fix(ui,net): Campaign LA gate round 2 — char-select exit confirmation, authored row justify, world name
Finding 1 (Exit button dead): retail's gmCharacterManagementUI Exit
button (element 0x100003A4, offset 7 from the listbox base in
ListenToElementMessage@0x004ed5a0) opens MakeConfirmExitDialog
(0x004ed250), whose exact ID_CharacterManagement_ConfirmExit text
(table 0x23000002) and m_confirmExitDialogContext re-entry guard are
now ported. On confirm (matching RecvNotice_CloseDialog@0x004ed760
case 1's ConfirmationResult check) the client exits through the
EXISTING graceful window-close seam (CharacterSelectionRuntimeBindings
.RequestExit -> d.Window.Close, the same delegate
GameplayInputCommandController's Escape fallback already uses) so
disconnected/exited status events still fire via GameWindow.OnClosing
-> CompleteShutdown. Retail's real post-confirm destination is
QueueUIMode(0x10000009) -> gmEpilogueUI, an epilogue screen this round
does not port — recorded as AD-99. Credits (element 0x100003A3,
QueueUIMode(0x10000005) -> gmCreditsUI) stays visibly ghosted like
Create, same treatment, out of scope this round.
Finding 2 (row names center-aligned, retail is left): the character
row template (LayoutDesc 0x21000004, element 0x100003A5, live-DAT
confirmed HJustify=Left with three stateful Type-3 highlight-art
children and no Type-12 caption child) authors its OWN justify
directly, with no separate text child to lift a label from.
DatWidgetFactory.BuildButton's Left-justify branch required
!ReferenceEquals(labelInfo, info) — true only when a label was LIFTED
from a distinct child — so a button's own direct HJustify=Left was
silently dropped to UiButton's Center default. Widened the branch to
also honor the direct case, preserving the existing lifted-child
LabelOffsetX behavior and leaving genuinely-centered buttons
(CREATE/ENTER/DELETE/RESTORE) untouched.
Finding 3 (World box empty): parsed ACE's GameMessageServerName
(opcode 0xF7E1, ACE.Server/Network/GameMessages/Messages/
GameMessageServerName.cs; retail CM_Login::DispatchUI_WorldInfo
@0x006ad860 -> ClientUISystem::Handle_Login__WorldInfo@0x005641a0 ->
ECM_Login::SendNotice_WorldName@0x00692b10, notice 0x186a2, consumed
by gmCharacterManagementUI::UpdateWorldName@0x004ec120 /
RecvNotice_WorldName@0x004ec360 onto element 0x1000039B) as
src/AcDream.Core.Net/Messages/ServerName.cs, cross-checked against
holtburger's ServerNameData. WorldSession.ServerNameReceived fires
alongside CharacterListReceived (ACE sends both in one
SendConnectResponse batch); RuntimeCharacterSelectionState.
ApplyWorldName is the new J-owner field (ungated by lifecycle, since
either message can arrive first); CharacterManagementUiController
binds it onto the WorldTextElementId UiText. Per the LA1 status
vocabulary, the characterList STATUS event's worldName field is
intentionally NOT added this round (kept bounded to the client-side
fix) — a follow-up if the launcher UI wants it.
Also corrects AD-44, discovered stale while filing AD-99: its opening
claim ("acdream has no retained character-management screen") was
false as of this session — LA7/LA8 shipped the screen in earlier
commits without updating this row.
Tests: exit-confirm open/cancel/confirm/re-entry-guard flow;
DatWidgetFactory own-HJustify-Left/Center regression tests plus the
live-DAT pinned row-justify assertion; ServerName parse round-trip
(byte-exact vs ACE's AceWireWriter fixture, truncation/wrong-opcode
cases); WorldSession dispatch test (roster+world in one wire batch);
RuntimeCharacterSelectionState.ApplyWorldName tests (order-independent
of ApplyRoster, unchanged-value no-op, Reset clears); controller test
binding the World text element to the live snapshot. Extended the
shared RetailDialogFactoryTests.BuildDialogLayout test fixture with a
Confirmation-type branch (Accept/Reject buttons) since this is its
first RetailDialogType.Confirmation consumer.
