fix(chargen): Campaign CC CC7 review fix round — F1-F9 — REVIEW-CLOSED
Both dual-lens reviewers of `9cf6c522`+`ddcbf1fb` returned PASS-with-items. This round closes all nine findings: F1 files AP-229 for the screen-layering divergence (retail destroys/ reconstructs the current UI framework via UIFlow::UseNewMode; acdream keeps both CharacterManagementUiController and CharacterCreationUiController mounted for the whole lifetime and reveals/occludes) plus its narrow residual risk (the shared RetailDialogFactory can hand UiRoot.Modal to a dialog opened by the still-ticking, occluded management screen on an inbound CharacterError) and what already matches retail (selection/ world-name persistence, click-through isolation, one coherent Modal stack). F2 rewrites the connected-gate script's roster-full step with the exact `@modifylong max_chars_per_account` recipe and the pending-delete-counts note. F3 adds AP-221's console-diagnostic lines to the known-gaps paragraph. F4 adds an empty-name/AP-227 step. F9 notes that a uniform Random pick over 13 heritages can repeat. F5 adds an App-layer source-text pin (GameWindowLiveSessionOwnershipTests.LiveSessionRuntimeFactoryBinds CharacterCreatedAndCreationFailedToTheStatusWriter) for the delegate wiring the reviewer proved was deletable without breaking any test — no practical seam exists to construct LiveSessionRuntimeFactory without a GameWindow, so this follows the file's own established source-text-pin pattern; the payload shape is already pinned separately at SessionStatusWriterTests. F6 corrects the CC7 ledger's checksum-assertion wording (it is a round-trip purity check, not an independent golden — the golden is CharacterCreateTests.ComputeChecksum_ExactRetailAccumulationSet) and cross-references it from the test's own doc comment. F7 corrects the CC7 ledger's fixture-ordering claim (it had chargen constructing first, backwards from RetailUiRuntime.Tick's real management-then-chargen order) and reorders CharacterScreensFixedCanvas ArbiterTests to match production, adding ClickThrough/ZOrder assertions that pin the occlusion the reviewer previously verified only by hand. F8 records a known flake (RuntimeCollisionReportingStateTests. WarmedSteadyContactRefreshDoesNotAllocate, allocation-assertion load sensitivity, pre-existing) seen under full-solution parallel load on both reviewer runs. Campaign status: all seven slices (CC1-CC7) are REVIEW-CLOSED; the campaign is CODE-COMPLETE pending the user's own connected gate. Runtime 1735/0 (unchanged), App 5257/3 skips (+1: the new F5 pin). Full Release build: 0 warnings, 0 errors. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@ -71,6 +71,26 @@ and should be exercised at least once per gate.
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and does nothing when clicked. This is retail's own gate
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(`gmCharacterManagementUI::UpdateButtons`) — a full roster ghosts
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Create exactly like Enter/Delete grey out for an unselected row.
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**A fresh test account is unlikely to be full on its own** (ACE's
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default `max_chars_per_account` is 11) — force this state instead of
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waiting for it:
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1. From the ACE server console (or a GM-privileged in-game `@` command),
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run `@modifylong max_chars_per_account 2` to lower the ceiling below
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your current roster count.
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2. Reconnect (a fresh `CharacterList` only arrives on a new connection —
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the client does not re-fetch it live) and confirm Create is now
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GREYED OUT.
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3. Restore the default afterward: `@modifylong max_chars_per_account 11`,
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then reconnect again and confirm Create is enabled once more.
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4. **The count includes pending-delete (greyed) characters** — a
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character mid-deletion still occupies a roster slot both in ACE's
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`GameMessageCharacterList` and in acdream's own gate
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(`RuntimeCharacterSelectionState.BuildButtons`'s
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`_entries.Length < _slotCount`, which counts every roster entry
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regardless of pending-delete state) — matching retail's own
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`RebuildCharacterList`, which walks the same full set. If you have a
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pending-delete character sitting around, it still counts toward the
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ceiling above.
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### Leaving the screen (Back-at-Heritage and Exit)
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@ -121,7 +141,10 @@ bug — do not report it.
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uniformly-picked one of the 13 — this is AP-212's documented
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approximation (retail's own Heritage-page Random rolls with retail's own
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distribution; acdream picks uniformly over every installed heritage).
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Not a bug to report unless the button does nothing or crashes.
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A uniform pick over 13 can land back on the heritage you already have —
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click a few times if the first click looks like a no-op; occasional
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repeats are expected, not a bug. Not a bug to report unless the button
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does nothing or crashes across several clicks.
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3. Select **Olthoi** or **OlthoiAcid**. Confirm the Profession, Skills, and
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Town tabs are hidden (Olthoi variants skip straight to a fixed Custom
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template with no attribute/skill/town choices) and the screen
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@ -194,6 +217,19 @@ other eight (AP-222 — this is a MEASURED gap in acdream's own art, not yet
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attributed to a specific missing asset; report clearly if you can visually
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compare with retail here).
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**Known session-permanent gap (AP-221) — check the console before
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reporting a dead preview.** On an unlucky frame where the DAT/GPU resource
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read backing the 3D preview isn't ready at the client's single composition
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pass, the Appearance page's zoom/rotate controls can go dead for the rest
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of the session (or the Summary page's preview can simply never render),
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with no on-screen error — the only evidence is a console line:
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`[UI] chargen preview viewport unavailable at composition time...` (or the
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Summary-page sibling, `[UI] summary preview viewport unavailable at
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composition time...`). If zoom/rotate stop responding or a preview stays
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blank, check the console for one of these lines FIRST. If it's there,
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restart the client and retry before reporting a bug — this is a known,
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already-registered gap, not a new one.
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### Town page
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1. Confirm four town buttons: Holtburg, Shoushi, Yaraq, Sanamar (not id
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@ -293,6 +329,23 @@ Already covered in §CC1's "Leaving the screen" section above.
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your typing at 32 characters as you go; the rejection only fires on
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commit. That is retail-correct, not a bug.
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### Empty name (AP-227, an acdream/retail divergence — expected)
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1. On the Summary page, select all the text in the name field and delete
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it entirely, then blur the field (click elsewhere) without typing a
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replacement.
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2. Click **Finish**. Confirm the `NoName`/`ID_CharGen_NoNameWarning` dialog
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appears — acdream clears its internal name state the instant the field
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is emptied, so Finish sees an empty name and refuses. **This is NOT what
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retail does**: retail's own commit handler only acts when the field's
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length is greater than 1 (NUL-inclusive, so an empty field's length is
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exactly 1) — an emptied-then-blurred field is a silent no-op in retail,
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and the character's internal name stays whatever it was BEFORE you
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cleared the field, even though the field visually shows empty. A real
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retail client would create the character under that old, uncleared name
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here instead of showing a dialog. Expect acdream's dialog, not retail's
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silent keep-old-name behavior — register AP-227.
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### What to report for §CC3
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- Whether the happy path truly lands you in-world with no intermediate
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