feat(net): Map/House panel — slice 4a, House wire parsing groundwork
Adds the outbound HouseQuery action (0x021E, ClientCommandRequests. BuildHouseQuery / WorldSession.SendHouseQuery — ACE GameActionHouseQuery. Handle reads no payload) and inbound parsers for all four House wire opcodes GameEventType already defined (0x0225-0x0228, gmHouseUI::PostInit's registered notice handlers): GameEvents.ParseHouseData (BuyTime/RentTime/ Type/MaintenanceFree/Buy list/Rent list/Position — the Position field reuses CreateObject.ServerPosition's existing 32-byte Cell+Pos.XYZ+ Rotation.WXYZ shape rather than a new type), ParseHouseStatus (WeenieError u32), ParseUpdateRentTime, ParseUpdateRentPayment. Wire shapes verified against ACE's HouseDataExtensions/HousePaymentExtensions (references/ACE/ Source/ACE.Server/Network/Structure/HouseData.cs, HousePayment.cs) — noted that ACE's own UpdateRentTime/UpdateRentPayment writers are stubs (always 0u / always an empty list), captured as such rather than assumed live. GameEventWiring.WireAll gets four new optional delegate holes (onHouseData/onHouseStatus/onHouseUpdateRentTime/onHouseUpdateRentPayment) following the exact trade-family precedent — registered only when non-null, every existing caller compiles unchanged. This is the "enum/parser groundwork" half of Slice 4's pre-authorized fallback. NOT included (filed as an ISSUES entry): a RuntimeHouseState GameRuntime owner (construction-transaction ceremony, fault-injection points, disposal/convergence tracking — the same weight as RuntimeTradeState's integration, judged disproportionate for tonight alongside the completed Map tab), HousePageController's real Lines/ OnShown wiring, the DisplayPurchaseTimeText port, and the six other Display* line builders. The House tab currently mounts with genuinely empty content, matching retail's own PostInit (verified via MapHousePanelSlotProbeTests' live-DAT probe, not assumed). 9 new HouseEventsTests (parser round-trips + truncation), 1 new GameEventWiringTests case (all four opcodes reach their callbacks). Core.Net.Tests: 1004/1004 passed. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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6 changed files with 381 additions and 1 deletions
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@ -124,7 +124,14 @@ public static class GameEventWiring
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Action<uint /*whoDeclined*/>? onTradeDecline = null,
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Action<uint /*whoReset*/>? onTradeReset = null,
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Action<GameEvents.TradeFailure>? onTradeFailure = null,
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Action? onTradeClearAcceptance = null)
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Action? onTradeClearAcceptance = null,
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// House panel (Batch C, Map/House toolbar panel, 2026-08-17): the
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// same Runtime-owned delegate-hole shape as trade above —
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// RuntimeHouseState (or a lighter equivalent) is the consumer.
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Action<GameEvents.HouseData>? onHouseData = null,
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Action<uint /*weenieError*/>? onHouseStatus = null,
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Action<uint /*rentTime*/>? onHouseUpdateRentTime = null,
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Action<IReadOnlyList<GameEvents.HousePayment>>? onHouseUpdateRentPayment = null)
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{
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ArgumentNullException.ThrowIfNull(dispatcher);
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ArgumentNullException.ThrowIfNull(items);
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@ -402,6 +409,43 @@ public static class GameEventWiring
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onTradeClearAcceptance());
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}
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// ── House panel (0x0225–0x0228) ───────────────────────────
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// Batch C (Map/House toolbar panel, 2026-08-17). gmHouseUI::
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// PostInit registers all four; consumers are optional so every
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// existing caller compiles unchanged.
