merge: Campaign LA LA7a — character wire messages (review-closed)

CharacterDelete 0xF655 (account+slot), CharacterRestore 0xF7D9/0xF643
(guid-only adaptation, register AD-97), CharacterError 0xF659 (retail
26-member enum). Opus retail-lens review PASS, narrow re-review MERGE:
6a32f375 + 4338b1c1 + 0c8643a7.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-14 16:07:58 +02:00
commit fa2de1c46e
7 changed files with 877 additions and 0 deletions

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@ -189,6 +189,7 @@ readiness/requeue adaptation. See
| AD-92 | **Filed 2026-08-13 at the #376/#388 review fix round (blast M6 / mechanism M4).** Two switcher adaptations with no retail counterpart: (1) the fullscreen refresh rate is the monitor's HIGHEST for the picked WxH — retail passed the device mode's own refresh as-is (`Device::ForceDisplayResolution`); (2) an invalid/unsupported fullscreen request is a logged refusal that leaves the window unchanged — retail attempted the switch and surfaced the device error. The persisted-flag divergence a refusal leaves behind is ISSUES #392. | `src/AcDream.App/Settings/DisplayModeSwitching.cs` (`TryFindRefreshRate`, the refusal paths); `src/AcDream.App/Settings/RuntimeSettingsTargets.cs` (`Apply`'s refused-mode logging) | Highest-refresh is strictly better on modern variable-refresh panels (retail predates them); refuse-and-log is #388's own no-crash requirement. | A capture comparing retail's exact chosen refresh for a mode will differ; a server/tooling flow expecting an error dialog on an invalid mode sees a console line instead. | `Device::ForceDisplayResolution @gmClient::Init 0x004047af`; docs/research/2026-08-13-376-388-{mechanism,blast}-review.md | | AD-92 | **Filed 2026-08-13 at the #376/#388 review fix round (blast M6 / mechanism M4).** Two switcher adaptations with no retail counterpart: (1) the fullscreen refresh rate is the monitor's HIGHEST for the picked WxH — retail passed the device mode's own refresh as-is (`Device::ForceDisplayResolution`); (2) an invalid/unsupported fullscreen request is a logged refusal that leaves the window unchanged — retail attempted the switch and surfaced the device error. The persisted-flag divergence a refusal leaves behind is ISSUES #392. | `src/AcDream.App/Settings/DisplayModeSwitching.cs` (`TryFindRefreshRate`, the refusal paths); `src/AcDream.App/Settings/RuntimeSettingsTargets.cs` (`Apply`'s refused-mode logging) | Highest-refresh is strictly better on modern variable-refresh panels (retail predates them); refuse-and-log is #388's own no-crash requirement. | A capture comparing retail's exact chosen refresh for a mode will differ; a server/tooling flow expecting an error dialog on an invalid mode sees a console line instead. | `Device::ForceDisplayResolution @gmClient::Init 0x004047af`; docs/research/2026-08-13-376-388-{mechanism,blast}-review.md |
| AD-94 | **Filed 2026-08-14 at the secure-trade feature.** Retail's `Event_AcceptTrade` payload (`Trade::Pack @0x005B9FF0`) appends two `PackableList<ContentProfile>` staged-item lists after the six fixed fields; acdream sends both as ZERO-COUNT lists. ACE parses and then discards the ENTIRE payload (`HandleActionAcceptTrade()` takes zero arguments — server trade state is fully self-derived; lane B §quirks), so the difference is unobservable against ACE; a byte-capture comparison against a real retail client would differ from offset 40. | `src/AcDream.Core.Net/Messages/TradeRequests.cs` (`BuildAcceptTrade`) | The `ContentProfile` pack layout was not byte-verified (ACE never reads it — no reader to check against), and guessing a wire struct violates the workflow; zero-count lists are well-formed `PackableList`s. | A future server that actually validates the accept echo would see empty item lists and could refuse or desync the accept. | `Trade::Pack @0x005B9FF0`; `GameActionAcceptTrade.cs:11-16`; `docs/research/2026-08-14-trade-laneB-wire.md` Table 1 | | AD-94 | **Filed 2026-08-14 at the secure-trade feature.** Retail's `Event_AcceptTrade` payload (`Trade::Pack @0x005B9FF0`) appends two `PackableList<ContentProfile>` staged-item lists after the six fixed fields; acdream sends both as ZERO-COUNT lists. ACE parses and then discards the ENTIRE payload (`HandleActionAcceptTrade()` takes zero arguments — server trade state is fully self-derived; lane B §quirks), so the difference is unobservable against ACE; a byte-capture comparison against a real retail client would differ from offset 40. | `src/AcDream.Core.Net/Messages/TradeRequests.cs` (`BuildAcceptTrade`) | The `ContentProfile` pack layout was not byte-verified (ACE never reads it — no reader to check against), and guessing a wire struct violates the workflow; zero-count lists are well-formed `PackableList`s. | A future server that actually validates the accept echo would see empty item lists and could refuse or desync the accept. | `Trade::Pack @0x005B9FF0`; `GameActionAcceptTrade.cs:11-16`; `docs/research/2026-08-14-trade-laneB-wire.md` Table 1 |
| AD-96 | **Filed 2026-08-14 at the OP8 re-gate fix round (key-name display).** Retail's `GetNameFromKey_Internal @0x00687800` falls back from the DAT string tables (key enum 4 → `0x2300000A`, meta enum 5 → `0x2300000B`) to the OS keyboard layout's own key name via DirectInput `IDirectInputDevice8::GetObjectInfo` (`tszName` — "SKIFT" on a Swedish layout). acdream reads the SAME layout-resident name data through Win32 `GetKeyNameTextW` instead (no DirectInput device exists in-process); on non-Windows hosts there is no OS lookup at all and the DIK-suffix spelling shows (un-localized English, e.g. "LSHIFT"). Mouse chords keep the pre-existing enum spelling — retail names them through the DirectInput mouse device. | `src/AcDream.App/Platform/PlatformKeyNameProvider.cs`; `src/AcDream.App/UI/Layout/RetailKeyNames.cs` (`Describe`, the mouse-device early-out) | GetKeyNameText and DirectInput's key names both come from the active keyboard-layout tables; adding a DirectInput device solely for name strings would be a heavyweight, dead-end dependency. Linux graphical work is parked at Slice L1. | A key whose GetKeyNameTextW name differs from DirectInput's `tszName` on some layout shows a slightly different caption than retail did; Linux graphical shows English DIK-suffix names where retail-on-Wine would localize; a mouse-chord caption reads as the Silk enum, not retail's device string. | `CInputManager_WIN32::GetNameFromKey_Internal @0x00687800`; `GetNameFromKey @0x00687F40`; `ControlSpecification::GetDIKName @0x0068ACB0`; `DBCache::GetDIDFromEnumStatic` category-4 probe 2026-08-14 (`KeyboardConfigLiveMountProbeTests.ProbeKeyboardFontsAndKeyNameStrings`) | | AD-96 | **Filed 2026-08-14 at the OP8 re-gate fix round (key-name display).