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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@ -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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