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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@ -1050,6 +1050,104 @@ public sealed class RuntimeWorldTransitStateTests
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state.ResetSession();
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}
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// ── Logout round (2026-08-17): the character-logoff lifecycle —
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// retail CPlayerSystem::RequestLogOff @ 0x00562DD0 (3 s hold, +20 PK),
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// gmSmartBoxUI::UseTime @ 0x004D6E64 (hold-elapsed presentation begin),
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// ExecuteLogOff @ 0x0055D780 (the 0xF653 echo), and the char-select
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// handoff. ────────────────────────────────────────────────────────────
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[Fact]
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public void LogoutLifecycle_RequestHoldPresentationConfirmComplete()
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{
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var state = new RuntimeWorldTransitState();
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Assert.Equal(RuntimeLogoutStage.None, state.LogoutStage);
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Assert.True(state.TryBeginLogoutRequest(isPlayerKiller: false));
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Assert.Equal(RuntimeLogoutStage.Requested, state.LogoutStage);
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Assert.Equal(1, state.CaptureOwnership().ActiveLogoutCount);
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Assert.False(state.CaptureOwnership().IsSessionIdle);
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// A second request while one is in flight refuses.
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Assert.False(state.TryBeginLogoutRequest(isPlayerKiller: false));
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// The retail 3.0 s hold: not elapsed at 2.9, elapsed at 3.0+.
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Assert.False(state.AdvanceLogoutHold(2.9d));
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Assert.Equal(RuntimeLogoutStage.Requested, state.LogoutStage);
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Assert.True(state.AdvanceLogoutHold(0.2d));
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Assert.Equal(
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RuntimeLogoutStage.PresentationActive,
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state.LogoutStage);
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// The begin edge fires exactly once.
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Assert.False(state.AdvanceLogoutHold(1.0d));
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Assert.True(state.AcknowledgeLogoutConfirmed());
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Assert.Equal(RuntimeLogoutStage.Confirmed, state.LogoutStage);
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Assert.False(state.AcknowledgeLogoutConfirmed());
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Assert.True(state.CompleteLogout());
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Assert.Equal(RuntimeLogoutStage.None, state.LogoutStage);
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Assert.False(state.CompleteLogout());
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Assert.True(state.CaptureOwnership().IsSessionIdle);
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}
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[Fact]
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public void LogoutHold_PlayerKillerAddsTwentySeconds()
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{
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var state = new RuntimeWorldTransitState();
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Assert.True(state.TryBeginLogoutRequest(isPlayerKiller: true));
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// 3 s is not enough for a PK (RequestLogOff @ 0x00562E67: +20.0).
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Assert.False(state.AdvanceLogoutHold(3.5d));
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Assert.False(state.AdvanceLogoutHold(19.0d));
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Assert.True(state.AdvanceLogoutHold(0.6d));
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Assert.Equal(
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RuntimeLogoutStage.PresentationActive,
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state.LogoutStage);
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}
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[Fact]
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public void LogoutConfirmation_LegalFromTheRequestHold()
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{
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// ACE's >= 6 s confirmation floor makes this unreachable live, but
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// the machine is total: a confirmation during the hold cancels the
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// pending wormhole (retail ExecuteLogOff clears logOffRequested).
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var state = new RuntimeWorldTransitState();
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Assert.True(state.TryBeginLogoutRequest(isPlayerKiller: false));
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Assert.True(state.AcknowledgeLogoutConfirmed());
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Assert.Equal(RuntimeLogoutStage.Confirmed, state.LogoutStage);
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// The hold no longer advances a confirmed lifecycle.
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Assert.False(state.AdvanceLogoutHold(10.0d));
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Assert.True(state.CompleteLogout());
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}
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[Fact]
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public void LogoutRequest_RefusedDuringTeleportAndCancelRollsBack()
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{
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var state = new RuntimeWorldTransitState();
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_ = BeginPortal(state, OutdoorCell, sequence: 3);
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Assert.False(state.TryBeginLogoutRequest(isPlayerKiller: false));
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var idle = new RuntimeWorldTransitState();
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Assert.True(idle.TryBeginLogoutRequest(isPlayerKiller: false));
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Assert.True(idle.CancelLogoutRequest());
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Assert.Equal(RuntimeLogoutStage.None, idle.LogoutStage);
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Assert.True(idle.CaptureOwnership().IsSessionIdle);
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// Cancel is only legal from Requested.
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Assert.False(idle.CancelLogoutRequest());
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}
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[Fact]
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public void LogoutLifecycle_ClearsOnSessionReset()
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{
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var state = new RuntimeWorldTransitState();
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Assert.True(state.TryBeginLogoutRequest(isPlayerKiller: false));
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state.ResetSession();
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Assert.Equal(RuntimeLogoutStage.None, state.LogoutStage);
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Assert.True(state.CaptureOwnership().IsSessionIdle);
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// A fresh session can log out again.
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Assert.True(state.TryBeginLogoutRequest(isPlayerKiller: false));
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}
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private static long BeginPortal(
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RuntimeWorldTransitState state,
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uint cell,
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