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>
This commit is contained in:
Erik 2026-08-07 23:12:50 +02:00
parent 97cf873870
commit 3c9fc57adb
11 changed files with 670 additions and 116 deletions

View file

@ -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);
}
}

View file

@ -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()
{

View file

@ -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).

View file

@ -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);
}
}