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>
This commit is contained in:
Erik 2026-08-17 02:09:34 +02:00
parent 6b0fa4ff0d
commit dd6c7e09f0
6 changed files with 381 additions and 1 deletions

View file

@ -58,6 +58,17 @@ public static class ClientCommandRequests
public const uint AddPlayerPermissionOpcode = 0x0219u;
public const uint RemovePlayerPermissionOpcode = 0x021Au;
public const uint AbandonHouseOpcode = 0x021Fu;
// Batch C (Map/House toolbar panel, 2026-08-17): the query the House
// tab needs to populate. ACE GameActionHouseQuery.cs: [GameAction(
// GameActionType.HouseQuery)] (0x021E), Handle reads no payload and
// calls session.Player.HandleActionQueryHouse() — which replies with
// either GameEventHouseStatus (0x0226, no house owned) or
// GameEventHouseData (0x0225, house owned). No known retail client
// call site was found in this session's decomp reading (gmHouseUI::
// PostInit never sends it) — HousePageController fires it when the
// House tab becomes visible, an acdream convention, not a ported
// retail trigger.
public const uint HouseQueryOpcode = 0x021Eu;
// Named-retail anchors:
// CM_Character::Event_TeleToMarketplace @ 0x006A1C20
@ -282,6 +293,11 @@ public static class ClientCommandRequests
public static byte[] BuildAbandonHouse(uint sequence) =>
BuildParameterless(sequence, AbandonHouseOpcode);
// Queries the local player's house info (owned house data, or a
// no-house status) — GameActionHouseQuery.Handle: no payload read.
public static byte[] BuildHouseQuery(uint sequence) =>
BuildParameterless(sequence, HouseQueryOpcode);
private static byte[] BuildParameterless(uint sequence, uint opcode)
{
byte[] body = new byte[12];