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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@ -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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