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>
This commit is contained in:
Erik 2026-08-24 22:03:22 +02:00
parent d38f71cb28
commit bcfddc97e7
23 changed files with 1044 additions and 17 deletions

View file

@ -138,7 +138,15 @@ public static class GameEventWiring
// in GameEventType since the wire catalog with nothing behind them,
// so until this wiring the bytes arrived and were dropped.
Action<IReadOnlyDictionary<uint, ContractTracker>>? onContractTable = null,
Action<ContractTrackerUpdate>? onContractUpdate = null)
Action<ContractTrackerUpdate>? onContractUpdate = null,
// Campaign CT slice CT2 (2026-08-24): the title-table (0x0029) and
// add/set-display (0x002B) delegate holes. RuntimeCharacterState.
// Titles is an AcDream.Runtime type — Core.Net cannot reference
// AcDream.Runtime directly, so these are delegate holes exactly like
// every other Runtime-owned sink above. Optional/nullable so every
// existing caller compiles unchanged.
Action<uint /*displayTitleId*/, IReadOnlyList<uint> /*titleIds*/>? onCharacterTitleTable = null,
Action<uint /*titleId*/, bool /*setAsDisplay*/>? onUpdateTitle = null)
{
ArgumentNullException.ThrowIfNull(dispatcher);
ArgumentNullException.ThrowIfNull(items);
@ -474,6 +482,24 @@ public static class GameEventWiring
});
}
// ── Character titles (Campaign CT slice CT2, 2026-08-24) ────────
if (onCharacterTitleTable is not null)
{
registrar.Register(GameEventType.CharacterTitle, e =>
{
var p = GameEvents.ParseCharacterTitleTable(e.Payload.Span);
if (p is not null) onCharacterTitleTable(p.Value.DisplayTitleId, p.Value.TitleIds);
});
}
if (onUpdateTitle is not null)
{
registrar.Register(GameEventType.UpdateTitle, e =>
{
var p = GameEvents.ParseUpdateTitle(e.Payload.Span);
if (p is not null) onUpdateTitle(p.Value.TitleId, p.Value.SetAsDisplay);
});
}
if (onConfirmationRequest is not null)
{
registrar.Register(GameEventType.CharacterConfirmationRequest, e =>

View file

@ -869,6 +869,73 @@ public static class GameEvents
public static FellowshipFellowStatsDone ParseFellowshipFellowStatsDone(ReadOnlySpan<byte> payload)
=> new(payload.Length >= 4 ? BinaryPrimitives.ReadUInt32LittleEndian(payload) : null);
// ── Character titles (Campaign CT slice CT2, 2026-08-24) ────────────────
/// <summary>
/// <c>0x0029 CharacterTitle</c> — retail <c>CharacterTitleTable::UnPack
/// @0x005c6e90</c> (named-retail pseudo-C offset 471514-471526). The
/// FIRST u32 is advanced past but never stored into any field — retail's
/// own <c>CharacterTitleTable::Pack @0x005c6e40</c> (offset 471494-471510)
/// always writes the literal constant <c>1</c> there
/// (<c>**(uint32_t**)arg2 = 1</c>), and ACE's
/// <c>GameEventCharacterTitle.cs</c> matches with an unconditional
/// <c>Writer.Write(1u)</c> — a version/format tag retail itself discards
/// on read, not meaningful gameplay data (CT2 task item 1). Then the
/// current display title id (<c>mDisplayTitle</c>), then the
/// count-prefixed <c>PList&lt;uint&gt;</c> of every earned title id
/// (<c>mTitleList</c>).
/// </summary>
public readonly record struct CharacterTitleTable(
uint DisplayTitleId,
IReadOnlyList<uint> TitleIds);
public static CharacterTitleTable? ParseCharacterTitleTable(ReadOnlySpan<byte> payload)
{
try
{
int pos = 0;
_ = FellowshipReadU32(payload, ref pos); // discarded pack-version tag — see doc comment above
uint displayTitleId = FellowshipReadU32(payload, ref pos);
uint count = FellowshipReadU32(payload, ref pos);
// PList<uint>::UnPack stores a 32-bit count bounded only by the
// remaining packet — same generous guard as
// SocialStateMessages.ParseFriendsUpdate.
if (count > 65_536) return null;
var titleIds = new uint[count];
for (int i = 0; i < titleIds.Length; i++)
titleIds[i] = FellowshipReadU32(payload, ref pos);
return new CharacterTitleTable(displayTitleId, titleIds);
}
catch (FormatException) { return null; }
}
/// <summary>
/// <c>0x002B UpdateTitle</c> — retail's dispatch entry
/// <c>CM_Social::DispatchUI_AddOrSetCharacterTitle @0x006a54c0</c> reads
/// exactly <c>titleId</c> then <c>setAsDisplay</c> and forwards to
/// <c>ClientUISystem::Handle_Social__AddOrSetCharacterTitle
/// @0x00564260</c>, which ALWAYS broadcasts
/// <c>SendNotice_AddCharacterTitle(titleId)</c> (a title just earned is
/// unconditionally added to the earned set) and, only when
/// <c>setAsDisplay != 0</c>, ALSO broadcasts
/// <c>SendNotice_SetDisplayCharacterTitle(titleId)</c>. ACE's
/// <c>GameEventUpdateTitle.cs</c>: <c>u32 title, u32
/// setAsDisplayTitle</c> — matches exactly.
/// </summary>
public readonly record struct UpdateTitle(uint TitleId, bool SetAsDisplay);
public static UpdateTitle? ParseUpdateTitle(ReadOnlySpan<byte> payload)
{
try
{
int pos = 0;
uint titleId = FellowshipReadU32(payload, ref pos);
bool setAsDisplay = FellowshipReadU32(payload, ref pos) != 0u;
return new UpdateTitle(titleId, setAsDisplay);
}
catch (FormatException) { return null; }
}
private static FellowMember ReadFellow(ReadOnlySpan<byte> payload, ref int pos, uint guid)
{
uint cpCache = FellowshipReadU32(payload, ref pos);

View file

@ -52,6 +52,16 @@ public static class SocialActions
public const uint FellowshipAssignNewLeaderOpcode = 0x0290u; // u32 newLeaderGuid
public const uint FellowshipChangeOpennessOpcode = 0x0291u; // u32 isOpen (0/1) — the REAL openness toggle
// Character titles (Campaign CT slice CT2, 2026-08-24). ACE
// GameActionType.TitleSet = 0x002C; GameActionSetTitle.cs reads exactly
// one u32 title id (session.Player.HandleActionSetTitle(title)). Retail
// sender CM_Social::Event_SetDisplayCharacterTitle @0x006a5720 (verified
// in the named pseudo-C): builds a 0x10-byte OrderHdr'd body whose
// payload is [u32 0x2c][u32 titleId] and sends via
// Proto_UI::SendToWeenie — no local state touched (see CT2's report: no
// optimistic mutation, matching this slice's CA-lesson design).
public const uint TitleSetOpcode = 0x002Cu; // u32 titleId
// Character options
// CH3 (2026-08-09): the full-blob SetCharacterOptions (0x01A1) builder
// and the string-payload AddChannel/RemoveChannel (0x0145/0x0146)
@ -230,6 +240,17 @@ public static class SocialActions
return body;
}
/// <summary>
/// Set the character's display title — <c>0x002C TitleSet</c>. Retail's
/// <c>Event_SetDisplayCharacterTitle</c> sends this and touches NO local
/// state; the display title updates only when the server echoes back
/// <c>UpdateTitle (0x002B)</c> with <c>setAsDisplay=true</c> (CT2: no
/// optimistic local mutation, matching retail exactly — the CA-campaign
/// lesson never re-add one).
/// </summary>
public static byte[] BuildTitleSet(uint seq, uint titleId)
=> SingleGuid(seq, TitleSetOpcode, titleId);
/// <summary>
/// Toggle one character option and push it to the server.
/// <c>GameActionSetSingleCharacterOption @ GameActionType 0x0005</c> —

View file

@ -2719,6 +2719,18 @@ public sealed class WorldSession : IDisposable
spellbookFilters));
}
/// <summary>
/// Send retail <c>TitleSet (0x002C)</c> — sets the character's display
/// title. Sends only; no local state changes here (Campaign CT slice
/// CT2: retail's own send path is non-optimistic — see
/// <see cref="SocialActions.BuildTitleSet"/>).
/// </summary>
public void SendSetTitle(uint titleId)
{
uint seq = NextGameActionSequence();
SendGameAction(SocialActions.BuildTitleSet(seq, titleId));
}
public void SendAddFriend(string name)
{
uint seq = NextGameActionSequence();