CC2 review fix round: latch scope narrowed, AD-100, creationFailed reason key

F1 (MEDIUM): the correlation-latch docs claimed replies are never
misattributed; in truth an overlapping send OVERWRITES the latch and the
first reply routes to the newest request's event. Narrowed all three doc
sites to the exact contract (single outstanding request; overlap refusal
is CC3's Runtime verification gate, retail's DoFinish UNDEF-state rule)
and pinned the overwrite behavior with
OverlappingSend_OverwritesTheLatch_ReplyRoutesToNewestRequest.

F2 (LOW): filed register AD-100 for the drop-unless-armed deviation —
retail's Handle_CharGenVerificationResponse@0x0055E8B0 has no armed gate
and processes whatever arrives against its persistent verification state.

F3 (LOW): doc note in CharacterCreate.cs — ACE double-sends NameInUse
(IsCharacterNameAvailable runs twice; the first callback's return exits
only the lambda), so the second reply hitting the drop path during a
connected gate is EXPECTED, not a defect.

F4 (LOW): creationFailed's enum-member key renamed name -> reason and the
ATTEMPTED character name added as name, before any consumer shipped —
one status vocabulary must not give the same key two meanings
(characterCreated.name is a character name). Contract, writer, tailer,
and shape-pinning tests updated in lockstep.

F5 (LOW): the thread-id probe-note pointer now cites
ProbeNetLogOutbound's doc comment, where the note actually lives.

Fidelity fold (reviewer's positive note): the latch is retail's OWN
discriminator one layer down — 0x0055E8B0 case 1 branches on
GetVerificationState()==PENDING (create) vs not (restore) — now cited in
both the latch doc and CharGenVerificationResponse.cs.

Core.Net 994, Runtime 1667, Launcher.Core 324, all green Release.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-15 13:10:24 +02:00
parent 5eaad2c88c
commit e77ebf100f
12 changed files with 143 additions and 32 deletions

View file

@ -25,6 +25,13 @@ namespace AcDream.Core.Net.Messages;
/// from "create response" by opcode or shape alone — <c>WorldSession</c>
/// disambiguates by tracking which outbound request (restore vs. create) it
/// is awaiting a reply to (see <c>WorldSession</c>'s awaiting-request latch).
/// That latch is not merely a reasonable design — it is retail's OWN
/// mechanism: <c>Handle_CharGenVerificationResponse@0x0055E8B0</c> case 1
/// branches on the client's persistent chargen state,
/// <c>GetVerificationState() == PENDING</c> → new <c>CharacterIdentity</c>
/// + <c>AddIdentity</c> (a create it initiated), else → unpack into the
/// existing identity at <c>slot</c> (a restore). Same discriminator, one
/// layer down (CC2 review's fidelity note).
/// </para>
///
/// <para>

View file

@ -123,6 +123,20 @@ namespace AcDream.Core.Net.Messages;
/// warns about for restore. <c>WorldSession</c>'s awaiting-request latch
/// must never assume a reply is coming.
/// </para>
///
/// <para>
/// <b>ACE double-sends <c>NameInUse</c> (CC2 review F3).</b>
/// <c>CharacterHandler.CharacterCreateEx</c> calls
/// <c>IsCharacterNameAvailable</c> TWICE — once at the top and once after
/// <c>PlayerFactory.Create</c> — and the first callback's <c>return</c>
/// exits only the lambda, so a duplicate name yields TWO <c>0xF643</c>
/// <c>NameInUse</c> replies. The first consumes the latch; the second hits
/// <c>WorldSession</c>'s unrequested-response drop path (register AD-100)
/// and logs "unexpected CharacterGenerationVerificationResponse". During a
/// connected gate against ACE that log line is EXPECTED after a
/// duplicate-name rejection, not an acdream defect — and CC3's verification
/// gate must not treat the second reply as an error.
/// </para>
/// </summary>
public static class CharacterCreate
{

View file

@ -723,16 +723,35 @@ public sealed class WorldSession : IDisposable
/// create requests share that opcode on the wire (see
/// <see cref="CharGenVerificationResponse"/>'s doc comment) with no
/// self-describing discriminant, so this latch is the only thing that
/// tells the dispatcher which event to fire. Set by
/// tells the dispatcher which event to fire. Retail's own discriminator
/// is structurally the same latch: <c>Handle_CharGenVerificationResponse
/// @0x0055E8B0</c> case 1 branches on
/// <c>GetVerificationState() == PENDING</c> → new CharacterIdentity +
/// AddIdentity (create) versus not-pending → unpack into the existing
/// identity at <c>slot</c> (restore). Set by
/// <see cref="SendRestoreCharacter"/> / <see cref="SendCharacterCreation"/>
/// immediately before the send; cleared the moment a matching 0xF643 is
/// dispatched (success OR parse failure — a malformed reply must not
/// wedge the latch open forever) and on session teardown
/// (<see cref="Dispose"/>). Read/written only from the caller's frame
/// thread — the same single-threaded invariant every other per-session
/// field here (e.g. <see cref="_lastCharacterSelectionError"/>) relies
/// on; <see cref="ProcessDatagram"/> is never invoked concurrently with
/// a send (see the class doc comment's thread-id probe note).
/// (<see cref="Dispose"/>).
///
/// <para>SCOPE, stated exactly (CC2 review F1): this latch correlates
/// the SINGLE outstanding request. It does NOT refuse overlapping
/// requests — a second send while one is outstanding OVERWRITES the
/// latch and the first request's reply is then delivered to the wrong
/// event. Refusing overlap is the CALLER's job, exactly as in retail:
/// <c>gmCharGenMainUI::DoFinish@0x004e9170</c> only sends when the
/// verification state is UNDEF (CC3's Runtime verification gate owns
/// that rule here). The overwrite behavior is pinned by
/// <c>WorldSessionCharacterCreationTests</c> so CC3 cannot silently
/// regress against it.</para>
///
/// <para>Read/written only from the caller's frame thread — the same
/// single-threaded invariant every other per-session field here (e.g.
/// <see cref="_lastCharacterSelectionError"/>) relies on;
/// <see cref="ProcessDatagram"/> is never invoked concurrently with a
/// send (see <see cref="ProbeNetLogOutbound"/>'s doc comment — the
/// #260 thread-id probe note; CC2 review F5 corrected this pointer).</para>
/// </summary>
private enum PendingCharGenVerificationRequest
{
@ -2306,9 +2325,12 @@ public sealed class WorldSession : IDisposable
/// <summary>
/// Send retail CharacterRestore through the control queue. This is
/// deliberately non-blocking because ACE silently drops unknown guids.
/// Arms the awaiting-request latch as <c>Restore</c> BEFORE the send so
/// a reply that arrives on a later Tick is never misattributed to a
/// different request (Campaign CC CC2).
/// Arms the awaiting-request latch as <c>Restore</c> BEFORE the send;
/// the latch correlates the SINGLE outstanding request — a second
/// create/restore sent while this one is outstanding overwrites it, and
/// refusing that overlap is the caller's job (CC3's verification gate).
/// See <see cref="PendingCharGenVerificationRequest"/> (Campaign CC
/// CC2).
/// </summary>
public void SendRestoreCharacter(uint characterId)
{
@ -2325,7 +2347,10 @@ public sealed class WorldSession : IDisposable
/// non-blocking, matching <see cref="SendRestoreCharacter"/> — ACE
/// silently drops a request whose packed account name doesn't match the
/// session's own account. Arms the awaiting-request latch as
/// <c>Create</c> BEFORE the send (Campaign CC CC2).
/// <c>Create</c> BEFORE the send; the latch correlates the SINGLE
/// outstanding request — overlap refusal is the caller's job (CC3's
/// verification gate; see
/// <see cref="PendingCharGenVerificationRequest"/>) (Campaign CC CC2).
/// </summary>
public void SendCharacterCreation(
string accountName,

View file

@ -64,13 +64,19 @@ public sealed record CharacterCreatedStatusEvent : StatusEvent
/// <summary>
/// Campaign CC CC2: a non-Ok reply to an outbound CharacterCreate.
/// <see cref="Code"/> is the raw wire
/// <c>CharGenVerificationResponse.Code</c> value; <see cref="Name"/> is that
/// code's enum member name (e.g. <c>"NameInUse"</c>).
/// <c>CharGenVerificationResponse.Code</c> value; <see cref="Reason"/> is
/// that code's enum member name (e.g. <c>"NameInUse"</c>);
/// <see cref="Name"/> is the ATTEMPTED character name. The enum member
/// rode the <c>name</c> key until the CC2 review (F4) — same key,
/// different meaning than <c>characterCreated.name</c> — renamed before
/// any consumer shipped.
/// </summary>
public sealed record CreationFailedStatusEvent : StatusEvent
{
public required uint Code { get; init; }
public required string Reason { get; init; }
public required string Name { get; init; }
}

View file

@ -272,6 +272,7 @@ public static class StatusEventParser
T = t,
SessionId = sessionId,
Code = RequireUInt32(root, "code"),
Reason = RequireString(root, "reason"),
Name = RequireString(root, "name"),
};

View file

@ -232,12 +232,17 @@ public sealed class SessionStatusWriter
/// <summary>
/// Campaign CC CC2: a non-Ok <c>0xF643</c> response to an outbound
/// CharacterCreate. <paramref name="code"/> is the raw wire
/// <c>CharGenVerificationResponse.Code</c> value; <paramref name="name"/>
/// <c>CharGenVerificationResponse.Code</c> value; <paramref name="reason"/>
/// is that code's enum member name (e.g. <c>"NameInUse"</c>) so a
/// launcher can render a readable reason without hard-coding the
/// server's numeric-to-dialog mapping itself.
/// server's numeric-to-dialog mapping itself; <paramref name="name"/>
/// is the ATTEMPTED character name — the thing a launcher most wants to
/// show ("the name Bob is taken"). The key was <c>name</c> for the enum
/// member until the CC2 review (F4): <c>characterCreated.name</c> is a
/// character name, and one status vocabulary must not give the same key
/// two meanings. Renamed before any consumer shipped.
/// </summary>
public void CreationFailed(string sessionId, uint code, string name) =>
public void CreationFailed(string sessionId, uint code, string reason, string name) =>
Write(new
{
v = VocabularyVersion,
@ -245,6 +250,7 @@ public sealed class SessionStatusWriter
t = Now(),
sessionId,
code,
reason,
name,
});