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>
This commit is contained in:
Erik 2026-07-13 16:30:05 +02:00
parent 43f7c7807c
commit 66bdae7a83
22 changed files with 1442 additions and 220 deletions

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@ -70,7 +70,8 @@ fill-components. `ClientCommandController` keeps the panel layer independent
of App/network services; `WorldSession` sends the exact game-action or control
message for server-backed families. Friends and squelch databases are parsed
into authoritative Core state, confirmation requests use the imported retail
dialog, and unknown `/` commands still publish `SendServerCommandCmd` in
dialog catalog through the ported context/queue/callback factory, and unknown
`/` commands still publish `SendServerCommandCmd` in
canonical `@` form so ACE administrator commands continue to work. Both chat
backends use the same router.
@ -83,9 +84,16 @@ showing the live `FPS` and `DEG` values with the authored font and two-decimal
format. `/framrate` remains unknown because retail registers no misspelled
alias.
The reusable-dialog follow-up ports `DialogFactory @ 0x004773C0..0x00478470`
and type-1 `ConfirmationDialog` rather than sharing one mutable widget. Every
display gets a fresh LayoutDesc `0x2100003C` root; `/die`, server confirmation
tuples (including `CharacterConfirmationDone` aborts), and PK/NPK/volatile-rare
item use now share its property-backed result and lifecycle.
**Research:**
`docs/research/2026-07-13-retail-client-command-routing-pseudocode.md`;
`docs/research/2026-07-13-retail-client-command-families-pseudocode.md`;
`docs/research/2026-07-13-retail-dialog-factory-pseudocode.md`;
`ClientCommunicationSystem::OnChatCommand @ 0x00581320`;
`ClientCommunicationSystem::DoLifestone @ 0x0056FC70`;
`CM_Character::Event_TeleToLifestone @ 0x006A1B90`.

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@ -54,7 +54,7 @@ accepted-divergence entries (#96, #49, #50).
| IA-12 | UI toolkit mirrors retail behavior from research docs, not a byte-port — keystone.dll is outside decomp coverage; observed constants embedded (drag 3 px, tooltip 1000 ms) | `src/AcDream.App/UI/README.md:3` (window mgr: `UiRoot.cs` RegisterWindow/Show/Hide/Toggle/BringToFront — F12 inventory toggle IS retail-faithful) | keystone.dll has no PDB/decomp; semantics reconstructed from the six `docs/research/retail-ui/` deep-dives, keeping retail's event-type constants so panel switch-cases transplant cleanly | Edge-case input semantics the research under-specified (drag threshold, tooltip timing, focus hand-off, capture corners) differ silently with no oracle to diff against | keystone.dll Device DAT_00837ff4; docs/research/retail-ui/04-input-events.md |
| IA-13 | GameEventType registry deliberately omits event types retail ignores; unknown events fall through unhandled | `src/AcDream.Core.Net/Messages/GameEventType.cs:11` | Retail also ignores them — dropping matches retail by construction | If the "retail ignores X" judgment is wrong for any opcode (or a server mod uses one), the event is silently dropped with no diagnostic pointing at the omission | retail GameEvent dispatch (ignored-event set) |
| IA-14 | Rendering + dat-handling base is WorldBuilder's tested port, not a fresh retail-decomp port (Phase N.4/O design stance) | `docs/architecture/worldbuilder-inventory.md` (code at `src/AcDream.{Core,App}/Rendering/Wb/`) | WB visually verified on the AC world, MIT, same stack; known WB↔retail deltas resolved case-by-case — terrain split kept retail `FSplitNESW` (**#51**, pinned by `SplitFormulaDivergenceTest`), scenery drift accepted (AP-31) | A WB-upstream divergence not yet caught ships silently as "our" behavior; guard = the inventory doc's 🟢/🔴 split + per-formula divergence tests | retail decomp per algorithm; `tests/.../SplitFormulaDivergenceTest.cs` |
| IA-15 | D.2b gameplay UI is our own `UiHost`/`UiRoot` retained tree, not a byte-port of Keystone. `RetailUiRuntime` owns the production import/mount graph; `RetailWindowManager`/typed handles centralize registry, raise, focus/capture cleanup, lifecycle events, reverse-order grouped controller teardown, removable Silk input subscriptions, schema-v2 per-character/per-resolution automatic layouts, and portable named `saveui/loadui` profiles; `RetailWindowFrame` is the single production/Studio mount contract for imported-chrome and shared-wrapper windows. Production LayoutDesc imports include vitals `0x2100006C`, chat `0x21000006`, toolbar `0x21000016`, character `0x2100002E`, inventory `0x21000023` plus mounted `0x21000024/22/21`, confirmation dialogs `0x2100003C`, and radar `0x21000074`. | `src/AcDream.App/UI/RetailUiRuntime.cs`; `src/AcDream.App/UI/RetailWindowManager.cs`; `src/AcDream.App/UI/RetainedPanelControllerGroup.cs`; `src/AcDream.App/UI/UiHost.cs`; `src/AcDream.App/UI/RetailWindowLayoutPersistence.cs`; `src/AcDream.App/UI/Layout/RetailWindowFrame.cs`; `src/AcDream.App/UI/Layout/RetailConfirmationDialogService.cs`; `src/AcDream.App/UI/Layout/LayoutImporter.cs`; binding supply in `GameWindow.cs` | Keystone has no matching PDB/decomp, so we preserve its observable ElementDesc/state/input behavior from DAT, named client call sites, and live evidence while using modern retained ownership. Real RenderSurfaces and imported element geometry remain the visual oracle. | Persistence is behaviorally reconstructed from `saveui/loadui` semantics rather than Keystone internals; lifecycle edge cases remain constrained by conformance tests instead of a byte-port | Production LayoutDesc objects; `docs/research/2026-06-15-layoutdesc-format.md`; Keystone behavior notes in `docs/research/retail-ui/` |
| IA-15 | D.2b gameplay UI is our own `UiHost`/`UiRoot` retained tree, not a byte-port of Keystone. `RetailUiRuntime` owns the production import/mount graph; `RetailWindowManager`/typed handles centralize registry, raise, focus/capture cleanup, lifecycle events, reverse-order grouped controller teardown, removable Silk input subscriptions, schema-v2 per-character/per-resolution automatic layouts, and portable named `saveui/loadui` profiles; `RetailWindowFrame` is the single production/Studio mount contract for imported-chrome and shared-wrapper windows. Production LayoutDesc imports include vitals `0x2100006C`, chat `0x21000006`, toolbar `0x21000016`, character `0x2100002E`, inventory `0x21000023` plus mounted `0x21000024/22/21`, dialog catalog `0x2100003C`, and radar `0x21000074`. The dialog context/queue/callback lifecycle is now a named-client port; only its retained rendering remains under this Keystone adaptation. | `src/AcDream.App/UI/RetailUiRuntime.cs`; `src/AcDream.App/UI/RetailWindowManager.cs`; `src/AcDream.App/UI/RetainedPanelControllerGroup.cs`; `src/AcDream.App/UI/UiHost.cs`; `src/AcDream.App/UI/RetailWindowLayoutPersistence.cs`; `src/AcDream.App/UI/Layout/RetailWindowFrame.cs`; `src/AcDream.App/UI/Layout/RetailDialogFactory.cs`; `src/AcDream.App/UI/Layout/RetailConfirmationDialogView.cs`; `src/AcDream.App/UI/Layout/LayoutImporter.cs`; binding supply in `GameWindow.cs` | Keystone has no matching PDB/decomp, so we preserve its observable ElementDesc/state/input behavior from DAT, named client call sites, and live evidence while using modern retained ownership. Real RenderSurfaces and imported element geometry remain the visual oracle. | Persistence and low-level widget rendering are behaviorally reconstructed from retail semantics rather than a Keystone byte-port; lifecycle edge cases remain constrained by conformance tests | Production LayoutDesc objects; `DialogFactory @ 0x004773C0..0x00478470`; `docs/research/2026-07-13-retail-dialog-factory-pseudocode.md`; Keystone behavior notes in `docs/research/retail-ui/` |
| IA-17 | Toolbar chrome is toolkit-supplied through the central `RetailWindowFrame` mount (`UiCollapsibleFrame` 8-piece bevel) because LayoutDesc `0x21000016` carries no baked frame. It also supports a toolkit-defined collapse-to-one-row (bottom-edge resize snapping between a row-1-only and a two-row height, row-2 visibility tied to the stop) — retail's real collapse is keystone.dll (no decomp) and the DAT stacks both rows always. | `src/AcDream.App/UI/Layout/RetailWindowFrame.cs`; `src/AcDream.App/UI/UiCollapsibleFrame.cs`; toolbar policy in `GameWindow.cs`; spec: `docs/superpowers/specs/2026-06-20-d2b-toolbar-collapse-design.md` | The central mount now owns wrapper geometry/registration uniformly; border-over-content prevents the row-2 right cap from poking through | The collapse stops remain a toolkit reconstruction rather than a byte-port of Keystone behavior | gmToolbarUI WM chrome (keystone.dll, no PDB); no bevel ids in LayoutDesc 0x21000016 (toolbar dump) |
| IA-18 | Effect overlay tile (enum 0x10000005) is a `ReplaceColor` SURFACE SOURCE — pure-white pixels in the composited drag icon are replaced PER-PIXEL with the same (x,y) pixel of the effect tile (the SURFACE overload `SurfaceWindow::ReplaceColor` 0x004415b0), preserving the tile's texture/gradient; the tile itself is NOT blitted as an additional layer. This IS faithful retail behavior. **Anti-regression: do NOT re-implement this as a blit layer NOR as a flat-color replace (it is a per-pixel surface copy).** | `src/AcDream.App/UI/IconComposer.cs` (`ReplaceWhiteFromSurface`) | Faithful port of `IconData::RenderIcons` @407614 → the SURFACE overload `ReplaceColor` 0x004415b0 (`dst[x,y]=src[x,y]` where `dst==white`); confirmed via clean Ghidra decompile + named decomp + visual (the Energy Crystal's blue is a gradient, 2026-06-17). | A blit-layer or flat-color re-implementation would show the wrong effect look (no gradient) — the visual-verification regression that retired the mean-color approximation | `IconData::RenderIcons` acclient_2013_pseudo_c.txt:407524; `ReplaceColor` SURFACE overload 0x004415b0:71656; `docs/research/2026-06-17-stateful-icon-RESOLVED.md` |
| IA-19 | Automatic combat acquisition is narrowed to attackable non-player monsters. Retail `AutoTarget` falls back to `SelectNext(SELECTION_TYPE_COMPASS_ITEM)`, whose combat filter can also admit attackable enemy players in compatible PK states. | `src/AcDream.Core/Combat/CombatTargetPolicy.cs`; consumer `src/AcDream.App/Rendering/GameWindow.cs` | Explicit product direction: Auto Target must never select NPCs, players, pets, or other objects; manual player-selection commands remain available | In PK play, Auto Target will not acquire an otherwise valid hostile player as retail would; the player must be selected manually | `ClientCombatSystem::AutoTarget @ 0x0056BC80`; `CPlayerSystem::SelectNext @ 0x0055F9A0`; `ClientCombatSystem::ObjectIsAttackable @ 0x0056A600` |

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@ -501,7 +501,7 @@ behavior. Estimated 1726 days focused work, 35 weeks calendar.