** Retail's `GetNameFromKey_Internal @0x00687800` falls back from the DAT string tables (key enum 4 → `0x2300000A`, meta enum 5 → `0x2300000B`) to the OS keyboard layout's own key name via DirectInput `IDirectInputDevice8::GetObjectInfo` (`tszName` — "SKIFT" on a Swedish layout). acdream reads the SAME layout-resident name data through Win32 `GetKeyNameTextW` instead (no DirectInput device exists in-process); on non-Windows hosts there is no OS lookup at all and the DIK-suffix spelling shows (un-localized English, e.g. "LSHIFT"). Mouse chords keep the pre-existing enum spelling — retail names them through the DirectInput mouse device. | `src/AcDream.App/Platform/PlatformKeyNameProvider.cs`; `src/AcDream.App/UI/Layout/RetailKeyNames.cs` (`Describe`, the mouse-device early-out) | GetKeyNameText and DirectInput's key names both come from the active keyboard-layout tables; adding a DirectInput device solely for name strings would be a heavyweight, dead-end dependency. Linux graphical work is parked at Slice L1. | A key whose GetKeyNameTextW name differs from DirectInput's `tszName` on some layout shows a slightly different caption than retail did; Linux graphical shows English DIK-suffix names where retail-on-Wine would localize; a mouse-chord caption reads as the Silk enum, not retail's device string. | `CInputManager_WIN32::GetNameFromKey_Internal @0x00687800`; `GetNameFromKey @0x00687F40`; `ControlSpecification::GetDIKName @0x0068ACB0`; `DBCache::GetDIDFromEnumStatic` category-4 probe 2026-08-14 (`KeyboardConfigLiveMountProbeTests.ProbeKeyboardFontsAndKeyNameStrings`) |
| AD-97 | **Filed 2026-08-14 at Campaign LA slice LA7a (character-restore request tail).** Retail's `CharacterRestore` request (`0xF7D9`) is ≥16 bytes: `CPlayerSystem::RestoreCharacter @0x0055d760` is, in the PDB-paired binary, `push 0x008173B4; push 0x008173B4; push guid; call Proto_UI::SendAdminRestoreCharacter @0x00546cf0`, and the callee packs BOTH constant `PStringBase<char>*` arguments (`PStringBase::Pack @0x004fc6f0` emits ≥4 bytes even empty). Binary Ninja renders the two pushes as an uninitialized `edx` local plus `this` — a rendering artifact around constant `0x008173B4` (all 3 of its other pseudo-C appearances sit in provably-broken decompiles), but the arguments are real. acdream sends the 8-byte guid-only form. What the two constant strings contain is unresolved (a live cdb `db poi(0x008173b4)` would settle it). | `src/AcDream.Core.Net/Messages/CharacterRestore.cs` (`BuildRequestBody`) | ACE reads only `ReadUInt32()` and ignores any tail (`CharacterHandler.cs:331-385`), and holtburger ships guid-only from a real client command path against ACE successfully — the tail is unread by every server we can test against, and packing two strings whose CONTENT we cannot verify would be a guess. | A byte-capture comparison against a real retail client differs from offset 8; a future server that validates the full retail shape would reject our 8-byte request. | `CPlayerSystem::RestoreCharacter @0x0055d760` (binary bytes, not the BN rendering); `Proto_UI::SendAdminRestoreCharacter @0x00546cf0`; `PStringBase::Pack @0x004fc6f0`; ACE `CharacterHandler.cs:331-385`; holtburger `character_selection.rs:79-82`; LA7a Opus review F1 (2026-08-14) |
| AD-93 | **Filed 2026-08-13 at social gate round 2, item 5 (the refused-drop notice port).** Two narrow gaps in the `ServerSaysAttemptFailed @0x0058EAE0` port: (1) **latched-guid preference** — retail's 0x00A0 dispatcher (`@0x0055B342`) PREFERS `prevRequestObjectID` over the wire guid when picking the item to name; acdream's `InventoryTransactionState.OnMoveFailed` instead REQUIRES the wire guid to match the latch (unobservable against ACE, which always sends the request's own guid on 0x00A0, and it protects a stale latch from mislabeling an unrelated failure — acdream has no retail-style latch timeout). (2) **unlatched request kinds** — retail latches `IR_MOVE`/`IR_WIELD` too; acdream's kind enum has no Move/Wield rows because wields ride `AutoWieldController` outside the single-request gate, so a refused wield/3D-move shows only the generic `HandleFailureEvent` leg, never "The X can't be wielded/moved". | `src/AcDream.Core/Items/InventoryTransactionState.cs` (`OnMoveFailed`); `src/AcDream.Core/Chat/InventoryFailureMessages.cs` (`Compose`'s absent Move/Wield rows); `src/AcDream.App/UI/ItemInteractionController.cs` (`OnInventoryRequestFailed`) | The match requirement is the compensating guard for the missing latch timeout; adding Wield/Move kinds means routing those sends through the single-request gate they deliberately bypass today — a behavior change beyond this gate item. | Only observable against a server that sends 0x00A0 with a guid that differs from the request's item (ACE never does), or on a refused wield/move, which shows no "can't be wielded/moved" verb line where retail would show one. | `ACCWeenieObject::ServerSaysAttemptFailed @0x0058EAE0`; the 0x00A0 dispatcher `@0x0055B342`; `ACCWeenieObject::RecordRequest @0x0058C220`; `docs/research/2026-08-13-confirm-and-weenie-error-display.md` §2 | | AD-93 | **Filed 2026-08-13 at social gate round 2, item 5 (the refused-drop notice port).** Two narrow gaps in the `ServerSaysAttemptFailed @0x0058EAE0` port: (1) **latched-guid preference** — retail's 0x00A0 dispatcher (`@0x0055B342`) PREFERS `prevRequestObjectID` over the wire guid when picking the item to name; acdream's `InventoryTransactionState.OnMoveFailed` instead REQUIRES the wire guid to match the latch (unobservable against ACE, which always sends the request's own guid on 0x00A0, and it protects a stale latch from mislabeling an unrelated failure — acdream has no retail-style latch timeout). (2) **unlatched request kinds** — retail latches `IR_MOVE`/`IR_WIELD` too; acdream's kind enum has no Move/Wield rows because wields ride `AutoWieldController` outside the single-request gate, so a refused wield/3D-move shows only the generic `HandleFailureEvent` leg, never "The X can't be wielded/moved". | `src/AcDream.Core/Items/InventoryTransactionState.cs` (`OnMoveFailed`); `src/AcDream.Core/Chat/InventoryFailureMessages.cs` (`Compose`'s absent Move/Wield rows); `src/AcDream.App/UI/ItemInteractionController.cs` (`OnInventoryRequestFailed`) | The match requirement is the compensating guard for the missing latch timeout; adding Wield/Move kinds means routing those sends through the single-request gate they deliberately bypass today — a behavior change beyond this gate item. | Only observable against a server that sends 0x00A0 with a guid that differs from the request's item (ACE never does), or on a refused wield/move, which shows no "can't be wielded/moved" verb line where retail would show one. | `ACCWeenieObject::ServerSaysAttemptFailed @0x0058EAE0`; the 0x00A0 dispatcher `@0x0055B342`; `ACCWeenieObject::RecordRequest @0x0058C220`; `docs/research/2026-08-13-confirm-and-weenie-error-display.md` §2 |
--- ---

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using System.Buffers.Binary;
using AcDream.Core.Net.Packets;
namespace AcDream.Core.Net.Messages;
/// <summary>
/// Retail character-delete request and server acknowledgement, both riding
/// opcode <c>0xF655</c>.
