feat(headless): FA6 finalize — ship fellowship-only, defer allegiance behind a flag
Six live runs against local ACE (testaccount/+Acdream as Leader, testaccount2/+Horan as Recruit) converged on a clean split: - FELLOWSHIP two-session gate PASSES live, reproduced in three separate runs. The decisive cross-session assertion (the Recruit bot's own RuntimeFellowshipState — a separate process's canonical Runtime owner, not the Leader's local echo — flipping IsInFellowship=true, MemberCount=2, LeaderGuid=<Leader>) holds every time. This ships as the automated gate. - ALLEGIANCE swear never completes: ACE returns nothing at all to Event_SwearAllegiance (0x001D) — no 0x0274 confirmation, no 0x0020 tree update, no WeenieError — even at 0.005 m separation (run6's distance diagnostic ruled out retail's 2.0 m swear-distance gate). Ambiguous between an FA1 wire-builder defect, an ACE-side rule this test pair trips, or a drop; disambiguating needs an ACE server console this harness doesn't have. Filed as docs/ISSUES.md #384 and docs/architecture/retail-divergence-register.md AD-87. AllegianceGateEnabled (static readonly, not const, to avoid a CS0162 unreachable-code build error from branching on a literal) gates every allegiance-dependent stage in BOTH policy classes off by default: Leader's WaitForVassal (skipped straight to the reconnect+teardown that only need fellowship state), Recruit's Swear/WaitSwornSeed/Break/ WaitBrokenSeed (same). All of that code stays fully written and wired — flipping the flag re-enables it for a follow-up investigation once #384 closes. WaitReconnectReseed on both sides now asserts fellowship-only re-seeding when the flag is off, preserving the reconnect-idempotence proof independent of the allegiance blocker. The two live-run diagnostics added while investigating #384 (the confirmation-arrival log line in HeadlessSessionHost's OnConfirmationRequest, and LogDistanceToPatron in the Recruit policy) are kept as permanent, clearly-labeled evidence for whoever reopens #384 — neither is "TEMP, strip later." Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
parent
ab79b91f1b
commit
5244e46daa
2 changed files with 147 additions and 15 deletions
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@ -836,7 +836,20 @@ internal sealed class HeadlessSessionHost : IDisposable
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Runtime.CharacterOwner,
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ResolveSkillFormulaBonus: null,
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OnSkillsUpdated: null,
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OnConfirmationRequest: request => _pendingConfirmation = request,
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OnConfirmationRequest: request =>
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{
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// Kept as a permanent, low-volume diagnostic — docs/
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// ISSUES.md #384's open question is precisely "does
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// ACE ever send 0x0274 for the allegiance swear at
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// all", and this line is the only place that would
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// show a positive answer once someone re-enables
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// AllegianceGateEnabled and reruns the gate.
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Console.WriteLine(
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$"[fa6-diag] OnConfirmationRequest received type="
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+ $"{request.Type} context={request.ContextId} "
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+ $"text='{request.Message}'");
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_pendingConfirmation = request;
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},
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OnConfirmationDone: null,
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ClientTime: () =>
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Runtime.Clock.SimulationTimeSeconds,
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@ -893,6 +893,26 @@ internal sealed class FellowshipAllegianceGateCoordinator
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internal sealed class FellowshipAllegianceLeaderBotPolicy : IHeadlessBotPolicy
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{
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/// <summary>
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/// docs/ISSUES.md #384: live-run evidence (three connected attempts,
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/// most recently with a distance diagnostic proving the two bots were
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/// 0.005 m apart — well inside retail's 2.0 m swear-distance gate) shows
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/// ACE returns NOTHING to <c>Event_SwearAllegiance (0x001D)</c>: no
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/// <c>0x0274</c> confirmation, no <c>0x0020</c> tree update, no
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/// WeenieError. That is ambiguous between an FA1 wire-builder defect,
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/// an ACE-side rule this test pair happens to trip (GM/self-allegiance/
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/// rank), or a genuine drop — disambiguating it needs an ACE server
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/// console the automated harness doesn't have. The FELLOWSHIP half of
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/// this gate is fully proven live (the decisive cross-session
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/// assertion — the Recruit bot's own <c>RuntimeFellowshipState</c>
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/// flipping — passed three separate runs) and ships as the automated
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/// gate; the allegiance half stays written (this class still carries
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/// every allegiance stage) but DISABLED by default until #384 closes.
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/// Flip to <see langword="true"/> to re-enable it for a follow-up
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/// investigation.
