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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d38f71cb28
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23 changed files with 1044 additions and 17 deletions
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@ -138,7 +138,15 @@ public static class GameEventWiring
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// in GameEventType since the wire catalog with nothing behind them,
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// so until this wiring the bytes arrived and were dropped.
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Action<IReadOnlyDictionary<uint, ContractTracker>>? onContractTable = null,
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Action<ContractTrackerUpdate>? onContractUpdate = null)
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Action<ContractTrackerUpdate>? onContractUpdate = null,
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// Campaign CT slice CT2 (2026-08-24): the title-table (0x0029) and
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// add/set-display (0x002B) delegate holes. RuntimeCharacterState.
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// Titles is an AcDream.Runtime type — Core.Net cannot reference
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// AcDream.Runtime directly, so these are delegate holes exactly like
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// every other Runtime-owned sink above. Optional/nullable so every
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// existing caller compiles unchanged.
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Action<uint /*displayTitleId*/, IReadOnlyList<uint> /*titleIds*/>? onCharacterTitleTable = null,
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Action<uint /*titleId*/, bool /*setAsDisplay*/>? onUpdateTitle = null)
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{
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ArgumentNullException.ThrowIfNull(dispatcher);
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ArgumentNullException.ThrowIfNull(items);
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@ -474,6 +482,24 @@ public static class GameEventWiring
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});
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}
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// ── Character titles (Campaign CT slice CT2, 2026-08-24) ────────
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if (onCharacterTitleTable is not null)
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{
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registrar.Register(GameEventType.CharacterTitle, e =>
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{
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var p = GameEvents.ParseCharacterTitleTable(e.Payload.Span);
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if (p is not null) onCharacterTitleTable(p.Value.DisplayTitleId, p.Value.TitleIds);
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});
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}
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if (onUpdateTitle is not null)
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{
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registrar.Register(GameEventType.UpdateTitle, e =>
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{
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var p = GameEvents.ParseUpdateTitle(e.Payload.Span);
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if (p is not null) onUpdateTitle(p.Value.TitleId, p.Value.SetAsDisplay);
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});
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}
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if (onConfirmationRequest is not null)
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{
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registrar.Register(GameEventType.CharacterConfirmationRequest, e =>
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@ -869,6 +869,73 @@ public static class GameEvents
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public static FellowshipFellowStatsDone ParseFellowshipFellowStatsDone(ReadOnlySpan<byte> payload)
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=> new(payload.Length >= 4 ? BinaryPrimitives.ReadUInt32LittleEndian(payload) : null);
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// ── Character titles (Campaign CT slice CT2, 2026-08-24) ────────────────
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/// <summary>
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/// <c>0x0029 CharacterTitle</c> — retail <c>CharacterTitleTable::UnPack
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/// @0x005c6e90</c> (named-retail pseudo-C offset 471514-471526). The
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/// FIRST u32 is advanced past but never stored into any field — retail's
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/// own <c>CharacterTitleTable::Pack @0x005c6e40</c> (offset 471494-471510)
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/// always writes the literal constant <c>1</c> there
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/// (<c>**(uint32_t**)arg2 = 1</c>), and ACE's
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/// <c>GameEventCharacterTitle.cs</c> matches with an unconditional
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/// <c>Writer.Write(1u)</c> — a version/format tag retail itself discards
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/// on read, not meaningful gameplay data (CT2 task item 1). Then the
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/// current display title id (<c>mDisplayTitle</c>), then the
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/// count-prefixed <c>PList<uint></c> of every earned title id
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/// (<c>mTitleList</c>).
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/// </summary>
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public readonly record struct CharacterTitleTable(
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uint DisplayTitleId,
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IReadOnlyList<uint> TitleIds);
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public static CharacterTitleTable? ParseCharacterTitleTable(ReadOnlySpan<byte> payload)
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{
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try
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{
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int pos = 0;
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_ = FellowshipReadU32(payload, ref pos); // discarded pack-version tag — see doc comment above
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uint displayTitleId = FellowshipReadU32(payload, ref pos);
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uint count = FellowshipReadU32(payload, ref pos);
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// PList<uint>::UnPack stores a 32-bit count bounded only by the
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// remaining packet — same generous guard as
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// SocialStateMessages.ParseFriendsUpdate.
