fix(CT): CT2 fix round — dedupe client-side title add, drop retail-inexact send guard
Opus dual-lens review of CT2 (bcfddc97) found 4 SHOULD-FIX + notes; this
applies the campaign lead's rulings.
F1 (the important one): retail's client-side table add is DEDUPED —
gmCharacterTitleUI::RecvNotice_AddCharacterTitle @0x0049a990 walks
mTitleList and returns without effect when the id is already present,
only inserting on a miss. The server-side SendNotice_AddCharacterTitle
broadcast is unconditional, but RuntimeCharacterTitleState.ApplyUpdateTitle
models the CLIENT receive side, so TitleAdded now fires only on a genuine
new membership. Inverted the pin:
ApplyUpdateTitle_AlreadyEarnedId_DoesNotFireTitleAddedOrBumpRevision.
F3: removed the send-side titleId==0 rejection from both command
adapters. Retail's own send path (Event_SetDisplayCharacterTitle
@0x006a5720) packs whatever id it is handed, and ACE accepts id 0
(CharacterTitle.Invalid is a defined enum value) — retail's real
protection is the UI ghost-when-current gate (CT3's job), not a
send-side rejection. No register row: this makes acdream MORE
retail-exact.
A2: ResetSession now publishes TableReplaced unconditionally and
DisplayTitleChanged when the display id was non-zero before the clear,
matching the LocalPlayerState.Clear() precedent (publish every category
even when Clear is repeated, so a failed reset can converge on retry).
A3: RuntimeCharacterState.CaptureOwnership reads the new non-allocating
Titles.Count instead of EarnedTitleIds.Count; EarnedTitleIds now carries
an XML warning that every read allocates.
A4/A5: ReplaceTable/ApplyUpdateTitle now mutate under one _gate hold with
change flags computed inside the lock and events raised after release;
every revision bump is gated on an actual state change (a no-op wire
resend produces zero revision edges), matching the change-gated
RuntimeMovementSkillState precedent. TableReplaced itself still fires
unconditionally per retail's own Refresh() dispatch on 0x0029.
A1/A6/A7/A8: CharacterTitleResolverLiveDatTests honors ACDREAM_DAT_DIR
first (CT1 fix-round pattern); documented the EmitResult
primaryObjectId-as-title-id precedent inline; corrected the "third
consumer" comment (CT1 §5 already records gmAttributeUI::PostInit's
icon-DID lookup — CT5 factors the shared GetDIDByEnum helper); added a
titleId -> resolved-string memo to CharacterTitleResolver, the DAT-static
equivalent of retail's lazy-hash cache on the string buffer.
Appended a "CT3 anchors from the CT2 review" list to the plan doc's CT2
ledger entry for CT3 to consume.
Build green. Runtime (102), Core.Net (12), and App (27 + 3 InstalledDat
pins under ACDREAM_RUN_INSTALLED_DAT_TESTS=1) title-scoped tests pass.
Full hermetic solution suite (Lane exclusions per the release gate) is
green: 0 failures across all 15 test projects.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
parent
bcfddc97e7
commit
544f8cb2d7
8 changed files with 350 additions and 69 deletions
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@ -155,14 +155,11 @@ setAsDisplay). New sibling owner `RuntimeCharacterTitleState`
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(`RuntimeCharacterState.Titles`) holds the earned-title set + display
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title id, clears at generation reset (`CaptureOwnership`/`IsConverged`
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extended with `TitleCount`/`DisplayTitleIsDefault`), and fires
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`TableReplaced`/`TitleAdded`/`DisplayTitleChanged` — matching retail's
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own unconditional-add / gated-display-set contract
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(`Handle_Social__AddOrSetCharacterTitle @0x00564260`). Outbound
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`TableReplaced`/`TitleAdded`/`DisplayTitleChanged`. Outbound
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`TitleSet (0x002C)` ships behind `IRuntimeCharacterCommands.SetTitle`
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on both hosts (`DirectGameRuntimeCommandAdapter` direct-send,
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`CurrentGameRuntimeCommandAdapter` via the `LiveCommandBus`/
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`LiveSessionCommandRouter` queue) with **NO optimistic local
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mutation** — verified against retail's own
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`LiveSessionCommandRouter` queue) — verified against retail's own
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`CM_Social::Event_SetDisplayCharacterTitle @0x006a5720`, which sends
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the wire message and touches no local field; the display title updates
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only from the server's own echo. No register row: this slice
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@ -173,10 +170,66 @@ StringTable(`0x2300000E`) chain for CT3/CT4 to consume; Runtime stays
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id-only. Conformance tests against ACE's writer shapes
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(`tests/AcDream.Core.Net.Tests/Messages/CharacterTitleEventsTests.cs`),
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Runtime owner tests (`RuntimeCharacterTitleStateTests.cs` +
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`RuntimeCharacterStateTests.cs` integration), a no-local-mutation
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command test (`DirectGameRuntimeCommandAdapterTests.cs`), and an
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InstalledDat pin (`CharacterTitleResolverLiveDatTests.cs`, ids 0/1/2/3/
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5/13/14) all pass.
