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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@ -268,6 +268,19 @@ public interface IRuntimeCharacterCommands
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/// production call sites — Apply, logout — pass <c>force = 0</c>).
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/// </summary>
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RuntimeCommandResult SaveOptions(RuntimeGenerationToken expectedGeneration);
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/// <summary>
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/// Retail <c>TitleSet (GameActionType 0x002C)</c> — sets the character's
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/// display title (Campaign CT slice CT2, 2026-08-24;
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/// <c>CM_Social::Event_SetDisplayCharacterTitle @0x006a5720</c>). Sends
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/// only — no optimistic local mutation. The display title updates when
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/// the server echoes <c>UpdateTitle (0x002B)</c> with
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/// <c>setAsDisplay=true</c>, or the next <c>CharacterTitle (0x0029)</c>
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/// table arrives, through <c>RuntimeCharacterState.Titles</c>.
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/// </summary>
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RuntimeCommandResult SetTitle(
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RuntimeGenerationToken expectedGeneration,
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uint titleId);
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}
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public enum RuntimeFriendCommandKind
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@ -42,7 +42,11 @@ public readonly record struct RuntimeCharacterSnapshot(
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int ActiveEnchantmentCount,
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int DesiredComponentCount,
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int SkillCount,
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uint SpellbookFilters);
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uint SpellbookFilters,
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// Campaign CT slice CT2 (2026-08-24): trailing/optional so every
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// existing positional caller (GameRuntimeContractTests) compiles
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// unchanged.
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RuntimeCharacterTitleSnapshot Titles = default);
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public readonly record struct RuntimeVitalSnapshot(
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int Kind,
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@ -30,7 +30,18 @@ public readonly record struct RuntimeCharacterOwnershipSnapshot(
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/// still set — the ledger exists precisely to catch state a reset must
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/// clear but a value-only comparison would miss.
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/// </summary>
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bool OptionsAreClean = true)
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bool OptionsAreClean = true,
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/// <summary>
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/// Campaign CT slice CT2 (2026-08-24): the earned-title set's count —
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/// zero when <see cref="RuntimeCharacterState.Titles"/> has never
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/// received a table and after every reset.
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/// </summary>
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int TitleCount = 0,
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/// <summary>
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/// CT2: <c>Titles.DisplayTitleId == 0</c> — the client-constructor
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/// default (no display title id known yet).
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/// </summary>
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bool DisplayTitleIsDefault = true)
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{
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public bool IsConverged =>
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IsDisposed
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@ -47,7 +58,9 @@ public readonly record struct RuntimeCharacterOwnershipSnapshot(
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&& OptionsAreDefaults
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&& MovementSkillsAreReset
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&& AutonomyIsDefault
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&& OptionsAreClean;
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&& OptionsAreClean
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&& TitleCount == 0
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&& DisplayTitleIsDefault;
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}
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/// <summary>
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@ -104,6 +117,7 @@ public sealed class RuntimeCharacterState : IDisposable
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LocalPlayer = new LocalPlayerState(Spellbook);
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Options = new RuntimeCharacterOptionsState(timeProvider);
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MovementSkills = new RuntimeMovementSkillState();
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Titles = new RuntimeCharacterTitleState();
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View = new CharacterView(this);
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Spellbook.StateChanged += OnSpellbookChanged;
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Spellbook.EnchantmentsChanged += OnEnchantmentsChangedForMovement;
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@ -117,6 +131,11 @@ public sealed class RuntimeCharacterState : IDisposable
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public LocalPlayerState LocalPlayer { get; }
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public RuntimeCharacterOptionsState Options { get; }
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public RuntimeMovementSkillState MovementSkills { get; }
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/// <summary>Campaign CT slice CT2 (2026-08-24): earned titles + current
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/// display title (retail's <c>CharacterTitleTable</c>). Id-only —
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/// display-string resolution is an App-layer concern
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/// (<c>CharacterTitleResolver</c>).</summary>
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public RuntimeCharacterTitleState Titles { get; }
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public IRuntimeCharacterView View { get; }
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public bool IsDisposed => _disposed;
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@ -232,7 +251,9 @@ public sealed class RuntimeCharacterState : IDisposable
