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

@ -268,6 +268,19 @@ public interface IRuntimeCharacterCommands
/// production call sites — Apply, logout — pass <c>force = 0</c>).
/// </summary>
RuntimeCommandResult SaveOptions(RuntimeGenerationToken expectedGeneration);
/// <summary>
/// Retail <c>TitleSet (GameActionType 0x002C)</c> — sets the character's
/// display title (Campaign CT slice CT2, 2026-08-24;
/// <c>CM_Social::Event_SetDisplayCharacterTitle @0x006a5720</c>). Sends
/// only — no optimistic local mutation. The display title updates when
/// the server echoes <c>UpdateTitle (0x002B)</c> with
/// <c>setAsDisplay=true</c>, or the next <c>CharacterTitle (0x0029)</c>
/// table arrives, through <c>RuntimeCharacterState.Titles</c>.
/// </summary>
RuntimeCommandResult SetTitle(
RuntimeGenerationToken expectedGeneration,
uint titleId);
}
public enum RuntimeFriendCommandKind

View file

@ -42,7 +42,11 @@ public readonly record struct RuntimeCharacterSnapshot(
int ActiveEnchantmentCount,
int DesiredComponentCount,
int SkillCount,
uint SpellbookFilters);
uint SpellbookFilters,
// Campaign CT slice CT2 (2026-08-24): trailing/optional so every
// existing positional caller (GameRuntimeContractTests) compiles
// unchanged.
RuntimeCharacterTitleSnapshot Titles = default);
public readonly record struct RuntimeVitalSnapshot(
int Kind,

