fix: complete retail parity stability pass
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d3df4cb20a
commit
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131 changed files with 7765 additions and 1190 deletions
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@ -11,6 +11,7 @@ using AcDream.Runtime;
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using AcDream.Runtime.Session;
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using AcDream.Core.Combat;
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using AcDream.Core.Lighting;
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using AcDream.Core.Net.Messages;
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using AcDream.Core.Physics;
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using AcDream.Core.Selection;
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using AcDream.Core.World;
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@ -393,7 +394,10 @@ internal sealed class FrameRootCompositionPhase
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live.EnvCellRenderer!,
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foundation.SceneLighting!,
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d.RenderRange,
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skyPesFrame);
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skyPesFrame,
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persistentDaylight: () =>
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d.Runtime.CharacterOwner.Options.GetOptionBit(
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CharacterOptionId.PersistentAtDay));
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var worldRenderFrameBuilder = new WorldRenderFrameBuilder(
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new RuntimeWorldFrameCameraSource(
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host.CameraController,
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@ -27,7 +27,6 @@ using AcDream.UI.Abstractions.Input;
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using AcDream.UI.Abstractions.Panels.Chat;
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using AcDream.UI.Abstractions.Panels.Vitals;
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using DatReaderWriter;
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using DatReaderWriter.DBObjs;
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using Silk.NET.Input;
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using Silk.NET.Windowing;
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@ -716,19 +715,12 @@ internal sealed class RetailInteractionRetainedUiCompositionFactory
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// outside the lock matches this file's existing pattern
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// elsewhere (construct once, lock only around Resolve calls).
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var characterCreationStrings = new DatStringResolver(d.Dats);
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// CC5 review fix round F3 (2026-08-16): read the global
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// SkillTable (portal.dat 0x0E000004 — the SAME file
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// ChargenOptions.GlobalSkillCostsBySkillId's own doc comment and
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// LiveSessionRuntimeFactory.CreateCharacterBindings already read)
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// ONCE at composition time, under the DatLock DatCollection's
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// thread-safety contract requires — mirrors LiveSkillCreditResolver's
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// own constructor-time load. The resolver itself does no further
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// DAT access per call (pure SkillFormula arithmetic), so the
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// Summary page's GetSkillScore binding below needs no lock.
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SkillTable? chargenSkillTable;
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lock (d.DatLock)
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chargenSkillTable = d.Dats.Get<SkillTable>(0x0E000004u);
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var chargenSkillScoreResolver = new ChargenSkillScoreResolver(chargenSkillTable);
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// #404: ChargenTableReader already loads the global SkillTable and
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// projects its formulas into this immutable options model. Reuse
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// that single source of truth; summary score reads are pure and
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// need neither another DAT read nor another DatLock acquisition.
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var chargenSkillScoreResolver = new ChargenSkillScoreResolver(
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d.Runtime.CharacterCreation.Options);
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// Campaign QT slice QT5: lazily loaded on first open (the panel
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// is hidden at mount), then held for the session.
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AcDream.Core.Quests.ContractCatalog? contractCatalog = null;
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@ -1122,7 +1114,9 @@ internal sealed class RetailInteractionRetainedUiCompositionFactory
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MapHouse: new MapHouseRuntimeBindings(
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CurrentCalendar: d.CurrentCalendar,
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PlayerCellId: () => d.PlayerController.Controller?.CellId ?? 0u,
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HouseLines: () => d.Runtime.HouseOwner.Lines),
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HousePosition: () => d.Runtime.HouseOwner.Position,
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HouseLines: () => d.Runtime.HouseOwner.Lines,
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HousePanelLines: () => d.Runtime.HouseOwner.PanelLines),
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// Campaign QT slice QT5. The catalog is read from the dats
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// ONCE and cached: it is immutable installed content, and the
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// panel would otherwise re-read a 322-entry table on every
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@ -742,6 +742,7 @@ internal sealed class SessionPlayerCompositionPhase
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d.EntityObjects.Objects,
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live.LiveEntities,
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hydration,
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d.Actions.Selection,
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() => d.UpdateClock.SimulationTimeSeconds);
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bindings.Adopt(
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"inventory world-drop projection",
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