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`RuntimeCharacterStateTests.cs` integration), a wire-send command test
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(`DirectGameRuntimeCommandAdapterTests.cs`), and an InstalledDat pin
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(`CharacterTitleResolverLiveDatTests.cs`, ids 0/1/2/3/5/13/14) all pass.
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**CT2 fix round (Opus dual-lens review, 2026-08-24).** Four SHOULD-FIX
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corrections landed. **F1 (the important one):** the NOTICE broadcast is
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unconditional (retail's server-side `SendNotice_AddCharacterTitle` fires
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regardless of prior membership), but the client-side table ADD is
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DEDUPED — `gmCharacterTitleUI::RecvNotice_AddCharacterTitle @0x0049a990`
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walks `mTitleList` and returns without effect when the id is already
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present, only inserting + adding the row on a miss.
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`RuntimeCharacterTitleState.ApplyUpdateTitle` (which models the CLIENT
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receive side, not the server send side) now fires `TitleAdded` only on a
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genuine new membership; the inverted pin is
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`ApplyUpdateTitle_AlreadyEarnedId_DoesNotFireTitleAddedOrBumpRevision`.
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**F3:** the send-side `titleId == 0` rejection is REMOVED from both
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command adapters — retail's own send path
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(`Event_SetDisplayCharacterTitle @0x006a5720`) packs whatever id it is
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handed, and ACE accepts id 0 (`CharacterTitle.Invalid` is a defined enum
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value); retail's actual protection is the UI ghost-when-current gate
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(CT3's job), not a send-side rejection. No register row: removing the
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guard makes acdream MORE retail-exact, not less. The fix round also
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closed four SHOULD-FIX-adjacent items: A2 (`ResetSession` now publishes
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`TableReplaced` unconditionally and `DisplayTitleChanged` when the
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display id was non-zero before the clear, matching the
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`LocalPlayerState.Clear()` precedent), A3 (`RuntimeCharacterState
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.CaptureOwnership` reads the new non-allocating `Titles.Count` instead of
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`EarnedTitleIds.Count`), A4 (the whole mutation in `ReplaceTable`/
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`ApplyUpdateTitle` now happens under one `_gate` hold, with change flags
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computed inside the lock and events raised after release), and A5 (every
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revision bump is now gated on an actual state change — a no-op wire
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resend produces zero revision edges; `TableReplaced` itself still fires
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unconditionally per retail's own `Refresh()` dispatch). A1
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(`CharacterTitleResolverLiveDatTests` now honors `ACDREAM_DAT_DIR`
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first), A6 (documented the `EmitResult` `primaryObjectId`-as-title-id
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precedent inline), A7 (corrected the "third consumer" comment — CT1 §5
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already records `gmAttributeUI::PostInit`'s icon-DID lookup as that third
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consumer; CT5 is where the shared `GetDIDByEnum` helper gets factored),
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and A8 (`CharacterTitleResolver` now memoizes the final resolved string
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per title id, the DAT-static equivalent of retail's lazy-hash cache on
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the string buffer) round out the fix round.
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**CT3 anchors from the CT2 review** (carried forward for CT3 to consume,
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not yet acted on):
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1. CT3 must refresh the display-title TEXT from `TableReplaced` as well
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as `DisplayTitleChanged` — retail's
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`RecvNotice_UpdateCharacterTitleTable` unconditionally `Refresh()`es
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on every `0x0029` arrival, not only when the display id differs.
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2. ACE sends NO echo when re-setting the already-current title — the
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Set-as-Display button must not wait for a confirmation that never
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arrives; retail prevents the send in the first place via the UI
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ghost-when-current gate.
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3. Retail's fallback display text when a title id doesn't resolve is the
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hardcoded literal `"Unknown"` (`Refresh @0x0049abc0`), not a
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StringTable key — `CharacterTitleResolver.Resolve` returning `null`
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is the correct signal for CT3 to substitute that literal.
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4. The deduped client-side add contract (F1 above) — CT3's title-list
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row rendering must not assume every `TitleAdded` firing corresponds
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to a wire arrival; the reverse still holds (every genuine new row has
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a `TitleAdded` firing).