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if (onHouseData is not null)
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{
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registrar.Register(GameEventType.HouseData, e =>
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{
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var p = GameEvents.ParseHouseData(e.Payload.Span);
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if (p is not null) onHouseData(p.Value);
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});
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}
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if (onHouseStatus is not null)
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{
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registrar.Register(GameEventType.HouseStatus, e =>
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{
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var p = GameEvents.ParseHouseStatus(e.Payload.Span);
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if (p is not null) onHouseStatus(p.Value);
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});
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}
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if (onHouseUpdateRentTime is not null)
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{
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registrar.Register(GameEventType.UpdateRentTime, e =>
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{
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var p = GameEvents.ParseUpdateRentTime(e.Payload.Span);
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if (p is not null) onHouseUpdateRentTime(p.Value);
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});
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}
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if (onHouseUpdateRentPayment is not null)
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{
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registrar.Register(GameEventType.UpdateRentPayment, e =>
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{
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var p = GameEvents.ParseUpdateRentPayment(e.Payload.Span);
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if (p is not null) onHouseUpdateRentPayment(p);
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});
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}
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if (onConfirmationRequest is not null)
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{
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registrar.Register(GameEventType.CharacterConfirmationRequest, e =>
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@ -58,6 +58,17 @@ public static class ClientCommandRequests
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public const uint AddPlayerPermissionOpcode = 0x0219u;
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public const uint RemovePlayerPermissionOpcode = 0x021Au;
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public const uint AbandonHouseOpcode = 0x021Fu;
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// Batch C (Map/House toolbar panel, 2026-08-17): the query the House
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// tab needs to populate. ACE GameActionHouseQuery.cs: [GameAction(
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// GameActionType.HouseQuery)] (0x021E), Handle reads no payload and
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// calls session.Player.HandleActionQueryHouse() — which replies with
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// either GameEventHouseStatus (0x0226, no house owned) or
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// GameEventHouseData (0x0225, house owned). No known retail client
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// call site was found in this session's decomp reading (gmHouseUI::
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// PostInit never sends it) — HousePageController fires it when the
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// House tab becomes visible, an acdream convention, not a ported
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// retail trigger.
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public const uint HouseQueryOpcode = 0x021Eu;
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// Named-retail anchors:
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// CM_Character::Event_TeleToMarketplace @ 0x006A1C20
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@ -282,6 +293,11 @@ public static class ClientCommandRequests
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public static byte[] BuildAbandonHouse(uint sequence) =>
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BuildParameterless(sequence, AbandonHouseOpcode);
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// Queries the local player's house info (owned house data, or a
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// no-house status) — GameActionHouseQuery.Handle: no payload read.
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public static byte[] BuildHouseQuery(uint sequence) =>
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BuildParameterless(sequence, HouseQueryOpcode);
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private static byte[] BuildParameterless(uint sequence, uint opcode)
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{
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byte[] body = new byte[12];
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@ -1003,6 +1003,119 @@ public static class GameEvents
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Guests: guests));
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}
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// ── House panel (Batch C, Map/House toolbar panel, 2026-08-17) ─────────
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// gmHouseUI::PostInit @0x004a2710 registers notice handlers for wire
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// opcodes 0x0225-0x0228; the recon doc (docs/research/2026-08-17-map-
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// house-recon.md) is the SSOT for the retail-side call sites and the
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// two ACE writer stubs (UpdateRentTime always writes 0u; UpdateRentPayment
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// always writes an empty list — captured verbatim below, not guessed).
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/// <summary>One house purchase/maintenance line item. ACE
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/// HousePaymentExtensions.Write: Num(int) + Paid(int) + WeenieID(uint) +
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/// Name(String16L) + PluralName(String16L).</summary>
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public readonly record struct HousePayment(
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int Num, int Paid, uint WeenieID, string Name, string PluralName);
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/// <summary>0x0225 HouseData: the owned-house panel snapshot. ACE
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/// HouseDataExtensions.Write: BuyTime(uint) + RentTime(uint) +
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/// Type(uint HouseType enum) + MaintenanceFree(uint bool) +
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/// Buy(List<HousePayment>) + Rent(List<HousePayment>) +
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/// Position (the same Cell+Pos.XYZ+Rotation.WXYZ 32-byte shape
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/// <see cref="CreateObject.ServerPosition"/> already parses
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/// elsewhere).</summary>
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public readonly record struct HouseData(
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uint BuyTime,
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uint RentTime,
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uint Type,
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bool MaintenanceFree,
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IReadOnlyList<HousePayment> Buy,
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IReadOnlyList<HousePayment> Rent,
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CreateObject.ServerPosition Position);
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public static HouseData? ParseHouseData(ReadOnlySpan<byte> payload)
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{
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try
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{
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int pos = 0;
