fix #436: combat no-target refusal reaches the SpewBox with retail's exact text
Attacking with no valid target has told the player nothing since Campaign V slice V11 orphaned the DebugVM toast the message was wired to (#434 found the drop; this closes it retail-faithfully). Ground truth from the Ghidra decompile of ClientCombatSystem::ExecuteAttack (0x0056bb70): retail writes "You must select a valid combat target before attacking" via ClientSystem::AddTextToScroll(..., 0x1A, true, 0) — the ClientLocal SpewBox channel this codebase already routes every other client-local refusal through. And retail has ONE message, not the two we carried: attacking outside melee/missile modes is silent (ExecuteAttack is unreachable there), so the invented "Enter melee or missile combat first" text is deleted rather than rerouted, and the invented "No monster target" is replaced by the retail string, which joins ClientTextRefusals with its decomp citation. Wiring: CombatFeedbackSlot gains the sibling BindOwned session-lifetime shape, and SessionPlayerComposition.CompleteSessionPlayer binds it to RuntimeCommunicationState.AddText(ClientLocal) with session-owned teardown — a torn-down session's slot returns to its silent unbound state. A binding-seam test (CompleteSessionPlayerBindsCombatFeedbackToTheClientLocalSpewBoxRoute) inspects the compiled composition for the BindOwned call and its AddText-routing lambda, so the slot can never again pass its unit tests while production leaves it unbound — the exact failure mode that hid this defect. The two tests that pinned the invented strings now pin the retail contract (exact string; silence for the unsupported-mode case). Full hermetic suite 15,325 passed / 0 failed. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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7 changed files with 157 additions and 19 deletions
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@ -106,6 +106,38 @@ public sealed class SessionPlayerCompositionTests
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field => field.FieldType == typeof(GameWindow));
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}
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[Fact]
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public void CompleteSessionPlayerBindsCombatFeedbackToTheClientLocalSpewBoxRoute()
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{
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// #436 binding-seam check (a slot can pass its own unit tests while
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// nothing in production binds it — that is exactly how the combat
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// refusals were silently dropped for months): CompleteSessionPlayer
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// must session-own a CombatFeedbackSlot.BindOwned whose target lambda
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// routes to RuntimeCommunicationState.AddText (the ClientLocal
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// SpewBox chokepoint; retail ClientCombatSystem::ExecuteAttack
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// 0x0056bb70 -> AddTextToScroll(0x1A)).
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MethodInfo complete = RequiredMethod(
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typeof(SessionPlayerCompositionPhase),
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"CompleteSessionPlayer");
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Assert.Contains(
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CompiledCallGraph.Read(complete),
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call => call.Target.DeclaringType
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== typeof(AcDream.App.Combat.CombatFeedbackSlot)
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&& call.Target.Name
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== nameof(AcDream.App.Combat.CombatFeedbackSlot.BindOwned));
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IEnumerable<MethodBase> lambdas =
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CompiledCallGraph.ReadMethodReferences(complete)
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.Select(call => call.Target)
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.Where(method => method.GetMethodBody() is not null);
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Assert.Contains(
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lambdas,
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method => CompiledCallGraph.Read(method).Any(call =>
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call.Target.DeclaringType
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== typeof(AcDream.Runtime.Gameplay.RuntimeCommunicationState)
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&& call.Target.Name == "AddText"));
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}
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[Fact]
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public void ProductionPhaseStartsStreamerBeforeSessionAndTransfersPortalLast()
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{
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