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**CT3 — Titles page UI.** Bind the authored page through the standard
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GUI classes (`UiTemplateListBox`/`UiScrollbar`/`UiButton` — zero
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@ -725,17 +725,22 @@ internal sealed class CurrentGameRuntimeCommandAdapter
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RuntimeCommandStatus gate = Validate(expectedGeneration, requireWorld: true);
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if (gate != RuntimeCommandStatus.Accepted)
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return Result(gate);
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if (titleId == 0u)
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{
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return EmitResult(
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RuntimeCommandDomain.Character,
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operation: 6,
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RuntimeCommandStatus.Rejected);
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}
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// F3 (CT2 fix round, 2026-08-24): NO id-0 guard here — retail's own
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// send path (Event_SetDisplayCharacterTitle @0x006a5720) packs
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// whatever id it is handed, and ACE accepts id 0
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// (CharacterTitle.Invalid is a defined enum value). Retail's
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// protection against sending an unearned/invalid id is the UI
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// ghost-when-current gate (CT3's job), not a send-side rejection —
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// a client-side guard here blocks a state the server honors.
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// CT2: NO optimistic local mutation — matches
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// DirectGameRuntimeCommandAdapter.SetTitle; RuntimeCharacterState.
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// Titles updates only from the server's own echo.
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_commands.Publish(new SetTitleRuntimeCmd(titleId));
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// A6 (CT2 fix round): titleId rides the EmitResult objectId slot —
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// same in-class precedent as Advance's command.StatId above (see
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// the S4 history comment on SaveOptions/EmitResult, which
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// established this field as a typed domain-payload-id slot, not
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// always an object guid).
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return EmitResult(
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RuntimeCommandDomain.Character,
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operation: 6,
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@ -17,11 +17,16 @@ namespace AcDream.App.UI.Layout;
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/// resolved DIDs are hardcoded here rather than porting the indirection
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/// generically — the same precedent <see cref="RetailKeyNames"/> already
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/// set for this exact category-4 family (its <c>KeyNameTableId</c>/
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/// <c>MetaKeyNameTableId</c>/<c>DelimiterTableId</c>); factor out a shared
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/// helper only if a THIRD consumer of <c>GetDIDByEnum</c> appears. Both DIDs
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/// were verified end-to-end against ACE's <c>CharacterTitle.WarMage = 13</c>
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/// in Campaign CT slice CT1
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/// (docs/research/2026-08-24-campaign-ct-dat-ground-truth.md §5, pinned by
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/// <c>MetaKeyNameTableId</c>/<c>DelimiterTableId</c>). A THIRD consumer of
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/// <c>GetDIDByEnum</c> has already appeared —
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/// <c>gmAttributeUI::PostInit @0x0049DB70</c> resolves per-attribute icon
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/// DIDs via category <c>0x10000002</c> — so CT5 (not "if a third consumer
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/// appears") is where the shared <c>GetDIDByEnum(enumValue, category)</c>
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/// helper gets factored out, per
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/// docs/research/2026-08-24-campaign-ct-dat-ground-truth.md §5 item 1.
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/// Both DIDs used here were verified end-to-end against ACE's
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/// <c>CharacterTitle.WarMage = 13</c> in Campaign CT slice CT1 (same §5,
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/// pinned by
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/// <c>CharacterPanelLiveDatTests.TitleStringTable_ResolvesWarMageEndToEnd</c>).
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/// </para>
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/// <para>
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@ -42,6 +47,7 @@ public sealed class CharacterTitleResolver
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private readonly IDatReaderWriter _dats;
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private readonly DatStringResolver _strings;
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private readonly Dictionary<uint, string?> _resolvedCache = new();
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private EnumMapper? _titleEnumMapper;
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private bool _loadedMapper;
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@ -59,27 +65,38 @@ public sealed class CharacterTitleResolver
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/// <see cref="DatStringResolver.Resolve(uint, uint, int)"/>'s own
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/// null-on-miss contract.
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/// </summary>
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/// <remarks>
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/// A8 (CT2 fix round, 2026-08-24): memoizes the final resolved string
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/// per <paramref name="titleId"/> (including misses). Retail caches the
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/// computed hash directly on the string buffer
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/// (<c>GetCharacterTitleFromID</c>'s <c>0xFFFFFFFF</c> lazy-hash
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/// sentinel); a memo of the final string is the equivalent here given
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/// our immutable, DAT-static tables — no invalidation is needed.
