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

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