fix: social gate round 2, part 2 - confirmation-dialog sentences + the
refused-drop yellow notice Item 4 (confirmation dialogs missing text + names): the missing retail mechanism was StringTable template substitution - an entry is N+1 literal fragments interleaved with N named variables, composed by StringTable::GetString @0x004300D0 (no-metalanguage branch @0x004303B7). ACE sends the bare player name for types 1/4; retail's OWN CLIENT wraps it. Ported as DatStringResolver.ResolveTemplate (PLAYER hash 0x05506DA2, the exact compute_str_hash space; Chorizite stores the variable hashes directly): - Server-driven type 4 -> ID_Fellowship_FellowshipRequest, type 1 -> ID_Allegiance_AcceptSwearConfirmation, injected into GameplayConfirmationController; null resolve falls back to the bare wire message, never invented English. The 2/3/5/6 " Continue?" family never consults the composer. - Local Swear/Break/Kick: the bind-time fragment-0 latch (which showed the dangling "Do you wish to swear to ") is replaced by click-time ResolveTemplate with the target's name. All five templates verified token-free in the installed DAT - this is NOT a StringTableMetaLanguage port (AD-81's engine caveat stands). Item 5 (refused drop shows nothing; retail shows yellow top-center text): the prevRequest latch was ALREADY ported (InventoryTransactionState); what was missing was the consumer. InventoryTransactionState now raises RequestFailed(request, weenieError) when a 0x00A0 clears the latch; ItemInteractionController composes ServerSaysAttemptFailed @0x0058EAE0's "The <item> can't be <verb>" (verb table + suffix map ported verbatim in Core's InventoryFailureMessages, NAME_PLURAL for merge/split) and routes it as LogTextType 0x1A ClientLocal -> the SpewBox, retail's yellow top-center line. The dispatcher's second leg (@0x0055B342) also runs: outside the 7-code exclusion set, WeenieErrorMessages resolves per-code text/destination; 0x426 AttunedItem has no row in either place beyond the verb line - faithful single-line output. Register: AD-85 narrowed to its numeric-field item, AD-81 amended (the token-free interleave is now ported; meta-token engine + FormatName remain), AD-93 filed (wire-guid-match vs retail's latched-guid preference; no Move/Wield latch kinds). Tests: +2 InventoryTransactionState failure-latch, +5 ResolveTemplate (constructed StringTable fixtures), +1 composer injection, +1 end-to-end refused-drop line. Core 4,697/1 skip, App 4,983/3 skips. Research: docs/research/2026-08-13-confirm-and-weenie-error-display.md Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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15 changed files with 1133 additions and 50 deletions
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@ -13,6 +13,7 @@ public sealed class GameplayConfirmationController : IDisposable
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{
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private readonly RetailDialogFactory _dialogs;
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private readonly Action<uint, uint, bool> _sendResponse;
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private readonly Func<uint, string, string?>? _composeMessage;
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private uint _dialogContext;
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private uint _serverType;
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private uint _serverContext;
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@ -20,10 +21,12 @@ public sealed class GameplayConfirmationController : IDisposable
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public GameplayConfirmationController(
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RetailDialogFactory dialogs,
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Action<uint, uint, bool> sendResponse)
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Action<uint, uint, bool> sendResponse,
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Func<uint, string, string?>? composeMessage = null)
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{
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_dialogs = dialogs ?? throw new ArgumentNullException(nameof(dialogs));
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_sendResponse = sendResponse ?? throw new ArgumentNullException(nameof(sendResponse));
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_composeMessage = composeMessage;
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_dialogs.DialogClosed += OnDialogClosed;
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}
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@ -46,9 +49,15 @@ public sealed class GameplayConfirmationController : IDisposable
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if (_dialogContext != 0u)
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return false;
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// Types 1/4 arrive as ACE's bare player name; retail's own client
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// wraps it through the StringInfo template mechanism
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// (RecvNotice_SwearAllegiance / gmFellowshipUI's FellowshipRequest —
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// the injected composer owns the resolve). A null compose falls back
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// to the bare wire message rather than invented English.
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string message = request.Type is 2u or 3u or 5u or 6u
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? request.Message + " Continue?"
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: request.Message;
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: _composeMessage?.Invoke(request.Type, request.Message)
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?? request.Message;
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var data = RetailDialogData.Confirmation(message)
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.Set(RetailDialogProperty.ElementAttribute40, true);
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_dialogContext = _dialogs.MakeDialog(data);
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