feat(ui): FA4 -- fellowship page fully live

Roster: SocialFellowshipPageController now builds one row per fellow
from the authored template (0x21000030/0x10000281, live-DAT verified),
diffing the member GUID set on each revision-gated Tick -- an unchanged
set updates every row's bound widgets in place (no ListBox mutation, so
scroll position is untouched by construction); only a real join/leave/
disband triggers a rebuild, via UiTemplateListBox.FlushPreservingScroll
(FA3 carry-forward 1, both the widget-level fix and the controller-level
diff). Health/stamina/mana meters bind Fill+Label; the leader's name
tints gold (lane A's row template has no dedicated leader marker, so
this is a flagged adaptation, not a ported mechanism). Row-click
selection (SelectFellow) drives Dismiss/Leader targeting and the world
selection (SelectionChangeSource.Social).

D4: SocialPanelController now tracks "is the social window shown AND is
Fellowship the active tab" via UiTabPanel.ActivePageChanged +
OnShown/OnHidden, and calls SetPageVisible on every transition, which
sends 0x00A6 (idempotent, no-op while disconnected) -- the prerequisite
ACE gates its 0x02C0 vitals stream on.

Create flow: the inline name field (0x1000026F, an authored Editable
UiField -- live-DAT verified) gates the Create button's enabled state
exactly like retail (empty name = disabled = the whole refusal
mechanism, no separate error text); FellowshipShareXP's live value is
read at click time.

Actions + confirmations: Recruit/Dismiss/Quit/Disband/AssignLeader/
SetOpen all route through DeferredGameRuntimeStateCommands (new
Fellowship* methods) rather than a raw WorldSession send, so Quit
correctly picks up RuntimeFellowshipState's leader hand-off rule.
Button enable states port gmFellowshipUI::UpdateButtons verbatim. The
Open/Close button's caption swaps between the two DAT-resolved strings
cached once at Bind (never per-tick -- DatCollection is not safe to
touch unprotected from the render loop). RetailUiRuntime intercepts a
type-4 confirmation request before it reaches the generic
GameplayConfirmationController: IgnoreFellowshipRequests auto-declines,
FellowshipAutoAcceptRequests auto-accepts, neither set falls through to
the existing dialog machinery unchanged (D6).

D5 display: the per-fellow stats line uses retail's byte-decoded
even-split percentage table verbatim (1.0/.../.3111111/.28, default
0.0); the proportional branch omits the percentage rather than
inventing a formula (no acdream ExperienceToRaiseLevel table exists
yet). Both StringInfo variable substitution (row/stats/vitals text) and
ACCharGenData::FormatName (create-flow name canonicalization) are
unported prerequisites, so row text renders as plain numeric composites
-- register rows AD-80/AD-81 (docs commit).

D7: un-dims IgnoreFellowshipRequests/FellowshipAutoAcceptRequests
(consumed by the D6 auto-decline/accept) and FellowshipShareXP/
FellowshipShareLoot (consumed by Create + the page's own second
checkbox surface) on the Character tab -- 4 of 35 store-only rows
promoted to Live (31 remain dimmed).

Carry-forwards from the FA3 re-review, folded into this slice's
contract:
- UiTemplateListBox.FlushPreservingScroll -- preserves scroll offset
  across a rebuild instead of resetting to 0 (Flush's existing
  contract, unchanged, for Friends/Squelch).
- RowTemplateResolver -- the FA3 caching row-template resolver
  extracted from a MountSocialPanel local function into its own
  hermetically-testable class; now shared by Friends/Squelch/
  Fellowship's row families.
- Friends/Squelch scrollbars now resolve via the built
  UiTemplateListBox.ScrollbarElementId (DAT property 0x72) instead of
  a hardcoded literal, matching ConfigOptionsPageController's own OP6
  precedent.
- The Fellowship roster path never advances its revision latch on a
  partial resolver failure until the NEXT real membership change --
  never a per-frame retry loop.

Live-DAT verified (ACDREAM_PROBE_LIVE_MOUNT=1, extended
SocialPanelLiveMountProbeTests): the name field builds as UiField, all
11 buttons/checkboxes resolve, the row template's 5 checked fields
resolve to the right widget types, every checkbox label/tooltip and the
Open/Close captions resolve to real retail strings ("Open"/"Close"),
and a full production-path Bind() against live DATs produces zero
"not found" warnings.

App tests: +30 (7 UiTemplateListBox/RowTemplateResolver unit tests, 23
SocialFellowshipPageControllerTests covering roster diff/rebuild,
button enable rules, checkbox wiring, create-flow gating, D4
idempotency, and D5 formatting) plus 2 CharacterOptionsPageController
counts updated for the D7 un-dim (35->31 dimmed, 15->19 live).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-12 04:40:53 +02:00
parent 357d203202
commit 5bdd0528f1
16 changed files with 1941 additions and 114 deletions

View file

@ -118,6 +118,46 @@ internal sealed class DeferredGameRuntimeStateCommands
generation,
new RuntimeAdvancementCommand(kind, statId, cost)));
// ── Campaign FA slice FA4: fellowship page commands ─────────────────
// Same "capture view+commands under one generation" shape as every
// method above — a displaced session (reconnect mid-click) can never
// receive a stale-generation fellowship action.
public RuntimeCommandResult FellowshipCreate(string fellowshipName, bool shareXp) =>
Invoke((commands, generation) => commands.Fellowship.Create(
generation, fellowshipName, shareXp));
public RuntimeCommandResult FellowshipRecruit(uint targetGuid) =>
Invoke((commands, generation) => commands.Fellowship.Recruit(
generation, targetGuid));
public RuntimeCommandResult FellowshipDismiss(uint targetGuid) =>
Invoke((commands, generation) => commands.Fellowship.Dismiss(
generation, targetGuid));
public RuntimeCommandResult FellowshipQuit(bool disband) =>
Invoke((commands, generation) => commands.Fellowship.Quit(
generation, disband));
public RuntimeCommandResult FellowshipAssignLeader(uint newLeaderGuid) =>
Invoke((commands, generation) => commands.Fellowship.AssignLeader(
generation, newLeaderGuid));
public RuntimeCommandResult FellowshipSetOpen(bool isOpen) =>
Invoke((commands, generation) => commands.Fellowship.SetOpen(
generation, isOpen));
/// <summary><c>0x00A6</c> — D4's panel-open/close declaration (the
/// vitals-stream gate, lane B §4.5). Idempotent at the CALLER
/// (<see cref="AcDream.App.UI.Layout.SocialFellowshipPageController"/>
/// only invokes this on an actual visibility transition); this method
/// itself just forwards, exactly like every sibling command — a call
/// while disconnected returns <see cref="RuntimeCommandStatus.Inactive"/>
/// from <see cref="Invoke"/> without sending anything.</summary>
public RuntimeCommandResult FellowshipSetPanelOpen(bool panelOpen) =>
Invoke((commands, generation) => commands.Fellowship.SetPanelOpen(
generation, panelOpen));
public void Deactivate()
{
lock (_gate)