///
/// <para>
/// Wire layout ported from retail <c>Proto_UI::SendDeleteCharacter</c> at
/// <c>0x00546b30</c>: the opcode, then <c>AC1Legacy::PStringBase&lt;char&gt;::Pack</c>
/// of the account id as a String16L, then a trailing u32 written directly
/// after the packed string (<c>*(uint32_t*)var_4 = arg2</c>):
/// </para>
///
/// <code>
/// u32 opcode (0xF655)
/// String16L accountName
/// u32 characterSlot (NOT the character guid)
/// </code>
///
/// <para>
/// The caller, <c>CPlayerSystem::DeleteCharacter</c> at <c>0x0055f830</c>,
/// resolves that trailing u32 from the target character's guid via
/// <c>CharacterSet::GetSlot(persistentData + 4, guid)</c> before sending —
/// retail deletes by **account + SLOT INDEX**, never the character guid.
/// This builder takes the already-resolved slot; resolving a selected
/// character to its slot is Runtime selection-state work (Campaign LA
/// slice LA7b), not this file's job.
/// </para>
///
/// <para>
/// The server's acknowledgement reuses the same opcode with no trailing
/// payload — ACE's <c>GameMessageCharacterDelete</c> constructs a bare
/// 4-byte body
/// (<c>ACE.Server/Network/GameMessages/Messages/GameMessageCharacterDelete.cs</c>,
/// base constructor called with <c>bodyLength: 4</c> and no further
/// <c>Writer.Write</c> calls). holtburger's inbound dispatcher
/// (<c>holtburger-protocol/src/messages/game_message/unpack.rs:50-58</c>)
/// disambiguates request vs. ack the identical way we do here — a request
/// has bytes remaining after the opcode, the ack does not.
/// </para>
///
/// <para>
/// Routing note for LA7b: retail transmits this request via
/// <c>Proto_UI::SendToLogon</c> (the restore request rides
/// <c>SendToControl</c>); ACE sends its acknowledgement and the follow-up
/// refreshed CharacterList on <c>GameMessageGroup.UIQueue</c>.
/// </para>
///
/// <para>
/// After the ack, ACE immediately follows with a fresh <see cref="CharacterList"/>
/// so the roster reflects the character's new pending-delete state
/// (<c>CharacterHandler.CharacterDelete</c>,
/// <c>ACE.Server/Network/Handlers/CharacterHandler.cs:322</c>, inside the
/// <c>SaveCharacter</c> success callback). Requesting and re-rendering that
/// refreshed roster belongs to LA7b's Runtime selection state — this file
/// only builds the request and recognizes the ack.
/// </para>
/// </summary>
public static class CharacterDelete
{
public const uint Opcode = 0xF655u;
/// <summary>
/// Build the body bytes for an outbound <c>CharacterDelete</c> request.
/// Layout: opcode(4) + String16L(accountName) + characterSlot(4).
/// </summary>
public static byte[] BuildRequestBody(string accountName, uint characterSlot)
{
ArgumentNullException.ThrowIfNull(accountName);
var w = new PacketWriter(32);
w.WriteUInt32(Opcode);
w.WriteString16L(accountName);
w.WriteUInt32(characterSlot);
return w.ToArray();
}
/// <summary>
/// Returns whether a complete game-message body is the server's
/// delete acknowledgement — the canonical four-byte opcode-only form
/// ACE emits. A fresh <see cref="CharacterList"/> follows separately
/// and is not this method's concern.
/// </summary>
public static bool IsAcknowledgement(ReadOnlySpan<byte> body) =>
body.Length == sizeof(uint) &&
BinaryPrimitives.ReadUInt32LittleEndian(body) == Opcode;
}

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using System.Buffers.Binary;
namespace AcDream.Core.Net.Messages;
/// <summary>
/// Inbound <c>CharacterError</c> GameMessage (opcode <c>0xF659</c>) — the
/// server's catch-all failure notice during the pre-world character-select
/// stage (logon conflicts, delete/restore failures, enter-world rejections,
/// subscription state). Today acdream cannot surface ANY character-stage
/// server error to the user; this is the first parser for the family.