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/// </remarks>
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public string? Resolve(uint titleId)
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{
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if (titleId == 0u)
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return null;
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if (_resolvedCache.TryGetValue(titleId, out string? cached))
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return cached;
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if (!_loadedMapper)
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{
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_dats.Portal.TryGet<EnumMapper>(TitleEnumMapperId, out _titleEnumMapper);
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_loadedMapper = true;
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}
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if (_titleEnumMapper is null
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|| !_titleEnumMapper.IdToStringMap.TryGetValue(titleId, out var rawNameValue))
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string? resolved = null;
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if (_titleEnumMapper is not null
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&& _titleEnumMapper.IdToStringMap.TryGetValue(titleId, out var rawNameValue))
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{
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return null;
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string rawName = rawNameValue.ToString();
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if (!string.IsNullOrEmpty(rawName))
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resolved = _strings.Resolve(TitleStringTableId, DatStringResolver.ComputeHash(rawName));
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}
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string rawName = rawNameValue.ToString();
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if (string.IsNullOrEmpty(rawName))
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return null;
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return _strings.Resolve(TitleStringTableId, DatStringResolver.ComputeHash(rawName));
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_resolvedCache[titleId] = resolved;
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return resolved;
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}
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}
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@ -252,7 +252,7 @@ public sealed class RuntimeCharacterState : IDisposable
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&& _movementSkillAugmentations == default,
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AutonomyLevel == FullAutonomyLevel,
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OptionsAreClean: !Options.IsDirty,
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TitleCount: Titles.EarnedTitleIds.Count,
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TitleCount: Titles.Count,
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DisplayTitleIsDefault: Titles.DisplayTitleId == 0u);
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}
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@ -1238,6 +1238,16 @@ public readonly record struct RuntimeCharacterTitleSnapshot(
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/// <c>UpdateTitle</c> (never re-add an optimistic write here — the CA
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/// campaign lesson).
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/// </summary>
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/// <remarks>
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/// CT2 fix round (2026-08-24), F1: the NOTICE broadcast is unconditional —
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/// retail's server-side <c>SendNotice_AddCharacterTitle</c> fires
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/// regardless of prior membership — but the client-side table ADD is
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/// DEDUPED: <c>gmCharacterTitleUI::RecvNotice_AddCharacterTitle
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/// @0x0049a990</c> walks <c>mTitleList</c> and returns without effect when
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/// the id is already present, only inserting + adding the row on a miss.
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/// <see cref="ApplyUpdateTitle"/> models the client-side receive handler,
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/// so <see cref="TitleAdded"/> fires only on a genuine new membership.
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/// </remarks>
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public sealed class RuntimeCharacterTitleState
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{
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private readonly object _gate = new();
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@ -1245,32 +1255,54 @@ public sealed class RuntimeCharacterTitleState
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private uint _displayTitleId;
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private long _revision;
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/// <summary>Fires after a full <c>0x0029 CharacterTitle</c> table replace.</summary>
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/// <summary>
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/// Fires after every <c>0x0029 CharacterTitle</c> table replace,
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/// unconditionally — matches retail's own
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/// <c>gmCharacterTitleUI::RecvNotice_UpdateCharacterTitleTable</c>,
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/// which always calls <c>Refresh()</c> regardless of whether the new
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/// table differs from the old one.
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/// </summary>
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public event Action? TableReplaced;
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/// <summary>
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/// Fires once per <c>0x002B UpdateTitle</c> arrival, UNCONDITIONALLY —
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/// matches retail's own <c>SendNotice_AddCharacterTitle</c>, which
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/// broadcasts regardless of whether the id was already in the earned
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/// set. Carries the added title id.
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/// Fires only when an <c>0x002B UpdateTitle</c> arrival actually adds a
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/// NEW id to the earned set — matches retail's client-side
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/// <c>gmCharacterTitleUI::RecvNotice_AddCharacterTitle @0x0049a990</c>,
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/// which dedupes against <c>mTitleList</c> before inserting (see the
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/// class remarks: the F1 fix-round correction). Carries the added
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/// title id.
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/// </summary>
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public event Action<uint>? TitleAdded;
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/// <summary>
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/// Fires whenever the display title id changes — from either a fresh
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/// <c>0x0029</c> table (a differing seed) or an <c>0x002B</c> whose
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/// <c>setAsDisplay</c> flag is set. Carries the NEW display title id.
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/// Fires whenever the display title id actually changes — from either a
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/// fresh <c>0x0029</c> table (a differing seed) or an <c>0x002B</c>
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/// whose <c>setAsDisplay</c> flag is set to an id that differs from the
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/// current display title. Carries the NEW display title id.
