feat(CT): CT2 — Runtime character-title ownership + wire
Campaign CT slice CT2: the client now learns the character's earned titles and current display title from the server, owns that state in Runtime, and can send a display-title change. No UI (CT3/CT4). Wire (Core.Net): - GameEvents.ParseCharacterTitleTable (0x0029 CharacterTitle): retail CharacterTitleTable::UnPack @0x005c6e90 skips a leading u32 into no field — its own Pack @0x005c6e40 always writes the literal 1 there, matching ACE's unconditional Writer.Write(1u) — then reads displayTitleId, then a count-prefixed PList<uint> of earned ids. - GameEvents.ParseUpdateTitle (0x002B UpdateTitle): titleId + setAsDisplay, per CM_Social::DispatchUI_AddOrSetCharacterTitle @0x006a54c0 -> Handle_Social__AddOrSetCharacterTitle @0x00564260, which ALWAYS adds (SendNotice_AddCharacterTitle, unconditional) and additionally sets display only when setAsDisplay != 0 (SendNotice_SetDisplayCharacterTitle, gated). - SocialActions.BuildTitleSet / WorldSession.SendSetTitle: outbound TitleSet (0x002C), u32 titleId, matching ACE's GameActionSetTitle. - GameEventWiring gains onCharacterTitleTable/onUpdateTitle delegate holes (Core.Net cannot reference AcDream.Runtime directly). Runtime: - New RuntimeCharacterTitleState (RuntimeCharacterState.Titles): earned title id set + display title id, TableReplaced/TitleAdded/ DisplayTitleChanged events matching retail's unconditional-add / gated-display-set contract, clears at generation reset. RuntimeCharacterOwnershipSnapshot/CaptureOwnership/IsConverged and RuntimeCharacterSnapshot extended (trailing optional fields, no existing call site broken). - IRuntimeCharacterCommands.SetTitle: generation-gated, sends TitleSet only — NO optimistic local mutation. Verified against retail's own CM_Social::Event_SetDisplayCharacterTitle @0x006a5720, which sends the wire message and touches no local field; the display title updates only from the server's own echo (the CA-campaign lesson: never re-add an optimistic write). Implemented on both hosts (DirectGameRuntimeCommandAdapter direct-send; CurrentGameRuntimeCommandAdapter via LiveCommandBus / LiveSessionCommandRouter's new SetTitleRuntimeCmd). - LiveSessionEventRouter wires the two inbound events unconditionally (RuntimeCharacterState.Titles is a required child, not an optional sibling like Fellowship/Allegiance). App (non-UI plumbing + resolver): - CharacterTitleResolver (src/AcDream.App/UI/Layout/): ports CharacterTitleTable::GetCharacterTitleFromID @0x005c6ed0 — titleId -> EnumMapper(0x22000041) canonical key -> compute_str_hash -> StringTable(0x2300000E) localized text. Runtime stays id-only; CT3/ CT4 consume this for display. DIDs hardcoded per the RetailKeyNames precedent (CT1 verified them end-to-end). Register: no new row. Retail's send path is non-optimistic and so is ours — no deviation to record for this slice. Tests: wire conformance (byte-exact + truncation) in CharacterTitleEventsTests.cs + SocialActionsTests.cs; Runtime owner unit tests in RuntimeCharacterTitleStateTests.cs plus integration in RuntimeCharacterStateTests.cs; a no-local-mutation command test in DirectGameRuntimeCommandAdapterTests.cs; an InstalledDat pin (CharacterTitleResolverLiveDatTests.cs, ids 0/1/2/3/5/13/14, run green with ACDREAM_RUN_INSTALLED_DAT_TESTS=1). Full solution build green; hermetic filtered suite green (15,380 passed / 0 failed). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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23 changed files with 1044 additions and 17 deletions
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@ -110,8 +110,9 @@ the composing function verbatim before writing a line of C#.
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0x10000539`); pages currently show retail-authored closed visuals.
