diff --git a/docs/architecture/retail-divergence-register.md b/docs/architecture/retail-divergence-register.md index 9f1ad051..cc6a59fb 100644 --- a/docs/architecture/retail-divergence-register.md +++ b/docs/architecture/retail-divergence-register.md @@ -170,7 +170,7 @@ readiness/requeue adaptation. See --- -## 3. Documented approximation (AP) — 111 active rows (AP-160 filed 2026-08-07 at Slice 5.3 — the client-local vendor-panel distance watcher closes on plain 3D center distance instead of retail/ACE's cylinder-gap distance, because Runtime has no per-entity collision radius/height source outside the App-layer's Setup-cylinder resolver. AP-158 RETIRED 2026-08-06 by the #333 fix, closing #337 — the `maxReach` distance pre-filter is DELETED rather than re-centred, because retail has none: `CObjCell::find_obj_collisions` @0x0052b750 walks the cell's shadow list and calls `CPhysicsObj::FindObjCollisions` unconditionally. The row's predicted symptom was observed live at Neftet before it was fixed — a tall prop AP-156 had just placed correctly still not blocking, plus jumps sinking into the mesh and corpses falling through. Perf measured, not assumed: at the live-maximum 38 in-cell candidates 10.61 µs → 16.68 µs per resolve. AP-159 filed 2026-08-06 at the #334 fix — the INDOOR half of AP-156’s traversal residual is all that remains of it; the outdoor half is CLOSED by the `find_bbox_cell_list` port, and AP-156’s RISK COLUMN IS CORRECTED at the same commit: it recorded the residual as “extra broadphase candidates, never a missed one”, which generalised the indoor direction to the whole row and is exactly why #334 — a MISSED one, and a user-observed loss of collision on landblock-spanning formations — sat inside it unnoticed. AP-158 filed 2026-08-06 at the AP-156 fix review — the shadow broadphase's `maxReach` distance pre-filter is acdream's own invention with NO retail counterpart, and it measures from the part origin, so it can discard a genuine contact for exactly the off-centre parts AP-156 just placed correctly; issue #333. AP-156 CORRECTED at the same review: its population was understated — 172 is AP-152's DISPATCH population, not AP-156's CONTAINMENT population. AP-155 NARROWED and AP-156/AP-157 filed 2026-08-06 at the AP-152 retail-conformance review. AP-155 bundled two divergences with different code paths, populations and gates under one id; its flood half is now AP-156, **with its direction corrected**. AP-155(b) recorded the BSP flood approximation as OVER-inclusive and used that direction as the reason the residual was safe to defer; measured over the installed DAT it was UNDER-inclusive for 428 of the 530 BSP-bearing Setups (the AP-156 fix review corrected the originally-recorded '170 of 172'), because `BuildFloodSpheres` carried each physics-BSP part's root bounding-sphere RADIUS while discarding that sphere's own ORIGIN and centring it on the part origin. That is the #98/#168 class, and for 43 Setups the post-AP-152 flood was strictly smaller than the pre-AP-152 one. AP-156 records the correction and the fix — `ShadowShape.BoundsCenter`, filled from the same resolver that supplies the radius, plus the retirement of the 10-sphere clamp on a branch where retail has none — and keeps open only the sphere-vs-portal TRAVERSAL approximation. AP-157 is the previously unregistered third-branch substitution: retail floods from one `CPartArray::GetSortingSphere` where acdream floods from every Sphere shape, and acdream's cylinder flood ignores `CylHeight`. AP-152 RETIRED 2026-08-06, one day after it was filed: `ShadowShapeBuilder.FromSetup` now dispatches BSP-first instead of unioning, and `ShadowObjectRegistry.BuildFloodSpheres` now applies `calc_cross_cells`' own BSP → cylsphere → sorting-sphere order. Four statements in the row were false and are corrected in its retirement text — most importantly its predicted symptom, "catching on a doorway sill", which could not have been occurring: `Transition.BspOnlyDispatch` had already made the extra primitive inert at collision-query time since 2026-05-25. The live half was CELL MEMBERSHIP, the #98/#168 symptom class, which had no such guard. AP-153/AP-154/AP-155 filed at that retirement — retail's dispatch flag is cached once at part-array construction where acdream's gate is live [AP-153]; acdream's query-time guard takes a CLIENT-DERIVED flag off the WIRE and never derives it, an undeclared dependency on ACE reading the same DAT bit [AP-154]; and the static publication paths emit a Setup Sphere as a height-capped Cylinder while `BuildFloodSpheres` approximates retail's bounding BOX with bounding SPHERES [AP-155, whose flood-priority half is closed by the same commit]. AP-152 filed 2026-08-06 at the AP-22 retirement — the LIVE collision path emits Setup primitives and per-part physics-BSP shapes additively where retail's `CPhysicsObj::FindObjCollisions` dispatches exclusively; 172 of 5,935 installed Setups are affected, including BSP doors, so it needs its own visual gate and was deliberately not folded into the AP-22 commit; the count is unchanged because AP-22 retired in the same commit. AP-22 RETIRED 2026-08-06 — retail synthesizes no shape for a shapeless object (`CPhysicsObj::FindObjCollisions` 0x0050f050 exits at `0x0050f22f je 0x50f31b` returning the seeded OK_TS, and `CPartArray::GetRadius`/`GetHeight` are absent from its whole call set), so the invented `setup.Radius` cylinder was deleted rather than re-derived; the row's site list named one file that never contained the fallback and omitted the two that did, one of them the headless-only copy, and its "rare decorative props" risk described an unreachable branch — 0 of 5,935 installed Setups can satisfy the guard. AP-150/AP-151 filed 2026-08-06 at the #280 dual review — the wait cue's five-second arming is acdream's own and not retail's trigger [AP-150], and the reveal gate is materially stricter than retail's DAT-residency prefetch predicate on the mesh-build/GPU-upload axis [AP-151], the opposite asymmetry from AP-149; AP-149 filed 2026-08-05 at the #280 portal-prefetch fix — the reveal gate's outer ring accepts terrain-only publication where retail requires LandBlockInfo and every building EnvCell; the fix closes the reveal-window/visible-window ratio, not this residual; AP-148 filed 2026-08-05 at the C5b closeout — acdream's local-player Gate A requires the wire TELEPORT_TS to be EQUAL where retail requires only that it not be OLDER, verified by disassembly against the PDB-paired binary after two review rounds read the Binary Ninja tautology and missed it; AP-147 filed 2026-08-05 at the C5b architecture review, finding D3 — the accepted-Position delta stream's cardinality change and its torn intermediate; AP-138 amended at the same review — C5b staled its route-2 first-submit `CurrentCellId` measurement; AP-131 RETIRED 2026-08-05, C5b, closing #275 — the steady-state merge's `installPlacementFrame: true, clearParent: true` literals no longer exist; `InboundPhysicsStateController.TryApplyPosition` now computes both flags PRE-MERGE from `(disposition, hasAnimations(old))`, which is exactly `RuntimeAuthoritativePositionRouteClassifier.ClassifyAcceptedPosition`'s own `ApplyPlacementFrameBeforeRouting`/`UnparentBeforeRouting` rows (false/false on the Gate A force row, `!HasAnimations`/true on every accepted non-force route). Retail decides both writes BEFORE `MoveOrTeleport` is consulted — Gate A @0x0045400C returns @0x0045409D ahead of `unset_parent` @0x00454129 and the `HasAnims` `SetPlacementFrame` gate @0x00454137 — so the flags need no route, no player distance and no signature change. The row's predicted symptoms are gone: an animated entity's ordinary Position no longer installs a placement frame retail skips, and a ForcePosition no longer unparents. Evidence: `InboundPhysicsStateControllerTests` — `ApplyOnAnimatedEntity_NeverInstallsTheWirePlacementFrame`, `ApplyOnNonAnimatedEntity_InstallsTheWirePlacementFrame`, `ForcePositionOnParentedLocalPlayer_RetainsTheParentAttachment`, and the 12-row `MergedPrePlacementFieldsMatchTheClassifiedRouteFlags` matrix which uses the production classifier as its oracle rather than re-encoding the table; all four sabotage-verified in both directions. The row's "the legacy caller is deleted at the production cutover" framing was overtaken: the caller was CORRECTED, not deleted, and remains the only production Position wire caller; AP-145 RETIRED 2026-08-05, C5a commit 1, closing #318 — `TryPublishPlace` now publishes the local player's Place through `LocalPlayerShadowSynchronizer.SyncPose`, the same publisher ordinary per-tick movement uses, instead of a direct `LocalPlayerShadowState.Set` that never touched `PhysicsEngine.ShadowObjects`; AP-1 RETIRED 2026-08-05, C5a deletion sweep — `PhysicsEngine.Resolve`/`ResolvePlacement`/`HasCellSurface` deleted outright, zero production callers, so "production zero-delta routes remain on the legacy resolver" is now structurally false; AP-146 filed 2026-08-05, #319 fix — the local player's canonical cell is written only at login/inbound-Position/teleport, not per ordinary-movement tick as retail's SetPositionInternal does; #319's fix makes a player-parented child inherit exactly this coarseness, stale-but-equal to the parent, not a new staleness class; follow-up filed as issue #320; AP-144 filed 2026-08-05, C4 route 3 round 3 (R7) — the portal-arrival movement-event send reuses `UsePositionFromServer` (`autonomy_level != 2`) where retail's actual gate, `SendMovementEvent`, is `autonomy_level != 0`; the two agree everywhere except level 1, which no production caller can reach today; AP-142/AP-143 filed 2026-08-04, C4 route 7 — the parented-child single-field cell model (id/pointer collapse, zero-not-stale removal propagation, same-cell tick-loop subsumption) and the headless parent-realize drive's skipped holding-location validation; AP-141 filed 2026-08-04, C4 route 5, NARROWED 2026-08-04 at the round-2 delta review — the far-branch StopInterpolating clause was wrong for the adopted-body case (it is now ported there) and the row's language now distinguishes "never armed" from "never re-anchored"; CORRECTED 2026-08-04 at the round-3 delta review — the risk column's "would drag the body toward a stale anchor" claim was itself wrong (the leash anchor is write-only; `ConstraintManager::adjust_offset` only brakes, never pulls) and is retracted; every half remains test-gated only, since ACE never sends a missile UpdatePosition; AP-140 filed AND RETIRED 2026-08-04 — filed at the Bug B Opus review because the two accepted-Position routing gates read the client `Airborne` flag, i.e. walkability, where retail's free-flight predicate is CONTACT, and Bug B had just turned "in contact, not on walkable ground" from unreachable into ordinary; retired the same day by pointing both gates at `PhysicsBody.InContact`, retail's literal `transient_state & 1` test at `InterpolationManager::adjust_offset` @0x00555D52 (bit 0 = `CONTACT_TS`, acclient.h:3690), while leaving `Airborne` and all five of its `!Body.OnWalkable` writers untouched — the narrow shape the row itself pinned. A remote sliding on a steep face now interpolates as retail does instead of snapping at UpdatePosition cadence; AP-139 filed 2026-08-04, Bug B remote steep-contact slide — the interpolation-queue clear on the landing edge, carried over from the deleted hand-rolled remote landing block; AP-81 narrowed the same day by that fix, which retired its