feat(runtime): FA4 -- fellowship roster enumeration + Social selection source
IRuntimeFellowshipView.GetMembers() gives the fellowship panel a way to enumerate the whole roster (TryGetMember alone needs the guid first, which a UI roster build doesn't have yet). Implemented on RuntimeFellowshipState.FellowshipView as a materialized snapshot under the same lock every other read there uses. SelectionChangeSource.Social covers a fellowship-roster row click (gmFellowshipUI's list-selection arm calls the same ACCWeenieObject::SetSelectedObject primitive every other selection origin uses -- lane B docs/research/2026-08-11-fa-panel-structure.md §6.2/§2.8). Runtime tests: +4 (RuntimeFellowshipStateTests.GetMembers_*). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@ -18,6 +18,12 @@ public enum SelectionChangeSource
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// ACCWeenieObject::SetSelectedObject primitive as every other origin
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// (VendorSellUI::AddItemToSell, pc:203558), never a vendor-local one.
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Vendor,
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// Campaign FA slice FA4: a fellowship-roster row click. Retail's
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// gmFellowshipUI::ListenToElementMessage list-selection arm
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// (docs/research/2026-08-11-fa-panel-structure.md §6.2/§2.8) calls
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// ACCWeenieObject::SetSelectedObject on the SAME global primitive —
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// clicking a fellow in the panel selects them in the world too.
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Social,
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}
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public enum SelectionChangeReason
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@ -154,6 +154,18 @@ public interface IRuntimeFellowshipView
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RuntimeFellowshipSnapshot Snapshot { get; }
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bool TryGetMember(uint guid, out RuntimeFellowMemberSnapshot member);
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/// <summary>
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/// Campaign FA slice FA4: the complete member roster, for the
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/// fellowship page's row-per-fellow list. <see cref="TryGetMember"/>
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/// alone cannot build a roster — it needs the guid first. Order is
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/// insertion order (the last <c>0x02BE FellowshipFullUpdate</c>'s
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/// wire order, then whatever order incremental <c>0x02C0</c> upserts
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/// added new members) — retail's own hash-table iteration order is not
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/// a stable contract either (lane B §3.9), so no ordering guarantee
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/// beyond "stable across repeated calls between mutations" is made.
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/// </summary>
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IEnumerable<RuntimeFellowMemberSnapshot> GetMembers();
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}
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public readonly record struct RuntimeAllegianceMemberSnapshot(
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@ -406,6 +406,24 @@ public sealed class RuntimeFellowshipState : IDisposable
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}
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}
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/// <summary>
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/// Campaign FA slice FA4: snapshots the whole roster under the same
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/// lock every other read here uses. Returns a materialized array
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/// (not a lazy iterator over live state) so the caller can walk it
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/// after the lock releases without racing a concurrent mutation.
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/// </summary>
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public IEnumerable<RuntimeFellowMemberSnapshot> GetMembers()
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{
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lock (owner._gate)
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{
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var result = new RuntimeFellowMemberSnapshot[owner._members.Count];
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int i = 0;
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foreach (GameEvents.FellowMember raw in owner._members.Values)
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result[i++] = ToSnapshot(raw);
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return result;
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}
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}
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private static RuntimeFellowMemberSnapshot ToSnapshot(
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GameEvents.FellowMember raw) =>
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new(
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