fix(runtime): Campaign CC slice CC3 review-fix round — F1-F16
Opus dual-lens review of CC3's RuntimeCharacterCreationState passed on retail fidelity but failed the controller integration: the post-create log-straight-in indexed the CACHED wire CharacterList, which ACE never resends after a create (it only appends server-side and replies Ok) — with zero pre-existing characters this throws, with N it can silently enter the WRONG character. The same stale-index problem corrupted every pre-existing character's delete slot on roster re-sort. Fixes all four blocking findings plus a credit-gate correctness bug (retail warns and lets the user confirm through unspent credits; it does not force a full spend) and eight lower-severity findings from the same review round. F1 (blocking): WorldSession gained a guid-based EnterWorld(uint,string, TimeSpan?) overload sharing EnterWorldCore with the index-based one; ILiveSessionOperations gained a default EnterWorldByGuid method. LiveSessionController factored EnterSelectedCore/the new EnterCreatedCharacterCore through a shared EnterHighlightedCore so the post-create enter sends by the exact guid the 0xF643 Ok reply carried, never by a roster index. F2 (blocking): RuntimeCharacterSelectionState gained a real AppendCreatedCharacter primitive that preserves every existing entry's ActiveIndex (a wire contract — SendDeleteCharacter sends it as the CharacterSet slot) and assigns the new entry's from the pre-create wire roster count, instead of round-tripping the post-create roster through ApplyRoster's name-sort-and-renumber. F3 (blocking): retail's DoFinish(this, arg2) gate is "arg2 != 0 && remainingAtrbCredits > 0" — the ordinary click warns and refuses, but the warning dialog's own confirm re-invokes DoFinish(this, 0), which sends anyway with credits unspent (ACE accepts this). TryBeginFinish/Finish gained a confirmedUnspentCredits parameter; the plan doc's "retail FORCES full spend" line is corrected in the same commit. F4 (blocking): a stale out-of-range template index surviving a heritage switch to a heritage with fewer templates now clears to TemplateUnset, matching ConstrainAllByHeritage's clamp. F5/F9/F10: three register-row/doc citation corrections (AP-207's real FitTemplateToCharacter call sites — a fourth one the original filing also missed; the Slot field's real retail assignment source; AP-209's classID branch table for Olthoi/OlthoiAcid). F6: ApplyCreationResponse no longer publishes from inside the owner lock. F7: two new tests pin BalanceAttributes' persistent donor cursor (successive-overspend advance, Self-to-Strength wrap). F8: ResetSkillLevels' doc corrected to retail's real both-costs->=0 gate. F11: the integration test fixture captures guid-based enter calls and uses two pre-existing characters whose wire order differs from alphabetical order, so the roster assertion actually exercises F2 instead of coinciding with it by accident. F12: filed register row AP-211 for the client-side RosterFull slot-cap refusal (no retail DoFinish-layer counterpart). F13: narrowed Finish's bare catch to InvalidOperationException/SocketException and bound _scope to a local. F15: RandomizeStartAreaLocked leaves the start area unchanged on an empty list instead of forcing -1, matching retail. Runtime 1706/0 (was 1701), Core.Net unchanged at 994/0, full solution Release build green. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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9 changed files with 578 additions and 68 deletions
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@ -1149,12 +1149,54 @@ public sealed class WorldSession : IDisposable
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{
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if (Characters is null || Characters.Characters.Count == 0)
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throw new InvalidOperationException("Connect() must complete with a non-empty CharacterList");
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var deadline = DateTime.UtcNow + (timeout ?? TimeSpan.FromSeconds(10));
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EnterWorldSelection selection = SelectCharacterForEnterWorld(
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Characters,
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characterIndex);
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CharacterList.Character chosen = selection.Character;
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_activeCharacterId = chosen.Id;
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EnterWorldCore(selection.Character.Id, selection.EnterWorldBody, timeout);
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}
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/// <summary>
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/// Send CharacterEnterWorldRequest and CharacterEnterWorld for the exact
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/// (guid, accountName) identity the caller supplies, bypassing the
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/// cached <see cref="Characters"/> roster entirely. Campaign CC slice
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/// CC3 review-fix round (F1): the index-based overload above assumes
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/// <paramref name="characterIndex"/> refers to a slot in
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/// <see cref="Characters"/> — true for ordinary character-select entry,
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/// but FALSE immediately after a character create. ACE never resends
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/// <see cref="CharacterList"/> post-create (it only appends server-side
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/// and replies with the <c>0xF643</c> Ok identity —
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/// <c>references/ACE/Source/ACE.Server/Network/Handlers/CharacterHandler.cs:170-172</c>),
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/// so entering the newly created character by a re-derived index can
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/// throw (zero pre-existing characters) or silently enter the WRONG
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/// character (N pre-existing characters, since the caller's display
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/// order need not match the wire order). Retail's own
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/// <c>CPlayerSystem::LogOnCharacter(gid)</c> is itself guid-based, so
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/// this is a more direct port of the same entry point — not a
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/// deviation from retail — for the one caller (enter-straight-in after
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/// create) that has an exact identity in hand and no reliable index.
