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:
Erik 2026-08-17 04:28:46 +02:00
parent 6ee3d88863
commit 353ae3bb0c
8 changed files with 89 additions and 35 deletions

View file

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