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&& _jumpSkillBase == -1
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&& _movementSkillAugmentations == default,
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AutonomyLevel == FullAutonomyLevel,
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OptionsAreClean: !Options.IsDirty);
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OptionsAreClean: !Options.IsDirty,
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TitleCount: Titles.EarnedTitleIds.Count,
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DisplayTitleIsDefault: Titles.DisplayTitleId == 0u);
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}
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/// <summary>
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@ -445,6 +466,7 @@ public sealed class RuntimeCharacterState : IDisposable
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_movementSkillAugmentations = default;
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Volatile.Write(ref _autonomyLevel, FullAutonomyLevel);
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Try(MovementSkills.ResetSession, ref failures);
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Try(Titles.ResetSession, ref failures);
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if (failures is not null)
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{
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throw new AggregateException(
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@ -471,6 +493,7 @@ public sealed class RuntimeCharacterState : IDisposable
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_movementSkillAugmentations = default;
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Volatile.Write(ref _autonomyLevel, FullAutonomyLevel);
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Try(MovementSkills.ResetSession, ref failures);
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Try(Titles.ResetSession, ref failures);
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}
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finally
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{
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@ -526,7 +549,8 @@ public sealed class RuntimeCharacterState : IDisposable
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owner.Spellbook.ActiveEnchantments.Count(),
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owner.Spellbook.DesiredComponents.Count,
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owner.LocalPlayer.Skills.Count,
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owner.Spellbook.SpellbookFilters);
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owner.Spellbook.SpellbookFilters,
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owner.Titles.Snapshot);
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public bool TryGetVital(int kind, out RuntimeVitalSnapshot vital)
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{
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@ -1189,3 +1213,125 @@ public sealed class RuntimeMovementSkillState
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Interlocked.Increment(ref _revision);
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}
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}
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public readonly record struct RuntimeCharacterTitleSnapshot(
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uint DisplayTitleId,
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int TitleCount,
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long Revision);
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/// <summary>
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/// Campaign CT slice CT2 (2026-08-24): retail's <c>CharacterTitleTable</c>
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/// (<c>mDisplayTitle</c> + <c>mTitleList</c>) ported into
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/// <see cref="RuntimeCharacterState"/>'s existing options/movement-skill
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/// sibling-owner shape. Two inbound wire events populate this: the full
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/// table (<c>0x0029 CharacterTitle</c>, <see cref="ReplaceTable"/>) and the
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/// incremental add/set-display notice (<c>0x002B UpdateTitle</c>,
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/// <see cref="ApplyUpdateTitle"/>). Runtime stays id-only — display-string
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/// resolution (EnumMapper -> hash -> StringTable,
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/// <c>CharacterTitleTable::GetCharacterTitleFromID @0x005c6ed0</c>) is an
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/// App-layer concern (<c>AcDream.App.UI.Layout.CharacterTitleResolver</c>),
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/// matching this class's presentation-independent contract and the #368
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/// headless-bot-observes-the-same-owner rule. Outbound
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/// <c>TitleSet (0x002C)</c> never mutates this state locally — retail's own
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/// <c>Event_SetDisplayCharacterTitle</c> send path touches no local field;
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/// the display title changes only when the server echoes back
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/// <c>UpdateTitle</c> (never re-add an optimistic write here — the CA
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/// campaign lesson).
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/// </summary>
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public sealed class RuntimeCharacterTitleState
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{
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private readonly object _gate = new();
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private readonly HashSet<uint> _earnedTitleIds = new();
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private uint _displayTitleId;
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private long _revision;
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/// <summary>Fires after a full <c>0x0029 CharacterTitle</c> table replace.</summary>
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public event Action? TableReplaced;
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/// <summary>
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/// Fires once per <c>0x002B UpdateTitle</c> arrival, UNCONDITIONALLY —
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/// matches retail's own <c>SendNotice_AddCharacterTitle</c>, which
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/// broadcasts regardless of whether the id was already in the earned
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/// set. Carries the added title id.
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/// </summary>
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public event Action<uint>? TitleAdded;
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/// <summary>
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/// Fires whenever the display title id changes — from either a fresh
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/// <c>0x0029</c> table (a differing seed) or an <c>0x002B</c> whose
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/// <c>setAsDisplay</c> flag is set. Carries the NEW display title id.
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/// </summary>
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public event Action<uint>? DisplayTitleChanged;
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public uint DisplayTitleId => Volatile.Read(ref _displayTitleId);
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public long Revision => Interlocked.Read(ref _revision);
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public IReadOnlyCollection<uint> EarnedTitleIds
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{
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get { lock (_gate) return _earnedTitleIds.ToArray(); }
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}
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public bool HasEarnedTitle(uint titleId)
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{
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lock (_gate) return _earnedTitleIds.Contains(titleId);
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}
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public RuntimeCharacterTitleSnapshot Snapshot
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{
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get
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{
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int count;
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lock (_gate) count = _earnedTitleIds.Count;
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return new RuntimeCharacterTitleSnapshot(DisplayTitleId, count, Revision);
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}
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}
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/// <summary>
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/// <c>0x0029 CharacterTitle</c> — a WHOLESALE authoritative replace
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/// (retail's <c>CharacterTitleTable::UnPack</c> always rebuilds
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/// <c>mTitleList</c> from scratch; there is no incremental-merge path
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/// on this opcode).
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/// </summary>
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public void ReplaceTable(uint displayTitleId, IReadOnlyList<uint> titleIds)
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{
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ArgumentNullException.ThrowIfNull(titleIds);
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lock (_gate)
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{
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_earnedTitleIds.Clear();
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foreach (uint id in titleIds)
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_earnedTitleIds.Add(id);
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}
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bool displayChanged = DisplayTitleId != displayTitleId;
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Volatile.Write(ref _displayTitleId, displayTitleId);
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Interlocked.Increment(ref _revision);
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TableReplaced?.Invoke();
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if (displayChanged)
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DisplayTitleChanged?.Invoke(displayTitleId);
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}
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/// <summary>
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/// <c>0x002B UpdateTitle</c> — retail's
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/// <c>ClientUISystem::Handle_Social__AddOrSetCharacterTitle</c>: ALWAYS
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/// add, and additionally set-display only when
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/// <paramref name="setAsDisplay"/> is true.
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/// </summary>
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public void ApplyUpdateTitle(uint titleId, bool setAsDisplay)
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{
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lock (_gate) _earnedTitleIds.Add(titleId);
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Interlocked.Increment(ref _revision);
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TitleAdded?.Invoke(titleId);
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if (setAsDisplay)
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{
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Volatile.Write(ref _displayTitleId, titleId);
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Interlocked.Increment(ref _revision);
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DisplayTitleChanged?.Invoke(titleId);
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}
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}
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public void ResetSession()
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{
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lock (_gate) _earnedTitleIds.Clear();
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Volatile.Write(ref _displayTitleId, 0u);
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Interlocked.Increment(ref _revision);
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}
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}
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@ -723,6 +723,33 @@ public sealed class DirectGameRuntimeCommandAdapter
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RuntimeCommandStatus.Accepted);
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}
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public RuntimeCommandResult SetTitle(
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RuntimeGenerationToken expectedGeneration,
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uint titleId)
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{
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RuntimeCommandStatus gate =
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Validate(expectedGeneration, out WorldSession? session);
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if (gate != RuntimeCommandStatus.Accepted)
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return Result(gate);
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if (titleId == 0u)
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{
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return EmitResult(
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RuntimeCommandDomain.Character,
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operation: 6,
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RuntimeCommandStatus.Rejected);
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}
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// CT2: NO optimistic local mutation — retail's own
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// Event_SetDisplayCharacterTitle send path touches no local state;
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// RuntimeCharacterState.Titles.DisplayTitleId updates only when the
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// server echoes UpdateTitle (0x002B) with setAsDisplay=true.
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session!.SendSetTitle(titleId);
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return EmitResult(
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RuntimeCommandDomain.Character,
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operation: 6,
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RuntimeCommandStatus.Accepted,
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titleId);
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}
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public RuntimeCommandResult Execute(
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RuntimeGenerationToken expectedGeneration,
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in RuntimeFriendCommand command)
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@ -345,7 +345,16 @@ public sealed class LiveSessionEventRouter : ILiveSessionEventRouting
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: null,
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onContractUpdate: social.Contracts is { } contractUpdate
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? contractUpdate.ApplyUpdate
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: null));
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: null,
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// Campaign CT slice CT2 (2026-08-24): RuntimeCharacterState.
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// Titles is a required child of the required `character.
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// Character` owner (not an optional sibling like Fellowship/
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// Allegiance/Trade/House above), so these are wired
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// unconditionally.
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onCharacterTitleTable: (displayTitleId, titleIds) =>
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character.Character.Titles.ReplaceTable(displayTitleId, titleIds),
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onUpdateTitle: (titleId, setAsDisplay) =>
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character.Character.Titles.ApplyUpdateTitle(titleId, setAsDisplay)));
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ConstructionCheckpoint();
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// Campaign P Slice P1 (2026-07-30): burden recompute triggers —
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