The character-session reset manifest had no audio step: retail's logoff
destroys the world's sound sources with the world, but our OpenAL world
pool and ambient scheduler are process-lifetime — the continuous ambient
beds played on at character select and the scheduler kept RE-FIRING
deadlines against the stale listener (Suspend/StopAll had zero callers;
WorldGenerationQuiescence only cycles around teleport-style generation
replaces).
New WorldAudioSessionGate: the reset manifest's 'world audio' step stops
all sixteen world-pool voices (SuspendWorldAudio) and drops every ambient
deadline (StopAll); the pool reopens at the entered-world edge through the
new default-null LiveSessionEnteredWorldBindings.ResumeWorldAudio binding,
invoked first in ApplyEnteredWorld. The ambient soundscape needs no
explicit resume — the next objcell observation rebuilds it exactly as a
cell change always did. Covers logout, reconnect, and full stop uniformly.
UI-pool sounds (interface bank, portal cues) untouched by design.
App tests 5568/3 skips, Runtime 1756/0.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
USER-DIRECTED deviation from retail (register row AD-109, same commit):
retail presents the empty pre-player gameplay screen — black behind the
retained UI — from the Enter click (CPlayerSystem::LogOnCharacter
@0x0055F890 -> CM_Login::SendNotice_BeginEnterWorld @0x006AD810, UI mode
0x10000008) until CreatePlayer raises SmartBox::teleport_in_progress
@0x00451C20 and gmSmartBoxUI::UseTime @0x004D6EAB begins TAS_TUNNEL. The
user prefers the tunnel to cover that whole wait.
- ILocalPlayerTeleportNetworkSink.ArmLoginTunnel: begins the login
wormhole presentation at the Enter click, consuming the sequencer's
begin-edge events SYNCHRONOUSLY (the Enter command blocks the update
thread for the whole ServerReady round trip, so a deferred first tick
would leave exactly the black window this deviation removes). The
enter cue plays at the click: retail's own rule is cue-at-animation-
begin (Sound_UI_EnterPortal @0x004D638E, unconditional inside
BeginTeleportAnimation), and the animation begin moved to the click.
- Armed pre-reveal pump: tunnel animates across the round trip
(worldReady pinned false, sequencer holds in Tunnel); the hold clock
accumulates from the click.
- Adoption: the Runtime login reveal ADOPTS the running presentation
(no re-Begin, no second cue); rejected EnterWorld (lifecycle back to
AwaitingSelection) disarms and retires the tunnel.
- Wired at the ONE host edge every entry route shares:
ILiveSessionLifecycleHost.ApplySelectedCharacter (direct connect,
roster Enter, enter-after-create) via
LiveSessionSelectionBindings.ArmLoginTunnel (default no-op keeps
headless and every existing construction site unchanged).
- ILocalPlayerLoginLifecycleSource: typed seam (not a stored delegate —
the frame-phase owner delegate-field guard) projecting the Runtime
character-selection lifecycle for the disarm edge.
- Frame contract update: [login-frames] over a login is tunnel -> world
from the click — no void, and no black between click and world.
Tests: 4 new armed-tunnel tests (arm/adopt/disarm/frame-shape); App
suite live-DAT 5516 passed / 3 skipped (baseline 5512/3 + 4 new).
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>
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>
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 src/AcDream.App/Net/LiveSessionHost.cs (Browse further)