feat(ui): port retail dialog factory lifecycle

Replace the single mutable confirmation service with retail's property-backed DialogFactory model: fresh DAT roots, context ids, queue groups, priority preemption, callback/close-notice ordering, and context cancellation. Route /die, server confirmation aborts, and guarded item use through focused semantic owners.

Co-Authored-By: Codex <codex@openai.com>
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Erik 2026-07-13 16:30:05 +02:00
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# Retail dialog factory and confirmation lifecycle
Date: 2026-07-13
## Scope
This note pins the reusable retail dialog architecture needed by acdream's
confirmation call sites. It ports the factory/context/queue lifecycle and the
type-1 `ConfirmationDialog`. The other six catalog types are identified here
so the factory can accept their presenters later, but their type-specific data
contracts are outside this slice.
## Named retail sources
- `Dialog::UpdatePendingDialogDisplay @ 0x00476930`
- `Dialog::UpdateDialogText @ 0x00476A50`
- `Dialog::SetData @ 0x00476BE0`
- `DialogFactory::DialogDone @ 0x004773C0`
- `DialogFactory::UpdatePendingDialogDisplay_ @ 0x00477590`
- `DialogFactory::Reset @ 0x00477950`
- `DialogFactory::CreateDialog_ @ 0x00477AD0`
- `DialogFactory::OpenNextDialog @ 0x00477D30`
- `DialogFactory::MakeDialog @ 0x00477E90`
- `DialogFactory::CloseDialog @ 0x00478160`
- `DialogFactory::MakeCallbackDialogInCurrentUI @ 0x00478430`
- `ConfirmationDialog::SetData @ 0x004764D0`
- `ConfirmationDialog::ListenToElementMessage @ 0x00476670`
- `ConfirmationDialog::CancelDialog @ 0x00476770`
- `ClientCommunicationSystem::DoDie @ 0x00580050`
- `ClientCommunicationSystem::DieDialogCallback @ 0x0057BA70`
- `ClientUISystem::UsageCallback @ 0x00565B20`
- `ClientUISystem::UsageConfirmation_PKAltar @ 0x00566420`
- `ClientUISystem::UsageConfirmation_NPKAltar @ 0x00566610`
- `ClientUISystem::UsageConfirmation_VolatileRare @ 0x00566800`
- `ClientUISystem::Handle_Character__ConfirmationRequest @ 0x005640A0`
- `gmGamePlayUI::MakeGameplayConfirmationDialog @ 0x004EB890`
- `gmGamePlayUI::RecvNotice_CloseDialog @ 0x004EA4F0`
- `gmGamePlayUI::RecvNotice_AbortConfirmationRequest @ 0x004E9D70`
Verbatim `DialogInfo` layout: `docs/research/named-retail/acclient.h`, struct
5922. Protocol payloads were independently cross-checked against ACE and
ACClientLib during the command-family port; see
`docs/research/2026-07-13-retail-client-command-families-pseudocode.md`.
## Property contract
```text
0x8D boolean priority/preempt-current flag
0x8E integer dialog type
0x90 StringInfo optional accept caption
0x91 StringInfo optional reject caption
0x92 boolean confirmation result
0xAC boolean when true, Dialog::SetData sets UIElement attribute 0x40
0xC3 integer queue key; default 2, value 1 is nonqueued
0xC5 StringInfo main dialog text
0x1000003D instance item/object id carried by item confirmations
```
Dialog type to catalog-root/type mapping in `CreateDialog_`:
```text
1 -> root 0x15, element type 0x13, ConfirmationDialog
2 -> root 0x31, element type 0x19, WaitDialog
3 -> root 0x24, element type 0x17, MessageDialog
4 -> root 0x28, element type 0x18, TextInputDialog
5 -> root 0x2C, element type 0x15, ConfirmationTextInputDialog
6 -> root 0x1B, element type 0x16, MenuDialog
7 -> root 0x1F, element type 0x14, ConfirmationMenuDialog
```
## Factory pseudocode
```text
make_dialog(parent, input_data):
context = ++global_context
info = DialogInfo(copy(input_data), pointer=null, parent, context)
priority = input_data.bool(0x8D, false)
queue_key = input_data.uint(0xC3, 2)
if queue_key == 1:
append info to active_nonqueued
create_dialog(info, queue_key)
return context
if no active dialog for queue_key:
create_dialog(info, queue_key)
else if not priority:
pending[queue_key].push_back(info)
update_pending_displays()
else:
current = active[queue_key]
remove current root from parent without completing it
pending[queue_key].push_front(current)
create_dialog(info, queue_key)
return context
create_dialog(info, queue_key):
store info as active nonqueued or active[queue_key]
read type from property 0x8E
create a FRESH root element from shared catalog enum (2, 5)
assign context to the Dialog
dialog.SetData(info.data)
bring dialog to front
update_pending_displays()
broadcast OpenDialog(context)
update_pending_display(dialog, pending_count):
resolve child 0x33 and its text child 0x34 once
child_0x33.SetState(pending_count == 0 ? 0x19 : 0x18)
// retail does not synthesize numeric count text
close_dialog(context):
if context is active nonqueued:
dialog_done(info)
remove it
return
if context is an active queued dialog:
remove active[queue_key]
dialog_done(info)
open_next_dialog(queue_key)
return
if context is pending:
dialog_done(info)
remove it from pending
update_pending_displays()
dialog_done(info):
if callback exists for info.context:
callback(dialog.data)
remove callback
broadcast CloseDialog(info.context, dialog.data)
remove the root element from its parent
dialog.context = 0
open_next_dialog(queue_key):
if pending[queue_key] has an entry:
info = pop_front()
create_dialog(info, queue_key)
delete an empty pending queue
```
`Reset` runs `dialog_done` for active and pending dialogs before clearing all
factory collections and callbacks.
## Confirmation presenter pseudocode
```text
confirmation.SetData(data):
base.SetData(data) // copies collection; 0xC5 updates child 0x3E
if data has 0x90: set child 0x17 caption
if data has 0x91: set child 0x19 caption
on button message:
if child is not 0x17 or 0x19: delegate to base
data[0x92] = (child == 0x17)
DialogFactory.CloseDialog(context)
cancel:
data[0x92] = false
DialogFactory.CloseDialog(context)
```
The catalog/root/class are reused; the live widget instance is not. Retail
creates a fresh root for every displayed `DialogInfo`, which is required for
simultaneous nonqueued dialogs and independent queue groups.
## Integration ownership
```text
/die:
data = { 0x8E=1, 0xC5=retail message }
MakeCallbackDialogInCurrentUI(data, DieDialogCallback)
callback sends suicide only when 0x92 is true
item confirmation:
data = { 0x8E=1, 0xC5=message, 0x1000003D=item id }
MakeCallbackDialogInCurrentUI(data, UsageCallback)
callback sends Use only when 0x92 is true
server gameplay confirmation:
gameplay UI stores server type/context
data = { 0x8E=1, 0xC5=message }
context = MakeDialog(gameplay UI, data) // no direct callback
DialogFactory's CloseDialog notice reaches gmGamePlayUI
gmGamePlayUI reads 0x92 and sends ConfirmationResponse(type, server context, result)
matching ConfirmationDone closes the context through DialogFactory
```