whole GRAVITY half; AP-87 annotated the same day — its predicted symptom was observed live and then fixed at the source, with the row's own thresholds and conditions deliberately unchanged; AP-138 filed 2026-08-04, C4 route 4b-2 dual Opus review, parts (1) and (2) rewritten the same day at the DELTA review — the far snap's refusable-placement residual: store_position only on the outcomes that never reached the engine, the two quiescence parks made restorable at the source, with the rollback gated on the cell it actually restores into, rather than refused by a pre-flight that structurally cannot see them, and the leash not armed through a superseded incarnation; AP-137 filed 2026-08-04, C4 route 4b-2 and rewritten the same day at that review, `teleport_hook`'s call list completed at the delta review — the acdream-only null/rejected/cell-less leftover arm, what the deleted duplicated 96 m/4 m constant pairs actually computed, and the vacuous headless satisfaction; AP-136 filed 2026-08-04, C4 route 4b-1 review, NARROWED 2026-08-04 at the C4 route 4b-2 delta review and AMENDED 2026-08-04 by the cancelled-park presentation rollback (the row's "restored visible" claim covered only the CANONICAL half; the presentation half was never rolled back, which left a parked-then-cancelled remote that stops moving invisible in the world AND absent from the radar for the rest of the session — a defect, now fixed by the `WithdrawalRestored` receipt, with the selection residual filed as AD-63) — a cancelled lost-cell park re-shows the entity where retail keeps it hidden until cell load, and the rollback's scope now covers the two placement-side quiescence parks whenever the cell it restores into is not itself quiescing — round 4 (2026-08-04) applies that same test a second time at RESTORE time, because a retained park's rollback lands a packet later; AP-135 filed 2026-08-03, C4 route 4a — the airborne no-op's retained acdream bookkeeping; the stated total was 2 rows stale before that filing and is now a literal count of this section; AP-130/AP-131/AP-132 filed 2026-08-02, continuation-executor slice; AP-5 retired 2026-07-31 at Campaign P Slice 2A — every successful `step_down` now performs retail's final `PLACEMENT_INSERT`; AP-3/AP-4 retired 2026-07-31 at Campaign P Slice 1B — `transitional_insert` and `edge_slide` now preserve retail's valid-contact early return and Branch-1-first order; AP-127 retired 2026-07-31 by #268 — the complete augmentation chain is shared by character UI and Runtime movement; AP-30 retired 2026-07-30 by the movement parity audit — retail Frame::is_equal genuinely uses the 0.0002 epsilon [byte-confirmed], so the row recorded a NON-divergence; acdream already matches; AP-129 narrowed 2026-07-30 at the P4 Opus review fix — `CanMoveInto`/`RestrictionDB::IsAllowedIn` are now ported and fed end-to-end (CreateObject HouseOwner/HouseRestrictions/Monarch tail fields + live `House_UpdateRestrictions 0x0248`, resolved through `PhysicsEngine.Objects`), retiring the original "CanMoveInto entirely unmodeled, unconditional fail-closed" gap the row described — the review was triggered by `RestrictionObjPrevalenceInspectionTests` showing 103,766 of 729,888 installed EnvCells (the whole housing estate) carry a baked `RestrictionObj`, so the unconditional fail-closed default would have locked every house for every player including its own owner; AP-10 retired 2026-07-30 at Campaign P Slice P4 — restored retail's 0.1 m dry-corner water sink-in, full suite green proving the sticky-bit no-regression argument; AP-71 retired same slice — `check_entry_restrictions` ported at the head of the indoor `FindEnvCollisions` branch, `CellPhysics.RestrictionObj` wired from the DAT-baked `EnvCell` field in both the dev and production caching paths; AP-128 filed 2026-07-30 at the P3 Opus review — PK-timer clock basis; AP-25 retired 2026-07-30 at Campaign P Slice P1 — the vitae/enchantment-aware run/jump skill chain; AP-7 retired 2026-07-30 at Campaign P Slice P2 — `calc_friction`'s threshold ported to retail's confirmed 0.25f; its still-open cos(10°)-vs-0.99999536f Sledding constant question moved to AD-55) +## 3. Documented approximation (AP) — 112 active rows (AP-161 filed 2026-08-09 at Slice 5.4 (vendor browse panel) — the authored "Buying"/"Selling" tabs render and switch pages but carry no data binding, per contract decision 8's required successor to AP-110's narrowing; AP-110 NARROWED the same day — "vendor" is retired from its absent-panels list now that the "Items" browse tab is user-reachable. AP-160 filed 2026-08-07 at Slice 5.3 — the client-local vendor-panel distance watcher closes on plain 3D center distance instead of retail/ACE's cylinder-gap distance, because Runtime has no per-entity collision radius/height source outside the App-layer's Setup-cylinder resolver. AP-158 RETIRED 2026-08-06 by the #333 fix, closing #337 — the `maxReach` distance pre-filter is DELETED rather than re-centred, because retail has none: `CObjCell::find_obj_collisions` @0x0052b750 walks the cell's shadow list and calls `CPhysicsObj::FindObjCollisions` unconditionally. The row's predicted symptom was observed live at Neftet before it was fixed — a tall prop AP-156 had just placed correctly still not blocking, plus jumps sinking into the mesh and corpses falling through. Perf measured, not assumed: at the live-maximum 38 in-cell candidates 10.61 µs → 16.68 µs per resolve. AP-159 filed 2026-08-06 at the #334 fix — the INDOOR half of AP-156’s traversal residual is all that remains of it; the outdoor half is CLOSED by the `find_bbox_cell_list` port, and AP-156’s RISK COLUMN IS CORRECTED at the same commit: it recorded the residual as “extra broadphase candidates, never a missed one”, which generalised the indoor direction to the whole row and is exactly why #334 — a MISSED one, and a user-observed loss of collision on landblock-spanning formations — sat inside it unnoticed. AP-158 filed 2026-08-06 at the AP-156 fix review — the shadow broadphase's `maxReach` distance pre-filter is acdream's own invention with NO retail counterpart, and it measures from the part origin, so it can discard a genuine contact for exactly the off-centre parts AP-156 just placed correctly; issue #333. AP-156 CORRECTED at the same review: its population was understated — 172 is AP-152's DISPATCH population, not AP-156's CONTAINMENT population. AP-155 NARROWED and AP-156/AP-157 filed 2026-08-06 at the AP-152 retail-conformance review. AP-155 bundled two divergences with different code paths, populations and gates under one id; its flood half is now AP-156, **with its direction corrected**. AP-155(b) recorded the BSP flood approximation as OVER-inclusive and used that direction as the reason the residual was safe to defer; measured over the installed DAT it was UNDER-inclusive for 428 of the 530 BSP-bearing Setups (the AP-156 fix review corrected the originally-recorded '170 of 172'), because `BuildFloodSpheres` carried each physics-BSP part's root bounding-sphere RADIUS while discarding that sphere's own ORIGIN and centring it on the part origin. That is the #98/#168 class, and for 43 Setups the post-AP-152 flood was strictly smaller than the pre-AP-152 one. AP-156 records the correction and the fix — `ShadowShape.BoundsCenter`, filled from the same resolver that supplies the radius, plus the retirement of the 10-sphere clamp on a branch where retail has none — and keeps open only the sphere-vs-portal TRAVERSAL approximation. AP-157 is the previously unregistered third-branch substitution: retail floods from one `CPartArray::GetSortingSphere` where acdream floods from every Sphere shape, and acdream's cylinder flood ignores `CylHeight`. AP-152 RETIRED 2026-08-06, one day after it was filed: `ShadowShapeBuilder.FromSetup` now dispatches BSP-first instead of unioning, and `ShadowObjectRegistry.BuildFloodSpheres` now applies `calc_cross_cells`' own BSP → cylsphere → sorting-sphere order. Four statements in the row were false and are corrected in its retirement text — most importantly its predicted symptom, "catching on a doorway sill", which could not have been occurring: `Transition.BspOnlyDispatch` had already made the extra primitive inert at collision-query time since 2026-05-25. The live half was CELL MEMBERSHIP, the #98/#168 symptom class, which had no such guard. AP-153/AP-154/AP-155 filed at that retirement — retail's dispatch flag is cached once at part-array construction where acdream's gate is live [AP-153]; acdream's query-time guard takes a CLIENT-DERIVED flag off the WIRE and never derives it, an undeclared dependency on ACE reading the same DAT bit [AP-154]; and the static publication paths emit a Setup Sphere as a height-capped Cylinder while `BuildFloodSpheres` approximates retail's bounding BOX with bounding SPHERES [AP-155, whose flood-priority half is closed by the same commit]. AP-152 filed 2026-08-06 at the AP-22 retirement — the LIVE collision path emits Setup primitives and per-part physics-BSP shapes additively where retail's `CPhysicsObj::FindObjCollisions` dispatches exclusively; 172 of 5,935 installed Setups are affected, including BSP doors, so it needs its own visual gate and was deliberately not folded into the AP-22 commit; the count is unchanged because AP-22 retired in the same commit. AP-22 RETIRED 2026-08-06 — retail synthesizes no shape for a shapeless object (`CPhysicsObj::FindObjCollisions` 0x0050f050 exits at `0x0050f22f je 0x50f31b` returning the seeded OK_TS, and `CPartArray::GetRadius`/`GetHeight` are absent from its whole call set), so the invented `setup.Radius` cylinder was deleted rather than re-derived; the row's site list named one file that never contained the fallback and omitted the two that did, one of them the headless-only copy, and its "rare decorative props" risk described an unreachable branch — 0 of 5,935 installed Setups can satisfy the guard. AP-150/AP-151 filed 2026-08-06 at the #280 dual review — the wait cue's five-second arming is acdream's own and not retail's trigger [AP-150], and the reveal gate is materially stricter than retail's DAT-residency prefetch predicate on the mesh-build/GPU-upload axis [AP-151], the opposite asymmetry from AP-149; AP-149 filed 2026-08-05 at the #280 portal-prefetch fix — the reveal gate's outer ring accepts terrain-only publication where retail requires LandBlockInfo and every building EnvCell; the fix closes the reveal-window/visible-window ratio, not this residual; AP-148 filed 2026-08-05 at the C5b closeout — acdream's local-player Gate A requires the wire TELEPORT_TS to be EQUAL where retail requires only that it not be OLDER, verified by disassembly against the PDB-paired binary after two review rounds read the Binary Ninja tautology and missed it; AP-147 filed 2026-08-05 at the C5b architecture review, finding D3 — the accepted-Position delta stream's cardinality change and its torn intermediate; AP-138 amended at the same review — C5b staled its route-2 first-submit `CurrentCellId` measurement; AP-131 RETIRED 2026-08-05, C5b, closing #275 — the steady-state merge's `installPlacementFrame: true, clearParent: true` literals no longer exist; `InboundPhysicsStateController.TryApplyPosition` now computes both flags PRE-MERGE from `(disposition, hasAnimations(old))`, which is exactly `RuntimeAuthoritativePositionRouteClassifier.ClassifyAcceptedPosition`'s own `ApplyPlacementFrameBeforeRouting`/`UnparentBeforeRouting` rows (false/false on the Gate A