not just address-by-address) found that ALL FIVE `m_alternateSetupID` write sites — including the two the CC6a review fix round cited, Penumbraen crown `@0x004DFB3F` and Undead no-flame `@0x004E0C54` — belong to `gmBarberUI`, not `gmCGAppearancePage`. Enclosing-function table (every write site, confirmed by scanning each site's containing function body for sibling calls that only make sense in one class): `@0x004DFB5B` sits inside `gmBarberUI::ListenToElementMessage` (sibling evidence: `gmBarberUI::SetSelection`/`gmBarberUI::Rotate` calls in the same body, which ends in a `CM_Character::Event_FinishBarber` wire call — a barber-shop-only message); `@0x004E0C54` (Penumbraen crown), `@0x004E0D42`, and `@0x004E0DB1` all sit inside the SAME `gmBarberUI::InitializePage` (sibling evidence: `m_pOption1Checkbox` reads and `UIElement_Text::SetStringInfoWithFont` calls on barber-specific string ids in that body); the ONLY thing `gmCGAppearancePage` itself ever does with the field is READ it generically through the shared `gmCG3DView` ctor/`::Update` (every `gmCG3DView` owner does this) — `gmCGAppearancePage`'s own field list (`acclient.h:56373-56428`, checked exhaustively) has NO `m_pOption1Checkbox`-equivalent member and none of its own methods write `m_alternateSetupID`. `gmBarberUI` is the POST-CREATION barber-shop appearance-editing screen — a wholly separate UI class from character creation's `gmCGAppearancePage`. **For character creation, `m_alternateSetupID` is therefore ALWAYS `INVALID_DID` in retail — the barber shop's crown/flame variant checkbox is not reachable during chargen at all**, and is out of this campaign's scope entirely. **Directive for CC6b-mount: do NOT build an option checkbox for Penumbraen-crown/Undead-no-flame variants on the Appearance page — retail has no such control there.** `ChargenAppearanceFactory.TryCompose` still gained a real, decomp-cited `alternateSetupIdOverride` parameter (default `InvalidDid`, i.e. no-op for every existing caller) implementing `gmCG3DView::Update`'s own generic precedence exactly (`~0x004EEA46-0x004EEA53`: the override, when present, REPLACES the hairstyle/gender-resolved setup outright, not additively) — a real mechanism reserved for a hypothetical future non-chargen (barber-shop) consumer of this same factory, not a fabricated chargen feature; 5 new hand-built tests prove the precedence chain and the `INVALID_DID` sentinel discipline. **RetailHeldPose extraction (MUST-COVER item 2) — DONE, clean mechanical extraction:** new `src/AcDream.App/Rendering/RetailHeldPose.cs` shares `ResolvePoseDid` (master-map-slot-7 DID lookup) and `ComposePartTransform` (`Scale*Rotate*Translate`) between `RetailPaperdollPoseApplicator.Apply` (paperdoll, refactored to call the shared helper, behavior byte-identical) and `ChargenPreviewEntityBuilder` (both the pre-existing rest-pose path and the new idle-frame path) — the two sites' surrounding per-index LOOP shapes stayed separate (paperdoll walks an already-filtered `WorldEntity.MeshRefs`; chargen walks the pre-filter Setup-part-indexed scratch list), matching the MUST-COVER's own "only if it stays clean" bar. **Bookkeeping:** TS-83 retired in `docs/architecture/retail-divergence-register.md` (§4 count 50→49, row removed, RETIRED clause added to the header narrative); the CC6a ledger row above now cites its real commit SHAs (`55bfd9ca`, `1774d8b2`) instead of "HEAD of `campaign-cc6a`". **Tests:** `RetailAnimationCyclePlaybackTests` (10, Core), `ChargenAppearanceFactoryTests` (+4, the override precedence/sentinel), `ChargenPreviewRotationControllerTests` (10, +1 this fix round — F7's clockwise-past-360 clamp case), `ChargenPreviewZoomControllerTests` (9, +2 this fix round — F2's null-ctor-throws and read-through-no-independent-state cases; every pre-existing case rewritten for the now-required-animator constructor), `ChargenPreviewAnimatorTests` (7, hand-built fixtures — no dat needed since a `ChargenPreviewAnimatedBuild` is constructible entirely in memory), `ChargenPreviewEntityBuilderTests` (+5, installed-DAT-gated — `TryBuildAnimated` resolves a real idle cycle for Aluvian AND Olthoi, the unknown-setup null path, both Olthoi/OlthoiAcid shared enum keys resolve to a real installed DID). Counts: Core.Tests 4786/1 skip (unchanged this fix round — F1-F7 were doc/API-shape/allocation fixes, no new Core tests), Content.Tests 147/0 skips (unchanged), App.Tests 5152/6 skips (+3 from 5149/6, the F2/F7 additions) — zero failures, full solution Release build green. Two PRE-EXISTING flakes noted across repeated full-solution runs, neither caused by this round and neither reproducing in isolation: `AcDream.Core.Net.Tests.Transport.NakEmissionTests.LossSoak_TwoPercentBidirectional_ZeroMessageLoss_LedgersConverge` (randomized-loss-injection timing, zero files under `src/AcDream.Core.Net/` touched) and `AcDream.Content.Tests.DecodedTextureCacheTests.GetOrCreate_ConcurrentMissRunsFactoryOnce` (a concurrency race under full-solution parallel load, zero files under `src/AcDream.Content/` touched this round either) — both pass 100% run standalone; both projects' full suites otherwise pass clean. **OWED (CC6b page-mount half, separate follow-up):** the Appearance/Summary viewport mount (`0x100003bb`/`0x10000406`), binding the Zoom In/Out and Rotate Clockwise/Counter-Clockwise buttons to `ChargenPreviewZoomController.ZoomIn`/`ZoomOut` (now parameterless — F2 made the animator a required constructor dependency, not a per-call argument) and `ChargenPreviewRotationController.Toggle`/`Tick`, spin controls, color wheels, and the INITIAL HEADING: `gmCGAppearancePage::InitializePage @0x0047FDD0` sets `m_fCurHeading = 180f` at `0x00480235` and pushes it via `SetPlayerHeading` at `0x0048023F` (overriding the ctor’s 0°; cross-confirmed at `gmBarberUI::PostInit @0x004DE330` and the summary page’s `0x0047BD54`) — the mount half must seed `ChargenPreviewRotationController.HeadingDegrees = 180f` or the character faces AWAY from the camera at the user gate. **Explicitly NOT owed:** an option checkbox for Penumbraen-crown/Undead-no-flame variants — see item 4's enclosing-function table above; `gmCGAppearancePage` never had one, so CC6b-mount must not invent one. | -| CC7 | CODE-COMPLETE 2026-08-16 | `9cf6c522` | OWED (dual-lens review not yet run) | **Create button un-ghosts** (`CharacterManagementUiController.cs`): retail's exact enable/ghost gate — `gmCharacterManagementUI::UpdateButtons @ 0x004ec240` (~0x004ec319-0x004ec32e, `_charSet.set_.m_num < _charSet.numAllowedCharacters_`, unconditional on selection, unlike Enter/Delete/Restore above it) — is now a real Runtime-owned field, `RuntimeCharacterSelectionButtons.CanCreate`, computed in `RuntimeCharacterSelectionState.BuildButtons` from `_entries.Length < _slotCount` and threaded through every one of that method's return branches (including the delete-in-flight `.None`-shaped ones, which retail's own gate does not couple to). The button's `OnClick` (new `RequestCreate` private method) is wired ONCE in the constructor and calls `_bindings.RequestCreate?.Invoke()`; a new optional `Action? RequestCreate` field on `CharacterSelectionRuntimeBindings` carries the seam. **Cross-controller wiring lives inside `RetailUiRuntime.ConfigureCharacterManagement`** (`src/AcDream.App/UI/RetailUiRuntime.cs`) rather than in the externally-composed bindings record: `RetailUiRuntime` is the one object holding BOTH `CharacterManagementController` and `CharacterCreationController`, so