- **M2 held-object parenting shipped and live-gated 2026-07-11.** The combat toggle now ports `GetDefaultCombatMode` over ordered equipped contents, so a bow requests Missile instead of the old hardcoded Melee. CreateObject preserves parent/placement/timestamp fields, `0xF749` ParentEvent is handled, and `EquippedChildRenderController` renders the weapon as a separate child composed from the animated hand part + holding frame + child placement frame. Live gate passed: bow selected missile stance, rendered in-hand, followed animation, unequipped cleanly, and melee remained correct. App Release builds with zero warnings; the full 4,765-pass / 5-skip suite is green. AP-111 is retired; research: `docs/research/2026-07-11-combat-default-and-parent-event-pseudocode.md`.
- **M2 local attack receive funnel implemented 2026-07-11; live gate pending.** Retail `ExecuteAttack` only sends the request; ACE chooses the concrete melee/missile action and returns it in a non-autonomous mt-0 `UpdateMotion`. The local branch now runs that state through the same constructor-defaulted `MoveToInterpretedState` funnel and 15-bit action-stamp gate as remotes, then applies sticky/long-jump tails. The old local-only direct `Commands[]` replay is deleted. Shared conversion lives in `InboundInterpretedMotionFactory`; research: `docs/research/2026-07-11-local-combat-motion-pseudocode.md`.
- **M2 basic retail combat bar implemented 2026-07-11; corrective live visual gate pending.** Production mounts authored `gmCombatUI` LayoutDesc `0x21000073`, shows it only for Melee/Missile, and routes mouse plus keyboard through one `CombatAttackController`. Corrections include the authored wider centered dark-red child range (accepted IA-20), full-width left-to-right bright live attack-charge feedback, exact Speed-left/Power-right justification, silent control-only `AttackDone(ActionCancelled)`, target-frame Keep in View with manual orbit, and persistent corpse motion: the AP-80 velocity-only NPC adaptation can now replace only Ready/Walk/Run, never authoritative Dead/actions. `CombatTargetController` ports the selection-cleared AutoTarget consumer, so a selected creature's authoritative Dead motion clears it and selects the nearest eligible creature when enabled. The 2026-07-12 replacement-corpse correction unifies both multi-frame and static/reactive spawns behind retail's CreateObject lifecycle: apply the wire's Dead state while detached, then `MotionTableManager::HandleEnterWorld` strips Ready→Dead links before the first in-world tick; multiple corpses remaining fallen passed the live user gate that day. Follow-up #205 makes the toolbar read the final canonical selection after a reentrant Auto Target notice and restricts automatic candidates to hostile non-player monsters (intentional PK-edge divergence IA-19); that live gate also passed 2026-07-12. Research: `docs/research/2026-07-11-retail-combat-bar-pseudocode.md`, `docs/research/2026-07-11-combat-target-camera-pseudocode.md`, `docs/research/2026-07-12-death-and-auto-target-pseudocode.md`; AP-24/AP-95 retired, AP-80 narrowed, AP-110 narrowed, AP-112 records the remaining attack-start and exact trained-Recklessness seams.
- **Retail client command families implemented 2026-07-13; corrective live gate pending.** One shared typed catalog now separates retail client actions from ACE administrator commands for both chat backends. Named-decomp ports cover recall/house/PK travel; age/birth; framerate, lock, version, location, corpse, and die confirmation; clear plus named/automatic UI layouts; AFK/consent; emotes; friends; squelch/filter/message types; and fill-components. App owns execution, Core owns authoritative friends/squelch state, Core.Net owns exact UIQueue/ControlQueue packets, and confirmation requests mount imported LayoutDesc `0x2100003C`. The first live gate passed the family except for raw suicide-success code `0x004A` and the title-bar-only FPS presentation; the correction maps retail's text and mounts SmartBox element `0x10000047` with live two-decimal `FPS`/`DEG`. #L.6 is closed; TS-31/TS-47 are narrowed. Research: `docs/research/2026-07-13-retail-client-command-families-pseudocode.md`.
- **Retail client command families implemented 2026-07-13; corrective live gate pending.** One shared typed catalog now separates retail client actions from ACE administrator commands for both chat backends. Named-decomp ports cover recall/house/PK travel; age/birth; framerate, lock, version, location, corpse, and die confirmation; clear plus named/automatic UI layouts; AFK/consent; emotes; friends; squelch/filter/message types; and fill-components. App owns execution, Core owns authoritative friends/squelch state, Core.Net owns exact UIQueue/ControlQueue packets. Confirmation reuse now ports retail `DialogFactory` contexts, queue groups/priority, fresh DAT roots, property results, callbacks/close notices, and server abort handling; `/die`, gameplay request tuples, and guarded item-use prompts share its type-1 LayoutDesc `0x2100003C` presenter. The first live gate passed the family except for raw suicide-success code `0x004A` and the title-bar-only FPS presentation; the correction maps retail's text and mounts SmartBox element `0x10000047` with live two-decimal `FPS`/`DEG`. #L.6 is closed; TS-31/TS-47 are narrowed. Research: `docs/research/2026-07-13-retail-client-command-families-pseudocode.md`, `docs/research/2026-07-13-retail-dialog-factory-pseudocode.md`.
- **✓ SHIPPED — Character window** (`LayoutDesc 0x2100002E`, `CharacterStatController`, 2026-06-26, same branch). **Visually user-confirmed 2026-06-26 — Attributes tab reads as retail.** Three tabs, header (name/heritage/PK), large-gold level number (dat font, `largeDatFont` 18px), "Total Experience (XP):" + "XP for next level:" captions, 9-row attribute list (icons + right-aligned values + Health/Stamina/Mana vitals), click-to-select (top/bottom selection bars + footer State-B "{Attr}: {value}" / "Experience To Raise: Infinity!" + affordability-gated raise triangles), centered footer. User noted "still needs some polish for later" — deferred to Issue #158.
- **✓ SHIPPED — D.5.4 — Client object/item data model (foundation).** Shipped 2026-06-18 (`b506f53`..`a33e897`, 11 commits). Renamed `ItemRepository``ClientObjectTable` / `ItemInstance``ClientObject`; broadened the table to hold EVERY server object (retail `weenie_object_table` shape). `CreateObject` is now the canonical merge-upsert (`ClientObjectTable.Ingest`, retail `SetWeenieDesc` semantics) via a new Core.Net `ObjectTableWiring` (off GameWindow); `DeleteObject` evicts; `PlayerDescription` is a membership manifest (`RecordMembership`); live container-membership index (`GetContents`, retail `object_inventory_table`). `_liveEntityInfoByGuid` retired (selection/describe resolve from the one table). Root fix: the old enrich-existing-only `EnrichItem` dropped `CreateObject`s for items with no `PlayerDescription` stub — live-Coldeve 4/6 hotbar slots blank; items are now created, not dropped. **Crux resolved:** retail is TWO tables (`object_table` + `weenie_object_table`), NOT one — acdream's `WorldEntity` (3D system) + `ClientObjectTable` (data/UI) split was already architecturally faithful; the fix was the ingestion path, not a table unification. 2671 tests green.
- **Roadmap correction (2026-07-10):** the completion order is now the architecture-first campaign in `docs/superpowers/plans/2026-07-10-retail-ui-fidelity-completion.md`. Retail `gmToolbarUI` is object-only: preserve `ShortCutData.index_`, `objectID_`, and `spellID_`, but do not invent spell glyphs on this bar. `PlayerModule::favorite_spells_[8]` feeds separate spell bars.

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@ -495,6 +495,10 @@ include dungeons.
The first connected gate passed the family except for raw suicide success
code `0x004A` and the incomplete title-bar-only FPS toggle; the corrective
pass maps retail's success text and mounts the authored SmartBox FPS element.
Confirmation reuse now follows retail's `DialogFactory`: fresh DAT roots,
property-backed results, context ids, independent queues/priority, callbacks,
close notices, and server abort handling; `/die`, gameplay requests, and
guarded item uses share the type-1 presenter.