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- Header labels partially bound (`StatHeaderLine` + `PkStatus` seams
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exist in `CharacterStatController.Bind` — content contract wrong).
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- `GameEventType.CharacterTitle/UpdateTitle` enum entries exist; no
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parser, no state owner, no outbound builder.
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- `GameEventType.CharacterTitle/UpdateTitle` enum entries exist and now
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(CT2, landed) have a parser, a `RuntimeCharacterTitleState` owner, and
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an outbound `TitleSet` builder — see CT2's paragraph below.
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- The character window registers with `DatConstraintSource` — authored
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min/max plumbing exists in `RetailWindowFrame`; Y-resize for this
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window and the list-scrollbar contract do not.
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@ -145,13 +146,37 @@ rows), the value-column right margin, header element fonts/colors
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min/max constraints. Output: research doc + InstalledDat pins (the
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tooltip/scrollbar-pin pattern). No production changes.
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**CT2 — Runtime title ownership + wire.** Parse `0x0029`/`0x002B`;
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locate the DAT title-string table `GetCharacterTitleFromID` reads and
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port the lookup; `RuntimeCharacterState` owns the title set + display
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title (J4.3 owner; clears at generation reset); outbound `TitleSet`
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builder behind a typed Runtime command; ordered change events for UI
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and headless bots (#368 contract: hosts observe the same owner).
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Conformance tests against ACE's writer shapes.
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**CT2 — Runtime title ownership + wire. LANDED 2026-08-24.** Parsed
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`0x0029 CharacterTitle` (retail's `CharacterTitleTable::UnPack
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@0x005c6e90` — the leading ACE `1u`/retail-Pack-constant field is
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discarded, matching retail's own read) and `0x002B UpdateTitle`
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(`CM_Social::DispatchUI_AddOrSetCharacterTitle @0x006a54c0`: title id +
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setAsDisplay). New sibling owner `RuntimeCharacterTitleState`
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(`RuntimeCharacterState.Titles`) holds the earned-title set + display
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title id, clears at generation reset (`CaptureOwnership`/`IsConverged`
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extended with `TitleCount`/`DisplayTitleIsDefault`), and fires
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`TableReplaced`/`TitleAdded`/`DisplayTitleChanged` — matching retail's
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own unconditional-add / gated-display-set contract
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(`Handle_Social__AddOrSetCharacterTitle @0x00564260`). Outbound
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`TitleSet (0x002C)` ships behind `IRuntimeCharacterCommands.SetTitle`
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on both hosts (`DirectGameRuntimeCommandAdapter` direct-send,
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`CurrentGameRuntimeCommandAdapter` via the `LiveCommandBus`/
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`LiveSessionCommandRouter` queue) with **NO optimistic local
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mutation** — verified against retail's own
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`CM_Social::Event_SetDisplayCharacterTitle @0x006a5720`, which sends
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the wire message and touches no local field; the display title updates
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only from the server's own echo. No register row: this slice
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introduces no retail deviation. App-layer `CharacterTitleResolver`
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(`src/AcDream.App/UI/Layout/CharacterTitleResolver.cs`) ports
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`GetCharacterTitleFromID`'s EnumMapper(`0x22000041`) → hash →
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StringTable(`0x2300000E`) chain for CT3/CT4 to consume; Runtime stays
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id-only. Conformance tests against ACE's writer shapes
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(`tests/AcDream.Core.Net.Tests/Messages/CharacterTitleEventsTests.cs`),
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Runtime owner tests (`RuntimeCharacterTitleStateTests.cs` +
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`RuntimeCharacterStateTests.cs` integration), a no-local-mutation
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command test (`DirectGameRuntimeCommandAdapterTests.cs`), and an
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InstalledDat pin (`CharacterTitleResolverLiveDatTests.cs`, ids 0/1/2/3/
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5/13/14) all pass.
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**CT3 — Titles page UI.** Bind the authored page through the standard
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GUI classes (`UiTemplateListBox`/`UiScrollbar`/`UiButton` — zero
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