feat(runtime): FA2 -- RuntimeFellowshipState + RuntimeAllegianceState sibling J-owners
Two new sibling Runtime owners under GameRuntime per the Slice-J pattern (D2): RuntimeFellowshipState is session-scoped (a new RuntimeGenerationResetStage.Fellowship clears it at every generation reset, matching the ExternalContainer precedent); RuntimeAllegianceState survives reconnect behind a HasServerSeed-style one-way latch and participates in NO reset stage (its data persists like a real disconnect does not sever allegiance membership). Fellowship: full-update REPLACE, incremental-fellow UPSERT, self-vs- other quit/dismiss removal (self clears the whole snapshot), disband clear, and retail's leader hand-off rule for the Quit button (RequiresLeaderHandoffBeforeQuit -- the current leader quitting WITHOUT disbanding must send 0x0290 AssignNewLeader before 0x00A3, lane B §2.5/§3.6). Allegiance: seeded by AllegianceUpdate (0x0020, always self) and, self-gated on TargetGuid == playerGuid(), by AllegianceInfoResponse (0x027C); wraps the FA1-assembled flat AllegianceMemberRecord list directly (AllegianceTree was deleted at FA1 -- nothing left to wrap). Both apply the full 8-edit J-owner template: construction + fault points + Owner/View properties + CaptureOwnership + a new GameRuntimeTeardownStage pair (FellowshipDisposed/AllegianceDisposed, stage count 11->13) + RuntimeGameplayOwnershipSnapshot inclusion + RuntimeStateCheckpoint/trace fields. IRuntimeFellowshipCommands/ IRuntimeAllegianceCommands added to IGameRuntimeCommands and implemented on DirectGameRuntimeCommandAdapter. No IRuntimeEventObserver member added (D2) -- consumers poll Snapshot.Revision. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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19 changed files with 1949 additions and 35 deletions
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@ -199,6 +199,50 @@ public sealed class RuntimeGenerationResetTests
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Assert.False(runtime.GenerationReset.CaptureSnapshot().IsActive);
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}
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[Fact]
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public void FellowshipClearsAtResetButAllegianceSurvivesReconnect()
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{
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// Campaign FA slice FA2 (2026-08-12), D2: fellowship is
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// session-scoped (cleared at every generation reset, matching the
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// ExternalContainer precedent); allegiance is NOT a reset stage at
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// all — it survives reconnect exactly like a real disconnect does
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// not sever your character's allegiance membership.
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using var runtime = Create();
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runtime.PlayerIdentity.ServerGuid = 0x50000001u;
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runtime.FellowshipOwner.ApplyFullUpdate(new GameEvents.FellowshipFullUpdate(
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[new GameEvents.FellowMember(
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0x50000001u, 0u, 0u, 1u, 100u, 100u, 100u, 100u, 100u, 100u, 0u, "Self")],
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"The Fellows",
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LeaderGuid: 0x50000001u,
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ShareXp: true,
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EvenXpSplit: false,
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OpenFellow: true,
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Locked: false,
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Departed: []));
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runtime.AllegianceOwner.ApplyUpdate(new ClientCommandResponses.AllegianceUpdate(
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Rank: 2u,
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TotalMembers: 1u,
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TotalVassals: 0u,
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RecordCount: 1,
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AllegianceName: "The Order",
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Monarch: new ClientCommandResponses.AllegianceMemberRecord(
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0x50000001u, 0u, true, "Self"),
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Records: []));
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Assert.True(runtime.Fellowship.Snapshot.IsInFellowship);
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Assert.True(runtime.Allegiance.Snapshot.HasProfile);
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var host = new RecordingResetHost(runtime);
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runtime.ResetGeneration(new RuntimeGenerationToken(3), host);
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Assert.False(runtime.Fellowship.Snapshot.IsInFellowship);
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Assert.Equal(0, runtime.Fellowship.Snapshot.MemberCount);
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// Allegiance is untouched by the reset — the data survives.
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Assert.True(runtime.Allegiance.Snapshot.HasProfile);
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Assert.True(runtime.AllegianceOwner.HasServerSeed);
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Assert.Equal("The Order", runtime.Allegiance.Snapshot.AllegianceName);
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}
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private static GameRuntime Create()
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{
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var operations = new Operations();
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