///
/// <para>
/// Wire layout confirmed directly from retail's inbound dispatcher,
/// <c>UIQueueManager::ProcessNetBlobData</c> at <c>0x0055b000</c>, which
/// reads a u32 immediately after the opcode and passes it to
/// <c>CPlayerSystem::Handle_CharacterError</c> at <c>0x0055d5d0</c> typed
/// as <c>enum charError</c> (<c>enum charError eax_86 = *(uint32_t*)((char*)ecx + 4);</c>):
/// </para>
///
/// <code>
/// u32 opcode (0xF659)
/// u32 errorCode (enum charError)
/// </code>
///
/// <para>
/// ACE agrees: <c>GameMessageCharacterError</c>
/// (<c>ACE.Server/Network/GameMessages/Messages/GameMessageCharacterError.cs</c>)
/// writes exactly <c>opcode + (uint)error</c>, and every
/// <c>session.SendCharacterError(...)</c> call site in
/// <c>CharacterHandler.cs</c> (the two this slice's <see cref="CharacterDelete"/>
/// / <see cref="CharacterRestore"/> handlers can raise —
/// <c>CharacterError.Delete</c>, <c>CharacterError.LogonServerFull</c>,
/// <c>CharacterError.EnterGameCouldntPlaceCharacter</c>,
/// <c>CharacterError.EnterGameCharacterNotOwned</c> — plus every other
/// value the wider character-stage flow can raise) goes through this same
/// shape.
/// </para>
///
/// <para>
/// <see cref="Code"/> is a verbatim port of retail's <c>enum charError</c>
/// (<c>docs/research/named-retail/acclient.h:4038-4067</c>) — the header's
/// own numeric ground truth, not a subset filtered through ACE's C# port.
/// It is a strict superset of ACE's <c>ACE.Server.Network.Enum.CharacterError</c>
/// (<c>references/ACE/Source/ACE.Server/Network/Enum/CharacterError.cs</c>):
/// retail additionally names 0x2 (<c>LoggedOn</c>), 0x7 (<c>NoPremade</c>),
/// and 0x16 (<c>CharacterIsBooted</c>) — three values ACE omits entirely,
/// none of which ACE's server ever sends but all of which retail's client
/// can receive from a genuine retail server. At 0x8 the port additionally
/// CORRECTS an ACE misnaming: ACE defines 0x8 as <c>ServerCrash2</c> with a
/// doc comment duplicating 0x4's <c>ID_CHAR_ERROR_SERVER_CRASH</c> text,
/// but retail's header names 0x8 <c>CHAR_ERROR_ACCOUNT_IN_USE</c> — the
/// header wins. Per the project's property-enum-divergence lesson, we port
/// the complete oracle, not just what today's one server implementation
/// emits. ACE's per-value doc
/// comments (themselves sourced from the client's <c>ID_CHAR_ERROR_*</c>
/// string table) are folded in below where they exist. One retail member,
/// <c>FORCE_charError_32_BIT = 0x7FFFFFFF</c>, is a compiler
/// storage-width pragma (MSVC's "force this enum to 32-bit backing store"
/// idiom) and not a real wire value — it is deliberately NOT ported.
/// </para>
///
/// <para>
/// Unknown values are never rejected: <see cref="Parsed.RawErrorCode"/>
/// always carries the wire value verbatim, and casting it to
/// <see cref="Code"/> (see <see cref="Parsed.AsCode"/>) can never throw in
/// C# even for a value retail itself never defined — future server
/// revisions or private servers may add codes we haven't named yet.
/// </para>
/// </summary>
public static class CharacterError
{
public const uint Opcode = 0xF659u;
/// <summary>
/// Verbatim port of retail's <c>enum charError</c>
/// (<c>acclient.h:4038-4067</c>), excluding the 32-bit storage-width
/// sentinel <c>FORCE_charError_32_BIT</c>.
/// </summary>
public enum Code : uint
{
/// <summary>0x00 — CHAR_ERROR_UNDEF.</summary>
Undefined = 0x00,
/// <summary>
/// 0x01 — CHAR_ERROR_LOGON. ACE: "Cannot have two accounts logged
/// on at the same time."
/// </summary>
Logon = 0x01,
/// <summary>0x02 — CHAR_ERROR_LOGGED_ON. Retail-only; no ACE member.</summary>
LoggedOn = 0x02,
/// <summary>
/// 0x03 — CHAR_ERROR_ACCOUNT_LOGON. ACE: "Server could not access
/// your account information. Please try again in a few minutes."
/// </summary>
AccountLogon = 0x03,
/// <summary>
/// 0x04 — CHAR_ERROR_SERVER_CRASH. ACE: "The server has
/// disconnected. Please try again in a few minutes."
/// </summary>
ServerCrash = 0x04,
/// <summary>0x05 — CHAR_ERROR_LOGOFF. ACE: "Server could not log off your character."</summary>
Logoff = 0x05,
/// <summary>
/// 0x06 — CHAR_ERROR_DELETE. ACE: "Server could not delete your
/// character." Sent by <see cref="AcDream.Core.Net.Messages.CharacterDelete"/>'s
/// server-side handler on every rejection path.
/// </summary>
Delete = 0x06,
/// <summary>0x07 — CHAR_ERROR_NO_PREMADE. Retail-only; no ACE member.</summary>
NoPremade = 0x07,
/// <summary>
/// 0x08 — CHAR_ERROR_ACCOUNT_IN_USE. ACE misnames this value
/// <c>ServerCrash2</c> (its doc comment duplicates 0x04's text);
/// retail's header is the authority. See the class doc comment.
/// </summary>
AccountInUse = 0x08,
/// <summary>
/// 0x09 — CHAR_ERROR_ACCOUNT_INVALID. ACE: "The account name you
/// specified was not valid."
/// </summary>
AccountInvalid = 0x09,
/// <summary>
/// 0x0A — CHAR_ERROR_ACCOUNT_DOESNT_EXIST. ACE: "The account you
/// specified doesn't exist."
/// </summary>
AccountDoesntExist = 0x0A,
/// <summary>
/// 0x0B — CHAR_ERROR_ENTER_GAME_GENERIC. ACE: forces the player
/// back to character-select if in 3D mode; otherwise a no-op OK
/// popup.
/// </summary>
EnterGameGeneric = 0x0B,
/// <summary>
/// 0x0C — CHAR_ERROR_ENTER_GAME_STRESS_ACCOUNT. ACE: "You cannot
/// enter the game with a stress creating character."
/// </summary>
EnterGameStressAccount = 0x0C,
/// <summary>
/// 0x0D — CHAR_ERROR_ENTER_GAME_CHARACTER_IN_WORLD. ACE: "One of
/// your characters is still in the world. Please try again in a
/// few minutes."