it supplies `bindings with { RequestCreate = () => CharacterCreationController?.Open() }` — a lazily-resolved lambda closing over `this`, safe even though `ConfigureCharacterCreation()` (which populates the creation controller) runs immediately AFTER, not before, `ConfigureCharacterManagement()` in `RetailUiRuntime`'s own mount sequence. `CharacterCreationUiController.Open()` is the SAME entry point the CC4-era `ACDREAM_OPEN_CHARGEN=1` dev seam already called — one code path, two ways to reach it (the seam itself is untouched and remains available for a create-only dev loop). **The chargen-exit return path needed no new code**: character-management is never hidden while chargen is open on top of it (both controllers tick independently, per CC4's own FixedCanvas-arbiter work), so chargen's `Close()` — hiding only its own root — is sufficient; this was PROVEN, not just claimed, by a new cross-controller test (`CharacterScreensFixedCanvasArbiterTests.CreateButtonClick_OpensChargen_AndExitConfirmReturnsToManagement`) that reorders its shared fixture (chargen constructs first, so its `Open` method exists to wire into management's bindings — the same ordering constraint production code has) and drives the full click→open→exit-confirm→close round trip, asserting management's root stays `Visible` throughout. A second new test (`CharacterManagementUiControllerTests.CreateButton_GhostsWhenRosterReachesTheSlotCeiling_AndUnGhostsBelowIt`) proves the retail gate itself: a 5-character roster against the fixture's `SlotCount=5` ghosts Create, dropping to 4 characters un-ghosts it on the next Tick. **Full-flow tests vs ACE shapes** (`tests/AcDream.Runtime.Tests/Session/LiveSessionControllerCharacterCreationTests.cs`, extending CC3's existing harness rather than duplicating it — same `TestTransport`/`TestOperations`/`TestHost`/`BuildResponsePacket`/`InvokeProcessDatagram` fixtures, zero new helper classes beyond a decode record): `Finish_SendsEveryWireFieldByteExactAgainstACEsUnpackShape` builds a character touching EVERY 0xF656 field (heritage/gender/all fourteen appearance style-color slots/all six shades/template/an EXPLICIT `TrainSkill` beyond what the template alone applies/an explicit `SelectStartArea`/name), decodes the full body via a new `DecodeCreateRequestFull` (reusing `CharacterCreate.Request`/`Appearance`/`Attributes` directly rather than a second hand-rolled shape) and asserts every field including the trailing checksum — recomputed via the production `CharacterCreate.ComputeChecksum`, not re-derived by hand a second time in the test, closing the one field (`Finish_SendsExactly55SkillSlotsAndTheCorrectAttributesAndName`'s pre-existing test never touched: ~15 fields plus the checksum were previously unverified). `Finish_ThenEachOtherRejectionCode_ProducesTheMappedFailureWithNoRosterOrEnterSideEffect` (`[Theory]`, 6 cases: Pending/NameBanned/Corrupt/DatabaseDown/AdminPrivilegeDenied/Undef — NameInUse excluded, already covered by the pre-existing dedicated Fact) proves CC5's F2 fix (Pending/Undef produce a real rejection, not a silent reset) holds over the REAL wire byte-decode path, not just the isolated `RuntimeCharacterCreationStateTests.ApplyCreationResponse_EachRejectionCode_...` state-machine Theory that already covered all 7 codes at the `ApplyCreationResponse` level directly. **Launcher payload cycle** (item 3): `TestHost` gained an optional `SessionStatusWriter? Writer` + `SessionId`, forwarded from `ApplyCharacterCreated`/`ApplyCreationFailed` EXACTLY the way `LiveSessionRuntimeFactory.Create` (App) and `HeadlessSessionHost` wire it in production (verified by reading both call sites, not assumed) — two new tests (`Finish_ThenOkResponse_WritesCharacterCreatedEvent_ParsedByTheRealLauncherTailer`, its NameInUse sibling) drive a REAL Runtime create/reject through a REAL `SessionStatusWriter` writing to a real temp file, then read it back with the REAL Launcher.Core `StatusFileTailer`/`StatusEventParser` (added as a test-only `AcDream.Runtime.Tests` project reference — `AcDream.Runtime` itself gained no new dependency), asserting the parsed `CharacterCreatedStatusEvent`/`CreationFailedStatusEvent` match §LA1's pinned contract fields exactly. **No gap was found**: `GameWindow`'s constructor already builds a real, non-disabled `SessionStatusWriter(options.StatusFilePath)` and `SessionPlayerComposition.cs` already threads it into `LiveSessionRuntimeFactory`'s constructor alongside the session id — the writer was ALREADY correctly wired on the graphical App host's real create path before this slice; CC7's tests close the missing cross-project VERIFICATION (Runtime's own state transition through the writer's bytes to the tailer's parser), not a functional hole. **Pre-existing test breakage found and fixed** (loudly, per the task's own instruction): adding `CanCreate` to the `RuntimeCharacterSelectionButtons` record broke 4 UNRELATED tests in `LiveSessionControllerTests.cs` (`RestoreCompletionDuringConfirmedDelete_PreservesDeleteUntilAck` ×2, `RestoreTimeoutDuringConfirmedDelete_PreservesDeleteUntilAck` ×2) whose hand-built expected values used `RuntimeCharacterSelectionButtons.None` — a real regression the App-layer and Runtime.Tests standalone runs would not have caught in isolation (each project's own suite is green independently; only the combined change surfaced it). Fixed by threading `with { CanCreate = true }` into all 5 affected `Assert.Equal` expectations (that fixture's roster of 2 sits below its `SlotCount` of 11 throughout), with an inline comment explaining CanCreate's independence from the delete-in-flight buttons those tests actually pin. **Register bookkeeping this commit:** AP-211 (filed at CC3, explicitly predicted "if CC4 later adds the ghosted Create button... revisit whether to keep both or retire this one") updated, not retired — both `TryBeginFinish`'s `RosterFull` local refusal AND the new Create-button gate are intentionally kept as retail-matching enforcement (the button) plus defense-in-depth (Finish's own refusal, for any caller that bypasses the UI). **Connected checklist doc** (`docs/research/2026-08-16-campaign-cc-test-script.md`, following the FA/OP pattern): §CC1 reaching the screen (both the launcher's `GUI — character select` flow and the `ACDREAM_RETAIL_UI=1`/`ACDREAM_OPEN_CHARGEN=1` dev shortcut) plus Create's enable state and the Exit/Back return path; §CC2 the six-page flow per page (the AP-214-retired opening roll + its gender-flip quirk, Random on each page, the nine known Appearance-page cosmetic gaps called out by number so they aren't mis-filed as new bugs); §CC3 every Finish outcome (happy path, NameInUse + the AD-100 double-send log note, the credit-warning confirm flow, the randomize-warning flow, the exit-warning flow, NameTooLong); §CC4 the two ACE-side landmines (the Arcane Lore over-deduction, MEASURED latent per the plan's risk item 8; disabled-Olthoi → Pending → NameDBDown, retail-correct); §CC-Not-Automated stating plainly that no automated create has touched a live ACE server — this gate is the first one. **Test deltas (Release):** Runtime 1735/0 (was 1726/0, +9: the full-field decode test, the 6-case rejection-code Theory, 2 launcher-payload tests), App 5256/3 skips (was 5254/3, +2: the Create-ghosting test, the cross-controller round-trip test), Headless 166/0 (unchanged), Launcher.Core 324/0, Launcher.Tests 67/0 (one earlier standalone run hit a Fail:1 Avalonia headless-platform-initialization