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/// </summary>
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public event Action<uint>? DisplayTitleChanged;
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public uint DisplayTitleId => Volatile.Read(ref _displayTitleId);
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public long Revision => Interlocked.Read(ref _revision);
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/// <summary>
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/// WARNING: every read allocates a fresh array (<c>ToArray()</c> under
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/// the gate). Fine for UI refresh call sites (CT3), but NEVER read this
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/// per-frame — use <see cref="Count"/> or <see cref="HasEarnedTitle"/>
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/// for hot-path checks.
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/// </summary>
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public IReadOnlyCollection<uint> EarnedTitleIds
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{
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get { lock (_gate) return _earnedTitleIds.ToArray(); }
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}
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/// <summary>Non-allocating earned-title count; prefer this over
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/// <c>EarnedTitleIds.Count</c> in hot paths (A3, CT2 fix round).</summary>
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public int Count
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{
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get { lock (_gate) return _earnedTitleIds.Count; }
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}
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public bool HasEarnedTitle(uint titleId)
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{
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lock (_gate) return _earnedTitleIds.Contains(titleId);
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@ -1290,20 +1322,32 @@ public sealed class RuntimeCharacterTitleState
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/// <c>0x0029 CharacterTitle</c> — a WHOLESALE authoritative replace
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/// (retail's <c>CharacterTitleTable::UnPack</c> always rebuilds
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/// <c>mTitleList</c> from scratch; there is no incremental-merge path
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/// on this opcode).
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/// on this opcode). A4 (CT2 fix round): the whole mutation — set clear
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/// + rebuild, display-id compare + write — happens under one
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/// <see cref="_gate"/> hold, with change flags computed inside the lock
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/// and events raised only after it releases. A5: the revision counter
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/// bumps only for an actual content/display change (a byte-identical
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/// resend must not produce a revision edge); <see cref="TableReplaced"/>
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/// itself still fires unconditionally, matching retail's own
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/// unconditional <c>Refresh()</c> dispatch on this opcode.
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/// </summary>
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public void ReplaceTable(uint displayTitleId, IReadOnlyList<uint> titleIds)
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{
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ArgumentNullException.ThrowIfNull(titleIds);
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bool setChanged;
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bool displayChanged;
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lock (_gate)
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{
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setChanged = !_earnedTitleIds.SetEquals(titleIds);
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_earnedTitleIds.Clear();
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foreach (uint id in titleIds)
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_earnedTitleIds.Add(id);
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displayChanged = _displayTitleId != displayTitleId;
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if (displayChanged)
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Volatile.Write(ref _displayTitleId, displayTitleId);
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}
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bool displayChanged = DisplayTitleId != displayTitleId;
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Volatile.Write(ref _displayTitleId, displayTitleId);
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Interlocked.Increment(ref _revision);
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if (setChanged || displayChanged)
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Interlocked.Increment(ref _revision);
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TableReplaced?.Invoke();
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if (displayChanged)
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DisplayTitleChanged?.Invoke(displayTitleId);
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@ -1311,27 +1355,63 @@ public sealed class RuntimeCharacterTitleState
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/// <summary>
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/// <c>0x002B UpdateTitle</c> — retail's
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/// <c>ClientUISystem::Handle_Social__AddOrSetCharacterTitle</c>: ALWAYS
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/// add, and additionally set-display only when
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/// <paramref name="setAsDisplay"/> is true.
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/// <c>ClientUISystem::Handle_Social__AddOrSetCharacterTitle</c> ALWAYS
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/// broadcasts the add notice server-side, and additionally broadcasts
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/// set-display only when <paramref name="setAsDisplay"/> is true. On
|
||||
/// the CLIENT receive side this method models, F1 (CT2 fix round): the
|
||||
/// add is deduped (<see cref="TitleAdded"/> fires only when
|
||||
/// <c>HashSet<uint>.Add</c> reports a genuine new membership,
|
||||
/// matching <c>gmCharacterTitleUI::RecvNotice_AddCharacterTitle
|
||||
/// @0x0049a990</c>'s membership check before insert). A4: both halves
|
||||
/// mutate under one <see cref="_gate"/> hold with change flags computed
|
||||
/// inside the lock; events raise after release. A5: the revision
|
||||
/// counter bumps once per REAL change — zero times for an already-
|
||||
/// earned id re-sent with <paramref name="setAsDisplay"/> pointing at
|
||||
/// the already-current display id, up to twice when both halves change.