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///
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/// <para>
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/// Retail's own fallback when the freshly created name never appears in
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/// its per-frame roster poll (<c>gmCharGenMainUI::Update @
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/// 0x004E8460</c>) bounces the UI back to character management
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/// (<c>QueueUIMode(0x1000000a) @ 0x004E85D7</c>). acdream has no
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/// analogous fallback here because this entry point is driven directly
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/// by the identity carried on the SAME reply that confirms the create
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/// succeeded — there is no polling step that could fail to find the
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/// name, so there is nothing for a fallback to catch.
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/// </para>
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/// </summary>
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public void EnterWorld(uint characterGuid, string accountName, TimeSpan? timeout = null)
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{
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ArgumentNullException.ThrowIfNull(accountName);
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byte[] enterWorldBody = CharacterEnterWorld.BuildEnterWorldBody(characterGuid, accountName);
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EnterWorldCore(characterGuid, enterWorldBody, timeout);
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}
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private void EnterWorldCore(uint characterGuid, byte[] enterWorldBody, TimeSpan? timeout)
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{
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var deadline = DateTime.UtcNow + (timeout ?? TimeSpan.FromSeconds(10));
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_activeCharacterId = characterGuid;
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Transition(State.EnteringWorld);
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SendGameMessage(CharacterEnterWorld.BuildEnterWorldRequestBody());
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@ -1220,7 +1262,7 @@ public sealed class WorldSession : IDisposable
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// CPlayerSystem::LogOnCharacter @ 0x0055F890 passes the account
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// populated by CharacterSet::UnPack, not the spelling supplied to the
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// login form. ACE validates this canonical account value.
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SendGameMessage(selection.EnterWorldBody);
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SendGameMessage(enterWorldBody);
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// LoginComplete is emitted by the host only after the accepted local
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// Create has completed its canonical first placement. Sending it at
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@ -446,9 +446,17 @@ public interface IRuntimeCharacterCreationCommands
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/// <summary>Retail's Finish button (<c>gmCharGenMainUI::DoFinish @
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/// 0x004E9170</c>). On acceptance the request is already on the wire;
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/// the Ok/rejection reply arrives asynchronously as a status delta —
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/// see <see cref="Session.RuntimeCharacterCreationState"/>.</summary>
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/// see <see cref="Session.RuntimeCharacterCreationState"/>.
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/// <paramref name="confirmUnspentCredits"/> is retail's <c>arg2 == 0</c>
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/// — the credit-warning dialog's own confirm click — skipping the
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/// unspent-attribute-credits gate; the ordinary caller passes
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/// <c>false</c> (retail's <c>arg2 = 1</c> button click), which shows
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/// that warning instead of sending when credits remain. See
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/// <see cref="Session.RuntimeCharacterCreationState.TryBeginFinish"/>'s
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/// doc comment for the full citation.</summary>
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RuntimeCommandResult Finish(
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RuntimeGenerationToken expectedGeneration);
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RuntimeGenerationToken expectedGeneration,
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bool confirmUnspentCredits = false);
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RuntimeCommandResult AcknowledgeRejection(
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RuntimeGenerationToken expectedGeneration);
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@ -202,6 +202,21 @@ public interface ILiveSessionOperations
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void StartCharacterSelectionReceive(WorldSession session) =>
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session.StartCharacterSelectionReceive();
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void EnterWorld(WorldSession session, int activeCharacterIndex);
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/// <summary>
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/// Campaign CC slice CC3 review-fix round (F1): mirrors
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/// <see cref="EnterWorld(WorldSession,int)"/> but enters by the exact
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/// guid the <c>0xF643</c> Ok reply carried, bypassing the (by-design
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/// post-create-stale) cached roster — see
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/// <see cref="WorldSession.EnterWorld(uint,string,TimeSpan?)"/>'s doc
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/// comment for the full retail citation.
