docs(D.2b-B): B-Wire implementation plan
16 bite-sized TDD tasks for the inventory wire pass: ClientObjectTable UpsertProperties/UpdateStackSize (Core); PrivateUpdatePropertyInt 0x02CD, SetStackSize 0x0197, InventoryRemoveObject 0x0024 parsers; ParseViewContents 0x0196; 0x0022 4th-field + 0x00A0 error fixes; DropItem/GetAndWieldItem/ NoLongerViewingContents builders + Send wrappers; PD player-property delivery + GameEvent registration; WorldSession dispatch; ObjectTableWiring apply-all- ints + player-int route + stack/remove; GameWindow + InventoryController wiring; divergence/ISSUES/roadmap/memory bookkeeping. Each pure parser/builder /table-method is TDD'd; glue follows the codebase convention (dispatcher- routed GameEvents unit-tested via the GameEventWiringTests harness, top-level GameMessages build+run-verified). Plan derived from reading every call site. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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