- **L.1b** — Command router + motion-state cleanup (prereq for L.1c).
**Freeze on landing:**

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@ -0,0 +1,190 @@
# 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
```

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@ -2208,6 +2208,9 @@ public sealed class GameWindow : IDisposable
Cursor: new AcDream.App.UI.RetailUiCursorBindings(
cursorFeedbackController,
retailCursorManager),
Confirmations: new AcDream.App.UI.ConfirmationRuntimeBindings(
(type, context, accepted) =>
_liveSession?.SendConfirmationResponse(type, context, accepted)),
StackSplitQuantity: _stackSplitQuantity,
Plugins: _uiRegistry,
Persistence: persistence,
@ -2659,12 +2662,9 @@ public sealed class GameWindow : IDisposable
onUseDone: error => _itemInteractionController?.CompleteUse(error),
itemMana: ItemMana,
onConfirmationRequest: request =>
_retailUiRuntime?.ConfirmationDialogs?.Show(
request.Message,
accepted => session.SendConfirmationResponse(
request.Type,
request.ContextId,
accepted)),
_retailUiRuntime?.HandleConfirmationRequest(request),
onConfirmationDone: done =>
_retailUiRuntime?.HandleConfirmationDone(done),
friends: Friends,
squelch: Squelch,
onDesiredComponents: components => DesiredComponents = components);
@ -2764,7 +2764,7 @@ public sealed class GameWindow : IDisposable
LastOutsideCorpsePosition: () =>
LocalPlayer.GetPosition(0x0Eu),
ShowConfirmation: (message, completed) =>
_retailUiRuntime?.ConfirmationDialogs?.Show(message, completed),
_retailUiRuntime?.ShowConfirmation(message, completed),
Suicide: liveSession.SendSuicide,
ClearChat: _ => chat.Clear(),
SaveUi: name => _retailUiRuntime?.SaveNamedLayout(name),

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@ -0,0 +1,91 @@
using AcDream.App.UI.Layout;
using AcDream.Core.Net.Messages;
namespace AcDream.App.UI;
/// <summary>
/// Ports the server-driven confirmation ownership in
/// <c>gmGamePlayUI @ 0x004E9D70..0x004E9EB6</c>. The dialog factory broadcasts
/// completion; this semantic owner retains the server type/context and sends the
/// matching confirmation response.
/// </summary>
public sealed class GameplayConfirmationController : IDisposable
{
private readonly RetailDialogFactory _dialogs;
private readonly Action<uint, uint, bool> _sendResponse;
private uint _dialogContext;
private uint _serverType;
private uint _serverContext;
private bool _disposed;
public GameplayConfirmationController(
RetailDialogFactory dialogs,
Action<uint, uint, bool> sendResponse)
{
_dialogs = dialogs ?? throw new ArgumentNullException(nameof(dialogs));
_sendResponse = sendResponse ?? throw new ArgumentNullException(nameof(sendResponse));
_dialogs.DialogClosed += OnDialogClosed;
}
public uint ActiveDialogContext => _dialogContext;
public bool HandleRequest(GameEvents.CharacterConfirmationRequest request)
{
// ClientUISystem::Handle_Character__ConfirmationRequest @ 0x005640A0
// routes types 2/3/5/6 to handlers that append " Continue?"; the generic
// type-7 YesNo request preserves the server text verbatim. Types 1 and 4
// have allegiance/fellowship semantic owners but use the same response
// tuple, so this controller retains that tuple until those panels exist.
// Each retail RecvNotice_* handler stores the tuple before calling the
// shared maker, including the already-open case.
_serverType = request.Type;
_serverContext = request.ContextId;
// gmGamePlayUI::MakeGameplayConfirmationDialog @ 0x004EB890 refuses a
// second gameplay confirmation while its context is non-zero.
if (_dialogContext != 0u)
return false;
string message = request.Type is 2u or 3u or 5u or 6u
? request.Message + " Continue?"
: request.Message;
var data = RetailDialogData.Confirmation(message)
.Set(RetailDialogProperty.ElementAttribute40, true);
_dialogContext = _dialogs.MakeDialog(data);
return _dialogContext != 0u;
}
public bool HandleDone(GameEvents.CharacterConfirmationDone done)
{
// gmGamePlayUI::RecvNotice_AbortConfirmationRequest @ 0x004E9D70
// matches both server fields before closing the local dialog context.
if (_dialogContext == 0u
|| done.Type != _serverType
|| done.ContextId != _serverContext)
return false;
return _dialogs.CloseDialog(_dialogContext);
}
public void Dispose()
{
if (_disposed) return;
_disposed = true;
_dialogs.DialogClosed -= OnDialogClosed;
}
private void OnDialogClosed(uint context, RetailDialogData data)
{
if (context != _dialogContext
|| data.GetUInt32(RetailDialogProperty.Type) !=
(uint)RetailDialogType.Confirmation)
return;
bool accepted = data.GetBoolean(RetailDialogProperty.ConfirmationResult);
// gmGamePlayUI::CloseGameplayConfirmationDialog @ 0x004E9E80 sends
// before clearing its retained server/dialog context fields.
_sendResponse(_serverType, _serverContext, accepted);
_dialogContext = 0u;
_serverType = 0u;
_serverContext = 0u;
}
}

View file

@ -288,6 +288,21 @@ public sealed class ItemInteractionController : IDisposable
public bool AcquireSelfTarget()
=> IsTargetModeActive && AcquireTarget(_playerGuid());
/// <summary>
/// Completes the positive branch of retail
/// <c>ClientUISystem::UsageCallback @ 0x00565B20</c>. Confirmation policy has
/// already consumed the original activation, so acceptance sends the retained
/// object id and enters the same busy state as an ordinary use.
/// </summary>
public bool ExecuteConfirmedUse(uint objectId)
{
if (objectId == 0u || _sendUse is null)
return false;
_sendUse(objectId);
_busyCount++;
return true;
}
public void CancelTargetMode()
{
if (!IsAnyTargetModeActive) return;

View file

@ -1,122 +0,0 @@
namespace AcDream.App.UI.Layout;
/// <summary>
/// Retained implementation of retail <c>DialogFactory</c>'s confirmation queue.
/// The visual tree is element <c>0x15</c> from the shared dialog catalog resolved by
/// <c>GetDIDByEnum(2, 5)</c>; callbacks mirror property <c>0x92</c> from
/// <c>ConfirmationDialog::ListenToElementMessage @ 0x00476670</c>.
/// </summary>
public sealed class RetailConfirmationDialogService
{
public const uint RootElementId = 0x15u;
public const uint PopupElementId = 0x3Du;
public const uint MessageElementId = 0x3Eu;
public const uint AcceptButtonId = 0x17u;
public const uint RejectButtonId = 0x19u;
private sealed record Request(string Message, Action<bool> Completed);
private readonly UiRoot _host;
private readonly UiDialogRoot _dialog;
private readonly UiElement _popup;
private readonly UiText _message;
private readonly UiButton _accept;
private readonly UiButton _reject;
private readonly Queue<Request> _queue = new();
private readonly float _basePopupHeight;
private readonly float _baseMessageHeight;
private Request? _current;
public RetailConfirmationDialogService(UiRoot host, ImportedLayout layout)
{
_host = host ?? throw new ArgumentNullException(nameof(host));
ArgumentNullException.ThrowIfNull(layout);
_dialog = layout.Root as UiDialogRoot
?? throw new ArgumentException("Confirmation layout root is not a UiDialogRoot.", nameof(layout));
_popup = layout.FindElement(PopupElementId)
?? throw new ArgumentException("Confirmation layout is missing popup element 0x3D.", nameof(layout));
_message = layout.FindElement(MessageElementId) as UiText
?? throw new ArgumentException("Confirmation layout is missing text element 0x3E.", nameof(layout));
_accept = layout.FindElement(AcceptButtonId) as UiButton
?? throw new ArgumentException("Confirmation layout is missing accept button 0x17.", nameof(layout));
_reject = layout.FindElement(RejectButtonId) as UiButton
?? throw new ArgumentException("Confirmation layout is missing reject button 0x19.", nameof(layout));
_basePopupHeight = _popup.Height;
_baseMessageHeight = _message.Height;
_popup.LayoutPolicy = null;
_popup.Anchors = AnchorEdges.None;
_message.LayoutPolicy = null;
_message.Anchors = AnchorEdges.None;
_message.Padding = 0f;
_message.Selectable = false;
_dialog.Cancel = () => Complete(false);
_accept.OnClick = () => Complete(true);
_reject.OnClick = () => Complete(false);
}
public bool IsOpen => _current is not null;
public int PendingCount => _queue.Count;
public void Show(string message, Action<bool> completed)
{
ArgumentNullException.ThrowIfNull(message);
ArgumentNullException.ThrowIfNull(completed);
_queue.Enqueue(new Request(message, completed));
if (_current is null)
ShowNext();
}
public void Tick()
{
if (_current is null) return;
SizeAndCenter();
}
private void ShowNext()
{
if (_queue.Count == 0) return;
_current = _queue.Dequeue();
float maximumWidth = Math.Max(1f, _message.Width - 2f * _message.Padding);
Func<string, float> measure = _message.DatFont is { } font
? font.MeasureWidth
: static text => text.Length * 8f;
IReadOnlyList<string> wrapped = UiText.WrapWords(
_current.Message,
measure,
maximumWidth);
var lines = new UiText.Line[wrapped.Count];
for (int i = 0; i < wrapped.Count; i++)
lines[i] = new UiText.Line(wrapped[i], _message.DefaultColor);
_message.LinesProvider = () => lines;
float lineHeight = _message.DatFont?.LineHeight ?? 16f;
_message.Height = Math.Max(_baseMessageHeight, lines.Length * lineHeight);
_popup.Height = _basePopupHeight + (_message.Height - _baseMessageHeight);
SizeAndCenter();
_host.AddChild(_dialog);
_host.Modal = _dialog;
}
private void SizeAndCenter()
{
_dialog.Left = 0f;
_dialog.Top = 0f;
_dialog.Width = _host.Width;
_dialog.Height = _host.Height;
_popup.Left = MathF.Round((_dialog.Width - _popup.Width) * 0.5f);
_popup.Top = MathF.Round((_dialog.Height - _popup.Height) * 0.5f);
}
private void Complete(bool accepted)
{
Request? completed = _current;
if (completed is null) return;
_current = null;
_host.RemoveChild(_dialog);
completed.Completed(accepted);
ShowNext();
}
}

View file

@ -0,0 +1,139 @@
namespace AcDream.App.UI.Layout;
/// <summary>
/// One live type-1 retail confirmation root. Instances are intentionally short-lived:
/// <c>DialogFactory::CreateDialog_ @ 0x00477AD0</c> creates a fresh catalog root for
/// every displayed <c>DialogInfo</c>.
