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:
Erik 2026-08-15 11:50:45 +02:00
parent 308f40a3fb
commit ef96c55489
18 changed files with 724 additions and 13 deletions

View file

@ -376,6 +376,20 @@ public sealed record KeyboardRuntimeBindings(
/// mirror; an absent view means the current adapter has not bound (or has
/// already been released).
/// </summary>
/// <param name="RequestExit">
/// Campaign LA gate round 2 finding 1: retail's Exit button
/// (<c>gmCharacterManagementUI::ListenToElementMessage@0x004ed5a0</c>,
/// element offset 7 from the listbox base — id <c>0x100003A4</c>) opens
/// <c>MakeConfirmExitDialog@0x004ed250</c>; on confirm
/// (<c>RecvNotice_CloseDialog@0x004ed760</c> case 1) retail queues UI mode
/// <c>0x10000009</c> (<c>gmEpilogueUI</c>) rather than exiting immediately —
/// out of scope here. This is a plain host action, not a generation-gated
/// Runtime command: it is the SAME window-close path
/// <c>GameplayWindowCommands</c>/<c>IGameplayWindowCommands.Close</c> already
/// use for the in-world Escape fallback (<c>d.Window.Close</c> at
/// composition), so status events <c>disconnected</c>/<c>exited</c> still
/// fire through <c>GameWindow.OnClosing</c> → <c>CompleteShutdown</c>.
/// </param>
public sealed record CharacterSelectionRuntimeBindings(
Func<IRuntimeCharacterSelectionView?> View,
Func<uint, RuntimeCommandResult> Highlight,
@ -383,7 +397,8 @@ public sealed record CharacterSelectionRuntimeBindings(
Func<RuntimeCommandResult> RequestDelete,
Func<RuntimeCommandResult> ConfirmDelete,
Func<RuntimeCommandResult> Restore,
Func<RuntimeCommandResult> Cancel);
Func<RuntimeCommandResult> Cancel,
Action RequestExit);
public sealed record RetailUiRuntimeBindings(
UiHost Host,
@ -3766,6 +3781,7 @@ public sealed class RetailUiRuntime : IDisposable
string? deleteConfirmationProbe;
string? pleaseWait;
string? enteringWorld;
string? confirmExit;
lock (_bindings.Assets.DatLock)
{
deleteConfirmationProbe = strings.ResolveTemplate(
@ -3787,12 +3803,21 @@ public sealed class RetailUiRuntime : IDisposable
strings,
stringTableId,
"ID_Character_EnteringWorld");
// Finding 1: MakeConfirmExitDialog@0x004ed250 resolves this via
// compute_str_hash("ID_CharacterManagement_ConfirmExit") against
// the same table-enum-0x10000002 -> 0x23000002 the other
// character-management dialogs already use.
confirmExit = ResolveCharacterManagementString(
strings,
stringTableId,
"ID_CharacterManagement_ConfirmExit");
}
if (deleteConfirmationProbe is null
|| deleteResponse is null
|| pleaseWait is null
|| enteringWorld is null)
|| enteringWorld is null
|| confirmExit is null)
{
Console.WriteLine(
"[UI] character management: required retail strings are unavailable.");
@ -3835,7 +3860,8 @@ public sealed class RetailUiRuntime : IDisposable
ComposeDeleteConfirmation,
deleteResponse,
pleaseWait,
enteringWorld));
enteringWorld,
confirmExit));
}
private static string? ResolveCharacterManagementString(