Re-derived gmCGAppearancePage::DoColorSpots @0x0047d850 and DoGradDisk
@0x0047da90: retail does NOT multiply-tint the swatch/grad-circle's
authored sprite. It builds a fresh composited surface once (CreateLocalSurface
+ Blit), then calls SurfaceWindow::ReplaceColor against old-color
RGBAColor(0,0,0,1) (opaque black — the spot template's own placeholder
fill, live-DAT-pixel-confirmed: the 37x44 "spot" resource has a genuine
solid-black CENTER and a genuine non-black RING) — swapping every exact
opaque-black pixel for the swatch's real color while leaving the ring
untouched. A multiply-tint (Batch G's mechanism) is architecturally wrong:
black multiplied by any color stays black (never recolors the center),
and multiplying the ring's own non-black pixels corrupts them — exactly
the reported "we tint the ring" symptom.
Beyond-count swatches (R3-5b) use a COMPLETELY DIFFERENT authored resource
(enum 0x1000000f, "blank" — pixel-confirmed almost no black at all, i.e.
genuinely different art) shown untinted, and retail's own
pColor->SetVisible(1) is unconditional for all 9 swatches (never hidden).
For Eyes (R3-6), DoGradDisk's Eyes branch blits the "grad plug" icon
(enum 0x10000010) untinted, and SetSelection's own Eyes/non-Eyes tail
never hides m_pGradCircle at all — a correction to this port's prior
"_gradCircle.Visible = !isEyes" line.
Ported via a new ChargenColorSpotComposer (CPU-side decode-once + per-color
bake-and-cache-once through the existing TextureCache.UploadRgba8 seam —
the same shape IconComposer.GetSpellComponentIcon already established for
item icons, just matching black instead of white) and a new opt-in
UiButton.ColorKeyFaceResolver / reuse of the existing
UiDatElement.RuntimeImageTexture seam — both additive. Tint keeps its
existing meaning for every reader/test; the grad circle's Tint stays a
genuine multiply for the non-Eyes case (retail's own Blit_Multiply there).
Wired as a fourth late-bound composition seam (SwatchTextureSource), same
pattern/site as the existing three color-computation seams.
Code-complete, unit/live-DAT-tested (including pixel-level proof of the
spot/blank templates' actual content); the user's connected visual gate
is owed — no client launches this batch.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Lands Batch G's two STOPPED items, making the real palette-color swatch
wheel visually live instead of inert:
- UiButton and UiDatElement gain a per-instance Tint property threaded
into every existing DrawSprite call (defaults to Vector4.One, so every
pre-existing button/element is byte-identical unless a caller sets a
non-identity tint).
- CharacterCreationAppearancePage now sets Tint directly on each color
swatch button and the GradCircle element, replacing the Batch G
flat-fill ChargenSwatchColorTile overlay outright — an opaque
rectangle drawn on top can never reproduce retail's actual
SurfaceWindow::BlitAndColor(..., Blit_Multiply, color) multiply blend,
only a genuine per-instance sprite tint can, so the overlay approach is
deleted rather than layered under the new mechanism.
- CharacterCreationUiController and RetailUiRuntime grow pass-through
properties (AppearancePalSetSource/AppearanceClothingTableSource/
AppearancePaletteColorSource) mirroring the existing PreviewControl
seam, so LivePresentationComposition can wire a DAT-backed
ChargenAppearanceCatalog into the Appearance page (wiring itself lands
with the Group 3 commit, since it shares a file with an unrelated F16
fix).
Register: AP-216/AP-217 RETIRED (161 -> now further reduced in later
commits) — both rows' remaining gaps are closed, not merely narrowed.
CharacterCreationAppearancePageSwatchColorTests updated for the new
Tint-based assertions (two pre-existing assertions were carried over
incorrectly from the old overlay-visibility model and are corrected).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
GF-15 (the gate blocker): the Summary name field and Finish button were
NOT structurally broken — live repro over the project's own local ACE
test server showed clicks correctly focus the field and land characters.
