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>
This commit is contained in:
Erik 2026-08-16 03:13:02 +02:00
parent ddcbf1fbf2
commit 2176ba768e
6 changed files with 175 additions and 19 deletions

View file

@ -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