force row, `!HasAnimations`/true on every accepted non-force route). Retail decides both writes BEFORE `MoveOrTeleport` is consulted — Gate A @0x0045400C returns @0x0045409D ahead of `unset_parent` @0x00454129 and the `HasAnims` `SetPlacementFrame` gate @0x00454137 — so the flags need no route, no player distance and no signature change. The row's predicted symptoms are gone: an animated entity's ordinary Position no longer installs a placement frame retail skips, and a ForcePosition no longer unparents. Evidence: `InboundPhysicsStateControllerTests` — `ApplyOnAnimatedEntity_NeverInstallsTheWirePlacementFrame`, `ApplyOnNonAnimatedEntity_InstallsTheWirePlacementFrame`, `ForcePositionOnParentedLocalPlayer_RetainsTheParentAttachment`, and the 12-row `MergedPrePlacementFieldsMatchTheClassifiedRouteFlags` matrix which uses the production classifier as its oracle rather than re-encoding the table; all four sabotage-verified in both directions. The row's "the legacy caller is deleted at the production cutover" framing was overtaken: the caller was CORRECTED, not deleted, and remains the only production Position wire caller; AP-145 RETIRED 2026-08-05, C5a commit 1, closing #318 — `TryPublishPlace` now publishes the local player's Place through `LocalPlayerShadowSynchronizer.SyncPose`, the same publisher ordinary per-tick movement uses, instead of a direct `LocalPlayerShadowState.Set` that never touched `PhysicsEngine.ShadowObjects`; AP-1 RETIRED 2026-08-05, C5a deletion sweep — `PhysicsEngine.Resolve`/`ResolvePlacement`/`HasCellSurface` deleted outright, zero production callers, so "production zero-delta routes remain on the legacy resolver" is now structurally false; AP-146 filed 2026-08-05, #319 fix — the local player's canonical cell is written only at login/inbound-Position/teleport, not per ordinary-movement tick as retail's SetPositionInternal does; #319's fix makes a player-parented child inherit exactly this coarseness, stale-but-equal to the parent, not a new staleness class; follow-up filed as issue #320; AP-144 filed 2026-08-05, C4 route 3 round 3 (R7) — the portal-arrival movement-event send reuses `UsePositionFromServer` (`autonomy_level != 2`) where retail's actual gate, `SendMovementEvent`, is `autonomy_level != 0`; the two agree everywhere except level 1, which no production caller can reach today; AP-142/AP-143 filed 2026-08-04, C4 route 7 — the parented-child single-field cell model (id/pointer collapse, zero-not-stale removal propagation, same-cell tick-loop subsumption) and the headless parent-realize drive's skipped holding-location validation; AP-141 filed 2026-08-04, C4 route 5, NARROWED 2026-08-04 at the round-2 delta review — the far-branch StopInterpolating clause was wrong for the adopted-body case (it is now ported there) and the row's language now distinguishes "never armed" from "never re-anchored"; CORRECTED 2026-08-04 at the round-3 delta review — the risk column's "would drag the body toward a stale anchor" claim was itself wrong (the leash anchor is write-only; `ConstraintManager::adjust_offset` only brakes, never pulls) and is retracted; every half remains test-gated only, since ACE never sends a missile UpdatePosition; AP-140 filed AND RETIRED 2026-08-04 — filed at the Bug B Opus review because the two accepted-Position routing gates read the client `Airborne` flag, i.e. walkability, where retail's free-flight predicate is CONTACT, and Bug B had just turned "in contact, not on walkable ground" from unreachable into ordinary; retired the same day by pointing both gates at `PhysicsBody.InContact`, retail's literal `transient_state & 1` test at `InterpolationManager::adjust_offset` @0x00555D52 (bit 0 = `CONTACT_TS`, acclient.h:3690), while leaving `Airborne` and all five of its `!Body.OnWalkable` writers untouched — the narrow shape the row itself pinned. A remote sliding on a steep face now interpolates as retail does instead of snapping at UpdatePosition cadence; AP-139 filed 2026-08-04, Bug B remote steep-contact slide — the interpolation-queue clear on the landing edge, carried over from the deleted hand-rolled remote landing block; AP-81 narrowed the same day by that fix, which retired its whole GRAVITY half; AP-87 annotated the same day — its predicted symptom was observed live and then fixed at the source, with the row's own thresholds and conditions deliberately unchanged; AP-138 filed 2026-08-04, C4 route 4b-2 dual Opus review, parts (1) and (2) rewritten the same day at the DELTA review — the far snap's refusable-placement residual: store_position only on the outcomes that never reached the engine, the two quiescence parks made restorable at the source, with the rollback gated on the cell it actually restores into, rather than refused by a pre-flight that structurally cannot see them, and the leash not armed through a superseded incarnation; AP-137 filed 2026-08-04, C4 route 4b-2 and rewritten the same day at that review, `teleport_hook`'s call list completed at the delta review — the acdream-only null/rejected/cell-less leftover arm, what the deleted duplicated 96 m/4 m constant pairs actually computed, and the vacuous headless satisfaction; AP-136 filed 2026-08-04, C4 route 4b-1 review, NARROWED 2026-08-04 at the C4 route 4b-2 delta review and AMENDED 2026-08-04 by the cancelled-park presentation rollback (the row's "restored visible" claim covered only the CANONICAL half; the presentation half was never rolled back, which left a parked-then-cancelled remote that stops moving invisible in the world AND absent from the radar for the rest of the session — a defect, now fixed by the `WithdrawalRestored` receipt, with the selection residual filed as AD-63) — a cancelled lost-cell park re-shows the entity where retail keeps it hidden until cell load, and the rollback's scope now covers the two placement-side quiescence parks whenever the cell it restores into is not itself quiescing — round 4 (2026-08-04) applies that same test a second time at RESTORE time, because a retained park's rollback lands a packet later; AP-135 filed 2026-08-03, C4 route 4a — the airborne no-op's retained acdream bookkeeping; the stated total was 2 rows stale before that filing and is now a literal count of this section; AP-130/AP-131/AP-132 filed 2026-08-02, continuation-executor slice; AP-5 retired 2026-07-31 at Campaign P Slice 2A — every successful `step_down` now performs retail's final `PLACEMENT_INSERT`; AP-3/AP-4 retired 2026-07-31 at Campaign P Slice 1B — `transitional_insert` and `edge_slide` now preserve retail's valid-contact early return and Branch-1-first order; AP-127 retired 2026-07-31 by #268 — the complete augmentation chain is shared by character UI and Runtime movement; AP-30 retired 2026-07-30 by the movement parity audit — retail Frame::is_equal genuinely uses the 0.0002 epsilon [byte-confirmed], so the row recorded a NON-divergence; acdream already matches; AP-129 narrowed 2026-07-30 at the P4 Opus review fix — `CanMoveInto`/`RestrictionDB::IsAllowedIn` are now ported and fed end-to-end (CreateObject HouseOwner/HouseRestrictions/Monarch tail fields + live `House_UpdateRestrictions 0x0248`, resolved through `PhysicsEngine.Objects`), retiring the original "CanMoveInto entirely unmodeled, unconditional fail-closed" gap the row described — the review was triggered by `RestrictionObjPrevalenceInspectionTests` showing 103,766 of 729,888 installed EnvCells (the whole housing estate) carry a baked `RestrictionObj`, so the unconditional fail-closed default would have locked every house for every player including its own owner; AP-10 retired 2026-07-30 at Campaign P Slice P4 — restored retail's 0.1 m dry-corner water sink-in, full suite green proving the sticky-bit no-regression argument; AP-71 retired same slice — `check_entry_restrictions` ported at the head of the indoor `FindEnvCollisions` branch, `CellPhysics.RestrictionObj` wired from the DAT-baked `EnvCell` field in both the dev and production caching paths; AP-128 filed 2026-07-30 at the P3 Opus review — PK-timer clock basis; AP-25 retired 2026-07-30 at Campaign P Slice P1 — the vitae/enchantment-aware run/jump skill chain; AP-7 retired 2026-07-30 at Campaign P Slice P2 — `calc_friction`'s threshold ported to retail's confirmed 0.25f; its still-open cos(10°)-vs-0.99999536f Sledding constant question moved to AD-55) Wave-0 UI ledger repair (2026-07-10) retired stale AP-38, resolved the AP-84 collision, restored overwritten paperdoll rows as AP-92/AP-93, and registered @@ -287,7 +287,8 @@ AP-94..AP-112 for the confirmed retail-UI completion gaps. | ~~AP-107~~ | **RETIRED 2026-07-11 (Wave 3.3 / #197)** — typed `OfferPrimaryClick` returns `NotActive`, `ConsumedSuccess`, or `ConsumedRejected`; every retained item surface plus radar/world offers active target mode before local selection/open/use fallback. Rejections are consumed and cannot drift selection. | `src/AcDream.App/UI/ItemInteractionController.cs`; inventory/paperdoll/toolbar/radar/world call sites | — | — | `UIElement_ItemList::HandleTargetedUseLeftClick @ 0x004E24D0` | | AP-108 | Paperdoll/AutoWield still omit the remaining missile/held restrictions and corrupt-mask branch of full `AutoWieldIsLegal`, dual-wield/off-hand rules, double-click examine/drag from the doll, body-part selection lighting, and retail's synchronous `" - cannot unwield the %s"` failure suffix (the current send seam reports rejection asynchronously). **AutoWear legality retired from this row 2026-07-23:** inventory activation and paperdoll drops now apply the retail clothing-priority/location blocker lookup and exact `"You must remove your %s to wear that"` system notice. **Primary replacement retired 2026-07-14; Aetheria retired 2026-07-13.** | `src/AcDream.App/UI/Layout/PaperdollController.cs`; `src/AcDream.App/UI/AutoWieldController.cs` | Basic equip slots, Aetheria, live doll, AutoWear conflict reporting, and primary weapon/incompatible shield/mismatched ammo blocker sequencing work in peace and war | Remaining illegal/off-hand cases, asynchronous dequip rejection wording, doll examine/drag, and selection lighting still differ functionally | `CPlayerSystem::AutoWieldIsLegal @ 0x0055ED60`; `CPlayerSystem::AutoWearIsLegal @ 0x0055EF40`; `CPlayerSystem::AutoWield @ 0x00560A60`; `gmPaperDollUI @ 0x004A3590..0x004A5F90` | | AP-109 | Character Titles page is inert and live displayed-title/luminance state is absent | `src/AcDream.App/UI/Layout/CharacterStatController.cs`; `CharacterSheetProvider.cs` | Attributes/skills core output is user-accepted | Titles cannot be selected/displayed and level-200 luminance fields are missing | `gmCharacterTitleUI @ 0x0049A610`; `gmStatManagementUI::UpdateExperience @ 0x004F0A70` | -| AP-110 | Remaining retained gameplay panels and world HUD are absent: advanced-combat powerbar, residual social/floating chat, quests/map/options/smartbox, vendor/trade/salvage/tinkering, mini-game gameplay, Link Status NAK/retransmission packet-loss averaging, and D.6 nameplates/floaters. Examination has its independent authored floaty layout, inscription transaction, retail creature stat/rating/animated-preview presentation, default selection-follow, authored local spell subview with appropriate-formula component state, and the full EoR item-report dispatch: appraisal-only unknowns; exact equipment-set/rating/tinkering/weapon/armor/caster/requirement/XP/healer/rare prose and intentional blank section rows; ordinary/enchantment DAT spell descriptions; live