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/// </summary>
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void EnterWorldByGuid(
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WorldSession session,
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uint characterGuid,
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string accountName) =>
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session.EnterWorld(characterGuid, accountName);
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void DeleteCharacter(
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WorldSession session,
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string accountName,
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@ -1118,7 +1133,33 @@ public sealed class LiveSessionController
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}
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}
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private RuntimeCommandResult EnterSelectedCore()
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private RuntimeCommandResult EnterSelectedCore() =>
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EnterHighlightedCore(static (operations, session, character, _) =>
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operations.EnterWorld(session, character.ActiveIndex));
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/// <summary>
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/// Campaign CC slice CC3 review-fix round (F1): the log-straight-in
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/// half of <see cref="HandleCharacterCreationResponse"/> — identical
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/// transaction shape to <see cref="EnterSelectedCore"/>, but sends the
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/// EnterWorld wire request by the exact created guid rather than by a
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/// roster index (see <see cref="ILiveSessionOperations.EnterWorldByGuid"/>).
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/// </summary>
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private RuntimeCommandResult EnterCreatedCharacterCore(
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RuntimeCharacterCreationIdentity identity) =>
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EnterHighlightedCore((operations, session, _, accountName) =>
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operations.EnterWorldByGuid(session, identity.Guid, accountName));
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/// <summary>
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/// Shared transaction for "the highlighted character is about to enter
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/// the world": select it, send the caller-supplied EnterWorld wire
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/// request, activate commands, and publish the entered-world state.
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/// <paramref name="sendEnterWorld"/> is the only thing that differs
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/// between the ordinary index-based selection flow
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/// (<see cref="EnterSelectedCore"/>) and the post-create guid-based flow
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/// (<see cref="EnterCreatedCharacterCore"/>).
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/// </summary>
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private RuntimeCommandResult EnterHighlightedCore(
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Action<ILiveSessionOperations, WorldSession, RuntimeCharacterSelectionEntry, string> sendEnterWorld)
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{
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SessionScope scope = _scope!;
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ulong generation = _generation;
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@ -1141,7 +1182,7 @@ public sealed class LiveSessionController
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if (!IsCurrent(scope, generation))
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return CharacterSelectionResult(RuntimeCommandStatus.Inactive);
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_operations.EnterWorld(scope.Session, character.ActiveIndex);
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sendEnterWorld(_operations, scope.Session, character, snapshot.AccountName);
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if (!IsCurrent(scope, generation))
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return CharacterSelectionResult(RuntimeCommandStatus.Inactive);
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@ -1231,11 +1272,36 @@ public sealed class LiveSessionController
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/// (we already have the exact created guid/name from the SAME reply
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/// that triggered the roster append, so there is no need to re-scan for
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/// it the way retail's per-frame poll does — an equivalent, not a
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/// divergent, substitution). Reuses <see cref="RuntimeCharacterSelectionState.ApplyRoster"/>
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/// for the append (there is no single-entry append primitive to
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/// duplicate) and <see cref="EnterSelectedCore"/> for the log-straight-in
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/// (no second enter route). A non-Ok reply only needs the state-machine
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/// update already performed by <see cref="RuntimeCharacterCreationState.ApplyCreationResponse"/>
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/// divergent, substitution).
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///
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/// <para>
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/// Campaign CC slice CC3 review-fix round (F1/F2): the roster append no
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/// longer round-trips through <see cref="RuntimeCharacterSelectionState.ApplyRoster"/>
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/// — that re-derives EVERY entry's <c>ActiveIndex</c> from display
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/// (name-sorted) order, and <c>ActiveIndex</c> is a wire contract
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/// (<c>SendDeleteCharacter</c> sends it as the CharacterSet slot; ACE
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/// indexes <c>session.Characters[(int)characterSlot]</c> —
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/// <c>references/ACE/Source/ACE.Server/Network/Handlers/CharacterHandler.cs:297</c>),
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/// so a full re-sort would silently retarget every PRE-EXISTING
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/// character's delete slot to its alphabetical rank. Instead
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/// <see cref="RuntimeCharacterSelectionState.AppendCreatedCharacter"/>
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/// preserves every existing entry's <c>ActiveIndex</c> and assigns the
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/// new entry's from the wire count BEFORE this create (ACE appends to
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/// <c>session.Characters</c>, so the new character's slot equals that
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/// pre-create count, 0-based) — read from the cached wire list
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/// (<see cref="ILiveSessionOperations.GetCharacters"/>), the SAME source
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/// the ordinary index-enter path reads, not the sorted display mirror.