/// </summary>
internal sealed class RetailConfirmationDialogView
{
public const uint RootElementId = 0x15u;
public const uint AcceptButtonId = 0x17u;
public const uint RejectButtonId = 0x19u;
public const uint PendingDisplayId = 0x33u;
public const uint PendingDisplayTextId = 0x34u;
public const uint PopupElementId = 0x3Du;
public const uint MessageElementId = 0x3Eu;
private readonly UiRoot _host;
private readonly RetailDialogData _data;
private readonly uint _context;
private readonly Action<uint> _closeDialog;
private readonly UiElement _popup;
private readonly UiText _message;
private readonly UiButton _accept;
private readonly UiButton _reject;
private readonly UiElement? _pendingDisplay;
private readonly float _basePopupHeight;
private readonly float _baseMessageHeight;
public RetailConfirmationDialogView(
UiRoot host,
ImportedLayout layout,
RetailDialogData data,
uint context,
Action<uint> closeDialog)
{
_host = host ?? throw new ArgumentNullException(nameof(host));
ArgumentNullException.ThrowIfNull(layout);
_data = data ?? throw new ArgumentNullException(nameof(data));
_context = context;
_closeDialog = closeDialog ?? throw new ArgumentNullException(nameof(closeDialog));
Root = layout.Root as UiDialogRoot
?? throw new ArgumentException("Confirmation layout root is not a UiDialogRoot.", nameof(layout));
_popup = layout.FindElement(PopupElementId)
?? throw new ArgumentException("Confirmation layout is missing popup element 0x3D.", nameof(layout));
_message = layout.FindElement(MessageElementId) as UiText
?? throw new ArgumentException("Confirmation layout is missing text element 0x3E.", nameof(layout));
_accept = layout.FindElement(AcceptButtonId) as UiButton
?? throw new ArgumentException("Confirmation layout is missing accept button 0x17.", nameof(layout));
_reject = layout.FindElement(RejectButtonId) as UiButton
?? throw new ArgumentException("Confirmation layout is missing reject button 0x19.", nameof(layout));
_pendingDisplay = layout.FindElement(PendingDisplayId);
_basePopupHeight = _popup.Height;
_baseMessageHeight = _message.Height;
_popup.LayoutPolicy = null;
_popup.Anchors = AnchorEdges.None;
_message.LayoutPolicy = null;
_message.Anchors = AnchorEdges.None;
_message.Padding = 0f;
_message.Selectable = false;
if (_data.GetString(RetailDialogProperty.AcceptLabel) is { } acceptLabel)
_accept.Label = acceptLabel;
if (_data.GetString(RetailDialogProperty.RejectLabel) is { } rejectLabel)
_reject.Label = rejectLabel;
Root.Cancel = Reject;
_accept.OnClick = Accept;
_reject.OnClick = Reject;
SetMessage(_data.GetString(RetailDialogProperty.Message) ?? string.Empty);
SizeAndCenter();
}
public UiDialogRoot Root { get; }
public RetailDialogData Data => _data;
public void Tick() => SizeAndCenter();
public void SetPendingCount(int count)
{
// Dialog::UpdatePendingDialogDisplay @ 0x00476930 resolves children
// 0x33/0x34 and calls SetState(0x19) for an empty queue or SetState(0x18)
// for a non-empty queue. Do not synthesize count text: retail does not.
if (_pendingDisplay is IUiDatStateful stateful)
stateful.TrySetRetailState(count == 0 ? 0x19u : 0x18u);
}
public void DetachHandlers()
{
Root.Cancel = null;
_accept.OnClick = null;
_reject.OnClick = null;
}
private void Accept()
{
// ConfirmationDialog::ListenToElementMessage @ 0x00476670.
_data.Set(RetailDialogProperty.ConfirmationResult, true);
_closeDialog(_context);
}
private void Reject()
{
// ConfirmationDialog::CancelDialog @ 0x00476770 uses the same false
// result for the reject button and Escape/cancel.
_data.Set(RetailDialogProperty.ConfirmationResult, false);
_closeDialog(_context);
}
private void SetMessage(string text)
{
float maximumWidth = Math.Max(1f, _message.Width - 2f * _message.Padding);
Func<string, float> measure = _message.DatFont is { } font
? font.MeasureWidth
: static value => value.Length * 8f;
IReadOnlyList<string> wrapped = UiText.WrapWords(text, measure, maximumWidth);
var lines = new UiText.Line[wrapped.Count];
for (int i = 0; i < wrapped.Count; i++)
lines[i] = new UiText.Line(wrapped[i], _message.DefaultColor);
_message.LinesProvider = () => lines;
float lineHeight = _message.DatFont?.LineHeight ?? 16f;
_message.Height = Math.Max(_baseMessageHeight, lines.Length * lineHeight);
_popup.Height = _basePopupHeight + (_message.Height - _baseMessageHeight);
}
private void SizeAndCenter()
{
Root.Left = 0f;
Root.Top = 0f;
Root.Width = _host.Width;
Root.Height = _host.Height;
_popup.Left = MathF.Round((Root.Width - _popup.Width) * 0.5f);
_popup.Top = MathF.Round((Root.Height - _popup.Height) * 0.5f);
}
}

View file

@ -0,0 +1,113 @@
namespace AcDream.App.UI.Layout;
/// <summary>
/// Property identifiers consumed by retail's <c>Dialog</c> and
/// <c>DialogFactory</c> implementations.
/// </summary>
public static class RetailDialogProperty
{
public const uint Priority = 0x8Du;
public const uint Type = 0x8Eu;
public const uint AcceptLabel = 0x90u;
public const uint RejectLabel = 0x91u;
public const uint ConfirmationResult = 0x92u;
/// <summary>
/// When true, <c>Dialog::SetData @ 0x00476BE0</c> sets UIElement boolean
/// attribute <c>0x40</c>. The Keystone-owned attribute name is unavailable.
/// </summary>
public const uint ElementAttribute40 = 0xACu;
public const uint QueueKey = 0xC3u;
public const uint Message = 0xC5u;
public const uint UsageObjectId = 0x1000003Du;
}
/// <summary>
/// Retail dialog types selected by property <c>0x8E</c> in
/// <c>DialogFactory::CreateDialog_ @ 0x00477AD0</c>.
/// </summary>
public enum RetailDialogType : uint
{
Confirmation = 1,
Wait = 2,
Message = 3,
TextInput = 4,
ConfirmationTextInput = 5,
Menu = 6,
ConfirmationMenu = 7,
}
/// <summary>
/// Modern typed carrier for retail's <c>PropertyCollection</c> dialog contract.
/// The raw numeric keys remain visible because type-specific presenters and semantic
/// callbacks both extend the same collection in retail.
/// </summary>
public sealed class RetailDialogData
{
private readonly Dictionary<uint, object> _values = new();
public IReadOnlyDictionary<uint, object> Values => _values;
public RetailDialogData Set<T>(uint propertyId, T value) where T : notnull
{
_values[propertyId] = value;
return this;
}
public bool Contains(uint propertyId) => _values.ContainsKey(propertyId);
public bool TryGet<T>(uint propertyId, out T value)
{
if (_values.TryGetValue(propertyId, out object? raw) && raw is T typed)
{
value = typed;
return true;
}
value = default!;
return false;
}
public bool GetBoolean(uint propertyId, bool defaultValue = false)
=> _values.TryGetValue(propertyId, out object? raw)
? raw switch
{
bool value => value,
byte value => value != 0,
int value => value != 0,
uint value => value != 0,
_ => defaultValue,
}
: defaultValue;
public uint GetUInt32(uint propertyId, uint defaultValue = 0u)
=> _values.TryGetValue(propertyId, out object? raw)
? raw switch
{
byte value => value,
ushort value => value,
int value when value >= 0 => (uint)value,
uint value => value,
Enum value => Convert.ToUInt32(value),
_ => defaultValue,
}
: defaultValue;
public string? GetString(uint propertyId)
=> _values.TryGetValue(propertyId, out object? raw) ? raw as string : null;
public RetailDialogData Clone()
{
var clone = new RetailDialogData();
foreach ((uint propertyId, object value) in _values)
clone._values.Add(propertyId, value);
return clone;
}
public static RetailDialogData Confirmation(string message)
{
ArgumentNullException.ThrowIfNull(message);
return new RetailDialogData()
.Set(RetailDialogProperty.Type, RetailDialogType.Confirmation)
.Set(RetailDialogProperty.Message, message);
}
}

View file

@ -0,0 +1,323 @@
namespace AcDream.App.UI.Layout;
/// <summary>
/// Retained-mode port of retail <c>DialogFactory @ 0x004773C0..0x00478470</c>.
/// It owns dialog contexts, independent FIFO queue groups, nonqueued dialogs,
/// priority preemption, callback delivery, close notices, and fresh catalog roots.
/// </summary>
public sealed class RetailDialogFactory : IDisposable
{
public const uint DefaultQueueKey = 2u;
public const uint NonQueuedKey = 1u;
private sealed class DialogInfo
{
public required RetailDialogData Data { get; init; }
public required uint Context { get; init; }
public required uint QueueKey { get; init; }
public Action<RetailDialogData>? Callback { get; init; }
public RetailConfirmationDialogView? View { get; set; }
}
private readonly UiRoot _host;
private readonly Func<RetailDialogType, ImportedLayout?> _createLayout;
private readonly Dictionary<uint, DialogInfo> _activeQueued = new();
private readonly Dictionary<uint, DialogInfo> _activeNonQueued = new();
private readonly Dictionary<uint, LinkedList<DialogInfo>> _pending = new();
private readonly List<DialogInfo> _openOrder = new();
private uint _globalContext;
private bool _disposed;
public RetailDialogFactory(
UiRoot host,
Func<RetailDialogType, ImportedLayout?> createLayout)
{
_host = host ?? throw new ArgumentNullException(nameof(host));
_createLayout = createLayout ?? throw new ArgumentNullException(nameof(createLayout));
}
/// <summary>
/// Retail's global close-dialog notice, raised after the per-context callback and
/// before the live root is removed from its parent.
/// </summary>
public event Action<uint, RetailDialogData>? DialogClosed;
public event Action<uint>? DialogOpened;
public bool IsOpen => _activeQueued.Count != 0 || _activeNonQueued.Count != 0;
public int ActiveCount => _activeQueued.Count + _activeNonQueued.Count;
public int PendingCount => _pending.Values.Sum(static queue => queue.Count);
/// <summary>Exact root-element switch from <c>CreateDialog_ @ 0x00477AD0</c>.</summary>
public static uint RootElementId(RetailDialogType type)
=> type switch
{
RetailDialogType.Confirmation => 0x15u,
RetailDialogType.Wait => 0x31u,
RetailDialogType.Message => 0x24u,
RetailDialogType.TextInput => 0x28u,
RetailDialogType.ConfirmationTextInput => 0x2Cu,
RetailDialogType.Menu => 0x1Bu,
RetailDialogType.ConfirmationMenu => 0x1Fu,
_ => 0u,
};
public uint MakeDialog(RetailDialogData data)
=> MakeDialog(data, callback: null);
/// <summary>
/// Retail <c>MakeCallbackDialogInCurrentUI @ 0x00478430</c>.
/// </summary>
public uint MakeDialog(RetailDialogData data, Action<RetailDialogData>? callback)
{
ObjectDisposedException.ThrowIf(_disposed, this);
ArgumentNullException.ThrowIfNull(data);
uint context = NextContext();
RetailDialogData ownedData = data.Clone();
uint queueKey = ownedData.GetUInt32(RetailDialogProperty.QueueKey, DefaultQueueKey);
if (queueKey == 0u)
queueKey = DefaultQueueKey;
var info = new DialogInfo
{
Data = ownedData,
Context = context,
QueueKey = queueKey,
Callback = callback,
};
if (queueKey == NonQueuedKey)
{
_activeNonQueued.Add(context, info);
CreateDialog(info);
return context;
}
if (!_activeQueued.TryGetValue(queueKey, out DialogInfo? current))
{
_activeQueued.Add(queueKey, info);
CreateDialog(info);
return context;
}
LinkedList<DialogInfo> queue = PendingQueue(queueKey);
if (!ownedData.GetBoolean(RetailDialogProperty.Priority))
{
queue.AddLast(info);
UpdatePendingDialogDisplays();
return context;
}
// MakeDialog's 0x8D branch removes the active root without completing the
// DialogInfo, inserts that current info at the front, then displays the
// priority request in its place.
Suspend(current);
queue.AddFirst(current);
_activeQueued[queueKey] = info;
CreateDialog(info);
return context;
}
public uint MakeConfirmation(
string message,
Action<RetailDialogData>? callback = null,
uint queueKey = DefaultQueueKey,
bool priority = false)
{
RetailDialogData data = RetailDialogData.Confirmation(message)
.Set(RetailDialogProperty.QueueKey, queueKey);
if (priority)
data.Set(RetailDialogProperty.Priority, true);
return MakeDialog(data, callback);
}
/// <summary>
/// Retail <c>CloseDialog @ 0x00478160</c>. The context can identify an active
/// nonqueued dialog, an active queued dialog, or an item still pending in a queue.
/// </summary>
public bool CloseDialog(uint context)
{
if (context == 0u)
return false;
if (_activeNonQueued.Remove(context, out DialogInfo? nonQueued))
{
DialogDone(nonQueued);
return true;
}
foreach ((uint queueKey, DialogInfo active) in _activeQueued.ToArray())
{
if (active.Context != context)
continue;
_activeQueued.Remove(queueKey);
DialogDone(active);
OpenNextDialog(queueKey);
return true;
}
foreach ((uint queueKey, LinkedList<DialogInfo> queue) in _pending.ToArray())
{
LinkedListNode<DialogInfo>? node = queue.First;
while (node is not null && node.Value.Context != context)
node = node.Next;
if (node is null)
continue;
DialogInfo pending = node.Value;
queue.Remove(node);
if (queue.Count == 0)
_pending.Remove(queueKey);
DialogDone(pending);
UpdatePendingDialogDisplays();
return true;
}
return false;
}
public void Tick()
{
foreach (DialogInfo info in _openOrder.ToArray())
info.View?.Tick();
}
/// <summary>
/// Retail <c>DialogFactory::Reset @ 0x00477950</c> completes active and pending
/// infos before clearing the factory.
/// </summary>
public void Reset()
{
DialogInfo[] infos = _activeNonQueued.Values
.Concat(_activeQueued.Values)
.Concat(_pending.Values.SelectMany(static queue => queue))
.Distinct()
.ToArray();
_activeNonQueued.Clear();
_activeQueued.Clear();
_pending.Clear();
foreach (DialogInfo info in infos)
DialogDone(info);
RefreshModal();
}
public void Dispose()
{
if (_disposed) return;
_disposed = true;
Reset();
}
private uint NextContext()
{
_globalContext++;
if (_globalContext == 0u)
_globalContext++;
return _globalContext;
}
private LinkedList<DialogInfo> PendingQueue(uint queueKey)
{
if (_pending.TryGetValue(queueKey, out LinkedList<DialogInfo>? queue))
return queue;
queue = new LinkedList<DialogInfo>();
_pending.Add(queueKey, queue);
return queue;
}
private void CreateDialog(DialogInfo info)
{
RetailDialogType type = (RetailDialogType)info.Data.GetUInt32(RetailDialogProperty.Type);
if (type != RetailDialogType.Confirmation)
throw new NotSupportedException(
$"Retail dialog type {(uint)type} does not have a ported presenter yet.");
ImportedLayout layout = _createLayout(type)
?? throw new InvalidOperationException(
$"Retail dialog catalog could not create type {(uint)type}.");
var view = new RetailConfirmationDialogView(
_host, layout, info.Data, info.Context,
context => CloseDialog(context));
info.View = view;
_host.AddChild(view.Root);
_host.BringToFront(view.Root);
_openOrder.Add(info);
_host.Modal = view.Root;
UpdatePendingDialogDisplays();
DialogOpened?.Invoke(info.Context);
}
private void Suspend(DialogInfo info)
{
if (info.View is null)
return;
RetailConfirmationDialogView view = info.View;
info.View = null;
view.DetachHandlers();
_openOrder.Remove(info);
_host.RemoveChild(view.Root);
RefreshModal();
}
private void DialogDone(DialogInfo info)
{
// DialogDone @ 0x004773C0 delivers the registered callback first, then
// broadcasts the CloseDialog notice, and only then removes the root.
try
{
info.Callback?.Invoke(info.Data);
DialogClosed?.Invoke(info.Context, info.Data);
}
finally
{
RemoveView(info);
}
}
private void RemoveView(DialogInfo info)
{
if (info.View is { } view)
{
info.View = null;
view.DetachHandlers();
_openOrder.Remove(info);
_host.RemoveChild(view.Root);
}
RefreshModal();
}
private void OpenNextDialog(uint queueKey)
{
if (!_pending.TryGetValue(queueKey, out LinkedList<DialogInfo>? queue)
|| queue.First is null)
return;
DialogInfo next = queue.First.Value;
queue.RemoveFirst();
if (queue.Count == 0)
_pending.Remove(queueKey);
_activeQueued.Add(queueKey, next);
CreateDialog(next);
}
private void UpdatePendingDialogDisplays()
{
foreach ((uint queueKey, DialogInfo active) in _activeQueued)
{
int count = _pending.TryGetValue(queueKey, out LinkedList<DialogInfo>? queue)
? queue.Count
: 0;
active.View?.SetPendingCount(count);
}
}
private void RefreshModal()
{
_host.Modal = _openOrder.Count == 0 ? null : _openOrder[^1].View?.Root;
}
}

View file

@ -0,0 +1,65 @@
using AcDream.App.UI.Layout;
using AcDream.Core.Items;
namespace AcDream.App.UI;
/// <summary>
/// Retained UI owner for the item-use confirmations emitted by
/// <see cref="ItemInteractionController"/>. Message/data construction mirrors
/// <c>ClientUISystem::UsageConfirmation_* @ 0x00566420..0x005669EA</c> and
/// completion mirrors <c>ClientUISystem::UsageCallback @ 0x00565B20</c>.
