fix(ui): night-round review — F2 HouseQuery fires at login, not tab-open
CM_House::Event_QueryHouse @0x006aaa00 (opcode 0x21e) tail-calls
unconditionally from the end of CPlayerSystem::InitializePlayer
@0x00563570 — the same once-per-session function
AttemptSendLoginCompleteNotification lives in (both guarded by the
player_initialized flag), right after that notification. Retail never
sends it from gmHouseUI::PostInit or gmMapUI::PostInit on House-tab
activation.
Moved WorldSession.SendHouseQuery() to the direct (non-portal)
first-entry completion edges — the same places acdream already sends
the analogous "initial session bootstrap" LoginComplete:
- graphical: LiveSessionRuntimeFactory's RuntimeFirstEntryDriveController
localPlayerCompleted callback
- headless: HeadlessSessionHost's equivalent callback
- headless content-less direct host: RuntimeLiveEntitySessionController.OnSpawned
Portal-space re-entries (LocalPlayerTeleportController's F751 path,
RuntimeLiveEntitySessionController.TryAdvancePortalCompletion) do NOT
resend it, matching retail's single-shot guard.
Removed the invented House-tab-open -> SendHouseQuery trigger
(InteractionRetainedUiComposition's HouseShown binding) and retired
register row AD-107, which had documented that adaptation.
Updated RuntimeLiveEntitySessionControllerTests' exact game-action
assertions for the content-less path, which now also captures the
HouseQuery send alongside LoginComplete.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
parent
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8 changed files with 89 additions and 35 deletions
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@ -335,7 +335,20 @@ internal sealed class LiveSessionRuntimeFactory
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_world.PlacementProjection,
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_world.PlacementRetries,
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_world.FirstEntryDrive,
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_ => session.SendGameAction(GameActionLoginComplete.Build()),
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_ =>
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{
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session.SendGameAction(GameActionLoginComplete.Build());
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// Night-round review F2: CM_House::Event_QueryHouse @0x006aaa00
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// is tail-called, unconditionally, from the end of
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// CPlayerSystem::InitializePlayer @0x00563570 — the SAME
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// once-per-session function AttemptSendLoginCompleteNotification
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// lives in (guarded by player_initialized), right after that
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// notification. This is the graphical host's direct
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// (non-portal) first-entry completion edge — the exact
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// analogue. Portal-space re-entries (LocalPlayerTeleportController)
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// do NOT resend it, matching retail's single-shot guard.
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session.SendHouseQuery();
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},
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_world.AcceptedPositionDrive,
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_world.RemotePlacementDrive);
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}
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