failure that reproduced on no other run including a full-solution pass — a pre-existing environment flake, zero files under `src/AcDream.Launcher`/`tests/AcDream.Launcher.Tests` touched this slice), full solution 14,426 passed / 4 skipped / 0 failed in one complete pass across every project (Core.Net's NakEmission flake and Content's DecodedTextureCache flake did not reproduce this run either). | +| CC7 | REVIEW-CLOSED 2026-08-16 | `9cf6c522`, `ddcbf1fb`, plus the F1-F9 review-fix round (this commit — its own literal sha is not self-referenceable within one commit; append via a tiny follow-up docs commit per the established `bb22ee8b`-style pattern if the literal hash is needed) | CLOSED (dual-lens: both lenses PASS-with-items → F1-F9 fix round this commit; lead diff-check close per the doc/test-only residual pattern) | **Create button un-ghosts** (`CharacterManagementUiController.cs`): retail's exact enable/ghost gate — `gmCharacterManagementUI::UpdateButtons @ 0x004ec240` (~0x004ec319-0x004ec32e, `_charSet.set_.m_num < _charSet.numAllowedCharacters_`, unconditional on selection, unlike Enter/Delete/Restore above it) — is now a real Runtime-owned field, `RuntimeCharacterSelectionButtons.CanCreate`, computed in `RuntimeCharacterSelectionState.BuildButtons` from `_entries.Length < _slotCount` and threaded through every one of that method's return branches (including the delete-in-flight `.None`-shaped ones, which retail's own gate does not couple to). The button's `OnClick` (new `RequestCreate` private method) is wired ONCE in the constructor and calls `_bindings.RequestCreate?.Invoke()`; a new optional `Action? RequestCreate` field on `CharacterSelectionRuntimeBindings` carries the seam. **Cross-controller wiring lives inside `RetailUiRuntime.ConfigureCharacterManagement`** (`src/AcDream.App/UI/RetailUiRuntime.cs`) rather than in the externally-composed bindings record: `RetailUiRuntime` is the one object holding BOTH `CharacterManagementController` and `CharacterCreationController`, so it supplies `bindings with { RequestCreate = () => CharacterCreationController?.Open() }` — a lazily-resolved lambda closing over `this`, safe even though `ConfigureCharacterCreation()` (which populates the creation controller) runs immediately AFTER, not before, `ConfigureCharacterManagement()` in `RetailUiRuntime`'s own mount sequence. `CharacterCreationUiController.Open()` is the SAME entry point the CC4-era `ACDREAM_OPEN_CHARGEN=1` dev seam already called — one code path, two ways to reach it (the seam itself is untouched and remains available for a create-only dev loop). **The chargen-exit return path needed no new code**: character-management is never hidden while chargen is open on top of it (both controllers tick independently, per CC4's own FixedCanvas-arbiter work), so chargen's `Close()` — hiding only its own root — is sufficient; this was PROVEN, not just claimed, by a new cross-controller test (`CharacterScreensFixedCanvasArbiterTests.CreateButtonClick_OpensChargen_AndExitConfirmReturnsToManagement`) that drives the full click→open→exit-confirm→close round trip, asserting management's root stays `Visible` throughout. **Corrected at the CC7 review-fix round, F7 (2026-08-16): the original fixture-ordering claim above was WRONG.** The shared fixture originally constructed chargen FIRST so its `Open` method existed to wire into management's `RequestCreate` binding — the OPPOSITE of production's real tick order (`RetailUiRuntime.Tick`: `_characterManagementMount?.Tick(); CharacterManagementController?.Tick(); _characterCreationMount?.Tick(); CharacterCreationController?.Tick();` — management always ticks first). The fixture now constructs management first, handing it a lazily-resolved closure over chargen's not-yet-existing `Controller.Open` — the SAME trick production's own `RetailUiRuntime.ConfigureCharacterManagement` uses (`bindings with { RequestCreate = () => CharacterCreationController?.Open() }`) — matching production's real construction AND tick order instead of contradicting it. The test also now asserts `Chargen.Controller.Root.ClickThrough == false` and a strictly higher `ZOrder` than management's root once both controllers have ticked with chargen open, pinning the `BringToFront` occlusion effect the reviewer had previously verified only by manual inspection. A second new test (`CharacterManagementUiControllerTests.CreateButton_GhostsWhenRosterReachesTheSlotCeiling_AndUnGhostsBelowIt`) proves the retail gate itself: a 5-character roster against the fixture's `SlotCount=5` ghosts Create, dropping to 4 characters un-ghosts it on the next Tick. **Full-flow tests vs ACE shapes** (`tests/AcDream.Runtime.Tests/Session/LiveSessionControllerCharacterCreationTests.cs`, extending CC3's existing harness rather than duplicating it — same `TestTransport`/`TestOperations`/`TestHost`/`BuildResponsePacket`/`InvokeProcessDatagram` fixtures, zero new helper classes beyond a decode record): `Finish_SendsEveryWireFieldByteExactAgainstACEsUnpackShape` builds a character touching EVERY 0xF656 field (heritage/gender/all fourteen appearance style-color slots/all six shades/template/an EXPLICIT `TrainSkill` beyond what the template alone applies/an explicit `SelectStartArea`/name), decodes the full body via a new `DecodeCreateRequestFull` (reusing `CharacterCreate.Request`/`Appearance`/`Attributes` directly rather than a second hand-rolled shape) and asserts every field including the trailing checksum. **Corrected at the CC7 review-fix round, F6 (2026-08-16): the checksum half of that claim overstated what the assertion proves.** `Assert.Equal(CharacterCreate.ComputeChecksum(r), decoded.Checksum)` (`LiveSessionControllerCharacterCreationTests.cs:537`) is a round-trip/purity check — it computes the SAME production `CharacterCreate.ComputeChecksum` on both the encode and the decode side, not an independent golden value. It still closes the one gap (`Finish_SendsExactly55SkillSlotsAndTheCorrectAttributesAndName`'s pre-existing test never touched: ~15 non-checksum fields were previously unverified); the checksum's actual golden value lives separately at `CharacterCreateTests.ComputeChecksum_ExactRetailAccumulationSet` (the 19-term sum, golden `205u`), now cross-referenced from this test's own doc comment. `Finish_ThenEachOtherRejectionCode_ProducesTheMappedFailureWithNoRosterOrEnterSideEffect` (`[Theory]`, 6 cases: Pending/NameBanned/Corrupt/DatabaseDown/AdminPrivilegeDenied/Undef — NameInUse excluded, already covered by the pre-existing dedicated Fact) proves CC5's F2 fix (Pending/Undef produce a real rejection, not a silent reset) holds over the REAL wire byte-decode path, not just the isolated `RuntimeCharacterCreationStateTests.ApplyCreationResponse_EachRejectionCode_...