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/// The subsequent log-straight-in also no longer goes through
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/// <see cref="EnterSelectedCore"/>'s roster-index EnterWorld send — that
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/// cached wire list is BY DESIGN stale for the just-created character
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/// (ACE never resends CharacterList post-create), so it uses
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/// <see cref="EnterCreatedCharacterCore"/>'s guid-based send instead
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/// (see that method's and <see cref="ILiveSessionOperations.EnterWorldByGuid"/>'s
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/// doc comments).
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/// </para>
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///
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/// A non-Ok reply only needs the state-machine update already performed
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/// by <see cref="RuntimeCharacterCreationState.ApplyCreationResponse"/>
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/// — no roster/enter side effects.
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/// </summary>
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private void HandleCharacterCreationResponse(
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@ -1265,7 +1331,19 @@ public sealed class LiveSessionController
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before.AccountName,
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before.SlotCount,
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entries);
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CharacterSelectionState.ApplyRoster(report);
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// F2: the new character's wire slot is the pre-create count of the
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// cached wire roster (ACE appends; that cached list is stale for
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// THIS character by design, but its COUNT is still exactly the
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// 0-based slot ACE assigned). Falls back to the display roster
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// count only if the cached wire list is unexpectedly unavailable.
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int wireIndex =
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_operations.GetCharacters(scope.Session)?.Characters.Count
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?? before.RosterCount;
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CharacterSelectionState.AppendCreatedCharacter(
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identity.Guid,
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identity.Name,
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wireIndex);
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scope.Host.ReportRoster(report);
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if (!IsCurrent(scope, generation))
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return;
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// running inside Tick()'s top-level operation (this handler fires
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// synchronously from _operations.Tick's inbound processing), exactly
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// the same calling convention StartCore's own inline enter uses.
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_ = EnterSelectedCore();
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_ = EnterCreatedCharacterCore(identity);
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}
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public RuntimeCommandResult SelectHeritage(
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@ -1463,17 +1541,25 @@ public sealed class LiveSessionController
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}
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/// <summary>
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/// Ports <c>gmCharGenMainUI::DoFinish @ 0x004E9170</c>'s send half: the
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/// local gates live in <see cref="RuntimeCharacterCreationState.TryBeginFinish"/>;
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/// this method supplies the roster/slot-cap inputs from
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/// Ports <c>gmCharGenMainUI::DoFinish(this, arg2) @ 0x004E9170</c>'s
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/// send half: the local gates live in
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/// <see cref="RuntimeCharacterCreationState.TryBeginFinish"/>; this
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/// method supplies the roster/slot-cap inputs from
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/// <see cref="CharacterSelectionState"/> and, on acceptance, sends the
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/// wire request via <c>Proto_UI::SendCharGenResult</c>'s port
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/// (<see cref="ILiveSessionOperations.CreateCharacter"/>). A transport
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/// failure resets the verification latch the same way an unsolicited
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/// Undef/Pending reply does (<see cref="RuntimeCharacterCreationState.ApplyCreationResponse"/>)
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/// (<see cref="ILiveSessionOperations.CreateCharacter"/>).
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/// <paramref name="confirmUnspentCredits"/> is retail's <c>arg2 == 0</c>
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/// case — see <see cref="RuntimeCharacterCreationState.TryBeginFinish"/>'s
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/// doc comment for the full credit-warning-dialog citation; the ordinary
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/// caller passes <c>false</c> (retail's <c>arg2 = 1</c> button click). A
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/// transport failure resets the verification latch the same way an
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/// unsolicited Undef/Pending reply does
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/// (<see cref="RuntimeCharacterCreationState.ApplyCreationResponse"/>)
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/// rather than leaving it stuck Pending forever.
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/// </summary>
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public RuntimeCommandResult Finish(RuntimeGenerationToken expectedGeneration)
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public RuntimeCommandResult Finish(
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RuntimeGenerationToken expectedGeneration,
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bool confirmUnspentCredits = false)
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{
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lock (_gate)
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{
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@ -1481,13 +1567,15 @@ public sealed class LiveSessionController
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if (gate != RuntimeCommandStatus.Accepted)
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return CharacterCreationResult(gate);
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SessionScope scope = _scope!;
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RuntimeCharacterSelectionSnapshot selection = CharacterSelectionState.Snapshot;
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if (!CharacterCreationState.TryBeginFinish(
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selection.RosterCount,
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selection.SlotCount,
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out CharacterCreate.Request request,
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out uint[] skillAdvancementClasses,
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out _))
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out _,
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confirmUnspentCredits))
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{
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return CharacterCreationResult(RuntimeCommandStatus.Rejected);
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}
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@ -1495,13 +1583,22 @@ public sealed class LiveSessionController
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try
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{
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_operations.CreateCharacter(
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_scope!.Session,
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scope.Session,
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selection.AccountName,
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request,
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skillAdvancementClasses);
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return CharacterCreationResult(RuntimeCommandStatus.Accepted);
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}
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catch
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// F13: narrowed to what SendCharacterCreation's send path
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// actually throws — WorldSession.SendGameMessage's own
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// InvalidOperationException (transport not yet negotiated) and
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// whatever the underlying UDP send raises (SocketException).