/// </summary>
EnterGameCharacterInWorld = 0x0D,
/// <summary>
/// 0x0E — CHAR_ERROR_ENTER_GAME_PLAYER_ACCOUNT_MISSING. ACE:
/// "Server unable to find player account. Please try again
/// later."
/// </summary>
EnterGamePlayerAccountMissing = 0x0E,
/// <summary>
/// 0x0F — CHAR_ERROR_ENTER_GAME_CHARACTER_NOT_OWNED. ACE: "You do
/// not own this character." Sent by
/// <see cref="AcDream.Core.Net.Messages.CharacterRestore"/>'s
/// server-side handler when the delete grace window has expired.
/// </summary>
EnterGameCharacterNotOwned = 0x0F,
/// <summary>
/// 0x10 — CHAR_ERROR_ENTER_GAME_CHARACTER_IN_WORLD_SERVER. ACE:
/// "One of your characters is currently in the world. Please try
/// again later. This is likely an internal server error."
/// </summary>
EnterGameCharacterInWorldServer = 0x10,
/// <summary>
/// 0x11 — CHAR_ERROR_ENTER_GAME_OLD_CHARACTER. ACE: forces the
/// player back to character-select if in 3D mode; no-op
/// otherwise.
/// </summary>
EnterGameOldCharacter = 0x11,
/// <summary>
/// 0x12 — CHAR_ERROR_ENTER_GAME_CORRUPT_CHARACTER. ACE: "This
/// character's data has been corrupted. Please delete it and
/// create a new character."
/// </summary>
EnterGameCorruptCharacter = 0x12,
/// <summary>
/// 0x13 — CHAR_ERROR_ENTER_GAME_START_SERVER_DOWN. ACE: "This
/// character's starting server is experiencing difficulties.
/// Please try again in a few minutes."
/// </summary>
EnterGameStartServerDown = 0x13,
/// <summary>
/// 0x14 — CHAR_ERROR_ENTER_GAME_COULDNT_PLACE_CHARACTER. ACE:
/// "This character couldn't be placed in the world right now.
/// Please try again in a few minutes." Sent by
/// <see cref="AcDream.Core.Net.Messages.CharacterRestore"/>'s
/// server-side handler during a shutdown-in-progress race.
/// </summary>
EnterGameCouldntPlaceCharacter = 0x14,
/// <summary>
/// 0x15 — CHAR_ERROR_LOGON_SERVER_FULL. ACE: "Sorry, but the
/// Asheron's Call server is full currently. Please try again
/// later." Sent by both
/// <see cref="AcDream.Core.Net.Messages.CharacterDelete"/> and
/// <see cref="AcDream.Core.Net.Messages.CharacterRestore"/>'s
/// server-side handlers when the world is closed to non-advocates.
/// </summary>
LogonServerFull = 0x15,
/// <summary>0x16 — CHAR_ERROR_CHARACTER_IS_BOOTED. Retail-only; no ACE member.</summary>
CharacterIsBooted = 0x16,
/// <summary>
/// 0x17 — CHAR_ERROR_ENTER_GAME_CHARACTER_LOCKED. ACE: "A save of
/// this character is still in progress. Please try again later."
/// </summary>
EnterGameCharacterLocked = 0x17,
/// <summary>
/// 0x18 — CHAR_ERROR_SUBSCRIPTION_EXPIRED. ACE: "Your
/// subscription to this game has expired."
/// </summary>
SubscriptionExpired = 0x18,
/// <summary>
/// 0x19 — CHAR_ERROR_NUM_ERRORS. Retail's own count-of-errors
/// sentinel (the array-bound idiom, one past the last real code) —
/// never sent on the wire as an actual error. Kept for verbatim
/// completeness of the enum range; do not treat a received 0x19
/// as meaningful, and LA7b's error-to-string mapping must not
/// render it as a user-facing message.
/// </summary>
NumErrors = 0x19,
}
public readonly record struct Parsed(uint RawErrorCode)
{
/// <summary>
/// Best-effort named view of <see cref="RawErrorCode"/>. A plain
/// enum cast never throws in C#, so this is safe even for values
/// retail never defined — always trust <see cref="RawErrorCode"/>
/// as the source of truth.
/// </summary>
public Code AsCode => (Code)RawErrorCode;
}
/// <summary>
/// Parse a CharacterError body. <paramref name="body"/> must start
/// with the 4-byte opcode (0xF659).
/// </summary>
public static Parsed Parse(ReadOnlySpan<byte> body)
{
int pos = 0;
uint opcode = ReadU32(body, ref pos);
if (opcode != Opcode)
throw new FormatException($"expected CharacterError opcode 0x{Opcode:X4}, got 0x{opcode:X8}");
uint errorCode = ReadU32(body, ref pos);
return new Parsed(errorCode);
}
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;
}
}

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using System.Buffers.Binary;
using AcDream.Core.Net.Packets;
namespace AcDream.Core.Net.Messages;
/// <summary>
/// Retail character-restore request (opcode <c>0xF7D9</c>) and its response
/// (opcode <c>0xF643</c>).
///
/// <para>
/// <b>Request — guid-only, an ADAPTATION (register row AD-97).</b> Retail
/// really does send more than the guid. The PDB-paired binary at
/// <c>CPlayerSystem::RestoreCharacter@0x0055d760</c> is 26 bytes:
/// <c>push 0x008173B4; push 0x008173B4; push guid;
/// call Proto_UI::SendAdminRestoreCharacter@0x00546cf0</c> — two REAL
/// constant <c>PStringBase&lt;char&gt;*</c> arguments (Binary Ninja renders
/// them as an uninitialized <c>edx</c> local and <c>this</c>; that
/// rendering is the artifact, the two <c>push imm32</c> are not).
/// <c>SendAdminRestoreCharacter</c> packs both
/// (<c>PStringBase::Pack@0x004fc6f0</c> emits ≥4 bytes even for an empty
/// string), so retail's request is ≥16 bytes where ours is 8. We send
/// guid-only because ACE
/// (<c>CharacterHandler.CharacterRestore</c>,
/// <c>ACE.Server/Network/Handlers/CharacterHandler.cs:331-385</c>) reads
/// only <c>ReadUInt32()</c> and ignores any tail, and holtburger
/// (<c>holtburger-protocol/src/messages/character/types.rs::CharacterRestoreRequestData</c>,
/// sent from a real client command path) ships guid-only against ACE
/// successfully. The omitted tail is a recorded retail deviation —
/// divergence register AD-97.
