feat(journal): QJ3/QJ4/QJ5 — both remaining tabs are live

The Journal panel now has all three tabs working: contracts from the server,
and a per-character notebook with its searchable index.

Two ported details that a reimplementation would get wrong in a way nobody
notices until they lose work:

Every navigation button commits the current page FIRST. Retail's
ListenToElementMessage @0x004968D0 calls SaveThisPage on the way out of all
five of them, which is why paging away never eats what you just typed. And the
file is written when the notes page is HIDDEN, not only at exit — a crash then
costs at most the page in front of you.

The search is CASE-SENSITIVE across label, title and notes: retail compares
with wcsstr and lowercases neither side. Making it insensitive would be
friendlier and would be a divergence, so it is ported as-is with a test naming
the reason. The double-click window is a full SECOND (m_LastClickTime + 1.0,
@0x00493158) rather than the 500 ms the item-interaction path uses, and firing
it clears the tracker so a third click does not re-open.

Two unlabelled buttons on the notes page turned out to be prev/next: retail
switches on (idElement - 0x10000565), which names them without a caption. The
running-timer readout is authored at the same x as the three day/hour/minute
boxes, so the strip is one or the other — that overlap is the data form of
ShowEditableTimer versus ShowRunningTimer, not a layout bug.

DeltaTimeToString moved out of the contract code into AcDream.Core.Ui. It is
ClientUISystem's, not gmContractsUI's — the journal timer and the contract
repeat countdown both call it, and it only lived under Quests because that was
its first caller. A bridge class to reach it across features would have been
the wrong answer to the same observation.

The journal file lives in the client's data directory rather than beside the
executable, for the same reason the chat log does. Register QJ-1.

Campaign QJ slices 3, 4 and 5 of 5 — code-complete, connected gate owed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-21 15:42:05 +02:00
parent 536d17456d
commit c5cc8ae5fc
15 changed files with 1380 additions and 76 deletions

View file

@ -496,6 +496,7 @@ equivalence argument (promote to AD/AP) or a fix.
| CT-4 | A media `Jump`/`State` step with a probability below 1 FALLS THROUGH rather than branching; retail rolls for it | `src/AcDream.App/UI/Layout/UiMediaSequence.cs` (`Sample`) | The roll's distribution and its re-roll cadence (per visit? per state entry?) are not in the decomp. Falling through is the conservative direction: a sequence that ends early stops animating, where treating it as certain would animate forever and could pin a state that never hands off | A probabilistic sequence plays its deterministic tail instead of its branch. The chat indicator authors p=1 throughout, so it is exact there | `MediaDescJump{Probability}` / `MediaDescState{Probability}` in the LayoutDesc dat |
| CT-5 | A bare `@log` filename lands in the client's own log directory (`ApplicationPathSet.LogsDirectory`), not the install directory retail names ("a log file named Aclog.txt in your Asheron's Call directory"). Rooted paths are honoured verbatim, as retail's `fopen` would | `src/AcDream.App/Net/LiveSessionRuntimeFactory.cs` (`_chatLogDirectory`); `src/AcDream.Core/Chat/ChatSessionLog.cs` | acdream's launcher replaces the install directory atomically on update, so a log written there is wiped by the next update or blocks it outright. Retail had no updater with that property. The client's own data directory is the equivalent that survives | A player following retail-era instructions looks for the file next to the executable and does not find it. The `/log` reply names the file, not the directory, so the path is discoverable only from this row and the code | `ClientCommunicationSystem::StartCopyOutputToFile @0x0057C8A0`; help text at `DoSetOutputHelp @0x0057A950` |
| CT-6 | The `@log` file records the composed line WITHOUT retail's inline text-tag markup. Retail's `fprintf` runs before glyph parsing, so its logs contain literal `<Tell:IIDString:…>` markers around tagged names | `src/AcDream.App/UI/ChatTranscriptLogWriter.cs` | acdream never puts markup in the line: `ChatVM` carries tags as SPANS beside the text (CT-A2/A3), so there is no markup at that seam to preserve. Reconstructing it purely to write it to a file would be inventing a string the client does not otherwise produce | A log diffed against a retail-era log differs on tagged lines — acdream's are the clean ones. No in-client effect | `ClientSystem::AddTextToScroll` write at `@0x00563E5B`, upstream of `UIElement_Text::InqGlyphs @0x00468EA0` |
| QJ-1 | The per-character journal file lives in the client's own data directory (`{data}/journal/Journal-{server}-{character}.txt`), not beside the executable where retail's sits | `src/AcDream.App/UI/JournalPersistence.cs`; path composed in `InteractionRetainedUiComposition` | Identical reasoning to CT-5: acdream's launcher replaces the install directory atomically on update, so a journal written there is destroyed by the next update. The file NAME follows retail's own `"%s%s-%s-%s.txt"` pattern exactly | A player migrating a retail journal must copy the file rather than find it picked up in place. No in-client effect | `gmJournalUI::LoadPages @0x00496AC0` / `SavePages @0x00497270` |
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