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if (payload.Length - pos < 16) return null;
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uint buyTime = BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(pos)); pos += 4;
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uint rentTime = BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(pos)); pos += 4;
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uint type = BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(pos)); pos += 4;
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bool maintenanceFree = BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(pos)) != 0; pos += 4;
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List<HousePayment>? buy = ReadHousePaymentList(payload, ref pos);
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if (buy is null) return null;
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List<HousePayment>? rent = ReadHousePaymentList(payload, ref pos);
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if (rent is null) return null;
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if (payload.Length - pos < 32) return null;
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var position = new CreateObject.ServerPosition(
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LandblockId: BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(pos + 0)),
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PositionX: BinaryPrimitives.ReadSingleLittleEndian(payload.Slice(pos + 4)),
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PositionY: BinaryPrimitives.ReadSingleLittleEndian(payload.Slice(pos + 8)),
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PositionZ: BinaryPrimitives.ReadSingleLittleEndian(payload.Slice(pos + 12)),
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RotationW: BinaryPrimitives.ReadSingleLittleEndian(payload.Slice(pos + 16)),
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RotationX: BinaryPrimitives.ReadSingleLittleEndian(payload.Slice(pos + 20)),
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RotationY: BinaryPrimitives.ReadSingleLittleEndian(payload.Slice(pos + 24)),
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RotationZ: BinaryPrimitives.ReadSingleLittleEndian(payload.Slice(pos + 28)));
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return new HouseData(buyTime, rentTime, type, maintenanceFree, buy, rent, position);
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}
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catch { return null; }
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}
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private static List<HousePayment>? ReadHousePaymentList(ReadOnlySpan<byte> payload, ref int pos)
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{
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if (payload.Length - pos < 4) return null;
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uint count = BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(pos)); pos += 4;
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var list = new List<HousePayment>((int)Math.Min(count, 4096));
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for (uint i = 0; i < count; i++)
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{
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if (payload.Length - pos < 8) return null;
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int num = BinaryPrimitives.ReadInt32LittleEndian(payload.Slice(pos)); pos += 4;
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int paid = BinaryPrimitives.ReadInt32LittleEndian(payload.Slice(pos)); pos += 4;
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if (payload.Length - pos < 4) return null;
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uint weenieId = BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(pos)); pos += 4;
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string name = ReadString16L(payload, ref pos);
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string pluralName = ReadString16L(payload, ref pos);
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list.Add(new HousePayment(num, paid, weenieId, name, pluralName));
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}
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return list;
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}
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/// <summary>0x0226 HouseStatus: a single WeenieError u32 — retail's
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/// <c>RecvNotice_FailedHouseTransaction</c> family (also the "no house
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/// owned" reply to a HouseQuery — ACE Player_House.cs
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/// HandleActionQueryHouse's <c>new GameEventHouseStatus(Session)</c>
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/// defaults to WeenieError.None, not a "failure").</summary>
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public static uint? ParseHouseStatus(ReadOnlySpan<byte> payload)
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{
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if (payload.Length < 4) return null;
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return BinaryPrimitives.ReadUInt32LittleEndian(payload);
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}
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/// <summary>0x0227 UpdateRentTime: a single uint (when the current
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/// maintenance period began, Unix timestamp). ACE
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/// GameEventHouseUpdateRentTime.cs is a STUB that always writes
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/// <c>0u</c> — captured here for completeness, not exercised by any
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/// live ACE install today.</summary>
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public static uint? ParseUpdateRentTime(ReadOnlySpan<byte> payload)
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{
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if (payload.Length < 4) return null;
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return BinaryPrimitives.ReadUInt32LittleEndian(payload);
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}
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/// <summary>0x0228 UpdateRentPayment: a List<HousePayment> (the
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/// rent items and how much of each has been paid this period). ACE
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/// GameEventHouseUpdateRentPayment.cs is a STUB that always writes an
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/// EMPTY list — captured here for completeness, not exercised by any
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/// live ACE install today.</summary>
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public static IReadOnlyList<HousePayment>? ParseUpdateRentPayment(ReadOnlySpan<byte> payload)
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{
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int pos = 0;
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return ReadHousePaymentList(payload, ref pos);
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}
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// ── Shared string reader (matches LoginRequest.ReadString16L) ───────────
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private static string ReadString16L(ReadOnlySpan<byte> source, ref int pos)
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@ -2517,6 +2517,15 @@ public sealed class WorldSession : IDisposable
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SendGameAction(ClientCommandRequests.BuildMansionRecall(seq));
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}
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/// <summary>Query the local player's house info — either owned house
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/// data (0x0225) or a no-house status (0x0226) comes back
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/// (0x021E).</summary>
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public void SendHouseQuery()
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{
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uint seq = NextGameActionSequence();
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SendGameAction(ClientCommandRequests.BuildHouseQuery(seq));
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}
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/// <summary>Query the local character's played time (0x01C2).</summary>
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public void SendQueryAge()
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{
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