fix(runtime,net): OP1 re-review residuals R1/R2/R3 (coordinator pass)
R1: the K4-load-bearing IsDirty pre-check moves into GameRuntime's two once-allocated hook lambdas — SendBlob's closure environment is allocated in FlushCharacterOptions's PROLOGUE, ahead of any guard inside the body, so the clean-tick fast path must never enter the method at all. The body keeps its check as idempotent defense only; the doc comment now describes the real mechanism instead of overclaiming. R2: RuntimeCharacterOptionsState gains a dirty-generation token. MarkDirty bumps it on EVERY call (including while already dirty); TryFlush / TryFlushIfAutoSaveDue capture it before invoking the callback and only clear IsDirty when it is unchanged after — a dirtying change landing DURING a flush (cross-thread, or re-entrant from the callback itself, the re-review's NOTE-6 case) now stays dirty and flushes on its own later trigger instead of being silently erased by the trailing clear. The S2 interleaving test now asserts the retained dirty state it previously ignored; a deterministic re-entrancy test pins the same-thread shape. R3: a trailer-truncated PlayerDescription parse carries zero placeholder option words, not server truth — GameEventWiring now forwards TrailerTruncated, LiveSessionEventRouter passes armServerSeed: !trailerTruncated, and Replace withholds the 0x01A1 flush authorization for truncated seeds while still installing the words (pre-existing local behavior unchanged). Newly wire-reaching via the R1/MF-1 timer, hence closed now rather than left a NOTE. Full Release suite: 12,870 passed / 4 skipped / 0 failed. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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6 changed files with 130 additions and 25 deletions
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@ -1513,15 +1513,15 @@ public sealed class GameEventWiringTests
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public void WireAll_PlayerDescription_PublishesCharacterOptions()
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{
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var dispatcher = new GameEventDispatcher();
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(uint Options1, uint Options2)? observed = null;
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(uint Options1, uint Options2, bool Truncated)? observed = null;
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GameEventWiring.WireAll(
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dispatcher,
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new ClientObjectTable(),
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new CombatState(),
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new Spellbook(),
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new ChatLog(),
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onCharacterOptions: (options1, options2) =>
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observed = (options1, options2));
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onCharacterOptions: (options1, options2, trailerTruncated) =>
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observed = (options1, options2, trailerTruncated));
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var stream = new MemoryStream();
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using var writer = new BinaryWriter(stream);
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@ -1541,7 +1541,7 @@ public sealed class GameEventWiringTests
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WrapEnvelope(GameEventType.PlayerDescription, stream.ToArray()));
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dispatcher.Dispatch(envelope!.Value);
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Assert.Equal((0x50C4A54Au, 0x948700u), observed);
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Assert.Equal((0x50C4A54Au, 0x948700u, false), observed);
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}
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private static byte[] BuildEnchantment(
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