fix(chat): CH4 re-review fixes — dialog-queue reentrancy, settings option-bit chokepoint
Should-fix 1: RetailDialogFactory.CloseDialog's queued branch removed the active DialogInfo, ran DialogDone (whose callback can synchronously open a new dialog under the SAME queue key — the two-stage house-abandon confirmation does exactly this), then called OpenNextDialog, which did an unconditional Dictionary.Add on a key the reentrant dialog had already re-occupied. Retail's HashTable::add tolerates the duplicate; Dictionary throws. OpenNextDialog now returns early when the queue key is already active — the reentrant dialog's own eventual close drains the queue. Should-fix 2: @join/@leave wrote the local RuntimeCharacterOptionsState bit before sending, but the Settings Chat toggles reached a second binding (SendSingleCharacterOption) that only sent the wire message, leaving the Turbine membership gate stale until the next PlayerDescription. LiveSessionRuntimeFactory.CreateCommandBindings now has one shared local function for both entrances. Should-fix 3: corrected TS-68/#360 wording again — retail's DoAllegiance dispatcher table EXECUTES boot/ban/officer/title/motd/name/lock/house/ chat/broadcast locally through their own handlers; acdream shows the unrecognized-subcommand refusal for all nine pending the #360 port. What matches retail is the ownership rule (the verb never reaches DoChannelCommand/the server), not the subcommand behavior itself. Removed the inaccurate "matching retail, not merely harmless" / "now matches this" claims from both the register row and the issue. Nits: corrected the HouseAbandonDialogCallback_First citation (0x00580E1A is DoHouse's load site for the callback pointer, not the function entry — the entry is 0x00580240, with the stage-2 confirmation string built at 0x005802D8) in both ClientCommandController.cs and the mirrored test comment; added an InlineData case pinning "@clist allegiance" to RequestChannelList(0x02000000); converted RetailClientCommandCatalog. KnownVerbs from a plain array to a FrozenSet<string> with StringComparer.OrdinalIgnoreCase, matching the file's other lookup tables. Suite: 12,221 passed / 4 skipped / 0 failed (Release), up from CH4's 12,216/4/0 — net +5 tests, no removals. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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10 changed files with 204 additions and 34 deletions
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@ -255,6 +255,51 @@ public sealed class RetailDialogFactoryTests
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Assert.Empty(root.Children);
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}
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[Fact]
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public void AcceptingChainedReentrantDialogDoesNotThrowAndDrainsQueueAfterChainCompletes()
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{
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// CH4 re-review should-fix 1: a callback that synchronously reopens a new
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// dialog under the SAME queue key (retail's two-stage house-abandon
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// confirmation) used to crash OpenNextDialog with a duplicate-key
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// ArgumentException whenever a third confirmation was already queued
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// behind the chain. See RetailDialogFactory.OpenNextDialog.
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var root = new UiRoot { Width = 800f, Height = 600f };
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var layouts = new List<ImportedLayout>();
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var factory = CreateFactory(root, layouts);
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var completed = new List<string>();
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factory.MakeConfirmation("stage1", _ =>
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{
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completed.Add("stage1");
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factory.MakeConfirmation("stage2", _ => completed.Add("stage2"));
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});
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factory.MakeConfirmation("queued behind chain", _ => completed.Add("queued"));
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Assert.Equal(1, factory.PendingCount);
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Exception? thrown = Record.Exception(() => Accept(layouts[0]));
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Assert.Null(thrown);
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Assert.Equal(["stage1"], completed);
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Assert.Equal(2, layouts.Count);
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Assert.Equal("stage2", Message(layouts[1]));
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Assert.Same(layouts[1].Root, root.Modal);
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Assert.Equal(1, factory.PendingCount);
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Accept(layouts[1]);
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Assert.Equal(["stage1", "stage2"], completed);
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Assert.Equal(3, layouts.Count);
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Assert.Equal("queued behind chain", Message(layouts[2]));
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Assert.Same(layouts[2].Root, root.Modal);
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Assert.Equal(0, factory.PendingCount);
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Accept(layouts[2]);
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Assert.Equal(["stage1", "stage2", "queued"], completed);
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Assert.False(factory.IsOpen);
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}
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private static RetailDialogFactory CreateFactory(
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UiRoot root,
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List<ImportedLayout> layouts)
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