material-decorated appropriate titles plus DAT material and creature names; expiry, decorated material/gem descriptions; and portal/PK restrictions with authored item colors. It still lacks item-object preview, player-dependent effective shield projection, live cooldown-remaining projection, localized augmentation-cost `StringInfo`, exhaustive character detail regions, and exact creature appraisal FontInfo-list selection. | `src/AcDream.App/UI/RetailUiRuntime.cs`; `src/AcDream.App/UI/Layout/AppraisalUiController.cs`; `src/AcDream.App/UI/Layout/ItemAppraisalTextFormatter.cs`; `src/AcDream.App/UI/Layout/RetailAppraisalNameResolver.cs`; `src/AcDream.App/UI/Layout/CreatureAppraisalRows.cs`; `src/AcDream.App/Rendering/CreatureAppraisalPresentation.cs`; `src/AcDream.Core.Net/LinkStatusSnapshot.cs`; D.5/D.6 roadmap | Basic combat, M3 magic/Link/Vitae surfaces, and the core examination request/presentation/inscription/creature-preview/item-report loop cover the active loops; the residual examination mechanisms require live player/enchantment/localization state or object-preview ownership rather than fabricated content | Item assessments omit only the listed live/localized/preview projections; enchanted/incomplete creature appraisal rows use the normal authored font until the exact FontInfo list is bound; other absent panels remain unavailable; real packet loss is displayed as 0.00% instead of retail's moving average | `BasicCreatureExamineUI::Init @ 0x004AB9C0`; `CreatureExamineUI::SetAppraiseInfo @ 0x004B3FF0`; `gmExaminationUI::RecvNotice_SelectionChanged @ 0x004AB3D0`; `gmExaminationUI::ExamineSpell @ 0x004B6900`; `SpellExamineUI::ExamineSpell @ 0x004B6210`; `AttributeInfoRegion::Update @ 0x004F1D90`; `gmExaminationUI::SetAppraiseInfo @ 0x004ADAE0`; `ACCWeenieObject::GetObjectName @ 0x0058E6E0`; `ItemExamineUI::SetAppraiseInfo @ 0x004B72B0`; `ItemExamineUI::AddItemInfo @ 0x004AC050`; `ItemExamineUI::Appraisal_ShowCapacity @ 0x004B2680`; `ItemExamineUI::Appraisal_ShowSpecialProperties @ 0x004B0140`; `ItemExamineUI::Appraisal_ShowWeaponAndArmorData @ 0x004B10E0`; `ItemExamineUI::Appraisal_ShowMagicInfo @ 0x004B2E10`; `ItemExamineUI::Appraisal_ShowDescription @ 0x004B6990`; `MaterialTypeEnumMapper::MaterialTypeToString @ 0x005CD500`; `ItemExamineUI::SetInscription @ 0x004AE2F0`; `CM_Writing::Event_SetInscription @ 0x006A98B0`; `CLinkStatusAverages::GetAveragePacketLoss @ 0x00546610`; LayoutDesc catalog | +| AP-110 | **NARROWED 2026-08-09 (Slice 5.4, vendor browse panel) — "vendor" retired from the absent-panels list; see AP-161 for the precise successor (Buy/Sell transaction UI, Slice 6).** Remaining retained gameplay panels and world HUD are absent: advanced-combat powerbar, residual social/floating chat, quests/map/options/smartbox, trade/salvage/tinkering, mini-game gameplay, Link Status NAK/retransmission packet-loss averaging, and D.6 nameplates/floaters. Examination has its independent authored floaty layout, inscription transaction, retail creature stat/rating/animated-preview presentation, default selection-follow, authored local spell subview with appropriate-formula component state, and the full EoR item-report dispatch: appraisal-only unknowns; exact equipment-set/rating/tinkering/weapon/armor/caster/requirement/XP/healer/rare prose and intentional blank section rows; ordinary/enchantment DAT spell descriptions; live material-decorated appropriate titles plus DAT material and creature names; expiry, decorated material/gem descriptions; and portal/PK restrictions with authored item colors. It still lacks item-object preview, player-dependent effective shield projection, live cooldown-remaining projection, localized augmentation-cost `StringInfo`, exhaustive character detail regions, and exact creature appraisal FontInfo-list selection. | `src/AcDream.App/UI/RetailUiRuntime.cs`; `src/AcDream.App/UI/Layout/AppraisalUiController.cs`; `src/AcDream.App/UI/Layout/ItemAppraisalTextFormatter.cs`; `src/AcDream.App/UI/Layout/RetailAppraisalNameResolver.cs`; `src/AcDream.App/UI/Layout/CreatureAppraisalRows.cs`; `src/AcDream.App/Rendering/CreatureAppraisalPresentation.cs`; `src/AcDream.Core.Net/LinkStatusSnapshot.cs`; D.5/D.6 roadmap | Basic combat, M3 magic/Link/Vitae surfaces, the Slice 5.4 vendor "Items" browse panel (category-filtered stock list, retail-correct per-unit prices), and the core examination request/presentation/inscription/creature-preview/item-report loop cover the active loops; the residual examination mechanisms require live player/enchantment/localization state or object-preview ownership rather than fabricated content | Item assessments omit only the listed live/localized/preview projections; enchanted/incomplete creature appraisal rows use the normal authored font until the exact FontInfo list is bound; other absent panels remain unavailable; real packet loss is displayed as 0.00% instead of retail's moving average | `BasicCreatureExamineUI::Init @ 0x004AB9C0`; `CreatureExamineUI::SetAppraiseInfo @ 0x004B3FF0`; `gmExaminationUI::RecvNotice_SelectionChanged @ 0x004AB3D0`; `gmExaminationUI::ExamineSpell @ 0x004B6900`; `SpellExamineUI::ExamineSpell @ 0x004B6210`; `AttributeInfoRegion::Update @ 0x004F1D90`; `gmExaminationUI::SetAppraiseInfo @ 0x004ADAE0`; `ACCWeenieObject::GetObjectName @ 0x0058E6E0`; `ItemExamineUI::SetAppraiseInfo @ 0x004B72B0`; `ItemExamineUI::AddItemInfo @ 0x004AC050`; `ItemExamineUI::Appraisal_ShowCapacity @ 0x004B2680`; `ItemExamineUI::Appraisal_ShowSpecialProperties @ 0x004B0140`; `ItemExamineUI::Appraisal_ShowWeaponAndArmorData @ 0x004B10E0`; `ItemExamineUI::Appraisal_ShowMagicInfo @ 0x004B2E10`; `ItemExamineUI::Appraisal_ShowDescription @ 0x004B6990`; `MaterialTypeEnumMapper::MaterialTypeToString @ 0x005CD500`; `ItemExamineUI::SetInscription @ 0x004AE2F0`; `CM_Writing::Event_SetInscription @ 0x006A98B0`; `CLinkStatusAverages::GetAveragePacketLoss @ 0x00546610`; LayoutDesc catalog | +| AP-161 | **Filed 2026-08-09, Slice 5.4 (vendor browse panel) — the precise successor row decision 8 of the Slice 5 contract requires.** `VendorUiController` mounts LayoutDesc `0x21000012`/root `0x100000B7` and fully wires only the authored "Items" tab (`0x100000B9` — `VendorItemsUI`: category-filtered browse list, retail-correct per-unit prices). The other two authored tabs render and switch pages (so the layout looks complete) but are otherwise INERT: "Buying" (`0x100000BA`, `VendorBuyUI` — staged-purchase review/confirm, buttons `0x100000C9`/`CA`/`CB`/`CC`) and "Selling" (`0x100000BB`, `VendorSellUI` — staged-sale review/confirm, buttons `0x100000D2`/`D3`/`D4`/`D5`) have no data binding at all. The "Items" page's own `Buy`/`Add to List` buttons (`0x100000C2`/`C3`) are also present but unwired. No buy/sell wire message exists anywhere in this slice; `VendorProfile::InqAcceptability` (sell-eligibility filtering) is unread. | `src/AcDream.App/UI/Layout/VendorUiController.cs` | Slice 6 (`docs/plans/2026-07-23-world-interaction-completion.md`) owns the authoritative buy/sell transaction command, quantity/stack-split selection, drag-to-sell consumption, and `InqAcceptability`-gated sell UI — Slice 5.4's charter is browse only | A player can look at prices and select items but cannot buy or sell anything; clicking "Buying"/"Selling" shows an empty page with no error or explanation, matching "present but does nothing" rather than a disabled/hidden affordance | `gmVendorUI::OpenVendor` pc:203650 (`m_itemsUI`/`m_buyUI`/`m_sellUI` construction, `PostInit` pc:199906); `VendorBuyUI::VendorBuyUI` pc:199717; `VendorSellUI::VendorSellUI` pc:199753; `VendorProfile::InqAcceptability` pc:484768-484797; `docs/research/2026-08-08-slice5-vendor-browse-research.md` §B.4, §D | | ~~AP-111~~ | **RETIRED 2026-07-11 (M2 held-object parenting)** — equipped hand items are no longer omitted from the render world. CreateObject now preserves Placement/Parent/position timestamp bootstrap; live `0xF749` ParentEvent is parsed with retail sequence freshness; a focused render controller resolves `Setup.HoldingLocations`, applies the child's placement frame, and recomposes the separate child entity after every parent animation tick. Pickup retains the weenie's visual metadata for a later wield. | `src/AcDream.Core.Net/Messages/{CreateObject,ParentEvent}.cs`; `src/AcDream.Core/Meshing/EquippedChildAttachment.cs`; `src/AcDream.App/Rendering/EquippedChildRenderController.cs` | — | — | `ClientCombatSystem::GetDefaultCombatMode @ 0x0056B310`; `SmartBox::HandleParentEvent @ 0x004535D0`; `CPhysicsObj::set_parent @ 0x00515A90`; `CPhysicsObj::UpdateChild @ 0x00512D50` | | AP-112 | The basic combat bar ports visibility, height selection, desired-power slider, exact 1.0/0.8-second charge, ready-stance gating, request/release, `MaybeStopCompletely`, server-response queueing, and auto-repeat, but still omits `StartAttackRequest`'s `FinishJump` call and exact trained-Recklessness visibility semantics (IA-20 keeps the dark range as the accepted baseline) | `src/AcDream.Runtime/Gameplay/RuntimeCombatAttackState.cs`; `src/AcDream.App/UI/Layout/CombatUiController.cs` | The shared player movement owner now performs retail's server-control-gated full stop and movement report before an attack build; the remaining seams require the jump owner and a distinct Recklessness treatment | Starting an attack while charging a jump may not finish that jump exactly when retail does; trained/untrained Recklessness presentation is identical | `ClientCombatSystem::StartAttackRequest @ 0x0056C040`; `CommandInterpreter::MaybeStopCompletely @ 0x006B3B90`; `gmCombatUI::ListenToElementMessage @ 0x004CC430` | | AP-113 | Invalid lifestone-command arguments display the local text `Usage: /lifestone`; retail definitely emits a local usage/error line but Binary Ninja misidentifies the referenced wide-string address, so its exact wording is not yet recovered | `src/AcDream.UI.Abstractions/Panels/Chat/ChatCommandRouter.cs`; `RetailClientCommandCatalog.cs` | The behavior boundary is exact (handled locally, no chat and no game action); only a low-impact diagnostic sentence differs | `/ls now` can show different wording/color from retail while still refusing the invalid request correctly | `ClientCommunicationSystem::DoLifestone @ 0x0056FC70` | diff --git a/docs/research/2026-08-08-slice5-vendor-browse-research.md b/docs/research/2026-08-08-slice5-vendor-browse-research.md index 37fbbda9..766c6281 100644 --- a/docs/research/2026-08-08-slice5-vendor-browse-research.md +++ b/docs/research/2026-08-08-slice5-vendor-browse-research.md @@ -701,3 +701,220 @@ Concretely, Slice 6 (not Slice 5) owns: (or add a precise successor row describing what remains absent — e.g. category filter tabs if #6 above is deferred) in the **same commit** that lands vendor browsing. + +--- + +## §B.4 — D0 tab-filter read, 5.4 (2026-08-09) + +Mandatory pre-UI read for Slice 5.4 (contract decision 6), grepping +`VendorItemsUI::AddTypeFilter` (`0x004C05C0`) / `::ListContainsType` +(`0x004C0D90`) plus their caller `VendorItemsUI::OpenVendor` (`0x004C16D0`) +and the whole-panel `gmVendorUI::OpenVendor`/`PostInit`/constructor +(`0x004C4BA0`/`0x004C09A0`/`0x004C2470`). This also resolves contract +decision 7 (layout-id discovery) — the two findings are entangled since the +D0 read is what proves the layout structure below. + +### Layout identity: LayoutDesc `0x21000012`, root `0x100000B7` + +Found via brute-force enumeration of every `LayoutDesc` in +`client_local_English.dat` (`dats.GetAllIdsOfType()`, 