fix #416 #415: the retail button state/media machine — roster hover highlight clears; probe wait verbs bind without an artifact dir
#416 (char-select roster highlight never cleared on hover-leave): three decomp-grounded mechanisms replace the media-keyed _availableStates approximation. - UIElement_Button::UpdateState_ @0x00471CF0: the button machine commits ONLY states authored on the button's OWN ElementDesc (AccessStateDesc gate); unauthored requests no-op, preserving custom semantic states. - UIElement::SetState @0x00464E70: an unauthored state id is coerced to state 0 (the unnamed base state) and committed — ported into UiDatElement.TrySetRetailState with the base-descriptor PassToChildren cascade arm. - The SetState media rule @0x004651c0: a committed state replaces the playing media ONLY when its media array is non-empty. UiButton now keeps per-face-segment media states under that rule (segments model retail's PassToChildren children), and LayoutImporter records the raw MediaCount including the File=0 draw-nothing images the drawable filter drops — the roster bar children's base state is exactly such an image, and it is what clears the bar. The row template truth (probe, installed DAT): the row authors EMPTY Normal/rollover/Highlight descriptors with PassToChildren; the three bar children author rollover/Highlight media, NO Normal state, and a File=0 base image. An empty-media Normal_pressed still never blanks a Normal-art button (the media rule keeps the previous art — the exact behavior the old gate approximated), and the Appearance spins' property-only Highlight now genuinely commits: label recolors, arrow art lingers — the retail split AP-222 approximated with a requested-keyed label hack, now retired. Live-verified at char select: hover +alex shows the grey bar, moving off clears it, the selected row keeps its amber bar. #415 (probe wait world-* verbs dead): the filed snapshot-reset diagnosis was wrong — the automation bridge simply never bound without ACDREAM_AUTOMATION_ARTIFACT_DIR. A facts-only WorldRevealFactsAutomationRuntime now binds whenever the retained UI exists; checkpoint/screenshot verbs still require the artifact directory and now report that instead of a generic timeout. App tests 5568/3 skips, Runtime 1756/0, UI.Abstractions 926/0. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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11 changed files with 469 additions and 86 deletions
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@ -524,6 +524,22 @@ internal sealed class FrameRootCompositionPhase
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interaction.LateBindings.Automation.Bind(
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lifecycleAutomation));
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}
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else if (interaction.RetainedUi is not null)
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{
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// #415: without ACDREAM_AUTOMATION_ARTIFACT_DIR the deferred
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// automation wrapper stayed unbound, so a probe script's
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// `wait world-ready/world-visible/materialized` verbs read
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// false forever and timed out even while the world revealed.
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// The wait verbs need only the reveal facts — bind them always;
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// checkpoint/screenshot verbs keep requiring the artifact
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// directory and now report that instead of a generic timeout.
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bindings.Adopt(
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"world reveal facts automation binding",
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interaction.LateBindings.Automation.Bind(
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new WorldRevealFactsAutomationRuntime(
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() => session.WorldReveal.Snapshot,
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() => session.WorldReveal.PortalMaterializationCount)));
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}
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Fault(FrameRootCompositionPoint.LifecycleAutomationBound);
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IRetainedGameplayUiFrame? retainedGameplayUi =
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