Suites: full solution Release build green; AcDream.App.Tests 5100/6
skips, AcDream.Core.Net.Tests 965/0, AcDream.Runtime.Tests 1665/0, all
Release, 0 failures; live-DAT probes (ACDREAM_PROBE_LIVE_MOUNT=1)
green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
parent
308f40a3fb
commit
ef96c55489
18 changed files with 724 additions and 13 deletions
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@ -955,7 +955,13 @@ internal sealed class RetailInteractionRetainedUiCompositionFactory
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late.GameRuntime.CharacterSelectionRequestDelete,
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late.GameRuntime.CharacterSelectionConfirmDelete,
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late.GameRuntime.CharacterSelectionRestore,
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late.GameRuntime.CharacterSelectionCancel)
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late.GameRuntime.CharacterSelectionCancel,
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// Campaign LA gate round 2 finding 1: the SAME
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// window-close path GameplayInputCommandController's
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// Escape fallback uses (IGameplayWindowCommands.Close
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// /GameplayWindowCommands wrap this same d.Window.Close
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// delegate) — no separate exit path.
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d.Window.Close)
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: null);
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RetailUiRuntime runtime = lease.Mount(
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() => RetailUiRuntime.CreateUninitialized(bindings));
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@ -181,6 +181,7 @@ internal sealed class CurrentGameRuntimeAdapter
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AccountName: string.Empty,
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SlotCount: 0,
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RosterCount: 0,
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WorldName: string.Empty,
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HighlightedCharacterId: 0u,
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HighlightedDisplayIndex: -1,
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PendingDeleteCharacterId: 0u,
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@ -13,25 +13,46 @@ internal sealed class CharacterManagementUiController : IDisposable
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{
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internal const uint RootEnum = 0x10000005u;
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internal const uint RootElementId = 0x1000039Au;
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internal const uint WorldTextElementId = 0x1000039Bu;
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internal const uint ListElementId = 0x1000039Du;
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internal const uint CreateElementId = 0x100003A0u;
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internal const uint EnterElementId = 0x100003A2u;
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internal const uint DeleteElementId = 0x1000039Fu;
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internal const uint RestoreElementId = 0x1000039Eu;
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/// <summary>
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/// gmCharacterManagementUI::ListenToElementMessage@0x004ed5a0's element-id
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/// switch is keyed off <c>idElement - 0x1000039d</c> (the listbox base);
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/// offset 6 -> QueueUIMode(0x10000005), the mode gmCreditsUI registers
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/// (Register@0x0047a69e) — out of scope this round (finding 1 note).
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/// </summary>
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internal const uint CreditsElementId = 0x100003A3u;
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/// <summary>Offset 7 from the listbox base -> MakeConfirmExitDialog@0x004ed250.</summary>
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internal const uint ExitElementId = 0x100003A4u;
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internal sealed record DialogStrings(
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Func<string, string> DeleteConfirmation,
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string DeleteResponse,
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string PleaseWait,
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string EnteringWorld);
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string EnteringWorld,
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/// <summary>
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/// Retail <c>ID_CharacterManagement_ConfirmExit</c> (table
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/// <c>0x23000002</c>) — "Are you sure you want to leave?", the text
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/// <c>MakeConfirmExitDialog@0x004ed250</c> resolves via
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/// <c>StringInfo::SetStringIDandTableEnum(compute_str_hash(
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/// "ID_CharacterManagement_ConfirmExit"), 0x10000002)</c>.
