fix: trade gate round 4 - "The trade has been cancelled." + retail's

staged-item trading marker

- Cancel text: ClientTradeSystem::Handle_Trade__Recv_CloseTrade
  @0x0056DE30 shows "The trade has been cancelled." UNCONDITIONALLY
  (every close reason) as 0x1A ClientLocal - the yellow top-center
  SpewBox line. Wired at the router's onTradeClose beside ApplyClose;
  the string lives in ClientTextRefusals with its citation.
- Staged-item marker: retail's mechanism decoded end-to-end - the
  UIItem prototype (catalog 0x21000037) authors overlay child
  0x10000438 (sprite 0x06001DAE, the green frame + corner trade icon),
  bound @0x004E18FC and SetVisible(tradeState != 0) @0x004E2420;
  gmSecureTradeUI::AddItem @0x004CA801 sets
  ACCWeenieObject::SetTradeState(1) on YOUR staged items. Ported as:
  UiItemSlot.ShowTradeOverlay + TradeOverlaySprite (drawn over the
  icon), set on the trade window's self-grid cells; and
  RuntimeTradeState now borrows the canonical object table and
  maintains ClientObject.TradeState (1 at stage, 0 at remove/failure/
  reset/close/clear) - which also brings the ALREADY-PORTED placement
  policy's "You cannot move an item while it is being traded" refusal
  to life (its input field previously had no live producer).

Runtime 1,626, App 4,992/3 - green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-14 12:45:10 +02:00
parent ffc73f80bf
commit be3e617a2b
7 changed files with 119 additions and 6 deletions

View file

@ -255,8 +255,10 @@ public sealed class GameRuntime
// Secure trade (2026-08-14): third sibling J-owner —
// session-scoped like fellowship (a disconnect closes the trade
// server-side), clears at every generation reset.
context.Trade = new RuntimeTradeState();
// server-side), clears at every generation reset. Borrows the
// canonical object table so staged items carry retail's
// client-side trade state (SetTradeState @ 0x004CA801).
context.Trade = new RuntimeTradeState(context.EntityObjects!.Objects);
construction.Own(context.Trade);
Fault(
GameRuntimeConstructionPoint.TradeCreated,

View file

@ -60,6 +60,7 @@ public interface IRuntimeTradeView
public sealed class RuntimeTradeState : IDisposable
{
private readonly object _gate = new();
private readonly AcDream.Core.Items.ClientObjectTable? _objects;
private readonly List<uint> _selfItems = [];
private readonly List<uint> _partnerItems = [];
private bool _isOpen;
@ -71,7 +72,17 @@ public sealed class RuntimeTradeState : IDisposable
private long _revision;
private bool _disposed;
public RuntimeTradeState() => View = new TradeView(this);
/// <summary>Borrows the canonical object table (optional for bare
/// fixtures) so YOUR staged items carry retail's client-side trade
/// state — <c>ACCWeenieObject::SetTradeState(1) @ 0x004CA801</c> at
/// stage, cleared on remove/failure/reset/close. The existing placement
/// policy's "You cannot move an item while it is being traded" reads
/// this exact field.</summary>
public RuntimeTradeState(AcDream.Core.Items.ClientObjectTable? objects = null)
{
_objects = objects;
View = new TradeView(this);
}
public IRuntimeTradeView View { get; }
@ -133,6 +144,8 @@ public sealed class RuntimeTradeState : IDisposable
: _selfItems;
if (!items.Contains(update.ItemGuid))
items.Add(update.ItemGuid);
if (update.Side != (uint)RuntimeTradeSide.Partner)
SetTradeState(update.ItemGuid, 1);
// Staging changes invalidate prior acceptance server-side (ACE
// re-arms via ClearTradeAcceptance; mirrored defensively here so
// a dropped 0x0208 cannot leave a stale green check).
@ -153,7 +166,11 @@ public sealed class RuntimeTradeState : IDisposable
if (!_isOpen) return;
bool removed = _selfItems.Remove(update.ItemGuid);
removed |= _partnerItems.Remove(update.ItemGuid);
if (removed) Bump();
if (removed)
{
SetTradeState(update.ItemGuid, 0);
Bump();
}
}
}
@ -193,6 +210,7 @@ public sealed class RuntimeTradeState : IDisposable
{
ObjectDisposedException.ThrowIf(_disposed, this);
if (!_isOpen) return;
ClearSelfTradeStates();
_selfItems.Clear();
_partnerItems.Clear();
_selfAccepted = false;
@ -212,6 +230,7 @@ public sealed class RuntimeTradeState : IDisposable
if (!_isOpen) return;
_selfItems.Remove(failure.ItemGuid);
_partnerItems.Remove(failure.ItemGuid);
SetTradeState(failure.ItemGuid, 0);
_lastFailureItemGuid = failure.ItemGuid;
_lastFailureReason = failure.Reason;
Bump();
@ -260,6 +279,21 @@ public sealed class RuntimeTradeState : IDisposable
}
}
/// <summary>Retail clears the client-side trade state on every staged
/// item at reset/close (<c>Trade::Reset</c> tail — the same lifecycle
/// gmSalvageUI::ClearAllTradeStates mirrors for its lists).</summary>
private void ClearSelfTradeStates()
{
foreach (uint guid in _selfItems)
SetTradeState(guid, 0);
}
private void SetTradeState(uint itemGuid, int state)
{
if (_objects?.Get(itemGuid) is { } item)
item.TradeState = state;
}
private void ClearLocked()
{
bool changed = _isOpen
@ -267,6 +301,7 @@ public sealed class RuntimeTradeState : IDisposable
|| _partnerItems.Count != 0
|| _selfAccepted
|| _partnerAccepted;
ClearSelfTradeStates();
_isOpen = false;
_partnerGuid = 0u;
_selfItems.Clear();

View file

@ -292,7 +292,15 @@ public sealed class LiveSessionEventRouter : ILiveSessionEventRouting
? update => tradeRegister.ApplyRegister(update, inventory.PlayerGuid())
: null,
onTradeClose: social.Trade is { } tradeClose
? _ => tradeClose.ApplyClose()
? _ =>
{
tradeClose.ApplyClose();
// Handle_Trade__Recv_CloseTrade @ 0x0056DE30 shows
// this on EVERY close reason, 0x1A ClientLocal.
social.AddText?.Invoke(
AcDream.Core.Chat.ClientTextRefusals.TradeCancelled,
RetailLogTextType.ClientLocal);
}
: null,
onTradeAdd: social.Trade is { } tradeAdd
? tradeAdd.ApplyAdd