docs: close Campaign LU with its ledger and the four gate traps
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Ten slices, six planned and four the gate rounds added, all shipped through CI
and accepted live: the update flow "works, it updates as it should", launcher
self-update "pass", the client's exit back to the character selector "pass".

The plan now records what the gate rounds found that the plan could not, since
every one of the four was invisible to the automated suite:

- headless play and character refresh had never run once — the launcher passed
  the graphical host's argument shape to the headless host, which reads
  arguments[0] as a command;
- refresh was harmful as well as broken, opening a second connection the server
  treats as a new login;
- Stop WAS the ungraceful exit, killing the client five seconds in;
- Play was below the fold behind the settings form.

And three findings worth keeping: the verification cache cannot see a same-size
same-timestamp change (measured — the CI runner's /tmp is ZFS, 141 of 200
same-size rewrites kept an identical mtime), testing the launcher exercises the
INSTALLED client rather than your source, and a locally built launcher stamps
1.0.0 and therefore can never be offered an update.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-20 08:13:29 +02:00
parent 7037681a1f
commit 4d84456c21
3 changed files with 88 additions and 19 deletions

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# Campaign LU — launcher usability
**Status:** CODE-COMPLETE 2026-08-19. All six slices implemented, tested, and
committed locally (not pushed — the user asked for local verification first).
The connected user gate is the remaining boundary.
**Status: CLOSED USER-ACCEPTED 2026-08-19/20.** Ten slices — the six planned
plus four the gate rounds added — shipped through CI and accepted live.
| slice | commit | tests |
**Gate results, in the user's words:** the update flow "works, it updates as it
should"; the launcher self-update round "pass"; the client's exit back to the
character selector "pass".
| slice | commit | what it fixed |
|---|---|---|
| (blocker) #420 client crash | `a34e8f2a` | reverting test reproduces the live stack |
| LU1 instant startup | `00d12782` | 10 cache tests + 2 view-model tests |
| LU2/LU3 one update question | `a01ff426` | 8 rewritten update tests |
| LU4 Setup complete | `0a2defb6` | 2 tests (success + failure never claims success) |
| LU5/LU6 Play + sessions | `09305be6` | 16 session-row tests |
| (blocker) #420 client crash | `a34e8f2a` | character select killed the client mid-paint |
| LU1 instant startup | `00d12782` | 29.9 s → 0.89 s, measured on the real 27.9 GiB pak |
| LU2/LU3 one update question | `a01ff426` | six buttons → Update / Not now, self-restarting |
| LU4 Setup complete | `0a2defb6` | setup ends with a dialog, not a finished progress bar |
| LU5/LU6 Play + sessions | `09305be6` | one Play per character; rows say who is playing |
| (cross-cutting) locale | `6a15dd06`, `955c6180` | retail text stopped following the machine's locale |
| headless CLI + LU7 | `2bff44a9` | headless and character refresh had never run at all |
| LU8 roster + fold | `18bbd377` | logging in IS the refresh; Play above the fold |
| LU9/LU10 stop + logout | `6ab5d8ce` | 30 s graceful stop, ACE hold, logout lands on select |
| verification-cache limit | `7037681a` | the ZFS finding below |
Full solution under the release-gate filter: **14,370 passed, 0 failed,
0 skipped.**
Full solution under the release-gate filter: **14,375 passed, 0 failed,
0 skipped**, and identical under `sv-SE`, `tr-TR`, `ar-SA` and `de-DE`.
**Known gate limitation.** The client installed under
`%LOCALAPPDATA%\acdream\app\` is the pre-#420 build, so pressing **Play** still
crashes on the character-select screen until a release carrying the fix is
published and the launcher installs it. That is itself the natural next test:
push → CI publishes → the new startup prompt offers the update → taking it
exercises LU2 end to end and replaces the crashing client.
---
## What the gate rounds found that the plan did not
Four of the ten slices did not exist when this plan was written. Each came from
the user running the thing, and each was a defect the automated suite could not
have surfaced:
**Headless and character refresh had never worked, once.** The launcher spawned
`acdream-headless --config <path>`; the host reads `arguments[0]` as its command
and accepts only `validate` or `run`. Every launcher-started headless session
and every roster refresh died on its first instruction with "Invalid command"
and exit 64 — visible only as a code in a status file. A whole campaign's gates
missed it because they drove the headless host through its CLI directly, never
through the launcher's spec. `LauncherHeadlessCommandLineContractTests` now
feeds the launcher's real argument vector to the host's real parser.
**Refresh was harmful as well as broken.** It opened a second connection to an
account purely to read the roster, which the server treats as a new login — so
using it while playing disconnected you. It was also redundant: every ordinary
login already carries the roster, and the orchestrator already folds it in.
**Stop was the crash.** The UI gave the client five seconds before killing it,
which is not enough to send a logout, await the acknowledgement, and tear down a
mapped 28 GB world. So Stop routinely produced exactly the ungraceful exit that
leaves the server holding the account.
**Play was below the fold.** The buttons existed; the plugins/login-commands
form pushed them past the bottom of the scroll area. Reported, correctly, as
"there is no headless or gui option".
## Findings worth keeping
**The verification cache cannot see a same-size, same-timestamp change.** Run
174 failed on a test asserting it could. Measured on the runner: `/tmp` is ZFS,
and 141 of 200 same-size rewrites produced an identical mtime. NTFS's 100 ns
resolution is the only reason it never showed on Windows. The contract is now
two true statements — startup catches a corruption whose write time moves, and
a forced full verification catches one that preserves both — instead of one
that is false on some filesystems. Verify files is the forced path.
**Testing the launcher does not test your source.** The launcher runs the
INSTALLED client from the version store, so a client-side fix cannot be gated
until CI publishes it. A void-world screenshot was read as "the fix failed" when
the installed build was 63 minutes older than the fix.
**A locally built launcher cannot test self-update.** Its stamped version is
`1.0.0`, which sorts above every `0.1.0-build.*` the feed publishes, so it is
never offered an update. Publishing one with a deliberately low
`InformationalVersion` is what made that path testable at all.
**Goal**

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{
"version": 2,
"dependencies": {
"net10.0": {},
"net10.0": {
"Microsoft.NET.ILLink.Tasks": {
"type": "Direct",
"requested": "[10.0.8, )",
"resolved": "10.0.8",
"contentHash": "dVbSXGIFNR5nZcv2tOLoWI+a9T4jtFd77IYjuND+QVe360qWgAF7H0WtoopYhRw/+SgpGUTyrkrh+65+ClNnfw=="
},
"acdream.platform": {
"type": "Project"
}
},
"net10.0/win-x64": {}
}
}

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{
"version": 2,
"dependencies": {
"net10.0": {},
"net10.0": {
"Microsoft.NET.ILLink.Tasks": {
"type": "Direct",
"requested": "[10.0.8, )",
"resolved": "10.0.8",
"contentHash": "dVbSXGIFNR5nZcv2tOLoWI+a9T4jtFd77IYjuND+QVe360qWgAF7H0WtoopYhRw/+SgpGUTyrkrh+65+ClNnfw=="
}
},
"net10.0/win-x64": {}
}
}