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>
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@ -25,6 +25,13 @@ namespace AcDream.Core.Net.Messages;
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/// from "create response" by opcode or shape alone — <c>WorldSession</c>
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/// disambiguates by tracking which outbound request (restore vs. create) it
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/// is awaiting a reply to (see <c>WorldSession</c>'s awaiting-request latch).
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/// That latch is not merely a reasonable design — it is retail's OWN
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/// mechanism: <c>Handle_CharGenVerificationResponse@0x0055E8B0</c> case 1
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/// branches on the client's persistent chargen state,
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/// <c>GetVerificationState() == PENDING</c> → new <c>CharacterIdentity</c>
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/// + <c>AddIdentity</c> (a create it initiated), else → unpack into the
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/// existing identity at <c>slot</c> (a restore). Same discriminator, one
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/// layer down (CC2 review's fidelity note).
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/// </para>
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///
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/// <para>
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@ -123,6 +123,20 @@ namespace AcDream.Core.Net.Messages;
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/// warns about for restore. <c>WorldSession</c>'s awaiting-request latch
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/// must never assume a reply is coming.
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/// </para>
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///
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/// <para>
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/// <b>ACE double-sends <c>NameInUse</c> (CC2 review F3).</b>
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/// <c>CharacterHandler.CharacterCreateEx</c> calls
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/// <c>IsCharacterNameAvailable</c> TWICE — once at the top and once after
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/// <c>PlayerFactory.Create</c> — and the first callback's <c>return</c>
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/// exits only the lambda, so a duplicate name yields TWO <c>0xF643</c>
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/// <c>NameInUse</c> replies. The first consumes the latch; the second hits
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/// <c>WorldSession</c>'s unrequested-response drop path (register AD-100)
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/// and logs "unexpected CharacterGenerationVerificationResponse". During a
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/// connected gate against ACE that log line is EXPECTED after a
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/// duplicate-name rejection, not an acdream defect — and CC3's verification
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/// gate must not treat the second reply as an error.
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/// </para>
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/// </summary>
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public static class CharacterCreate
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{
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