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
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8 changed files with 350 additions and 69 deletions
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@ -376,8 +376,14 @@ public sealed class DirectGameRuntimeCommandAdapterTests
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}
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[Fact]
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public void SetTitle_ZeroTitleId_RejectsWithoutSendingAnything()
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public void SetTitle_ZeroTitleId_StillSendsTheWireAction()
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{
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// F3 (CT2 fix round, 2026-08-24): retail's own send path
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// (Event_SetDisplayCharacterTitle @0x006a5720) packs whatever id it
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// is handed, with no id-0 rejection — and ACE accepts id 0
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// (CharacterTitle.Invalid is a defined enum value). A client-side
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// id-0 guard here would block a state the server honors; retail's
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// real protection is the UI ghost-when-current gate (CT3's job).
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(GameRuntime runtime, DirectGameRuntimeCommandAdapter adapter, FixtureSessionOperations operations) =
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CreateStartedHarness();
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var gameActions = new List<byte[]>();
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@ -387,8 +393,13 @@ public sealed class DirectGameRuntimeCommandAdapterTests
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runtime.Generation,
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titleId: 0u);
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Assert.Equal(RuntimeCommandStatus.Rejected, result.Status);
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Assert.Empty(gameActions);
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Assert.True(result.Accepted);
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Assert.Single(gameActions);
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byte[] sent = gameActions[0];
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Assert.Equal(
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SocialActions.TitleSetOpcode,
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BinaryPrimitives.ReadUInt32LittleEndian(sent.AsSpan(8)));
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Assert.Equal(0u, BinaryPrimitives.ReadUInt32LittleEndian(sent.AsSpan(12)));
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runtime.Dispose();
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}
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