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

@ -378,6 +378,143 @@ public sealed class RuntimeInteractionTransactionStateTests
state.Dispose();
}
// ══════════════════════════════════════════════════════════════════
// G3 (grand-gate finding) — arrival-gated Use, mirroring the pickup
// coverage above.
// ══════════════════════════════════════════════════════════════════
[Fact]
public void PostArrivalUseRequiresItsExactApproachTokenAndDispatchesTheHeldReservation()
{
using var inventory = NewInventory(out _);
using var state = new RuntimeInteractionTransactionState(inventory);
ItemUseRequestReservation reservation = state.BeginUseRequestReservation();
var approach = new RuntimeInteractionApproachToken(3u, 7u);
Assert.True(state.TryArmPostArrivalUse(
Item,
ownedByPlayer: false,
useable: true,
reservation,
approach,
out RuntimePendingUse pending));
Assert.True(state.HasPendingUse);
// Nothing sent yet — armed, not dispatched.
Assert.Equal(1, inventory.BusyCount);
// The wrong token must not resolve it.
Assert.False(state.TryResolveUseApproachCompletion(
new RuntimeInteractionApproachToken(3u, 8u),
natural: true,
out _));
Assert.True(state.HasPendingUse);
Assert.True(state.TryResolveUseApproachCompletion(
approach,
natural: true,
out RuntimePendingUse ready));
Assert.Equal(pending.Token, ready.Token);
Assert.False(state.HasPendingUse);
var transport = new Transport();
RuntimeInteractionDispatchResult result = state.TryDispatchUse(
ready.ServerGuid,
ready.OwnedByPlayer,
ready.Useable,
ready.Reservation,
transport,
out uint sequence);
Assert.Equal(RuntimeInteractionDispatchResult.Dispatched, result);
Assert.Equal(1u, sequence);
Assert.Equal(new[] { Item }, transport.Uses);
// The reservation transferred to the authoritative UseDone wait,
// exactly like an ordinary immediate Use.
Assert.Equal(1, inventory.BusyCount);
}
[Fact]
public void UseApproachCompletionCancellationReleasesTheHeldReservationWithoutSending()
{
using var inventory = NewInventory(out _);
using var state = new RuntimeInteractionTransactionState(inventory);
ItemUseRequestReservation reservation = state.BeginUseRequestReservation();
var approach = new RuntimeInteractionApproachToken(1u, 1u);
Assert.True(state.TryArmPostArrivalUse(
Item, ownedByPlayer: false, useable: true, reservation, approach, out _));
Assert.Equal(1, inventory.BusyCount);
// natural: false (cancellation, e.g. moved away) — TryResolveUseApproachCompletion
// itself returns false; the caller is responsible for releasing the
// reservation (mirrors SelectionInteractionController.HandleUseApproachCompletion).
Assert.False(state.TryResolveUseApproachCompletion(
approach, natural: false, out RuntimePendingUse cancelled));
Assert.False(state.HasPendingUse);
cancelled.Reservation?.CancelBeforeDispatch();
Assert.Equal(0, inventory.BusyCount);
}
[Fact]
public void CancelPendingUseByGuidOnlyMatchesTheArmedTarget()
{
using var inventory = NewInventory(out _);
using var state = new RuntimeInteractionTransactionState(inventory);
ItemUseRequestReservation reservation = state.BeginUseRequestReservation();
Assert.True(state.TryArmPostArrivalUse(
Item, ownedByPlayer: false, useable: true, reservation,
new RuntimeInteractionApproachToken(1u, 1u), out _));
Assert.False(state.TryCancelPendingUse(Container, out _));
Assert.True(state.HasPendingUse);
Assert.True(state.TryCancelPendingUse(Item, out RuntimePendingUse cancelled));
Assert.False(state.HasPendingUse);
cancelled.Reservation?.CancelBeforeDispatch();
Assert.Equal(0, inventory.BusyCount);
}
[Fact]
public void ArmingASecondUseWhileOneIsAlreadyArmedFails()
{
using var inventory = NewInventory(out _);
using var state = new RuntimeInteractionTransactionState(inventory);
Assert.True(state.TryArmPostArrivalUse(
Item, ownedByPlayer: false, useable: true, reservation: null,
new RuntimeInteractionApproachToken(1u, 1u), out _));
Assert.False(state.TryArmPostArrivalUse(
Container, ownedByPlayer: false, useable: true, reservation: null,
new RuntimeInteractionApproachToken(2u, 2u), out _));
Assert.Equal(Item, state.TryGetPendingUse(out RuntimePendingUse stillArmed)
? stillArmed.ServerGuid
: 0u);
}
[Fact]
public void PendingUseReservationIsReleasedByResetSessionAndDisposal()
{
using var inventory = NewInventory(out _);
var state = new RuntimeInteractionTransactionState(inventory);
ItemUseRequestReservation reservation = state.BeginUseRequestReservation();
Assert.True(state.TryArmPostArrivalUse(
Item, ownedByPlayer: false, useable: true, reservation,
new RuntimeInteractionApproachToken(1u, 1u), out _));
Assert.Equal(1, inventory.BusyCount);
state.ResetSession();
// G3: ResetCore releases a live pending-use reservation even when no
// caller explicitly cancelled it first — must not leak a busy-count
// reference.
Assert.Equal(0, inventory.BusyCount);
Assert.False(state.HasPendingUse);
state.Dispose();
Assert.True(state.CaptureOwnership().IsConverged);
state.Dispose();
}
[Fact]
public void InstancesDoNotShareThrottleQueueAppraisalOrPickupState()
{

View file

@ -116,6 +116,58 @@ public sealed class VendorShopItemMaterializerTests
Assert.Equal(5, objects.Get(ItemA)!.StackSize);
}
/// <summary>
/// G2 (grand-gate finding): a REAL ACE vendor listing carries
/// <c>DescStackSize=null</c> (ACE's <c>Vendor.LoadInventoryItem</c> never
/// calls <c>wo.SetStackSize</c> on the browse-list WorldObject) and only
/// the packed <see cref="VendorShopItem.StackSize"/> supply-count field
/// (<c>VendorShopCreateListStackSize</c>) names a real quantity. Before
/// the fix, <c>ToWeenieData</c> read only <c>DescStackSize</c>, so
/// <see cref="ClientObject.StackSize"/> came back 1 for every vendor
/// item — the toolbar split slider (which gates on
/// <c>stackSize &gt; 1</c>) never appeared for ANY vendor stack. This
/// pins the fallback: no <c>DescStackSize</c>, packed
/// <c>StackSize=100</c> -&gt; <c>ClientObject.StackSize</c> resolves to
/// 100, not 1.
/// </summary>
[Fact]
public void Apply_NoDescStackSize_FallsBackToPackedSupplyCount()
{
var vendor = new VendorState();
var objects = new ClientObjectTable();
using var materializer = new VendorShopItemMaterializer(vendor, objects);
vendor.Apply(VendorGuid, default, new[]
{
new VendorShopItem(
ItemA, StackSize: 100, WeenieClassId: 1u, Name: "Arrow",
ItemType: (uint)ItemType.MissileWeapon, IconId: 0x1234u, Value: 100,
DescStackSize: null),
});
Assert.Equal(100, objects.Get(ItemA)!.StackSize);
}
/// <summary>
/// G2 companion: the packed field's -1 "unlimited supply" sentinel has
/// no bounded per-row purchase cap in the wire shape today, so it must
/// fall through to the safe non-splittable default (1) rather than
/// literally propagating -1 (which would read as a huge unsigned
/// "stack size" to <see cref="SelectedObjectController"/>'s
/// <c>stackSize &gt; 1</c> gate).
/// </summary>
[Fact]
public void Apply_UnlimitedSupplySentinel_FallsBackToNonSplittableDefault()
{
var vendor = new VendorState();
var objects = new ClientObjectTable();
using var materializer = new VendorShopItemMaterializer(vendor, objects);
vendor.Apply(VendorGuid, default, new[] { Item(ItemA, "Bread") }); // StackSize: -1, DescStackSize: null
Assert.Equal(1, objects.Get(ItemA)!.StackSize);
}
[Fact]
public void Refreshed_ItemNoLongerListed_IsRemoved()
{