/// </para>
///
/// <para>
/// <b>LA7b hazards.</b> (1) ACE's restore handler has a SILENT no-reply
/// path: an unknown guid hits
/// <c>Characters.SingleOrDefault(...) == null → return;</c> — no 0xF643,
/// no 0xF659. Selection state must never await a restore reply
/// unconditionally. (2) Routing: ACE sends the response on
/// <c>GameMessageGroup.UIQueue</c>; retail transmits the request via
/// <c>Proto_UI::SendToControl</c> (the delete request goes via
/// <c>SendToLogon</c>) — relevant when LA7b picks the outbound queue.
/// </para>
///
/// <code>
/// u32 opcode (0xF7D9)
/// u32 characterGuid
/// </code>
///
/// <para>
/// <b>Response — opcode collision with CharacterCreateResponse.</b> ACE's
/// own <c>GameMessageOpcode.cs</c> declares both
/// <c>CharacterCreateResponse = 0xF643</c> and
/// <c>CharacterRestoreResponse = 0xF643, // This is a duplicate...</c> — a
/// genuine retail opcode reuse, not an ACE bug. <c>GameMessageCharacterRestore</c>
/// (<c>ACE.Server/Network/GameMessages/Messages/GameMessageCharacterRestore.cs</c>)
/// unconditionally writes a success shape:
/// </para>
///
/// <code>
/// u32 opcode (0xF643)
/// u32 verificationFlag (1 = Ok, matching CharacterGenerationVerificationResponse.Ok)
/// u32 characterGuid
/// String16L characterName
/// u32 secondsGreyedOut
/// </code>
///
/// <para>
/// But ACE's <c>CharacterRestore</c> handler can ALSO reply on this same
/// opcode via the character-CREATE response path when restore itself fails
/// — TWO real branches: <c>NameInUse</c> (the freed name collided) and
/// <c>Corrupt</c> (<c>SaveCharacter</c> returned false). Both shapes are
/// flag-only, with NO trailing fields
/// (<c>GameMessageCharacterCreateResponse.cs</c>: the guid / name /
/// trailing u32 are only written <c>if (response == ... .Ok)</c>).
/// <see cref="Parse"/> mirrors that conditionality: the trailing three
/// fields are read only when <c>verificationFlag == 1</c>. Because the two
/// message families are wire-identical when they collide, a caller cannot
/// tell "restore response" from "create response" by opcode or shape
/// alone — it must track which outbound request (this file's
/// <see cref="BuildRequestBody"/> vs. a future CharacterCreate) it is
/// awaiting a reply to. Character creation is out of this campaign's scope
/// (design spec §7 non-goals); this type does not attempt to disambiguate
/// the two families itself.
/// </para>
/// </summary>
public static class CharacterRestore
{
public const uint RequestOpcode = 0xF7D9u;
public const uint ResponseOpcode = 0xF643u;
/// <summary>
/// Restore response body. <see cref="Guid"/>, <see cref="Name"/>, and
/// <see cref="SecondsGreyedOut"/> are only populated when
/// <see cref="VerificationFlag"/> equals 1 (Ok) — retail omits them
/// entirely on the wire otherwise (see the collision note above).
/// </summary>
public readonly record struct Parsed(
uint VerificationFlag,
uint? Guid,
string? Name,
uint? SecondsGreyedOut)
{
/// <summary>True when the trailing character fields are present.</summary>
public bool IsOk => VerificationFlag == 1u;
}
/// <summary>
/// Build the body bytes for an outbound <c>CharacterRestore</c> request.
/// Layout: opcode(4) + characterGuid(4). Guid-only — an adaptation of
/// retail's ≥16-byte shape; see the class doc comment and divergence
/// register AD-97.
/// </summary>
public static byte[] BuildRequestBody(uint characterGuid)
{
var w = new PacketWriter(8);
w.WriteUInt32(RequestOpcode);
w.WriteUInt32(characterGuid);
return w.ToArray();
}
/// <summary>
/// Parse a <c>CharacterRestore</c> response body (opcode <c>0xF643</c>).
/// <paramref name="body"/> must start with the 4-byte opcode.
/// </summary>
public static Parsed Parse(ReadOnlySpan<byte> body)
{
int pos = 0;
uint opcode = ReadU32(body, ref pos);
if (opcode != ResponseOpcode)
throw new FormatException($"expected CharacterRestore response opcode 0x{ResponseOpcode:X4}, got 0x{opcode:X8}");
uint verificationFlag = ReadU32(body, ref pos);
if (verificationFlag != 1u)
return new Parsed(verificationFlag, null, null, null);
uint guid = ReadU32(body, ref pos);
string name = StringReader.ReadString16L(body, ref pos);
uint secondsGreyedOut = ReadU32(body, ref pos);
return new Parsed(verificationFlag, guid, name, secondsGreyedOut);
}
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;
}
}

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using System.Buffers.Binary;
using AcDream.Core.Net.Messages;
namespace AcDream.Core.Net.Tests.Messages;
public sealed class CharacterDeleteTests
{
[Fact]
public void BuildRequestBody_Layout_OpcodeThenAccountThenSlot()
{
byte[] body = CharacterDelete.BuildRequestBody("testaccount", characterSlot: 3);
int pos = 0;
Assert.Equal(CharacterDelete.Opcode,
BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(pos))); pos += 4;
// String16L("testaccount") = u16(11) + 11 ASCII bytes, padded to a
// 4-byte boundary counted from the length prefix: 2 + 11 = 13 -> 16
// (3 pad bytes).
ushort len = BinaryPrimitives.ReadUInt16LittleEndian(body.AsSpan(pos));
Assert.Equal(11, len); pos += 2;
string name = System.Text.Encoding.ASCII.GetString(body.AsSpan(pos, 11));
Assert.Equal("testaccount", name); pos += 11;
Assert.Equal(0, body[pos++]);
Assert.Equal(0, body[pos++]);
Assert.Equal(0, body[pos++]);
uint slot = BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(pos)); pos += 4;
Assert.Equal(3u, slot);
Assert.Equal(4 + 16 + 4, body.Length); // opcode + padded string + slot
Assert.Equal(pos, body.Length);
}
[Fact]
public void BuildRequestBody_ExactByteSequence_ShortAccount()
{
// "ab" -> String16L = u16(2) + 2 bytes = 4, already 4-byte aligned,
// no padding.
byte[] body = CharacterDelete.BuildRequestBody("ab", characterSlot: 0x11u);
byte[] expected =
[
0x55, 0xF6, 0x00, 0x00, // opcode 0xF655 LE
0x02, 0x00, // String16L length = 2
(byte)'a', (byte)'b', // string bytes
0x11, 0x00, 0x00, 0x00, // characterSlot = 0x11 LE
];
Assert.Equal(expected, body);
}
[Fact]
public void BuildRequestBody_NullAccountName_Throws()
{
Assert.Throws<ArgumentNullException>(
() => CharacterDelete.BuildRequestBody(null!, characterSlot: 0));
}
[Fact]
public void IsAcknowledgement_AcceptsOpcodeOnlyBody()
{
byte[] body = BitConverter.GetBytes(CharacterDelete.Opcode);
Assert.True(CharacterDelete.IsAcknowledgement(body));
}
[Fact]
public void IsAcknowledgement_RejectsRequestShapedBody()
{
byte[] request = CharacterDelete.BuildRequestBody("acct", characterSlot: 1);
Assert.False(CharacterDelete.IsAcknowledgement(request));
}
[Fact]
public void IsAcknowledgement_RejectsTruncatedOrDifferentOpcode()
{
Assert.False(CharacterDelete.IsAcknowledgement([0x55, 0xF6, 0x00]));
Assert.False(CharacterDelete.IsAcknowledgement(BitConverter.GetBytes(0xF656u)));
Assert.False(CharacterDelete.IsAcknowledgement([]));
}
}

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using System.Buffers.Binary;
using AcDream.Core.Net.Messages;
namespace AcDream.Core.Net.Tests.Messages;
public sealed class CharacterErrorTests
{
[Theory]
[InlineData(0x00u, CharacterError.Code.Undefined)]
[InlineData(0x01u, CharacterError.Code.Logon)]
[InlineData(0x02u, CharacterError.Code.LoggedOn)]
[InlineData(0x03u, CharacterError.Code.AccountLogon)]
[InlineData(0x04u, CharacterError.Code.ServerCrash)]
[InlineData(0x05u, CharacterError.Code.Logoff)]
[InlineData(0x06u, CharacterError.Code.Delete)]
[InlineData(0x07u, CharacterError.Code.NoPremade)]
[InlineData(0x08u, CharacterError.Code.AccountInUse)]
[InlineData(0x09u, CharacterError.Code.AccountInvalid)]
[InlineData(0x0Au, CharacterError.Code.AccountDoesntExist)]
[InlineData(0x0Bu, CharacterError.Code.EnterGameGeneric)]
[InlineData(0x0Cu, CharacterError.Code.EnterGameStressAccount)]
[InlineData(0x0Du, CharacterError.Code.EnterGameCharacterInWorld)]
[InlineData(0x0Eu, CharacterError.Code.EnterGamePlayerAccountMissing)]
[InlineData(0x0Fu, CharacterError.Code.EnterGameCharacterNotOwned)]
[InlineData(0x10u, CharacterError.Code.EnterGameCharacterInWorldServer)]
[InlineData(0x11u, CharacterError.Code.EnterGameOldCharacter)]
[InlineData(0x12u, CharacterError.Code.EnterGameCorruptCharacter)]
[InlineData(0x13u, CharacterError.Code.EnterGameStartServerDown)]
[InlineData(0x14u, CharacterError.Code.EnterGameCouldntPlaceCharacter)]
[InlineData(0x15u, CharacterError.Code.LogonServerFull)]
[InlineData(0x16u, CharacterError.Code.CharacterIsBooted)]
[InlineData(0x17u, CharacterError.Code.EnterGameCharacterLocked)]
[InlineData(0x18u, CharacterError.Code.SubscriptionExpired)]
[InlineData(0x19u, CharacterError.Code.NumErrors)]
public void Parse_EveryRetailCode_RoundTripsRawAndNamedValue(uint raw, CharacterError.Code expected)
{
var w = AceWireWriter.GameMessage(CharacterError.Opcode).Write(raw);
CharacterError.Parsed parsed = CharacterError.Parse(w.ToArray());
Assert.Equal(raw, parsed.RawErrorCode);
Assert.Equal(expected, parsed.AsCode);
Assert.Equal((uint)expected, raw);
}
[Fact]
public void Parse_UnknownErrorCode_DoesNotThrow_PreservesRawValue()
{
// A value retail never defined (and well past CHAR_ERROR_NUM_ERRORS)
// — a future server revision or a private server could still send
// it. Must not throw; the raw wire value is the source of truth.
var w = AceWireWriter.GameMessage(CharacterError.Opcode).Write(0xDEADBEEFu);
CharacterError.Parsed parsed = CharacterError.Parse(w.ToArray());
Assert.Equal(0xDEADBEEFu, parsed.RawErrorCode);
Assert.Equal((CharacterError.Code)0xDEADBEEFu, parsed.AsCode);
}
[Fact]
public void Parse_MaxUintErrorCode_DoesNotThrow()
{
var w = AceWireWriter.GameMessage(CharacterError.Opcode).Write(uint.MaxValue);
CharacterError.Parsed parsed = CharacterError.Parse(w.ToArray());
Assert.Equal(uint.MaxValue, parsed.RawErrorCode);
}
[Fact]
public void Parse_ExactByteSequence_MatchesAceSerializer()
{
// ACE's GameMessageCharacterError: opcode then Writer.Write((uint)error).
byte[] body = AceWireWriter.GameMessage(CharacterError.Opcode)
.Write((uint)CharacterError.Code.Delete)
.ToArray();
byte[] expected =
[
0x59, 0xF6, 0x00, 0x00, // opcode 0xF659 LE
0x06, 0x00, 0x00, 0x00, // CHAR_ERROR_DELETE = 6 LE
];
Assert.Equal(expected, body);
CharacterError.Parsed parsed = CharacterError.Parse(body);
Assert.Equal(CharacterError.Code.Delete, parsed.AsCode);
}
[Fact]
public void Parse_WrongOpcode_Throws()
{
byte[] bytes = new byte[4];
BinaryPrimitives.WriteUInt32LittleEndian(bytes, 0xDEADBEEFu);
Assert.Throws<FormatException>(() => CharacterError.Parse(bytes));
}
[Fact]
public void Parse_Truncated_Throws()
{
byte[] bytes = new byte[4]; // just the opcode, missing the error code
BinaryPrimitives.WriteUInt32LittleEndian(bytes, CharacterError.Opcode);
Assert.Throws<FormatException>(() => CharacterError.Parse(bytes));
}
[Fact]
public void Parse_EmptyBody_Throws()
{
Assert.Throws<FormatException>(() => CharacterError.Parse([]));
}
}

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using System.Buffers.Binary;
using AcDream.Core.Net.Messages;
namespace AcDream.Core.Net.Tests.Messages;
public sealed class CharacterRestoreTests
{
[Fact]
public void BuildRequestBody_ExactByteSequence_OpcodeThenGuidOnly()
{
byte[] body = CharacterRestore.BuildRequestBody(0x50000001u);
byte[] expected =
[
0xD9, 0xF7, 0x00, 0x00, // opcode 0xF7D9 LE
0x01, 0x00, 0x00, 0x50, // guid 0x50000001 LE
];
Assert.Equal(expected, body);
Assert.Equal(8, body.Length);
}
[Fact]
public void Parse_SuccessResponse_PopulatesAllTrailingFields()
{
// Mirrors ACE's GameMessageCharacterRestore: opcode, flag=1 (Ok),
// guid, String16L name, secondsGreyedOut.
var w = AceWireWriter.GameMessage(CharacterRestore.ResponseOpcode)
.Write(1u)
.WriteGuid(0x50000002u)
.WriteString16L("+Acdream")
.Write(0u);
CharacterRestore.Parsed parsed = CharacterRestore.Parse(w.ToArray());
Assert.Equal(1u, parsed.VerificationFlag);
Assert.True(parsed.IsOk);
Assert.Equal(0x50000002u, parsed.Guid);
Assert.Equal("+Acdream", parsed.Name);
Assert.Equal(0u, parsed.SecondsGreyedOut);
}
[Fact]
public void Parse_SuccessResponse_NonzeroSecondsGreyedOutPreserved()
{
var w = AceWireWriter.GameMessage(CharacterRestore.ResponseOpcode)
.Write(1u)
.WriteGuid(0x50000003u)
.WriteString16L("Restored")
.Write(45u);
CharacterRestore.Parsed parsed = CharacterRestore.Parse(w.ToArray());
Assert.Equal(45u, parsed.SecondsGreyedOut);
}
[Fact]
public void Parse_FailureShapedResponse_LeavesTrailingFieldsNull()
{
// Retail's colliding CharacterCreateResponse shape: a non-Ok flag
// (here 3 = NameInUse) has NO trailing guid/name/seconds on the
// wire at all — GameMessageCharacterCreateResponse.cs only writes
// them "if (response == ... .Ok)". Parse must not try to read past
// the flag in this case.
var w = AceWireWriter.GameMessage(CharacterRestore.ResponseOpcode)
.Write(3u); // CharacterGenerationVerificationResponse.NameInUse
CharacterRestore.Parsed parsed = CharacterRestore.Parse(w.ToArray());
Assert.Equal(3u, parsed.VerificationFlag);
Assert.False(parsed.IsOk);
Assert.Null(parsed.Guid);
Assert.Null(parsed.Name);
Assert.Null(parsed.SecondsGreyedOut);
}
[Fact]
public void Parse_UndefFlagZero_FlagOnlyBody_LeavesTrailingFieldsNull()
{
// LA7a review test-coverage nit: flag 0 (Undef) is a non-Ok value
// distinct from the NameInUse case — the conditional must treat it
// as flag-only too.
var w = AceWireWriter.GameMessage(CharacterRestore.ResponseOpcode)
.Write(0u); // CharacterGenerationVerificationResponse.Undef
CharacterRestore.Parsed parsed = CharacterRestore.Parse(w.ToArray());
Assert.Equal(0u, parsed.VerificationFlag);
Assert.False(parsed.IsOk);
Assert.Null(parsed.Guid);
Assert.Null(parsed.Name);
Assert.Null(parsed.SecondsGreyedOut);
}
[Fact]
public void Parse_NonOkBodyWithTrailingBytes_IgnoresRatherThanMisreads()
{
// LA7a review test-coverage nit: a non-Ok body that DOES carry
// trailing bytes (unknown server variant / padding) must not be
// misread as character fields — the conditional stops at the flag
// and the extra bytes are ignored.
var w = AceWireWriter.GameMessage(CharacterRestore.ResponseOpcode)
.Write(3u) // NameInUse
.Write(0xDEADBEEFu)
.Write(0x12345678u);
CharacterRestore.Parsed parsed = CharacterRestore.Parse(w.ToArray());
Assert.Equal(3u, parsed.VerificationFlag);
Assert.False(parsed.IsOk);
Assert.Null(parsed.Guid);
Assert.Null(parsed.Name);
Assert.Null(parsed.SecondsGreyedOut);
}
[Fact]
public void Parse_WrongOpcode_Throws()
{
byte[] bytes = new byte[4];
BinaryPrimitives.WriteUInt32LittleEndian(bytes, 0xDEADBEEFu);
Assert.Throws<FormatException>(() => CharacterRestore.Parse(bytes));
}
[Fact]
public void Parse_TruncatedAfterFlag_Throws()
{
// Claims success (flag=1) but the body ends before the guid.
var w = AceWireWriter.GameMessage(CharacterRestore.ResponseOpcode).Write(1u);
Assert.Throws<FormatException>(() => CharacterRestore.Parse(w.ToArray()));
}
[Fact]
public void Parse_TruncatedBeforeFlag_Throws()
{
var w = AceWireWriter.GameMessage(CharacterRestore.ResponseOpcode);
Assert.Throws<FormatException>(() => CharacterRestore.Parse(w.ToArray()));
}
[Fact]
public void RequestThenResponse_RoundTrips_GuidIdentity()
{
const uint guid = 0x50000009u;
byte[] request = CharacterRestore.BuildRequestBody(guid);
// The request itself carries only the guid; re-derive it the same
// way a caller would to confirm nothing was lost in the builder.
uint requestedGuid = BinaryPrimitives.ReadUInt32LittleEndian(request.AsSpan(4));
Assert.Equal(guid, requestedGuid);
var w = AceWireWriter.GameMessage(CharacterRestore.ResponseOpcode)
.Write(1u)
.WriteGuid(guid)
.WriteString16L("RoundTrip")
.Write(0u);
CharacterRestore.Parsed response = CharacterRestore.Parse(w.ToArray());
Assert.Equal(requestedGuid, response.Guid);
}
}