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// Anything else is a genuine bug, not a transport hiccup, and
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// should propagate rather than being silently swallowed into a
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// rejection.
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catch (Exception error) when (
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error is InvalidOperationException
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or System.Net.Sockets.SocketException)
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{
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CharacterCreationState.ApplyCreationResponse(
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new CharGenVerificationResponse.Parsed(
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@ -506,6 +506,20 @@ public sealed class RuntimeCharacterCreationState : IDisposable
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/// row's six attributes verbatim and re-derives the skill array (baseline
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/// reset, then the row's Normal skills trained and Primary skills
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/// specialized).
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///
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/// <para>
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/// Campaign CC slice CC3 review-fix round (F4): when the currently
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/// selected <see cref="_template"/> index is out of range for THIS
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/// heritage's template list (a heritage switch left a stale index from
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/// a previous, richer heritage), this clears it to
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/// <see cref="RuntimeCharacterCreationSnapshot.TemplateUnset"/> instead
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/// of merely returning — mirroring the clamp
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/// <c>CharGenState::ConstrainAllByHeritage @ 0x005C65CC</c> performs
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/// right after <c>ApplyTemplate</c> in <c>SetHeritageGroup</c>
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/// (<c>if (template_ >= count) template_ = 0xffffffff;</c>). Without
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/// this, the stale out-of-range index would survive unchanged and reach
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/// the wire via <see cref="BuildRequestLocked"/>.
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/// </para>
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/// </summary>
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private void ApplyTemplateLocked(ChargenHeritageOptions heritage)
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{
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@ -519,7 +533,10 @@ public sealed class RuntimeCharacterCreationState : IDisposable
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if (_heritageId == 0 || _genderKey == 0 || _template == RuntimeCharacterCreationSnapshot.TemplateUnset)
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return;
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if (_template >= (uint)heritage.Templates.Count)
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{
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_template = RuntimeCharacterCreationSnapshot.TemplateUnset;
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return;
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}
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ChargenTemplate row = heritage.Templates[(int)_template];
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_attributes = row.Attributes;
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@ -580,13 +597,34 @@ public sealed class RuntimeCharacterCreationState : IDisposable
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/// <summary>
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/// Ports <c>CharGenState::ResetSkillLevels @ 0x005C43B0</c>'s baseline
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/// derivation: resets the credit counter to the full budget, then for
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/// every skill id costable in EITHER tier picks the state that costs
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/// nothing yet — TrainedCost>0 → Untrained (must be paid for);
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/// TrainedCost==0 && SpecializedCost<=0 → Specialized (free and
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/// pre-specialized, e.g. an innate skill); TrainedCost==0 &&
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/// SpecializedCost>0 → Trained (free to train, costs to specialize). A
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/// skill uncostable in both tiers is left untouched (stays Inactive on a
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/// fresh set).
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/// every skill id classifies TrainedCost>0 → Untrained (must be paid
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/// for); TrainedCost==0 && SpecializedCost<=0 → Specialized
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/// (free and pre-specialized, e.g. an innate skill); TrainedCost==0
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/// && SpecializedCost>0 → Trained (free to train, costs to
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/// specialize). A skill uncostable in both tiers is left untouched
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/// (stays Inactive on a fresh set).