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/// </summary>
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string ConfirmExit);
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private readonly UiRoot _host;
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private readonly ImportedLayout _layout;
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private readonly UiText _worldText;
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private readonly UiTemplateListBox _list;
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private readonly UiButton _create;
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private readonly UiButton _enter;
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private readonly UiButton _delete;
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private readonly UiButton _restore;
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private readonly UiButton _credits;
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private readonly UiButton _exit;
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private readonly RetailDialogFactory _dialogs;
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private readonly CharacterSelectionRuntimeBindings _bindings;
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private readonly DialogStrings _strings;
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@ -41,10 +62,12 @@ internal sealed class CharacterManagementUiController : IDisposable
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private Vector2 _authoredCanvas;
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private RuntimeGenerationToken _lastGeneration;
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private long _lastRevision = long.MinValue;
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private string _lastWorldName = string.Empty;
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private uint _deleteDialogContext;
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private uint _operationWaitContext;
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private uint _enterWaitContext;
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private uint _errorDialogContext;
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private uint _confirmExitDialogContext;
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private bool _active;
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private bool _restoreCommandInFlight;
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private bool _suppressDialogCallbacks;
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@ -53,22 +76,28 @@ internal sealed class CharacterManagementUiController : IDisposable
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private CharacterManagementUiController(
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UiRoot host,
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ImportedLayout layout,
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UiText worldText,
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UiTemplateListBox list,
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UiButton create,
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UiButton enter,
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UiButton delete,
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UiButton restore,
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UiButton credits,
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UiButton exit,
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RetailDialogFactory dialogs,
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CharacterSelectionRuntimeBindings bindings,
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DialogStrings strings)
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{
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_host = host;
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_layout = layout;
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_worldText = worldText;
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_list = list;
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_create = create;
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_enter = enter;
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_delete = delete;
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_restore = restore;
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_credits = credits;
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_exit = exit;
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_dialogs = dialogs;
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_bindings = bindings;
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_strings = strings;
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@ -101,6 +130,22 @@ internal sealed class CharacterManagementUiController : IDisposable
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_enter.OnClick = EnterSelected;
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_delete.OnClick = RequestDelete;
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_restore.OnClick = RestoreSelected;
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// Credits (retail QueueUIMode(0x10000005) -> gmCreditsUI) is out of
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// scope this round (finding 1 note) — same "future campaign, visibly
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// ghosted, no invented action" treatment as Create above. Filed as
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// issue #397.
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_credits.Visible = true;
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_credits.Enabled = false;
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_credits.OnClick = null;
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_exit.OnClick = RequestExit;
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// World name (retail UpdateWorldName@0x004ec120 /
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// RecvNotice_WorldName@0x004ec360 both just push
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// Client::GetWorldName() onto this element). LinesProvider reads the
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// live field Tick() updates each time Runtime's snapshot changes.
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_worldText.LinesProvider =
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() => [new UiText.Line(_lastWorldName, _worldText.DefaultColor)];
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}
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internal UiElement Root => _layout.Root;
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@ -109,6 +154,7 @@ internal sealed class CharacterManagementUiController : IDisposable
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internal uint OperationWaitContext => _operationWaitContext;
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internal uint EnterWaitContext => _enterWaitContext;
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internal uint ErrorDialogContext => _errorDialogContext;
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internal uint ConfirmExitDialogContext => _confirmExitDialogContext;
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internal void ResetSession()
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{
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@ -171,11 +217,14 @@ internal sealed class CharacterManagementUiController : IDisposable
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}
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if (layout.Root.DatElementId != RootElementId
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|| layout.FindElement(WorldTextElementId) is not UiText worldText
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|| layout.FindElement(ListElementId) is not UiTemplateListBox list
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|| layout.FindElement(CreateElementId) is not UiButton create
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|| layout.FindElement(EnterElementId) is not UiButton enter
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|| layout.FindElement(DeleteElementId) is not UiButton delete
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|| layout.FindElement(RestoreElementId) is not UiButton restore)
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|| layout.FindElement(RestoreElementId) is not UiButton restore
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|| layout.FindElement(CreditsElementId) is not UiButton credits
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|| layout.FindElement(ExitElementId) is not UiButton exit)
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{
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Console.WriteLine(
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"[UI] character management: the authored root/list/button contract is incomplete.");
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@ -188,11 +237,14 @@ internal sealed class CharacterManagementUiController : IDisposable
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return new CharacterManagementUiController(
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host,
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layout,
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worldText,
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list,
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create,
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enter,
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delete,
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restore,
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credits,
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exit,
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dialogs,
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bindings,
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strings);
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@ -204,6 +256,7 @@ internal sealed class CharacterManagementUiController : IDisposable
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enter.OnClick = null;
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delete.OnClick = null;
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restore.OnClick = null;
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exit.OnClick = null;
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throw;
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}
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}
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@ -249,6 +302,11 @@ internal sealed class CharacterManagementUiController : IDisposable
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_host.BringToFront(Root);
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}
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// World name rides independently of the roster revision gate below —
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// ServerName can arrive slightly before or after CharacterList (see
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// RuntimeCharacterSelectionState.ApplyWorldName).