|
||||
/// </summary>
|
||||
public void ApplyUpdateTitle(uint titleId, bool setAsDisplay)
|
||||
{
|
||||
lock (_gate) _earnedTitleIds.Add(titleId);
|
||||
Interlocked.Increment(ref _revision);
|
||||
TitleAdded?.Invoke(titleId);
|
||||
if (setAsDisplay)
|
||||
bool added;
|
||||
bool displayChanged;
|
||||
lock (_gate)
|
||||
{
|
||||
Volatile.Write(ref _displayTitleId, titleId);
|
||||
Interlocked.Increment(ref _revision);
|
||||
DisplayTitleChanged?.Invoke(titleId);
|
||||
added = _earnedTitleIds.Add(titleId);
|
||||
displayChanged = setAsDisplay && _displayTitleId != titleId;
|
||||
if (displayChanged)
|
||||
Volatile.Write(ref _displayTitleId, titleId);
|
||||
}
|
||||
if (added)
|
||||
Interlocked.Increment(ref _revision);
|
||||
if (displayChanged)
|
||||
Interlocked.Increment(ref _revision);
|
||||
if (added)
|
||||
TitleAdded?.Invoke(titleId);
|
||||
if (displayChanged)
|
||||
DisplayTitleChanged?.Invoke(titleId);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A2 (CT2 fix round): publishes the clear like
|
||||
/// <c>LocalPlayerState.Clear()</c> — <see cref="TableReplaced"/> fires
|
||||
/// unconditionally and <see cref="DisplayTitleChanged"/> fires when the
|
||||
/// display id was non-zero before the clear, so a failed/retried reset
|
||||
/// attempt can safely converge (process-lived views pull through this
|
||||
/// object and use these events as their invalidation edge). The
|
||||
/// revision counter itself stays unconditional, matching this class's
|
||||
/// pre-existing reset contract.
|
||||
/// </summary>
|
||||
public void ResetSession()
|
||||
{
|
||||
lock (_gate) _earnedTitleIds.Clear();
|
||||
Volatile.Write(ref _displayTitleId, 0u);
|
||||
uint previousDisplayTitleId;
|
||||
lock (_gate)
|
||||
{
|
||||
previousDisplayTitleId = _displayTitleId;
|
||||
_earnedTitleIds.Clear();
|
||||
Volatile.Write(ref _displayTitleId, 0u);
|
||||
}
|
||||
Interlocked.Increment(ref _revision);
|
||||
TableReplaced?.Invoke();
|
||||
if (previousDisplayTitleId != 0u)
|
||||
DisplayTitleChanged?.Invoke(0u);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -731,18 +731,22 @@ public sealed class DirectGameRuntimeCommandAdapter
|
|||
Validate(expectedGeneration, out WorldSession? session);
|
||||
if (gate != RuntimeCommandStatus.Accepted)
|
||||
return Result(gate);
|
||||
if (titleId == 0u)
|
||||
{
|
||||
return EmitResult(
|
||||
RuntimeCommandDomain.Character,
|
||||
operation: 6,
|
||||
RuntimeCommandStatus.Rejected);
|
||||
}
|
||||
// F3 (CT2 fix round, 2026-08-24): NO id-0 guard here — retail's own
|
||||
// send path (Event_SetDisplayCharacterTitle @0x006a5720) packs
|
||||
// whatever id it is handed, and ACE accepts id 0
|
||||
// (CharacterTitle.Invalid is a defined enum value). Retail's
|
||||
// protection against sending an unearned/invalid id is the UI
|
||||
// ghost-when-current gate (CT3's job), not a send-side rejection —
|
||||
// a client-side guard here blocks a state the server honors.
|
||||
// CT2: NO optimistic local mutation — retail's own
|
||||
// Event_SetDisplayCharacterTitle send path touches no local state;
|
||||
// RuntimeCharacterState.Titles.DisplayTitleId updates only when the
|
||||
// server echoes UpdateTitle (0x002B) with setAsDisplay=true.
|
||||
session!.SendSetTitle(titleId);
|
||||
// A6 (CT2 fix round): titleId rides the EmitResult primaryObjectId
|
||||
// slot — same in-class precedent established for a typed
|
||||
// domain-payload id, not always an object guid (see the S4 history
|
||||
// comment on SaveOptions/EmitResult above).
|
||||
return EmitResult(
|
||||
RuntimeCommandDomain.Character,
|
||||
operation: 6,
|
||||
|
|
|
|||
|
|
@ -20,7 +20,8 @@ namespace AcDream.App.Tests.UI.Layout;
|
|||
public sealed class CharacterTitleResolverLiveDatTests
|
||||
{
|
||||
private static string DatDirectory =>
|
||||
Path.Combine(
|
||||
System.Environment.GetEnvironmentVariable("ACDREAM_DAT_DIR")
|
||||
?? Path.Combine(
|
||||
System.Environment.GetFolderPath(System.Environment.SpecialFolder.UserProfile),
|
||||
"Documents", "Asheron's Call");
|
||||
|
||||
|
|
|
|||
|
|
@ -119,19 +119,59 @@ public sealed class RuntimeCharacterTitleStateTests
|
|||
}
|
||||
|
||||
[Fact]
|
||||
public void ApplyUpdateTitle_AlreadyEarnedId_StillFiresTitleAddedUnconditionally()
|
||||
public void ApplyUpdateTitle_AlreadyEarnedId_DoesNotFireTitleAddedOrBumpRevision()
|
||||
{
|
||||
// Retail's own broadcast is unconditional — it does not check
|
||||
// membership before firing the notice.
|
||||
// F1 (CT2 fix round, 2026-08-24): the SERVER-side broadcast
|
||||
// (SendNotice_AddCharacterTitle) is unconditional, but this method
|
||||
// models the CLIENT-side receive handler
|
||||
// (gmCharacterTitleUI::RecvNotice_AddCharacterTitle @0x0049a990),
|
||||
// which walks mTitleList and returns without effect when the id is
|
||||
// already present — only a genuine miss inserts + adds the row.
|
||||
var titles = new RuntimeCharacterTitleState();
|
||||
titles.ApplyUpdateTitle(7u, setAsDisplay: false);
|
||||
long revisionAfterFirstAdd = titles.Revision;
|
||||
var added = new List<uint>();
|
||||
titles.TitleAdded += id => added.Add(id);
|
||||
|
||||
titles.ApplyUpdateTitle(7u, setAsDisplay: false);
|
||||
|
||||
Assert.Equal([7u], added);
|
||||
Assert.Empty(added);
|
||||
Assert.Single(titles.EarnedTitleIds);
|
||||
Assert.Equal(revisionAfterFirstAdd, titles.Revision);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ApplyUpdateTitle_SetAsDisplayOnAlreadyCurrentId_DoesNotFireDisplayTitleChangedOrBumpRevision()
|
||||
{
|
||||
// A5 (CT2 fix round): a re-notice for the id that is ALREADY the
|
||||
// display title is a no-op wire message — it must not produce a
|
||||
// revision edge or a spurious DisplayTitleChanged.
|
||||
var titles = new RuntimeCharacterTitleState();
|
||||
titles.ApplyUpdateTitle(13u, setAsDisplay: true);
|
||||
long revisionAfterFirst = titles.Revision;
|
||||
var displayChanged = new List<uint>();
|
||||
titles.DisplayTitleChanged += id => displayChanged.Add(id);
|
||||
var added = new List<uint>();
|
||||
titles.TitleAdded += id => added.Add(id);
|
||||
|
||||
titles.ApplyUpdateTitle(13u, setAsDisplay: true);
|
||||
|
||||
Assert.Empty(displayChanged);
|
||||
Assert.Empty(added);
|
||||
Assert.Equal(revisionAfterFirst, titles.Revision);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ApplyUpdateTitle_AddsNewIdAndSetsDisplay_BumpsRevisionTwice()
|
||||
{
|
||||
// A5: a single 0x002B that both adds a NEW id and changes the
|
||||
// display title bumps the revision once per real half-change.
|
||||
var titles = new RuntimeCharacterTitleState();
|
||||
long before = titles.Revision;
|
||||
|
||||
titles.ApplyUpdateTitle(13u, setAsDisplay: true);
|
||||
|
||||
Assert.Equal(before + 2, titles.Revision);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
|
|
@ -147,6 +187,25 @@ public sealed class RuntimeCharacterTitleStateTests
|
|||
Assert.Equal(99u, titles.DisplayTitleId);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ReplaceTable_IdenticalResend_DoesNotBumpRevision_ButStillFiresTableReplaced()
|
||||
{
|
||||
// A5: a byte-identical 0x0029 resend (same table, same display id)
|
||||
// is a no-op wire message for the revision counter. TableReplaced
|
||||
// itself still fires unconditionally — retail's own
|
||||
// RecvNotice_UpdateCharacterTitleTable always Refresh()es.