/// </summary>
public sealed class RetailItemConfirmationController : IDisposable
{
internal const string PlayerKillerMessage =
"Using this altar will make you a player killer, able to attack or be attacked by other player killers. Are you sure you want to do this?";
internal const string NonPlayerKillerMessage =
"Using this altar will make you a non-player killer, unable to attack or be attacked by other player killers. Are you sure you want to do this?";
internal const string VolatileRareMessage =
"Are you sure you want to use this rare item?";
private readonly RetailDialogFactory _dialogs;
private readonly ItemInteractionController _items;
private bool _disposed;
public RetailItemConfirmationController(
RetailDialogFactory dialogs,
ItemInteractionController items)
{
_dialogs = dialogs ?? throw new ArgumentNullException(nameof(dialogs));
_items = items ?? throw new ArgumentNullException(nameof(items));
_items.PolicyActionRequested += OnPolicyActionRequested;
}
public void Dispose()
{
if (_disposed) return;
_disposed = true;
_items.PolicyActionRequested -= OnPolicyActionRequested;
}
private void OnPolicyActionRequested(ItemPolicyAction action)
{
string? message = action.Kind switch
{
ItemPolicyActionKind.ConfirmPlayerKillerSwitch => PlayerKillerMessage,
ItemPolicyActionKind.ConfirmNonPlayerKillerSwitch => NonPlayerKillerMessage,
ItemPolicyActionKind.ConfirmVolatileRare => VolatileRareMessage,
_ => null,
};
if (message is null)
return;
RetailDialogData data = RetailDialogData.Confirmation(message)
.Set(RetailDialogProperty.UsageObjectId, action.ObjectId);
_dialogs.MakeDialog(data, OnUsageDialogDone);
}
private void OnUsageDialogDone(RetailDialogData data)
{
if (!data.GetBoolean(RetailDialogProperty.ConfirmationResult))
return;
uint objectId = data.GetUInt32(RetailDialogProperty.UsageObjectId);
_items.ExecuteConfirmedUse(objectId);
}
}

View file

@ -107,6 +107,9 @@ public sealed record RetailUiCursorBindings(
CursorFeedbackController Feedback,
RetailCursorManager Manager);
public sealed record ConfirmationRuntimeBindings(
Action<uint, uint, bool> SendResponse);
public sealed record RetailUiRuntimeBindings(
UiHost Host,
RetailUiAssets Assets,
@ -120,6 +123,7 @@ public sealed record RetailUiRuntimeBindings(
CharacterRuntimeBindings Character,
InventoryRuntimeBindings Inventory,
RetailUiCursorBindings Cursor,
ConfirmationRuntimeBindings Confirmations,
StackSplitQuantityState StackSplitQuantity,
BufferedUiRegistry? Plugins,
RetailUiPersistenceBindings? Persistence,
@ -136,6 +140,8 @@ public sealed class RetailUiRuntime : IDisposable
private StackSplitQuantityState StackSplitQuantity => _bindings.StackSplitQuantity;
private readonly RetailWindowLayoutPersistence? _persistence;
private readonly RetailUiAutomationScriptRunner? _automation;
private GameplayConfirmationController? _gameplayConfirmationController;
private RetailItemConfirmationController? _itemConfirmationController;
private bool _disposed;
private RetailUiRuntime(RetailUiRuntimeBindings bindings)
@ -148,7 +154,7 @@ public sealed class RetailUiRuntime : IDisposable
MountToolbar();
MountCombat();
MountJumpPowerbar();
MountConfirmationDialogs();
MountDialogFactory();
MountCharacter();
MountPlugins();
MountInventory();
@ -191,7 +197,7 @@ public sealed class RetailUiRuntime : IDisposable
public SelectedObjectController? SelectedObjectController { get; private set; }
public UiViewport? PaperdollViewportWidget { get; private set; }
public UiNineSlicePanel? InventoryFrame { get; private set; }
public RetailConfirmationDialogService? ConfirmationDialogs { get; private set; }
public RetailDialogFactory? DialogFactory { get; private set; }
public static RetailUiRuntime Mount(RetailUiRuntimeBindings bindings)
{
@ -212,7 +218,7 @@ public sealed class RetailUiRuntime : IDisposable
FpsController?.Tick();
JumpPowerbarController?.Tick();
SelectedObjectController?.Tick(deltaSeconds);
ConfirmationDialogs?.Tick();
DialogFactory?.Tick();
Host.Tick(deltaSeconds);
_automation?.Tick(deltaSeconds);
}
@ -222,6 +228,21 @@ public sealed class RetailUiRuntime : IDisposable
public bool HandleInputAction(AcDream.UI.Abstractions.Input.InputAction action)
=> ToolbarInputController?.Handle(action) == true;
public bool HandleConfirmationRequest(GameEvents.CharacterConfirmationRequest request)
=> _gameplayConfirmationController?.HandleRequest(request) == true;
public bool HandleConfirmationDone(GameEvents.CharacterConfirmationDone done)
=> _gameplayConfirmationController?.HandleDone(done) == true;
public uint ShowConfirmation(string message, Action<bool> completed)
{
ArgumentNullException.ThrowIfNull(message);
ArgumentNullException.ThrowIfNull(completed);
return DialogFactory?.MakeConfirmation(
message,
data => completed(data.GetBoolean(RetailDialogProperty.ConfirmationResult))) ?? 0u;
}
public void UpdateCursor(IEnumerable<IMouse> mice)
{
CursorFeedback feedback = _bindings.Cursor.Feedback.Update(Host.Root);
@ -645,34 +666,49 @@ public sealed class RetailUiRuntime : IDisposable
Console.WriteLine("[D.6] retail jump bar from gmFloatyPowerBarUI LayoutDesc 0x21000072.");
}
private void MountConfirmationDialogs()
private void MountDialogFactory()
{
ImportedLayout? layout;
uint layoutId;
lock (_bindings.Assets.DatLock)
{
// DialogFactory::CreateDialog_ @ 0x00477AD0 calls
// GetDIDByEnum(2, 5), then creates root element 0x15.
// DialogFactory::CreateDialog_ @ 0x00477AD0 resolves the shared
// catalog through GetDIDByEnum(2, 5). Each shown DialogInfo then
// creates a fresh type-specific root from that catalog.
layoutId = RetailDataIdResolver.Resolve(_bindings.Assets.Dats, 2u, 5u);
layout = layoutId == 0u
? null
: LayoutImporter.Import(
_bindings.Assets.Dats,
layoutId,
RetailConfirmationDialogService.RootElementId,
_bindings.Assets.ResolveSprite,
_bindings.Assets.DefaultFont,
_bindings.Assets.ResolveFont);
}
if (layout is null)
if (layoutId == 0u)
{
Console.WriteLine("[UI] confirmation dialog catalog could not be resolved.");
Console.WriteLine("[UI] retail dialog catalog could not be resolved.");
return;
}
ConfirmationDialogs = new RetailConfirmationDialogService(Host.Root, layout);
Console.WriteLine($"[UI] retail confirmation dialogs from LayoutDesc 0x{layoutId:X8} element 0x15.");
ImportedLayout? CreateLayout(RetailDialogType type)
{
uint rootElementId = RetailDialogFactory.RootElementId(type);
if (rootElementId == 0u)
return null;
lock (_bindings.Assets.DatLock)
{
return LayoutImporter.Import(
_bindings.Assets.Dats,
layoutId,
rootElementId,
_bindings.Assets.ResolveSprite,
_bindings.Assets.DefaultFont,
_bindings.Assets.ResolveFont);
}
}
DialogFactory = new RetailDialogFactory(Host.Root, CreateLayout);
_gameplayConfirmationController = new GameplayConfirmationController(
DialogFactory,
_bindings.Confirmations.SendResponse);
_itemConfirmationController = new RetailItemConfirmationController(
DialogFactory,
ItemInteraction);
Console.WriteLine(
$"[UI] retail DialogFactory from LayoutDesc 0x{layoutId:X8}; confirmation root 0x15.");
}
private (uint[] Regular, uint[] Ghosted, uint[]? Empty) LoadToolbarDigits()
@ -889,6 +925,9 @@ public sealed class RetailUiRuntime : IDisposable
_disposed = true;
_persistence?.Dispose();
Host.WindowManager.WindowVisibilityChanged -= OnWindowVisibilityChanged;
_itemConfirmationController?.Dispose();
_gameplayConfirmationController?.Dispose();
DialogFactory?.Dispose();
Host.Dispose();
}
}

View file

@ -73,6 +73,7 @@ public static class GameEventWiring
Action<uint /*weenieError*/>? onUseDone = null,
ItemManaState? itemMana = null,
Action<GameEvents.CharacterConfirmationRequest>? onConfirmationRequest = null,
Action<GameEvents.CharacterConfirmationDone>? onConfirmationDone = null,
FriendsState? friends = null,
SquelchState? squelch = null,
Action<IReadOnlyList<(uint Id, uint Amount)>>? onDesiredComponents = null)
@ -123,6 +124,16 @@ public static class GameEventWiring
});
}
if (onConfirmationDone is not null)
{
dispatcher.Register(GameEventType.CharacterConfirmationDone, e =>
{
var done = GameEvents.ParseCharacterConfirmationDone(e.Payload.Span);
if (done is not null)
onConfirmationDone(done.Value);
});
}
if (friends is not null)
{
dispatcher.Register(GameEventType.FriendsListUpdate, e =>

View file

@ -505,6 +505,22 @@ public static class GameEvents
catch { return null; }
}
/// <summary>
/// 0x0276 CharacterConfirmationDone — server cancellation/completion of the
/// outstanding confirmation tuple. Retail dispatches the same type/context
/// pair to <c>RecvNotice_AbortConfirmationRequest</c>.
/// </summary>
public readonly record struct CharacterConfirmationDone(uint Type, uint ContextId);
public static CharacterConfirmationDone? ParseCharacterConfirmationDone(
ReadOnlySpan<byte> payload)
{
if (payload.Length < 8) return null;
return new CharacterConfirmationDone(
BinaryPrimitives.ReadUInt32LittleEndian(payload),
BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(4)));
}
// ── Shared string reader (matches LoginRequest.ReadString16L) ───────────
private static string ReadString16L(ReadOnlySpan<byte> source, ref int pos)

View file

@ -0,0 +1,58 @@
using AcDream.App.UI;
using AcDream.App.UI.Layout;
using AcDream.App.Tests.UI.Layout;
using AcDream.Core.Net.Messages;
namespace AcDream.App.Tests.UI;
public sealed class GameplayConfirmationControllerTests
{
[Fact]
public void SkillRequestAppendsContinueAndCloseNoticeSendsServerTuple()
{
var root = new UiRoot { Width = 800f, Height = 600f };
ImportedLayout? shown = null;
var factory = new RetailDialogFactory(root, _ =>
shown = FixtureLoader.LoadConfirmationDialog());
var responses = new List<(uint Type, uint Context, bool Accepted)>();
using var controller = new GameplayConfirmationController(
factory,
(type, context, accepted) => responses.Add((type, context, accepted)));
Assert.True(controller.HandleRequest(
new GameEvents.CharacterConfirmationRequest(2u, 42u, "Raise this skill?")));
Assert.Equal(
"Raise this skill? Continue?",
string.Join(" ", Assert.IsType<UiText>(shown!.FindElement(
RetailConfirmationDialogView.MessageElementId)).LinesProvider().Select(static line => line.Text)));
Assert.IsType<UiButton>(shown.FindElement(
RetailConfirmationDialogView.AcceptButtonId)).OnClick!();
Assert.Equal([(2u, 42u, true)], responses);
Assert.Equal(0u, controller.ActiveDialogContext);
}
[Fact]
public void MatchingConfirmationDoneClosesDialogAndUnmatchedTupleDoesNothing()
{
var root = new UiRoot { Width = 800f, Height = 600f };
var factory = new RetailDialogFactory(root, _ =>
FixtureLoader.LoadConfirmationDialog());
var responses = new List<(uint Type, uint Context, bool Accepted)>();
using var controller = new GameplayConfirmationController(
factory,
(type, context, accepted) => responses.Add((type, context, accepted)));
controller.HandleRequest(new GameEvents.CharacterConfirmationRequest(7u, 99u, "Proceed?"));
Assert.False(controller.HandleDone(
new GameEvents.CharacterConfirmationDone(7u, 100u)));
Assert.True(factory.IsOpen);
Assert.True(controller.HandleDone(
new GameEvents.CharacterConfirmationDone(7u, 99u)));
Assert.False(factory.IsOpen);
Assert.Equal([(7u, 99u, false)], responses);
}
}

View file

@ -1,67 +0,0 @@
using AcDream.App.UI;
using AcDream.App.UI.Layout;
namespace AcDream.App.Tests.UI.Layout;
public sealed class RetailConfirmationDialogServiceTests
{
[Fact]
public void FixtureBuildsProductionConfirmationWidgets()
{
var layout = FixtureLoader.LoadConfirmationDialog();
Assert.IsType<UiDialogRoot>(layout.Root);
Assert.IsType<UiText>(layout.FindElement(RetailConfirmationDialogService.MessageElementId));
Assert.IsType<UiButton>(layout.FindElement(RetailConfirmationDialogService.AcceptButtonId));
Assert.IsType<UiButton>(layout.FindElement(RetailConfirmationDialogService.RejectButtonId));
}
[Fact]
public void ShowCentersModalAndAcceptCompletesIt()
{
var root = new UiRoot { Width = 1024f, Height = 768f };
var layout = FixtureLoader.LoadConfirmationDialog();
var service = new RetailConfirmationDialogService(root, layout);
bool? result = null;
service.Show("Do you really want to kill your character?", accepted => result = accepted);
Assert.Same(layout.Root, root.Modal);
var popup = Assert.IsAssignableFrom<UiElement>(
layout.FindElement(RetailConfirmationDialogService.PopupElementId));
Assert.Equal(MathF.Round((1024f - popup.Width) * 0.5f), popup.Left);
Assert.Equal(MathF.Round((768f - popup.Height) * 0.5f), popup.Top);
var accept = Assert.IsType<UiButton>(
layout.FindElement(RetailConfirmationDialogService.AcceptButtonId));
accept.OnClick!();
Assert.True(result);
Assert.Null(root.Modal);
Assert.False(service.IsOpen);
}
[Fact]
public void RequestsArePresentedInFifoOrder()
{
var root = new UiRoot { Width = 800f, Height = 600f };
var layout = FixtureLoader.LoadConfirmationDialog();
var service = new RetailConfirmationDialogService(root, layout);
var results = new List<string>();
service.Show("first", accepted => results.Add($"first:{accepted}"));
service.Show("second", accepted => results.Add($"second:{accepted}"));
Assert.Equal(1, service.PendingCount);
Assert.IsType<UiButton>(layout.FindElement(
RetailConfirmationDialogService.RejectButtonId)).OnClick!();
Assert.Equal(["first:False"], results);
Assert.True(service.IsOpen);
Assert.Equal(0, service.PendingCount);
Assert.IsType<UiButton>(layout.FindElement(
RetailConfirmationDialogService.AcceptButtonId)).OnClick!();
Assert.Equal(["first:False", "second:True"], results);
Assert.False(service.IsOpen);
}
}

View file

@ -0,0 +1,213 @@
using AcDream.App.UI;
using AcDream.App.UI.Layout;
namespace AcDream.App.Tests.UI.Layout;
public sealed class RetailDialogFactoryTests
{
[Theory]
[InlineData(RetailDialogType.Confirmation, 0x15u)]
[InlineData(RetailDialogType.Wait, 0x31u)]
[InlineData(RetailDialogType.Message, 0x24u)]
[InlineData(RetailDialogType.TextInput, 0x28u)]
[InlineData(RetailDialogType.ConfirmationTextInput, 0x2Cu)]
[InlineData(RetailDialogType.Menu, 0x1Bu)]
[InlineData(RetailDialogType.ConfirmationMenu, 0x1Fu)]
public void DialogTypesMapToRetailCatalogRoots(
RetailDialogType type,
uint expectedRoot)
=> Assert.Equal(expectedRoot, RetailDialogFactory.RootElementId(type));
[Fact]
public void FixtureBuildsProductionConfirmationWidgets()
{
var layout = FixtureLoader.LoadConfirmationDialog();
Assert.IsType<UiDialogRoot>(layout.Root);
Assert.IsType<UiText>(layout.FindElement(RetailConfirmationDialogView.MessageElementId));
Assert.IsType<UiButton>(layout.FindElement(RetailConfirmationDialogView.AcceptButtonId));
Assert.IsType<UiButton>(layout.FindElement(RetailConfirmationDialogView.RejectButtonId));
}
[Fact]
public void ConfirmationCreatesFreshCenteredRootAndReturnsPropertyResult()
{
var root = new UiRoot { Width = 1024f, Height = 768f };
var layouts = new List<ImportedLayout>();
var factory = CreateFactory(root, layouts);
bool? result = null;
factory.MakeConfirmation(
"Do you really want to kill your character?",
data => result = data.GetBoolean(RetailDialogProperty.ConfirmationResult));
ImportedLayout layout = Assert.Single(layouts);
Assert.Same(layout.Root, root.Modal);
var popup = Assert.IsAssignableFrom<UiElement>(
layout.FindElement(RetailConfirmationDialogView.PopupElementId));
Assert.Equal(MathF.Round((1024f - popup.Width) * 0.5f), popup.Left);
Assert.Equal(MathF.Round((768f - popup.Height) * 0.5f), popup.Top);
Accept(layout);
Assert.True(result);
Assert.Null(root.Modal);
Assert.False(factory.IsOpen);
}
[Fact]
public void SameQueuePresentsFifoUsingFreshLiveRoots()
{
var root = new UiRoot { Width = 800f, Height = 600f };
var layouts = new List<ImportedLayout>();
var factory = CreateFactory(root, layouts);
var results = new List<string>();
factory.MakeConfirmation("first", data =>
results.Add($"first:{data.GetBoolean(RetailDialogProperty.ConfirmationResult)}"));
factory.MakeConfirmation("second", data =>
results.Add($"second:{data.GetBoolean(RetailDialogProperty.ConfirmationResult)}"));
Assert.Equal(1, factory.PendingCount);
Reject(layouts[0]);
Assert.Equal(["first:False"], results);
Assert.Equal(2, layouts.Count);
Assert.NotSame(layouts[0].Root, layouts[1].Root);
Assert.Same(layouts[1].Root, root.Modal);
Assert.Equal("second", Message(layouts[1]));
Accept(layouts[1]);
Assert.Equal(["first:False", "second:True"], results);
Assert.False(factory.IsOpen);
}
[Fact]
public void QueueGroupsAndNonQueuedDialogsCanBeActiveTogether()
{
var root = new UiRoot { Width = 800f, Height = 600f };
var layouts = new List<ImportedLayout>();
var factory = CreateFactory(root, layouts);
uint first = factory.MakeConfirmation("queue two", queueKey: 2u);
uint second = factory.MakeConfirmation("queue three", queueKey: 3u);
uint third = factory.MakeConfirmation("nonqueued", queueKey: 1u);
Assert.Equal(3, factory.ActiveCount);
Assert.Equal(0, factory.PendingCount);
Assert.Same(layouts[2].Root, root.Modal);
Assert.True(factory.CloseDialog(third));
Assert.Same(layouts[1].Root, root.Modal);
Assert.True(factory.CloseDialog(second));
Assert.Same(layouts[0].Root, root.Modal);
Assert.True(factory.CloseDialog(first));
Assert.Null(root.Modal);
}
[Fact]
public void PriorityDialogSuspendsCurrentAndRestoresItBeforeOlderPendingWork()
{
var root = new UiRoot { Width = 800f, Height = 600f };
var layouts = new List<ImportedLayout>();
var factory = CreateFactory(root, layouts);
factory.MakeConfirmation("current");
factory.MakeConfirmation("ordinary pending");
factory.MakeConfirmation("priority", priority: true);
Assert.Equal(2, factory.PendingCount);
Assert.Equal("priority", Message(layouts[1]));
Assert.DoesNotContain(layouts[0].Root, root.Children);
Reject(layouts[1]);
Assert.Equal(3, layouts.Count);
Assert.Equal("current", Message(layouts[2]));
Assert.Equal(1, factory.PendingCount);
Assert.NotSame(layouts[0].Root, layouts[2].Root);
}
[Fact]
public void CallbackPrecedesCloseNoticeAndCustomLabelsAreApplied()
{
var root = new UiRoot { Width = 800f, Height = 600f };
var layouts = new List<ImportedLayout>();
var factory = CreateFactory(root, layouts);
var order = new List<string>();
factory.DialogClosed += (_, _) => order.Add("notice");
RetailDialogData data = RetailDialogData.Confirmation("Proceed?")
.Set(RetailDialogProperty.AcceptLabel, "Yes")
.Set(RetailDialogProperty.RejectLabel, "No");
factory.MakeDialog(data, _ => order.Add("callback"));
Assert.Equal("Yes", Button(layouts[0], RetailConfirmationDialogView.AcceptButtonId).Label);
Assert.Equal("No", Button(layouts[0], RetailConfirmationDialogView.RejectButtonId).Label);
Accept(layouts[0]);
Assert.Equal(["callback", "notice"], order);
}
[Fact]
public void PendingContextCanBeClosedWithoutDisturbingActiveDialog()
{
var root = new UiRoot { Width = 800f, Height = 600f };
var layouts = new List<ImportedLayout>();
var factory = CreateFactory(root, layouts);
var completed = new List<uint>();
uint active = factory.MakeConfirmation("active");
uint pending = 0u;
pending = factory.MakeConfirmation("pending", _ => completed.Add(pending));
Assert.True(factory.CloseDialog(pending));
Assert.Equal([pending], completed);
Assert.Equal(0, factory.PendingCount);
Assert.Same(layouts[0].Root, root.Modal);
Assert.True(factory.CloseDialog(active));
}
[Fact]
public void ResetCompletesActiveAndPendingContexts()
{
var root = new UiRoot { Width = 800f, Height = 600f };
var layouts = new List<ImportedLayout>();
var factory = CreateFactory(root, layouts);
var completed = new List<string>();
var notices = new List<uint>();
factory.DialogClosed += (context, _) => notices.Add(context);
uint active = factory.MakeConfirmation("active", _ => completed.Add("active"));
uint pending = factory.MakeConfirmation("pending", _ => completed.Add("pending"));
factory.Reset();
Assert.Equal(["active", "pending"], completed);
Assert.Equal([active, pending], notices);
Assert.False(factory.IsOpen);
Assert.Equal(0, factory.PendingCount);
Assert.Null(root.Modal);
}
private static RetailDialogFactory CreateFactory(
UiRoot root,
List<ImportedLayout> layouts)
=> new(root, type =>
{
Assert.Equal(RetailDialogType.Confirmation, type);
ImportedLayout layout = FixtureLoader.LoadConfirmationDialog();
layouts.Add(layout);
return layout;
});
private static UiButton Button(ImportedLayout layout, uint id)
=> Assert.IsType<UiButton>(layout.FindElement(id));
private static void Accept(ImportedLayout layout)
=> Button(layout, RetailConfirmationDialogView.AcceptButtonId).OnClick!();
private static void Reject(ImportedLayout layout)
=> Button(layout, RetailConfirmationDialogView.RejectButtonId).OnClick!();
private static string Message(ImportedLayout layout)
=> string.Join(" ", Assert.IsType<UiText>(layout.FindElement(
RetailConfirmationDialogView.MessageElementId)).LinesProvider().Select(static line => line.Text));
}

View file

@ -53,7 +53,7 @@ public sealed class RetailLayoutFixtureGenerator
var dialogs = LayoutImporter.ImportInfos(
dats,
dialogsLayoutDid,
RetailConfirmationDialogService.RootElementId);
RetailDialogFactory.RootElementId(RetailDialogType.Confirmation));
Assert.NotNull(dialogs);
var dialogsJson = JsonSerializer.Serialize(dialogs, new JsonSerializerOptions
{

View file

@ -0,0 +1,102 @@
using AcDream.App.UI;
using AcDream.App.UI.Layout;
using AcDream.App.Tests.UI.Layout;
using AcDream.Core.Items;
namespace AcDream.App.Tests.UI;
public sealed class RetailItemConfirmationControllerTests
{
private const uint Player = 0x50000001u;
private const uint Pack = 0x50000002u;
private const uint Rare = 0x50000003u;
[Fact]
public void VolatileRareSendsUseOnlyAfterPositiveFactoryCallback()
{
var objects = BuildObjects(PublicWeenieFlags.VolatileRare);
var uses = new List<uint>();
var items = new ItemInteractionController(
objects,
playerGuid: () => Player,
sendUse: uses.Add,
sendUseWithTarget: null,
sendWield: null,
sendDrop: null,
nowMs: () => 1000L);
var root = new UiRoot { Width = 800f, Height = 600f };
ImportedLayout? shown = null;
var factory = new RetailDialogFactory(root, _ =>
shown = FixtureLoader.LoadConfirmationDialog());
using var confirmations = new RetailItemConfirmationController(factory, items);
Assert.True(items.ActivateItem(Rare));
Assert.Empty(uses);
Assert.Equal(0, items.BusyCount);
Assert.Equal(
RetailItemConfirmationController.VolatileRareMessage,
string.Join(" ", Assert.IsType<UiText>(shown!.FindElement(
RetailConfirmationDialogView.MessageElementId)).LinesProvider().Select(static line => line.Text)));
Assert.IsType<UiButton>(shown.FindElement(
RetailConfirmationDialogView.AcceptButtonId)).OnClick!();
Assert.Equal([Rare], uses);
Assert.Equal(1, items.BusyCount);
}
[Fact]
public void RejectedPlayerKillerAltarDoesNotSendUse()
{
var objects = BuildObjects(PublicWeenieFlags.PlayerKillerSwitch);
var uses = new List<uint>();
var items = new ItemInteractionController(
objects,
playerGuid: () => Player,
sendUse: uses.Add,
sendUseWithTarget: null,
sendWield: null,
sendDrop: null,
nowMs: () => 1000L);
var root = new UiRoot { Width = 800f, Height = 600f };
ImportedLayout? shown = null;
var factory = new RetailDialogFactory(root, _ =>
shown = FixtureLoader.LoadConfirmationDialog());
using var confirmations = new RetailItemConfirmationController(factory, items);
Assert.True(items.ActivateItem(Rare));
Assert.IsType<UiButton>(shown!.FindElement(
RetailConfirmationDialogView.RejectButtonId)).OnClick!();
Assert.Empty(uses);
Assert.Equal(0, items.BusyCount);
}
private static ClientObjectTable BuildObjects(PublicWeenieFlags flags)
{
var objects = new ClientObjectTable();
objects.AddOrUpdate(new ClientObject
{
ObjectId = Player,
Name = "Player",
Type = ItemType.Creature,
});
objects.AddOrUpdate(new ClientObject
{
ObjectId = Pack,
Name = "Backpack",
Type = ItemType.Container,
});
objects.MoveItem(Pack, Player, 0);
objects.AddOrUpdate(new ClientObject
{
ObjectId = Rare,
Name = "Rare",
Type = ItemType.Misc,
Useability = ItemUseability.Contained,
PublicWeenieBitfield = (uint)flags,
});
objects.MoveItem(Rare, Pack, 0);
return objects;
}
}

View file

@ -174,6 +174,30 @@ public sealed class GameEventWiringTests
Assert.Equal(new GameEvents.CharacterConfirmationRequest(7u, 42u, "Proceed?"), received);
}
[Fact]
public void WireAll_ConfirmationDone_UsesRetailTypeAndContextTuple()
{
var dispatcher = new GameEventDispatcher();
GameEvents.CharacterConfirmationDone? received = null;
GameEventWiring.WireAll(
dispatcher,
new ClientObjectTable(),
new CombatState(),
new Spellbook(),
new ChatLog(),
onConfirmationDone: done => received = done);
byte[] payload = new byte[8];
BinaryPrimitives.WriteUInt32LittleEndian(payload, 6u);
BinaryPrimitives.WriteUInt32LittleEndian(payload.AsSpan(4), 314u);
var env = GameEventEnvelope.TryParse(WrapEnvelope(
GameEventType.CharacterConfirmationDone,
payload));
dispatcher.Dispatch(env!.Value);
Assert.Equal(new GameEvents.CharacterConfirmationDone(6u, 314u), received);
}
[Fact]
public void WireAll_FriendsUpdate_ReplacesAuthoritativeSocialState()
{