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if (count > 65_536) return null;
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var titleIds = new uint[count];
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for (int i = 0; i < titleIds.Length; i++)
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titleIds[i] = FellowshipReadU32(payload, ref pos);
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return new CharacterTitleTable(displayTitleId, titleIds);
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}
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catch (FormatException) { return null; }
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}
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/// <summary>
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/// <c>0x002B UpdateTitle</c> — retail's dispatch entry
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/// <c>CM_Social::DispatchUI_AddOrSetCharacterTitle @0x006a54c0</c> reads
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/// exactly <c>titleId</c> then <c>setAsDisplay</c> and forwards to
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/// <c>ClientUISystem::Handle_Social__AddOrSetCharacterTitle
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/// @0x00564260</c>, which ALWAYS broadcasts
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/// <c>SendNotice_AddCharacterTitle(titleId)</c> (a title just earned is
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/// unconditionally added to the earned set) and, only when
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/// <c>setAsDisplay != 0</c>, ALSO broadcasts
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/// <c>SendNotice_SetDisplayCharacterTitle(titleId)</c>. ACE's
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/// <c>GameEventUpdateTitle.cs</c>: <c>u32 title, u32
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/// setAsDisplayTitle</c> — matches exactly.
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/// </summary>
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public readonly record struct UpdateTitle(uint TitleId, bool SetAsDisplay);
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public static UpdateTitle? ParseUpdateTitle(ReadOnlySpan<byte> payload)
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{
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try
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{
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int pos = 0;
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uint titleId = FellowshipReadU32(payload, ref pos);
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bool setAsDisplay = FellowshipReadU32(payload, ref pos) != 0u;
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return new UpdateTitle(titleId, setAsDisplay);
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}
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catch (FormatException) { return null; }
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}
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private static FellowMember ReadFellow(ReadOnlySpan<byte> payload, ref int pos, uint guid)
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{
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uint cpCache = FellowshipReadU32(payload, ref pos);
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@ -52,6 +52,16 @@ public static class SocialActions
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public const uint FellowshipAssignNewLeaderOpcode = 0x0290u; // u32 newLeaderGuid
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public const uint FellowshipChangeOpennessOpcode = 0x0291u; // u32 isOpen (0/1) — the REAL openness toggle
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// Character titles (Campaign CT slice CT2, 2026-08-24). ACE
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// GameActionType.TitleSet = 0x002C; GameActionSetTitle.cs reads exactly
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// one u32 title id (session.Player.HandleActionSetTitle(title)). Retail
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// sender CM_Social::Event_SetDisplayCharacterTitle @0x006a5720 (verified
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// in the named pseudo-C): builds a 0x10-byte OrderHdr'd body whose
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// payload is [u32 0x2c][u32 titleId] and sends via
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// Proto_UI::SendToWeenie — no local state touched (see CT2's report: no
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// optimistic mutation, matching this slice's CA-lesson design).
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public const uint TitleSetOpcode = 0x002Cu; // u32 titleId
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// Character options
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// CH3 (2026-08-09): the full-blob SetCharacterOptions (0x01A1) builder
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// and the string-payload AddChannel/RemoveChannel (0x0145/0x0146)
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@ -230,6 +240,17 @@ public static class SocialActions
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return body;
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}
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/// <summary>
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/// Set the character's display title — <c>0x002C TitleSet</c>. Retail's
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/// <c>Event_SetDisplayCharacterTitle</c> sends this and touches NO local
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/// state; the display title updates only when the server echoes back
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/// <c>UpdateTitle (0x002B)</c> with <c>setAsDisplay=true</c> (CT2: no
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/// optimistic local mutation, matching retail exactly — the CA-campaign
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/// lesson never re-add one).
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/// </summary>
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public static byte[] BuildTitleSet(uint seq, uint titleId)
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=> SingleGuid(seq, TitleSetOpcode, titleId);
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/// <summary>
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/// Toggle one character option and push it to the server.
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/// <c>GameActionSetSingleCharacterOption @ GameActionType 0x0005</c> —
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@ -2719,6 +2719,18 @@ public sealed class WorldSession : IDisposable
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spellbookFilters));
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}
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/// <summary>
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/// Send retail <c>TitleSet (0x002C)</c> — sets the character's display
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/// title. Sends only; no local state changes here (Campaign CT slice
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/// CT2: retail's own send path is non-optimistic — see
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/// <see cref="SocialActions.BuildTitleSet"/>).
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/// </summary>
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public void SendSetTitle(uint titleId)
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{
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uint seq = NextGameActionSequence();
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SendGameAction(SocialActions.BuildTitleSet(seq, titleId));
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}
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public void SendAddFriend(string name)
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{
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uint seq = NextGameActionSequence();
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