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
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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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