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

@ -135,6 +135,70 @@ public sealed class GameWindowLiveSessionOwnershipTests
Assert.Null(typeof(GameWindow).GetMethod(methodName, PrivateInstance));
}
/// <summary>
/// Campaign CC CC7 review-fix round, F5 (2026-08-16): the reviewer
/// found that deleting the <c>CharacterCreated</c>/<c>CreationFailed</c>
/// delegate assignments from <see cref="AcDream.App.Net.LiveSessionRuntimeFactory"/>
/// (the App-layer wiring that forwards those two Runtime events to
/// <c>SessionStatusWriter</c>, feeding the launcher's status-payload
/// cycle) leaves every test suite green. <c>LiveSessionRuntimeFactory</c>
/// has exactly one production construction site
/// (<c>SessionPlayerComposition.cs</c>), buried inside the full
/// <c>GameWindow</c> composition graph, and no test in this repository
/// constructs it directly — there is no practical seam to exercise the
/// wiring behaviorally without a <see cref="GameWindow"/>. 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
/// (<see cref="ProductionWindowConstructsOnlyTheCanonicalRuntimeRoot"/>,
/// <see cref="DisplacedLifecycleBodiesAreAbsent"/>): 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 <c>SessionStatusWriterTests.CharacterCreatedAndCreationFailed_WriteThePinnedShape</c>
/// (<c>tests/AcDream.Runtime.Tests/Session/SessionStatusWriterTests.cs</c>)
/// — together the two tests cover "the delegates are bound" (here) and
/// "they produce §LA1's exact payload" (there).
/// </summary>
[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;

View file

@ -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; }

View file

@ -430,10 +430,22 @@ public sealed class LiveSessionControllerCharacterCreationTests
/// test above never checked — against exactly the shape
/// <c>CharacterCreateInfo.Unpack</c>/<c>Appearance.Unpack</c> parse (see
/// <see cref="CharacterCreate"/>'s own doc comment for the ACE
/// cross-reference). The checksum is recomputed via the SAME production
/// <see cref="CharacterCreate.ComputeChecksum"/> formula rather than
/// re-deriving the sum a second time by hand in the test.
/// cross-reference).
/// </summary>
/// <remarks>
/// Campaign CC CC7 review-fix round, F6 (2026-08-16): the checksum
/// assertion below (<c>Assert.Equal(CharacterCreate.ComputeChecksum(r),
/// decoded.Checksum)</c>) is a ROUND-TRIP/PURITY check, not an
/// independent golden — it recomputes the SAME production
/// <see cref="CharacterCreate.ComputeChecksum"/> 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 <c>205u</c>) is pinned separately
/// at <c>CharacterCreateTests.ComputeChecksum_ExactRetailAccumulationSet</c>
/// (<c>tests/AcDream.Core.Net.Tests/Messages/CharacterCreateTests.cs</c>).
/// </remarks>
[Fact]
public void Finish_SendsEveryWireFieldByteExactAgainstACEsUnpackShape()
{