diff --git a/docs/architecture/retail-divergence-register.md b/docs/architecture/retail-divergence-register.md index f9b38e6b..981a496f 100644 --- a/docs/architecture/retail-divergence-register.md +++ b/docs/architecture/retail-divergence-register.md @@ -63,7 +63,7 @@ accepted-divergence entries (#96, #49, #50). --- -## 2. Adaptation (AD) — 73 active rows (AD-95 RETIRED same-day 2026-08-14 at trade gate round 3 — ID_SecureTrade_TotalItemsLabel probe-verified token-free (fragments ["Total Items: ", ""], one ITEMS variable) and now composed via ResolveTemplate; AD-94 filed 2026-08-14 at the secure-trade feature — the ACE-discarded AcceptTrade echo's zero-count item lists; AD-93 filed 2026-08-13 at social gate round 2 item 5 — the refused-drop notice port's two narrow gaps: wire-guid-match instead of retail's latched-guid preference, and no Move/Wield latch kinds; AD-85 NARROWED + AD-81 AMENDED 2026-08-13 at social gate round 2 — the five confirmation-dialog templates now compose exactly via the new `DatStringResolver.ResolveTemplate` port of `StringTable::GetString @0x004300D0`'s token-free fragment/PLAYER interleave; AD-85 keeps only its numeric-field item, AD-81 keeps the meta-token engine + `FormatName`; AD-92 filed 2026-08-13 at the #376/#388 fix round — highest-refresh-for-WxH selection + refuse-and-log invalid fullscreen requests, versus retail's pass-through-and-error `ForceDisplayResolution`; AD-91 filed 2026-08-13 at the #390 port — the display-change clamp covers floating chats too, which retail leaves unclamped/strandable; AD-90 filed 2026-08-13 at the #389 fix round — retail's smartbox aspect runs through the `Render.AspectRatio` preference (`ComputeAspectForViewport @0x0054f150`), exactly raw w/h at its default, which is what acdream assumes; AD-89 RETIRED same-day 2026-08-13 — the SmartboxFOV port landed (#389): `RetailFieldOfView` + `CameraController.SetGameFov` now apply retail's `gameFOV/(aspect−0.1)` law with the 90°-degrees option semantics, and the invented 60° camera constants are deleted; AD-88 filed 2026-08-13 at the #385 dropdown fix — the vendor category dropdown keeps G5's fixed 6-row scrollable window although its authored popup ListBox is edge-docked, the condition that arms retail's `RecalculatePopupSize` size-to-content resize; classification UNCLEAR pending a retail side-by-side (ISSUES #386); AD-87 filed 2026-08-12 at Campaign FA slice FA6 — the allegiance-swear half of the two-bot headless gate is written+wired but `AllegianceGateEnabled=false` (disabled by default), unverified end-to-end over the wire because ACE returns nothing to the `0x001D` swear (ISSUES #384); the FELLOWSHIP two-session gate passed live and ships as FA6's automated proof; AD-86 filed 2026-08-12 at Campaign FA slice FA5, item 4 — ACE's deliberate zeroing of officers/officer titles/MOTD/MOTD-set-by/name-last-set-time/lock/approved-vassal/timeOnline/allegianceAge, dropped past acdream's own parse layer to match retail's own no-widget presentation; AD-85 filed 2026-08-12 at Campaign FA slice FA5 — the Allegiance page's numeric-only fields and its three local confirmation dialogs' unsubstituted-verbatim-or-bare-name text, the same unported `StringInfo` gap AD-81 filed for Fellowship; AD-84 filed 2026-08-12 at Campaign FA slice FA5 — the Swear button's missing "target is a player" gate, the same class as AD-83's Recruit-button gap; AD-83 filed 2026-08-12 at the Campaign FA slice FA4 fix round (mechanism MUST-FIX 5) — the Recruit button's missing "target is a player" gate, previously an inline comment not a row; AD-82 filed 2026-08-12 at the Campaign FA slice FA4 fix round (mechanism MUST-FIX 4/5) — the invented leader-tint/selection-tint colors, the name-text-only row click target, and the page-local (not generic-`UiTemplateListBox`) world→panel selection sync; AD-81 filed 2026-08-12 at Campaign FA slice FA4 — the fellowship roster/create-flow text-composition gap (unported `StringInfo` variable substitution + `ACCharGenData::FormatName`); AD-80 filed 2026-08-12 at Campaign FA slice FA4, D5 — the panel's retail-exact XP-share percentage display versus the currently-targeted ACE server's slightly different actual grant; AD-79 filed 2026-08-12 at Campaign FA slice FA3, D1 — the social panel's Friends/Squelch page action buttons (add/remove friend, appear offline, squelch add/remove/clear) are honest INERT, no wire implemented this campaign; AD-78 filed 2026-08-11 at Campaign OP's gate-2 follow-up (user-directed, verbatim "mark all options that are not implemented now, so I can clearly see what is not implemented") — the shared store-only-caption-dimming convention across the Character/Config option tabs and Configure Keyboard; AD-77 filed 2026-08-11 at the Campaign OP OP3 review-fix round — the client-wide floating-only `gmPanelUI` host divergence (retail also exposes a docked `0x21000017` host) the plan's §5 delegated to the OP3 dual review, scoped to every main panel not just Options; AD-76/AD-75/AD-74 filed 2026-08-11 at Campaign OP slice OP3 — the Options panel's Exit to Character Selection "behaves as Exit Game" adaptation (D6), the Urgent Assistance/Report Abuse dead-URL interface-text short-circuit (D5), and In-Game Help Files' asset-missing inert button (D5); AD-73 filed 2026-08-11 at the Campaign OP OP2 rework — `UiTabPanel`'s dormant-until-`ActivateTabBehavior()` activation model, replacing retail's unconditional per-instance tab-table wiring, so the four already-shipped Type-8 hosts keep their existing controller-owned switching without a double-driver race; AD-72 filed 2026-08-08 at the Slice 5.3 review corrections — `VendorPricing`'s double-precision narrowing versus retail's x87 extended precision, same class as AD-33; AD-65 RETIRED and AD-69 FILED 2026-08-07 at Campaign S S4 — the away-arm now snaps per retail @0x00509c50, while AD-66's byte-confirmed sibling landing is WITHHELD pending #341's measurement-anomaly apparatus, and AD-69 records the seam-frame dist gap the same pass discovered; AD-56 RESTORED 2026-08-07 — the a8a7d64b revert had collaterally DELETED it, the inverse of the AD-55 zombie it also created; its plumb-fall-freeze condition is live again since TS-4’s real retirement at Slice 2B; AD-55 RE-RETIRED 2026-08-07 — its 2026-07-30 retirement at 252e8068 was collaterally resurrected by the a8a7d64b revert of the unrelated TS-4 commit; the code kept the cos(10°) fix throughout; AD-68 filed 2026-08-07 at the #338 closure — the async-residency placeholder mover shape (0.4/0.4 steps + capsule) has no retail counterpart because retail loads synchronously; AD-67 filed 2026-08-07 at the #32 closeout — the narrowed `SetContactPlane` keeps its per-write `ContactPlaneCellId`, which retail writes only at `init_contact_plane`; AD-49 filed 2026-08-06 at the #334 fix — the BSP part-array flood runs its outdoor cell rectangle at seed time rather than only from retail’s residency-gated walk, keeping both registration floods on one residency rule; AD-64 filed 2026-08-05 at the C5b architecture review's D1 fix — AD-60's W2 wire-cell REACHABILITY decision is expressed once per host because the two hosts run parallel non-shared inbound routes; the committed VALUE is single-sourced at `RuntimeEntityObjectLifetime.CommitWireCellRebucket`, and unification is filed as #324; AD-60 CORRECTED the same day — its surviving-channel enumeration presented "the local force path, the missile arm" as exhaustive when the entire no-window host belonged in it; AD-1 RETIRED 2026-08-05, C5a deletion sweep — the legacy outdoor demote/restore lift this row described was `PhysicsEngine.Resolve`'s own body, deleted with zero production callers; AD-42 DELETED 2026-08-04, C4 route 3 — its last surviving citation, the headless portal-arrival resync's two-call Resolve/ResolvePlacement split, was retired by the canonical `RuntimeAcceptedPositionDriveController` portal arm; AD-2 amended same route with the deferred-place timing adaptation, the T8 tolerated-overwrite note, and the leash-anchor nuance; AD-63 filed 2026-08-04, cancelled-park presentation rollback — the rollback restores every presentation registration the park's Withdraw removed EXCEPT the player's selection, which is user intent rather than a projection; AD-62 filed 2026-08-03, C4 route 2 round 2 — a deferred ForcePosition retired without committing is not re-applied and its ack is not sent; AD-61 filed 2026-08-02, C3c review round 1 — the #270 settle compression now covers the local player; AD-59/AD-60 filed 2026-08-02, continuation-executor slice) +## 2. Adaptation (AD) — 74 active rows (AD-98 filed 2026-08-15 at Campaign LA gate round 2 — the char-select root's own background stretches instead of tiling by resizing the mounted root element to the live viewport and marking its background quad UV 0..1, substituting for retail's fixed-800x600-canvas-stretched-at-presentation mechanism which acdream's live-resolution render pipeline has no analogue for; AD-95 RETIRED same-day 2026-08-14 at trade gate round 3 — ID_SecureTrade_TotalItemsLabel probe-verified token-free (fragments ["Total Items: ", ""], one ITEMS variable) and now composed via ResolveTemplate; AD-94 filed 2026-08-14 at the secure-trade feature — the ACE-discarded AcceptTrade echo's zero-count item lists; AD-93 filed 2026-08-13 at social gate round 2 item 5 — the refused-drop notice port's two narrow gaps: wire-guid-match instead of retail's latched-guid preference, and no Move/Wield latch kinds; AD-85 NARROWED + AD-81 AMENDED 2026-08-13 at social gate round 2 — the five confirmation-dialog templates now compose exactly via the new `DatStringResolver.ResolveTemplate` port of `StringTable::GetString @0x004300D0`'s token-free fragment/PLAYER interleave; AD-85 keeps only its numeric-field item, AD-81 keeps the meta-token engine + `FormatName`; AD-92 filed 2026-08-13 at the #376/#388 fix round — highest-refresh-for-WxH selection + refuse-and-log invalid fullscreen requests, versus retail's pass-through-and-error `ForceDisplayResolution`; AD-91 filed 2026-08-13 at the #390 port — the display-change clamp covers floating chats too, which retail leaves unclamped/strandable; AD-90 filed 2026-08-13 at the #389 fix round — retail's smartbox aspect runs through the `Render.AspectRatio` preference (`ComputeAspectForViewport @0x0054f150`), exactly raw w/h at its default, which is what acdream assumes; AD-89 RETIRED same-day 2026-08-13 — the SmartboxFOV port landed (#389): `RetailFieldOfView` + `CameraController.SetGameFov` now apply retail's `gameFOV/(aspect−0.1)` law with the 90°-degrees option semantics, and the invented 60° camera constants are deleted; AD-88 filed 2026-08-13 at the #385 dropdown fix — the vendor category dropdown keeps G5's fixed 6-row scrollable window although its authored popup ListBox is edge-docked, the condition that arms retail's `RecalculatePopupSize` size-to-content resize; classification UNCLEAR pending a retail side-by-side (ISSUES #386); AD-87 filed 2026-08-12 at Campaign FA slice FA6 — the allegiance-swear half of the two-bot headless gate is written+wired but `AllegianceGateEnabled=false` (disabled by default), unverified end-to-end over the wire because ACE returns nothing to the `0x001D` swear (ISSUES #384); the FELLOWSHIP two-session gate passed live and ships as FA6's automated proof; AD-86 filed 2026-08-12 at Campaign FA slice FA5, item 4 — ACE's deliberate zeroing of officers/officer titles/MOTD/MOTD-set-by/name-last-set-time/lock/approved-vassal/timeOnline/allegianceAge, dropped past acdream's own parse layer to match retail's own no-widget presentation; AD-85 filed 2026-08-12 at Campaign FA slice FA5 — the Allegiance page's numeric-only fields and its three local confirmation dialogs' unsubstituted-verbatim-or-bare-name text, the same unported `StringInfo` gap AD-81 filed for Fellowship; AD-84 filed 2026-08-12 at Campaign FA slice FA5 — the Swear button's missing "target is a player" gate, the same class as AD-83's Recruit-button gap; AD-83 filed 2026-08-12 at the Campaign FA slice FA4 fix round (mechanism MUST-FIX 5) — the Recruit button's missing "target is a player" gate, previously an inline comment not a row; AD-82 filed 2026-08-12 at the Campaign FA slice FA4 fix round (mechanism MUST-FIX 4/5) — the invented leader-tint/selection-tint colors, the name-text-only row click target, and the page-local (not generic-`UiTemplateListBox`) world→panel selection sync; AD-81 filed 2026-08-12 at Campaign FA slice FA4 — the fellowship roster/create-flow text-composition gap (unported `StringInfo` variable substitution + `ACCharGenData::FormatName`); AD-80 filed 2026-08-12 at Campaign FA slice FA4, D5 — the panel's retail-exact XP-share percentage display versus the currently-targeted ACE server's slightly different actual grant; AD-79 filed 2026-08-12 at Campaign FA slice FA3, D1 — the social panel's Friends/Squelch page action buttons (add/remove friend, appear offline, squelch add/remove/clear) are honest INERT, no wire implemented this campaign; AD-78 filed 2026-08-11 at Campaign OP's gate-2 follow-up (user-directed, verbatim "mark all options that are not implemented now, so I can clearly see what is not implemented") — the shared store-only-caption-dimming convention across the Character/Config option tabs and Configure Keyboard; AD-77 filed 2026-08-11 at the Campaign OP OP3 review-fix round — the client-wide floating-only `gmPanelUI` host divergence (retail also exposes a docked `0x21000017` host) the plan's §5 delegated to the OP3 dual review, scoped to every main panel not just Options; AD-76/AD-75/AD-74 filed 2026-08-11 at Campaign OP slice OP3 — the Options panel's Exit to Character Selection "behaves as Exit Game" adaptation (D6), the Urgent Assistance/Report Abuse dead-URL interface-text short-circuit (D5), and In-Game Help Files' asset-missing inert button (D5); AD-73 filed 2026-08-11 at the Campaign OP OP2 rework — `UiTabPanel`'s dormant-until-`ActivateTabBehavior()` activation model, replacing retail's unconditional per-instance tab-table wiring, so the four already-shipped Type-8 hosts keep their existing controller-owned switching without a double-driver race; AD-72 filed 2026-08-08 at the Slice 5.3 review corrections — `VendorPricing`'s double-precision narrowing versus retail's x87 extended precision, same class as AD-33; AD-65 RETIRED and AD-69 FILED 2026-08-07 at Campaign S S4 — the away-arm now snaps per retail @0x00509c50, while AD-66's byte-confirmed sibling landing is WITHHELD pending #341's measurement-anomaly apparatus, and AD-69 records the seam-frame dist gap the same pass discovered; AD-56 RESTORED 2026-08-07 — the a8a7d64b revert had collaterally DELETED it, the inverse of the AD-55 zombie it also created; its plumb-fall-freeze condition is live again since TS-4’s real retirement at Slice 2B; AD-55 RE-RETIRED 2026-08-07 — its 2026-07-30 retirement at 252e8068 was collaterally resurrected by the a8a7d64b revert of the unrelated TS-4 commit; the code kept the cos(10°) fix throughout; AD-68 filed 2026-08-07 at the #338 closure — the async-residency placeholder mover shape (0.4/0.4 steps + capsule) has no retail counterpart because retail loads synchronously; AD-67 filed 2026-08-07 at the #32 closeout — the narrowed `SetContactPlane` keeps its per-write `ContactPlaneCellId`, which retail writes only at `init_contact_plane`; AD-49 filed 2026-08-06 at the #334 fix — the BSP part-array flood runs its outdoor cell rectangle at seed time rather than only from retail’s residency-gated walk, keeping both registration floods on one residency rule; AD-64 filed 2026-08-05 at the C5b architecture review's D1 fix — AD-60's W2 wire-cell REACHABILITY decision is expressed once per host because the two hosts run parallel non-shared inbound routes; the committed VALUE is single-sourced at `RuntimeEntityObjectLifetime.CommitWireCellRebucket`, and unification is filed as #324; AD-60 CORRECTED the same day — its surviving-channel enumeration presented "the local force path, the missile arm" as exhaustive when the entire no-window host belonged in it; AD-1 RETIRED 2026-08-05, C5a deletion sweep — the legacy outdoor demote/restore lift this row described was `PhysicsEngine.Resolve`'s own body, deleted with zero production callers; AD-42 DELETED 2026-08-04, C4 route 3 — its last surviving citation, the headless portal-arrival resync's two-call Resolve/ResolvePlacement split, was retired by the canonical `RuntimeAcceptedPositionDriveController` portal arm; AD-2 amended same route with the deferred-place timing adaptation, the T8 tolerated-overwrite note, and the leash-anchor nuance; AD-63 filed 2026-08-04, cancelled-park presentation rollback — the rollback restores every presentation registration the park's Withdraw removed EXCEPT the player's selection, which is user intent rather than a projection; AD-62 filed 2026-08-03, C4 route 2 round 2 — a deferred ForcePosition retired without committing is not re-applied and its ack is not sent; AD-61 filed 2026-08-02, C3c review round 1 — the #270 settle compression now covers the local player; AD-59/AD-60 filed 2026-08-02, continuation-executor slice) Recent retirements: AD-3/AD-4 retired 2026-07-31 by exact active/per-candidate visible-cell availability, full-catalog containment-root validation, and the @@ -189,6 +189,7 @@ readiness/requeue adaptation. See | AD-92 | **Filed 2026-08-13 at the #376/#388 review fix round (blast M6 / mechanism M4).** Two switcher adaptations with no retail counterpart: (1) the fullscreen refresh rate is the monitor's HIGHEST for the picked WxH — retail passed the device mode's own refresh as-is (`Device::ForceDisplayResolution`); (2) an invalid/unsupported fullscreen request is a logged refusal that leaves the window unchanged — retail attempted the switch and surfaced the device error. The persisted-flag divergence a refusal leaves behind is ISSUES #392. | `src/AcDream.App/Settings/DisplayModeSwitching.cs` (`TryFindRefreshRate`, the refusal paths); `src/AcDream.App/Settings/RuntimeSettingsTargets.cs` (`Apply`'s refused-mode logging) | Highest-refresh is strictly better on modern variable-refresh panels (retail predates them); refuse-and-log is #388's own no-crash requirement. | A capture comparing retail's exact chosen refresh for a mode will differ; a server/tooling flow expecting an error dialog on an invalid mode sees a console line instead. | `Device::ForceDisplayResolution @gmClient::Init 0x004047af`; docs/research/2026-08-13-376-388-{mechanism,blast}-review.md | | AD-94 | **Filed 2026-08-14 at the secure-trade feature.** Retail's `Event_AcceptTrade` payload (`Trade::Pack @0x005B9FF0`) appends two `PackableList` staged-item lists after the six fixed fields; acdream sends both as ZERO-COUNT lists. ACE parses and then discards the ENTIRE payload (`HandleActionAcceptTrade()` takes zero arguments — server trade state is fully self-derived; lane B §quirks), so the difference is unobservable against ACE; a byte-capture comparison against a real retail client would differ from offset 40. | `src/AcDream.Core.Net/Messages/TradeRequests.cs` (`BuildAcceptTrade`) | The `ContentProfile` pack layout was not byte-verified (ACE never reads it — no reader to check against), and guessing a wire struct violates the workflow; zero-count lists are well-formed `PackableList`s. | A future server that actually validates the accept echo would see empty item lists and could refuse or desync the accept. | `Trade::Pack @0x005B9FF0`; `GameActionAcceptTrade.cs:11-16`; `docs/research/2026-08-14-trade-laneB-wire.md` Table 1 | | AD-96 | **Filed 2026-08-14 at the OP8 re-gate fix round (key-name display).** Retail's `GetNameFromKey_Internal @0x00687800` falls back from the DAT string tables (key enum 4 → `0x2300000A`, meta enum 5 → `0x2300000B`) to the OS keyboard layout's own key name via DirectInput `IDirectInputDevice8::GetObjectInfo` (`tszName` — "SKIFT" on a Swedish layout). acdream reads the SAME layout-resident name data through Win32 `GetKeyNameTextW` instead (no DirectInput device exists in-process); on non-Windows hosts there is no OS lookup at all and the DIK-suffix spelling shows (un-localized English, e.g. "LSHIFT"). Mouse chords keep the pre-existing enum spelling — retail names them through the DirectInput mouse device. | `src/AcDream.App/Platform/PlatformKeyNameProvider.cs`; `src/AcDream.App/UI/Layout/RetailKeyNames.cs` (`Describe`, the mouse-device early-out) | GetKeyNameText and DirectInput's key names both come from the active keyboard-layout tables; adding a DirectInput device solely for name strings would be a heavyweight, dead-end dependency. Linux graphical work is parked at Slice L1. | A key whose GetKeyNameTextW name differs from DirectInput's `tszName` on some layout shows a slightly different caption than retail did; Linux graphical shows English DIK-suffix names where retail-on-Wine would localize; a mouse-chord caption reads as the Silk enum, not retail's device string. | `CInputManager_WIN32::GetNameFromKey_Internal @0x00687800`; `GetNameFromKey @0x00687F40`; `ControlSpecification::GetDIKName @0x0068ACB0`; `DBCache::GetDIDFromEnumStatic` category-4 probe 2026-08-14 (`KeyboardConfigLiveMountProbeTests.ProbeKeyboardFontsAndKeyNameStrings`) | +| AD-98 | **Filed 2026-08-15 at Campaign LA gate round 2 (character-select background tiling).