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>
This commit is contained in:
Erik 2026-08-17 14:02:40 +02:00
parent 2bc81480d4
commit d233f81dce
17 changed files with 1399 additions and 37 deletions

View file

@ -1139,6 +1139,77 @@ public sealed class WorldSession : IDisposable
EnsureNetReceiveLoopStarted();
}
/// <summary>
/// The server's opcode-only <c>0xF653</c> logoff confirmation has been
/// observed since the last <see cref="RequestCharacterLogOff"/>. Latched
/// by the inbound datagram path regardless of world-event dispatch, so
/// both the graceful-shutdown wait and the in-world logoff presentation
/// read the same fact.
/// </summary>
public bool IsCharacterLogOffConfirmed =>
Volatile.Read(ref _characterLogOffConfirmed) != 0;
/// <summary>
/// Logout round (2026-08-17): the IN-WORLD character-logoff request —
/// retail's <c>CPlayerSystem::RequestLogOff @ 0x00562DD0</c> →
/// <c>Proto_UI::LogOffCharacter @ 0x00546A20</c> (opcode <c>0xF653</c> +
/// active character id), sent the moment the exit confirmation is
/// accepted, ~3 s BEFORE the client's own wormhole presentation begins.
/// Non-blocking: the server's confirmation arrives through the ordinary
/// <see cref="Tick"/> pump and is observed via
/// <see cref="IsCharacterLogOffConfirmed"/> (retail's inbound dispatch
/// case for the echo runs <c>CPlayerSystem::ExecuteLogOff @ 0x0055D780</c>).
/// The graceful-shutdown path in <see cref="Dispose"/> is unchanged and
/// independent; after <see cref="ReturnToCharacterSelect"/> its
/// <c>BuildShutdownPlan</c> no longer requests a second logoff (state is
/// not <see cref="State.InWorld"/>).
/// </summary>
public void RequestCharacterLogOff()
{
if (CurrentState != State.InWorld || _activeCharacterId == 0)
{
throw new InvalidOperationException(
"character logoff requires an in-world session with an "
+ "active character");
}
Interlocked.Exchange(ref _characterLogOffConfirmed, 0);
SendGameMessage(CharacterLogOff.BuildRequestBody(_activeCharacterId));
}
/// <summary>
/// Logout round (2026-08-17): the world half of retail's
/// <c>CPlayerSystem::ExecuteLogOff @ 0x0055D780</c> →
/// <c>ClientNet::ExitWorldDisconnect @ 0x00541E00</c> — return this LIVE
/// session to character select WITHOUT touching the transport. Retail
/// keeps the logon connection (ExitWorldDisconnect removes every
/// connection EXCEPT <c>logonRecID_</c>; against ACE the logon and world
/// connection are the same one) and resets the outbound event counter
/// (<c>Proto_UI::SetEventCounter(0) @ 0x00541E79</c>); ACE mirrors it
/// server-side — <c>Session.SendFinalLogOffMessages</c> leaves the
/// session in <c>AuthConnected</c> and <c>InitSessionForWorldLogin</c>
/// resets <c>GameEventSequence</c> on the next world entry
/// (ACE Session.cs:249-278, CharacterHandler.cs:258). A second
/// <see cref="EnterWorld(int,TimeSpan?)"/> then runs the same
/// InCharacterSelect → EnteringWorld transition the enter-rejection
/// retry path already exercises.
/// </summary>
public void ReturnToCharacterSelect()
{
if (CurrentState is not (State.InWorld or State.EnteringWorld))
{
throw new InvalidOperationException(
"return-to-character-select requires an in-world session");
}
_activeCharacterId = 0;
// Proto_UI::SetEventCounter(0) @ 0x00541E79: the client's outbound
// game-action sequence restarts for the next world session.
_gameActionSequence = 0;
Interlocked.Exchange(ref _characterLogOffConfirmed, 0);
Transition(State.InCharacterSelect);
}
/// <summary>
/// Send CharacterEnterWorldRequest and CharacterEnterWorld for
/// <see cref="Characters"/>[<paramref name="characterIndex"/>].