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>
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8 changed files with 89 additions and 35 deletions
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@ -165,10 +165,18 @@ public sealed class RuntimeLiveEntitySessionControllerTests
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Spawn(playerGuid, incarnation: 1);
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sink.Spawned(spawn);
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Assert.Single(gameActions);
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// Night-round review F2: the content-less direct host's terminal
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// admission edge now also sends HouseQuery (0x021E), matching
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// retail's CM_House::Event_QueryHouse tail-call from
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// CPlayerSystem::InitializePlayer right after
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// AttemptSendLoginCompleteNotification. It's the session's first
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// NextGameActionSequence() call (LoginComplete doesn't consume one),
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// so its sequence is deterministically 1.
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Assert.Equal(2, gameActions.Count);
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Assert.Equal(GameActionLoginComplete.Build(), gameActions[0]);
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Assert.Equal(ClientCommandRequests.BuildHouseQuery(1u), gameActions[1]);
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sink.Spawned(spawn);
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Assert.Single(gameActions);
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Assert.Equal(2, gameActions.Count);
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gameActions.Clear();
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sink.TeleportStarted(1u);
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