View file

@ -30,7 +30,18 @@ public readonly record struct RuntimeCharacterOwnershipSnapshot(
/// still set — the ledger exists precisely to catch state a reset must
/// clear but a value-only comparison would miss.
/// </summary>
bool OptionsAreClean = true)
bool OptionsAreClean = true,
/// <summary>
/// Campaign CT slice CT2 (2026-08-24): the earned-title set's count —
/// zero when <see cref="RuntimeCharacterState.Titles"/> has never
/// received a table and after every reset.
/// </summary>
int TitleCount = 0,
/// <summary>
/// CT2: <c>Titles.DisplayTitleId == 0</c> — the client-constructor
/// default (no display title id known yet).
/// </summary>
bool DisplayTitleIsDefault = true)
{
public bool IsConverged =>
IsDisposed
@ -47,7 +58,9 @@ public readonly record struct RuntimeCharacterOwnershipSnapshot(
&& OptionsAreDefaults
&& MovementSkillsAreReset
&& AutonomyIsDefault
&& OptionsAreClean;
&& OptionsAreClean
&& TitleCount == 0
&& DisplayTitleIsDefault;
}
/// <summary>
@ -104,6 +117,7 @@ public sealed class RuntimeCharacterState : IDisposable
LocalPlayer = new LocalPlayerState(Spellbook);
Options = new RuntimeCharacterOptionsState(timeProvider);
MovementSkills = new RuntimeMovementSkillState();
Titles = new RuntimeCharacterTitleState();
View = new CharacterView(this);
Spellbook.StateChanged += OnSpellbookChanged;
Spellbook.EnchantmentsChanged += OnEnchantmentsChangedForMovement;
@ -117,6 +131,11 @@ public sealed class RuntimeCharacterState : IDisposable
public LocalPlayerState LocalPlayer { get; }
public RuntimeCharacterOptionsState Options { get; }
public RuntimeMovementSkillState MovementSkills { get; }
/// <summary>Campaign CT slice CT2 (2026-08-24): earned titles + current
/// display title (retail's <c>CharacterTitleTable</c>). Id-only —
/// display-string resolution is an App-layer concern
/// (<c>CharacterTitleResolver</c>).</summary>
public RuntimeCharacterTitleState Titles { get; }
public IRuntimeCharacterView View { get; }
public bool IsDisposed => _disposed;
@ -232,7 +251,9 @@ public sealed class RuntimeCharacterState : IDisposable
&& _jumpSkillBase == -1
&& _movementSkillAugmentations == default,
AutonomyLevel == FullAutonomyLevel,
OptionsAreClean: !Options.IsDirty);
OptionsAreClean: !Options.IsDirty,
TitleCount: Titles.EarnedTitleIds.Count,
DisplayTitleIsDefault: Titles.DisplayTitleId == 0u);
}
/// <summary>
@ -445,6 +466,7 @@ public sealed class RuntimeCharacterState : IDisposable
_movementSkillAugmentations = default;
Volatile.Write(ref _autonomyLevel, FullAutonomyLevel);
Try(MovementSkills.ResetSession, ref failures);
Try(Titles.ResetSession, ref failures);
if (failures is not null)
{
throw new AggregateException(
@ -471,6 +493,7 @@ public sealed class RuntimeCharacterState : IDisposable
_movementSkillAugmentations = default;
Volatile.Write(ref _autonomyLevel, FullAutonomyLevel);
Try(MovementSkills.ResetSession, ref failures);
Try(Titles.ResetSession, ref failures);
}
finally
{
@ -526,7 +549,8 @@ public sealed class RuntimeCharacterState : IDisposable
owner.Spellbook.ActiveEnchantments.Count(),
owner.Spellbook.DesiredComponents.Count,
owner.LocalPlayer.Skills.Count,
owner.Spellbook.SpellbookFilters);
owner.Spellbook.SpellbookFilters,
owner.Titles.Snapshot);
public bool TryGetVital(int kind, out RuntimeVitalSnapshot vital)
{
@ -1189,3 +1213,125 @@ public sealed class RuntimeMovementSkillState
Interlocked.Increment(ref _revision);
}
}
public readonly record struct RuntimeCharacterTitleSnapshot(
uint DisplayTitleId,
int TitleCount,
long Revision);
/// <summary>
/// Campaign CT slice CT2 (2026-08-24): retail's <c>CharacterTitleTable</c>
/// (<c>mDisplayTitle</c> + <c>mTitleList</c>) ported into
/// <see cref="RuntimeCharacterState"/>'s existing options/movement-skill
/// sibling-owner shape. Two inbound wire events populate this: the full
/// table (<c>0x0029 CharacterTitle</c>, <see cref="ReplaceTable"/>) and the
/// incremental add/set-display notice (<c>0x002B UpdateTitle</c>,
/// <see cref="ApplyUpdateTitle"/>). Runtime stays id-only — display-string
/// resolution (EnumMapper -&gt; hash -&gt; StringTable,
/// <c>CharacterTitleTable::GetCharacterTitleFromID @0x005c6ed0</c>) is an
/// App-layer concern (<c>AcDream.App.UI.Layout.CharacterTitleResolver</c>),
/// matching this class's presentation-independent contract and the #368
/// headless-bot-observes-the-same-owner rule. Outbound
/// <c>TitleSet (0x002C)</c> never mutates this state locally — retail's own
/// <c>Event_SetDisplayCharacterTitle</c> send path touches no local field;
/// the display title changes only when the server echoes back
/// <c>UpdateTitle</c> (never re-add an optimistic write here — the CA
/// campaign lesson).
/// </summary>
public sealed class RuntimeCharacterTitleState
{
private readonly object _gate = new();
private readonly HashSet<uint> _earnedTitleIds = new();
private uint _displayTitleId;
private long _revision;
/// <summary>Fires after a full <c>0x0029 CharacterTitle</c> table replace.</summary>
public event Action? TableReplaced;
/// <summary>
/// Fires once per <c>0x002B UpdateTitle</c> arrival, UNCONDITIONALLY —
/// matches retail's own <c>SendNotice_AddCharacterTitle</c>, which
/// broadcasts regardless of whether the id was already in the earned
/// set. Carries the added title id.
/// </summary>
public event Action<uint>? TitleAdded;
/// <summary>
/// Fires whenever the display title id changes — from either a fresh
/// <c>0x0029</c> table (a differing seed) or an <c>0x002B</c> whose
/// <c>setAsDisplay</c> flag is set. Carries the NEW display title id.
/// </summary>
public event Action<uint>? DisplayTitleChanged;
public uint DisplayTitleId => Volatile.Read(ref _displayTitleId);
public long Revision => Interlocked.Read(ref _revision);
public IReadOnlyCollection<uint> EarnedTitleIds
{
get { lock (_gate) return _earnedTitleIds.ToArray(); }
}
public bool HasEarnedTitle(uint titleId)
{
lock (_gate) return _earnedTitleIds.Contains(titleId);
}
public RuntimeCharacterTitleSnapshot Snapshot
{
get
{
int count;
lock (_gate) count = _earnedTitleIds.Count;
return new RuntimeCharacterTitleSnapshot(DisplayTitleId, count, Revision);
}
}
/// <summary>
/// <c>0x0029 CharacterTitle</c> — a WHOLESALE authoritative replace
/// (retail's <c>CharacterTitleTable::UnPack</c> always rebuilds
/// <c>mTitleList</c> from scratch; there is no incremental-merge path
/// on this opcode).
/// </summary>
public void ReplaceTable(uint displayTitleId, IReadOnlyList<uint> titleIds)
{
ArgumentNullException.ThrowIfNull(titleIds);
lock (_gate)
{
_earnedTitleIds.Clear();
foreach (uint id in titleIds)
_earnedTitleIds.Add(id);
}
bool displayChanged = DisplayTitleId != displayTitleId;
Volatile.Write(ref _displayTitleId, displayTitleId);
Interlocked.Increment(ref _revision);
TableReplaced?.Invoke();
if (displayChanged)
DisplayTitleChanged?.Invoke(displayTitleId);
}
/// <summary>
/// <c>0x002B UpdateTitle</c> — retail's
/// <c>ClientUISystem::Handle_Social__AddOrSetCharacterTitle</c>: ALWAYS
/// add, and additionally set-display only when
/// <paramref name="setAsDisplay"/> is true.
/// </summary>
public void ApplyUpdateTitle(uint titleId, bool setAsDisplay)
{
lock (_gate) _earnedTitleIds.Add(titleId);
Interlocked.Increment(ref _revision);
TitleAdded?.Invoke(titleId);
if (setAsDisplay)
{
Volatile.Write(ref _displayTitleId, titleId);
Interlocked.Increment(ref _revision);
DisplayTitleChanged?.Invoke(titleId);
}
}
public void ResetSession()
{
lock (_gate) _earnedTitleIds.Clear();
Volatile.Write(ref _displayTitleId, 0u);
Interlocked.Increment(ref _revision);
}
}

