fix(vendor): grand-gate findings — wire-truth container counts, the live split bar, arrival-gated use, prepend-order race
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Four live findings, each with the paper-verification failure named:

G1 the container-capacity guard counted containers by a local
type/capacity heuristic that over-classifies ordinary items;
retail buckets from the wire's ContainerProperties at insert. Now
reads ClientObjectTable's existing ContainerTypeHint (AP-168 narrowed
to the shop-stock half; a pre-check must never false-block).
G2 the amount bar never showed live because ACE never sets StackSize
on browse listings — DescStackSize is null for every real vendor item
and the C4 paper test hand-set the field, bypassing the materializer.
The materializer now falls back to the packed supply count (AP-169,
ACE adaptation); the new test drives the REAL materializer.
G3 an out-of-range Use now dispatches ON ARRIVAL (pickup's shape):
ACE's HandleActionUseItem only opens the vendor when the Use finds
the player in range — a click-time send is greeted and dropped
(AP-170, ACE adaptation; retail's server walks the player, ACE
does not).
G4 bought items appended because ACE's placement echo (UIQueue) can
beat the CreateObject (SmartboxQueue) — cross-queue, no ordering
guarantee — and the early echo was silently dropped. ClientObjectTable
now stashes unresolved placements and replays them at Ingest: buys
land at the retail list head. No register row — this RESTORES parity.

Clean-room complete solution: 11,521 passed / 4 skipped / 0 failed.

Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-08 14:03:57 +02:00
parent c68ad1e646
commit 68568a3a59
12 changed files with 1140 additions and 90 deletions

View file

@ -457,17 +457,25 @@ public sealed class SelectionInteractionControllerTests
/// <summary>
/// C1 (Slice 6b move-to-use, docs/research/2026-08-08-slice6b-vendor-
/// completion-research.md Q2): an out-of-range Use kicks off the SAME
/// local client-predicted MoveToObject approach Pickup's far-range
/// branch already installs, giving the walk immediate visual feel. The
/// wire send is never gated on arrival — retail's
/// <c>ItemHolder::UseObject @ 0x00588A80</c> has no range check and
/// sends unconditionally, so the dispatch and the approach both happen
/// at click time, in that order. A later natural MoveTo completion must
/// not re-dispatch (Use has no post-arrival token the way Pickup does).
/// completion-research.md Q2, REVISED for G3 — grand-gate finding
/// 2026-08-08, register AP-170): an out-of-range Use kicks off the SAME
/// local client-predicted MoveToObject approach Pickup's close-range
/// branch already arms on, giving the walk immediate visual feel. Unlike
/// the original (send-immediately) design, the wire send is now GATED on
/// natural arrival — live testing against the user's local ACE server
/// showed retail's own "no range check, send immediately" assumption
/// does not hold there: ACE's <c>Player.HandleActionUseItem</c> polls
/// for the player to actually reach use range before calling
/// <c>ActOnUse</c>, and a Use that arrives too early is silently lost
/// (the vendor's cosmetic greeting fires — a distance-only reaction
/// independent of Use — but <c>ApproachVendor</c> never comes). Nothing
/// dispatches until <see cref="SelectionInteractionController.OnNaturalMoveToComplete"/>
/// fires; a SECOND natural-completion call must not re-dispatch (the
/// pending-use token is consumed on first resolve, exactly like Pickup's
/// pending-pickup token).
/// </summary>
[Fact]
public void FarUseApproachesThenDispatchesImmediatelyAndDoesNotRetryOnArrival()
public void FarUseApproachesThenDispatchesOnNaturalArrival()
{
var h = new Harness();
h.SetApproach(closeRange: false);
@ -475,6 +483,11 @@ public sealed class SelectionInteractionControllerTests
h.Controller.SendUse(Target);
PlayerInteractionMovementSinkAssertSingleApproach(h, Target);
// Armed, not yet sent — the whole point of the fix.
Assert.Empty(h.Transport.Uses);
h.Controller.OnNaturalMoveToComplete();
Assert.Equal(new[] { Target }, h.Transport.Uses);
h.Controller.OnNaturalMoveToComplete();
@ -483,10 +496,10 @@ public sealed class SelectionInteractionControllerTests
}
/// <summary>
/// C1 cancellation coverage: a second far Use command (the player picked
/// a new target, i.e. "moved on") supersedes the first local approach
/// cleanly — no exception, no missing/duplicated dispatch, no leaked
/// pending-pickup state (Use never arms one).
/// C1/G3 cancellation coverage: a second far Use command (the player
/// picked a new target, i.e. "moved on") supersedes the first local
/// approach cleanly — the FIRST target's armed Use is cancelled (never
/// sent), and only the SECOND dispatches, on ITS OWN natural arrival.
/// </summary>
[Fact]
public void NewFarUseCommandSupersedesThePreviousApproachCleanly()
@ -509,23 +522,25 @@ public sealed class SelectionInteractionControllerTests
Assert.Equal(2, h.Movement.Approaches.Count);
Assert.Equal(Target, h.Movement.Approaches[0].Target.ServerGuid);
Assert.Equal(otherTarget, h.Movement.Approaches[1].Target.ServerGuid);
Assert.Equal(new[] { Target, otherTarget }, h.Transport.Uses);
// Neither has sent yet — both are armed/superseded, not dispatched.
Assert.Empty(h.Transport.Uses);
h.Controller.OnNaturalMoveToComplete();
Assert.Equal(new[] { Target, otherTarget }, h.Transport.Uses);
// Only the surviving (second) approach's Use goes out.
Assert.Equal(new[] { otherTarget }, h.Transport.Uses);
}
/// <summary>
/// C1 cancellation coverage: the underlying MoveTo controller cancelling
/// out from under a far Use's local approach (player moved away with
/// WASD, or any other source of <see cref="WeenieError"/>) must not
/// retract or duplicate the Use, which already went out unconditionally
/// at click time — Use holds no pending-pickup state for
/// <c>OnMoveToCancelled</c> to touch.
/// C1/G3 cancellation coverage: the underlying MoveTo controller
/// cancelling out from under a far Use's local approach (player moved
/// away with WASD, or any other source of <see cref="WeenieError"/>)
/// must cancel the ARMED (not-yet-sent) Use — retail's own server-side
/// poll would never have seen the player arrive either, so nothing
/// should reach the wire.
/// </summary>
[Fact]
public void MovingAwayDuringAFarUseApproachDoesNotAffectTheAlreadyDispatchedUse()
public void MovingAwayDuringAFarUseApproachCancelsTheArmedUse()
{
var h = new Harness();
h.SetApproach(closeRange: false);
@ -534,7 +549,7 @@ public sealed class SelectionInteractionControllerTests
h.Controller.OnMoveToCancelled(WeenieError.ActionCancelled);
h.Controller.OnNaturalMoveToComplete();
Assert.Equal(new[] { Target }, h.Transport.Uses);
Assert.Empty(h.Transport.Uses);
}
private static void PlayerInteractionMovementSinkAssertSingleApproach(