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_lastWorldName = snapshot.WorldName;
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if (_lastGeneration != snapshot.Generation
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|| _lastRevision != snapshot.Revision)
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{
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@ -314,6 +372,7 @@ internal sealed class CharacterManagementUiController : IDisposable
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_enter.OnClick = null;
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_delete.OnClick = null;
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_restore.OnClick = null;
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_exit.OnClick = null;
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foreach (UiButton row in _rows)
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{
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row.OnClick = null;
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@ -550,6 +609,33 @@ internal sealed class CharacterManagementUiController : IDisposable
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InvalidateAndTick();
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}
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private void RequestExit()
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{
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if (_disposed)
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return;
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// MakeConfirmExitDialog @ 0x004ed250's own guard: a second Exit
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// click while the confirmation is already open is a no-op.
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if (_confirmExitDialogContext != 0u)
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return;
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_confirmExitDialogContext = _dialogs.MakeConfirmation(
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_strings.ConfirmExit,
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data =>
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{
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_confirmExitDialogContext = 0u;
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if (_disposed || _suppressDialogCallbacks)
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return;
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// RecvNotice_CloseDialog @ 0x004ed760 case 1: only a
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// confirmed (OK) close proceeds through the SAME graceful
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// shutdown path window-close uses; Cancel leaves the screen
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// exactly as it was.
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if (data.GetBoolean(RetailDialogProperty.ConfirmationResult))
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_bindings.RequestExit();
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});
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}
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private void ReconcileDialogs(
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IRuntimeCharacterSelectionView view,
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RuntimeCharacterSelectionSnapshot snapshot)
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@ -689,6 +775,7 @@ internal sealed class CharacterManagementUiController : IDisposable
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CloseContext(ref _operationWaitContext, suppressCallback: false);
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CloseContext(ref _enterWaitContext, suppressCallback: false);
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CloseContext(ref _errorDialogContext, suppressCallback: false);
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CloseContext(ref _confirmExitDialogContext, suppressCallback: false);
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}
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finally
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{
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@ -881,10 +881,24 @@ public static class DatWidgetFactory
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button.LabelAlign = UiButton.LabelAlignment.Left;
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button.LabelOffsetX = face.X + face.Width + 4f;
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}
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else if (!ReferenceEquals(labelInfo, info) && labelInfo.HJustify == HJustify.Left)
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else if (labelInfo.HJustify == HJustify.Left)
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{
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// Campaign LA gate round 2 finding 2: the guard used to require
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// labelInfo to be a LIFTED Type-12 text child (!ReferenceEquals),
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// so a button authoring its OWN HJustify=Left with no separate
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// label child — e.g. gmCharacterManagementUI's character-list row
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// template (0x21000004/0x100003A5: HJustify=Left, three stateful
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// Type-3 highlight-art children, no Type-12 caption child) — fell
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// through with LabelAlign left at UiButton's Center default.
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// Live-DAT probe confirmed: rowInfo.HJustify=Left,
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// authoredFaces.Length=3 (faceSegments, not a single face), no
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// Type-12 child, and the built row's LabelAlign came out Center.
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// labelInfo.X is only a valid inner-offset when a distinct child
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// was actually lifted; for the direct (labelInfo == info) case,
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// leave UiButton's own default 3px LabelOffsetX in place.
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button.LabelAlign = UiButton.LabelAlignment.Left;
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button.LabelOffsetX = labelInfo.X;
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if (!ReferenceEquals(labelInfo, info))
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button.LabelOffsetX = labelInfo.X;
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}
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return button;
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@ -376,6 +376,20 @@ public sealed record KeyboardRuntimeBindings(
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/// mirror; an absent view means the current adapter has not bound (or has
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/// already been released).
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/// </summary>
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/// <param name="RequestExit">
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/// Campaign LA gate round 2 finding 1: retail's Exit button
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/// (<c>gmCharacterManagementUI::ListenToElementMessage@0x004ed5a0</c>,
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/// element offset 7 from the listbox base — id <c>0x100003A4</c>) opens
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/// <c>MakeConfirmExitDialog@0x004ed250</c>; on confirm
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/// (<c>RecvNotice_CloseDialog@0x004ed760</c> case 1) retail queues UI mode
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/// <c>0x10000009</c> (<c>gmEpilogueUI</c>) rather than exiting immediately —
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/// out of scope here. This is a plain host action, not a generation-gated
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/// Runtime command: it is the SAME window-close path
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/// <c>GameplayWindowCommands</c>/<c>IGameplayWindowCommands.Close</c> already
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/// use for the in-world Escape fallback (<c>d.Window.Close</c> at
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/// composition), so status events <c>disconnected</c>/<c>exited</c> still
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/// fire through <c>GameWindow.OnClosing</c> → <c>CompleteShutdown</c>.
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/// </param>
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public sealed record CharacterSelectionRuntimeBindings(
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Func<IRuntimeCharacterSelectionView?> View,
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Func<uint, RuntimeCommandResult> Highlight,
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@ -383,7 +397,8 @@ public sealed record CharacterSelectionRuntimeBindings(
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Func<RuntimeCommandResult> RequestDelete,
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Func<RuntimeCommandResult> ConfirmDelete,
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Func<RuntimeCommandResult> Restore,
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Func<RuntimeCommandResult> Cancel);
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Func<RuntimeCommandResult> Cancel,
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Action RequestExit);
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public sealed record RetailUiRuntimeBindings(
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UiHost Host,
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@ -3766,6 +3781,7 @@ public sealed class RetailUiRuntime : IDisposable
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string? deleteConfirmationProbe;
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string? pleaseWait;
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string? enteringWorld;
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string? confirmExit;
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lock (_bindings.Assets.DatLock)
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{
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deleteConfirmationProbe = strings.ResolveTemplate(
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@ -3787,12 +3803,21 @@ public sealed class RetailUiRuntime : IDisposable
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strings,
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stringTableId,
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"ID_Character_EnteringWorld");
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// Finding 1: MakeConfirmExitDialog@0x004ed250 resolves this via
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// compute_str_hash("ID_CharacterManagement_ConfirmExit") against
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// the same table-enum-0x10000002 -> 0x23000002 the other
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// character-management dialogs already use.
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confirmExit = ResolveCharacterManagementString(
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strings,
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stringTableId,
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"ID_CharacterManagement_ConfirmExit");
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}
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if (deleteConfirmationProbe is null
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|| deleteResponse is null
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|| pleaseWait is null
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|| enteringWorld is null)
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|| enteringWorld is null
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|| confirmExit is null)
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{
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Console.WriteLine(
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"[UI] character management: required retail strings are unavailable.");
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@ -3835,7 +3860,8 @@ public sealed class RetailUiRuntime : IDisposable
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ComposeDeleteConfirmation,
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deleteResponse,
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pleaseWait,
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enteringWorld));
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enteringWorld,
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confirmExit));
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}
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private static string? ResolveCharacterManagementString(
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90
src/AcDream.Core.Net/Messages/ServerName.cs
Normal file
90
src/AcDream.Core.Net/Messages/ServerName.cs
Normal file
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@ -0,0 +1,90 @@
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using System.Buffers.Binary;
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namespace AcDream.Core.Net.Messages;
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/// <summary>
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/// Inbound <c>ServerName</c> GameMessage (opcode <c>0xF7E1</c>). ACE sends
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/// this in the SAME batch as <see cref="CharacterList"/>, right after
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/// <c>AuthConnectResponse</c> completes — it is the world (server) name the
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/// retail character-select screen's "World" box shows.
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///
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/// <para>
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/// Retail wire path: <c>CM_Login::DispatchUI_WorldInfo@0x006ad860</c> checks
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/// the leading opcode against <c>0xf7e1</c>, unpacks the trailing
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/// <c>PStringBase<char></c>, and calls
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/// <c>ClientUISystem::Handle_Login__WorldInfo@0x005641a0(currentConnections,
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/// maxConnections, worldName)</c>, which forwards only the name to
|
||||
/// <c>ECM_Login::SendNotice_WorldName@0x00692b10</c> (notice id
|
||||
/// <c>0x186a2</c>). <c>gmCharacterManagementUI</c> registers for that notice
|
||||
/// in its ctor (<c>0x004ec8f0</c>) and both
|
||||
/// <c>RecvNotice_WorldName@0x004ec360</c> and its own
|
||||
/// <c>UpdateWorldName@0x004ec120</c> resolve child element <c>0x1000039B</c>
|
||||
/// (<c>UIElement::GetChildRecursive(m_rootField, 0x1000039b)</c>, dynamic-cast
|
||||
/// to <c>UIElement_Text</c>) and call
|
||||
/// <c>UIElement_Text::SetText(Client::GetInstance()->GetWorldName())</c> —
|
||||
/// <c>Client::GetWorldName@0x00401ca0</c>/<c>SetWorldName@0x00402090</c> just
|
||||
/// hold the string the notice delivered. The two leading dwords
|
||||
/// (currentConnections/maxConnections) are read off the wire by the
|
||||
/// dispatcher but never consumed by the character-management screen itself.
|
||||
/// </para>
|
||||
///
|
||||
/// <para>
|
||||
/// ACE: <c>GameMessageOpcode.ServerName = 0xF7E1</c>
|
||||
/// (<c>ACE.Server/Network/GameMessages/GameMessageOpcode.cs</c>);
|
||||
/// <c>GameMessageServerName</c>
|
||||
/// (<c>ACE.Server/Network/GameMessages/Messages/GameMessageServerName.cs</c>)
|
||||
/// writes <c>i32 currentConnections, i32 maxConnections, String16L
|
||||
/// serverName</c>; sent from
|
||||
/// <c>AuthenticationHandler.SendConnectResponse</c>
|
||||
/// (<c>ACE.Server/Network/Handlers/AuthenticationHandler.cs:258</c>)
|
||||
/// alongside <c>GameMessageCharacterList</c> and
|
||||
/// <c>GameMessageDDDInterrogation</c>. holtburger's
|
||||
/// <c>ServerNameData</c>
|
||||
/// (<c>holtburger-protocol/src/messages/character/types.rs</c>) parses the
|
||||
/// same three fields and cross-checks the field order/types.
|
||||
/// </para>
|
||||
///
|
||||
/// <code>
|
||||
/// u32 opcode (0xF7E1)
|
||||
/// i32 currentConnections
|
||||
/// i32 maxConnections
|
||||
/// String16L worldName
|
||||
/// </code>
|
||||
/// </summary>
|
||||
public static class ServerName
|
||||
{
|
||||
public const uint Opcode = 0xF7E1u;
|
||||
|
||||
public readonly record struct Parsed(
|
||||
int CurrentConnections,
|
||||
int MaxConnections,
|
||||
string WorldName);
|
||||
|
||||
/// <summary>
|
||||
/// Parse a ServerName body. <paramref name="body"/> must start with the
|
||||
/// 4-byte opcode (0xF7E1) — i.e. pass the full reassembled GameMessage
|
||||
/// output from <see cref="AcDream.Core.Net.Packets.FragmentAssembler"/>.
|
||||
/// </summary>
|
||||
public static Parsed Parse(ReadOnlySpan<byte> body)
|
||||
{
|
||||
int pos = 0;
|
||||
|
||||
uint opcode = ReadU32(body, ref pos);
|
||||
if (opcode != Opcode)
|
||||
throw new FormatException($"expected ServerName opcode 0x{Opcode:X4}, got 0x{opcode:X8}");
|
||||
|
||||
int currentConnections = unchecked((int)ReadU32(body, ref pos));
|
||||
int maxConnections = unchecked((int)ReadU32(body, ref pos));
|
||||
string worldName = StringReader.ReadString16L(body, ref pos);
|
||||
|
||||
return new Parsed(currentConnections, maxConnections, worldName);
|
||||
}
|
||||
|
||||
private static uint ReadU32(ReadOnlySpan<byte> source, ref int pos)
|
||||
{
|
||||
if (source.Length - pos < 4) throw new FormatException("truncated u32");
|
||||
uint value = BinaryPrimitives.ReadUInt32LittleEndian(source.Slice(pos));
|
||||
pos += 4;
|
||||
return value;
|
||||
}
|
||||
}
|
||||
|
|
@ -599,6 +599,12 @@ public sealed class WorldSession : IDisposable
|
|||
public event Action? CharacterDeleteAcknowledged;
|
||||
public event Action<CharacterRestore.Parsed>? CharacterRestoreReceived;
|
||||
public event Action<CharacterError.Parsed>? CharacterErrorReceived;
|
||||
/// <summary>
|
||||
/// Campaign LA gate round 2 finding 3: ACE sends this in the same batch
|
||||
/// as <see cref="CharacterListReceived"/> (right after
|
||||
/// AuthConnectResponse) — see <see cref="ServerName"/>.
|
||||
/// </summary>
|
||||
public event Action<ServerName.Parsed>? ServerNameReceived;
|
||||
|
||||
/// <summary>
|
||||
/// Phase F.1: inbound 0xF7B0 GameEvent dispatcher. Each sub-opcode
|
||||
|
|
@ -691,6 +697,13 @@ public sealed class WorldSession : IDisposable
|
|||
}
|
||||
|
||||
public CharacterList.Parsed? Characters { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Campaign LA gate round 2 finding 3: last <see cref="ServerName"/>
|
||||
/// (opcode 0xF7E1) received, mirroring <see cref="Characters"/>' shape —
|
||||
/// ACE sends it in the same batch, right after AuthConnectResponse.
|
||||
/// </summary>
|
||||
public ServerName.Parsed? ServerInfo { get; private set; }
|
||||
private CharacterError.Parsed? _lastCharacterSelectionError;
|
||||
|
||||
private readonly IWorldSessionTransport _net;
|
||||
|
|
@ -1789,6 +1802,22 @@ public sealed class WorldSession : IDisposable
|
|||
Characters = parsed;
|
||||
CharacterListReceived?.Invoke(parsed);
|
||||
}
|
||||
else if (op == ServerName.Opcode)
|
||||
{
|
||||
ServerName.Parsed parsed;
|
||||
try
|
||||
{
|
||||
parsed = ServerName.Parse(body);
|
||||
}
|
||||
catch
|
||||
{
|
||||
// Malformed management messages do not poison the
|
||||
// remaining ordered UIQueue fragments.
|
||||
continue;
|
||||
}
|
||||
ServerInfo = parsed;
|
||||
ServerNameReceived?.Invoke(parsed);
|
||||
}
|
||||
else if (op == CharacterDelete.Opcode
|
||||
&& CharacterDelete.IsAcknowledgement(body))
|
||||
{
|
||||
|
|
|
|||
|
|
@ -246,23 +246,27 @@ public sealed class LiveSessionController
|
|||
private readonly Action _delete;
|
||||
private readonly Action<CharacterRestore.Parsed> _restore;
|
||||
private readonly Action<CharacterError.Parsed> _error;
|
||||
private readonly Action<ServerName.Parsed> _worldName;
|
||||
|
||||
public CharacterSelectionWireBinding(
|
||||
WorldSession session,
|
||||
Action<CharacterList.Parsed> roster,
|
||||
Action delete,
|
||||
Action<CharacterRestore.Parsed> restore,
|
||||
Action<CharacterError.Parsed> error)
|
||||
Action<CharacterError.Parsed> error,
|
||||
Action<ServerName.Parsed> worldName)
|
||||
{
|
||||
_session = session;
|
||||
_roster = roster;
|
||||
_delete = delete;
|
||||
_restore = restore;
|
||||
_error = error;
|
||||
_worldName = worldName;
|
||||
session.CharacterListReceived += roster;
|
||||
session.CharacterDeleteAcknowledged += delete;
|
||||
session.CharacterRestoreReceived += restore;
|
||||
session.CharacterErrorReceived += error;
|
||||
session.ServerNameReceived += worldName;
|
||||
}
|
||||
|
||||
public bool IsDisposed => _session is null;
|
||||
|
|
@ -276,6 +280,7 @@ public sealed class LiveSessionController
|
|||
session.CharacterDeleteAcknowledged -= _delete;
|
||||
session.CharacterRestoreReceived -= _restore;
|
||||
session.CharacterErrorReceived -= _error;
|
||||
session.ServerNameReceived -= _worldName;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -886,6 +891,14 @@ public sealed class LiveSessionController
|
|||
if (IsCurrent(scope, generation))
|
||||
CharacterSelectionState.ApplyError(error);
|
||||
}
|
||||
},
|
||||
worldName =>
|
||||
{
|
||||
lock (_gate)
|
||||
{
|
||||
if (IsCurrent(scope, generation))
|
||||
CharacterSelectionState.ApplyWorldName(worldName.WorldName);
|
||||
}
|
||||
});
|
||||
|
||||
public RuntimeCommandResult Highlight(
|
||||
|
|
|
|||
|
|
@ -36,6 +36,11 @@ public enum RuntimeCharacterSelectionDeltaKind
|
|||
ErrorChanged,
|
||||
EnteringWorld,
|
||||
EnteredWorld,
|
||||
/// <summary>
|
||||
/// Campaign LA gate round 2 finding 3: <see cref="ServerName"/> arrived —
|
||||
/// see <see cref="RuntimeCharacterSelectionState.ApplyWorldName"/>.