The real bug only surfaces after the first dialog opens: pressing Finish
empty successfully creates the NoName RetailMessageDialogView (visible,
correct 400x95 geometry) but it renders nothing and silently absorbs
every click across the whole canvas. Root cause: CharacterCreationUiController.Tick
and CharacterManagementUiController.Tick both call UiRoot.BringToFront(Root)
unconditionally every frame (needed so chargen stays above the occluded
management screen, AP-229); a dialog root is a direct sibling under the
same UiRoot, and RetailWindowManager.BringToFront is "highest ZOrder among
siblings + 1" — whichever BringToFront runs last in a frame wins.
RetailDialogFactory.Tick never re-asserted its own dialogs' z-order, so
the next frame's screen Tick buried the dialog behind the screen's opaque
backdrop while it stayed the registered Modal with exclusive input
priority. Fixed by having RetailDialogFactory.Tick re-raise every open
dialog (in open-order) each tick, matching retail's always-on-top dialog
behavior. Live-verified the complete user sequence end to end: click
field, type, press Finish empty, dialog now visibly renders, OK dismisses
cleanly, field still typable afterward. The "[ Name" prefill question is
closed as a non-bug: neither CharGenState::RandomizeCharacter nor
gmCGSummaryPage::InitializePage write text into the field in the decomp;
retail's field is genuinely empty on open, matching acdream already.
GF-5: CharacterCreationSkillsPage.RebuildRows resolved the wrong listbox
template (Templates[0], retail's own 3-child bucket-header row) and
required the root to be a UiButton (it's a plain container). Byte-traced
gmCGSkillsPage::DoSkillRecords + tagSkillRecord's copy-ctor field order
to map every child id in the real row (Templates[1]): name, level/cost
text, and the two real per-row up/down arrow buttons. Wired the arrows to
retail's own plain-click dispatch, retiring (narrowing) AP-213's
click-to-advance/double-click-retreat single-button substitution.
GF-13: dat property 0x3B (Invisible) was never read by the importer.
Elements 0x10000403/0x10000494 ("Non-Admin"/"Non-Envoy") author it true.
A blast-radius sweep found 1,083 elements client-wide author the same
flag, so this fix stays chargen-scoped only (ElementInfo.Invisible /
UiElement.AuthoredInvisible are pure data additions; only
CharacterCreationUiController acts on them, by the authored flag, not a
hardcoded id list). General importer-wide honor filed as ISSUES.md #408;
register row AP-230 records the split.
Gates: solution build green; App 5266/3 skips/0 failed; Runtime 1735/0;
full-solution run 0 failures anywhere. Register: AP-230 filed, AP-213
narrowed. ISSUES: #408 filed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Opus dual-lens review of 34e3a534+a975efd1 returned architectural
PASS-with-items / retail-fidelity FAIL. Every finding fixed:
- F1 (BLOCKER): deleted CharacterCreationSummaryPage's dead
_suppressNextFieldEvent latch. UiField.SetText never raises
OnFocusLost/OnSubmit, so the latch never had anything genuine to
suppress — it stayed armed until the player's own next real commit
and silently ate their typed name.
- F2: byte-re-derived gmCharGenMainUI::RecvNotice_
CharGenVerificationResponse @0x004e9030's jump table — Pending is an
explicit switch case landing on the SAME NameDBDown label as
Corrupt/DatabaseDown, and Undef/out-of-range falls through the
function's own unsigned-underflow default arm to that identical
label. Retail's dispatch has NO silent branch. ApplyCreationResponse
now produces a real rejection for Pending/Undef instead of a silent
reset; ReconcileDialogs maps them to NameDBDown. Corrects the wrong
"retail swallows Pending" claim everywhere it was repeated (plan doc,
Core.Net doc comment, Runtime doc comments).
- F3: skill rows now use the key/value template with
CharGenState::GetSkillScore @0x005C4B50 as the value (ported via the
new RetailSkillFormula.CalculateChargenScore /
ChargenSkillScoreResolver, wired through a new GetSkillScore
binding), not template 0/name-only; bucket headers are unconditional.
Writing this fix's own regression test surfaced a second, more severe
bug: CharacterCreationSummaryPage never wired _list.TemplateResolver
at all, so RebuildListbox has been a silent no-op since CC5 shipped —
fixed by threading templateResolver through the page's constructor,
matching every sibling UiTemplateListBox owner.
- F4: added the missing _errorMessageDialogContext one-outstanding
guard to the 0xF643 rejection dialog, matching
MakeErrorMessageDialog's own guard @0x004e8cc4 and the other four
sibling dialogs' shape (registered in CloseAllDialogs, suppress-
callback checked).
- F5: the Summary preview camera now seeds/re-derives retail's
zoomed-OUT eye (byte-decoded (0,-2.5,0.95) at gmCGSummaryPage::
InitializePage ~0x0047bd14-0x0047bd44) instead of Appearance's
zoomed-in default, via a new ChargenPreviewController
useZoomedOutEye flag.
- F6: retired AP-225 outright — re-derived the ListenToElementMessage
length gate is NUL-inclusive, so MaxNameLength=32 was always
byte-correct, not merely internally consistent.
- F7: amended AP-221 to cover the Summary preview's duplicate
one-shot-composition binding gap (CC5 duplicated the pattern instead
of closing it).
- F8: byte-decoded GetRandomReal @0x00563940's fmul operand at
0x007cd650 — an 8-byte double, not a 4-byte float — is EXACTLY
1.0/32767.0, not 1/32768. Added RollShadeLocked
(_random.Next(32768) * (1.0/32767.0)) and switched all six shade
rolls onto it.
- F9: evaluated porting retail's exact empty-name-commit no-op
(NUL-inclusive length==1 skips SetName entirely) and rejected it —
it would fight the F1 field-sync model by spontaneously reverting an
emptied field on the next unrelated revision bump. Kept the clear,
documented the tradeoff, filed AP-227.
- F11: filed AP-226 documenting retail's static pcProfessions/pcGender/
pcHeritage/pcTown label tables versus acdream's DAT-sourced labels,
including the non-human-heritage-renders-bare-"Heritage:" retail
quirk.
- F12: added exclude-current determinism (count-2 lists), Random-
clears-name, repeat-identical-rejection-reshows, and RebuildListbox
content tests (the last one found F3's TemplateResolver bug).
- F13: threaded an optional Random through GameRuntimeDependencies ->
LiveSessionController -> RuntimeCharacterCreationState, matching the
existing TimeProvider injection shape, closing the Slice-K
determinism hazard on a bot-reachable Randomize* command family.
- F14: RandomizeCharacterLocked now assigns _heritageId unconditionally
before the TryGetHeritage gate, matching retail's SetHeritageGroup
@0x005C67A0 (mHeritageGroup written before the DAT lookup).
Gates: Runtime 1726/0 (was 1722/0), App 5242/3 skips (was 5240/3),
Headless 166/0, Core.Net 993/994 (the one failure, NakEmissionTests
LossSoak, is a known pre-existing flake — passes standalone), full
solution Release build green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Fills TS-82's Summary placeholder with a faithful port of gmCGSummaryPage
(name field with NameInputFilter + the retail commit-on-focus-lost/submit
dispatch + the >32-char ID_CharGen_NameTooLong reject-and-revert path, the
REAL three-row-template listbox confirmed against the installed EoR dat
before writing any page code, and Summary's own independent gmCG3DView
preview instance wired through a second ChargenPreviewController pair
mirroring the Appearance page's exact composition shape).
Ports CharGenState::RandomizeCharacter and its six sub-primitives into
RuntimeCharacterCreationState — not approximated: the RandInt/RollDice
semantics are independently confirmed from both the decompiled RNG bodies
and the CharGenStateVtbl union struct in acclient.h. Three consumers:
the chargen screen's open-roll (retiring AP-214's honest-blank deviation
and reproducing the Appearance page's gender-flip-on-init quirk), the
Summary page's Random button (behind the retail randomize-warning
confirm), and the Appearance page's Random button (narrowing AP-212 to
just Heritage/Profession/Town's still-approximated rolls and Skills'
still-unported RandomizeSkills).
Wires the Finish button (previously ghosted) with retail's NoName/
CreditWarning dialog pair, adds the F12 amendment's HeritageOrGenderUnset
local refusal to TryBeginFinish (register AP-223) as a defensive backstop
now that the screen-open roll normally makes it unreachable, and wires
the four ID_Character_Err_* rejection dialogs for the 0xF643 response
codes CC3 already parsed but nothing displayed.
Register: TS-82 retired, AP-214 retired, AP-212 narrowed, AP-223/224/225
filed (heritage/gender Finish refusal, Summary's two-bucket skill-list
narrowing, the 32-vs-33 name-length threshold reconciliation).
Runtime 1722/0 (was 1713), App 5240/3 skips (was 5223/3), Headless 166/0
unchanged, full solution Release build green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Fixes every finding from the dual-lens review of 34c6fceab0 (architectural
PASS-with-items, retail-fidelity FAIL). Re-derived every decomp citation
against docs/research/named-retail/acclient_2013_pseudo_c.txt directly
rather than trusting the reviewer's transcription.
Wrap/normalize semantics (F1): CycleIndex's decrement-from-Unset landed on
0; the decomp's shared decrement tail (label_47f065/label_47f6d9, the same
switch the headgear ring was ported from) computes new=cur-1=-2 on the raw
signed int32, which wraps to count-1 — matching headgear's own ring shape.
Also ports the spin body-click normalize-and-write-back retail's cases
0xa5-0xae all share (NormalizeChoiceOnSelect), which acdream had dropped
entirely. Flips the one test that pinned the wrong expectation and adds
select-zone coverage no prior test isolated.
Heritage gate (F3): Update's Gearknight/Olthoi/OlthoiAcid branches reset
SetChoice(FACE)/SetSelection(HAIR) unconditionally, not only when Clothes
was showing — a conditional gate stranded Nose/Mouth as the current part
under a Face-tab session.
Doc corrections propagated everywhere they repeated (F4, F5, F6, plus the
plan doc's own CC6b-MOUNT ledger row for F1/F3): the gmBarberUI heading
citation conflated PostInit with InitializePage; Random's Appearance
disable was mislabeled a placeholder when it's really AP-212's unported
RandomizeAppearance/RandomizeClothing gap; the master-page doc still called
the Appearance page content-inert after this campaign made it real.
Visual substitutions widened (F2): AP-215 named only two of the Appearance
page's swatch/spin substitutions. Ports the two cheap ones directly —
current-part highlight via SetSelection's SetState(1)/SetState(6), routed
through the existing UiButtonStateMachine.Normal/Highlight ids and
IUiDatStateful.TrySetRetailState seam (installed-DAT-confirmed
ToggleBehavior=true on all nine spins); the shade scrollbar's SetVisible(0)
for Eyes vs acdream's Enabled=false. Files the other five (DoColorSpots,
the inert GradCircle, spin-caption/heritage-caption loss, the Skin-spin
MoveTo reposition, the Gearknight-boundary randomize calls) as new register
rows AP-216..AP-220 and corrects the plan doc's false claim that AP-215
already named the GradCircle.
Unlocked DAT read (F7, BLOCKER): ChargenPreviewController.Rebuild called
ChargenAppearanceFactory.TryCompose outside _datLock while the very next
line correctly locked TryBuildAnimated — CC6a's own F4 class of bug,
reintroduced at this catalog's first production call site. Wrapped in the
same lock; documented the invariant on ChargenAppearanceCatalog itself.
One-shot preview mount (F8): LivePresentationComposition reads
ChargenPreviewViewportWidget once, but its underlying mount
(CharacterCreationUiMountCoordinator) is explicitly retryable while this
GPU-resource composition pass is not — unlike PaperdollViewportWidget,
which IS eager/non-retryable, so the "mirrors Paperdoll" doc claim was
false. Retrofitting cross-frame retry here would mean restructuring this
composition's one-shot contract for every private viewport (paperdoll,
creature appraisal) and FrameRootComposition's fixed frame-group array —
out of this round's blast radius. Corrected the doc and made the failure
loud (a diagnostic log) instead of silent.
Dispose leak (F9): ChargenPreviewController.Dispose left the preview
WorldEntity referenced by the leased renderer until the renderer's own,
later disposal. Releases it on its own teardown now.
Test-quality items (F10, F11, F13): pinned the spin arrow widths
(47px, both arrows) the 174 zone boundary is derived from, plus a
controller test for the previously-uncovered select zone. Measured the
shade scrollbar's authored orientation instead of assuming it — it is
VERTICAL (33x85) — which is a real production bug: UiScrollbar only routed
scalar-mode mouse events when Horizontal was true, so the shade control
never fired in production. Added OnVerticalScalarEvent/DrawVerticalScalar
mirroring the existing horizontal scalar path. Converted
ChargenPreviewControllerTests from silent-pass [Fact] to the shared
InstalledDatFactAttribute skip-reporting pattern.
Adjudication (F12): AD-101's retirement leaves TryBeginFinish's four local
refusals (NoName/AttributeCreditsUnspent/AlreadyPending/RosterFull) with no
heritage/gender gate — currently latent since Finish stays hard-disabled
this round. Amended the campaign plan's CC5 slice scope to require BOTH a
heritage/gender refusal AND a real RandomizeCharacter port before the
connected user gate opens Finish; noted the interaction on AP-214's own
register row. No CC5 implementation in this commit.
Gates: dotnet build -c Release green across the full solution. App suite
(Release, ACDREAM_PROBE_LIVE_MOUNT=1) 5223/3 skips, Runtime suite
1713/0 — both clean across repeated runs. A full-solution run surfaced
three pre-existing, previously-documented flakes unrelated to this change
(Streaming.LandblockBuildFactoryTests/LandblockPresentationPipelineTests
#402, Core.Net.Tests.NakEmissionTests loss soak) — each confirmed passing
in isolation, consistent with their known full-suite-parallelism-timing
history; none touch any file this commit changes.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The page-mount half CC6b-PRE deferred: CharacterCreationAppearancePage
(gender buttons, Face/Clothes sub-tabs, nine spin controls with retail's
decrement/increment/select-as-current-part OnClickAt zones, nine color
swatches, shade scrollbar, zoom/rotate wiring) plus ChargenPreviewController,
which bridges the ChargenPreviewRenderer/ChargenPreviewZoomController
camera-injection gap CC6a/CC6b-PRE left open and mounts as the third private
creature viewport beside paperdoll/creature-appraisal.
Color-wheel scouting (campaign risk item 4): live-DAT probe found every
color-wheel-family id resolves through existing DatWidgetFactory mappings
(Button/Scrollbar/generic fallback) — no new widget type needed.
The @140355 gender-flip-on-init oddity (risk item 5): resolved via decomp
alone — gmCharGenMainUI's own ctor calls CharGenState::RandomizeCharacter
before any page constructs, so retail's chargen screen is never actually
blank on open; the Appearance page's gender-flip code always fires against
a real, randomly-rolled gender. Filed AP-214 (acdream doesn't port
RandomizeCharacter this round, so it opens honestly blank instead) and
AP-215 (two narrow visual substitutions: swatch .Selected highlight vs
retail's separate overlay, ordinal labels vs retail's icon-only spins).
AD-101 retired: the Heritage page's auto-gender-select interim default is
deleted now that the Appearance page's real gender buttons exist. TS-82
narrowed to Summary-only.
Scope addendum: ChargenPreviewRotationController's parameterless-constructor
default changes from 0f to a new RetailDefaultHeadingDegrees=180f constant
(retail's InitializePage override, not the ctor's raw 0) — every real
gmCG3DView owner converges on 180 before its first frame, so a controller
defaulting to 0 was a trap for future consumers.
Runtime 1713/0, Core 4786/1 skip, Content 147/0, App 5220/3 skips (Release,
ACDREAM_PROBE_LIVE_MOUNT=1) — zero failures across two clean full-solution
runs; the one Core.Net.Tests NakEmissionTests flake observed on a third run
is the same pre-existing, previously-documented timing flake (zero files
under src/AcDream.Core.Net/ touched, passes 100% in isolation).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
CC4 re-review returned NOT CLOSED: R1 (MEDIUM, blocking) is a new residual
the F1 fix itself introduced, plus three LOW riders (R2, R3, R4).
R1 — nulling UiRoot.FixedCanvasSize on chargen Close() stripped it from
character-management, which stays active underneath and only sets the
canvas on its own activation edge. Root cause (reviewer-named): two
controllers writing one host-global with no owner. Fixed with the
root-cause shape (reviewer's option (c)): UiRoot.DeclareFixedCanvas(owner,
size)/RevokeFixedCanvas(owner), an owner-scoped arbiter — every declarer
must agree on the canvas size (a mismatch throws instead of silently
last-writer-wins), and the canvas nulls only once EVERY declarer has
revoked. Both CharacterCreationUiController and CharacterManagementUi-
Controller now declare/revoke instead of writing FixedCanvasSize directly;
grepped for stragglers, none remain in production code (the raw setter
stays public only for UiRootFixedCanvasTests' isolated scale-math
coverage). New test (reviewer-specified):
CharacterScreensFixedCanvasArbiterTests — two controllers sharing one
UiRoot, proving the canvas stays set through chargen's Exit-confirm Close
while char-management is still active, nulling only once char-management
also deactivates, plus the original F1 defect's own covering case (both
revoke together at world entry).
R3 — HeadlessSessionHostTests.ContentLease_InstallsRealChargenOptions_
SelectHeritageIsAccepted proves F6's install actually opens the gate: a
content lease carrying a real hand-built DatCharGen heritage (not
ChargenOptions.Empty) is installed, and TrySelectHeritage for it succeeds.
R2 — filed docs/ISSUES.md #402 for the pre-existing
Streaming.LandblockBuildFactoryTests.Build_UsesTheSuppliedSharedReaderGate
full-suite flake (unrelated to Campaign CC).
R4 — fixed "unchached" -> "uncached" typo in
InteractionRetainedUiComposition.cs.
Runtime 1713/0, App 5127/13 skips (+2), Headless 166/0 (+1), full solution
Release build green. Live-DAT probes 7/7 under ACDREAM_PROBE_LIVE_MOUNT=1.
The known #402 flake did not fire across 3 consecutive full-suite runs
this session.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Dual-lens review of CC4 (0e71d3b8) returned architectural FAIL (F1, F6)
and retail-fidelity PASS-with-reservations (F2, F3, F4), plus LOW
findings F5, F7-F12. F13 (TS-82's merge collision with campaign-cc6a) is
merge mechanics for the orchestrator, not addressed here.
F1 (HIGH, blocking): CharacterCreationUiController never released
UiRoot.FixedCanvasSize, on a FALSE premise that CharacterManagementUi-
Controller does a per-tick set (it does not — it sets once on activation
and nulls on Deactivate/Dispose). Root cause: RuntimeCharacterCreation-
State had no CompleteEnter() analogue to RuntimeCharacterSelectionState's,
so the creation view reported IsActive=true for an entire in-world
session. Added CompleteEnter(), wired at both LiveSessionController
in-world edges (StartCore, EnterHighlightedCore); made Open/Close/
Deactivate/Dispose set/null the canvas symmetrically; corrected the false
comment and ledger claim; added FixedCanvasSize test coverage.
F2 (MEDIUM-HIGH, blocking): the attribute-slider scalar mapping was not
retail's. Fixed display to value/100f (UpdateAttributeValues @
0x0048251d) and the drag inverse to truncate+clamp-low-only, no rescale
(ListenToElementMessage @ 0x004829c0, independently re-verified against
the decomp). Added tests at scalar 0.5/0.0 plus a display-direction test.
F3 (MEDIUM, blocking): ported the unported heritage-button tab-restore
arm (ListenToElementMessage @ 0x004e9450) — SHOW/HIDE id sets independently
re-derived from the decomp, including the genuine Lugian (0x100005f1)
no-restore quirk, reproduced faithfully. Wired via a new HeritagePage
click callback; added restore + quirk tests.
F4 (MEDIUM): ported SetTown's (@ 0x0047c360) separate per-town page-root
state literal (Holtburg->0x10000034 etc.), independently re-derived from
the decomp's tail-merged branches; wired via the existing
IUiDatStateful.TrySetRetailState seam; added a test.
F5 (MEDIUM): softened AD-103's unmeasured pixel-equivalence claim.
F6 (MEDIUM, blocking): DECISION — install ChargenOptions in the headless
content path (chosen over marking headless creation out-of-scope).
HeadlessSessionHost now calls InstallOptions off the shared content
lease's Dats, beside the existing InstallSpellMetadata call.
F7: AP-213 already named the label format and click/double-click
substitution explicitly on inspection — no edit needed.
F8: AP-212 now names all six DoRandom primitives with a known landing site.
F9: AD-101 retirement corrected to precede CC5's Finish un-ghosting.
F10: merged ItemAppraisalTextFormatter's duplicate <summary> block.
F11: fixed TS-82's wrong AP-211 cross-reference.
F12: cached the chargen DatStringResolver once per composition instead of
per ResolveText call.
Runtime 1713/0, App 5125/13 skips (+8 new tests), Headless 165/0, full
solution Release build green. Live-DAT probes 7/7 under
ACDREAM_PROBE_LIVE_MOUNT=1.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Mounts gmCharGenMainUI (enum 0x10000039, root 0x100003CC) via
CharacterCreationUiController/CharacterCreationUiMountCoordinator,
cloning CharacterManagementUiController's recipe. Master shell ports
SetProgressState @0x004e7a10 (Olthoi tab-hide + redirect) and
ListenToElementMessage @0x004e9450 (Back/Next/Finish/Help/Exit/Random
nav) verbatim, with free tab navigation over all six pages. Heritage,
Profession, Skills, and Town pages bind to CC3's
RuntimeCharacterCreationState commands; Appearance and Summary mount as
content-inert placeholders for CC6b/CC5.
Live-DAT probing (CharacterCreationLiveDatTests) found two widget-
mapping surprises the decomp's DynamicCast hints don't predict: the
Profession slider's value field imports as an editable UiField (wired
for direct numeric entry), and the avail/health/stamina/mana/credits
displays author as UIElement_Button hosts whose Type-12 value child is
swallowed by UiButton.ConsumesDatChildren — substituted with the
button's own Label. No new DatWidgetFactory widget types were needed.
Threads the installed DAT's real ChargenOptions into Runtime via the
new RuntimeCharacterCreationState.InstallOptions, called from
ContentEffectsAudioCompositionPhase.Compose (mirrors
InstallSpellMetadata's pattern); headless keeps ChargenOptions.Empty
unchanged. Wires CC3's F14 status-hook gap (ApplyCharacterCreated/
ApplyCreationFailed) to SessionStatusWriter for both graphical and
headless hosts, and adds the CharacterCreation view/command seam
through CurrentGameRuntimeAdapter and DeferredGameRuntimeStateCommands
alongside CharacterSelection's existing shape.
Register: AD-101/102/103, AP-212/213, TS-82 filed for the auto-gender-
select interim default, the omitted ToD-account gate, the button-Label
widget substitution, the Random-button approximation, the flat-listbox
Skills simplification, and the Appearance/Summary placeholders.
Runtime 1713/0 (was 1707), App 5117/13 skips (was 5101/6), Headless
165/0 unaffected, full solution Release build green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>