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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@ -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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