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///
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/// <para>
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/// Campaign CC slice CC3 review-fix round (F8): retail's real gate at
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/// <c>0x005C4487</c> is <c>if (trainedCost >= 0 &&
|
||||
/// specializedCost >= 0)</c> — BOTH tiers non-negative, not "either
|
||||
/// tier costable" as this comment previously said. This port's
|
||||
/// <see cref="TryGetSkillCost"/> instead gates on DICTIONARY PRESENCE
|
||||
/// (found in the heritage's own list or the global SkillTable), which
|
||||
/// is equivalent ONLY because of a CC1-established, installed-DAT-gated
|
||||
/// invariant: costs are stored VERBATIM (never filtered), and for every
|
||||
/// entry the reader ever produces, both <c>NormalCost</c> and
|
||||
/// <c>PrimaryCost</c> are non-negative
|
||||
/// (<c>ChargenTableReaderInstalledDatTests</c>'s
|
||||
/// <c>NormalCost >= 0</c>/<c>PrimaryCost >= 0</c> assertions); a
|
||||
/// skill uncostable in either tier is simply ABSENT from both the
|
||||
/// heritage and global dictionaries in the installed DAT (retail's -1
|
||||
/// case), not present with a negative value. If that installed-DAT
|
||||
/// shape ever changed (a partially-negative entry, one tier <0 and
|
||||
/// the other >=0), this dictionary-presence gate would diverge from
|
||||
/// retail's real per-value check — the regression test above is what
|
||||
/// would catch that drift.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
private void ResetSkillLevelsLocked(ChargenHeritageOptions heritage)
|
||||
{
|
||||
|
|
@ -644,14 +682,17 @@ public sealed class RuntimeCharacterCreationState : IDisposable
|
|||
/// picks a uniformly random entry from the heritage's
|
||||
/// <c>PrimaryStartAreaIndices</c> (never <c>SecondaryStartAreaIndices</c>)
|
||||
/// and adopts it as the default starting area, bounds-checked against
|
||||
/// the shared starter-area list.</summary>
|
||||
/// the shared starter-area list. Campaign CC slice CC3 review-fix round
|
||||
/// (F15): retail (<c>0x005C5A0A</c>, the <c>if (var_9c > 0)</c>
|
||||
/// guard) touches <c>startArea</c> ONLY inside that branch — an empty
|
||||
/// <c>PrimaryStartAreaIndices</c> leaves the field COMPLETELY
|
||||
/// UNTOUCHED, not reset to <c>-1</c>. Unreachable through the installed
|
||||
/// DAT (every heritage ships a non-empty primary list), but aligned
|
||||
/// here for exactness.</summary>
|
||||
private void RandomizeStartAreaLocked(ChargenHeritageOptions heritage)
|
||||
{
|
||||
if (heritage.PrimaryStartAreaIndices.Count == 0)
|
||||
{
|
||||
_startArea = -1;
|
||||
return;
|
||||
}
|
||||
int candidate = heritage.PrimaryStartAreaIndices[
|
||||
_random.Next(heritage.PrimaryStartAreaIndices.Count)];
|
||||
_startArea = candidate >= 0 && candidate < _options.StarterAreas.Count
|
||||
|
|
@ -1097,13 +1138,22 @@ public sealed class RuntimeCharacterCreationState : IDisposable
|
|||
return true;
|
||||
}
|
||||
|
||||
/// <summary>The CharacterSet slot this create targets. Retail resets
|
||||
/// this to <c>0xFFFFFFFF</c> on every rejection
|
||||
/// (<c>Handle_CharGenVerificationResponse</c>'s case 3/4/5/6/7) and the
|
||||
/// decomp does not show which caller assigns a real value before the
|
||||
/// first Finish — ACE itself never reads the field
|
||||
/// (<c>PlayerFactory.cs:154</c>, commented out), so 0 is a safe
|
||||
/// placeholder until a slot-aware caller (CC4/CC7) sets one.</summary>
|
||||
/// <summary>The CharacterSet slot this create targets. Retail DOES
|
||||
/// assign it — but only as a side effect of char-select, not chargen:
|
||||
/// <c>gmCharacterManagementUI::SelectCharacter @ 0x004EC160</c> calls
|
||||
/// <c>CharGenState::SetSlot(CharacterSet::GetSlot(...)) @
|
||||
/// 0x004EC22A</c> with the slot of whichever EXISTING character the
|
||||
/// player last clicked in the character-select list, reset to
|
||||
/// <c>0xFFFFFFFF</c> on entering chargen (<c>0x004EC074</c>,
|
||||
/// <c>0x0055EA9A</c>) and again on every rejection
|
||||
/// (<c>Handle_CharGenVerificationResponse</c>'s case 3/4/5/6/7). The
|
||||
/// value retail actually sends on Finish is therefore semantically
|
||||
/// STALE — the last-selected PRE-EXISTING character's own slot, not
|
||||
/// anything about the character being created — and ACE never reads
|
||||
/// the field regardless (<c>PlayerFactory.cs:154</c>, commented out).
