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>
This commit is contained in:
Erik 2026-08-15 15:10:43 +02:00
parent 9a84230c4f
commit 397ccd62cd
9 changed files with 578 additions and 68 deletions

View file

@ -202,6 +202,21 @@ public interface ILiveSessionOperations
void StartCharacterSelectionReceive(WorldSession session) =>
session.StartCharacterSelectionReceive();
void EnterWorld(WorldSession session, int activeCharacterIndex);
/// <summary>
/// Campaign CC slice CC3 review-fix round (F1): mirrors
/// <see cref="EnterWorld(WorldSession,int)"/> but enters by the exact
/// guid the <c>0xF643</c> Ok reply carried, bypassing the (by-design
/// post-create-stale) cached roster — see
/// <see cref="WorldSession.EnterWorld(uint,string,TimeSpan?)"/>'s doc
/// comment for the full retail citation.
/// </summary>
void EnterWorldByGuid(
WorldSession session,
uint characterGuid,
string accountName) =>
session.EnterWorld(characterGuid, accountName);
void DeleteCharacter(
WorldSession session,
string accountName,
@ -1118,7 +1133,33 @@ public sealed class LiveSessionController
}
}
private RuntimeCommandResult EnterSelectedCore()
private RuntimeCommandResult EnterSelectedCore() =>
EnterHighlightedCore(static (operations, session, character, _) =>
operations.EnterWorld(session, character.ActiveIndex));
/// <summary>
/// Campaign CC slice CC3 review-fix round (F1): the log-straight-in
/// half of <see cref="HandleCharacterCreationResponse"/> — identical
/// transaction shape to <see cref="EnterSelectedCore"/>, but sends the
/// EnterWorld wire request by the exact created guid rather than by a
/// roster index (see <see cref="ILiveSessionOperations.EnterWorldByGuid"/>).
/// </summary>
private RuntimeCommandResult EnterCreatedCharacterCore(
RuntimeCharacterCreationIdentity identity) =>
EnterHighlightedCore((operations, session, _, accountName) =>
operations.EnterWorldByGuid(session, identity.Guid, accountName));
/// <summary>
/// Shared transaction for "the highlighted character is about to enter
/// the world": select it, send the caller-supplied EnterWorld wire
/// request, activate commands, and publish the entered-world state.
/// <paramref name="sendEnterWorld"/> is the only thing that differs
/// between the ordinary index-based selection flow
/// (<see cref="EnterSelectedCore"/>) and the post-create guid-based flow
/// (<see cref="EnterCreatedCharacterCore"/>).
/// </summary>
private RuntimeCommandResult EnterHighlightedCore(
Action<ILiveSessionOperations, WorldSession, RuntimeCharacterSelectionEntry, string> sendEnterWorld)
{
SessionScope scope = _scope!;
ulong generation = _generation;
@ -1141,7 +1182,7 @@ public sealed class LiveSessionController
if (!IsCurrent(scope, generation))
return CharacterSelectionResult(RuntimeCommandStatus.Inactive);
_operations.EnterWorld(scope.Session, character.ActiveIndex);
sendEnterWorld(_operations, scope.Session, character, snapshot.AccountName);
if (!IsCurrent(scope, generation))
return CharacterSelectionResult(RuntimeCommandStatus.Inactive);
@ -1231,11 +1272,36 @@ public sealed class LiveSessionController
/// (we already have the exact created guid/name from the SAME reply
/// that triggered the roster append, so there is no need to re-scan for
/// it the way retail's per-frame poll does — an equivalent, not a
/// divergent, substitution). Reuses <see cref="RuntimeCharacterSelectionState.ApplyRoster"/>
/// for the append (there is no single-entry append primitive to
/// duplicate) and <see cref="EnterSelectedCore"/> for the log-straight-in
/// (no second enter route). A non-Ok reply only needs the state-machine
/// update already performed by <see cref="RuntimeCharacterCreationState.ApplyCreationResponse"/>
/// divergent, substitution).
///
/// <para>
/// Campaign CC slice CC3 review-fix round (F1/F2): the roster append no
/// longer round-trips through <see cref="RuntimeCharacterSelectionState.ApplyRoster"/>
/// — that re-derives EVERY entry's <c>ActiveIndex</c> from display
/// (name-sorted) order, and <c>ActiveIndex</c> is a wire contract
/// (<c>SendDeleteCharacter</c> sends it as the CharacterSet slot; ACE
/// indexes <c>session.Characters[(int)characterSlot]</c> —
/// <c>references/ACE/Source/ACE.Server/Network/Handlers/CharacterHandler.cs:297</c>),
/// so a full re-sort would silently retarget every PRE-EXISTING
/// character's delete slot to its alphabetical rank. Instead
/// <see cref="RuntimeCharacterSelectionState.AppendCreatedCharacter"/>
/// preserves every existing entry's <c>ActiveIndex</c> and assigns the
/// new entry's from the wire count BEFORE this create (ACE appends to
/// <c>session.Characters</c>, so the new character's slot equals that
/// pre-create count, 0-based) — read from the cached wire list
/// (<see cref="ILiveSessionOperations.GetCharacters"/>), the SAME source
/// the ordinary index-enter path reads, not the sorted display mirror.
/// The subsequent log-straight-in also no longer goes through
/// <see cref="EnterSelectedCore"/>'s roster-index EnterWorld send — that
/// cached wire list is BY DESIGN stale for the just-created character
/// (ACE never resends CharacterList post-create), so it uses
/// <see cref="EnterCreatedCharacterCore"/>'s guid-based send instead
/// (see that method's and <see cref="ILiveSessionOperations.EnterWorldByGuid"/>'s
/// doc comments).
/// </para>
///
/// A non-Ok reply only needs the state-machine update already performed
/// by <see cref="RuntimeCharacterCreationState.ApplyCreationResponse"/>
/// — no roster/enter side effects.
/// </summary>
private void HandleCharacterCreationResponse(
@ -1265,7 +1331,19 @@ public sealed class LiveSessionController
before.AccountName,
before.SlotCount,
entries);
CharacterSelectionState.ApplyRoster(report);
// F2: the new character's wire slot is the pre-create count of the
// cached wire roster (ACE appends; that cached list is stale for
// THIS character by design, but its COUNT is still exactly the
// 0-based slot ACE assigned). Falls back to the display roster
// count only if the cached wire list is unexpectedly unavailable.
int wireIndex =
_operations.GetCharacters(scope.Session)?.Characters.Count
?? before.RosterCount;
CharacterSelectionState.AppendCreatedCharacter(
identity.Guid,
identity.Name,
wireIndex);
scope.Host.ReportRoster(report);
if (!IsCurrent(scope, generation))
return;
@ -1279,7 +1357,7 @@ public sealed class LiveSessionController
// running inside Tick()'s top-level operation (this handler fires
// synchronously from _operations.Tick's inbound processing), exactly
// the same calling convention StartCore's own inline enter uses.
_ = EnterSelectedCore();
_ = EnterCreatedCharacterCore(identity);
}
public RuntimeCommandResult SelectHeritage(
@ -1463,17 +1541,25 @@ public sealed class LiveSessionController
}
/// <summary>
/// Ports <c>gmCharGenMainUI::DoFinish @ 0x004E9170</c>'s send half: the
/// local gates live in <see cref="RuntimeCharacterCreationState.TryBeginFinish"/>;
/// this method supplies the roster/slot-cap inputs from
/// Ports <c>gmCharGenMainUI::DoFinish(this, arg2) @ 0x004E9170</c>'s
/// send half: the local gates live in
/// <see cref="RuntimeCharacterCreationState.TryBeginFinish"/>; this
/// method supplies the roster/slot-cap inputs from
/// <see cref="CharacterSelectionState"/> and, on acceptance, sends the
/// wire request via <c>Proto_UI::SendCharGenResult</c>'s port
/// (<see cref="ILiveSessionOperations.CreateCharacter"/>). A transport
/// failure resets the verification latch the same way an unsolicited
/// Undef/Pending reply does (<see cref="RuntimeCharacterCreationState.ApplyCreationResponse"/>)
/// (<see cref="ILiveSessionOperations.CreateCharacter"/>).
/// <paramref name="confirmUnspentCredits"/> is retail's <c>arg2 == 0</c>
/// case — see <see cref="RuntimeCharacterCreationState.TryBeginFinish"/>'s
/// doc comment for the full credit-warning-dialog citation; the ordinary
/// caller passes <c>false</c> (retail's <c>arg2 = 1</c> button click). A
/// transport failure resets the verification latch the same way an
/// unsolicited Undef/Pending reply does
/// (<see cref="RuntimeCharacterCreationState.ApplyCreationResponse"/>)
/// rather than leaving it stuck Pending forever.
/// </summary>
public RuntimeCommandResult Finish(RuntimeGenerationToken expectedGeneration)
public RuntimeCommandResult Finish(
RuntimeGenerationToken expectedGeneration,
bool confirmUnspentCredits = false)
{
lock (_gate)
{
@ -1481,13 +1567,15 @@ public sealed class LiveSessionController
if (gate != RuntimeCommandStatus.Accepted)
return CharacterCreationResult(gate);
SessionScope scope = _scope!;
RuntimeCharacterSelectionSnapshot selection = CharacterSelectionState.Snapshot;
if (!CharacterCreationState.TryBeginFinish(
selection.RosterCount,
selection.SlotCount,
out CharacterCreate.Request request,
out uint[] skillAdvancementClasses,
out _))
out _,
confirmUnspentCredits))
{
return CharacterCreationResult(RuntimeCommandStatus.Rejected);
}
@ -1495,13 +1583,22 @@ public sealed class LiveSessionController
try
{
_operations.CreateCharacter(
_scope!.Session,
scope.Session,
selection.AccountName,
request,
skillAdvancementClasses);
return CharacterCreationResult(RuntimeCommandStatus.Accepted);
}
catch
// F13: narrowed to what SendCharacterCreation's send path
// actually throws — WorldSession.SendGameMessage's own
// InvalidOperationException (transport not yet negotiated) and
// whatever the underlying UDP send raises (SocketException).
// Anything else is a genuine bug, not a transport hiccup, and
// should propagate rather than being silently swallowed into a
// rejection.
catch (Exception error) when (
error is InvalidOperationException
or System.Net.Sockets.SocketException)
{
CharacterCreationState.ApplyCreationResponse(
new CharGenVerificationResponse.Parsed(