fix(chargen): Campaign CC CC5 re-review residuals R1-R5 + nits — REVIEW-CLOSED
The narrow re-review of fix commits 0c8e1e7d+2d4168f9 found every code fix
oracle-verified but returned NOT CLOSED on five test/doc residuals plus
three nits and a follow-up filing. All fixed:
- R1: the claimed "external-change->user-commit->SetName" regression test
for F1 (the deleted _suppressNextFieldEvent latch) never existed — the
Runtime-layer randomize test doesn't touch the page. Added
CharacterCreationUiControllerTests.SummaryNameField_RealCommitAfter
ExternalRefreshWhileUnfocused_StillReachesSetName: drives Refresh with a
revision bump + changed snapshot.Name while the field is unfocused (the
programmatic SetText path that used to arm the latch), THEN performs a
real user commit (field.SetText + field.Submit(), the actual event path),
asserting SetName receives the player's typed text.
- R2: RetailSkillFormula.CalculateChargenScore and ChargenSkillScoreResolver
had zero direct coverage (the F12(d) test substitutes skillId*10). Added
a Untrained/Trained(+5)/Specialized(+10) theory, the divisor-zero skip
path, and a six-way AttributeId theory (Str=1..Self=6) to
RetailSkillFormulaTests.cs.
- R3: RetailSkillFormula.cs's doc comment claimed "no retail-authored skill
sets MinLevel above Untrained=1" without ever reading the field — ACE's
own SkillBase.cs hedges the same field "// 1-2?". MEASURED (not assumed)
against the installed EoR dat's global SkillTable
(CharacterCreationLiveDatTests.SkillTable_MinLevelDistribution_
NeverExceedsTrained): 23 skills at MinLevel 1, 15 at MinLevel 2, zero
above 2, of 38 priced skills. ACE's hedge was right; the doc comment now
states the measured fact and leans on the structural argument (the gate
holds for Trained/Specialized under any MinLevel in {1,2}) as load-
bearing, not the unverified data claim.
- R4: filed AP-228 — the Summary/Skills skill-row KEY sources from
ItemAppraisalTextFormatter.SkillName's hardcoded English switch, where
retail's own key is DAT-sourced (SkillBase->_name via %hs,
0x0047b90f-0x0047b915) — same divergence class as AP-226 filed the same
round, reversed polarity, also present at CC4's Skills page. Softened
AP-224's "ported exactly, not simplified" claim: it only ever covered the
row's VALUE/template, never its KEY.
- R5: this commit corrects 0c8e1e7d's gate claim. "Release build zero
warnings" was false: a clean `dotnet build -c Release -t:Rebuild` shows
25 pre-existing warnings (18 in tests/AcDream.Core.Tests, 7 in
tests/AcDream.App.Tests — Composition/HostInputCameraCompositionTests.cs,
Composition/WorldRenderCompositionTests.cs,
UI/Layout/OptionsPanelLiveMountProbeTests.cs), none in any file this
campaign or its residual round touched. History is not amended; this is
the correction.
Nits: the ChargenPreviewController ctor doc now also cites
gmCGSummaryPage::Update @0x0047baa0 (the per-heritage re-derive site — 0xc
Olthoi/0xd OlthoiAcid/else — not just the one-shot InitializePage seed) as
the stronger justification for why Rebuild re-derives the zoomed-out eye
per heritage on every change. RuntimeCharacterCreationState's F2 comment
("Finish becoming a permanent no-op") reworded: the same unconditional
_verificationPending = false assignment ran pre-fix too, so Finish was
never blocked — only the response FEEDBACK vanished (no dialog, no created
character, nothing), not the request itself. Filed #404 for
ChargenSkillScoreResolver's own independent SkillTable read alongside
ChargenTableReader's (cleanup follow-up, out of this round's scope).
Ledger: CC5 flipped REVIEW-CLOSED in the campaign plan (dual-lens
architectural PASS-with-items / retail-fidelity FAIL -> F1-F14 fix round
0c8e1e7d -> narrow re-review: all code oracle-verified, residuals R1-R5
test/doc -> this commit; re-reviewer pre-authorized lead diff-check close).
This commit's own sha is recorded by a follow-up ledger-only commit,
matching 2d4168f9's own pattern.
Gates: Release build 0 errors (25 pre-existing warnings, unrelated to this
round — see R5 above); App suite 5257/3 skips (was 5242/3), 0 failed;
Runtime suite 1726/0 (unchanged); the three new/measured tests (R1, R2's
ten cases, R3) all pass individually.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
parent
2d4168f926
commit
356545c530
9 changed files with 277 additions and 13 deletions
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@ -48,11 +48,24 @@ internal static class RetailSkillFormula
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/// typed <c>SkillBase.MinLevel</c> field is the same value cleanly), is
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/// satisfied for both callers of this method (Specialized=3 and
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/// Trained=2 are the only two advancement classes CC5's Summary listbox
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/// still shows — AP-224 — and no retail-authored skill sets
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/// <c>MinLevel</c> above Untrained=1) so it is not reproduced as a
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/// separate branch; a future caller passing <see cref="ChargenSkillAdvancementClass.Untrained"/>
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/// or <see cref="ChargenSkillAdvancementClass.Inactive"/> would need
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/// that gate ported for real.