` state-machine Theory that already covered all 7 codes at the `ApplyCreationResponse` level directly. **Launcher payload cycle** (item 3): `TestHost` gained an optional `SessionStatusWriter? Writer` + `SessionId`, forwarded from `ApplyCharacterCreated`/`ApplyCreationFailed` EXACTLY the way `LiveSessionRuntimeFactory.Create` (App) and `HeadlessSessionHost` wire it in production (verified by reading both call sites, not assumed) — two new tests (`Finish_ThenOkResponse_WritesCharacterCreatedEvent_ParsedByTheRealLauncherTailer`, its NameInUse sibling) drive a REAL Runtime create/reject through a REAL `SessionStatusWriter` writing to a real temp file, then read it back with the REAL Launcher.Core `StatusFileTailer`/`StatusEventParser` (added as a test-only `AcDream.Runtime.Tests` project reference — `AcDream.Runtime` itself gained no new dependency), asserting the parsed `CharacterCreatedStatusEvent`/`CreationFailedStatusEvent` match §LA1's pinned contract fields exactly. **No gap was found**: `GameWindow`'s constructor already builds a real, non-disabled `SessionStatusWriter(options.StatusFilePath)` and `SessionPlayerComposition.cs` already threads it into `LiveSessionRuntimeFactory`'s constructor alongside the session id — the writer was ALREADY correctly wired on the graphical App host's real create path before this slice; CC7's tests close the missing cross-project VERIFICATION (Runtime's own state transition through the writer's bytes to the tailer's parser), not a functional hole. **Pre-existing test breakage found and fixed** (loudly, per the task's own instruction): adding `CanCreate` to the `RuntimeCharacterSelectionButtons` record broke 4 UNRELATED tests in `LiveSessionControllerTests.cs` (`RestoreCompletionDuringConfirmedDelete_PreservesDeleteUntilAck` ×2, `RestoreTimeoutDuringConfirmedDelete_PreservesDeleteUntilAck` ×2) whose hand-built expected values used `RuntimeCharacterSelectionButtons.None` — a real regression the App-layer and Runtime.Tests standalone runs would not have caught in isolation (each project's own suite is green independently; only the combined change surfaced it). Fixed by threading `with { CanCreate = true }` into all 5 affected `Assert.Equal` expectations (that fixture's roster of 2 sits below its `SlotCount` of 11 throughout), with an inline comment explaining CanCreate's independence from the delete-in-flight buttons those tests actually pin. **Register bookkeeping this commit:** AP-211 (filed at CC3, explicitly predicted "if CC4 later adds the ghosted Create button... revisit whether to keep both or retire this one") updated, not retired — both `TryBeginFinish`'s `RosterFull` local refusal AND the new Create-button gate are intentionally kept as retail-matching enforcement (the button) plus defense-in-depth (Finish's own refusal, for any caller that bypasses the UI). **Connected checklist doc** (`docs/research/2026-08-16-campaign-cc-test-script.md`, following the FA/OP pattern): §CC1 reaching the screen (both the launcher's `GUI — character select` flow and the `ACDREAM_RETAIL_UI=1`/`ACDREAM_OPEN_CHARGEN=1` dev shortcut) plus Create's enable state and the Exit/Back return path; §CC2 the six-page flow per page (the AP-214-retired opening roll + its gender-flip quirk, Random on each page, the nine known Appearance-page cosmetic gaps called out by number so they aren't mis-filed as new bugs); §CC3 every Finish outcome (happy path, NameInUse + the AD-100 double-send log note, the credit-warning confirm flow, the randomize-warning flow, the exit-warning flow, NameTooLong); §CC4 the two ACE-side landmines (the Arcane Lore over-deduction, MEASURED latent per the plan's risk item 8; disabled-Olthoi → Pending → NameDBDown, retail-correct); §CC-Not-Automated stating plainly that no automated create has touched a live ACE server — this gate is the first one. **Test deltas (Release):** Runtime 1735/0 (was 1726/0, +9: the full-field decode test, the 6-case rejection-code Theory, 2 launcher-payload tests), App 5256/3 skips (was 5254/3, +2: the Create-ghosting test, the cross-controller round-trip test), Headless 166/0 (unchanged), Launcher.Core 324/0, Launcher.Tests 67/0 (one earlier standalone run hit a Fail:1 Avalonia headless-platform-initialization failure that reproduced on no other run including a full-solution pass — a pre-existing environment flake, zero files under `src/AcDream.Launcher`/`tests/AcDream.Launcher.Tests` touched this slice), full solution 14,426 passed / 4 skipped / 0 failed in one complete pass across every project (Core.Net's NakEmission flake and Content's DecodedTextureCache flake did not reproduce this run either). **Review fix round (this commit, F1-F9), CC7 REVIEW-CLOSED:** F1 files AP-229 for the screen-layering divergence the reviewer flagged (retail's `UIFlow::UseNewMode` destroys/reconstructs the current UI framework on every mode switch; acdream keeps both `CharacterManagementUiController`/`CharacterCreationUiController` mounted for the whole lifetime and only reveals/occludes), records what the reviewer confirmed already works (selection/world-name persistence, click-through isolation, one coherent `Modal` stack), and the narrow residual risk it left open (the shared `RetailDialogFactory` can hand `UiRoot.Modal` to a dialog opened by the still-ticking, occluded management screen's `ReconcileDialogs` on an inbound `CharacterError` — a race retail cannot have since the occluded screen simply does not exist there). F2 rewrites the connected-gate script's roster-full step with the exact `@modifylong max_chars_per_account` recipe (ACE default 11, confirmed against `references/ACE/Source/ACE.Server/Command/Handlers/AdminCommands.cs:4393`) and the pending-delete-counts-too note. F3 adds AP-221's exact console-diagnostic lines to §CC2's known-gaps paragraph so a session-permanent dead preview reads as a known gap, not a fresh bug. F4 adds an empty-name/AP-227 step to §CC3 so the tester expects acdream's `NoNameWarning` dialog instead of retail's silent keep-old-name behavior. F5 adds an App-layer source-text pin (`GameWindowLiveSessionOwnershipTests.LiveSessionRuntimeFactoryBindsCharacterCreatedAndCreationFailedToTheStatusWriter`) for the `CharacterCreated`/`CreationFailed` delegate wiring inside `LiveSessionRuntimeFactory.cs:229-236` the reviewer proved was deletable without breaking any test — no practical seam exists to construct the factory end-to-end without a `GameWindow` (confirmed: its one production construction site is deep inside `SessionPlayerComposition.cs`, and no test in the repo constructs it directly), so the pin follows this same test file's own established source-text pattern (`ProductionWindowConstructsOnlyTheCanonicalRuntimeRoot`, `DisplacedLifecycleBodiesAreAbsent`) rather than a contrived full construction; the exact payload SHAPE these delegates produce was already pinned separately at `SessionStatusWriterTests.CharacterCreatedAndCreationFailed_WriteThePinnedShape`, so the new test plus that existing one together cover "bound" and "correct payload." F6/F7 correct this row's own wording above (checksum-assertion circularity; fixture construction order) and strengthen `CharacterScreensFixedCanvasArbiterTests` per F7's fix. F8 records a known flake found under full-solution parallel load on both reviewer runs (passes standalone, unrelated to CC7 — an allocation assertion sensitive to concurrent load): `AcDream.Runtime.Tests.Physics.RuntimeCollisionReportingStateTests.WarmedSteadyContactRefreshDoesNotAllocate`, joining the existing Core.Net NakEmission / Content DecodedTextureCache / App SocialPanelLiveMountProbeTests known-flake set. F9 adds a one-line note to §CC2's Heritage-page Random step that a uniform pick over 13 heritages can repeat the current one. **Campaign status: all seven slices (CC1-CC7) are REVIEW-CLOSED; the campaign is CODE-COMPLETE pending the user's own connected gate** (`docs/research/2026-08-16-campaign-cc-test-script.md`) — no automated live character creation has touched ACE yet; that gate remains the sole outstanding acceptance step. | | CC6b-MOUNT | CODE-COMPLETE 2026-08-15 (the page-mount half CC6b-PRE deferred — Appearance page, spin