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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6 changed files with 175 additions and 19 deletions
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@ -135,6 +135,70 @@ public sealed class GameWindowLiveSessionOwnershipTests
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Assert.Null(typeof(GameWindow).GetMethod(methodName, PrivateInstance));
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}
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/// <summary>
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/// Campaign CC CC7 review-fix round, F5 (2026-08-16): the reviewer
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/// found that deleting the <c>CharacterCreated</c>/<c>CreationFailed</c>
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/// delegate assignments from <see cref="AcDream.App.Net.LiveSessionRuntimeFactory"/>
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/// (the App-layer wiring that forwards those two Runtime events to
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/// <c>SessionStatusWriter</c>, feeding the launcher's status-payload
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/// cycle) leaves every test suite green. <c>LiveSessionRuntimeFactory</c>
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/// has exactly one production construction site
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/// (<c>SessionPlayerComposition.cs</c>), buried inside the full
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/// <c>GameWindow</c> composition graph, and no test in this repository
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/// constructs it directly — there is no practical seam to exercise the
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/// wiring behaviorally without a <see cref="GameWindow"/>. This test
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/// follows the SAME source-text-pin pattern the rest of this file
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/// already uses for wiring that can't otherwise be unit-tested
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/// (<see cref="ProductionWindowConstructsOnlyTheCanonicalRuntimeRoot"/>,
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/// <see cref="DisplacedLifecycleBodiesAreAbsent"/>): it fails if either
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/// delegate assignment is removed or its argument mapping changes. The
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/// exact PAYLOAD shape these calls must produce is pinned separately,
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/// at <c>SessionStatusWriterTests.CharacterCreatedAndCreationFailed_WriteThePinnedShape</c>
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/// (<c>tests/AcDream.Runtime.Tests/Session/SessionStatusWriterTests.cs</c>)
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/// — together the two tests cover "the delegates are bound" (here) and
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/// "they produce §LA1's exact payload" (there).
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/// </summary>
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[Fact]
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public void LiveSessionRuntimeFactoryBindsCharacterCreatedAndCreationFailedToTheStatusWriter()
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{
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string root = FindRepositoryRoot();
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string source = File.ReadAllText(Path.Combine(
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root,
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"src",
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"AcDream.App",
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"Net",
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"LiveSessionRuntimeFactory.cs"));
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Assert.Contains(
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"CharacterCreated: identity => _statusWriter.CharacterCreated(",
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source,
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StringComparison.Ordinal);
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Assert.Contains(
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"identity.Guid,",
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source,
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StringComparison.Ordinal);
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Assert.Contains(
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"identity.Name),",
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source,
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StringComparison.Ordinal);
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Assert.Contains(
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"CreationFailed: rejection => _statusWriter.CreationFailed(",
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source,
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StringComparison.Ordinal);
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Assert.Contains(
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"rejection.RawCode,",
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source,
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StringComparison.Ordinal);
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Assert.Contains(
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"rejection.Reason,",
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source,
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StringComparison.Ordinal);
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Assert.Contains(
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"rejection.AttemptedName)),",
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source,
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StringComparison.Ordinal);
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}
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private static int CountOccurrences(string source, string value)
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{
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int count = 0;
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@ -109,6 +109,16 @@ public sealed class CharacterScreensFixedCanvasArbiterTests
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// Character-management stays active/visible underneath -- chargen
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// opening on top never deactivates or hides it.
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Assert.True(environment.Management.Controller.Root.Visible);
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// F7 (2026-08-16): pin the occlusion the reviewer verified only by
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// hand. Chargen's root is click-opaque over the full authored
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// canvas, so no input reaches management underneath it...
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Assert.False(environment.Chargen.Controller.Root.ClickThrough);
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// ...and BringToFront (called every tick chargen is open, see
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// CharacterCreationUiController.Tick) keeps chargen's ZOrder
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// strictly above management's, so it paints on top too.
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Assert.True(
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environment.Chargen.Controller.Root.ZOrder
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> environment.Management.Controller.Root.ZOrder);
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environment.Chargen.Button(CharacterCreationUiController.ExitElementId)
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.OnClick!();
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@ -127,15 +137,26 @@ public sealed class CharacterScreensFixedCanvasArbiterTests
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public TwoControllerHarness()
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{
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Host = new UiRoot { Width = 800f, Height = 600f };
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// Campaign CC slice CC7: chargen must exist FIRST so
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// ManagementHarness can wire its Create button straight to the
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// real CharacterCreationUiController.Open() — the same shape
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// RetailUiRuntime.ConfigureCharacterManagement() uses in
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// production (a lazily-resolved lambda closing over the OTHER
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// controller, since bindings are always built before both
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// controllers exist).
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// Campaign CC slice CC7 review-fix round, F7 (2026-08-16):
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// construct in PRODUCTION order — management, then chargen —
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// matching RetailUiRuntime.Tick's real sequence
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// (`_characterManagementMount?.Tick(); ...
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// _characterCreationMount?.Tick(); CharacterCreationController
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// ?.Tick();`). An earlier version of this fixture built chargen
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// FIRST and claimed that matched production; it did not — it
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// was the opposite order. Management still needs a RequestCreate
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// callback before Chargen's Controller exists, so this closure
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// resolves Chargen lazily per-call, the SAME trick production's
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// own RetailUiRuntime.ConfigureCharacterManagement uses
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// (`bindings with { RequestCreate = () =>
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// CharacterCreationController?.Open() }`, closing over `this`
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// rather than capturing a not-yet-built controller).
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// Chargen is assigned below, before this closure can ever be
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// invoked (Management's own ctor only stores the callback, it
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// does not call it) -- the null-forgiving operator documents
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// that ordering guarantee for the nullable analyzer.
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Management = new ManagementHarness(Host, () => Chargen!.Controller.Open());
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Chargen = new ChargenHarness(Host);
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Management = new ManagementHarness(Host, Chargen.Controller.Open);
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}
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public UiRoot Host { get; }
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@ -430,10 +430,22 @@ public sealed class LiveSessionControllerCharacterCreationTests
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/// test above never checked — against exactly the shape
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/// <c>CharacterCreateInfo.Unpack</c>/<c>Appearance.Unpack</c> parse (see
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/// <see cref="CharacterCreate"/>'s own doc comment for the ACE
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/// cross-reference). The checksum is recomputed via the SAME production
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/// <see cref="CharacterCreate.ComputeChecksum"/> formula rather than
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/// re-deriving the sum a second time by hand in the test.
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/// cross-reference).
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/// </summary>
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/// <remarks>
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/// Campaign CC CC7 review-fix round, F6 (2026-08-16): the checksum
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/// assertion below (<c>Assert.Equal(CharacterCreate.ComputeChecksum(r),
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/// decoded.Checksum)</c>) is a ROUND-TRIP/PURITY check, not an
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/// independent golden — it recomputes the SAME production
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/// <see cref="CharacterCreate.ComputeChecksum"/> formula the encode side
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/// already used, rather than re-deriving the sum a second time by hand,
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/// so it proves the wire-encode/decode round trip is lossless but
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/// cannot by itself catch a bug shared by both the encoder and this
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/// formula. The checksum's actual golden value (the 19-term retail
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/// accumulation set, hand-summed to <c>205u</c>) is pinned separately
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/// at <c>CharacterCreateTests.ComputeChecksum_ExactRetailAccumulationSet</c>
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/// (<c>tests/AcDream.Core.Net.Tests/Messages/CharacterCreateTests.cs</c>).
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/// </remarks>
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[Fact]
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public void Finish_SendsEveryWireFieldByteExactAgainstACEsUnpackShape()
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{
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