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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@ -92,6 +92,30 @@ public sealed class WorldSessionCharacterSelectionTests
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Assert.Equal(1u, current.SecondsGreyedOut);
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}
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[Fact]
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public void ServerName_Dispatches_AndPopulatesServerInfo()
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{
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// Campaign LA gate round 2 finding 3: ACE's SendConnectResponse
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// enqueues CharacterList then ServerName in the same batch
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// (AuthenticationHandler.cs:257-261) — assert both arrive, in wire
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// order, through the same UIQueue dispatch path.
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using var session = CreateSession();
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var events = new List<string>();
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session.CharacterListReceived += _ => events.Add("roster");
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session.ServerNameReceived += info => events.Add($"world:{info.WorldName}");
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byte[] packet = BuildPacket(
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BuildRoster(secondsGreyedOut: 0u),
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BuildServerName("sawato", currentConnections: 3, maxConnections: 100));
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InvokeProcessDatagram(session, packet);
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Assert.Equal(["roster", "world:sawato"], events);
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Assert.NotNull(session.ServerInfo);
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Assert.Equal("sawato", session.ServerInfo!.Value.WorldName);
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Assert.Equal(3, session.ServerInfo!.Value.CurrentConnections);
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Assert.Equal(100, session.ServerInfo!.Value.MaxConnections);
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}
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[Fact]
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public void ImmediateEnterWorld_IgnoresNumErrorsSentinelBeforeServerReady()
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{
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@ -183,6 +207,19 @@ public sealed class WorldSessionCharacterSelectionTests
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return writer.ToArray();
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}
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private static byte[] BuildServerName(
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string worldName,
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int currentConnections,
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int maxConnections)
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{
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var writer = new PacketWriter(64);
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writer.WriteUInt32(ServerName.Opcode);
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writer.WriteUInt32(unchecked((uint)currentConnections));
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writer.WriteUInt32(unchecked((uint)maxConnections));
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writer.WriteString16L(worldName);
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return writer.ToArray();
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}
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private static byte[] BuildRestoreResponse()
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{
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var writer = new PacketWriter(64);
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