|
||||
/// <c>0</c> is a safe placeholder for the same reason it is safe in
|
||||
/// retail: it is exactly as meaningless to ACE as retail's own stale
|
||||
/// value.</summary>
|
||||
internal bool TrySetSlot(uint slot)
|
||||
{
|
||||
lock (_gate)
|
||||
|
|
@ -1120,10 +1170,25 @@ public sealed class RuntimeCharacterCreationState : IDisposable
|
|||
// ── Finish / response ───────────────────────────────────────────────
|
||||
|
||||
/// <summary>
|
||||
/// Ports <c>gmCharGenMainUI::DoFinish @ 0x004E9170</c>'s complete gate
|
||||
/// sequence: trim+commit the name (empty → refuse), require
|
||||
/// <c>remainingAtrbCredits == 0</c> (retail forces a full attribute
|
||||
/// spend), require <see cref="RuntimeCharacterCreationSnapshot.VerificationPending"/>
|
||||
/// Ports <c>gmCharGenMainUI::DoFinish(this, arg2) @ 0x004E9170</c>'s
|
||||
/// complete gate sequence: trim+commit the name (empty → refuse), then
|
||||
/// — ONLY when <paramref name="confirmedUnspentCredits"/> is false,
|
||||
/// mirroring retail's <c>arg2 != 0</c> half of
|
||||
/// <c>arg2 != 0 && remainingAtrbCredits > 0</c> — require
|
||||
/// <c>remainingAtrbCredits == 0</c>. Retail does NOT force a full
|
||||
/// attribute spend: the ordinary Finish-button click passes
|
||||
/// <c>arg2 = 1</c> (<c>0x004E9579</c>) and, on unspent credits, shows a
|
||||
/// WARNING dialog and returns WITHOUT sending
|
||||
/// (<c>MakeCreditWarningDialog @ 0x004E91F6</c>); that dialog's own
|
||||
/// confirm handler re-invokes <c>DoFinish(this, 0)</c>
|
||||
/// (<c>0x004E98BB</c>), which skips the credit check entirely and
|
||||
/// sends with the credits still unspent. ACE accepts this
|
||||
/// (<c>ValidateAttributeCredits</c> only rejects a total that EXCEEDS
|
||||
/// the max, never an under-spend). <paramref name="confirmedUnspentCredits"/>
|
||||
/// is retail's <c>arg2 == 0</c> case: pass <c>true</c> only from the
|
||||
/// warning dialog's own confirm path (CC4) or an equivalent headless
|
||||
/// caller that has already decided to proceed with unspent credits.
|
||||
/// Then requires <see cref="RuntimeCharacterCreationSnapshot.VerificationPending"/>
|
||||
/// to be false (no double submit), then the campaign's client-side slot
|
||||
/// cap (risk item 3 — retail's char-select UI, not <c>DoFinish</c>
|
||||
/// itself, refuses when the roster is already full; ACE never checks
|
||||
|
|
@ -1139,7 +1204,8 @@ public sealed class RuntimeCharacterCreationState : IDisposable
|
|||
int slotCount,
|
||||
out CharacterCreate.Request request,
|
||||
out uint[] skillAdvancementClasses,
|
||||
out RuntimeCharacterCreationLocalRefusal refusal)
|
||||
out RuntimeCharacterCreationLocalRefusal refusal,
|
||||
bool confirmedUnspentCredits = false)
|
||||
{
|
||||
request = default;
|
||||
skillAdvancementClasses = [];
|
||||
|
|
@ -1158,7 +1224,7 @@ public sealed class RuntimeCharacterCreationState : IDisposable
|
|||
refusal = trimmed.Length == 0
|
||||
? new RuntimeCharacterCreationLocalRefusal(
|
||||
NoName: true, false, false, false)
|
||||
: _remainingAttributeCredits > 0
|
||||
: !confirmedUnspentCredits && _remainingAttributeCredits > 0
|
||||
? new RuntimeCharacterCreationLocalRefusal(
|
||||
false, AttributeCreditsUnspent: true, false, false)
|
||||
: _verificationPending
|
||||
|
|
@ -1245,6 +1311,19 @@ public sealed class RuntimeCharacterCreationState : IDisposable
|
|||
/// review F3) — a call that arrives while
|
||||
/// <see cref="RuntimeCharacterCreationSnapshot.VerificationPending"/> is
|
||||
/// already false is a no-op rather than a second event.