|
||||
/// </summary>
|
||||
WorldNameChanged,
|
||||
}
|
||||
|
||||
public readonly record struct RuntimeCharacterSelectionEntry(
|
||||
|
|
@ -77,6 +82,7 @@ public readonly record struct RuntimeCharacterSelectionSnapshot(
|
|||
string AccountName,
|
||||
int SlotCount,
|
||||
int RosterCount,
|
||||
string WorldName,
|
||||
uint HighlightedCharacterId,
|
||||
int HighlightedDisplayIndex,
|
||||
uint PendingDeleteCharacterId,
|
||||
|
|
@ -202,6 +208,7 @@ public sealed class RuntimeCharacterSelectionState : IDisposable
|
|||
private long _revision;
|
||||
private string _accountName = string.Empty;
|
||||
private int _slotCount;
|
||||
private string _worldName = string.Empty;
|
||||
private uint _highlightedCharacterId;
|
||||
private uint _pendingDeleteCharacterId;
|
||||
private uint _lastRestoreRequestedCharacterId;
|
||||
|
|
@ -236,6 +243,7 @@ public sealed class RuntimeCharacterSelectionState : IDisposable
|
|||
_accountName,
|
||||
_slotCount,
|
||||
_entries.Length,
|
||||
_worldName,
|
||||
_highlightedCharacterId,
|
||||
selectedIndex,
|
||||
_pendingDeleteCharacterId,
|
||||
|
|
@ -326,6 +334,28 @@ public sealed class RuntimeCharacterSelectionState : IDisposable
|
|||
selected);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Campaign LA gate round 2 finding 3: retail's <c>UpdateWorldName</c>
|
||||
/// (<c>0x004ec120</c>) / <c>RecvNotice_WorldName</c> (<c>0x004ec360</c>)
|
||||
/// both just push <c>Client::GetWorldName()</c> onto element
|
||||
/// <c>0x1000039B</c> — no lifecycle gate. ACE sends <c>ServerName</c> in
|
||||
/// the same batch as <c>CharacterList</c>, so this may land slightly
|
||||
/// before or after <see cref="ApplyRoster"/>; it is intentionally
|
||||
/// ungated (beyond disposal) so neither arrival order loses the name.
|
||||
/// </summary>
|
||||
internal void ApplyWorldName(string worldName)
|
||||
{
|
||||
ArgumentNullException.ThrowIfNull(worldName);
|
||||
lock (_gate)
|
||||
{
|
||||
if (_disposed || _worldName == worldName)
|
||||
return;
|
||||
_worldName = worldName;
|
||||
_revision++;
|
||||
}
|
||||
Publish(RuntimeCharacterSelectionDeltaKind.WorldNameChanged);
|
||||
}
|
||||
|
||||
internal bool TryHighlight(uint characterId)
|
||||
{
|
||||
lock (_gate)
|
||||
|
|
@ -900,6 +930,7 @@ public sealed class RuntimeCharacterSelectionState : IDisposable
|
|||
_entries = [];
|
||||
_accountName = string.Empty;
|
||||
_slotCount = 0;
|
||||
_worldName = string.Empty;
|
||||
_highlightedCharacterId = 0u;
|
||||
_pendingDeleteCharacterId = 0u;
|
||||
_lastRestoreRequestedCharacterId = 0u;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue