fix(ui): Campaign LA gate round 2 — character-select scales as one authored canvas

Third iteration on the screen, completing AD-98. The previous substitution
stretched only the root BACKGROUND while the child widgets stayed at their
authored 800x600 pixel positions - and the background painting carries
visual anchors (the World/Characters captions are art), so the user gate
showed captions overlapping the listbox and every widget misaligned
against the stretched art.

Retail model (established at 71bf24fb): fixed-canvas pre-world screens
render at authored 800x600 and the whole composed frame stretches once at
presentation; the blitter has no stretch mode. Our equivalent now does the
same one stage earlier:

- UiRoot.FixedCanvasSize: while the char-select screen is active, the
  retained tree lays out in its authored canvas and Draw scopes a uniform
  scale onto TextRenderer.CanvasScale; the mouse entry points apply the
  exact inverse so MouseX/MouseY and every hit test live in canvas space.
- TextRenderer.AppendQuad is the single emission chokepoint - sprites,
  rects, AND glyphs scale together, including retail-authentic non-uniform
  aspect distortion and stretched text. World-space HUD stays native (the
  scale resets outside UiRoot.Draw).
- CharacterManagementUiController stops resizing Root to the viewport;
  activate/deactivate/dispose set and clear the host canvas.
- UiDatElement returns to retail-pure copy-or-tile; the interim
  StretchOwnBackgroundToFill flag is deleted.
- AD-98 updated to describe the completed substitution.

Tests: canvas-scale quad math, inverse input mapping (window click lands
on the canvas-space widget), degenerate-size guards, controller keeps
authored extent + sets/clears the canvas. App suite 5085/6 skips; live-DAT
char-select probes 3/3.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-15 10:39:19 +02:00
parent 71bf24fb6f
commit 73041d7015
8 changed files with 277 additions and 106 deletions

View file

@ -189,7 +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<ContentProfile>` 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-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. **COMPLETED 2026-08-15 (same gate round, misalignment follow-up):** the first substitution (resize the mounted root + stretch only its own background) stretched the ART but left the authored child widgets at 800x600 pixel positions — misaligned against a background whose painting CARRIES visual anchors (the World/Characters captions are art). The substitution now reproduces retail's whole-frame behavior: the root KEEPS its authored 800x600 extent, and while the screen is active `UiRoot.FixedCanvasSize` scales EVERY emitted quad (widgets, glyphs, art, dialogs) uniformly at `TextRenderer.AppendQuad`, with the exact inverse applied to mouse coordinates at the `UiRoot` entry points so hit-testing lives in canvas space. Non-uniform window/canvas stretch, retail-authentic (no letterbox). `UiDatElement` keeps retail's pure copy-or-tile blit; the interim `StretchOwnBackgroundToFill` flag is deleted. | `src/AcDream.App/UI/UiRoot.cs` (`FixedCanvasSize`, `CanvasScale`, `MapWindowToCanvas`, `Draw`); `src/AcDream.App/Rendering/TextRenderer.cs` (`CanvasScale`, `AppendQuad`); `src/AcDream.App/UI/Layout/CharacterManagementUiController.cs` (activate/deactivate/dispose set+clear the canvas) | Reproducing retail's literal mechanism (an offscreen fixed-resolution UI render target scaled at presentation) would add RHI surface area for an identical pixel result; scaling at the one quad-emission chokepoint with an inverse input mapping is the same math applied one stage earlier, and the world-space HUD stays native because the scale is scoped to `UiRoot.Draw`. | Glyphs stretch with the frame (retail-authentic blur at large windows). Any future fixed-canvas screen (login/disconnected/datapatch) sets `UiRoot.FixedCanvasSize` while active — per-screen opt-in, not automatic. If a genuine present-time frame-stretch pass ever lands, this collapses into it. | `Graphic::Draw` 0x00693b20; `Graphic::PutImage` 0x00693a30; `UIElement::UpdateForParentSizeChange` 0x00462640; `BlitMode` acclient.h ~3135; `UIElementManager::CreateRootElement` 0x0045d020; `CharacterManagementLiveDatTests.RootAuthorsNoEdgeAnchors_RetailNeverResizesItSelf`; `UiRootFixedCanvasTests`; `UiDatElementTests.CanvasScale_StretchesQuadGeometry_LeavesUvsAuthored` |
| 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<char>*` 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 |