|
||||
///
|
||||
/// <para>
|
||||
/// Campaign CC slice CC3 review-fix round (F6): every branch below only
|
||||
/// SETS <c>kind</c> inside <c>lock (_gate)</c>; the single
|
||||
/// <see cref="Publish"/> call happens once, after the lock releases —
|
||||
/// matching every other public method in this class. The Pending/Undef
|
||||
/// branch previously published from inside the lock (harmless on its
|
||||
/// own — <see cref="Publish"/>'s own <c>lock (_gate)</c> is reentrant on
|
||||
/// the same thread — but inconsistent with the rest of the class and a
|
||||
/// lock-ordering risk once an observer callback reaches back into
|
||||
/// caller-held locks, e.g. <c>LiveSessionController._gate</c>, while
|
||||
/// still inside this one).
|
||||
/// </para>
|
||||
/// </summary>
|
||||
internal void ApplyCreationResponse(CharGenVerificationResponse.Parsed response)
|
||||
{
|
||||
|
|
@ -1268,9 +1347,7 @@ public sealed class RuntimeCharacterCreationState : IDisposable
|
|||
{
|
||||
// Silent state reset — retail shows no dialog (ACE sends
|
||||
// Pending for a disabled-Olthoi rejection; port as-is).
|
||||
_revision++;
|
||||
Publish(RuntimeCharacterCreationDeltaKind.StateChanged);
|
||||
return;
|
||||
kind = RuntimeCharacterCreationDeltaKind.StateChanged;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
|||
|
|
@ -334,6 +334,53 @@ public sealed class RuntimeCharacterSelectionState : IDisposable
|
|||
selected);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Campaign CC slice CC3 review-fix round (F2): appends ONE freshly
|
||||
/// created character without re-deriving every entry's
|
||||
/// <see cref="RuntimeCharacterSelectionEntry.ActiveIndex"/> from display
|
||||
/// order the way <see cref="ApplyRoster"/> does. <c>ActiveIndex</c> is a
|
||||
/// WIRE CONTRACT — <c>SendDeleteCharacter</c> sends it as the
|
||||
/// CharacterSet slot and ACE indexes
|
||||
/// <c>session.Characters[(int)characterSlot]</c>
|
||||
/// (<c>references/ACE/Source/ACE.Server/Network/Handlers/CharacterHandler.cs:297</c>)
|
||||
/// — so round-tripping the post-create roster through
|
||||
/// <see cref="ApplyRoster"/>'s name-sort would silently retarget every
|
||||
/// PRE-EXISTING character's delete slot to its alphabetical rank.
|
||||
/// <paramref name="wireIndex"/> is the caller-supplied wire slot for the
|
||||
/// NEW entry only (ACE appends to <c>session.Characters</c>, so the new
|
||||
/// character's slot equals the wire roster's count BEFORE this create,
|
||||
/// 0-based — the caller must read that from the cached wire source, not
|
||||
/// from the sorted display mirror this class exposes). Every existing
|
||||
/// entry's <see cref="RuntimeCharacterSelectionEntry.ActiveIndex"/> is
|
||||
/// copied through untouched; only the array's DISPLAY order (name sort,
|
||||
/// greyed-to-tail) is recomputed, exactly like <see cref="ApplyRoster"/>'s
|
||||
/// own sort. Does not touch highlight — callers that want the new entry
|
||||
/// selected still call <see cref="TryHighlight"/> afterward.
|
||||
/// </summary>
|
||||
internal void AppendCreatedCharacter(uint characterId, string name, int wireIndex)
|
||||
{
|
||||
ArgumentNullException.ThrowIfNull(name);
|
||||
lock (_gate)
|
||||
{
|
||||
ThrowIfDisposed();
|
||||
var appended = new RuntimeCharacterSelectionEntry[_entries.Length + 1];
|
||||
Array.Copy(_entries, appended, _entries.Length);
|
||||
appended[^1] = new RuntimeCharacterSelectionEntry(
|
||||
wireIndex,
|
||||
characterId,
|
||||
name,
|
||||
SecondsGreyedOut: 0u);
|
||||
|
||||
Array.Sort(
|
||||
appended,
|
||||
static (left, right) =>
|
||||
string.CompareOrdinal(left.Name, right.Name));
|
||||
_entries = StablePartitionGreyedToTail(appended);
|
||||
_revision++;
|
||||
}
|
||||
Publish(RuntimeCharacterSelectionDeltaKind.RosterChanged, characterId);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Campaign LA gate round 2 finding 3: retail's <c>UpdateWorldName</c>
|
||||
/// (<c>0x004ec120</c>) / <c>RecvNotice_WorldName</c> (<c>0x004ec360</c>)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue