fix(vendor): Slice 6 review corrections — ownership-checked retire, live slider display, drag-proof shop rows, hardened buy reservation
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All nine findings from the buy-arc review, at root: F1 the materializer's retire pass re-checks ownership (guid->vendorId map; remove only while the live object's ContainerId still equals the recording vendor) — buying a player-sold UNIQUE no longer deletes the item you just purchased; the discriminating reparent-then-refresh test pins it. F2 the cost/name display subscribes to the live split state and shares ONE quantity computation with Buy (retail re-renders per slider tick: RecvNotice_StackSliderChanged 0x004C4500) — the sentence and the charge can no longer disagree. F3 shop rows never mint drag payloads (UiItemSlot.AllowDragSource gates both IsDragSource AND GetDragPayload — the second gate was caught by this pass's own test). F4 sendBuy reports whether anything was sent; a null-session buy cancels the reservation instead of leaking BusyCount forever. F5 the retire loop snapshots, isolates per-guid observer failures, and clears its tracking in finally and Dispose — teardown convergence can no longer wedge. F6 auto-select is retail's unconditional first-filtered-item shape (pc:201180-201184; the survival-check was our invention and the comment claiming otherwise is corrected). F7 non-stack buys clamp to quantity 1 locally (BuySingleItem pc:201669). F8 the Add button is hard-disabled until staging exists. F9 AP-161/162/163 rewritten to the post-fix reality. Clean-room complete solution: 11,378 passed / 4 skipped / 0 failed. The #350 render-ledger overflow observed this session is under separate investigation and is NOT addressed here. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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11 changed files with 670 additions and 116 deletions
File diff suppressed because one or more lines are too long
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@ -365,12 +365,17 @@ internal sealed class RetailInteractionRetainedUiCompositionFactory
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// Slice 6.3: ItemInteractionController.TryBuy owns the
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// reservation dance itself (see its doc comment); this is a
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// plain wire send, not a second requestUse-shaped delegate.
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// F4 (Slice 6 review): report whether the send actually
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// happened — a null CurrentSession or a not-in-world session
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// must return false so TryBuy releases the reservation instead
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// of marking it dispatched for a request nothing ever sent.
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sendBuy: (vendorGuid, itemGuid, amount, alternateCurrencyId) =>
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session.CurrentSession?.SendBuy(
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vendorGuid,
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itemGuid,
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amount,
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alternateCurrencyId));
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{
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if (session.CurrentSession is not { } activeSession || !session.IsInWorld)
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return false;
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activeSession.SendBuy(vendorGuid, itemGuid, amount, alternateCurrencyId);
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return true;
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});
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}
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public MagicRuntime CreateMagicRuntime(
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@ -671,8 +676,8 @@ internal sealed class RetailInteractionRetainedUiCompositionFactory
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// guid" — Slice 6.1 guarantees a materialized shop
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// item's ContainerId IS the vendor's guid, so this reads
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// straight off the same ClientObjectTable/VendorState
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// pair VendorUiController.VendorSplitSize's display-only
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// copy also reads, through the SAME VendorSplitPolicy
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// pair VendorUiController.ResolveBuyQuantity (F2, Slice 6
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// review) also reads, through the SAME VendorSplitPolicy
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// mask helper (no second mask copy).
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guid =>
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d.Inventory.Vendor.VendorId != 0u
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@ -61,8 +61,12 @@ public sealed class ItemInteractionController : IDisposable
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private readonly Action<string>? _systemMessage;
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private readonly AutoWieldController _autoWield;
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private readonly Action<uint, ItemUseRequestReservation>? _requestUse;
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// Slice 6.3: vendorGuid, itemGuid, amount, alternateCurrencyId.
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private readonly Action<uint, uint, int, uint>? _sendBuy;
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// Slice 6.3: vendorGuid, itemGuid, amount, alternateCurrencyId -> true
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// when the wire send actually happened. F4 (Slice 6 review): a plain
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// Action can't tell TryBuy apart from a silent no-op (no session / not
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// in world) — the bool return is what lets TryBuy release the
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// reservation instead of leaking BusyCount forever.
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private readonly Func<uint, uint, int, uint, bool>? _sendBuy;
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private readonly RuntimeInteractionTransactionState _runtimeTransactions;
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private readonly InventoryTransactionState _transactions;
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@ -104,7 +108,7 @@ public sealed class ItemInteractionController : IDisposable
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CombatState? combatState = null,
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Action<CombatMode>? sendChangeCombatMode = null,
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Action<uint, ItemUseRequestReservation>? requestUse = null,
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Action<uint, uint, int, uint>? sendBuy = null)
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Func<uint, uint, int, uint, bool>? sendBuy = null)
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{
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_objects = objects ?? throw new ArgumentNullException(nameof(objects));
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_playerGuid = playerGuid ?? throw new ArgumentNullException(nameof(playerGuid));
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@ -242,6 +246,20 @@ public sealed class ItemInteractionController : IDisposable
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/// exactly what <see cref="EnsureInventoryRequestReady"/>'s
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/// <c>BusyCount == 0</c> check already guards for every other request.
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/// </summary>
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/// <remarks>
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/// F4 (Slice 6 review): <see cref="_sendBuy"/> reports whether the wire
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/// send actually happened (false when there is no live session or the
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/// session is not in world). Mirrors
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/// <c>RuntimeInteractionTransactionState.TryDispatchUse</c>'s shape —
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/// every rejecting path calls <see cref="ItemUseRequestReservation.CancelBeforeDispatch"/>
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/// before returning, never <see cref="ItemUseRequestReservation.MarkDispatched"/>.
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/// The OLD void-returning delegate could not distinguish "sent" from a
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/// session-null no-op, so a buy attempted while disconnected/mid-teardown
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/// permanently marked the reservation dispatched — <c>BusyCount</c> then
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/// never balances, because no <c>UseDone</c> will ever arrive for a
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/// request that was never actually sent, leaking "You can only move or
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/// use one item at a time" forever.
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/// </remarks>
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public bool TryBuy(uint vendorGuid, uint itemGuid, int amount, uint alternateCurrencyId)
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{
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if (vendorGuid == 0u || itemGuid == 0u || amount <= 0 || _sendBuy is null)
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@ -250,15 +268,23 @@ public sealed class ItemInteractionController : IDisposable
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return false;
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ItemUseRequestReservation reservation = BeginUseRequestReservation();
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bool dispatched;
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try
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{
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_sendBuy(vendorGuid, itemGuid, amount, alternateCurrencyId);
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dispatched = _sendBuy(vendorGuid, itemGuid, amount, alternateCurrencyId);
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}
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catch
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{
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reservation.CancelBeforeDispatch();
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throw;
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}
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if (!dispatched)
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{
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reservation.CancelBeforeDispatch();
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return false;
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}
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reservation.MarkDispatched();
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return true;
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}
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@ -261,9 +261,11 @@ public sealed class SelectedObjectController : IRetainedPanelController
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/// equals <c>VendorState.VendorId</c>) AND its type intersects
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/// <see cref="VendorSplitPolicy.SplitExemptMask"/>. When true, a stack
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/// seeds to quantity 1 instead of the full authored stack size — see
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/// <see cref="ApplySelection"/>. <c>VendorUiController.VendorSplitSize</c>
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/// answers the SAME question for vendor's own display text via the SAME
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/// <see cref="VendorSplitPolicy"/> helper, so the mask exists in exactly
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/// <see cref="ApplySelection"/>. F2 (Slice 6 review):
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/// <c>VendorUiController.ResolveBuyQuantity</c> answers the equivalent
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/// LIVE question for vendor's own display text and Buy dispatch (the
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/// CURRENT slider value, not the seed) via the SAME
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/// <see cref="VendorSplitPolicy"/> mask, so the mask exists in exactly
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/// one place (composed at <c>InteractionRetainedUiComposition</c>).
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/// </param>
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public static SelectedObjectController Bind(
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@ -273,9 +273,14 @@ public sealed class VendorUiController : IRetainedPanelController
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_itemList.FillVisibleEmptySlots = true;
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if (emptySlotSprite != 0u)
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_itemList.CellEmptySprite = emptySlotSprite;
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// F3 (Slice 6 review): vendor rows are never drag sources — see
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// UiItemSlot.AllowDragSource. Set here too (empty cells are already
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// non-sources via ItemId==0) so the invariant holds by construction
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// rather than incidentally.
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_itemList.EmptySlotFactory = () => new UiItemSlot
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{
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SpriteResolve = _itemList.SpriteResolve,
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AllowDragSource = false,
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};
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// Slice 6.1: mirrors ExternalContainerController's own
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// right-click-examine wiring (UiItemSlot.OnEvent's RightClick case).
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@ -352,6 +357,11 @@ public sealed class VendorUiController : IRetainedPanelController
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// increments BusyCount synchronously, before the wire send), and
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// re-enable on the matching UseDone/cancel, without polling.
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_itemInteraction.StateChanged += OnInteractionStateChanged;
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// F2 (Slice 6 review): retail re-runs UpdateItemsUI on every slider
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// change (gmVendorUI::RecvNotice_StackSliderChanged, pc:203262-203278)
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// — the displayed name/price must track the LIVE split, not just the
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// value at selection time.
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_splitQuantity.Changed += OnSplitQuantityChanged;
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}
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/// <param name="objects">
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@ -579,18 +589,38 @@ public sealed class VendorUiController : IRetainedPanelController
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/// selected) shows zero rows, matching retail.
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/// </summary>
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/// <remarks>
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/// F4/F7a (Slice 5.4 review): the tail of the SAME retail function
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/// (<c>pc:201180-201190</c>) — after every rebuild (fresh open OR an
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/// explicit category switch, both funnel through this method) the
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/// FIRST item that passed the filter becomes the display selection when
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/// the previous one didn't survive it, and the list unconditionally
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/// scrolls back to its start (<c>ScrollToShow(m_shopList, 0)</c>).
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/// Slice 6.2: retail routes the selection through the global
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/// F4/F7a (Slice 5.4 review) + F6 (Slice 6 review): the tail of the SAME
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/// retail function (<c>pc:201180-201190</c>) — after every rebuild the
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/// list unconditionally scrolls back to its start
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/// (<c>ScrollToShow(m_shopList, 0)</c>) and, on the retail caller's
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/// "notify" paths, the FIRST item that passed the filter becomes the
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/// selection UNCONDITIONALLY — there is no survival test
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/// (<c>pc:201180-201184</c>: <c>if (arg3 != 0) SetSelectedObject(i_1, 0)</c>,
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/// where <c>i_1</c> is simply the first matching item, 0/none if the
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/// filter matched nothing). F6 confirmed all THREE of our call sites are
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/// retail's notify=1 case, not notify=0: a fresh vendor open AND a
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/// same-vendor post-buy/sell refresh both run
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/// <c>VendorItemsUI::OpenVendor</c> UNCONDITIONALLY (<c>pc:203852</c>,
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/// not gated on the sameVendor flag), which clamps the dropdown index
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/// and calls <c>UIElement_Menu::SetSelectedItem(..., 1)</c>
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/// (<c>pc:200783-201022</c>) — that trailing <c>1</c> is retail's
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/// selection-changed notify flag, and setting the menu's selection
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/// synchronously cascades into <c>UpdateItemsList(0, 1)</c> via
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/// <c>gmVendorUI::ListenToElementMessage</c>'s <c>idMessage==7</c> case
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/// (<c>pc:204302-204303</c>) — the SAME idMessage==7/notify=1 path a
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/// manual category switch (<see cref="SelectCategory"/>) already takes.
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/// Retail's ONLY notify=0 (no-reselect) call site is a bare tab-page-open
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/// with no category/vendor change (<c>idMessage==0x2c</c>,
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/// <c>m_OpenPageToken==0x100000bc</c>, <c>pc:204283-204285</c>) — this
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/// controller has no equivalent call site (<see cref="ShowTab"/> never
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/// calls this method), so every path that reaches
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/// <see cref="RebuildItemList"/> is retail's notify=1 case. Slice 6.2:
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/// retail routes the selection through the global
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/// <c>ACCWeenieObject::selectedID</c>/<c>SetSelectedObject</c>
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/// (<c>pc:201184</c>, confirmed to be the SAME primitive as the fallback
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/// select here) — this now calls <see cref="SelectionState.Select"/>
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/// instead of the retired private field, so the toolbar status bar and
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/// slider light up for the auto-selected item too.
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/// (<c>pc:201184</c>) — this calls <see cref="SelectionState.Select"/>/
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/// <see cref="SelectionState.Clear"/> instead of the retired private
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/// field, so the toolbar status bar and slider light up for the
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/// auto-selected item too.
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/// </remarks>
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private void RebuildItemList()
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{
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@ -600,8 +630,14 @@ public sealed class VendorUiController : IRetainedPanelController
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uint maskValue = (uint)activeMask;
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IReadOnlyList<VendorShopItem> items = _vendor.Items;
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// Best-effort initial paint only — the OLD selection, captured
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// before this rebuild. The unconditional Select/Clear call below is
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// what actually decides the post-rebuild selection (F6); this just
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// avoids a one-frame flash of "nothing highlighted" in the common
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// case where the old and new selections turn out to be the same
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// guid (SelectionState.Select is a no-op then and won't re-fire
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// Changed to correct it).
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uint? selectedGuid = _selection.SelectedObjectId;
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bool selectionStillPresent = false;
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VendorShopItem? firstItem = null;
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using (_itemList.DeferLayout())
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@ -614,7 +650,6 @@ public sealed class VendorUiController : IRetainedPanelController
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if (((item.ItemType ?? 0u) & maskValue) == 0u) continue;
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firstItem ??= item;
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if (item.ItemGuid == selectedGuid) selectionStillPresent = true;
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// F5 (Slice 5.4 review): forward the icon underlay/
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// overlay/effects PublicWeenieDescParser already
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@ -630,6 +665,11 @@ public sealed class VendorUiController : IRetainedPanelController
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{
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SpriteResolve = _itemList.SpriteResolve,
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SlotIndex = _itemList.GetNumUIItems(),
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// F3 (Slice 6 review): a shop row must never become a
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// drag source — see UiItemSlot.AllowDragSource's doc
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// comment for why this must be gated at the source,
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// not left to every destination handler to reject.
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AllowDragSource = false,
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};
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cell.SetItem(item.ItemGuid, icon);
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cell.Selected = item.ItemGuid == selectedGuid;
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@ -640,13 +680,14 @@ public sealed class VendorUiController : IRetainedPanelController
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}
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}
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if (!selectionStillPresent)
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{
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if (firstItem is { } first)
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_selection.Select(first.ItemGuid, SelectionChangeSource.Vendor);
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else
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_selection.Clear(SelectionChangeSource.Vendor);
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}
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// F6: unconditional — no survival test. Every rebuild call site
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// (Opened/Refreshed via RebuildCategories, and a manual category
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// switch via SelectCategory) is retail's notify=1 case; see the
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// remarks above for the decomp trace.
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if (firstItem is { } first)
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_selection.Select(first.ItemGuid, SelectionChangeSource.Vendor);
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else
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_selection.Clear(SelectionChangeSource.Vendor);
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// F7a: unconditional scroll-to-start on every rebuild (retail only
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// guards on the list being non-empty; resetting an already-empty
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@ -666,12 +707,22 @@ public sealed class VendorUiController : IRetainedPanelController
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/// directly and let this method react).
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/// </summary>
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/// <remarks>
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/// F2/F3 (Slice 5.4 review): the priced/named QUANTITY is retail's
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/// <c>ItemHolder::GetObjectSplitSize</c> (<c>0x00586F00</c>,
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/// <c>pc:401465-401477</c>) AS SEEDED for a vendor-shop item by
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/// <c>gmToolbarUI::HandleSelectionChanged</c>'s vendor branch — see
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/// <see cref="VendorSplitSize"/> for the exact mask citation. Name:
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/// <c>ACCWeenieObject::GetObjectName</c> (<c>0x0058E6E0</c>,
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/// F2/F3 (Slice 5.4 review), rewired for F2 (Slice 6 review): the
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/// priced/named QUANTITY is retail's <c>ItemHolder::GetObjectSplitSize</c>
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/// (<c>0x00586F00</c>, <c>pc:401465-401477</c>) read LIVE — retail
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/// re-runs this SAME display update on every slider change
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/// (<c>gmVendorUI::RecvNotice_StackSliderChanged</c>,
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/// <c>pc:203262-203278</c>, <c>0x004C4500</c>, wired via
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/// <see cref="OnSplitQuantityChanged"/> below), reading the singular/
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/// plural gate, the count, and the price off the CURRENT split value
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/// (<c>pc:202602</c>/<c>202621</c>/<c>202644</c>), not a value frozen at
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/// selection time. <see cref="ResolveBuyQuantity"/> is the SAME
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/// computation <see cref="BuySelectedItem"/> uses to decide what it
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/// actually sends, so the displayed price always equals what a Buy press
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/// would charge. <c>VendorSplitPolicy.SeedQuantity</c> stays only in
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/// <see cref="SelectedObjectController"/>'s real seeding path (the
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/// toolbar slider's INITIAL value); this display no longer reads it.
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/// Name: <c>ACCWeenieObject::GetObjectName</c> (<c>0x0058E6E0</c>,
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/// <c>pc:409056-409132</c>) — NAME_SINGULAR for quantity <= 1,
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/// NAME_PLURAL for quantity > 1; when no plural is authored
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/// (<c>m_len==1</c>, an empty <c>PString</c>) retail falls back to the
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cell.Selected = cell.ItemId == item.ItemGuid;
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}
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int quantity = VendorSplitSize(item);
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int quantity = (int)ResolveBuyQuantity(item);
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string baseName = quantity <= 1
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? item.Name ?? string.Empty
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@ -739,6 +790,24 @@ public sealed class VendorUiController : IRetainedPanelController
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private void OnSelectionTransition(SelectionTransition transition)
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{
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_ = transition;
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RefreshSelectionDisplay();
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}
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/// <summary>
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/// F2 (Slice 6 review): retail's <c>gmVendorUI::RecvNotice_StackSliderChanged</c>
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/// (<c>pc:203262-203278</c>, <c>0x004C4500</c>) — a registered listener
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/// on the SAME global slider-changed notice
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/// <see cref="SelectedObjectController"/> broadcasts, gated (in retail)
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/// on the panel being visible and the globally-selected item being one
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/// of the vendor's own. <see cref="RefreshSelectionDisplay"/> already
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/// applies that same gate (it no-ops to <see cref="ClearSelectionDisplay"/>
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/// when the current selection isn't a vendor item), so no separate
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/// visibility check is needed here.
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/// </summary>
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private void OnSplitQuantityChanged() => RefreshSelectionDisplay();
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private void RefreshSelectionDisplay()
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{
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uint? selected = _selection.SelectedObjectId;
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if (selected is { } guid)
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{
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@ -776,21 +845,26 @@ public sealed class VendorUiController : IRetainedPanelController
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}
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/// <summary>
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/// The quantity retail prices/names a vendor-shop selection at —
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/// <c>gmToolbarUI::HandleSelectionChanged</c>'s vendor-owned branch
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/// (<c>pc:198779-198790</c>). Every row <see cref="VendorUiController"/>
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/// shows IS vendor-owned (its container is unconditionally the open
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/// vendor), so the "does this item belong to the open vendor" gate that
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/// precedes the mask check in retail's function is always true here and
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/// is not reproduced separately. Slice 6.2: delegates to
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/// <see cref="VendorSplitPolicy"/> — the single source of truth for the
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/// <c>0xDC41CB0</c> mask, also used by <c>SelectedObjectController</c>'s
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/// REAL seeding path (<c>InteractionRetainedUiComposition</c>'s
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/// <c>isVendorSplitExempt</c> delegate) so the mask exists in exactly
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/// one place.
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/// F2/F7 (Slice 6 review): the SINGLE quantity computation both the
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/// display (<see cref="ApplyItemDisplay"/>) and the actual purchase
|
||||
/// (<see cref="BuySelectedItem"/>) use — retail's
|
||||
/// <c>gmVendorUI::BuySingleItem</c> (<c>pc:201661</c>,
|
||||
/// <c>0x004C2820</c>): quantity 1 when the item's own authored stack
|
||||
/// size is <c><= 1</c> (<c>pc:201674-201681</c>) — there is no split
|
||||
/// UI for a non-stack item, so a leftover slider value from a
|
||||
/// PREVIOUSLY-selected DIFFERENT stackable item must never leak into
|
||||
/// this one — otherwise the CURRENT slider value via
|
||||
/// <c>ItemHolder::GetObjectSplitSize</c> (<c>0x00586F00</c>).
|
||||
/// </summary>
|
||||
private static int VendorSplitSize(VendorShopItem item) =>
|
||||
VendorSplitPolicy.SeedQuantity((ItemType)(item.ItemType ?? 0u), item.DescStackSize);
|
||||
private uint ResolveBuyQuantity(VendorShopItem item)
|
||||
{
|
||||
uint stackSize = (uint)Math.Max(item.DescStackSize ?? 1, 1);
|
||||
if (stackSize <= 1u)
|
||||
return 1u;
|
||||
|
||||
uint selected = _selection.SelectedObjectId ?? item.ItemGuid;
|
||||
return _splitQuantity.GetObjectSplitSize(item.ItemGuid, selected, stackSize);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Cost sentence — <c>VendorItemsUI::UpdateItemsUI</c>'s tail
|
||||
|
|
@ -852,10 +926,20 @@ public sealed class VendorUiController : IRetainedPanelController
|
|||
SetActionButtonsEnabled(false);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// F8 (Slice 6 review): "Add to List" (staging into the "Buying" tab,
|
||||
/// contract decision 6) has NO wired <c>OnClick</c> at all — before this
|
||||
/// fix it enabled on selection exactly like Buy, so it read as a working
|
||||
/// affordance that silently did nothing on click, which is worse than a
|
||||
/// disabled button (a disabled Add correctly signals "not available
|
||||
/// yet"; an enabled dead Add signals a bug). Permanently disabled until
|
||||
/// the "Buying" tab's staging list is actually implemented — see the
|
||||
/// register, AP-161.
|
||||
/// </summary>
|
||||
private void SetActionButtonsEnabled(bool enabled)
|
||||
{
|
||||
_buyEnabledBySelection = enabled;
|
||||
if (_addButton is not null) _addButton.Enabled = enabled;
|
||||
if (_addButton is not null) _addButton.Enabled = false;
|
||||
RecomputeBuyButtonEnabled();
|
||||
}
|
||||
|
||||
|
|
@ -864,8 +948,9 @@ public sealed class VendorUiController : IRetainedPanelController
|
|||
/// something selected" (<see cref="_buyEnabledBySelection"/>, set by
|
||||
/// <see cref="SetActionButtonsEnabled"/>) and "is the shared inventory/
|
||||
/// use gate free right now" (<see cref="ItemInteractionController.CanMakeInventoryRequest"/>).
|
||||
/// The Add button (staging, contract decision 6 — unwired this pass)
|
||||
/// stays selection-only. Called on every selection change AND on every
|
||||
/// The Add button (staging, contract decision 6 — unwired this pass) is
|
||||
/// PERMANENTLY disabled instead (F8, Slice 6 review) — see
|
||||
/// <see cref="SetActionButtonsEnabled"/>. Called on every selection change AND on every
|
||||
/// <see cref="ItemInteractionController.StateChanged"/> tick, so the
|
||||
/// button disables the instant <see cref="ItemInteractionController.TryBuy"/>
|
||||
/// takes its reservation and re-enables on the matching completion —
|
||||
|
|
@ -881,13 +966,16 @@ public sealed class VendorUiController : IRetainedPanelController
|
|||
|
||||
/// <summary>
|
||||
/// Slice 6.3: retail <c>gmVendorUI::BuySingleItem</c> (<c>pc:201661</c>).
|
||||
/// Reads the CURRENT globally-selected shop item and the CURRENT split
|
||||
/// quantity, then dispatches a single-item purchase through the shared
|
||||
/// use/inventory reservation. Client-side affordability/capacity
|
||||
/// pre-checks are deliberately NOT ported (research doc's open question
|
||||
/// 1: the server is authoritative either way and pre-checks are latency/
|
||||
/// UX polish, not correctness — deferred as a fast follow-up if the
|
||||
/// round-trip lag on a refused purchase is noticeable live).
|
||||
/// Reads the CURRENT globally-selected shop item and dispatches a
|
||||
/// single-item purchase through the shared use/inventory reservation,
|
||||
/// using <see cref="ResolveBuyQuantity"/> — the SAME quantity
|
||||
/// computation <see cref="ApplyItemDisplay"/> prices/names the selection
|
||||
/// at (F2), so the amount actually sent always matches what was shown.
|
||||
/// Client-side affordability/capacity pre-checks are deliberately NOT
|
||||
/// ported (research doc's open question 1: the server is authoritative
|
||||
/// either way and pre-checks are latency/UX polish, not correctness —
|
||||
/// deferred as a fast follow-up if the round-trip lag on a refused
|
||||
/// purchase is noticeable live).
|
||||
/// </summary>
|
||||
private void BuySelectedItem()
|
||||
{
|
||||
|
|
@ -906,8 +994,7 @@ public sealed class VendorUiController : IRetainedPanelController
|
|||
if (selected is not { } shopItem)
|
||||
return;
|
||||
|
||||
uint stackSize = (uint)Math.Max(shopItem.DescStackSize ?? 1, 1);
|
||||
uint quantity = _splitQuantity.GetObjectSplitSize(shopItem.ItemGuid, guid, stackSize);
|
||||
uint quantity = ResolveBuyQuantity(shopItem);
|
||||
_itemInteraction.TryBuy(
|
||||
_vendor.VendorId,
|
||||
shopItem.ItemGuid,
|
||||
|
|
@ -947,6 +1034,7 @@ public sealed class VendorUiController : IRetainedPanelController
|
|||
_selection.Changed -= OnSelectionTransition;
|
||||
_objects.ObjectRemoved -= OnObjectRemoved;
|
||||
_itemInteraction.StateChanged -= OnInteractionStateChanged;
|
||||
_splitQuantity.Changed -= OnSplitQuantityChanged;
|
||||
RetailTabBinding.SetClick(_itemsTab, null);
|
||||
RetailTabBinding.SetClick(_buyingTab, null);
|
||||
RetailTabBinding.SetClick(_sellingTab, null);
|
||||
|
|
|
|||
|
|
@ -140,7 +140,7 @@ public class UiItemSlot : UiElement
|
|||
|
||||
/// <inheritdoc/>
|
||||
public override object? GetDragPayload()
|
||||
=> ItemId != 0 && !_primaryPressConsumed
|
||||
=> AllowDragSource && ItemId != 0 && !_primaryPressConsumed
|
||||
? new ItemDragPayload(ItemId, SourceKind, SlotIndex, this, Shortcut)
|
||||
: null;
|
||||
|
||||
|
|
@ -158,7 +158,8 @@ public class UiItemSlot : UiElement
|
|||
internal override void SetDragSourceActive(bool active, object? payload)
|
||||
{
|
||||
// ItemList_BeginDrag ghosts physical lists, but explicitly excludes shortcut lists
|
||||
// (along with vendor/salvage lists, which acdream does not model as ItemDragSource).
|
||||
// (along with vendor/salvage lists — see AllowDragSource above, F3: those never
|
||||
// reach here at all, since IsDragSource is false for them).
|
||||
// Keep the source's full cell icon in place and reveal the authored grey mesh over it.
|
||||
SetWaitingState(active && SourceKind != ItemDragSource.ShortcutBar);
|
||||
}
|
||||
|
|
@ -171,13 +172,35 @@ public class UiItemSlot : UiElement
|
|||
internal void SetWaitingState(bool waiting)
|
||||
=> _waiting = waiting && ItemId != 0;
|
||||
|
||||
/// <summary>
|
||||
/// F3 (Slice 6 review): opt-out for lists whose rows must NEVER initiate
|
||||
/// a drag, regardless of occupancy — retail's <c>ItemList_BeginDrag</c>
|
||||
/// explicitly excludes vendor/salvage lists from drag-drop (see the
|
||||
/// <see cref="SetDragSourceActive"/> comment above). Before shop items
|
||||
/// had real <see cref="ClientObjectTable"/> identity (Slice 6.1) a
|
||||
/// dragged shop guid failed every destination's existence guard as a
|
||||
/// harmless no-op; once it resolved, the SAME drag would pass a pack
|
||||
/// drop's <c>PutItemInContainer</c>, persist a dangling shortcut-bar
|
||||
/// entry, or fire <c>PlaceIn3D</c> — reparenting a vendor's stock
|
||||
/// without ever going through Buy. Gating the SOURCE here (rather than
|
||||
/// asking every destination handler to reject a vendor-tagged payload)
|
||||
/// means the drag never starts at all, so no future drop handler can
|
||||
/// regress this by forgetting a check. Defaults true — every existing
|
||||
/// physical list (inventory, paperdoll, container, shortcut bar) is
|
||||
/// unaffected; <see cref="VendorUiController"/> is the only caller that
|
||||
/// sets it false.
|
||||
/// </summary>
|
||||
public bool AllowDragSource { get; set; } = true;
|
||||
|
||||
/// <summary>An OCCUPIED slot is a drag source — a press-and-move picks up the item
|
||||
/// rather than moving the toolbar window. An EMPTY slot is NOT a drag source, so a
|
||||
/// press-and-move there falls through to the IA-12 whole-window-drag, keeping the bar
|
||||
/// movable by its empty cells / chrome. Drives <see cref="UiRoot"/>'s mousedown
|
||||
/// window-vs-item disambiguation (retail moves the window via a dragbar, never cells;
|
||||
/// our whole-window-drag approximation reconciles by gating on occupancy).</summary>
|
||||
public override bool IsDragSource => ItemId != 0;
|
||||
/// our whole-window-drag approximation reconciles by gating on occupancy).
|
||||
/// <see cref="AllowDragSource"/> is an additional, independent gate (F3) — false for
|
||||
/// vendor rows regardless of ItemId.</summary>
|
||||
public override bool IsDragSource => ItemId != 0 && AllowDragSource;
|
||||
|
||||
/// <summary>Walk up to the containing <see cref="UiItemList"/> (the drop handler owner).</summary>
|
||||
protected UiItemList? FindList()
|
||||
|
|
|
|||
|
|
@ -86,12 +86,40 @@ namespace AcDream.Runtime.Gameplay;
|
|||
/// already was, which is safe by construction and never corrupts a real
|
||||
/// object's ownership.
|
||||
/// </para>
|
||||
///
|
||||
/// <para>
|
||||
/// <b>Ownership re-check on retire (review finding F1).</b> Buying a
|
||||
/// UNIQUE vendor item does not merely drop it from the next
|
||||
/// <c>ApproachVendor</c> snapshot — ACE first re-containers the SAME guid
|
||||
/// into the BUYER's own pack via <c>CreateObject</c>
|
||||
/// (<c>Player_Commerce.cs:86-108</c>, A.2 of the Slice 6 research doc) and
|
||||
/// only THEN sends the full-replace refresh that no longer lists it. If
|
||||
/// the retire pass below removed every guid merely absent from the new
|
||||
/// snapshot, it would delete the just-purchased item straight back out of
|
||||
/// the buyer's own inventory the instant the post-buy refresh landed. Each
|
||||
/// owned guid therefore remembers the vendor id it was registered under,
|
||||
/// and the retire pass only calls <see cref="ClientObjectTable.Remove"/>
|
||||
/// when the LIVE object's current <c>ContainerId</c> still equals that
|
||||
/// recorded vendor id — i.e. nothing else has re-containered it since.
|
||||
/// When it no longer matches (a purchase moved it to the buyer, or some
|
||||
/// other owner claimed it), the tracking entry is dropped silently and the
|
||||
/// object itself is left completely untouched, mirroring the collision
|
||||
/// policy above.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public sealed class VendorShopItemMaterializer : IDisposable
|
||||
{
|
||||
private readonly VendorState _vendor;
|
||||
private readonly ClientObjectTable _objects;
|
||||
private readonly HashSet<uint> _ownedGuids = new();
|
||||
|
||||
/// <summary>
|
||||
/// Guids this materializer currently owns in <see cref="ClientObjectTable"/>,
|
||||
/// mapped to the vendor id they were registered under. F1: the retire
|
||||
/// pass re-checks the live object's <c>ContainerId</c> against this
|
||||
/// recorded value before deleting anything — see the class doc's
|
||||
/// "Ownership re-check on retire" section.
|
||||
/// </summary>
|
||||
private readonly Dictionary<uint, uint> _ownedGuids = new();
|
||||
private bool _disposed;
|
||||
|
||||
public VendorShopItemMaterializer(VendorState vendor, ClientObjectTable objects)
|
||||
|
|
@ -110,7 +138,7 @@ public sealed class VendorShopItemMaterializer : IDisposable
|
|||
public int OwnedCount => _ownedGuids.Count;
|
||||
|
||||
/// <summary>True if <paramref name="guid"/> is a shop item this materializer put in the table.</summary>
|
||||
public bool Owns(uint guid) => _ownedGuids.Contains(guid);
|
||||
public bool Owns(uint guid) => _ownedGuids.ContainsKey(guid);
|
||||
|
||||
private void OnVendorTransition(VendorTransition transition)
|
||||
{
|
||||
|
|
@ -119,40 +147,78 @@ public sealed class VendorShopItemMaterializer : IDisposable
|
|||
foreach (VendorShopItem item in currentItems)
|
||||
stillListed.Add(item.ItemGuid);
|
||||
|
||||
// Retire every guid we own that fell out of the new snapshot (sold
|
||||
// out, session closed/reset, or a different vendor superseded this
|
||||
// one — in every one of those cases stillListed is missing it).
|
||||
// Runs BEFORE the materialize loop below: "on REPLACE, the old
|
||||
// vendor's items go before the new ones land."
|
||||
foreach (uint guid in _ownedGuids)
|
||||
var nextOwned = new Dictionary<uint, uint>(currentItems.Count);
|
||||
try
|
||||
{
|
||||
if (!stillListed.Contains(guid))
|
||||
_objects.Remove(guid);
|
||||
}
|
||||
|
||||
var nextOwned = new HashSet<uint>(currentItems.Count);
|
||||
foreach (VendorShopItem item in currentItems)
|
||||
{
|
||||
bool ownedAlready = _ownedGuids.Contains(item.ItemGuid);
|
||||
if (!ownedAlready && _objects.Get(item.ItemGuid) is not null)
|
||||
// Retire every guid we own that fell out of the new snapshot (sold
|
||||
// out, session closed/reset, or a different vendor superseded this
|
||||
// one — in every one of those cases stillListed is missing it).
|
||||
// Runs BEFORE the materialize loop below: "on REPLACE, the old
|
||||
// vendor's items go before the new ones land."
|
||||
//
|
||||
// Iterate a SNAPSHOT (F5): ClientObjectTable.Remove synchronously
|
||||
// fires ObjectRemoved to every subscriber with no per-listener
|
||||
// isolation (unlike VendorState's own Changed dispatch). A
|
||||
// throwing external observer must not abort this loop midway and
|
||||
// strand the remaining guids un-retired.
|
||||
foreach (KeyValuePair<uint, uint> owned in new List<KeyValuePair<uint, uint>>(_ownedGuids))
|
||||
{
|
||||
// Collision guard — see class doc. Never take ownership of a
|
||||
// guid this materializer did not itself add.
|
||||
Console.Error.WriteLine(
|
||||
"[VendorShopItemMaterializer] skipped guid=0x"
|
||||
+ item.ItemGuid.ToString("X8")
|
||||
+ " — already present in ClientObjectTable and not "
|
||||
+ "owned by this vendor session.");
|
||||
continue;
|
||||
if (stillListed.Contains(owned.Key))
|
||||
continue;
|
||||
|
||||
// F1 — re-check ownership before removing. A purchase can
|
||||
// have already re-containered this guid into the buyer's
|
||||
// pack (see class doc); only retire it if it is STILL the
|
||||
// vendor's, i.e. the live object's ContainerId still equals
|
||||
// the vendor id we registered it under. If it moved, drop
|
||||
// the tracking entry silently and leave the (now
|
||||
// someone-else's) object completely untouched.
|
||||
ClientObject? live = _objects.Get(owned.Key);
|
||||
if (live is null || live.ContainerId != owned.Value)
|
||||
continue;
|
||||
|
||||
try
|
||||
{
|
||||
_objects.Remove(owned.Key);
|
||||
}
|
||||
catch (Exception error)
|
||||
{
|
||||
System.Diagnostics.Trace.TraceError(
|
||||
"[VendorShopItemMaterializer] ObjectRemoved observer "
|
||||
+ "threw retiring guid=0x{0}: {1}",
|
||||
owned.Key.ToString("X8"),
|
||||
error);
|
||||
}
|
||||
}
|
||||
|
||||
_objects.Ingest(ToWeenieData(item, transition.VendorId));
|
||||
nextOwned.Add(item.ItemGuid);
|
||||
}
|
||||
foreach (VendorShopItem item in currentItems)
|
||||
{
|
||||
bool ownedAlready = _ownedGuids.ContainsKey(item.ItemGuid);
|
||||
if (!ownedAlready && _objects.Get(item.ItemGuid) is not null)
|
||||
{
|
||||
// Collision guard — see class doc. Never take ownership of a
|
||||
// guid this materializer did not itself add.
|
||||
Console.Error.WriteLine(
|
||||
"[VendorShopItemMaterializer] skipped guid=0x"
|
||||
+ item.ItemGuid.ToString("X8")
|
||||
+ " — already present in ClientObjectTable and not "
|
||||
+ "owned by this vendor session.");
|
||||
continue;
|
||||
}
|
||||
|
||||
_ownedGuids.Clear();
|
||||
foreach (uint guid in nextOwned)
|
||||
_ownedGuids.Add(guid);
|
||||
_objects.Ingest(ToWeenieData(item, transition.VendorId));
|
||||
nextOwned[item.ItemGuid] = transition.VendorId;
|
||||
}
|
||||
}
|
||||
finally
|
||||
{
|
||||
// F5: guaranteed to run even if the retire/materialize passes
|
||||
// above throw somewhere this method doesn't already catch, so
|
||||
// _ownedGuids never straddles two inconsistent generations.
|
||||
_ownedGuids.Clear();
|
||||
foreach (KeyValuePair<uint, uint> entry in nextOwned)
|
||||
_ownedGuids[entry.Key] = entry.Value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
@ -198,5 +264,12 @@ public sealed class VendorShopItemMaterializer : IDisposable
|
|||
if (_disposed) return;
|
||||
_disposed = true;
|
||||
_vendor.Changed -= OnVendorTransition;
|
||||
// F5 safety net: RuntimeInventoryState.Dispose() always runs
|
||||
// Vendor.Reset() first (which drives OnVendorTransition's own retire
|
||||
// pass down to zero), but a caller that disposes this class directly
|
||||
// without a prior Reset()/Close() must not leave stale tracking
|
||||
// entries behind — OwnedCount feeds
|
||||
// RuntimeInventoryOwnershipSnapshot.IsConverged.
|
||||
_ownedGuids.Clear();
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -28,6 +28,11 @@ public sealed class ItemInteractionControllerTests
|
|||
public readonly List<(uint Item, uint Amount)> SplitDrops = new();
|
||||
public readonly List<(uint Target, uint Item, uint Amount)> Gives = new();
|
||||
public readonly List<(uint VendorGuid, uint ItemGuid, int Amount, uint AlternateCurrencyId)> Buys = new();
|
||||
// F4 (Slice 6 review): simulates the composition-root sendBuy
|
||||
// delegate's "no live session / not in world" no-op case —
|
||||
// TryBuy must see this as false and release the reservation
|
||||
// rather than mark it dispatched for a request nothing sent.
|
||||
public bool SendBuySucceeds = true;
|
||||
public readonly List<string> Toasts = new();
|
||||
public readonly List<string> SystemMessages = new();
|
||||
public readonly List<CombatMode> CombatModeRequests = new();
|
||||
|
|
@ -97,7 +102,12 @@ public sealed class ItemInteractionControllerTests
|
|||
sendChangeCombatMode: CombatModeRequests.Add,
|
||||
requestUse: requestUse,
|
||||
sendBuy: (vendorGuid, itemGuid, amount, alternateCurrencyId) =>
|
||||
Buys.Add((vendorGuid, itemGuid, amount, alternateCurrencyId)));
|
||||
{
|
||||
if (!SendBuySucceeds)
|
||||
return false;
|
||||
Buys.Add((vendorGuid, itemGuid, amount, alternateCurrencyId));
|
||||
return true;
|
||||
});
|
||||
}
|
||||
|
||||
public ItemInteractionController Controller { get; }
|
||||
|
|
@ -2267,4 +2277,35 @@ public sealed class ItemInteractionControllerTests
|
|||
|
||||
Assert.Equal(0, h.Controller.BusyCount);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void TryBuy_NoSessionToSendOn_ReleasesTheReservation_AndASubsequentBuyWorks()
|
||||
{
|
||||
// F4 (Slice 6 review): the composition-root sendBuy delegate
|
||||
// returns false when there is no live session (or it's not in
|
||||
// world) -- BEFORE this fix, sendBuy was a plain Action, so TryBuy
|
||||
// could not tell "sent" apart from a silent no-op and always
|
||||
// called MarkDispatched(). Since nothing was actually sent, no
|
||||
// UseDone would ever arrive to balance it, leaking BusyCount and
|
||||
// permanently wedging every future Use/Buy behind "You can only
|
||||
// move or use one item at a time."
|
||||
var h = new Harness();
|
||||
h.SendBuySucceeds = false;
|
||||
|
||||
bool result = h.Controller.TryBuy(0x40001000u, 0x50002000u, 1, 0u);
|
||||
|
||||
Assert.False(result);
|
||||
Assert.Empty(h.Buys);
|
||||
// The reservation was cancelled, not dispatched -- the gate is
|
||||
// free again immediately, with no UseDone needed to release it.
|
||||
Assert.Equal(0, h.Controller.BusyCount);
|
||||
|
||||
// A subsequent buy, once a session IS available, proceeds normally.
|
||||
h.SendBuySucceeds = true;
|
||||
bool second = h.Controller.TryBuy(0x40001000u, 0x50002001u, 1, 0u);
|
||||
|
||||
Assert.True(second);
|
||||
Assert.Single(h.Buys);
|
||||
Assert.Equal(1, h.Controller.BusyCount);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -176,7 +176,10 @@ public sealed class VendorUiControllerTests
|
|||
sendDrop: null,
|
||||
sendExamine: Examines.Add,
|
||||
sendBuy: (vendorGuid, itemGuid, amount, alternateCurrencyId) =>
|
||||
Buys.Add((vendorGuid, itemGuid, amount, alternateCurrencyId)));
|
||||
{
|
||||
Buys.Add((vendorGuid, itemGuid, amount, alternateCurrencyId));
|
||||
return true;
|
||||
});
|
||||
|
||||
Controller = VendorUiController.Bind(
|
||||
layout,
|
||||
|
|
@ -293,6 +296,15 @@ public sealed class VendorUiControllerTests
|
|||
});
|
||||
|
||||
h.ItemList.GetItem(0)!.Clicked?.Invoke();
|
||||
// F2 (Slice 6 review): the display now reads the LIVE split state
|
||||
// instead of recomputing a static seed. Production seeds this via
|
||||
// SelectedObjectController (mounted on the toolbar, subscribed to
|
||||
// SelectionState.Changed BEFORE VendorUiController — RetailUiRuntime
|
||||
// MountToolbar() runs before MountVendor()); this harness doesn't
|
||||
// mount that controller, so the test seeds SplitQuantity directly to
|
||||
// stand in for it, matching the SAME not-exempt full-stack seed
|
||||
// SelectedObjectController.ApplySelection would have computed.
|
||||
h.SplitQuantity.Reset(100u, initialValue: 100u);
|
||||
|
||||
// No authored PluralName -> ACCWeenieObject::GetObjectName falls back
|
||||
// to the singular name UNCHANGED (not an invented "Arrows" + "s").
|
||||
|
|
@ -319,6 +331,10 @@ public sealed class VendorUiControllerTests
|
|||
});
|
||||
|
||||
h.ItemList.GetItem(0)!.Clicked?.Invoke();
|
||||
// F2: exempt seed is 1 regardless of the 50-unit authored stack —
|
||||
// see the split-exempt comment on the sibling test above for why
|
||||
// this harness seeds SplitQuantity explicitly.
|
||||
h.SplitQuantity.Reset(50u, initialValue: 1u);
|
||||
|
||||
Assert.Equal("Bread", GetText(h.ItemNameText));
|
||||
Assert.Equal(
|
||||
|
|
@ -338,10 +354,56 @@ public sealed class VendorUiControllerTests
|
|||
});
|
||||
|
||||
h.ItemList.GetItem(0)!.Clicked?.Invoke();
|
||||
// F2: Key is not split-exempt -> full authored stack (10).
|
||||
h.SplitQuantity.Reset(10u, initialValue: 10u);
|
||||
|
||||
Assert.Equal("10 Iron Keys", GetText(h.ItemNameText));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void SliderChange_AfterSelection_UpdatesNameAndPriceToLiveQuantity_MatchingWhatBuyWouldCharge()
|
||||
{
|
||||
// F2 (Slice 6 review): retail re-runs UpdateItemsUI on every slider
|
||||
// change (gmVendorUI::RecvNotice_StackSliderChanged,
|
||||
// pc:203262-203278) -- the OLD implementation froze the display's
|
||||
// quantity at a static per-selection seed while BuySelectedItem
|
||||
// separately read the LIVE split, so a slider drag after selecting
|
||||
// never updated the sentence/price and could show a DIFFERENT price
|
||||
// than what Buy would actually charge. Both now go through the SAME
|
||||
// ResolveBuyQuantity, proven here by asserting the displayed price
|
||||
// equals the amount the subsequent Buy press actually sends.
|
||||
var h = new Harness();
|
||||
h.State.Apply(VendorGuid, Profile(sellRate: 2.0f), new[]
|
||||
{
|
||||
// perUnit = 1000/100 = 10 (MissileWeapon, not split-exempt).
|
||||
new VendorShopItem(
|
||||
StackedItemGuid, -1, 3u, "Arrows", (uint)ItemType.MissileWeapon, 300u, 1000,
|
||||
DescStackSize: 100),
|
||||
});
|
||||
// F6 auto-selects the sole item; the harness's un-mounted-toolbar
|
||||
// split state starts at its class default (Value=1/Maximum=1) —
|
||||
// singular display, matching a fresh, not-yet-slider-touched
|
||||
// selection.
|
||||
Assert.Equal("Arrows", GetText(h.ItemNameText));
|
||||
Assert.Equal(
|
||||
$"costs {20:N0} (you have {Harness.DefaultPlayerCoinValue:N0})",
|
||||
GetText(h.ItemCostText));
|
||||
|
||||
// Player drags the slider to 40 AFTER selecting -- no re-click, no
|
||||
// re-selection, purely a StackSplitQuantityState.Changed event.
|
||||
h.SplitQuantity.Reset(100u, initialValue: 40u);
|
||||
|
||||
// SellPrice = ceil(2.0*10*40 - 0.1) = 800.
|
||||
Assert.Equal("40 Arrows", GetText(h.ItemNameText));
|
||||
Assert.Equal(
|
||||
$"cost {800:N0} (you have {Harness.DefaultPlayerCoinValue:N0})",
|
||||
GetText(h.ItemCostText));
|
||||
|
||||
h.BuyButton.OnClick!.Invoke();
|
||||
|
||||
Assert.Equal(40, h.Buys.Single().Amount);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void SelectingItem_WithAlternateCurrency_ShowsFullRetailCostSentence()
|
||||
{
|
||||
|
|
@ -370,10 +432,34 @@ public sealed class VendorUiControllerTests
|
|||
}
|
||||
|
||||
[Fact]
|
||||
public void NoSelection_DisablesBuyAndAddButtons_SelectionEnablesThem()
|
||||
public void NoSelection_DisablesBuyButton_SelectionEnablesIt()
|
||||
{
|
||||
var h = new Harness();
|
||||
Assert.False(h.BuyButton.Enabled);
|
||||
|
||||
h.State.Apply(VendorGuid, Profile(), new[]
|
||||
{
|
||||
new VendorShopItem(ArmorItemGuid, -1, 2u, "Chainmail", (uint)ItemType.Armor, 200u, 500),
|
||||
});
|
||||
|
||||
// F4 auto-selects the sole item on open, so Buy is already enabled
|
||||
// — SetState(1), pc:202784-202789.
|
||||
Assert.True(h.BuyButton.Enabled);
|
||||
|
||||
// Closing clears the selection -> SetState(0xd), pc:202572-202577.
|
||||
h.State.Close();
|
||||
Assert.False(h.BuyButton.Enabled);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void AddButton_IsPermanentlyDisabled_RegardlessOfSelection()
|
||||
{
|
||||
// F8 (Slice 6 review): "Add to List" has no wired OnClick at all
|
||||
// (staging into the "Buying" tab is deferred, contract decision 6)
|
||||
// — an enabled button that silently does nothing on click is a
|
||||
// dead-affordance bug, worse than a disabled one. It must never
|
||||
// enable, with or without a selection.
|
||||
var h = new Harness();
|
||||
Assert.False(h.AddButton.Enabled);
|
||||
|
||||
h.State.Apply(VendorGuid, Profile(), new[]
|
||||
|
|
@ -381,14 +467,10 @@ public sealed class VendorUiControllerTests
|
|||
new VendorShopItem(ArmorItemGuid, -1, 2u, "Chainmail", (uint)ItemType.Armor, 200u, 500),
|
||||
});
|
||||
|
||||
// F4 auto-selects the sole item on open, so the buttons are already
|
||||
// enabled — SetState(1), pc:202784-202789.
|
||||
Assert.True(h.BuyButton.Enabled);
|
||||
Assert.True(h.AddButton.Enabled);
|
||||
// F4/F6 auto-selects the sole item on open -- Add stays disabled.
|
||||
Assert.False(h.AddButton.Enabled);
|
||||
|
||||
// Closing clears the selection -> SetState(0xd), pc:202572-202577.
|
||||
h.State.Close();
|
||||
Assert.False(h.BuyButton.Enabled);
|
||||
Assert.False(h.AddButton.Enabled);
|
||||
}
|
||||
|
||||
|
|
@ -473,6 +555,29 @@ public sealed class VendorUiControllerTests
|
|||
Assert.NotNull(h.ItemList.EmptySlotFactory);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ShopRow_NeverMintsADragPayload()
|
||||
{
|
||||
// F3 (Slice 6 review): with shop items materialized into
|
||||
// ClientObjectTable (Slice 6.1), a draggable vendor cell would pass
|
||||
// every destination handler's existence guard -- a pack drop would
|
||||
// send a real PutItemInContainer for vendor stock, the shortcut bar
|
||||
// would persist a dangling guid, and PlaceIn3D would fire. Retail
|
||||
// excludes vendor/salvage lists from ItemList_BeginDrag entirely; a
|
||||
// populated shop row must never become a drag source at all.
|
||||
var h = new Harness();
|
||||
h.State.Apply(VendorGuid, Profile(), new[]
|
||||
{
|
||||
new VendorShopItem(ArmorItemGuid, -1, 2u, "Chainmail", (uint)ItemType.Armor, 200u, 500),
|
||||
});
|
||||
|
||||
UiItemSlot cell = h.ItemList.GetItem(0)!;
|
||||
|
||||
Assert.NotEqual(0u, cell.ItemId); // occupied -- would otherwise be a drag source by default
|
||||
Assert.False(cell.IsDragSource);
|
||||
Assert.Null(cell.GetDragPayload());
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Opened_WithDifferentVendor_ResetsToFirstPresentCategory_NotThePreviousVendors()
|
||||
{
|
||||
|
|
@ -529,6 +634,43 @@ public sealed class VendorUiControllerTests
|
|||
Assert.Equal("Food", h.TypeMenu.Items.Single(i => Equals(i.Payload, h.TypeMenu.Selected)).Label);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Refreshed_SameVendor_ReselectsFirstItemUnconditionally_NotThePreviouslySelectedSurvivor()
|
||||
{
|
||||
// F6 (Slice 6 review): retail's VendorItemsUI::UpdateItemsList
|
||||
// selects UNCONDITIONALLY on every rebuild call site this
|
||||
// controller reaches (pc:201180-201184, confirmed via
|
||||
// VendorItemsUI::OpenVendor's unconditional clamp +
|
||||
// SetSelectedItem(...,1) at pc:201022, which every vendor
|
||||
// open/refresh runs regardless of the sameVendor flag) -- there is
|
||||
// NO survival test. A same-vendor refresh that re-lists the SAME
|
||||
// two items in the SAME order must reset to the FIRST one even
|
||||
// though the player's prior selection (the second item) is still
|
||||
// present in the new snapshot -- this is the case that would have
|
||||
// diverged under the OLD "preserve if it survives" logic.
|
||||
const uint SecondArmorGuid = 0x60000110u;
|
||||
var h = new Harness();
|
||||
var items = new[]
|
||||
{
|
||||
new VendorShopItem(ArmorItemGuid, -1, 2u, "Chainmail", (uint)ItemType.Armor, 200u, 500),
|
||||
new VendorShopItem(SecondArmorGuid, -1, 4u, "Buckler", (uint)ItemType.Armor, 900u, 40),
|
||||
};
|
||||
h.State.Apply(VendorGuid, Profile(), items);
|
||||
Assert.Equal(ArmorItemGuid, h.ItemList.GetItem(0)!.ItemId); // auto-selected first
|
||||
|
||||
// Player explicitly picks the SECOND item.
|
||||
h.ItemList.GetItem(1)!.Clicked?.Invoke();
|
||||
Assert.True(h.ItemList.GetItem(1)!.Selected);
|
||||
|
||||
// SAME vendor, SAME two items, SAME order -> Refreshed transition.
|
||||
h.State.Apply(VendorGuid, Profile(), items);
|
||||
|
||||
// Retail resets to the FIRST item, not the still-present second one.
|
||||
Assert.True(h.ItemList.GetItem(0)!.Selected);
|
||||
Assert.False(h.ItemList.GetItem(1)!.Selected);
|
||||
Assert.Equal("Chainmail", GetText(h.ItemNameText));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void CategoryMenu_OpensAndSelectsThroughRealHitPath_UsingAuthoredPopupGeometry()
|
||||
{
|
||||
|
|
@ -723,6 +865,36 @@ public sealed class VendorUiControllerTests
|
|||
Assert.Equal(25, h.Buys.Single().Amount);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void BuyButton_Press_NonStackedItem_IgnoresAStaleSliderFromAPreviouslySelectedStackableItem()
|
||||
{
|
||||
// F7 (Slice 6 review): retail's BuySingleItem (pc:201674-201681)
|
||||
// gates on the SELECTED item's OWN stack size FIRST -- quantity 1
|
||||
// whenever it is <=1, regardless of whatever
|
||||
// GenItemHolder::splitSize still holds from a PREVIOUSLY selected,
|
||||
// DIFFERENT, stackable item. Without this guard,
|
||||
// ResolveBuyQuantity's GetObjectSplitSize(item.ItemGuid, selected,
|
||||
// stackSize) call trivially returns the live Value for ANY selected
|
||||
// item (item.ItemGuid always equals the selection guid at this call
|
||||
// site) -- leaking a stale quantity into a non-stack purchase.
|
||||
var h = new Harness();
|
||||
h.State.Apply(VendorGuid, Profile(), new[]
|
||||
{
|
||||
new VendorShopItem(ArmorItemGuid, -1, 2u, "Chainmail", (uint)ItemType.Armor, 200u, 500),
|
||||
});
|
||||
// Simulate a stale slider left over from a PREVIOUSLY selected,
|
||||
// different, stackable item -- this harness doesn't mount
|
||||
// SelectedObjectController, which in production would already have
|
||||
// reset the slider on selecting the (non-stack) armor; seeding it
|
||||
// directly here proves the clamp doesn't depend on that reset
|
||||
// having run.
|
||||
h.SplitQuantity.Reset(50u, initialValue: 30u);
|
||||
|
||||
h.BuyButton.OnClick!.Invoke();
|
||||
|
||||
Assert.Equal(1, h.Buys.Single().Amount);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void BuyButton_Press_AlternateCurrencyVendor_ForwardsTheVendorsTradeWcid()
|
||||
{
|
||||
|
|
|
|||
|
|
@ -66,6 +66,33 @@ public class UiItemSlotTests
|
|||
Assert.Null(slot.GetDragPayload());
|
||||
}
|
||||
|
||||
// ── F3 (Slice 6 review): AllowDragSource ────────────────────────────────
|
||||
|
||||
[Fact]
|
||||
public void AllowDragSource_DefaultsTrue_OccupiedSlotIsADragSource()
|
||||
{
|
||||
var s = new UiItemSlot();
|
||||
s.SetItem(0x5001u, 0x99u);
|
||||
|
||||
Assert.True(s.IsDragSource);
|
||||
Assert.NotNull(s.GetDragPayload());
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void AllowDragSource_False_OccupiedSlotIsNeverADragSource()
|
||||
{
|
||||
// A vendor row (or any future list retail excludes from
|
||||
// ItemList_BeginDrag, e.g. salvage) sets this false. IsDragSource is
|
||||
// the sole gate UiRoot reads at MouseDown to decide whether a
|
||||
// press-and-move even becomes a drag CANDIDATE -- GetDragPayload()
|
||||
// is never reached at all when this is false, so no destination
|
||||
// drop handler needs to reject anything.
|
||||
var s = new UiItemSlot { AllowDragSource = false };
|
||||
s.SetItem(0x5001u, 0x99u);
|
||||
|
||||
Assert.False(s.IsDragSource);
|
||||
}
|
||||
|
||||
// ── Shortcut number tests ────────────────────────────────────────────────
|
||||
// Port of UIElement_UIItem::SetShortcutNum (acclient_2013_pseudo_c.txt:229465).
|
||||
|
||||
|
|
|
|||
|
|
@ -119,8 +119,15 @@ public sealed class VendorShopItemMaterializerTests
|
|||
[Fact]
|
||||
public void Refreshed_ItemNoLongerListed_IsRemoved()
|
||||
{
|
||||
// A unique item sold out (bought up / delisted) between one
|
||||
// ApproachVendor and the next same-vendor refresh.
|
||||
// An item drops out of the vendor's own list WITHOUT ever being
|
||||
// re-containered elsewhere (e.g. admin-removed stock, a delisted
|
||||
// line item) -- its live ContainerId is still the vendor's own
|
||||
// guid, so the retire pass's F1 ownership re-check finds a match
|
||||
// and removes it. This is deliberately NOT "I bought it" -- see
|
||||
// Refreshed_ItemPurchased_ReparentedIntoBuyerPack_Survives for that
|
||||
// case, where the SAME "missing from the new snapshot" trigger must
|
||||
// NOT delete the item because a real purchase already moved it into
|
||||
// the buyer's own pack before this refresh arrived.
|
||||
var vendor = new VendorState();
|
||||
var objects = new ClientObjectTable();
|
||||
using var materializer = new VendorShopItemMaterializer(vendor, objects);
|
||||
|
|
@ -133,6 +140,62 @@ public sealed class VendorShopItemMaterializerTests
|
|||
Assert.Equal(1, materializer.OwnedCount);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Refreshed_ItemPurchased_ReparentedIntoBuyerPack_Survives()
|
||||
{
|
||||
// F1: buying a UNIQUE vendor item does not merely drop it from the
|
||||
// next ApproachVendor snapshot -- ACE first re-containers the SAME
|
||||
// guid into the BUYER's own pack via CreateObject
|
||||
// (Player_Commerce.cs:86-108) and only THEN sends the full-replace
|
||||
// refresh that no longer lists it. The retire pass must re-check
|
||||
// live ownership (ContainerId) before deleting, or it strips the
|
||||
// just-purchased item straight back out of the buyer's inventory.
|
||||
var vendor = new VendorState();
|
||||
var objects = new ClientObjectTable();
|
||||
using var materializer = new VendorShopItemMaterializer(vendor, objects);
|
||||
vendor.Apply(VendorGuid, default, new[] { Item(ItemA, "Unique Sword"), Item(ItemB) });
|
||||
Assert.Equal(VendorGuid, objects.Get(ItemA)!.ContainerId);
|
||||
|
||||
const uint BuyerGuid = 0x50009000u;
|
||||
// Simulate the purchase's CreateObject: ACE re-containers the SAME
|
||||
// guid into the buyer's pack BEFORE the post-buy ApproachVendor
|
||||
// refresh arrives.
|
||||
objects.Ingest(new WeenieData(
|
||||
Guid: ItemA,
|
||||
Name: null,
|
||||
Type: null,
|
||||
WeenieClassId: 0,
|
||||
IconId: 0,
|
||||
IconOverlayId: 0,
|
||||
IconUnderlayId: 0,
|
||||
Effects: 0,
|
||||
Value: null,
|
||||
StackSize: null,
|
||||
StackSizeMax: null,
|
||||
Burden: null,
|
||||
ContainerId: BuyerGuid,
|
||||
WielderId: null,
|
||||
ValidLocations: null,
|
||||
CurrentWieldedLocation: null,
|
||||
Priority: null,
|
||||
ItemsCapacity: null,
|
||||
ContainersCapacity: null,
|
||||
Structure: null,
|
||||
MaxStructure: null,
|
||||
Workmanship: null));
|
||||
Assert.Equal(BuyerGuid, objects.Get(ItemA)!.ContainerId);
|
||||
|
||||
// Post-buy ApproachVendor refresh: the purchased item is gone from
|
||||
// the shop's own list.
|
||||
vendor.Apply(VendorGuid, default, new[] { Item(ItemB) });
|
||||
|
||||
ClientObject? survivor = objects.Get(ItemA);
|
||||
Assert.NotNull(survivor);
|
||||
Assert.Equal(BuyerGuid, survivor!.ContainerId);
|
||||
Assert.False(materializer.Owns(ItemA));
|
||||
Assert.Equal(1, materializer.OwnedCount);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void CollidingGuid_AlreadyOwnedBySomethingElse_IsNeverClobbered()
|
||||
{
|
||||
|
|
@ -188,4 +251,38 @@ public sealed class VendorShopItemMaterializerTests
|
|||
vendor.Close();
|
||||
Assert.NotNull(objects.Get(ItemA));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Retire_ThrowingObjectRemovedObserver_StillRetiresRemainingGuidsAndConverges()
|
||||
{
|
||||
// F5: ClientObjectTable.Remove fires ObjectRemoved with NO
|
||||
// per-listener isolation (unlike VendorState's own Changed
|
||||
// dispatch). One throwing observer must not abort the retire loop
|
||||
// partway through and strand _ownedGuids -- every owned guid still
|
||||
// retires, and OwnedCount still converges to zero.
|
||||
var vendor = new VendorState();
|
||||
var objects = new ClientObjectTable();
|
||||
using var materializer = new VendorShopItemMaterializer(vendor, objects);
|
||||
vendor.Apply(VendorGuid, default, new[] { Item(ItemA), Item(ItemB) });
|
||||
Assert.Equal(2, materializer.OwnedCount);
|
||||
|
||||
// A throwing ObjectRemoved observer fires on EVERY Remove() call
|
||||
// (both ItemA's and ItemB's) -- multicast delegate invocation has
|
||||
// no per-listener isolation, so each Remove() call itself throws.
|
||||
objects.ObjectRemoved += _ => throw new InvalidOperationException("boom");
|
||||
|
||||
vendor.Close();
|
||||
|
||||
// Both guids are gone from the table -- the throwing first observer
|
||||
// did not stop the second guid's Remove() call from happening.
|
||||
Assert.Null(objects.Get(ItemA));
|
||||
Assert.Null(objects.Get(ItemB));
|
||||
Assert.Equal(0, materializer.OwnedCount);
|
||||
Assert.False(materializer.Owns(ItemA));
|
||||
Assert.False(materializer.Owns(ItemB));
|
||||
|
||||
// Dispose still converges cleanly afterward.
|
||||
materializer.Dispose();
|
||||
Assert.Equal(0, materializer.OwnedCount);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue