Retires AD-74 (Exit to Character Selection 'behaves as Exit Game') and
files AD-110 (the composed handoff edge) — register rows in this commit.
Retail derivation (named decomp):
- gmGamePlayUI::UseTime @0x004EA3A0: confirmed Yes drains into
CPlayerSystem::LogOffCharacter(0) when grounded (transient_state &
CONTACT); the grounded three-way branch now also covers the
indicator-bar end-session control (it was Options-only).
- CPlayerSystem::LogOffCharacter @0x00563520: SaveToServer FIRST (the
existing pre-logoff flush hook), then RequestLogOff @0x00562DD0:
'Logging off...' chat (type 0), 0xF653 via Proto_UI::LogOffCharacter
@0x00546A20, logOffRequestTime = now + 3.0 (+20.0 when
IsPlayerKiller @0x0058C910 — PWD bits 0x20|0x2000000), and
CommandInterpreter::HandleLogOff @0x006B3330 -> Disable.
- The log-off ANIMATION is server-driven: ACE broadcasts
MotionCommand.LogOut (0x1000011E, Player.cs:596 SendMotionAsCommands)
and it plays on the local player through the existing inbound
unpack_movement funnel during the 3 s hold — retail plays nothing
locally; Disable() is the whole client-side effect.
- gmSmartBoxUI::UseTime @0x004D6E64: hold elapsed ->
BeginTeleportAnimation(TAS_WORLD_FADE_OUT) @0x004D6E83 (enter cue
@0x004D638E, unconditional) -> TunnelFadeIn -> Tunnel. The tunnel
plays the SAME forward 40 fps animation; nothing renders backwards,
and NO exit cue ever fires on logout (the char-select swap preempts
the TunnelContinue/FadeOut tail).
- Inbound 0xF653 echo (dispatch case 3 @0x0055C963) ->
ExecuteLogOff @0x0055D780: world teardown with the LOGON CONNECTION
KEPT (ExitWorldDisconnect @0x00541E00 removes every connection
except logonRecID_ — one connection against ACE) and
Proto_UI::SetEventCounter(0) @0x00541E79; the fresh CharacterList in
the same batch re-shows character management (gmGamePlayUI::Update
@0x004E9CD0 -> QueueUIMode(0x1000000a)). ACE mirrors it:
SendFinalLogOffMessages (Session.cs:249) sends 0xF653 + CharacterList
+ ServerName >=6 s after the request and leaves the session
AuthConnected — a second EnterWorld needs no re-handshake.
Implementation:
- RuntimeWorldTransitState: the canonical logout lifecycle
(Requested/PresentationActive/Confirmed, retail 3 s/+20 s holds,
cancel/reset/ownership convergence).
- WorldSession: RequestCharacterLogOff (non-blocking 0xF653),
IsCharacterLogOffConfirmed, ReturnToCharacterSelect (InWorld ->
InCharacterSelect + game-action sequence reset; transport untouched).
- LiveSessionController: BeginCharacterLogOff (flush-first request) and
CompleteCharacterLogOff — the return-to-selection transaction
(ReconnectCore minus the transport swap: retire the world
generation's routes, host reset, state flip, fresh generation
re-bind, roster re-applied from the pushed CharacterList; failures
degrade to the full StopCore teardown).
- RuntimeLocalPlayerMovementState.DisableCommandInterpreter +
DispatcherMovementInputSource gate: retail's Disable() — held keys
produce no movement while the server LogOut motion plays; cleared by
the generation reset.
- LocalPlayerTeleportController: the logout pump as the third arm of
the one wormhole machine (request/hold/wormhole/confirmed handoff;
teleport starts refused during logout; the handoff runs the session
transaction whose world reset retires the tunnel as the fresh
selection state re-shows the character screen).
- UI: both end-session surfaces share the retail three-way grounded
gate and now run the REAL flow; Options' Exit Game keeps the app
exit (window close -> the existing graceful-shutdown logoff).
Tests: +5 transit lifecycle, +4 session transaction, +7 logout pump.
Runtime 1756/0 (baseline 1747), App live-DAT 5523/3 (baseline 5512/3
+ 11 this round), Core.Net 1004/0, full solution green (0 failures).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Create button un-ghosts: retail's exact gate (gmCharacterManagementUI::
UpdateButtons @0x004ec240, roster count < allowed slot count) ported into
RuntimeCharacterSelectionButtons.CanCreate; the button's OnClick opens the
chargen screen through the same CharacterCreationUiController.Open() seam
the ACDREAM_OPEN_CHARGEN=1 dev path already used. Exit/Back confirm on
chargen needed no new return-path code — character-management is never
hidden while chargen is open on top of it — verified end-to-end by a new
cross-controller test rather than left as an inspection claim.
Full-flow test coverage: a new comprehensive test decodes every 0xF656
field (including the trailing checksum, recomputed via the production
CharacterCreate.ComputeChecksum) against a fully populated creation
(heritage/gender/all appearance slots/template/explicit skill command/
town/name); a new Theory drives the remaining six 0xF643 rejection codes
through the real wire decode path, closing the gap between the
already-covered isolated state-machine Theory and an actual WorldSession
round trip.
Launcher payload cycle: two new tests drive a real Runtime create/reject
through the real SessionStatusWriter (wired exactly as
LiveSessionRuntimeFactory/HeadlessSessionHost do in production) and read
the result back with the real Launcher.Core StatusFileTailer/
StatusEventParser — closing the one gap CC2's own per-layer tests never
reached. No gap was found in production wiring itself: GameWindow already
constructs a real, non-null SessionStatusWriter for both hosts.
Also fixes 4 pre-existing LiveSessionControllerTests assertions that
compared a full RuntimeCharacterSelectionButtons record and would have
failed once CanCreate started being computed; corrects register row
AP-211 to reflect that its own predicted resolution (the Create-button
gate landing) has now happened — both layers are intentionally kept as
retail-matching enforcement plus defense-in-depth, not one superseding
the other.
Adds docs/research/2026-08-16-campaign-cc-test-script.md, the user's
connected-gate script covering both the launcher and dev-shortcut launch
paths, the six-page create flow, every Finish outcome, and the known
cosmetic/behavioral divergences (AP-212/213/215/216/217/218/219/220/222/
224/226/228) so they aren't mistaken for new bugs during the gate.
Gates: full solution Release build green; Runtime 1735/0 (was 1726/0,
+9), App 5256/3 skips (was 5254/3, +2), Headless 166/0 (unchanged),
Launcher.Core 324/0, one full-solution pass across every project clean
(no known flakes reproduced this run).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Two live-integration gaps the ef96c554 unit tests could not see:
1. World box stayed empty against ACE: ServerName (0xF7E1) arrives in the
SAME connect batch as CharacterList, so ServerNameReceived fires during
the handshake pump BEFORE the controller binding subscribes - the
event-only wiring proved the state and controller but never the live
ordering. StartCore now reads the durable WorldSession.ServerInfo after
connect exactly like the roster (ILiveSessionOperations.GetServerInfo,
default interface method so no fake breaks); the event remains for
post-connect updates. Pinned by a Start-level test.
2. The exit confirmation rendered far right of the screen: all three
retail dialog views centered against the raw window size while the
active screen lays out in the fixed 800x600 canvas - center-of-1920
is canvas-760, which the stretch pushes off-center. Views now center
against UiRoot.EffectiveCanvasSize (canvas while a pre-world screen is
active, window otherwise). Pinned by growing the window over the fixed
canvas in the exit-dialog test and asserting the scrim spans the canvas
with the popup centered at 400.
Runtime 1666, App 5100+6 skips, green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Agent was stopped for token budget. Landed here: probe flag through
LiveSessionConnectOptions + the StartCore short-circuit, the mode field
with JsonRequired-to-semantic-validation move, host exit-code mapping,
and 34 passing tests including 3 new probe tests (agent last reported
green before the stop). NOT DONE: the idle-policy unit tests (next
step), full-suite verification, and the WSL run.
Build/test state UNVERIFIED at this commit. Next session: finish idle
policy tests, run Runtime+Headless Release suites Windows and WSL, then
dispatch the Opus dual-lens review.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The LA3 Opus review process note was right: the contract both sides
implement lived only in orchestrator prompts, which is exactly the drift
mode the pin exists to prevent (and it produced the paths-key CRITICAL).
The schema, field rules, probe-mode discriminator, and status vocabulary
are now a binding plan section; amendments change this text first,
implementations second. Ledger: LA3 fix round dispatched.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Closes the two mechanism-lens and blast-lens dual reviews of Campaign OP
slice OP1 (86c0a7e0): docs/research/2026-08-10-op1-review-mechanism.md and
docs/research/2026-08-10-op1-review-blast.md.
MUST-FIX M1 (blast): RuntimeCharacterOptionsState gains a HasServerSeed
latch, set by Replace (the PlayerDescription seed) and cleared by
ResetSession. TryFlush/TryFlushIfAutoSaveDue now refuse before the seed
arrives — closing the window where a bot (or, after this commit, the
timer/logout triggers) could flush client-default option words over a
character's real server-side options before any PlayerDescription ever
landed.
MUST-FIX 1 (mechanism): the 480 s auto-save timer and the pre-logoff
flush are now wired into production, closing TS-71 (retired). Both ride
LiveSessionController's own tick/stop transaction via two new hooks
(ConfigureAutoSaveTick/ConfigurePreLogoffFlush), wired once by
GameRuntime's constructor — a Runtime-internal change requiring zero
host edits, exactly as the review identified. The flush body talks to
WorldSession directly rather than through App's LiveSessionCommandRouter,
which is what keeps this off the S2 lock-order hazard (below). Filed
TS-73 for the two OnChanged side-effect cases (weather/day/combat-
target/fog) TrySetOption still doesn't model — pre-anchored to OP4's
Group B consumer binds.
SHOULD-FIX S2 (blast, prerequisite for MUST-FIX 1): TryFlush/
TryFlushIfAutoSaveDue no longer invoke the flush callback while holding
_dirtyGate — the decision is made and cleared under the lock, but the
callback itself runs outside it, closing the lock-inversion hazard the
natural timer wiring would have hit (Runtime tick's _dirtyGate-then-
_gate vs the router's _gate-then-_dirtyGate).
SHOULD-FIX MF-2 (mechanism): TrySetOption now ports the two
PlayerModule-state-mutating cases of CPlayerModule::OnChanged's local
side-effect switch — turning ON IgnoreFellowshipRequests or
FellowshipAutoAcceptRequests clears the other through a real recursive
TrySetOption call, reproducing retail's second 0x0005 (the clear's send
reaches the wire before the primary option's own send, matching the
nested-call order in the decomp). The signature widened from
Action sendAutoSave to Action<uint,bool> so the recursion can send a
different (id, value) than the caller's own; every production call site
now passes WorldSession.SendSetSingleCharacterOption directly.
SHOULD-FIX MF-3 (mechanism): a hand-transcribed 53-row (id, isOptions1,
mask) theory in CharacterOptionTableTests, independently re-derived from
acclient.h's PlayerOption/CharacterOption/CharacterOptions2 enums rather
than copied from CharacterOptionTable.cs — closes the one column with no
id-by-id pin. Also added the pairwise-distinctness check blast NOTE N7
named.
SHOULD-FIX S1 (blast): LiveSessionCommandRouterTests' CH3/CH4 regression
test now drives the REAL TrySetOption binding instead of a hand-rolled
SetOptionBit substitute that had silently drifted from production after
OP1.