View file

@ -723,6 +723,33 @@ public sealed class DirectGameRuntimeCommandAdapter
RuntimeCommandStatus.Accepted);
}
public RuntimeCommandResult SetTitle(
RuntimeGenerationToken expectedGeneration,
uint titleId)
{
RuntimeCommandStatus gate =
Validate(expectedGeneration, out WorldSession? session);
if (gate != RuntimeCommandStatus.Accepted)
return Result(gate);
if (titleId == 0u)
{
return EmitResult(
RuntimeCommandDomain.Character,
operation: 6,
RuntimeCommandStatus.Rejected);
}
// CT2: NO optimistic local mutation — retail's own
// Event_SetDisplayCharacterTitle send path touches no local state;
// RuntimeCharacterState.Titles.DisplayTitleId updates only when the
// server echoes UpdateTitle (0x002B) with setAsDisplay=true.
session!.SendSetTitle(titleId);
return EmitResult(
RuntimeCommandDomain.Character,
operation: 6,
RuntimeCommandStatus.Accepted,
titleId);
}
public RuntimeCommandResult Execute(
RuntimeGenerationToken expectedGeneration,
in RuntimeFriendCommand command)

View file

@ -345,7 +345,16 @@ public sealed class LiveSessionEventRouter : ILiveSessionEventRouting
: null,
onContractUpdate: social.Contracts is { } contractUpdate
? contractUpdate.ApplyUpdate
: null));
: null,
// Campaign CT slice CT2 (2026-08-24): RuntimeCharacterState.
// Titles is a required child of the required `character.
// Character` owner (not an optional sibling like Fellowship/
// Allegiance/Trade/House above), so these are wired
// unconditionally.
onCharacterTitleTable: (displayTitleId, titleIds) =>
character.Character.Titles.ReplaceTable(displayTitleId, titleIds),
onUpdateTitle: (titleId, setAsDisplay) =>
character.Character.Titles.ApplyUpdateTitle(titleId, setAsDisplay)));
ConstructionCheckpoint();
// Campaign P Slice P1 (2026-07-30): burden recompute triggers —