controls, color-wheel family, viewport wiring — landing after CC4 merged, closing out Campaign CC's CC6 slice); REVIEW-CLOSED 2026-08-15 (dual-lens re-review of the F1-F13 fix round returned NOT CLOSED with residuals R1-R3 + 2 nits, all fixed this round, re-reviewer pre-authorized a diff-check-only close) | `34c6fceab0bc300ab638339b88c5e5f98ae4d724`, `d2a71152`, (this commit — the R1-R3+nits closeout) | CLOSED (dual-lens: architectural PASS-with-items, retail-fidelity FAIL → F1-F13 fix round `d2a71152` → narrow re-review: F1-F13 verified against the decomp, residuals R1-R3 + 2 nits → this commit; re-reviewer pre-authorized diff-check-only close) | **Appearance page** (`CharacterCreationAppearancePage`, `src/AcDream.App/UI/Layout/`, wired into `CharacterCreationUiController` beside the four sibling pages): gender buttons (`0x100003a7`/`a8` -> `SelectGender(2)`/`SelectGender(1)`, decomp `ListenToElementMessage` cases `0x9d`/`0x9e`); Face/Clothes sub-tabs (`0x100003a9`/`aa`, cases `0x9f`/`0xa0`) toggling the `0x100003ae`/`b4` choice containers and defaulting the "current part" to Hair/Headgear respectively; nine spin controls (hair/eyes/nose/mouth/skin `0x100003af-b3`, headgear/shirt/trousers/footwear `0x100003b5-b8`) reproducing retail's two-arrow-plus-body-click composite through `UiButton.OnClickAt`'s local x coordinate — decrement zone x=[80,127), increment zone x=[127,174), else selects the part with no index change (cases `0xa5-0xa9` and their headgear/shirt/trousers/footwear mirrors) — since `DatWidgetFactory` consumes each spin's two locally-reused arrow children (`0x1000030a`/`0x1000030b`) into ONE flat `UiButton` with no separate addressable arrow widget; nine color swatches (`0x1000030f-0x10000317` -> `SetColor(0..8)`, gated on the current part's own color-list length exactly like retail's `iNumColors > N` check); the shade scrollbar (`0x10000321`) bound via `ScalarChanged`; zoom/rotate buttons delegating to a late-bound `IChargenPreviewControl` seam. **Per-part routing table** (`StyleSlotFor`/`ColorSlotFor`/`ShadeSlotFor`), decomp-derived from `SetColor @0x0047DD50` and `SetShade @0x0047C860`: Hair has its own color AND shade; Eyes has color but NO shade (retail's `SetShade` switch has no case 1 — independently confirmed against CC6a's own "eye color has no shade indirection" finding); Nose/Mouth/Skin have NO color and ALL route their shade to SKIN shade (cases 2/3/4 share one decompiled body — a genuine retail quirk, not a porting shortcut); Headgear/Shirt/Trousers/Footwear each have their own color and shade. **Wrap semantics** (`CharacterCreationAppearancePage.CycleIndex`, internal static, unit-tested via 10 `[Theory]` cases): plain `[0,count)` modulo wrap for every style spin except Headgear; Headgear alone gets the decomp-derived `(count+1)`-position RING including the `Unset` ("no headgear") position — `CharGenState::SetHeadgearStyle`'s literal signed-int32 comparison shape (`0x0047F4B5`-`0x0047F530` decrement, `0x0047F7D8` increment): decrementing FROM style 0 lands on Unset, incrementing FROM Unset lands on style 0, decrementing FROM Unset wraps to the LAST style, incrementing past the last style lands on Unset — a real closed ring of `count+1` positions, not a plain wrap. **Review fix round F1 correction (2026-08-15):** every OTHER style spin ALSO has a decomp-observable Unset-cycling case, in the SAME switch the headgear ring was ported from — the shared decrement tail (`label_47f065`/`label_47f6d9`, reached from Hair's own decrement case `@0x0047f465-0x0047f486` and inlined per-part for Eyes/Nose/Mouth/Shirt/Trousers/Footwear) computes `new = cur - 1` on the raw signed int32 (Unset = -1), giving `new = -2`, which wraps to `count - 1` — the SAME "wrap to the last index" shape headgear's own ring uses. Incrementing from Unset (`new = -1 + 1 = 0`) was already correct in acdream. The original claim here ("no decomp-observable Unset-cycling case... starts at style 0 for BOTH directions") is WRONG for decrement; fixed in `CharacterCreationAppearancePage.CycleIndex` and its own corrected doc comment. **Heritage 6/0xc/0xd gate** (`gmCGAppearancePage::Update @~0x0047EB46-0x0047EE95`): Gearknight/Olthoi/OlthoiAcid hide the Clothes sub-tab (making all four clothing spins unreachable, matching the OWED item's "four clothing spins hidden" framing through retail's OWN mechanism — hiding the tab, not each spin individually) plus the Nose/Mouth spins directly, and disable the Eyes spin's arrows (`_eyesArrowsDisabled`, since Olthoi/Gearknight forms have fixed eyes); **review fix round F3 correction (2026-08-15):** forces `SetChoice(FACE)`/`SetSelection(HAIR)` UNCONDITIONALLY whenever the gate engages (`@0x0047eac6/0x0047eacf` Gearknight, `@0x0047ee32/0x0047ee3b` Olthoi/OlthoiAcid) — NOT only when Clothes happened to be showing, the original (wrong) framing here. A conditional gate left Nose/Mouth as the current part when the Face tab was already active, stranding the shade control on a now-hidden part; retail always snaps back to Hair. **Preview wiring** (`ChargenPreviewController`, `src/AcDream.App/Rendering/`, new): bridges a real architectural gap the CC6a/CC6b-PRE foundation left open — `ChargenPreviewRenderer` only ever built its OWN private `ChargenPreviewCamera` with no injection seam, but `ChargenPreviewZoomController` needs a SETTABLE camera to tween. Fixed at the root: `ChargenPreviewViewportCamera` gained a `ChargenPreviewCamera`-accepting constructor overload, `ChargenPreviewRenderer` gained an optional `camera` parameter using it, and `ChargenPreviewController` owns the ONE shared `ChargenPreviewCamera` instance handed to both. `ChargenPreviewController` consolidates the per-frame `IPrivateEntityViewportFrame` owner role (mirrors `PaperdollFramePresenter`, self-timing via `Stopwatch` rather than touching the shared frame-phase interface) with the `IChargenPreviewControl` seam the page's buttons bind against (constructed before the graphics backend exists, so the page cannot receive the real renderer at construction time — assigned late by `LivePresentationComposition`, exactly mirroring the paperdoll's own late `viewport.Renderer = ...` assignment). `Rebuild` recomposes via `ChargenAppearanceFactory.TryCompose` + `ChargenPreviewEntityBuilder.TryBuildAnimated` on ANY heritage/gender/appearance-selection change (no-op if identical to the last composed selection) but only SNAPS the camera to the heritage's default eye on a HERITAGE OR GENDER change (decomp-cited: `gmCGAppearancePage::Update`'s only two confirmed direct call sites are `InitializePage` and the two gender-button handlers; spin/color/shade changes call the narrower `SetSelection`/`SetColor`/`SetShade`, none of which touch `m_vectCurPosition`) — a fresh `ChargenPreviewAnimator` is unavoidable on every rebuild (it owns the resolved drawable-part list, which changes with the mesh) but is immediately restored to the PREVIOUS zoom state via `SetZoomedIn`, and the CURRENT accumulated rotation heading (not the retail default) is threaded into the rebuild, matching retail's `m_bZoomedIn`/`m_fCurHeading` both living on the PAGE and surviving `Update`. Mounted as the THIRD private creature viewport beside paperdoll/creature-appraisal: `RetailUiRuntime` gained `ChargenPreviewViewportWidget`/`ChargenPreviewControl`/`IsChargenPreviewPageVisible` (computed through `CharacterCreationUiController`'s new `AppearanceViewport`/`AppearancePreviewControl`/`IsAppearancePageVisible`, the last one gating on BOTH the page root's own Visible AND the whole screen's `Root.Visible` since `Close()` only ever hides the latter); `LivePresentationComposition` constructs the renderer+catalog+controller and wires `viewport.Renderer`/`page.PreviewControl` through the same lease/`AdoptRelease` pattern paperdoll uses; `FrameRootComposition`'s `PrivateEntityViewportFrameGroup` gained the controller as its third member; `GameWindow`/`GameWindowLifetime` gained the matching guard fields and `RenderShutdownRoots` disposal entries. **Testability seam:** `IChargenPreviewRenderer`/`IChargenPreviewFrameView` (mirroring `IPaperdollDollRenderer`/`IPaperdollFrameView`) let `ChargenPreviewControllerTests` (6 cases, installed-DAT-gated, fake renderer/view — no live GPU) exercise the REAL `ChargenAppearanceFactory`/`ChargenPreviewEntityBuilder` composition path against the installed EoR dat: same-selection no-op, heritage-change camera reset, appearance-only-change camera preservation, zoom-state preservation across an appearance rebuild, the 180° heading actually reaching the built entity's `Rotation` after `Render()`, and the invisible-page render skip. **Color-wheel scouting (campaign plan risk item 4, RESOLVED via live-DAT probe against the installed EoR dat — `CharacterCreationLiveDatTests.AppearancePage_HasGenderChoiceSpinsSwatchesShadeAndViewport`/`AppearancePage_SpinArrowGeometryIsUniformAcrossAllNineSpins`):** NO new `DatWidgetFactory` widget type was needed anywhere on this page. The nine swatch buttons author Type 1 -> `UiButton`; their nine Type-3 companion "selected"-ring overlays (`0x10000318-0x10000320`) and the GradCircle (`0x1000030e`) author Type 3 -> the generic `UiDatElement` fallback; the shade scrollbar (`0x10000321`) authors Type 0xB -> `UiScrollbar`, matching the decomp's own `DynamicCast(0xb)`. The nine spin containers and their two locally-reused arrow children all author Type 1 -> `UiButton`. Two narrow, DECIDED visual substitutions from this finding are filed as AP-215: swatches use their own `.Selected` highlight instead of toggling the separate companion overlay (retail's `SetColor`'s `m_tColorWheel[...]->SetVisible` mechanism), and the four icon-only style spins (hair/eyes/nose/mouth — CC1's `ChargenHairStyle`/`ChargenEyeStrip`/`ChargenFaceStrip` carry only an `IconId`, no name) show a 1-based ordinal instead of retail's icon thumbnail; the four clothing spins DO show their real `ChargenGearOption.Name`. **The `@140355` gender-flip-on-init oddity (campaign plan risk item 5, RESOLVED via decomp alone — no live cdb needed):** `gmCGAppearancePage::InitializePage`'s own gender-read-then-FLIP-to-the-opposite code (`~0x004802DA-0x00480303`) is real and ALWAYS fires, because `gmCharGenMainUI`'s own constructor (`~0x004e81f5-0x004e8218`, BEFORE any page constructs) calls `CharGenState::RandomizeCharacter(state, hasToD) @0x005c6d80` — retail's chargen screen is NEVER actually blank on open; it always starts with a fully random heritage/gender/appearance/clothing/template/start-area already rolled, which the Appearance page's own init code then immediately flips to the opposite gender. Filed as AP-214, the same unported-primitive gap AP-212 already tracks for the Random button (`RandomizeHeritageGroup`/`RandomizeAppearance`/`RandomizeClothing`/`RandomizeTemplate`/`RandomizeStartArea` are the SAME six primitives `RandomizeCharacter` calls) — acdream's chargen screen opens honestly blank instead, by design, this round. **AD-101 RETIRED** (register §2, 79->78 active rows): `CharacterCreationHeritagePage.Select` no longer auto-selects a gender after a heritage click — the Appearance page's real gender buttons are now the only gender-selection path, matching the review fix round's own retirement-sequencing correction (must land no later than CC5's Finish un-ghosting, which it does — CC5 has not yet un-ghosted Finish). Retail's own default is verified NOT blank (AP-214, above) but acdream's honest-blank choice is deliberate, not an oversight. Updated `CharacterCreationUiControllerTests`'s shared fixture (`FakeRuntime`/`BuildOptions`) with real non-empty Hair/Eyes/Nose/Mouth/Headgear/Shirt/Trousers/Footwear/ClothingColors lists (previously all empty placeholders — no existing test depended on the empty state) and a real `BuildAppearancePage()` layout fixture (uniform spin geometry matching the live-DAT-measured 80/127/174 zone boundaries) so the new dispatch tests exercise the SAME `OnClickAt` zone math production code uses; the one pre-existing gender-side-effect assertion (`HeritageButton_SelectsHeritage_AndAutoSelectsFirstGender`) is renamed/corrected to assert NO gender side effect. **TS-82 NARROWED** (register §4): closed out for the Appearance page specifically (now real, not content-inert) — the row now covers Summary only, CC5's remaining scope. **Register bookkeeping this commit:** AD-101 retired (row deleted, count 79->78); AP-214 filed (the `RandomizeCharacter`-at-ctor / gender-flip finding, count 149->150); AP-215 filed (the two Appearance-page visual substitutions, count 150->151); TS-82 narrowed (Summary-only, count unchanged). **Scope-addendum work (folded into this same commit, not a separate round):** `ChargenPreviewRotationController.HeadingDegrees`'s doc comment corrected to name BOTH the ctor's `0f` (`gmCGAppearancePage::gmCGAppearancePage @0x0047CDAC`) and `InitializePage`'s override to `180f` (`@0x0047FDD0`, write at `0x00480235`, pushed via `SetPlayerHeading` at `0x0048023F`) as retail's OPERATIVE starting heading; DECIDED to change the controller's own parameterless-constructor default from `0f` to a new `RetailDefaultHeadingDegrees = 180f` constant (option (b) of the two offered) rather than requiring every future mount site to remember a separate "seed to 180" call at construction — every real `gmCG3DView` owner (Appearance, Summary `@0x0047BD54` — confirmed a SEPARATE `gmCG3DView` instance/page, CC5's own scope, not touched here — and `gmBarberUI`) converges on 180° before its first visible frame, so a controller whose default silently faces the character away from the camera is exactly the trap the addendum warned about; existing pure-math tests updated to pass `0f` explicitly (keeps their relative-delta assertions simple and unchanged in meaning) plus one new test pinning the parameterless-constructor 180° default at the seam a real consumer experiences, and a second, end-to-end confirmation inside `ChargenPreviewControllerTests` that `Render()` actually applies that heading to the built entity's `Rotation`. **Tests:** `CharacterCreationLiveDatTests` (+2 permanent structural/geometry tests replacing the temporary scouting probe), `CharacterCreationUiControllerTests` (+23: gender/spin/wrap/swatch/shade/zoom-rotate dispatch, the Olthoi clothing-hide gate, the 10-case `CycleIndex` wrap-semantics theory, the renamed AD-101 test), `ChargenPreviewControllerTests` (+6, new file, installed-DAT-gated), `ChargenPreviewRotationControllerTests` (+1, the 180°-default pin). Counts (Release, full solution, `ACDREAM_PROBE_LIVE_MOUNT=1` + `ACDREAM_DAT_DIR` set so every installed-DAT-gated test in this round actually runs rather than skip-gating): Runtime 1713/0 (unchanged — `SetAppearanceIndex`/`SetShade` command plumbing already existed in `IRuntimeCharacterCreationCommands`/`GameRuntimeCommands.cs` from CC3, nothing new needed there), Core 4786/1 skip (unchanged), Content 147/0 (unchanged), App 5220/3 skips (5208/15 skips without the probe env vars — the 12-skip delta is exactly the installed-DAT-gated tests this round adds/exercises), Headless 166/0 (unchanged) — zero failures across two consecutive full-solution runs; one transient failure in `AcDream.Core.Net.Tests.Transport.NakEmissionTests.LossSoak_TwoPercentBidirectional_ZeroMessageLoss_LedgersConverge` reproduced on the FIRST full-solution run and passed clean both in isolation and on an immediate full-solution re-run — the SAME pre-existing, previously-documented flake CC6b-PRE's own ledger row already names (randomized-loss-injection timing, zero files under `src/AcDream.Core.Net/` touched this round either). **OWED for CC5+ / future:** the actual retail-icon rendering pipeline for hair/eyes/nose/mouth style spins (AP-215's own icon-label half) and the GradCircle's own retail-driven repaint (review fix round correction 2026-08-15: AP-215 does NOT name the GradCircle — that was this ledger row's own false claim; the GradCircle gap is filed separately as AP-217, REWRITTEN 2026-08-15 at the re-review of `d2a71152` (R3) after re-deriving from the decomp: `gmCGAppearancePage::ListenToElementMessage`'s own dispatch switch has NO case for the GradCircle's offset at all, so it is not a click target in retail either — `DoGradDisk` is a PAINT-only routine that blits the gradient art tinted with the current part's color (or blanks it for Eyes) whenever `SetColor`/`SetSelection` run; acdream's gap is that it never repaints the GradCircle at all, a cosmetic paint gap rather than a dead click target, and the nine swatch buttons already provide the full, decomp-cited color-selection INPUT path); a real `RandomizeCharacter` port (AP-214/AP-212's shared landing site) if a future connected gate wants retail's true randomized-on-open default instead of acdream's honest-blank one; the exact pixel-identical companion-overlay swatch highlight (AP-215) if a future visual gate demands it; **the current-part spin highlight itself, newly measured DEAD for all nine spins (AP-222, filed at the re-review of `d2a71152`, N2)** — none of the nine spins author Highlight-state media, so `RefreshColorAndShadeControls`'s `TrySetRetailState(Highlight)` call silently never changes what's drawn; unresolved whether retail's own spin art has the same gap or uses a different mechanism entirely, needs a decomp read of the real per-frame spin-face renderer before deciding a fix. | diff --git a/docs/research/2026-08-16-campaign-cc-test-script.md b/docs/research/2026-08-16-campaign-cc-test-script.md index 14ca49aa..c9572d2c 100644 --- a/docs/research/2026-08-16-campaign-cc-test-script.md +++ b/docs/research/2026-08-16-campaign-cc-test-script.md @@ -71,6 +71,26 @@ and should be exercised at least once per gate. and does nothing when clicked. This is retail's own gate (`gmCharacterManagementUI::UpdateButtons`) — a full roster ghosts Create exactly like Enter/Delete grey out for an unselected row. + **A fresh test account is unlikely to be full on its own** (ACE's + default `max_chars_per_account` is 11) — force this state instead of + waiting for it: + 1. From the ACE server console (or a GM-privileged in-game `@` command), + run `@modifylong max_chars_per_account 2` to lower the ceiling below + your current roster count. + 2. Reconnect (a fresh `CharacterList` only arrives on a new connection — + the client does not re-fetch it live) and confirm Create is now + GREYED OUT. + 3. Restore the default afterward: `@modifylong max_chars_per_account 11`, + then reconnect again and confirm Create is enabled once more. + 4. **The count includes pending-delete (greyed) characters** — a + character mid-deletion still occupies a roster slot both in ACE's + `GameMessageCharacterList` and in acdream's own gate + (`RuntimeCharacterSelectionState.BuildButtons`'s + `_entries.Length < _slotCount`, which counts every roster entry + regardless of pending-delete state) — matching retail's own + `RebuildCharacterList`, which walks the same full set. If you have a + pending-delete character sitting around, it still counts toward the + ceiling above. ### Leaving the screen (Back-at-Heritage and Exit) @@ -121,7 +141,10 @@ bug — do not report it. uniformly-picked one of the 13 — this is AP-212's documented approximation (retail's own Heritage-page Random rolls with retail's own distribution; acdream picks uniformly over every installed heritage). - Not a bug to report unless the button does nothing or crashes. + A uniform pick over 13 can land back on the heritage you already have — + click a few times if the first click looks like a no-op; occasional + repeats are expected, not a bug. Not a bug to report unless the button + does nothing or crashes across several clicks. 3. Select **Olthoi** or **OlthoiAcid**. Confirm the Profession, Skills, and Town tabs are hidden (Olthoi variants skip straight to a fixed Custom template with no attribute/skill/town choices) and the screen @@ -194,6 +217,19 @@ other eight (AP-222 — this is a MEASURED gap in acdream's own art, not yet attributed to a specific missing asset; report clearly if you can visually compare with retail here). +**Known session-permanent gap (AP-221) — check the console before +reporting a dead preview.** On an unlucky frame where the DAT/GPU resource +read backing the 3D preview isn't ready at the client's single composition +pass, the Appearance page's zoom/rotate controls can go dead for the rest +of the session (or the Summary page's preview can simply never render), +with no on-screen error — the only evidence is a console line: +`[UI] chargen preview viewport unavailable at composition time...` (or the +Summary-page sibling, `[UI] summary preview viewport unavailable at +composition time...`). If zoom/rotate stop responding or a preview stays +blank, check the console for one of these lines FIRST. If it's there, +restart the client and retry before reporting a bug — this is a known, +already-registered gap, not a new one. + ### Town page 1. Confirm four town buttons: Holtburg, Shoushi, Yaraq, Sanamar (not id @@ -293,6 +329,23 @@ Already covered in §CC1's "Leaving the screen" section above. your typing at 32 characters as you go; the rejection only fires on commit. That is retail-correct, not a bug. +### Empty name (AP-227, an acdream/retail divergence — expected) + +1. On the Summary page, select all the text in the name field and delete + it entirely, then blur the field (click elsewhere) without typing a + replacement. +2. Click **Finish**. Confirm the `NoName`/`ID_CharGen_NoNameWarning` dialog + appears — acdream clears its internal name state the instant the field + is emptied, so Finish sees an empty name and refuses. **This is NOT what + retail does**: retail's own commit handler only acts when the field's + length is greater than 1 (NUL-inclusive, so an empty field's length is + exactly 1) — an emptied-then-blurred field is a silent no-op in retail, + and the character's internal name stays whatever it was BEFORE you + cleared the field, even though the field visually shows empty. A real + retail client would create the character under that old, uncleared name + here instead of showing a dialog. Expect acdream's dialog, not retail's + silent keep-old-name behavior — register AP-227. + ### What to report for §CC3 - Whether the happy path truly lands you in-world with no intermediate diff --git a/tests/AcDream.App.Tests/Net/GameWindowLiveSessionOwnershipTests.cs b/tests/AcDream.App.Tests/Net/GameWindowLiveSessionOwnershipTests.cs index 309b26f3..a13977fc 100644 --- a/tests/AcDream.App.Tests/Net/GameWindowLiveSessionOwnershipTests.cs +++ b/tests/AcDream.App.Tests/Net/GameWindowLiveSessionOwnershipTests.cs @@ -135,6 +135,70 @@ public sealed class GameWindowLiveSessionOwnershipTests Assert.Null(typeof(GameWindow).GetMethod(methodName, PrivateInstance)); } + /// + /// Campaign CC CC7 review-fix round, F5 (2026-08-16): the reviewer + /// found that deleting the CharacterCreated/CreationFailed + /// delegate assignments from + /// (the App-layer wiring that forwards those two Runtime events to + /// SessionStatusWriter, feeding the launcher's status-payload + /// cycle) leaves every test suite green. LiveSessionRuntimeFactory + /// has exactly one production construction site + /// (SessionPlayerComposition.cs), buried inside the full + /// GameWindow composition graph, and no test in this repository + /// constructs it directly — there is no practical seam to exercise the + /// wiring behaviorally without a . This test + /// follows the SAME source-text-pin pattern the rest of this file + /// already uses for wiring that can't otherwise be unit-tested + /// (, + /// ): it fails if either + /// delegate assignment is removed or its argument mapping changes. The + /// exact PAYLOAD shape these calls must produce is pinned separately, + /// at SessionStatusWriterTests.CharacterCreatedAndCreationFailed_WriteThePinnedShape + /// (tests/AcDream.Runtime.Tests/Session/SessionStatusWriterTests.cs) + /// — together the two tests cover "the delegates are bound" (here) and + /// "they produce §LA1's exact payload" (there). + /// + [Fact] + public void LiveSessionRuntimeFactoryBindsCharacterCreatedAndCreationFailedToTheStatusWriter() + { + string root = FindRepositoryRoot(); + string source = File.ReadAllText(Path.Combine( + root, + "src", + "AcDream.App", + "Net", + "LiveSessionRuntimeFactory.cs")); + + Assert.Contains( + "CharacterCreated: identity => _statusWriter.CharacterCreated(", + source, + StringComparison.Ordinal); + Assert.Contains( + "identity.Guid,", + source, + StringComparison.Ordinal); + Assert.Contains( + "identity.Name),", + source, + StringComparison.Ordinal); + Assert.Contains( + "CreationFailed: rejection => _statusWriter.CreationFailed(", + source, + StringComparison.Ordinal); + Assert.Contains( + "rejection.RawCode,", + source, + StringComparison.Ordinal); + Assert.Contains( + "rejection.Reason,", + source, + StringComparison.Ordinal); + Assert.Contains( + "rejection.AttemptedName)),", + source, + StringComparison.Ordinal); + } + private static int CountOccurrences(string source, string value) { int count = 0; diff --git a/tests/AcDream.App.Tests/UI/Layout/CharacterScreensFixedCanvasArbiterTests.cs b/tests/AcDream.App.Tests/UI/Layout/CharacterScreensFixedCanvasArbiterTests.cs index 764c87f9..9ea6c574 100644 --- a/tests/AcDream.App.Tests/UI/Layout/CharacterScreensFixedCanvasArbiterTests.cs +++ b/tests/AcDream.App.Tests/UI/Layout/CharacterScreensFixedCanvasArbiterTests.cs @@ -109,6 +109,16 @@ public sealed class CharacterScreensFixedCanvasArbiterTests // Character-management stays active/visible underneath -- chargen // opening on top never deactivates or hides it. Assert.True(environment.Management.Controller.Root.Visible); + // F7 (2026-08-16): pin the occlusion the reviewer verified only by + // hand. Chargen's root is click-opaque over the full authored + // canvas, so no input reaches management underneath it... + Assert.False(environment.Chargen.Controller.Root.ClickThrough); + // ...and BringToFront (called every tick chargen is open, see + // CharacterCreationUiController.Tick) keeps chargen's ZOrder + // strictly above management's, so it paints on top too. + Assert.True( + environment.Chargen.Controller.Root.ZOrder + > environment.Management.Controller.Root.ZOrder); environment.Chargen.Button(CharacterCreationUiController.ExitElementId) .OnClick!(); @@ -127,15 +137,26 @@ public sealed class CharacterScreensFixedCanvasArbiterTests public TwoControllerHarness() { Host = new UiRoot { Width = 800f, Height = 600f }; - // Campaign CC slice CC7: chargen must exist FIRST so - // ManagementHarness can wire its Create button straight to the - // real CharacterCreationUiController.Open() — the same shape - // RetailUiRuntime.ConfigureCharacterManagement() uses in - // production (a lazily-resolved lambda closing over the OTHER - // controller, since bindings are always built before both - // controllers exist). + // Campaign CC slice CC7 review-fix round, F7 (2026-08-16): + // construct in PRODUCTION order — management, then chargen — + // matching RetailUiRuntime.Tick's real sequence + // (`_characterManagementMount?.Tick(); ... + // _characterCreationMount?.Tick(); CharacterCreationController + // ?.Tick();`). An earlier version of this fixture built chargen + // FIRST and claimed that matched production; it did not — it + // was the opposite order. Management still needs a RequestCreate + // callback before Chargen's Controller exists, so this closure + // resolves Chargen lazily per-call, the SAME trick production's + // own RetailUiRuntime.ConfigureCharacterManagement uses + // (`bindings with { RequestCreate = () => + // CharacterCreationController?.Open() }`, closing over `this` + // rather than capturing a not-yet-built controller). + // Chargen is assigned below, before this closure can ever be + // invoked (Management's own ctor only stores the callback, it + // does not call it) -- the null-forgiving operator documents + // that ordering guarantee for the nullable analyzer. + Management = new ManagementHarness(Host, () => Chargen!.Controller.Open()); Chargen = new ChargenHarness(Host); - Management = new ManagementHarness(Host, Chargen.Controller.Open); } public UiRoot Host { get; } diff --git a/tests/AcDream.Runtime.Tests/Session/LiveSessionControllerCharacterCreationTests.cs b/tests/AcDream.Runtime.Tests/Session/LiveSessionControllerCharacterCreationTests.cs index 0f07ee80..dad994e2 100644 --- a/tests/AcDream.Runtime.Tests/Session/LiveSessionControllerCharacterCreationTests.cs +++ b/tests/AcDream.Runtime.Tests/Session/LiveSessionControllerCharacterCreationTests.cs @@ -430,10 +430,22 @@ public sealed class LiveSessionControllerCharacterCreationTests /// test above never checked — against exactly the shape /// CharacterCreateInfo.Unpack/Appearance.Unpack parse (see /// 's own doc comment for the ACE - /// cross-reference). The checksum is recomputed via the SAME production - /// formula rather than - /// re-deriving the sum a second time by hand in the test. + /// cross-reference). /// + /// + /// Campaign CC CC7 review-fix round, F6 (2026-08-16): the checksum + /// assertion below (Assert.Equal(CharacterCreate.ComputeChecksum(r), + /// decoded.Checksum)) is a ROUND-TRIP/PURITY check, not an + /// independent golden — it recomputes the SAME production + /// formula the encode side + /// already used, rather than re-deriving the sum a second time by hand, + /// so it proves the wire-encode/decode round trip is lossless but + /// cannot by itself catch a bug shared by both the encoder and this + /// formula. The checksum's actual golden value (the 19-term retail + /// accumulation set, hand-summed to 205u) is pinned separately + /// at CharacterCreateTests.ComputeChecksum_ExactRetailAccumulationSet + /// (tests/AcDream.Core.Net.Tests/Messages/CharacterCreateTests.cs). + /// [Fact] public void Finish_SendsEveryWireFieldByteExactAgainstACEsUnpackShape() {