SHOULD-FIX S3 (blast): RuntimeCharacterOwnershipSnapshot gains
OptionsAreClean (!Options.IsDirty), included in IsConverged — a module
whose two words happen to cycle back to their default bit pattern while
still dirty is now caught by the combined ownership ledger, not just by
OptionsAreDefaults.
SHOULD-FIX S4 (blast): SaveOptions no longer encodes "did it actually
flush" as PrimaryObjectId 1u/0u (which read as object guid 0x00000001 in
the K2 event stream). Both host adapters now report the identical shape
(Accepted, objectId 0) — the graphical host never could report this
anyway (LiveCommandBus.Publish has no return channel).
SHOULD-FIX S5 (blast): Replace (the server-seed arrival) now also clears
IsDirty/FirstDirtiedAt — a wholesale re-seed supersedes any pending
batched-but-unflushed local intent (retail's own PlayerModule has no
partial-merge path either), documented at the member.
SHOULD-FIX S6 (blast): a cross-check theory asserting CharacterOptionTable's
masks equal PlayerDescriptionParser.CharacterOptions1/2's independently
(the write path vs the read path TurbineChatMembershipGate/
RuntimeSettingsController consume) — guards the exact CH3 failure class.
Also fixed a real allocation regression found while landing MUST-FIX 1:
the naive per-tick flush closure would have allocated on EVERY
LiveSessionController.Tick() call regardless of dirty state, which broke
the K4 headless 30-session resource-envelope gate. GameRuntime.
FlushCharacterOptions now pre-checks Options.IsDirty (itself retail-
faithful — CPlayerModule::UseTime opens with the identical m_bDirty byte
compare) before allocating the flush closure, so the allocation only
happens on the rare tick that might actually flush.
Dispositions on findings not changed this round:
- Mechanism NOTE 6 / not independently re-flagged: a re-entrant MarkDirty
from inside a flush callback can still be erased by the trailing
"_isDirty = false" — pre-existing, unchanged by the S2 lock restructure
(same outcome whether the callback runs inside or outside the lock),
not reachable from any current caller, not a one-liner to close
correctly (needs a per-dirty-period generation token). Left as documented
in the review; worth closing before the Options panel ever flushes from
inside a change handler.
- Mechanism NOTE 9, blast N2/N3/N4/N5/N6/N8: informational or require
touching files this round doesn't otherwise edit (SocialActions.cs,
CharacterOptionsBlobSource.cs, GameRuntimeContractTests.cs) — left per
the "one-liner in a file already being edited" instruction.
Register: TS-71 retired (both remaining SetCharacterOptions flush
triggers now production-wired); TS-73 filed (the two unmodeled OnChanged
presentation-binding cases, pre-anchored to OP4).
Quality bar: Release build green; full solution suite 12,853 passed / 4
skipped / 0 failed (baseline 12,770/4/0 post-OP2 — 83 new tests added,
zero regressions).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Move canonical per-session teardown into one retryable Runtime transaction, reduce App reset to projection acknowledgements, and prove the same GameRuntime graph through deterministic no-window lifecycle, gameplay, portal, fault, reconnect, and isolation gates.\n\nCo-authored-by: Codex <noreply@openai.com>
Move the canonical WorldSession generation, connect/enter/tick/stop transaction, inbound subscription owner, and retryable teardown acknowledgements into AcDream.Runtime. Keep App as a borrowing graphical host with a single inertable command projection and no mirrored session state.
Validated by 79 Runtime tests, 3,776 App tests with three existing skips, the Release solution build, and 8,428 complete Release tests with five existing skips.
Co-authored-by: Codex <codex@openai.com>
2026-07-25 19:39:24 +02:00
Renamed from tests/AcDream.App.Tests/Net/LiveSessionControllerTests.cs (Browse further)