|
||||
var titles = new RuntimeCharacterTitleState();
|
||||
titles.ReplaceTable(13u, [1u, 5u, 13u]);
|
||||
long revisionAfterFirst = titles.Revision;
|
||||
int tableReplacedCount = 0;
|
||||
titles.TableReplaced += () => tableReplacedCount++;
|
||||
|
||||
titles.ReplaceTable(13u, [1u, 5u, 13u]);
|
||||
|
||||
Assert.Equal(revisionAfterFirst, titles.Revision);
|
||||
Assert.Equal(1, tableReplacedCount);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ResetSession_ClearsEarnedIdsAndDisplayTitle()
|
||||
{
|
||||
|
|
@ -170,6 +229,57 @@ public sealed class RuntimeCharacterTitleStateTests
|
|||
Assert.True(titles.Revision > before);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ResetSession_NonEmptyState_FiresTableReplacedAndDisplayTitleChanged()
|
||||
{
|
||||
// A2 (CT2 fix round): matches the LocalPlayerState.Clear() precedent
|
||||
// — publish every category even when Clear is repeated, so a failed
|
||||
// reset attempt can safely converge on retry.
|
||||
var titles = new RuntimeCharacterTitleState();
|
||||
titles.ReplaceTable(13u, [1u, 5u, 13u]);
|
||||
int tableReplacedCount = 0;
|
||||
titles.TableReplaced += () => tableReplacedCount++;
|
||||
var displayChanged = new List<uint>();
|
||||
titles.DisplayTitleChanged += id => displayChanged.Add(id);
|
||||
|
||||
titles.ResetSession();
|
||||
|
||||
Assert.Equal(1, tableReplacedCount);
|
||||
Assert.Equal([0u], displayChanged);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ResetSession_RepeatedReset_StillFiresTableReplacedButNotDisplayTitleChanged()
|
||||
{
|
||||
// A2: TableReplaced publishes unconditionally on every reset; a
|
||||
// SECOND reset (display id already 0) must not re-fire
|
||||
// DisplayTitleChanged — there is no real transition to report.
|
||||
var titles = new RuntimeCharacterTitleState();
|
||||
titles.ResetSession();
|
||||
int tableReplacedCount = 0;
|
||||
titles.TableReplaced += () => tableReplacedCount++;
|
||||
var displayChanged = new List<uint>();
|
||||
titles.DisplayTitleChanged += id => displayChanged.Add(id);
|
||||
|
||||
titles.ResetSession();
|
||||
|
||||
Assert.Equal(1, tableReplacedCount);
|
||||
Assert.Empty(displayChanged);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Count_ReflectsEarnedTitleIdsWithoutAllocatingTheArray()
|
||||
{
|
||||
// A3 (CT2 fix round): non-allocating count accessor for hot paths
|
||||
// like RuntimeCharacterState.CaptureOwnership.
|
||||
var titles = new RuntimeCharacterTitleState();
|
||||
Assert.Equal(0, titles.Count);
|
||||
|
||||
titles.ReplaceTable(13u, [1u, 5u, 13u]);
|
||||
|
||||
Assert.Equal(3, titles.Count);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Snapshot_ReflectsDisplayTitleAndCount()
|
||||
{
|
||||
|
|
|
|||
|
|
@ -376,8 +376,14 @@ public sealed class DirectGameRuntimeCommandAdapterTests
|
|||
}
|
||||
|
||||
[Fact]
|
||||
public void SetTitle_ZeroTitleId_RejectsWithoutSendingAnything()
|
||||
public void SetTitle_ZeroTitleId_StillSendsTheWireAction()
|
||||
{
|
||||
// F3 (CT2 fix round, 2026-08-24): retail's own send path
|
||||
// (Event_SetDisplayCharacterTitle @0x006a5720) packs whatever id it
|
||||
// is handed, with no id-0 rejection — and ACE accepts id 0
|
||||
// (CharacterTitle.Invalid is a defined enum value). A client-side
|
||||
// id-0 guard here would block a state the server honors; retail's
|
||||
// real protection is the UI ghost-when-current gate (CT3's job).
|
||||
(GameRuntime runtime, DirectGameRuntimeCommandAdapter adapter, FixtureSessionOperations operations) =
|
||||
CreateStartedHarness();
|
||||
var gameActions = new List<byte[]>();
|
||||
|
|
@ -387,8 +393,13 @@ public sealed class DirectGameRuntimeCommandAdapterTests
|
|||
runtime.Generation,
|
||||
titleId: 0u);
|
||||
|
||||
Assert.Equal(RuntimeCommandStatus.Rejected, result.Status);
|
||||
Assert.Empty(gameActions);
|
||||
Assert.True(result.Accepted);
|
||||
Assert.Single(gameActions);
|
||||
byte[] sent = gameActions[0];
|
||||
Assert.Equal(
|
||||
SocialActions.TitleSetOpcode,
|
||||
BinaryPrimitives.ReadUInt32LittleEndian(sent.AsSpan(8)));
|
||||
Assert.Equal(0u, BinaryPrimitives.ReadUInt32LittleEndian(sent.AsSpan(12)));
|
||||
runtime.Dispose();
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue