feat(quest): QT2/QT4 — the contract catalog, and retail's progress column
The wire carries an id, a stage and two timers. Every word the player reads lives in portal.dat's ContractTable, which nothing in the tree had ever opened — the only reference counted its entries in a CLI diagnostic. Chorizite does decode it (322 contracts installed), which was a real question given it declares TabooTable without decoding it. FillProgressString @0x00498DE0 is the one real algorithm in this panel, and it is now ported whole. Its x87 compares are the usual fcom/sahf pattern, so the (status & 0x41) tests decode as "<= 0" rather than "< 0" — the difference between a cooldown that expires and one that never does. Three readings recorded as tests because each looks like a mistake: TimeWhenDone is on the wire and is never read; an EMPTY QuestflagRepeatTime is the entire difference between "Done" and "Available"; and DescriptionProgress is a printf format taking stage-4, not a literal — rendering it verbatim shows the player "%d/20 Tuskers". DeltaTimeToString @0x00565E10 emits every part with a trailing space and then overwrites the last one. That truncation is invisible in the decompiler output (the instruction reads as pointer noise), so it was settled by decoding the bytes: mov byte ptr [esp+eax+0x1b], cl with cl == 0 and eax == strlen writes the terminator over buffer[len-1]. Guessing either way was a coin flip that decides whether every repeat timer reads "Done (1h 30s to Repeat)". The single-%d substitution is a MEASUREMENT, not a convenience: 89 of the 322 installed contracts author a progress format and every one uses exactly one specifier. An installed-DAT test asserts that, so a future dat that ships two fails there rather than silently rendering a raw specifier. LayoutDump gained --contracts, which is how all of the above was measured. Campaign QT slices 2 and 4 of 6. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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69
src/AcDream.Content/ContractTableReader.cs
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69
src/AcDream.Content/ContractTableReader.cs
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using System.Collections.Frozen;
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using System.Collections.Generic;
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using AcDream.Core.Quests;
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using DatContractTable = DatReaderWriter.DBObjs.ContractTable;
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namespace AcDream.Content;
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/// <summary>
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/// Projects portal.dat's ContractTable into acdream's presentation-free
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/// <see cref="ContractCatalog"/>.
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/// </summary>
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/// <remarks>
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/// Same shape as <see cref="CharGen.ChargenTableReader"/> and
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/// <c>MagicCatalog.Load</c>: one static entry point over
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/// <see cref="IDatReaderWriter"/>, frozen at projection, and no Chorizite
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/// types crossing into the returned model.
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/// <para>
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/// Nothing read this table before Campaign QT — the only reference in the tree
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/// counted its entries in a CLI diagnostic. The installed build holds 322
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/// contracts.
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/// </para>
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/// </remarks>
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public static class ContractTableReader
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{
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/// <summary>
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/// Retail's ContractTable dat id (ACE:
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/// <c>ACE.DatLoader.FileTypes.ContractTable.FILE_ID</c>).
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/// </summary>
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public const uint ContractTableDid = 0x0E00001Du;
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/// <summary>
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/// Loads the installed contract catalog, or
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/// <see cref="ContractCatalog.Empty"/> when the table is absent.
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/// </summary>
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/// <remarks>
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/// An absent table is not fatal. It costs the player the contract NAMES,
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/// not the tracker: the wire state stands on its own, and the panel still
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/// has stages and timers to draw.
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/// </remarks>
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public static ContractCatalog Load(IDatReaderWriter dats)
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{
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ArgumentNullException.ThrowIfNull(dats);
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DatContractTable? table = dats.Get<DatContractTable>(ContractTableDid);
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if (table is null || table.Contracts.Count == 0)
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return ContractCatalog.Empty;
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var projected = new Dictionary<uint, ContractEntry>(table.Contracts.Count);
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foreach ((uint key, DatReaderWriter.Types.Contract contract) in table.Contracts)
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{
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projected[key] = new ContractEntry(
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contract.Version,
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contract.ContractId,
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contract.ContractName ?? string.Empty,
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contract.Description ?? string.Empty,
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contract.DescriptionProgress ?? string.Empty,
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contract.NameNPCStart ?? string.Empty,
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contract.NameNPCEnd ?? string.Empty,
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contract.QuestflagStamped ?? string.Empty,
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contract.QuestflagStarted ?? string.Empty,
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contract.QuestflagFinished ?? string.Empty,
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contract.QuestflagProgress ?? string.Empty,
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contract.QuestflagTimer ?? string.Empty,
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contract.QuestflagRepeatTime ?? string.Empty);
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}
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return new ContractCatalog(projected.ToFrozenDictionary());
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}
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}
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73
src/AcDream.Core/Quests/ContractEntry.cs
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73
src/AcDream.Core/Quests/ContractEntry.cs
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using System.Collections.Generic;
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namespace AcDream.Core.Quests;
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/// <summary>
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/// One contract's authored description, from portal.dat's ContractTable.
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/// </summary>
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/// <remarks>
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/// <para>
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/// The wire carries only an id, a stage and two timers — every word the player
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/// reads comes from here, keyed by <see cref="ContractId"/>.
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/// </para>
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/// <para>
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/// The <c>Questflag*</c> names are the server's own bookkeeping. The client
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/// never reads or writes a quest flag (<c>r10-quest-dialogs.md</c> §1.3); it
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/// keeps the names because <c>gmContractsUI::FillProgressString @0x00498DE0</c>
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/// branches on whether <see cref="QuestflagRepeatTime"/> is EMPTY, which is how
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/// it tells "finished for good" from "finished for now".
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/// </para>
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/// </remarks>
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public sealed record ContractEntry(
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uint Version,
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uint ContractId,
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string ContractName,
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string Description,
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/// <summary>
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/// A printf format, NOT a literal — retail feeds it one integer
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/// (<c>stage - 4</c>). The installed table has entries like
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/// <c>"%d/20 Tuskers"</c>. Rendering it verbatim shows the player a raw
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/// format specifier.
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/// </summary>
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string DescriptionProgress,
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string NameNpcStart,
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string NameNpcEnd,
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string QuestflagStamped,
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string QuestflagStarted,
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string QuestflagFinished,
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string QuestflagProgress,
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string QuestflagTimer,
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string QuestflagRepeatTime)
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{
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public static readonly ContractEntry Unknown = new(
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0u, 0u,
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string.Empty, string.Empty, string.Empty,
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string.Empty, string.Empty,
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string.Empty, string.Empty, string.Empty,
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string.Empty, string.Empty, string.Empty);
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}
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/// <summary>The installed contract catalog, keyed by contract id.</summary>
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public sealed class ContractCatalog(IReadOnlyDictionary<uint, ContractEntry> contracts)
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{
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public static readonly ContractCatalog Empty =
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new(new Dictionary<uint, ContractEntry>());
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public IReadOnlyDictionary<uint, ContractEntry> Contracts { get; } = contracts;
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public int Count => Contracts.Count;
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/// <summary>
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/// The entry for <paramref name="contractId"/>, or
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/// <see cref="ContractEntry.Unknown"/>.
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/// </summary>
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/// <remarks>
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/// A miss is normal rather than exceptional: the server may track a
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/// contract this client's dat build has never heard of, and the panel still
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/// has to draw the row.
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/// </remarks>
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public ContractEntry Lookup(uint contractId) =>
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Contracts.TryGetValue(contractId, out ContractEntry? entry)
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? entry
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: ContractEntry.Unknown;
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}
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160
src/AcDream.Core/Quests/ContractProgressText.cs
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160
src/AcDream.Core/Quests/ContractProgressText.cs
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using System;
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using System.Globalization;
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using System.Text;
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namespace AcDream.Core.Quests;
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/// <summary>
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/// The contract tracker's progress column — a faithful port of
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/// <c>gmContractsUI::FillProgressString @0x00498DE0</c>.
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/// </summary>
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public static class ContractProgressText
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{
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private const int SecondsPerMonth = 0x278D00; // 2,592,000 — a 30-day month
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private const int SecondsPerDay = 0x15180; // 86,400
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private const int SecondsPerHour = 0xE10; // 3,600
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private const int SecondsPerMinute = 0x3C; // 60
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/// <summary>
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/// Port of <c>ClientUISystem::DeltaTimeToString @0x00565E10</c>.
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/// </summary>
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/// <remarks>
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/// <para>
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/// Largest-unit-first, each unit omitted when zero, seconds always shown:
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/// <c>"2d 3h 4m 5s"</c>, <c>"45s"</c>. A "month" is a flat 30 days.
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/// </para>
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/// <para>
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/// Every part is emitted with a TRAILING space and the final one is then
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/// truncated. That truncation is not visible in the decompiler output —
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/// the instruction reads as noise — so it was settled by decoding the
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/// bytes: at <c>0x00565F0E</c>, <c>mov byte ptr [esp+eax+0x1b], cl</c>
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/// with <c>cl == 0</c> and <c>eax == strlen</c> writes the terminator over
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/// <c>buffer[len - 1]</c>. Without it, the caller composes
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/// <c>"Done (1h 30s to Repeat)"</c> with a double space.
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/// </para>
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/// </remarks>
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public static string DeltaTimeToString(double seconds)
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{
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// Retail's _ftol2 — truncation toward zero, matching a C cast.
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long total = (long)seconds;
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if (total < 0) total = 0;
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long months = total / SecondsPerMonth;
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long rest = total % SecondsPerMonth;
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long days = rest / SecondsPerDay;
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rest %= SecondsPerDay;
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long hours = rest / SecondsPerHour;
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rest %= SecondsPerHour;
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long minutes = rest / SecondsPerMinute;
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long secs = rest % SecondsPerMinute;
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var text = new StringBuilder();
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if (months != 0) Append(text, months, "mo");
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if (days != 0) Append(text, days, "d");
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if (hours != 0) Append(text, hours, "h");
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if (minutes != 0) Append(text, minutes, "m");
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Append(text, secs, "s");
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// The trailing space the last part just wrote.
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return text.ToString(0, text.Length - 1);
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static void Append(StringBuilder text, long value, string unit)
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{
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text.Append(value.ToString(CultureInfo.InvariantCulture));
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text.Append(unit);
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text.Append(' ');
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}
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}
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/// <summary>
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/// The progress text for one tracked contract.
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/// </summary>
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/// <param name="stage">
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/// The wire stage. Deliberately a raw <c>uint</c> rather than an enum:
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/// retail encodes a progress COUNTER as <c>4 + n</c>, so the values above
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/// three are data, not names.
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/// </param>
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/// <param name="timeWhenRepeats">Seconds until the repeat cooldown ends.</param>
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/// <param name="receivedAt">When this state arrived — the countdown anchor.</param>
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/// <param name="entry">The authored contract, or
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/// <see cref="ContractEntry.Unknown"/>.</param>
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/// <param name="now">The current time.</param>
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/// <remarks>
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/// <para>
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/// Two details worth stating because they look like mistakes:
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/// </para>
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/// <para>
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/// <b><c>TimeWhenDone</c> is never read.</b> Only <c>TimeWhenRepeats</c>
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/// reaches this text. The other timer is on the wire and simply does not
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/// drive the progress column.
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/// </para>
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/// <para>
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/// <b>An empty <c>QuestflagRepeatTime</c> is what distinguishes "Done"
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/// from "Available".</b> A contract with no repeat flag is finished for
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/// good; one with a repeat flag whose timer has run out is offered again.
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/// </para>
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/// </remarks>
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public static string Build(
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uint stage,
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double timeWhenRepeats,
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DateTime receivedAt,
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ContractEntry entry,
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DateTime now)
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{
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ArgumentNullException.ThrowIfNull(entry);
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if (stage == 1u) return "Available";
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if (stage == 2u) return "In Progress";
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if (stage == 3u)
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{
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if (timeWhenRepeats <= 0d)
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{
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return entry.QuestflagRepeatTime.Length == 0 ? "Done" : "Available";
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}
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// Retail counts down from when the state ARRIVED, using its own
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// clock — the server never sends that instant.
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double elapsed = (now - receivedAt).TotalSeconds;
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double remaining = timeWhenRepeats - elapsed;
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if (remaining <= 0d) return "Available";
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return $"Done ({DeltaTimeToString(remaining)} to Repeat)";
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}
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if (stage >= 4u)
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{
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// A counter with nothing authored to put it in.
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if (entry.DescriptionProgress.Length == 0) return "In Progress";
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return FormatProgress(entry.DescriptionProgress, stage - 4u);
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}
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// Stage 0 or anything else: retail returns without writing, leaving the
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// caller's string as it found it.
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return string.Empty;
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}
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/// <summary>
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/// Substitutes retail's single integer argument into an authored progress
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/// format.
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/// </summary>
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/// <remarks>
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/// <c>FillProgressString</c> passes exactly ONE integer, so only the first
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/// <c>%d</c> can be honoured — a second specifier would read past the
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/// argument in retail too. Measured against the installed table: 89 of 322
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/// contracts author a progress format and every one uses exactly one
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/// <c>%d</c> (e.g. <c>"%d/20 Tuskers"</c>), so the single-substitution
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/// reading covers the whole shipped catalog rather than merely the common
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/// case.
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/// </remarks>
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private static string FormatProgress(string format, uint value)
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{
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int at = format.IndexOf("%d", StringComparison.Ordinal);
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if (at < 0) return format;
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return string.Concat(
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format.AsSpan(0, at),
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value.ToString(CultureInfo.InvariantCulture),
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format.AsSpan(at + 2));
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}
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}
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