docs(D.2b): address Opus review nits — update stale class summary + EffectiveOpen note
Comment-only. (1) the InventoryController summary said "Read-only: no container switching" — now live. (2) note the _openContainer 0-vs-playerGuid sentinel equivalence so the dual main-pack path isn't mistaken for dead code. No behavior change. Code-quality review verdict: APPROVED (ship to gate). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@ -8,7 +8,8 @@ namespace AcDream.App.UI.Layout;
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/// Binds the imported gmInventoryUI tree (LayoutDesc 0x21000023) and populates it from
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/// <see cref="ClientObjectTable"/>. The acdream analogue of retail
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/// gmInventoryUI/gmBackpackUI/gm3DItemsUI ::PostInit (named-retail decomp 176236/176596/176728).
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/// Read-only: no container switching / drag / wield-drop wire (later sub-phases).
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/// Container-switching is live (click a side bag → Use 0x0036 → ViewContents 0x0196 full-replace);
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/// drag-into-bag / wield-drop wire are later sub-phases.
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/// </summary>
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public sealed class InventoryController
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{
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@ -237,7 +238,9 @@ public sealed class InventoryController
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}
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/// <summary>The effective open container — the explicit one, or the player (main pack) by default.
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/// Resolved live (not cached at ctor) so a late-arriving player guid is handled.</summary>
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/// Resolved live (not cached at ctor) so a late-arriving player guid is handled. The default
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/// sentinel is 0; once the main pack is explicitly opened, <c>_openContainer</c> holds the player
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/// guid instead — both resolve here to the same main-pack container, so the paths are equivalent.</summary>
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private uint EffectiveOpen() => _openContainer != 0 ? _openContainer : _playerGuid();
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/// <summary>Add a populated cell wired to its click role: container cell → open+select,
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