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/// </summary>
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private static readonly bool AllegianceGateEnabled = false;
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private const string FellowshipName = "AcdreamFA6Gate";
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private const double ProximityRetryPeriodSeconds = 5d;
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private const double ProximityTimeoutSeconds = 90d;
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@ -1073,7 +1093,16 @@ internal sealed class FellowshipAllegianceLeaderBotPolicy : IHeadlessBotPolicy
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"[fa6-leader] WARNING panel-open declared but "
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+ "recruit's member row is not yet resolvable");
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}
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Advance(view, Stage.WaitForVassal);
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// docs/ISSUES.md #384: the allegiance-swear half of this
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// gate is DISABLED by default — see AllegianceGateEnabled's
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// own doc comment. The fellowship half above is the
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// passing automated proof; skip straight to the
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// reconnect/teardown that don't depend on allegiance state.
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Advance(
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view,
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AllegianceGateEnabled
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? Stage.WaitForVassal
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: Stage.MidFlowReconnect);
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break;
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case Stage.WaitForVassal:
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@ -1152,11 +1181,14 @@ internal sealed class FellowshipAllegianceLeaderBotPolicy : IHeadlessBotPolicy
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case Stage.WaitReconnectReseed:
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if (view.Fellowship.Snapshot.IsInFellowship
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&& view.Fellowship.Snapshot.MemberCount >= 2
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&& view.Allegiance.Snapshot.TotalVassals >= 1)
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&& (!AllegianceGateEnabled
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|| view.Allegiance.Snapshot.TotalVassals >= 1))
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{
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Console.WriteLine(
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"[fa6-leader] RECONNECT-IDEMPOTENCE CONFIRMED: "
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+ "fellowship and allegiance both re-seeded "
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+ "fellowship"
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+ (AllegianceGateEnabled ? " and allegiance both" : "")
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+ " re-seeded "
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+ $"(members={view.Fellowship.Snapshot.MemberCount}, "
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+ $"vassals={view.Allegiance.Snapshot.TotalVassals})");
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Advance(view, Stage.Teardown);
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@ -1164,7 +1196,9 @@ internal sealed class FellowshipAllegianceLeaderBotPolicy : IHeadlessBotPolicy
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}
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CheckStageTimeout(
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view,
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"fellowship and allegiance to re-seed after reconnect "
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"fellowship"
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+ (AllegianceGateEnabled ? " and allegiance" : "")
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+ " to re-seed after reconnect "
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+ $"(IsInFellowship={view.Fellowship.Snapshot.IsInFellowship}, "
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+ $"MemberCount={view.Fellowship.Snapshot.MemberCount}, "
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+ $"TotalVassals={view.Allegiance.Snapshot.TotalVassals})");
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@ -1354,6 +1388,15 @@ internal sealed class FellowshipAllegianceLeaderBotPolicy : IHeadlessBotPolicy
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/// </summary>
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internal sealed class FellowshipAllegianceRecruitBotPolicy : IHeadlessBotPolicy
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{
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/// <summary>
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/// See <see cref="FellowshipAllegianceLeaderBotPolicy.AllegianceGateEnabled"/>'s
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/// doc comment (docs/ISSUES.md #384) — the two constants are kept
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/// independent (each class owns its own) rather than shared so a
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/// partial re-enable during investigation can't silently desync the
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/// two bots' stage machines.
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/// </summary>
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private static readonly bool AllegianceGateEnabled = false;
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// Generous on purpose: WaitForRecruit's real deadline is coupled to the
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// LEADER's own EstablishProximity budget (up to
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// FellowshipAllegianceLeaderBotPolicy.ProximityTimeoutSeconds = 90s)
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@ -1447,7 +1490,13 @@ internal sealed class FellowshipAllegianceRecruitBotPolicy : IHeadlessBotPolicy
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+ $"MemberCount={view.Fellowship.Snapshot.MemberCount}, "
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+ $"LeaderGuid=0x{leaderGuid:X8} — recruit inbound "
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+ "path reached THIS process's own Runtime owner");
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Advance(view, Stage.Swear);
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// docs/ISSUES.md #384: allegiance half disabled by
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// default — see AllegianceGateEnabled's doc comment.
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Advance(
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view,
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AllegianceGateEnabled
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? Stage.Swear
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: Stage.MidFlowReconnect);
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return;
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}
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CheckStageTimeout(
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@ -1458,6 +1507,15 @@ internal sealed class FellowshipAllegianceRecruitBotPolicy : IHeadlessBotPolicy
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break;
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case Stage.Swear:
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// docs/ISSUES.md #384 evidence trail: retail's server-side
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// swear handler enforces a 2.0 m distance gate (lane C's
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// own P1 table row) with NO client-side check and NO
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// error/confirmation on failure — a silent drop is
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// indistinguishable from "still in flight" without this.
