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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using System;
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using AcDream.Core.Net.Messages;
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using Xunit;
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namespace AcDream.Core.Net.Tests.Messages;
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/// <summary>
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/// Campaign CT slice CT2 (2026-08-24): golden-vector round-trip tests for
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/// the two character-title S→C parsers added to <see cref="GameEvents"/>.
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/// Fixtures are built with <see cref="AceWireWriter"/> (the ACE-mirror
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/// writer) so a pass proves agreement with ACE's own
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/// <c>GameEventCharacterTitle.cs</c> / <c>GameEventUpdateTitle.cs</c>
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/// writer shapes, not just with itself.
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/// </summary>
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public sealed class CharacterTitleEventsTests
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{
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// ── 0x0029 CharacterTitle ────────────────────────────────────────────
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[Fact]
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public void ParseCharacterTitleTable_RoundTrips_DiscardsLeadingVersionTag()
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{
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byte[] wire = new AceWireWriter()
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.Write(1u) // ACE's literal pack-version tag — must be discarded
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.Write(13u) // displayTitleId
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.Write(3u) // count
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.Write(1u)
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.Write(5u)
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.Write(13u)
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.ToArray();
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GameEvents.CharacterTitleTable? table = GameEvents.ParseCharacterTitleTable(wire);
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Assert.NotNull(table);
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Assert.Equal(13u, table!.Value.DisplayTitleId);
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Assert.Equal(new uint[] { 1u, 5u, 13u }, table.Value.TitleIds);
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}
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[Fact]
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public void ParseCharacterTitleTable_IgnoresNonOneLeadingTag()
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{
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// Retail's own UnPack never reads the leading dword into any field —
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// it is advanced past unconditionally. A hostile/odd server value
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// there must not change the parse outcome.
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byte[] wire = new AceWireWriter()
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.Write(0xDEADBEEFu)
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.Write(7u)
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.Write(0u) // empty title list
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.ToArray();
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GameEvents.CharacterTitleTable? table = GameEvents.ParseCharacterTitleTable(wire);
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Assert.NotNull(table);
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Assert.Equal(7u, table!.Value.DisplayTitleId);
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Assert.Empty(table.Value.TitleIds);
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}
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[Fact]
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public void ParseCharacterTitleTable_EmptyTitleList_RoundTrips()
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{
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byte[] wire = new AceWireWriter()
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.Write(1u)
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.Write(0u) // displayTitleId — no display title yet
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.Write(0u) // count
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.ToArray();
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GameEvents.CharacterTitleTable? table = GameEvents.ParseCharacterTitleTable(wire);
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Assert.NotNull(table);
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Assert.Equal(0u, table!.Value.DisplayTitleId);
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Assert.Empty(table.Value.TitleIds);
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}
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[Theory]
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[InlineData(0)] // empty payload
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[InlineData(4)] // only the leading tag
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[InlineData(8)] // leading tag + displayTitleId, missing count
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public void ParseCharacterTitleTable_TruncatedHeader_ReturnsNull(int length)
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{
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byte[] wire = new byte[length];
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Assert.Null(GameEvents.ParseCharacterTitleTable(wire));
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}
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[Fact]
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public void ParseCharacterTitleTable_CountExceedsAvailableTitleIds_ReturnsNull()
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{
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byte[] wire = new AceWireWriter()
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.Write(1u)
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.Write(1u)
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.Write(2u) // count says 2 title ids follow
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.Write(1u) // only 1 is actually present
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.ToArray();
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Assert.Null(GameEvents.ParseCharacterTitleTable(wire));
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}
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// ── 0x002B UpdateTitle ───────────────────────────────────────────────
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[Theory]
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[InlineData(0u, false)]
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[InlineData(13u, true)]
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public void ParseUpdateTitle_RoundTrips(uint titleId, bool setAsDisplay)
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{
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byte[] wire = new AceWireWriter()
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.Write(titleId)
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.Write(setAsDisplay ? 1u : 0u)
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.ToArray();
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GameEvents.UpdateTitle? update = GameEvents.ParseUpdateTitle(wire);
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Assert.NotNull(update);
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Assert.Equal(titleId, update!.Value.TitleId);
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Assert.Equal(setAsDisplay, update.Value.SetAsDisplay);
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}
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[Fact]
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public void ParseUpdateTitle_NonZeroSetAsDisplay_IsTrue()
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{
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// ACE writes Convert.ToUInt32(bool) (always 0 or 1), but retail's own
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// dispatch reads `!= 0`, not `== 1` — a non-1 truthy value must still
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// resolve true.
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byte[] wire = new AceWireWriter().Write(5u).Write(0xFFu).ToArray();
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GameEvents.UpdateTitle? update = GameEvents.ParseUpdateTitle(wire);
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Assert.NotNull(update);
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Assert.True(update!.Value.SetAsDisplay);
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}
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[Theory]
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[InlineData(0)]
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[InlineData(4)] // only titleId, missing setAsDisplay
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public void ParseUpdateTitle_Truncated_ReturnsNull(int length)
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{
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byte[] wire = new byte[length];
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Assert.Null(GameEvents.ParseUpdateTitle(wire));
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}
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}
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@ -378,4 +378,31 @@ public sealed class SocialActionsTests
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Assert.Contains((0x68000002u, 3u), parsed.Value.DesiredComps);
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Assert.Contains((0x68000003u, 7u), parsed.Value.DesiredComps);
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}
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// ── Campaign CT slice CT2 (2026-08-24): TitleSet (0x002C) ────────────────
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[Fact]
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public void BuildTitleSet_GoldenByteVector()
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{
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byte[] body = SocialActions.BuildTitleSet(seq: 7, titleId: 13u);
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byte[] expected =
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[
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0xB1, 0xF7, 0x00, 0x00, // envelope 0xF7B1
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0x07, 0x00, 0x00, 0x00, // seq 7
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0x2C, 0x00, 0x00, 0x00, // opcode 0x002C TitleSet
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0x0D, 0x00, 0x00, 0x00, // titleId 13
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];
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Assert.Equal(expected, body);
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}
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[Fact]
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public void BuildTitleSet_HasOpcodeAndTitleId()
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{
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byte[] body = SocialActions.BuildTitleSet(seq: 1, titleId: 0xBEEFu);
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Assert.Equal(SocialActions.TitleSetOpcode,
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BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(8)));
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Assert.Equal(0xBEEFu,
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BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(12)));
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}
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}
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