** The LA8 root (0x1000039A) authors LeftEdge=TopEdge=RightEdge=BottomEdge=0 ("no anchor") in the installed DAT, so retail's own `UIElement::UpdateForParentSizeChange` (0x00462640) never resizes this element — it stays a fixed 800x600 rect in retail's own widget tree. Retail's generic sprite blit, `Graphic::Draw` (0x00693b20) dispatching to `Graphic::PutImage` (0x00693a30) for an exact/undersized destination or a modulo-wrapped tile loop otherwise, has no third "stretch" mode (confirmed against `BlitMode`, acclient.h ~line 3135, and `MD_Data_Image::m_drawMode`/`DrawModeType` — both are COLOR-blend selectors, not tile-vs-stretch geometry modes). The only way retail's whole pre-world scene (background AND buttons AND listbox together) can still fill an arbitrary window resolution with no element ever resizing and a blitter that can only copy-or-tile is that these "flow" screens render into a fixed 800x600 target and the WHOLE FRAME is stretched once at presentation, outside the UI element/sprite system. acdream has no offscreen fixed-resolution UI render target / present-time scale pass; `CharacterManagementUiController`'s constructor instead resizes the MOUNTED ROOT element itself to the live viewport, and `UiDatElement.StretchOwnBackgroundToFill` makes that resized root's own background draw as one UV-0..1 quad instead of tiling. | `src/AcDream.App/UI/Layout/UiDatElement.cs` (`StretchOwnBackgroundToFill`, `OnDraw`); `src/AcDream.App/UI/Layout/CharacterManagementUiController.cs` (constructor) | Reproducing retail's real mechanism (a fixed 800x600 UI render target scaled at presentation) would touch the render/swapchain pipeline (`GameWindow`, framebuffer setup) far beyond a background-draw fix; resizing the mounted root and stretching only ITS OWN background quad reaches the identical visual result (no tiling, non-uniform fill matching every resolution) confirmed against the installed DAT's zero edge-anchors and the decompiled blitter's copy-or-tile-only behavior. | If acdream ever gains a genuine fixed-resolution UI render target + present-time scale pass, this flag becomes redundant (every root would already present pre-stretched) and should be deleted along with the per-root resize in `CharacterManagementUiController`. Until then, any OTHER screen-level root mounted the same way (a future login/disconnected/datapatch screen) needs the same flag set explicitly — it is not automatic for arbitrary `UiDatElement`s. | `Graphic::Draw` 0x00693b20; `Graphic::PutImage` 0x00693a30; `UIElement::UpdateForParentSizeChange` 0x00462640; `BlitMode` acclient.h ~3135; `UIElementManager::CreateRootElement` 0x0045d020 (`UIElement::SetIsRootElement`); `CharacterManagementLiveDatTests.RootAuthorsNoEdgeAnchors_RetailNeverResizesItSelf` | | AD-97 | **Filed 2026-08-14 at Campaign LA slice LA7a (character-restore request tail).** Retail's `CharacterRestore` request (`0xF7D9`) is ≥16 bytes: `CPlayerSystem::RestoreCharacter @0x0055d760` is, in the PDB-paired binary, `push 0x008173B4; push 0x008173B4; push guid; call Proto_UI::SendAdminRestoreCharacter @0x00546cf0`, and the callee packs BOTH constant `PStringBase*` arguments (`PStringBase::Pack @0x004fc6f0` emits ≥4 bytes even empty). Binary Ninja renders the two pushes as an uninitialized `edx` local plus `this` — a rendering artifact around constant `0x008173B4` (all 3 of its other pseudo-C appearances sit in provably-broken decompiles), but the arguments are real. acdream sends the 8-byte guid-only form. What the two constant strings contain is unresolved (a live cdb `db poi(0x008173b4)` would settle it). | `src/AcDream.Core.Net/Messages/CharacterRestore.cs` (`BuildRequestBody`) | ACE reads only `ReadUInt32()` and ignores any tail (`CharacterHandler.cs:331-385`), and holtburger ships guid-only from a real client command path against ACE successfully — the tail is unread by every server we can test against, and packing two strings whose CONTENT we cannot verify would be a guess. | A byte-capture comparison against a real retail client differs from offset 8; a future server that validates the full retail shape would reject our 8-byte request. | `CPlayerSystem::RestoreCharacter @0x0055d760` (binary bytes, not the BN rendering); `Proto_UI::SendAdminRestoreCharacter @0x00546cf0`; `PStringBase::Pack @0x004fc6f0`; ACE `CharacterHandler.cs:331-385`; holtburger `character_selection.rs:79-82`; LA7a Opus review F1 (2026-08-14) | | AD-93 | **Filed 2026-08-13 at social gate round 2, item 5 (the refused-drop notice port).** Two narrow gaps in the `ServerSaysAttemptFailed @0x0058EAE0` port: (1) **latched-guid preference** — retail's 0x00A0 dispatcher (`@0x0055B342`) PREFERS `prevRequestObjectID` over the wire guid when picking the item to name; acdream's `InventoryTransactionState.OnMoveFailed` instead REQUIRES the wire guid to match the latch (unobservable against ACE, which always sends the request's own guid on 0x00A0, and it protects a stale latch from mislabeling an unrelated failure — acdream has no retail-style latch timeout). (2) **unlatched request kinds** — retail latches `IR_MOVE`/`IR_WIELD` too; acdream's kind enum has no Move/Wield rows because wields ride `AutoWieldController` outside the single-request gate, so a refused wield/3D-move shows only the generic `HandleFailureEvent` leg, never "The X can't be wielded/moved". | `src/AcDream.Core/Items/InventoryTransactionState.cs` (`OnMoveFailed`); `src/AcDream.Core/Chat/InventoryFailureMessages.cs` (`Compose`'s absent Move/Wield rows); `src/AcDream.App/UI/ItemInteractionController.cs` (`OnInventoryRequestFailed`) | The match requirement is the compensating guard for the missing latch timeout; adding Wield/Move kinds means routing those sends through the single-request gate they deliberately bypass today — a behavior change beyond this gate item. | Only observable against a server that sends 0x00A0 with a guid that differs from the request's item (ACE never does), or on a refused wield/move, which shows no "can't be wielded/moved" verb line where retail would show one. | `ACCWeenieObject::ServerSaysAttemptFailed @0x0058EAE0`; the 0x00A0 dispatcher `@0x0055B342`; `ACCWeenieObject::RecordRequest @0x0058C220`; `docs/research/2026-08-13-confirm-and-weenie-error-display.md` §2 | diff --git a/src/AcDream.App/UI/Layout/CharacterManagementUiController.cs b/src/AcDream.App/UI/Layout/CharacterManagementUiController.cs index cd5aa341..ff5b34a7 100644 --- a/src/AcDream.App/UI/Layout/CharacterManagementUiController.cs +++ b/src/AcDream.App/UI/Layout/CharacterManagementUiController.cs @@ -83,6 +83,16 @@ internal sealed class CharacterManagementUiController : IDisposable Root.ClickThrough = false; Root.Visible = false; + // Campaign LA gate round 2: this root is resized to the live viewport just + // above, which is bigger than its authored 800x600 canvas at almost every + // real resolution. Its own DirectState background (RenderSurface 0x06007576) + // must scale to fill that resized rect, not tile — see + // UiDatElement.StretchOwnBackgroundToFill's doc comment for the retail + // mechanism (a fixed-canvas screen stretched once at presentation) this + // substitutes. + if (Root is UiDatElement rootBackground) + rootBackground.StretchOwnBackgroundToFill = true; + // Create Character belongs to a future campaign. Keep retail's // authored control in place and visibly ghosted; do not hide it or // invent an action. diff --git a/src/AcDream.App/UI/Layout/UiDatElement.cs b/src/AcDream.App/UI/Layout/UiDatElement.cs index 584a4d5e..2277e087 100644 --- a/src/AcDream.App/UI/Layout/UiDatElement.cs +++ b/src/AcDream.App/UI/Layout/UiDatElement.cs @@ -205,6 +205,63 @@ public class UiDatElement : UiElement, IUiDatStateful /// public uint? RuntimeImageTexture { get; set; } + /// + /// When true, this element's OWN active-state background media draws as ONE quad + /// stretched to exactly fill / + /// (UV span 0,0 .. 1,1) instead of the native-pixel TILE formula every other + /// uses. Default false — every ordinary dat chrome/ + /// container element (corners, edges, drag bars, tab backdrops) keeps tiling. + /// + /// + /// Campaign LA gate round 2 (issue found in the live client: the LA8 + /// character-select background repeated across the window instead of scaling + /// with it). Retail's generic UI sprite blit — + /// Graphic::Draw (acclient 0x00693b20) dispatching to + /// Graphic::PutImage (0x00693a30) for an exact/undersized destination, or a + /// modulo-wrapped tile loop otherwise — has exactly two behaviors, copy or tile; + /// it can never scale a source image up to a larger destination. This is confirmed + /// against two candidate "draw-mode" fields that could have carried a stretch bit + /// and don't: BlitMode (acclient.h ~line 3135 — Blit_Normal/3Alpha/4Alpha/ + /// Colorize/Multiply/Screen/Grayscale/NOP are all COLOR-BLEND selectors) and + /// MD_Data_Image::m_drawMode/DrawModeType (Undefined/Normal/Overlay/ + /// Alphablend — also a blend selector; the "Normal → tile" reading in + /// docs/research/2026-06-15-layoutdesc-format.md §6 cited + /// ImgTex::TileCSI (0x0053e740), but that function is exclusively called from + /// TexMerge::CopyAndTile/ImgTex::CopyCSI for LAND-SURFACE terrain + /// texture compositing (TerrainTex) — never from the UI element system; the + /// citation was a coincidental name match, not the real call site). + /// + /// + /// + /// The LA8 root itself (0x1000039A) authors LeftEdge=TopEdge=RightEdge=BottomEdge=0 + /// ("no anchor" — confirmed against the installed DAT via + /// CharacterManagementLiveDatTests.RootAuthorsNoEdgeAnchors_RetailNeverResizesItSelf), + /// so retail's own UIElement::UpdateForParentSizeChange (0x00462640) never + /// touches this element's size at all — it stays a fixed 800x600 rect. The only way + /// retail's whole pre-world "flow" scene (background AND buttons AND listbox + /// together — "the background scales with the root") can still fill an arbitrary + /// window resolution edge-to-edge, with the generic sprite blit only ever able to + /// copy-or-tile, is that these screens render into a fixed, authored-size (800x600) + /// target and the WHOLE FRAME is stretched once at presentation — a step entirely + /// outside the UIRegion/Graphic::Draw sprite system. + /// + /// + /// + /// acdream has no offscreen fixed-resolution UI render target / present-time scale + /// pass — instead + /// resizes the MOUNTED ROOT ELEMENT itself to the live viewport (see its + /// constructor) so the screen still fills the window. This flag is the acknowledged + /// divergence for that substitution (register row: acdream resizes the element, + /// retail stretches the presented frame) — it makes the resized ROOT's own + /// background draw as one stretched quad so the VISUAL RESULT matches retail's + /// present-time stretch (no tiling) even though the MECHANISM differs. Set only on + /// a screen-level mounted root, never on an ordinary descendant/chrome element — + /// those keep the native tile formula, which IS what retail's own blit does for + /// content that lives inside the (in retail) fixed 800x600 canvas. + /// + /// + public bool StretchOwnBackgroundToFill { get; set; } + protected override void OnDraw(UiRenderContext ctx) { if (MediaVisible && RuntimeImageTexture is uint runtimeTexture) @@ -233,10 +290,23 @@ public class UiDatElement : UiElement, IUiDatStateful var (tex, tw, th) = _resolve(file); if (tex != 0 && tw != 0 && th != 0) { - // Normal → TILE at native size on both axes (UV-repeat; GL_REPEAT-wrapped UI - // texture), matching ImgTex::TileCSI. Overlay/Alphablend use the same blit (the - // sprite shader already alpha-blends). No Stretch mode exists in DrawModeType. - ctx.DrawSprite(tex, 0, 0, Width, Height, 0, 0, Width / tw, Height / th, Vector4.One); + if (StretchOwnBackgroundToFill) + { + // One quad, UV 0..1 — see StretchOwnBackgroundToFill's doc comment + // for the retail mechanism this substitutes (a fixed-canvas screen + // stretched once at presentation). + ctx.DrawSprite(tex, 0, 0, Width, Height, 0, 0, 1, 1, Vector4.One); + } + else + { + // Normal → TILE at native size on both axes (UV-repeat; GL_REPEAT-wrapped + // UI texture) — retail's Graphic::Draw/Graphic::PutImage (0x00693b20/ + // 0x00693a30) copy-or-tile blit; see StretchOwnBackgroundToFill's doc + // comment for the corrected citation (NOT ImgTex::TileCSI, which is + // land-surface-only). Overlay/Alphablend use the same blit (the sprite + // shader already alpha-blends). No Stretch mode exists in DrawModeType. + ctx.DrawSprite(tex, 0, 0, Width, Height, 0, 0, Width / tw, Height / th, Vector4.One); + } } } diff --git a/tests/AcDream.App.Tests/UI/Layout/CharacterManagementLiveDatTests.cs b/tests/AcDream.App.Tests/UI/Layout/CharacterManagementLiveDatTests.cs index 18266e64..4a0e911a 100644 --- a/tests/AcDream.App.Tests/UI/Layout/CharacterManagementLiveDatTests.cs +++ b/tests/AcDream.App.Tests/UI/Layout/CharacterManagementLiveDatTests.cs @@ -219,6 +219,49 @@ public sealed class CharacterManagementLiveDatTests + string.Join('\n', unresolved)); } + /// + /// Campaign LA gate round 2 (background-tiling investigation): the raw dat + /// authors NO edge anchors at all on the char-select root (0x1000039A) — every + /// one of LeftEdge/TopEdge/RightEdge/BottomEdge is 0 ("no anchor" per + /// UIElement::UpdateForParentSizeChange, acclient 0x00462640). Retail's + /// own edge-anchor resize mechanism therefore NEVER touches this element's size; + /// it stays a fixed 800x600 rect in retail's own widget tree. This is the pivot + /// fact behind : + /// since the dat itself asks for no resize, whatever makes the char-select scene + /// fill an arbitrary window resolution in retail (background AND buttons AND + /// listbox together) cannot be a per-element anchor/draw-mode difference — it has + /// to be an out-of-band presentation-time scale of the whole fixed-size frame. + /// acdream instead resizes the MOUNTED root itself (CharacterManagementUiController's + /// constructor) to reach the same visual fill, which is why the background needs + /// its own explicit stretch flag rather than an authored draw-mode bit. + /// + [InstalledDatFact] + public void RootAuthorsNoEdgeAnchors_RetailNeverResizesItSelf() + { + string datDirectory = Environment.GetEnvironmentVariable("ACDREAM_DAT_DIR") + ?? Path.Combine( + Environment.GetFolderPath(Environment.SpecialFolder.UserProfile), + "Documents", + "Asheron's Call"); + using var dats = new DatCollection(datDirectory, DatAccessType.Read); + + uint layoutDid = RetailDataIdResolver.Resolve( + dats, + CharacterManagementUiController.RootEnum, + 5u); + ElementInfo rootInfo = Assert.IsType( + LayoutImporter.ImportInfos( + dats, + layoutDid, + CharacterManagementUiController.RootElementId)); + + Assert.Equal(0u, rootInfo.Left); + Assert.Equal(0u, rootInfo.Top); + Assert.Equal(0u, rootInfo.Right); + Assert.Equal(0u, rootInfo.Bottom); + Assert.Equal(3u, rootInfo.Type); // UIElement_Field — generic container, not a custom gm*UI class id + } + private static ElementInfo? FindById(ElementInfo info, uint id) { if (info.Id == id) return info; diff --git a/tests/AcDream.App.Tests/UI/Layout/CharacterManagementUiControllerTests.cs b/tests/AcDream.App.Tests/UI/Layout/CharacterManagementUiControllerTests.cs index d9708e38..d7c77b57 100644 --- a/tests/AcDream.App.Tests/UI/Layout/CharacterManagementUiControllerTests.cs +++ b/tests/AcDream.App.Tests/UI/Layout/CharacterManagementUiControllerTests.cs @@ -8,6 +8,22 @@ namespace AcDream.App.Tests.UI.Layout; public sealed class CharacterManagementUiControllerTests { + /// + /// Campaign LA gate round 2: the constructor resizes Root to the host viewport + /// (see the constructor's Root.Width/Height block) — its own background must + /// therefore draw stretched, not tiled, or it visibly repeats at any resolution + /// bigger than the authored 800x600 canvas. See + /// . + /// + [Fact] + public void Constructor_MarksRootBackgroundToStretch_NotTile() + { + using var environment = new EnvironmentHarness(); + + var root = Assert.IsType(environment.Controller.Root); + Assert.True(root.StretchOwnBackgroundToFill); + } + [Fact] public void AuthoredChildContract_PreservesRuntimeOrderGreyTailHighlightAndButtonMatrix() { diff --git a/tests/AcDream.App.Tests/UI/Layout/UiDatElementTests.cs b/tests/AcDream.App.Tests/UI/Layout/UiDatElementTests.cs index 5bf05158..9543e166 100644 --- a/tests/AcDream.App.Tests/UI/Layout/UiDatElementTests.cs +++ b/tests/AcDream.App.Tests/UI/Layout/UiDatElementTests.cs @@ -1,9 +1,120 @@ +using System.Numerics; +using AcDream.App.Rendering; +using AcDream.App.Rendering.Gpu; +using AcDream.App.Tests.Rendering.Gpu; using AcDream.App.UI; using AcDream.App.UI.Layout; namespace AcDream.App.Tests.UI.Layout; public class UiDatElementTests { + private sealed class NullGpuFrameSource : ICurrentGpuFrameSource + { + public IGpuFrame? CurrentFrame => null; + } + + private static (TextRenderer renderer, UiRenderContext ctx) BuildRenderContext() + { + var device = new RecordingGpuDevice(); + var renderer = new TextRenderer(device, new NullGpuFrameSource(), "unused"); + renderer.Begin(new Vector2(1920f, 1080f)); + var ctx = new UiRenderContext(renderer, new Vector2(1920f, 1080f)); + return (renderer, ctx); + } + + /// + /// Campaign LA gate round 2: the char-select root's background (native 800x600, + /// resolved from a JPEG surface) was drawn with the ordinary UiDatElement TILE + /// UV formula (u1 = Width/tw) after CharacterManagementUiController resized the + /// root to the live viewport — at 1920x1080 that produces u1 = 2.4, v1 = 1.8, + /// which GL_REPEAT wraps into a visibly tiled background instead of one stretched + /// image. See 's doc comment + /// for the retail mechanism this substitutes. + /// + [Fact] + public void StretchOwnBackgroundToFill_False_TilesUvPastOne_WhenRectExceedsNativeSize() + { + var info = new ElementInfo { Width = 1920, Height = 1080 }; + info.StateMedia[""] = (0x06007576u, 1); + var e = new UiDatElement(info, _ => (7u, 800, 600)) + { + Left = 0, + Top = 0, + Width = 1920, + Height = 1080, + }; + + (TextRenderer renderer, UiRenderContext ctx) = BuildRenderContext(); + e.DrawSelfAndChildren(ctx); + + var (texture, verts) = Assert.Single(renderer.DebugSpriteSegmentVerts); + Assert.Equal(7u, texture); + // Vertex layout: x,y,u,v,r,g,b,a, 6 verts/quad. TextRenderer.AppendQuad emits + // vertex index 1 as (x+w, y+h, u1, v1) — the (u1,v1) far corner. + float uMax = verts[1 * 8 + 2]; + float vMax = verts[1 * 8 + 3]; + Assert.Equal(1920f / 800f, uMax, 3); + Assert.Equal(1080f / 600f, vMax, 3); + } + + /// + /// Campaign LA gate round 2 fix: with the flag set, the SAME oversized rect draws + /// as one quad spanning UV 0..1 — a single stretched image, matching retail's + /// observed (never-tiled) char-select background. + /// + [Fact] + public void StretchOwnBackgroundToFill_True_ClampsUvToOne_WhenRectExceedsNativeSize() + { + var info = new ElementInfo { Width = 1920, Height = 1080 }; + info.StateMedia[""] = (0x06007576u, 1); + var e = new UiDatElement(info, _ => (7u, 800, 600)) + { + Left = 0, + Top = 0, + Width = 1920, + Height = 1080, + StretchOwnBackgroundToFill = true, + }; + + (TextRenderer renderer, UiRenderContext ctx) = BuildRenderContext(); + e.DrawSelfAndChildren(ctx); + + var (texture, verts) = Assert.Single(renderer.DebugSpriteSegmentVerts); + Assert.Equal(7u, texture); + float uMax = verts[1 * 8 + 2]; + float vMax = verts[1 * 8 + 3]; + Assert.Equal(1f, uMax, 3); + Assert.Equal(1f, vMax, 3); + } + + /// + /// The flag must not change anything for an element whose rect already matches + /// its native texture size (every ordinary panel/window root today) — stretch + /// (UV 0..1) and tile (UV Width/tw) are numerically identical at that size, so + /// this only changes behavior for elements deliberately grown past their art. + /// + [Fact] + public void StretchOwnBackgroundToFill_True_MatchesTile_WhenRectEqualsNativeSize() + { + var info = new ElementInfo { Width = 800, Height = 600 }; + info.StateMedia[""] = (0x06007576u, 1); + var e = new UiDatElement(info, _ => (7u, 800, 600)) + { + Left = 0, + Top = 0, + Width = 800, + Height = 600, + StretchOwnBackgroundToFill = true, + }; + + (TextRenderer renderer, UiRenderContext ctx) = BuildRenderContext(); + e.DrawSelfAndChildren(ctx); + + var (_, verts) = Assert.Single(renderer.DebugSpriteSegmentVerts); + Assert.Equal(1f, verts[1 * 8 + 2], 3); + Assert.Equal(1f, verts[1 * 8 + 3], 3); + } + [Fact] public void ActiveMedia_PrefersNamedStateOverDirect() {