feat(session): the in-world logoff — LogOut animation, reverse wormhole, live return to character select
Retires AD-74 (Exit to Character Selection 'behaves as Exit Game') and files AD-110 (the composed handoff edge) — register rows in this commit. Retail derivation (named decomp): - gmGamePlayUI::UseTime @0x004EA3A0: confirmed Yes drains into CPlayerSystem::LogOffCharacter(0) when grounded (transient_state & CONTACT); the grounded three-way branch now also covers the indicator-bar end-session control (it was Options-only). - CPlayerSystem::LogOffCharacter @0x00563520: SaveToServer FIRST (the existing pre-logoff flush hook), then RequestLogOff @0x00562DD0: 'Logging off...' chat (type 0), 0xF653 via Proto_UI::LogOffCharacter @0x00546A20, logOffRequestTime = now + 3.0 (+20.0 when IsPlayerKiller @0x0058C910 — PWD bits 0x20|0x2000000), and CommandInterpreter::HandleLogOff @0x006B3330 -> Disable. - The log-off ANIMATION is server-driven: ACE broadcasts MotionCommand.LogOut (0x1000011E, Player.cs:596 SendMotionAsCommands) and it plays on the local player through the existing inbound unpack_movement funnel during the 3 s hold — retail plays nothing locally; Disable() is the whole client-side effect. - gmSmartBoxUI::UseTime @0x004D6E64: hold elapsed -> BeginTeleportAnimation(TAS_WORLD_FADE_OUT) @0x004D6E83 (enter cue @0x004D638E, unconditional) -> TunnelFadeIn -> Tunnel. The tunnel plays the SAME forward 40 fps animation; nothing renders backwards, and NO exit cue ever fires on logout (the char-select swap preempts the TunnelContinue/FadeOut tail). - Inbound 0xF653 echo (dispatch case 3 @0x0055C963) -> ExecuteLogOff @0x0055D780: world teardown with the LOGON CONNECTION KEPT (ExitWorldDisconnect @0x00541E00 removes every connection except logonRecID_ — one connection against ACE) and Proto_UI::SetEventCounter(0) @0x00541E79; the fresh CharacterList in the same batch re-shows character management (gmGamePlayUI::Update @0x004E9CD0 -> QueueUIMode(0x1000000a)). ACE mirrors it: SendFinalLogOffMessages (Session.cs:249) sends 0xF653 + CharacterList + ServerName >=6 s after the request and leaves the session AuthConnected — a second EnterWorld needs no re-handshake. Implementation: - RuntimeWorldTransitState: the canonical logout lifecycle (Requested/PresentationActive/Confirmed, retail 3 s/+20 s holds, cancel/reset/ownership convergence). - WorldSession: RequestCharacterLogOff (non-blocking 0xF653), IsCharacterLogOffConfirmed, ReturnToCharacterSelect (InWorld -> InCharacterSelect + game-action sequence reset; transport untouched). - LiveSessionController: BeginCharacterLogOff (flush-first request) and CompleteCharacterLogOff — the return-to-selection transaction (ReconnectCore minus the transport swap: retire the world generation's routes, host reset, state flip, fresh generation re-bind, roster re-applied from the pushed CharacterList; failures degrade to the full StopCore teardown). - RuntimeLocalPlayerMovementState.DisableCommandInterpreter + DispatcherMovementInputSource gate: retail's Disable() — held keys produce no movement while the server LogOut motion plays; cleared by the generation reset. - LocalPlayerTeleportController: the logout pump as the third arm of the one wormhole machine (request/hold/wormhole/confirmed handoff; teleport starts refused during logout; the handoff runs the session transaction whose world reset retires the tunnel as the fresh selection state re-shows the character screen). - UI: both end-session surfaces share the retail three-way grounded gate and now run the REAL flow; Options' Exit Game keeps the app exit (window close -> the existing graceful-shutdown logoff). Tests: +5 transit lifecycle, +4 session transaction, +7 logout pump. Runtime 1756/0 (baseline 1747), App live-DAT 5523/3 (baseline 5512/3 + 11 this round), Core.Net 1004/0, full solution green (0 failures). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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17 changed files with 1399 additions and 37 deletions
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@ -56,6 +56,11 @@ internal sealed record InteractionRetainedUiDependencies(
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HostQuiescenceGate HostQuiescence,
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RetainedUiInputCaptureSlot RetainedInputCapture,
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InputDispatcher? InputDispatcher,
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/// <summary>Logout round (2026-08-17): the construction-order teleport
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/// bridge — the retained UI is composed before the teleport controller,
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/// so the end-character-session binding reaches the wormhole owner
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/// through this deferred sink.</summary>
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AcDream.App.Streaming.DeferredLocalPlayerTeleportNetworkSink TeleportSink,
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// Campaign OP slice OP8: the portable keybinds.json path
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// (ApplicationPathSet.KeyBindingsFile) — the Configure Keyboard screen's
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// Save button writes here, same file GameWindow's startup load reads.
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@ -751,7 +756,14 @@ internal sealed class RetailInteractionRetainedUiCompositionFactory
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() => late.Session.LinkStatus,
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d.ClientTime,
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() => late.Session.CurrentSession?.RequestLinkStatusPing(),
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d.Window.Close),
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// Logout round (2026-08-17): the in-world logoff flow
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// (retail EndCharacterSession — animation + reverse
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// wormhole + return to character select), forwarded
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// through the construction-order teleport-sink bridge.
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EndCharacterSession: d.TeleportSink.RequestLogout,
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// Exit Game keeps the app-exit: window close runs the
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// graceful-shutdown logoff in WorldSession.Dispose.
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ExitGame: d.Window.Close),
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Toolbar: new ToolbarRuntimeBindings(
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d.Inventory.Objects,
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d.Inventory.Shortcuts,
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@ -1025,7 +1025,16 @@ internal sealed class SessionPlayerCompositionPhase
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// armed pre-reveal tunnel projects the Runtime
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// character-selection lifecycle to disarm on a rejected
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// EnterWorld (see the controller's field doc).
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new RuntimeLoginLifecycleSource(d.Runtime));
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new RuntimeLoginLifecycleSource(d.Runtime),
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// Logout round (2026-08-17): the logout arm's Runtime seams
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// (wire begin, confirmation, return-to-selection
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// transaction, PK hold fact, interpreter disable).
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new RuntimeLocalPlayerLogoutOperations(
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d.Runtime,
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d.PlayerController,
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liveSessionSource,
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d.Inventory.Objects,
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d.PlayerIdentity));
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LocalPlayerTeleportController CreateLocalTeleportWithTunnel(
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PortalTunnelPresentation portalTunnel)
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