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>
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7 changed files with 119 additions and 6 deletions
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@ -255,8 +255,10 @@ public sealed class GameRuntime
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// Secure trade (2026-08-14): third sibling J-owner —
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// session-scoped like fellowship (a disconnect closes the trade
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// server-side), clears at every generation reset.
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context.Trade = new RuntimeTradeState();
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// server-side), clears at every generation reset. Borrows the
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// canonical object table so staged items carry retail's
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// client-side trade state (SetTradeState @ 0x004CA801).
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context.Trade = new RuntimeTradeState(context.EntityObjects!.Objects);
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construction.Own(context.Trade);
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Fault(
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GameRuntimeConstructionPoint.TradeCreated,
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