fix(chat): Campaign CH user-gate round 1 — jump-in-air edge, portal cue cadence, wrap/prefix/color fixes
The user tested Campaign CH's CODE-COMPLETE build live and reported ten defects (docs/plans/2026-08-09-chat-parity-campaign.md, "User gate — round 1"). Items A-G are fixed here; the remaining three (extra chat windows on 1/2/3/4, resize working in only one corner, transparency/ artifacts) are out of scope for a fix and filed as slice CH6. A. Jump-in-air refusal never fired live: the jump block only ever evaluated input.Jump inside the grounded-charge or already-charging branches. PlayerMovementController now detects the press RISING EDGE while airborne and reports WeenieError.NotGrounded once per press, leaving the grounded charge/fire path untouched. B. ChatVM's invented "[System] " prefix is dropped — retail prints system text bare. [Popup] is unchanged (AP-175). C. SpewBoxController's color is now the user-pinned exact value (1, 1, 0.247, 1), the same bright yellow as an incoming Tell. Register row AP-178 updated: color CLOSES, size/position/font stay open per the user's live report that they still differ. D. Closes #329: PortalTunnelPresentation now emits the portal wait cue unconditionally on every rotation-segment boundary, matching gmSmartBoxUI::UseTime's decompiled else-arm exactly instead of gating on a 5-second hold local transits never reached. PortalWaitNotice Controller now renders it in the same pinned yellow as item C. Register row AP-150 retired. E. Closes #362: new ClientCommandResponses.cs parses and renders the four previously-unhandled inbound GameEvents (ChannelIndex, ChannelList, AvailableHouses, AllegianceInfoResponse), each ported line-for-line from the named-retail decomp's inbound handlers. Register row TS-70 retired. F. ChatWindowController.WrapText now splits on embedded '\n'/'\r\n' first, then word-wraps each segment independently — server text like /help's reply no longer collapses onto one line. G. The chat input field's right edge no longer holds a fixed absolute pixel position across a window resize; Bind now upgrades it to retail edge-mode 1 (UiLayoutPolicy) or the AnchorEdges.Right stretch fallback so it tracks the window's client width instead of overflowing past a narrower resize. Full Release suite: 12,247 passed / 4 skipped / 0 failed (baseline 12,221/4/0 + 26 new tests across items A, E, F, G). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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17 changed files with 1428 additions and 81 deletions
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@ -161,6 +161,42 @@ public static class GameEventWiring
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// AddTextToScroll(..., 0, 1, 0), pc:382186.
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chat.OnSystemMessage(text, chatType: 0u);
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});
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// #362 / register row TS-70 (Campaign CH user-gate round 1, item E):
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// @index/@clist/@hslist/@allegiance info sent byte-correct requests
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// with no inbound handler — ACE's reply was silently dropped. All
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// four render LogTextType 0x00 Default lines, matching their retail
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// handlers exactly (see ClientCommandResponses' per-method doc
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// comments for the named-retail anchors).
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registrar.Register(GameEventType.ChannelIndex, e =>
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{
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var channels = ClientCommandResponses.ParseChannelIndex(e.Payload.Span);
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if (channels is null) return;
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foreach (string line in ClientCommandResponses.FormatChannelIndexLines(channels))
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chat.OnSystemMessage(line, chatType: 0u);
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});
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registrar.Register(GameEventType.ChannelList, e =>
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{
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var names = ClientCommandResponses.ParseChannelList(e.Payload.Span);
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if (names is null) return;
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foreach (string line in ClientCommandResponses.FormatChannelListLines(names))
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chat.OnSystemMessage(line, chatType: 0u);
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});
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registrar.Register(GameEventType.AvailableHouses, e =>
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{
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var houses = ClientCommandResponses.ParseAvailableHouses(e.Payload.Span);
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if (houses is null) return;
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foreach (string line in ClientCommandResponses.FormatAvailableHousesLines(houses.Value))
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chat.OnSystemMessage(line, chatType: 0u);
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});
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registrar.Register(GameEventType.AllegianceInfoResponse, e =>
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{
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var info = ClientCommandResponses.ParseAllegianceInfoResponse(e.Payload.Span);
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if (info is null) return;
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foreach (string line in ClientCommandResponses.FormatAllegianceInfoLines(info.Value))
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chat.OnSystemMessage(line, chatType: 0u);
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});
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if (onConfirmationRequest is not null)
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{
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registrar.Register(GameEventType.CharacterConfirmationRequest, e =>
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