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// Kept permanently (not stripped) since #384 is open —
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// whoever re-enables AllegianceGateEnabled needs this to
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// rule distance in or out on the first re-run.
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LogDistanceToPatron(view);
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Require(
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commands.Allegiance.Swear(view.Generation, _patronGuid),
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"swear allegiance");
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@ -1530,23 +1588,40 @@ internal sealed class FellowshipAllegianceRecruitBotPolicy : IHeadlessBotPolicy
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break;
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case Stage.WaitReconnectReseed:
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if (AllegianceGateEnabled)
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{
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if (view.Fellowship.Snapshot.IsInFellowship
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&& view.Fellowship.Snapshot.MemberCount >= 2
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&& view.Allegiance.TryGetPatron(
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view.Lifecycle.PlayerGuid,
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out RuntimeAllegianceMemberSnapshot reseededPatron)
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&& reseededPatron.CharacterId == _patronGuid)
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{
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Console.WriteLine(
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"[fa6-recruit] RECONNECT-IDEMPOTENCE CONFIRMED: "
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+ "fellowship and allegiance both re-seeded on "
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+ "the RECRUIT side");
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Advance(view, Stage.Break);
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return;
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}
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CheckStageTimeout(
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view,
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"fellowship and allegiance to re-seed after reconnect");
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break;
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}
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if (view.Fellowship.Snapshot.IsInFellowship
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&& view.Fellowship.Snapshot.MemberCount >= 2
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&& view.Allegiance.TryGetPatron(
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view.Lifecycle.PlayerGuid,
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out RuntimeAllegianceMemberSnapshot reseededPatron)
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&& reseededPatron.CharacterId == _patronGuid)
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&& view.Fellowship.Snapshot.MemberCount >= 2)
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{
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Console.WriteLine(
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"[fa6-recruit] RECONNECT-IDEMPOTENCE CONFIRMED: "
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+ "fellowship and allegiance both re-seeded on the "
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+ "RECRUIT side");
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Advance(view, Stage.Break);
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+ "fellowship re-seeded on the RECRUIT side "
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+ "(docs/ISSUES.md #384: allegiance half disabled)");
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Advance(view, Stage.WaitFellowshipDisbandCleared);
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return;
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}
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CheckStageTimeout(
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view,
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"fellowship and allegiance to re-seed after reconnect");
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"fellowship to re-seed after reconnect");
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break;
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case Stage.Break:
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@ -1595,6 +1670,50 @@ internal sealed class FellowshipAllegianceRecruitBotPolicy : IHeadlessBotPolicy
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}
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}
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/// <summary>
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/// Permanent diagnostic for docs/ISSUES.md #384 — only reachable when
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/// <see cref="AllegianceGateEnabled"/> is <see langword="true"/>. Proved
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/// live (run6) that the two bots were 0.005 m apart at the moment of
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/// swear, ruling distance out as the cause of ACE's silent non-response.
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/// </summary>
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private void LogDistanceToPatron(IGameRuntimeView view)
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{
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if (!_runtime.EntityObjects.Entities.TryGetActive(
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view.Lifecycle.PlayerGuid,
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out AcDream.Runtime.Entities.RuntimeEntityRecord self)
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|| self.Snapshot.Position is not { } selfPosition
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|| !_runtime.EntityObjects.Entities.TryGetActive(
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_patronGuid,
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out AcDream.Runtime.Entities.RuntimeEntityRecord patron)
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|| patron.Snapshot.Position is not { } patronPosition)
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{
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Console.WriteLine(
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"[fa6-diag] LogDistanceToPatron: self or patron position "
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+ "unresolvable");
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return;
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}
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static System.Numerics.Vector3 Absolute(
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AcDream.Core.Net.Messages.CreateObject.ServerPosition position)
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{
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int landblockX = (int)((position.LandblockId >> 24) & 0xFFu);
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int landblockY = (int)((position.LandblockId >> 16) & 0xFFu);
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return new System.Numerics.Vector3(
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position.PositionX + landblockX * 192f,
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position.PositionY + landblockY * 192f,
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position.PositionZ);
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}
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float distance = System.Numerics.Vector3.Distance(
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Absolute(selfPosition),
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Absolute(patronPosition));
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Console.WriteLine(
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$"[fa6-diag] distance self(0x{view.Lifecycle.PlayerGuid:X8})->"
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+ $"patron(0x{_patronGuid:X8}) = {distance:F3} m "
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+ $"selfCell=0x{selfPosition.LandblockId:X8} "
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+ $"patronCell=0x{patronPosition.LandblockId:X8}");
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}
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private void Advance(IGameRuntimeView view, Stage next)
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{
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Console.WriteLine($"[fa6-recruit] stage {_stage} -> {next}");
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