101 +entries) for the one whose descendant tree contains BOTH known tab-control +ids `0x100000B9` and `0x100000BB` as siblings. Exactly one match. Cross-check +per contract decision 7: `UIElement::RegisterElementClass(0x10000017, +gmVendorUI::Create)` (`pc:202075`) — root `0x100000B7`'s own resolved `Type` +is **`0x10000017`**, the literal retail class id for `gmVendorUI` itself. +This is not circumstantial; it is the direct proof the root element found IS +gmVendorUI's own instantiated root. + +Root geometry: `800x110` at design position `(0,500)` inside an `800x600` +canvas — a compact bottom-docked strip, the same shape family as +`ExternalContainerController`'s `0x21000008`/`0x10000063` (not a large +grid+icon browse window; AC's vendor UI is a horizontal single-row icon +strip, matching general retail recollection). + +Method: a throwaway scanner tool (`tools/VendorLayoutScan/`, not part of the +shipped solution) using `DatCollection.GetAllIdsOfType()` + +recursive `ElementDesc.Children` search, then +`LayoutImporter.ImportInfos(dats, layoutId, rootId)` (the SAME resolved +inheritance pipeline production uses) to dump full resolved `Type` + +`StateDesc.Properties` per element, including `DatStringResolver`-resolved +`StringInfo` labels (property `0x17`). This is what nailed the exact +tab→page mapping below with dat-authored-label proof, not inference. + +### Tree shape (verified via the resolved-property dump, not just raw ElementDesc) + +``` +0x100000B7 gmVendorUI root (Type 0x10000017), 800x110 @ design (0,500) +├─ 0x100000D6 close/pushpin button (Type 1, icon-only, no label — plain X) +├─ 0x100000B8 m_vendorPanel (Type 0x8 = UIElement_Panel; PostInit binds +│ this via GetChildRecursive(this, 0x100000b8)) +│ ├─ 0x100000B9 tab, label "Items" (order 1, x=0) +│ ├─ 0x100000BA tab, label "Buying" (order 2, x=92) +│ ├─ 0x100000BB tab, label "Selling" (order 3, x=184) +│ ├─ 0x100000BC page for tab B9 ("Items") == VendorItemsUI's content +│ │ ├─ 0x100000BD m_shopList (Type 0x10000031 UiItemList, 710x32 — +│ │ │ cell 32x32 from base 0x2100003D/0x10000339 ⇒ ~22-slot +│ │ │ single-row horizontal strip, matches +│ │ │ ExternalContainerController's list shape) +│ │ ├─ 0x100000BE scrollbar (Type 0xB, horizontal, 710x16) +│ │ ├─ 0x100000BF m_itemTypeMenu (Type 0x6 = UIElement_Menu, resolves +│ │ │ to acdream's UiMenu via DatWidgetFactory's `6 => +│ │ │ new UiMenu()` — a FULLY IMPLEMENTED dropdown widget +│ │ │ already, Items/Selected/OnSelect/ButtonLabelProvider) +│ │ ├─ 0x100000C0 m_itemNameText +│ │ ├─ 0x100000C1 m_itemCostText +│ │ ├─ 0x100000C2 m_buyButton, label "Buy" +│ │ └─ 0x100000C3 m_addButton, label "Add to List" +│ ├─ 0x100000C4 page for tab BA ("Buying") == VendorBuyUI's content +│ │ ├─ 0x100000C5 m_buyShopList (staged-to-buy list, NOT the shop's +│ │ │ full stock — see below) +│ │ ├─ 0x100000C6 scrollbar +│ │ ├─ 0x100000C7/C8 m_buyListText / m_buyPurseText +│ │ ├─ 0x100000C9 m_buyItemButton, label "Buy Item" +│ │ ├─ 0x100000CA m_buyAllButton, label "Buy All" +│ │ └─ 0x100000CB/CC m_buyClearItemButton "Clear Item" / +│ │ m_buyClearListButton "Clear List" +│ └─ 0x100000CD page for tab BB ("Selling") == VendorSellUI's content +│ ├─ 0x100000CE m_sellShopList (staged-to-sell list) +│ ├─ 0x100000CF scrollbar +│ ├─ 0x100000D0/D1 m_sellListText / m_sellPurseText +│ ├─ 0x100000D2 m_sellItemButton, label "Sell Item" +│ ├─ 0x100000D3 m_sellAllButton, label "Sell All" +│ └─ 0x100000D4/D5 m_sellClearItemButton / m_sellClearListButton, +│ labels "Clear Item" / "Clear List" +└─ 0x1000008D title/backdrop (Type 0x8, ZLevel 100 — drawn behind) +``` + +Every id above is confirmed two ways: (1) `VendorItemsUI::VendorItemsUI` +(`pc:199612`)/`VendorBuyUI::VendorBuyUI` (`pc:199717`)/ +`VendorSellUI::VendorSellUI` (`pc:199753`) bind these EXACT child ids via +`UIElement::GetChildRecursive`; (2) the resolved-property dump shows the +matching `0x17` StringInfo label on each button, so the id↔label pairing is +read directly off the dat, not inferred from ctor ordering alone. + +### Tab↔page semantics — corrects the contract's 2-tab assumption + +The contract (decision 4, written before this read) assumed two tabs: +"browse/Buy" (`0x100000B9`) and "Sell" (`0x100000BB`). The dat actually +authors **three** tabs, and the dat-resolved labels settle their meaning +precisely — this is NOT the Buy/Sell MODE switch the contract assumed, it is +Items/Buying/Selling, three independent staging views: + +- **"Items" (`0x100000B9`)** — `VendorItemsUI`: the vendor's full stock, + filterable by category, each row clickable, with `Buy`/`Add to List` + buttons. **This is Slice 5.4's browse view** — the only page with useful + content before Slice 6 exists. +- **"Buying" (`0x100000BA`)** — `VendorBuyUI`: review/confirm panel for + `gmVendorUI.m_buyList`, a CLIENT-side staging list of items you've + chosen to buy from the Items tab (`m_buyItemButton`/`m_buyAllButton` on + the Items page add to it; this tab's own buttons commit/clear it). Empty + on a fresh open (`m_buyList` starts empty — confirmed by + `gmVendorUI::OpenVendor`'s unconditional `CloseVendor` on any previous + session before rebuilding). Slice 6 territory. +- **"Selling" (`0x100000BB`)** — `VendorSellUI`: the symmetric staging view + for items dragged from your own inventory onto the vendor + (`ItemInteractionPolicy.ItemPolicyActionKind.SellToVendor`, already + ported, Slice 6 wires its UI consumption). Matches contract decision 4's + "Sell tab... stays inert" almost exactly — its authored label is + "Selling," not "Sell," but the semantic match is exact. + +`gmVendorUI::OpenVendor` (`pc:203650`) confirms **all three sub-panels +(`m_itemsUI`, `m_buyUI`, `m_sellUI`) refresh unconditionally on every +`ApproachVendor`** (`this->m_itemsUI->vtable->OpenVendor(...)`; +`m_sellUI->OpenVendor(...)`; `m_buyUI->OpenVendor(...)`, `pc:203852-203854`), +regardless of which tab ends up visually open — only the VISIBLE tab is +mode-dependent (`OpenTab(m_vendorPanel, 0x100000b9)` for mode 2, +`0x100000bb` for mode 3, `pc:203791`/`203801` — **mode 2 opens tab +`0x100000B9` ("Items"), confirming decision 4's "browse/Buy tab" language +was describing this exact tab**, just informally — its authored name is +"Items," not "Buy"). Slice 5.4 therefore: mounts all three tabs +(matching the authored layout and `RetailTabBinding`'s existing tri-state +pattern precedent, `SpellbookWindowController`'s Spell/Component tabs), +defaults to "Items" selected/visible, and leaves "Buying"/"Selling" as +present-but-unpopulated pages (no `VendorBuyUI`/`VendorSellUI` port this +slice — both are squarely Slice 6, matching the contract's "no buy/sell +actions" fence). This symmetric treatment — not just the contract's +originally-anticipated single "Sell" tab — gets the "comment the fence" +treatment for both non-default tabs. + +### Category/type filter mechanism (the actual D0 answer) + +`VendorItemsUI::AddTypeFilter(this, label, typeMask)` (`pc:199667`) does +**not** create a visible tab button — it calls +`UIElement_Menu::InsertTextItem(m_itemTypeMenu, label, m_numTypeFilters)`, +i.e. it inserts a row into the dropdown menu at `0x100000BF`, tagging the +new menu item with the type mask via a per-item property +(`BaseProperty::SetPropertyName(&prop, 0x10000039)` then storing `typeMask` +into it). "Category tabs" in the contract's phrasing means this dropdown, +not additional tab buttons. + +`VendorItemsUI::OpenVendor` (`pc:200779-201025`) rebuilds the dropdown from +scratch on every open/refresh: flushes `m_shopList` and `m_itemTypeMenu`, +then walks an **ordered, hardcoded 18-entry table**, calling +`ListContainsType(shopItemProfileList, mask)` for each and only adding the +filter (`AddTypeFilter`) if the vendor's stock contains a matching item. +`ListContainsType` (`pc:200132-200159`) is a linear scan: `true` iff any +shop item's `InqType() & mask != 0`. Table, in authored order, with the +acdream `ItemType` composite that reproduces each literal retail mask bit +for bit (verified against `src/AcDream.Core/Items/ClientObject.cs:26-75` — +every bit accounted for, no gaps): + +| # | Label | Retail mask | acdream `ItemType` | +|---|---|---|---| +| 1 | Armor | `0x2` | `Armor` | +| 2 | Books, Paper | `0x2000` | `Writable` | +| 3 | Clothing | `0x4` | `Clothing` | +| 4 | Containers | `0x200` | `Container` | +| 5 | Food | `0x20` | `Food` | +| 6 | Gems | `0x800` | `Gem` | +| 7 | Jewelry | `0x8` | `Jewelry` | +| 8 | Keys, Tools | `0x20004000` | `TinkeringTool \| Key` | +| 9 | Miscellaneous | `0x490` | `Useless \| Misc \| Creature` | +| 10 | Services | `0x100000` | `Service` | +| 11 | Spell Components | `0x1000` | `SpellComponents` | +| 12 | Trade Notes | `0x40000` | `PromissoryNote` | +| 13 | Weapons | `0x101` | `Weapon` (existing composite) | +| 14 | Mana Stones | `0x80000` | `ManaStone` | +| 15 | Magic Items | `0x8000` | `Caster` | +| 16 | Alchemical Items | `0x4800000` | `CraftAlchemyIntermediate \| CraftAlchemyBase` | +| 17 | Cooking Items | `0x400000` | `CraftCookingBase` | +| 18 | Fletching Items | `0x9000000` | `CraftFletchingIntermediate \| CraftFletchingBase` | + +After rebuilding, retail selects an index (`pc:201008-201022`): the +PREVIOUS selected index if it's still `< newCount - 1` inclusive-clamp, +otherwise clamps to `newCount - 1`, then floors at `0`. Net effect: first +open (`GetSelectedIndex` returns `-1`, nothing selected yet) always lands on +index `0` — the FIRST present category in table order, not "show +everything." Pseudocode: + +``` +selected = previousSelectedIndex // -1 on first open +if (selected >= presentCount - 1) selected = presentCount - 1 +if (selected < 0) selected = 0 +``` + +`VendorItemsUI::UpdateItemsList(this, mask, notify)` (`pc:201029` on) +confirms the filter is load-bearing, not cosmetic: it re-walks the FULL +`shopItemProfileList` and inserts into `m_shopList` only items where +`(activeMask & itemType) != 0`, where `activeMask` is either the explicit +`mask` argument (`arg2 != 0`) or, when `arg2 == 0`, the CURRENTLY selected +menu item's stored `0x10000039` property. **There is no "all types" state** +— an empty/no selection filters everything out (`0 & anything == 0`), which +is exactly why retail always force-selects index 0 after rebuilding. Slice +5.4 ports this literally: the item list is always scoped to exactly one +category; clicking a different dropdown entry re-filters via the stored +mask on that entry, matching `UpdateItemsList`'s `arg2 != 0` explicit-mask +branch. + +### Verdict: bounded, in scope, no fallback needed + +The full mechanism is an 18-row static table + a linear membership test +reused per row + one dropdown-population pass + a selection-index clamp — +small and precedented (`UiMenu` is a complete pre-existing widget; +`SpellbookWindowController`'s `FilterButtons` array is the same "static +mask table drives filterable UI" shape, just buttons instead of a +dropdown). This does **not** trigger the "mechanism too large — STOP" +clause; the flat-list fallback is not needed. The genuinely new information +this read surfaced beyond the contract's decisions — three tabs instead of +two, and the dropdown-vs-tab distinction for "category tabs" — is recorded +above for the record, not treated as a scope escalation. diff --git a/src/AcDream.App/Composition/InteractionRetainedUiComposition.cs b/src/AcDream.App/Composition/InteractionRetainedUiComposition.cs index 78354311..ec860bea 100644 --- a/src/AcDream.App/Composition/InteractionRetainedUiComposition.cs +++ b/src/AcDream.App/Composition/InteractionRetainedUiComposition.cs @@ -704,6 +704,9 @@ internal sealed class RetailInteractionRetainedUiCompositionFactory placement, amount), late.Selection.IsWithinExternalContainerUseRange), + Vendor: new VendorRuntimeBindings( + d.Inventory.Vendor, + iconComposer.GetIcon), Cursor: new RetailUiCursorBindings(cursorFeedback, cursorManager), Confirmations: new ConfirmationRuntimeBindings( (type, context, accepted) => diff --git a/src/AcDream.App/UI/Layout/VendorUiController.cs b/src/AcDream.App/UI/Layout/VendorUiController.cs new file mode 100644 index 00000000..5c09d323 --- /dev/null +++ b/src/AcDream.App/UI/Layout/VendorUiController.cs @@ -0,0 +1,450 @@ +using System; +using System.Collections.Generic; +using System.Globalization; +using System.Linq; +using AcDream.Core.Items; + +namespace AcDream.App.UI.Layout; + +/// +/// Retained port of retail gmVendorUI's "Items" tab +/// (VendorItemsUI) — the browse-only scope of Slice 5.4. LayoutDesc +/// 0x21000012, root 0x100000B7 — discovered and verified +/// against the named-retail decomp in +/// docs/research/2026-08-08-slice5-vendor-browse-research.md §B.3/§B.4. +/// +/// +/// Three tabs, not two. The contract (world-interaction-completion.md, +/// Slice 5 decisions) anticipated a "browse/Buy" tab plus a "Sell" tab. The +/// dat authors three DAT-labeled tabs — "Items" (), +/// "Buying" (), "Selling" () — +/// each a state/page pair. Retail's gmVendorUI::OpenVendor +/// (pc:203650) opens tab for the ordinary +/// (mode 2) open this slice always exercises — matching the contract's +/// "browse/Buy tab" language, just under its actual dat name. "Buying" +/// (VendorBuyUI, staged-purchase review) and "Selling" +/// (VendorSellUI, staged-sale review) are Slice 6 territory: their +/// tab buttons render and switch the visible page (so the authored layout +/// looks complete), but neither page is ever populated by this controller — +/// clicking them just shows an empty page. No buy/sell action, no +/// InqAcceptability, no currency mutation happens anywhere in this +/// file. +/// +/// +/// +/// Category filter = a dropdown, not more tabs. Retail's +/// VendorItemsUI::AddTypeFilter/::ListContainsType +/// (pc:199667/200132, D0 read in the research doc's §B.4) +/// populate with one +/// entry per row the vendor's stock actually +/// contains, in retail's fixed table order, and the item list is ALWAYS +/// scoped to exactly one selected category (there is no "show everything" +/// state — an empty selection retail-authentically shows zero items). +/// +/// +/// +/// Lifecycle: pure state projection. This controller owns no +/// session/transaction state of its own. It opens/repopulates/closes purely +/// by observing ; the one mutation it may +/// trigger is the close button calling — +/// going through the owner (client-local per research §A.4, nothing on the +/// wire), never writing fields directly. +/// +/// +public sealed class VendorUiController : IRetainedPanelController +{ + public const uint LayoutId = 0x21000012u; + public const uint RootId = 0x100000B7u; + public const uint CloseId = 0x100000D6u; + public const uint PanelGroupId = 0x100000B8u; + + public const uint ItemsTabId = 0x100000B9u; + public const uint BuyingTabId = 0x100000BAu; + public const uint SellingTabId = 0x100000BBu; + + public const uint ItemsPageId = 0x100000BCu; + public const uint ItemListId = 0x100000BDu; + public const uint ItemScrollbarId = 0x100000BEu; + public const uint TypeFilterMenuId = 0x100000BFu; + public const uint ItemNameTextId = 0x100000C0u; + public const uint ItemCostTextId = 0x100000C1u; + public const uint BuyButtonId = 0x100000C2u; + public const uint AddButtonId = 0x100000C3u; + + // Slice 6 territory — present so the authored layout looks complete, + // never populated here (see the class doc's "three tabs" note). + public const uint BuyingPageId = 0x100000C4u; + public const uint SellingPageId = 0x100000CDu; + + /// + /// Retail's ordered category table, transcribed verbatim from + /// VendorItemsUI::OpenVendor's AddTypeFilter call chain + /// (pc:200792-201005). Order matters: it's the display/insertion + /// order AND the "first present entry wins on fresh open" default. Every + /// mask cross-checked bit-for-bit against + /// — see the research doc's §B.4 table. + /// + private static readonly (string Label, ItemType Mask)[] CategoryFilters = + [ + ("Armor", ItemType.Armor), // 0x2 + ("Books, Paper", ItemType.Writable), // 0x2000 + ("Clothing", ItemType.Clothing), // 0x4 + ("Containers", ItemType.Container), // 0x200 + ("Food", ItemType.Food), // 0x20 + ("Gems", ItemType.Gem), // 0x800 + ("Jewelry", ItemType.Jewelry), // 0x8 + ("Keys, Tools", ItemType.TinkeringTool | ItemType.Key), // 0x20004000 + ("Miscellaneous", ItemType.Useless | ItemType.Misc | ItemType.Creature), // 0x490 + ("Services", ItemType.Service), // 0x100000 + ("Spell Components", ItemType.SpellComponents), // 0x1000 + ("Trade Notes", ItemType.PromissoryNote), // 0x40000 + ("Weapons", ItemType.Weapon), // 0x101 + ("Mana Stones", ItemType.ManaStone), // 0x80000 + ("Magic Items", ItemType.Caster), // 0x8000 + ("Alchemical Items", ItemType.CraftAlchemyIntermediate | ItemType.CraftAlchemyBase), // 0x4800000 + ("Cooking Items", ItemType.CraftCookingBase), // 0x400000 + ("Fletching Items", ItemType.CraftFletchingIntermediate | ItemType.CraftFletchingBase), // 0x9000000 + ]; + + private readonly VendorState _vendor; + private readonly RetailWindowHandle _window; + private readonly Func _resolveIcon; + private readonly UiElement _itemsPage; + private readonly UiElement _buyingPage; + private readonly UiElement _sellingPage; + private readonly UiElement _itemsTab; + private readonly UiElement _buyingTab; + private readonly UiElement _sellingTab; + private readonly UiItemList _itemList; + private readonly UiMenu _typeMenu; + private readonly UiText _itemNameText; + private readonly UiText _itemCostText; + private readonly UiButton? _close; + + private readonly List<(string Label, ItemType Mask)> _presentCategories = new(); + private int _selectedCategoryIndex = -1; + private uint _selectedItemGuid; + private bool _disposed; + + private VendorUiController( + VendorState vendor, + RetailWindowHandle window, + Func resolveIcon, + UiElement itemsPage, + UiElement buyingPage, + UiElement sellingPage, + UiElement itemsTab, + UiElement buyingTab, + UiElement sellingTab, + UiItemList itemList, + UiScrollbar? itemScrollbar, + UiMenu typeMenu, + UiText itemNameText, + UiText itemCostText, + UiButton? close) + { + _vendor = vendor; + _window = window; + _resolveIcon = resolveIcon; + _itemsPage = itemsPage; + _buyingPage = buyingPage; + _sellingPage = sellingPage; + _itemsTab = itemsTab; + _buyingTab = buyingTab; + _sellingTab = sellingTab; + _itemList = itemList; + _typeMenu = typeMenu; + _itemNameText = itemNameText; + _itemCostText = itemCostText; + _close = close; + + _itemList.Columns = 1; + _itemList.SingleRow = true; + _itemList.HorizontalScroll = true; + _itemList.CellWidth = 32f; + _itemList.CellHeight = 32f; + if (itemScrollbar is not null) + { + itemScrollbar.Model = _itemList.Scroll; + itemScrollbar.Horizontal = true; + } + + _typeMenu.OnSelect = payload => + { + if (payload is uint mask) SelectCategory(mask); + }; + _typeMenu.ButtonLabelProvider = () => + _selectedCategoryIndex >= 0 && _selectedCategoryIndex < _presentCategories.Count + ? _presentCategories[_selectedCategoryIndex].Label + : string.Empty; + + RetailTabBinding.SetClick(_itemsTab, () => ShowTab(VendorPanelTab.Items)); + RetailTabBinding.SetClick(_buyingTab, () => ShowTab(VendorPanelTab.Buying)); + RetailTabBinding.SetClick(_sellingTab, () => ShowTab(VendorPanelTab.Selling)); + if (_close is not null) + _close.OnClick = () => _vendor.Close(); + + ShowTab(VendorPanelTab.Items); + ClearContent(); + + _vendor.Changed += OnVendorChanged; + } + + public static VendorUiController? Bind( + ImportedLayout layout, + VendorState vendor, + RetailWindowHandle window, + Func resolveIcon) + { + ArgumentNullException.ThrowIfNull(layout); + ArgumentNullException.ThrowIfNull(vendor); + ArgumentNullException.ThrowIfNull(window); + ArgumentNullException.ThrowIfNull(resolveIcon); + + if (layout.FindElement(ItemsPageId) is not { } itemsPage + || layout.FindElement(BuyingPageId) is not { } buyingPage + || layout.FindElement(SellingPageId) is not { } sellingPage + || layout.FindElement(ItemsTabId) is not { } itemsTab + || layout.FindElement(BuyingTabId) is not { } buyingTab + || layout.FindElement(SellingTabId) is not { } sellingTab + || layout.FindElement(ItemListId) is not UiItemList itemList + || layout.FindElement(TypeFilterMenuId) is not UiMenu typeMenu + || layout.FindElement(ItemNameTextId) is not UiText itemNameText + || layout.FindElement(ItemCostTextId) is not UiText itemCostText) + { + return null; + } + + UiButton? close = layout.FindElement(CloseId) as UiButton; + UiScrollbar? itemScrollbar = layout.FindElement(ItemScrollbarId) as UiScrollbar; + + return new VendorUiController( + vendor, + window, + resolveIcon, + itemsPage, + buyingPage, + sellingPage, + itemsTab, + buyingTab, + sellingTab, + itemList, + itemScrollbar, + typeMenu, + itemNameText, + itemCostText, + close); + } + + private enum VendorPanelTab { Items, Buying, Selling } + + private void ShowTab(VendorPanelTab tab) + { + _itemsPage.Visible = tab == VendorPanelTab.Items; + _buyingPage.Visible = tab == VendorPanelTab.Buying; + _sellingPage.Visible = tab == VendorPanelTab.Selling; + RetailTabBinding.SetOpen(_itemsTab, tab == VendorPanelTab.Items); + RetailTabBinding.SetOpen(_buyingTab, tab == VendorPanelTab.Buying); + RetailTabBinding.SetOpen(_sellingTab, tab == VendorPanelTab.Selling); + } + + private void OnVendorChanged(VendorTransition transition) + { + switch (transition.Kind) + { + case VendorStateTransitionKind.Opened: + case VendorStateTransitionKind.Refreshed: + ShowTab(VendorPanelTab.Items); + RebuildCategories(); + _window.Show(); + break; + case VendorStateTransitionKind.Closed: + case VendorStateTransitionKind.Reset: + ClearContent(); + ShowTab(VendorPanelTab.Items); + _window.Hide(); + break; + } + } + + /// + /// Port of the tail of VendorItemsUI::OpenVendor + /// (pc:200789-201022): flush the menu, walk + /// in order keeping only entries + /// ListContainsType would keep, then re-derive the selected index + /// with retail's exact clamp (preserve if still valid, else clamp to the + /// last entry, else 0). + /// + private void RebuildCategories() + { + IReadOnlyList items = _vendor.Items; + + _presentCategories.Clear(); + foreach ((string label, ItemType mask) in CategoryFilters) + { + uint maskValue = (uint)mask; + bool present = false; + for (int i = 0; i < items.Count; i++) + { + if (((items[i].ItemType ?? 0u) & maskValue) != 0u) + { + present = true; + break; + } + } + if (present) _presentCategories.Add((label, mask)); + } + + int selected = _selectedCategoryIndex; + if (selected >= _presentCategories.Count - 1) + selected = _presentCategories.Count - 1; + if (selected < 0) + selected = 0; + _selectedCategoryIndex = selected; + + _typeMenu.Items = _presentCategories + .Select(entry => new UiMenu.MenuItem(entry.Label, (object)(uint)entry.Mask)) + .ToArray(); + _typeMenu.Selected = _selectedCategoryIndex >= 0 && _selectedCategoryIndex < _presentCategories.Count + ? (object)(uint)_presentCategories[_selectedCategoryIndex].Mask + : null; + + RebuildItemList(); + } + + /// + /// User picked a different dropdown entry — port of + /// VendorItemsUI::UpdateItemsList's explicit-mask branch + /// (arg2 != 0, pc:201039-201040). + /// + private void SelectCategory(uint mask) + { + int index = _presentCategories.FindIndex(entry => (uint)entry.Mask == mask); + if (index < 0 || index == _selectedCategoryIndex) return; + + _selectedCategoryIndex = index; + _typeMenu.Selected = (object)mask; + RebuildItemList(); + } + + /// + /// Port of VendorItemsUI::UpdateItemsList's item-insertion loop + /// (pc:201059-201158): only items whose type intersects the + /// active mask are shown. There is no "all categories" state — an empty + /// (no vendor stock at all, or nothing + /// selected) shows zero rows, matching retail. + /// + private void RebuildItemList() + { + ItemType activeMask = _selectedCategoryIndex >= 0 && _selectedCategoryIndex < _presentCategories.Count + ? _presentCategories[_selectedCategoryIndex].Mask + : default; + uint maskValue = (uint)activeMask; + + IReadOnlyList items = _vendor.Items; + bool selectionStillPresent = false; + + using (_itemList.DeferLayout()) + { + _itemList.Flush(); + if (maskValue != 0u) + { + foreach (VendorShopItem item in items) + { + if (((item.ItemType ?? 0u) & maskValue) == 0u) continue; + + if (item.ItemGuid == _selectedItemGuid) selectionStillPresent = true; + + uint icon = _resolveIcon((ItemType)(item.ItemType ?? 0u), item.IconId, 0u, 0u, 0u); + var cell = new UiItemSlot + { + SpriteResolve = _itemList.SpriteResolve, + SlotIndex = _itemList.GetNumUIItems(), + }; + cell.SetItem(item.ItemGuid, icon); + cell.Selected = item.ItemGuid == _selectedItemGuid; + VendorShopItem captured = item; + cell.Clicked = () => SelectItem(captured); + _itemList.AddItem(cell); + } + } + } + + if (!selectionStillPresent) + ClearSelection(); + } + + /// + /// Port of retail row selection — updates m_itemNameText/ + /// m_itemCostText with the retail-correct PER-UNIT price + /// (VendorProfile::VendorSellPrice, quantity 1 — the vendor + /// sells this item TO the player at the vendor's own sell rate; + /// 's naming-inversion warning + /// applies, see that type's doc comment). + /// + private void SelectItem(VendorShopItem item) + { + _selectedItemGuid = item.ItemGuid; + + for (int i = 0; i < _itemList.GetNumUIItems(); i++) + { + if (_itemList.GetItem(i) is { } cell) + cell.Selected = cell.ItemId == _selectedItemGuid; + } + + SetPlainText(_itemNameText, item.Name ?? string.Empty); + + VendorShopProfile profile = _vendor.Profile; + int rawValue = item.Value ?? 0; + int perUnit = VendorPricing.PerUnitValue(rawValue, item.DescStackSize); + int price = VendorPricing.SellPrice(perUnit, item.ItemType ?? 0u, profile.SellPrice, quantity: 1); + string costText = profile.AlternateCurrencyWcid == 0u + ? price.ToString(CultureInfo.InvariantCulture) + : $"{price.ToString(CultureInfo.InvariantCulture)} {profile.AlternateCurrencyPluralName}"; + SetPlainText(_itemCostText, costText); + } + + private void ClearSelection() + { + _selectedItemGuid = 0u; + for (int i = 0; i < _itemList.GetNumUIItems(); i++) + { + if (_itemList.GetItem(i) is { } cell) + cell.Selected = false; + } + SetPlainText(_itemNameText, string.Empty); + SetPlainText(_itemCostText, string.Empty); + } + + private void ClearContent() + { + _presentCategories.Clear(); + _selectedCategoryIndex = -1; + _typeMenu.Items = Array.Empty(); + _typeMenu.Selected = null; + _itemList.Flush(); + ClearSelection(); + } + + private static void SetPlainText(UiText text, string value) + { + IReadOnlyList lines = string.IsNullOrEmpty(value) + ? Array.Empty() + : new[] { new UiText.Line(value, text.DefaultColor) }; + text.LinesProvider = () => lines; + } + + public void Dispose() + { + if (_disposed) return; + _disposed = true; + _vendor.Changed -= OnVendorChanged; + RetailTabBinding.SetClick(_itemsTab, null); + RetailTabBinding.SetClick(_buyingTab, null); + RetailTabBinding.SetClick(_sellingTab, null); + _typeMenu.OnSelect = null; + _typeMenu.ButtonLabelProvider = null; + if (_close is not null) + _close.OnClick = null; + } +} diff --git a/src/AcDream.App/UI/RetailUiRuntime.cs b/src/AcDream.App/UI/RetailUiRuntime.cs index d8a45095..57ce5a8d 100644 --- a/src/AcDream.App/UI/RetailUiRuntime.cs +++ b/src/AcDream.App/UI/RetailUiRuntime.cs @@ -168,6 +168,10 @@ public sealed record AppraisalRuntimeBindings( Action SendSetInscription, Action DisplaySystemMessage); +public sealed record VendorRuntimeBindings( + VendorState State, + Func ResolveIcon); + public sealed record RetailUiRuntimeBindings( UiHost Host, RetailUiAssets Assets, @@ -184,6 +188,7 @@ public sealed record RetailUiRuntimeBindings( CharacterRuntimeBindings Character, InventoryRuntimeBindings Inventory, ExternalContainerRuntimeBindings ExternalContainer, + VendorRuntimeBindings Vendor, RetailUiCursorBindings Cursor, ConfirmationRuntimeBindings Confirmations, AppraisalRuntimeBindings Appraisal, @@ -255,6 +260,7 @@ public sealed class RetailUiRuntime : IDisposable MountPlugins(); MountInventory(); MountExternalContainer(); + MountVendor(); MountItemCooldowns(); Host.WindowManager.WindowVisibilityChanged += OnWindowVisibilityChanged; BindToolbarPanelButtons(); @@ -272,6 +278,7 @@ public sealed class RetailUiRuntime : IDisposable WindowNames.Combat, WindowNames.JumpPowerbar, WindowNames.ExternalContainer, + WindowNames.Vendor, ]); } @@ -322,6 +329,7 @@ public sealed class RetailUiRuntime : IDisposable public InventoryController? InventoryPanelController { get; private set; } public RetailDialogFactory? DialogFactory { get; private set; } public ExternalContainerController? ExternalContainerController { get; private set; } + public VendorUiController? VendorController { get; private set; } public static RetailUiRuntime Mount(RetailUiRuntimeBindings bindings) { @@ -1897,6 +1905,75 @@ public sealed class RetailUiRuntime : IDisposable "[D.2b] retail external-container strip mounted from LayoutDesc 0x21000008."); } + /// + /// Slice 5.4: the retail vendor "Items" browse tab (LayoutDesc + /// 0x21000012, root 0x100000B7 — see + /// docs/research/2026-08-08-slice5-vendor-browse-research.md §B.3/§B.4 + /// for the discovery + D0 category-filter read). Two-step mount + /// (Mount then Bind then AttachController) matches + /// : the controller needs the + /// to Show/Hide itself as + /// opens/closes, so the handle must exist + /// before the controller is constructed. + /// + private void MountVendor() + { + ImportedLayout? layout; + lock (_bindings.Assets.DatLock) + { + layout = LayoutImporter.Import( + _bindings.Assets.Dats, + VendorUiController.LayoutId, + VendorUiController.RootId, + _bindings.Assets.ResolveSprite, + _bindings.Assets.DefaultFont, + _bindings.Assets.ResolveFont); + } + if (layout is null) + { + Console.WriteLine("[M4] vendor: LayoutDesc 0x21000012 root 0x100000B7 not found."); + return; + } + + UiElement root = layout.Root; + RetailWindowHandle handle = RetailWindowFrame.Mount( + Host.Root, + root, + _bindings.Assets.ResolveSprite, + new RetailWindowFrame.Options + { + WindowName = WindowNames.Vendor, + // Root 0x100000B7 authors only the tiled center surface + // (backdrop element 0x1000008D provides its own fill); the + // common floating-window bevel surrounds it — same shape as + // ExternalContainerController's 0x21000008/0x10000063. + Chrome = RetailWindowChrome.NineSlice, + Left = root.Left, + Top = root.Top, + ContentWidth = root.Width, + ContentHeight = root.Height, + MinWidth = root.Width, + MinHeight = root.Height, + Visible = false, + ResizeX = false, + ResizeY = false, + ConstrainDragToParent = true, + ConstrainResizeToParent = true, + DrawChromeCenter = false, + }); + + VendorRuntimeBindings b = _bindings.Vendor; + VendorController = VendorUiController.Bind(layout, b.State, handle, b.ResolveIcon); + if (VendorController is null) + { + Console.WriteLine("[M4] vendor: required authored controls are missing."); + return; + } + + Host.WindowManager.AttachController(WindowNames.Vendor, VendorController); + Console.WriteLine("[M4] retail vendor browse panel mounted from LayoutDesc 0x21000012."); + } + private void MountItemCooldowns() { ItemCooldownAssets? assets; diff --git a/src/AcDream.App/UI/WindowNames.cs b/src/AcDream.App/UI/WindowNames.cs index 9be64cc8..7030b0b4 100644 --- a/src/AcDream.App/UI/WindowNames.cs +++ b/src/AcDream.App/UI/WindowNames.cs @@ -22,4 +22,5 @@ public static class WindowNames public const string MiniGame = "mini-game"; public const string Vitae = "vitae"; public const string Examination = "examination"; + public const string Vendor = "vendor"; } diff --git a/tests/AcDream.App.Tests/UI/Layout/FixtureLoader.cs b/tests/AcDream.App.Tests/UI/Layout/FixtureLoader.cs index c3897b13..ca4f941a 100644 --- a/tests/AcDream.App.Tests/UI/Layout/FixtureLoader.cs +++ b/tests/AcDream.App.Tests/UI/Layout/FixtureLoader.cs @@ -183,6 +183,12 @@ public static class FixtureLoader public static ElementInfo LoadMiniGameInfos() => LoadInfos("mini_game_2100001E.json"); + public static ImportedLayout LoadVendor() + => LayoutImporter.Build(LoadVendorInfos(), _ => (0u, 0, 0), null); + + public static ElementInfo LoadVendorInfos() + => LoadInfos("vendor_21000012_100000B7.json"); + // ── Shared loader ──────────────────────────────────────────────────────── private static AcDream.App.UI.Layout.ElementInfo LoadInfos(string fileName) diff --git a/tests/AcDream.App.Tests/UI/Layout/RetailLayoutFixtureGenerator.cs b/tests/AcDream.App.Tests/UI/Layout/RetailLayoutFixtureGenerator.cs index 97853500..28eb74de 100644 --- a/tests/AcDream.App.Tests/UI/Layout/RetailLayoutFixtureGenerator.cs +++ b/tests/AcDream.App.Tests/UI/Layout/RetailLayoutFixtureGenerator.cs @@ -136,6 +136,8 @@ public sealed class RetailLayoutFixtureGenerator "examine_row_2100006B_10000166.json"), (AppraisalUiController.LayoutId, SpellExamineComponentTemplateFactory.TemplateId, "examine_component_2100006B_1000032E.json"), + (VendorUiController.LayoutId, VendorUiController.RootId, + "vendor_21000012_100000B7.json"), }) { ElementInfo? panelPart = LayoutImporter.ImportInfos(dats, layoutId, rootId); diff --git a/tests/AcDream.App.Tests/UI/Layout/VendorUiControllerTests.cs b/tests/AcDream.App.Tests/UI/Layout/VendorUiControllerTests.cs new file mode 100644 index 00000000..5c43b654 --- /dev/null +++ b/tests/AcDream.App.Tests/UI/Layout/VendorUiControllerTests.cs @@ -0,0 +1,327 @@ +using System.Collections.Generic; +using System.Linq; +using AcDream.App.UI; +using AcDream.App.UI.Layout; +using AcDream.Core.Items; + +namespace AcDream.App.Tests.UI.Layout; + +/// +/// Slice 5.4 — mirrors 's +/// harness shape (hand-built over +/// ) for the behavioral suite, plus one +/// real-dat-fixture smoke test (mirroring +/// AppraisalUiControllerTests's use of ) +/// that catches drift between the hardcoded ids in +/// and the actual LayoutDesc 0x21000012. +/// +public sealed class VendorUiControllerTests +{ + private const uint VendorGuid = 0x70000010u; + private const uint ArmorItemGuid = 0x60000101u; + private const uint FoodItemGuid = 0x60000102u; + private const uint StackedItemGuid = 0x60000103u; + + private sealed class TestElement : UiElement { } + + [Fact] + public void Bind_FromRealDatFixture_ResolvesAllRequiredControls() + { + ImportedLayout layout = FixtureLoader.LoadVendor(); + var screen = new UiRoot { Width = 1280f, Height = 800f }; + RetailWindowHandle window = RetailWindowFrame.Mount( + screen, + layout.Root, + static _ => (0u, 0, 0), + new RetailWindowFrame.Options + { + WindowName = "vendor-fixture-smoke", + Chrome = RetailWindowChrome.Imported, + Visible = false, + }); + + VendorUiController? controller = VendorUiController.Bind( + layout, + new VendorState(), + window, + static (_, _, _, _, _) => 0u); + + Assert.NotNull(controller); + } + + private sealed class Harness + { + public readonly VendorState State = new(); + public readonly UiRoot Screen = new() { Width = 800f, Height = 600f }; + public readonly UiItemList ItemList = new(); + public readonly UiScrollbar ItemScrollbar = new(); + public readonly UiMenu TypeMenu = new(); + public readonly UiText ItemNameText = new(); + public readonly UiText ItemCostText = new(); + public readonly UiText ItemsTab = new(); + public readonly UiText BuyingTab = new(); + public readonly UiText SellingTab = new(); + public readonly UiElement ItemsPage = new TestElement(); + public readonly UiElement BuyingPage = new TestElement(); + public readonly UiElement SellingPage = new TestElement(); + public readonly UiButton CloseButton; + public readonly RetailWindowHandle Window; + public readonly VendorUiController Controller; + + public Harness() + { + var root = new TestElement { Width = 800f, Height = 110f }; + CloseButton = new UiButton( + new ElementInfo { Id = VendorUiController.CloseId, Type = 1 }, + static _ => (0u, 0, 0)); + + root.AddChild(CloseButton); + root.AddChild(ItemsTab); + root.AddChild(BuyingTab); + root.AddChild(SellingTab); + root.AddChild(ItemsPage); + root.AddChild(BuyingPage); + root.AddChild(SellingPage); + ItemsPage.AddChild(ItemList); + ItemsPage.AddChild(ItemScrollbar); + ItemsPage.AddChild(TypeMenu); + ItemsPage.AddChild(ItemNameText); + ItemsPage.AddChild(ItemCostText); + + var layout = new ImportedLayout(root, new Dictionary + { + [VendorUiController.CloseId] = CloseButton, + [VendorUiController.ItemsTabId] = ItemsTab, + [VendorUiController.BuyingTabId] = BuyingTab, + [VendorUiController.SellingTabId] = SellingTab, + [VendorUiController.ItemsPageId] = ItemsPage, + [VendorUiController.BuyingPageId] = BuyingPage, + [VendorUiController.SellingPageId] = SellingPage, + [VendorUiController.ItemListId] = ItemList, + [VendorUiController.ItemScrollbarId] = ItemScrollbar, + [VendorUiController.TypeFilterMenuId] = TypeMenu, + [VendorUiController.ItemNameTextId] = ItemNameText, + [VendorUiController.ItemCostTextId] = ItemCostText, + }); + + Window = RetailWindowFrame.Mount( + Screen, + root, + static _ => (0u, 0, 0), + new RetailWindowFrame.Options + { + WindowName = WindowNames.Vendor, + Chrome = RetailWindowChrome.Imported, + Visible = false, + Draggable = false, + Resizable = false, + }); + + Controller = VendorUiController.Bind( + layout, + State, + Window, + static (_, iconId, _, _, _) => iconId != 0u ? iconId + 1000u : 0u)!; + Screen.WindowManager.AttachController(WindowNames.Vendor, Controller); + } + } + + private static VendorShopProfile Profile( + float sellRate = 1.5f, uint altCurrency = 0u, string altName = "") => + new(0u, 0u, 0u, false, 1.0f, sellRate, altCurrency, 0u, altName); + + private static string GetText(UiText text) + => string.Concat(text.LinesProvider().Select(line => line.Text)); + + [Fact] + public void Bind_WiresTheScrollbarToTheItemListsScrollModel() + { + var h = new Harness(); + + Assert.True(h.ItemScrollbar.Horizontal); + Assert.Same(h.ItemList.Scroll, h.ItemScrollbar.Model); + } + + [Fact] + public void Opened_ShowsWindowAndPopulatesFirstPresentCategoryInTableOrder() + { + var h = new Harness(); + var items = new[] + { + // Food is table entry #5, Armor is #1 — retail's fixed table + // order, not insertion order, decides the default selection. + new VendorShopItem(FoodItemGuid, -1, 1u, "Bread", (uint)ItemType.Food, 100u, 5), + new VendorShopItem(ArmorItemGuid, -1, 2u, "Chainmail", (uint)ItemType.Armor, 200u, 500), + }; + + h.State.Apply(VendorGuid, Profile(), items); + + Assert.True(h.Window.IsVisible); + Assert.True(h.ItemsPage.Visible); + Assert.False(h.BuyingPage.Visible); + Assert.False(h.SellingPage.Visible); + Assert.Equal(1, h.ItemList.GetNumUIItems()); + Assert.Equal(ArmorItemGuid, h.ItemList.GetItem(0)!.ItemId); + Assert.Equal("Armor", h.TypeMenu.Items.Single(i => Equals(i.Payload, h.TypeMenu.Selected)).Label); + } + + [Fact] + public void Closed_HidesWindowAndClearsListAndText() + { + var h = new Harness(); + h.State.Apply(VendorGuid, Profile(), new[] + { + new VendorShopItem(ArmorItemGuid, -1, 2u, "Chainmail", (uint)ItemType.Armor, 200u, 500), + }); + h.ItemList.GetItem(0)!.Clicked?.Invoke(); + Assert.True(h.Window.IsVisible); + Assert.NotEqual(string.Empty, GetText(h.ItemNameText)); + + h.State.Close(); + + Assert.False(h.Window.IsVisible); + Assert.Equal(0, h.ItemList.GetNumUIItems()); + Assert.Equal(string.Empty, GetText(h.ItemNameText)); + Assert.Equal(string.Empty, GetText(h.ItemCostText)); + Assert.Empty(h.TypeMenu.Items); + } + + [Fact] + public void Reset_HidesWindowAndClearsContent() + { + var h = new Harness(); + h.State.Apply(VendorGuid, Profile(), new[] + { + new VendorShopItem(ArmorItemGuid, -1, 2u, "Chainmail", (uint)ItemType.Armor, 200u, 500), + }); + + h.State.Reset(); + + Assert.False(h.Window.IsVisible); + Assert.Equal(0, h.ItemList.GetNumUIItems()); + } + + [Fact] + public void SelectingItem_ShowsRetailCorrectPerUnitPrice_ForStackedItem() + { + var h = new Harness(); + h.State.Apply(VendorGuid, Profile(sellRate: 2.0f), new[] + { + // Value=1000 is the STACK-TOTAL wire value for a 100-unit stack; + // per-unit = 1000/100 = 10. SellPrice = ceil(2.0*10*1 - 0.1) = 20 + // (VendorPricing.SellPrice, ShopSystem::SellPrice pc:702107). + new VendorShopItem( + StackedItemGuid, -1, 3u, "Arrows", (uint)ItemType.MissileWeapon, 300u, 1000, + DescStackSize: 100), + }); + + h.ItemList.GetItem(0)!.Clicked?.Invoke(); + + Assert.Equal("Arrows", GetText(h.ItemNameText)); + Assert.Equal("20", GetText(h.ItemCostText)); + } + + [Fact] + public void SelectingItem_WithAlternateCurrency_AppendsCurrencyName() + { + var h = new Harness(); + h.State.Apply( + VendorGuid, + Profile(sellRate: 1.0f, altCurrency: 0x12345678u, altName: "Trade Notes"), + new[] + { + new VendorShopItem(ArmorItemGuid, -1, 2u, "Chainmail", (uint)ItemType.Armor, 200u, 50), + }); + + h.ItemList.GetItem(0)!.Clicked?.Invoke(); + + Assert.Equal("50 Trade Notes", GetText(h.ItemCostText)); + } + + [Fact] + public void SelectingDifferentCategory_FiltersItemListToThatCategoryOnly() + { + var h = new Harness(); + var armor = new VendorShopItem(ArmorItemGuid, -1, 2u, "Chainmail", (uint)ItemType.Armor, 200u, 500); + var food = new VendorShopItem(FoodItemGuid, -1, 1u, "Bread", (uint)ItemType.Food, 100u, 5); + h.State.Apply(VendorGuid, Profile(), new[] { armor, food }); + Assert.Equal(ArmorItemGuid, h.ItemList.GetItem(0)!.ItemId); // default: Armor (table order) + + object? foodPayload = h.TypeMenu.Items.First(i => i.Label == "Food").Payload; + h.TypeMenu.OnSelect!.Invoke(foodPayload); + + Assert.Equal(1, h.ItemList.GetNumUIItems()); + Assert.Equal(FoodItemGuid, h.ItemList.GetItem(0)!.ItemId); + } + + [Fact] + public void CloseButton_RoutesThroughVendorStateClose_NotADirectFieldWrite() + { + var h = new Harness(); + h.State.Apply(VendorGuid, Profile(), new[] + { + new VendorShopItem(ArmorItemGuid, -1, 2u, "Chainmail", (uint)ItemType.Armor, 200u, 500), + }); + + h.CloseButton.OnClick!.Invoke(); + + // The panel never mutates VendorState directly — the ONLY path from + // the close button to a cleared session is VendorState.Close() + // itself, so VendorId reads back 0 through the owner's own public + // surface, not a private field poke. + Assert.Equal(0u, h.State.VendorId); + Assert.False(h.Window.IsVisible); + } + + [Fact] + public void SellingTab_SwitchesPageButPopulatesNoSellContent() + { + var h = new Harness(); + h.State.Apply(VendorGuid, Profile(), new[] + { + new VendorShopItem(ArmorItemGuid, -1, 2u, "Chainmail", (uint)ItemType.Armor, 200u, 500), + }); + + h.SellingTab.OnClick!.Invoke(); + + Assert.True(h.SellingPage.Visible); + Assert.False(h.ItemsPage.Visible); + Assert.False(h.BuyingPage.Visible); + // Slice 6 fence: no sell-list/price/button wiring exists at all — + // the page is exactly the authored-empty container it started as. + Assert.Empty(h.SellingPage.Children); + } + + [Fact] + public void BuyingTab_SwitchesPageButPopulatesNoBuyContent() + { + var h = new Harness(); + h.State.Apply(VendorGuid, Profile(), new[] + { + new VendorShopItem(ArmorItemGuid, -1, 2u, "Chainmail", (uint)ItemType.Armor, 200u, 500), + }); + + h.BuyingTab.OnClick!.Invoke(); + + Assert.True(h.BuyingPage.Visible); + Assert.False(h.ItemsPage.Visible); + Assert.Empty(h.BuyingPage.Children); + } + + [Fact] + public void ItemsTab_ReselectedAfterVisitingOtherTabs_ShowsBrowseListAgain() + { + var h = new Harness(); + h.State.Apply(VendorGuid, Profile(), new[] + { + new VendorShopItem(ArmorItemGuid, -1, 2u, "Chainmail", (uint)ItemType.Armor, 200u, 500), + }); + h.SellingTab.OnClick!.Invoke(); + + h.ItemsTab.OnClick!.Invoke(); + + Assert.True(h.ItemsPage.Visible); + Assert.False(h.SellingPage.Visible); + Assert.Equal(1, h.ItemList.GetNumUIItems()); + } +} diff --git a/tests/AcDream.App.Tests/UI/Layout/fixtures/vendor_21000012_100000B7.json b/tests/AcDream.App.Tests/UI/Layout/fixtures/vendor_21000012_100000B7.json new file mode 100644 index 00000000..ae6de02d --- /dev/null +++ b/tests/AcDream.App.Tests/UI/Layout/fixtures/vendor_21000012_100000B7.json @@ -0,0 +1,15938 @@ +{ + "Id": 268435639, + "Type": 268435479, + "X": 0, + "Y": 500, + "Width": 800, + "Height": 110, + "OriginalParentWidth": 0, + "OriginalParentHeight": 0, + "HasOriginalParentSize": false, + "Left": 1, + "Top": 1, + "Right": 1, + "Bottom": 2, + "ReadOrder": 0, + "ZLevel": 0, + "States": { + "4294967295": { + "Id": 4294967295, + "Name": "", + "PassToChildren": false, + "IncorporationFlags": 30, + "Image": null, + "Cursor": null, + "Properties": { + "Values": {} + } + } + }, + "DefaultStateId": 0, + "FontDid": 0, + "HJustify": 1, + "VJustify": 1, + "FontColor": null, + "StateMedia": {}, + "StateCursors": {}, + "DefaultStateName": "", + "Children": [ + { + "Id": 268435670, + "Type": 1, + "X": 776, + "Y": 0, + "Width": 22, + "Height": 20, + "OriginalParentWidth": 800, + "OriginalParentHeight": 110, + "HasOriginalParentSize": true, + "Left": 2, + "Top": 1, + "Right": 1, + "Bottom": 2, + "ReadOrder": 3, + "ZLevel": 10, + "States": { + "4294967295": { + "Id": 4294967295, + "Name": "", + "PassToChildren": false, + "IncorporationFlags": 62, + "Image": null, + "Cursor": null, + "Properties": { + "Values": {} + } + }, + "3": { + "Id": 3, + "Name": "Normal_pressed", + "PassToChildren": false, + "IncorporationFlags": 0, + "Image": { + "File": 100668073, + "DrawMode": 1 + }, + "Cursor": null, + "Properties": { + "Values": {} + } + }, + "1": { + "Id": 1, + "Name": "Normal", + "PassToChildren": false, + "IncorporationFlags": 0, + "Image": { + "File": 100668074, + "DrawMode": 1 + }, + "Cursor": null, + "Properties": { + "Values": {} + } + } + }, + "DefaultStateId": 1, + "FontDid": 0, + "HJustify": 1, + "VJustify": 1, + "FontColor": null, + "StateMedia": { + "Normal": { + "Item1": 100668074, + "Item2": 1 + }, + "Normal_pressed": { + "Item1": 100668073, + "Item2": 1 + } + }, + "StateCursors": {}, + "DefaultStateName": "Normal", + "Children": [] + }, + { + "Id": 268435640, + "Type": 8, + "X": 0, + "Y": 0, + "Width": 800, + "Height": 110, + "OriginalParentWidth": 800, + "OriginalParentHeight": 110, + "HasOriginalParentSize": true, + 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