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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@ -1,3 +1,4 @@
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using System.Buffers.Binary;
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using System.Net;
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using AcDream.Core.Combat;
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using AcDream.Core.Items;
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@ -345,6 +346,69 @@ public sealed class DirectGameRuntimeCommandAdapterTests
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runtime.Dispose();
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}
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// ── Campaign CT slice CT2 (2026-08-24): SetTitle (TitleSet 0x002C) ───
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[Fact]
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public void SetTitle_SendsTheWireActionWithoutAnyLocalMutation()
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{
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(GameRuntime runtime, DirectGameRuntimeCommandAdapter adapter, FixtureSessionOperations operations) =
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CreateStartedHarness();
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var gameActions = new List<byte[]>();
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operations.Sessions[^1].GameActionCapture = body => gameActions.Add(body);
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RuntimeCommandResult result = adapter.Character.SetTitle(
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runtime.Generation,
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titleId: 13u);
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Assert.True(result.Accepted);
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Assert.Single(gameActions);
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byte[] sent = gameActions[0];
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Assert.Equal(
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SocialActions.TitleSetOpcode,
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BinaryPrimitives.ReadUInt32LittleEndian(sent.AsSpan(8)));
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Assert.Equal(13u, BinaryPrimitives.ReadUInt32LittleEndian(sent.AsSpan(12)));
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// CA-lesson: NO optimistic local mutation. RuntimeCharacterState.
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// Titles only updates from the server's own echo (0x002B/0x0029).
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Assert.Equal(0u, runtime.CharacterOwner.Titles.DisplayTitleId);
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Assert.Empty(runtime.CharacterOwner.Titles.EarnedTitleIds);
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runtime.Dispose();
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}
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[Fact]
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public void SetTitle_ZeroTitleId_RejectsWithoutSendingAnything()
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{
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(GameRuntime runtime, DirectGameRuntimeCommandAdapter adapter, FixtureSessionOperations operations) =
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CreateStartedHarness();
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var gameActions = new List<byte[]>();
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operations.Sessions[^1].GameActionCapture = body => gameActions.Add(body);
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RuntimeCommandResult result = adapter.Character.SetTitle(
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runtime.Generation,
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titleId: 0u);
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Assert.Equal(RuntimeCommandStatus.Rejected, result.Status);
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Assert.Empty(gameActions);
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runtime.Dispose();
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}
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[Fact]
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public void SetTitle_StaleGeneration_RejectsWithoutSendingAnything()
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{
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(GameRuntime runtime, DirectGameRuntimeCommandAdapter adapter, FixtureSessionOperations operations) =
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CreateStartedHarness();
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var gameActions = new List<byte[]>();
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operations.Sessions[^1].GameActionCapture = body => gameActions.Add(body);
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RuntimeGenerationToken stale = runtime.Generation;
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_ = adapter.Session.Reconnect(runtime.Generation);
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RuntimeCommandResult result = adapter.Character.SetTitle(stale, titleId: 13u);
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Assert.Equal(RuntimeCommandStatus.StaleGeneration, result.Status);
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Assert.Empty(gameActions);
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runtime.Dispose();
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}
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[Fact]
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public void SaveOptions_FlushesTheDirtyBlobThenNoOpsWhenClean()
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{
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