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/// still shows — AP-224) FOR ANY <c>MinLevel</c> in <c>{1, 2}</c> — that
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/// structural argument, not an assumption about the data, is what makes
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/// omitting the branch safe. CC5 re-review residual round, R3
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/// (2026-08-16), corrects the data claim this comment used to make in
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/// place of that argument ("no retail-authored skill sets MinLevel
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/// above Untrained=1"): ACE's own <c>SkillBase.cs</c> annotates the
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/// identical field <c>// 1-2?</c>, a hedge this port never checked.
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/// MEASURED against the installed EoR dat's global SkillTable
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/// (<see cref="AcDream.App.Tests.UI.Layout.CharacterCreationLiveDatTests.SkillTable_MinLevelDistribution_NeverExceedsTrained"/>):
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/// of the 38 priced skills, 23 carry <c>MinLevel == 1</c> and 15 carry
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/// <c>MinLevel == 2</c> — ACE's hedge was correct (real 2s exist), and
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/// no skill in the installed table exceeds 2, so the gate stays
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/// satisfied — but the ORIGINAL claim ("no skill sets MinLevel above
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/// Untrained=1") was false as written, unrelated to whether omitting
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/// the branch happens to still be safe. A future caller passing
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/// <see cref="ChargenSkillAdvancementClass.Untrained"/> or
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/// <see cref="ChargenSkillAdvancementClass.Inactive"/> would need that
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/// gate ported for real regardless of MinLevel's observed range.
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/// </summary>
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public static uint CalculateChargenScore(
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SkillBase skillBase,
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@ -204,9 +204,20 @@ internal sealed class ChargenPreviewController :
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/// eye literal <c>(0, -2.5, 0.95)</c> at <c>~0x0047bd14-0x0047bd44</c> —
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/// exactly <see cref="ChargenPreviewCamera.ResolveZoomedOutEye"/>'s
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/// default-heritage value, NOT the zoomed-in one this controller used
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/// before the fix). Summary has no zoom buttons at all (retail's own
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/// viewport there is fixed-framing), so this is a permanent camera
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/// profile for the controller's whole lifetime, not a toggle.</param>
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/// before the fix). CC5 re-review residual round, nit 1 (2026-08-16):
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/// <c>InitializePage</c> alone only justifies the ONE-TIME seed below —
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/// the STRONGER citation for why <see cref="Rebuild"/> re-derives this
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/// same eye PER HERITAGE on every heritage/gender change (not just
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/// once) is <c>gmCGSummaryPage::Update @ 0x0047baa0</c>, which re-sets
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/// the camera on every update using the identical per-heritage mapping
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/// <see cref="ChargenPreviewCamera.ResolveZoomedOutEye"/> already
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/// implements (<c>0xc</c> Olthoi → <c>(0, -3.8, 1.15)</c>, <c>0xd</c>
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/// OlthoiAcid → <c>(0, -5.7, 1.65)</c>, else → <c>(0, -2.5, 0.95)</c>) —
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/// confirming the per-heritage re-derive below is retail-correct, not
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/// an acdream-only elaboration on a one-shot init value. Summary has no
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/// zoom buttons at all (retail's own viewport there is fixed-framing),
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/// so this is a permanent camera profile for the controller's whole
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/// lifetime, not a toggle.</param>
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public ChargenPreviewController(
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IChargenPreviewRenderer renderer,
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ChargenPreviewCamera camera,
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@ -1870,8 +1870,17 @@ public sealed class RuntimeCharacterCreationState : IDisposable
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// Concrete effect: ACE's disabled-Olthoi Pending rejection
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// (CharacterHandler.CharacterCreateEx's olthoi_play_disabled
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// branch) now surfaces a visible dialog instead of silently
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// resetting verification state with Finish becoming a
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// permanent no-op.
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// resetting verification state. CC5 re-review residual
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// round, nit 2 (2026-08-16): "Finish becoming a permanent
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// no-op" overstated the old symptom — this same
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// unconditional `_verificationPending = false` assignment
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// above ALSO ran pre-fix, so Finish was never blocked and
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// each click still sent a fresh CharacterCreate request.
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// What actually vanished was the FEEDBACK: every response
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// produced no player-visible outcome at all (no dialog, no
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// created character, nothing), so repeated Finish clicks
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// looked identical to doing nothing, even though each one
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// was a real round trip to ACE.
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string reason = response.AsCode.ToString();
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_lastRejection = new RuntimeCharacterCreationRejection(
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response.RawCode,
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