Opus dual-lens review of CT6 (ec50455a) found 1 blocker, 4 should-fix, 5
notes. All applied:
BLOCKER B1 — the shared gmPanelUI host (0x100005FE) IS retail's own
outer window frame, not a content element: its authored 310/372/310/1000
already include the 5px bevel on every side. RetailWindowFrame.Mount was
adding the NineSlice wrapper's OWN 10px chrome inset on top of that
already-chrome-inclusive source, clamping MinWidth to 320 while the
window's actual mounted outer width stayed 310 — silently below its own
minimum until RetailWindowManager.ResizeTo forcibly widened it despite
ResizeX=false. Fixed with a new
RetailWindowFrame.Options.DatConstraintSourceIsOuterFrame opt-out
(chrome inset = 0 for constraint resolution only, value stays
DAT-sourced); MountCharacter sets it true. Mounted clamp is now exactly
the host's four raw values: width fixed 310, height 372..1000. Added a
mount-time invariant (throws if the mounted outer extent falls outside
its own just-computed clamp) that would have caught this at the first
test run.
S4 (campaign-lead ruling) — the window must MOUNT at retail's authored
default, outer 372 (content 362, matching the host's own content parent
0x10000180), not 0x2100002E's own 300x600 content-authoring canvas
(which produced a stale 610px default pre-fix: 600 + 10 chrome inset).
372 is exactly the host's own authored MinHeight — retail opens at its
resize floor and can only be dragged taller. MountCharacter now sets
ContentHeight=362f explicitly. At this default the 9 attribute/vital
rows (180px) overflow the 160px list immediately — retail-correct, not
a regression.
S2 — 0x1000023E and 0x10000533 both author property 0x79
(HideWhenDisabled) TRUE (fixture-verified: BoolValue=true on both). A
fitting list HIDES the scrollbar entirely; it does not draw a full-track
"disabled" thumb. The code was already correct; four wrong descriptions
(plan ledger, CharacterStatController comment, CT7 script, test comment)
are corrected, plus a new IsPresentationVisible assertion pair in the
resize test.
S3 — CharacterTitlesController's `if (listBox.LayoutPolicy is null)`
Anchors fallback was unreachable on both the real DAT and the fixture
(0x10000532/0x10000539 both author HasOriginalParentSize=true, so
LayoutPolicy is always assigned). Deleted; added an InstalledDatFact pin
guarding the deletion against DAT drift.
N4 — renamed NineSlice_ChatShapedConstraints_... to
NineSlice_ContentShapedConstraints_InsetArithmeticClampsProgrammaticResize
(it tested inset arithmetic on a content-shaped source, not chat's real
contract) and added a true chat-contract pin mounting Chrome=Imported
with chat's real 300/100/2000/2000 constraints, asserting no inset
applies.
N5 — corrected the "nothing inferred, no register row" sentences in the
ground-truth doc and plan ledger: they were false pre-fix (the mounted
clamp WAS an inferred double-counted composition); true now that B1
removes the composition.
CT7 script §4 rewritten with exact clamps (no "≈"), the corrected
default-overflow scrollbar behavior, and an absolute starting-height
statement.
Verified: full hermetic solution suite green (15,441 tests, Release,
Lane exclusions per the release gate), InstalledDat lane green across
the whole solution (414 tests, ACDREAM_RUN_INSTALLED_DAT_TESTS=1,
Status!=KnownFailure) including two new pins
(TitlesListAndPage_AuthorHasOriginalParentSize,
Imported_ChatContract_ClampsAtAuthoredBoundsWithNoChromeInset).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
CT6 (Campaign CT slice 6): the resize clamp source is the SHARED
gmPanelUI host (0x100005FE in LayoutDesc 0x2100006E), not 0x2100002E's
own root and not the Character/Skills slot 0x1000018E either — live
probe confirmed the host authors MinWidth=MaxWidth=310 (fixed — no
horizontal Resizebar authored), MinHeight=372, MaxHeight=1000, and that
the bottom Resizebar (0x10000660) and top Dragbar (0x1000065C) are
direct children of the host, not the content parent. Decomp chain:
UIElement_Resizebar::StartMouseResizing @0x0046B7E0 calls
UIElement::StartResizing(this->GetParent(), ...), stashing drag state on
that parent; UIElement::MouseResizeElement @0x00461130 then reads
GetAttribute_Int(this, 0x3C..0x3F) off that same element every
mouse-move.
RetailUiRuntime.MountCharacter now imports the host element and passes
it as RetailWindowFrame.Options.DatConstraintSource, matching the
existing MountSideVitals pattern.
CharacterStatController.RebuildActiveList now wraps BOTH the Attributes
and Skills tabs' rows in the same UiScrollablePanel viewport (previously
only Skills got one; Attributes rows had no clipping/scrolling and the
shared scrollbar was force-hidden — owner report item 2). The shared
scrollbar is now always bound + visible; UiScrollbar's own
IsPresentationVisible/IsModelDisabled already draw the correct
full-track "disabled" thumb when content fits. This surfaced and fixed
a real #372/#412-class anchor-baseline bug: the viewport's
Left|Top|Bottom anchor was capturing its baseline margins lazily on its
own first ApplyAnchor call, which happens AFTER the ListBox has already
grown from its raw DAT height to its mounted height, permanently
capping the viewport short on every later resize. Fixed with an eager
CaptureCurrentAnchorBaseline() call, mirroring UiTemplateListBox
.Viewport's own lazy getter.
CharacterTitlesController.Bind gained the same defensive
Anchors = Left|Top|Bottom fallback for the Titles ListBox that
CharacterStatController already had (a no-op on the real DAT — both the
Titles page and its ListBox already carry a real authored LayoutPolicy
that stretches correctly).
Standardization audit: UiElement.MinWidth/MinHeight/MaxWidth/MaxHeight,
set once at RetailWindowFrame.Mount, are the ONLY clamp fields — read
identically by interactive drag, RetailWindowManager.ResizeTo, and
RetailWindowLayoutPersistence's restore clamp. No gaps found; no
register row (every number is a live-probed authored DAT value or a
structural correctness fix, nothing inferred).
Tests: CharacterStatControllerTests
.CharacterWindow_ResizesYWithinAuthoredHostClamp_AndReflowsListAndScrollbar,
CharacterTitlesControllerTests
.TitlesList_ReflowsWithWindowResize_AndScrollbarOverflowFlips,
RetailWindowFrameTests
.NineSlice_ChatShapedConstraints_ClampProgrammaticResizeAtAuthoredBounds
(shared-mechanism regression pin), CharacterPanelLiveDatTests
.PanelHost_AuthorsFixedWidthAndBottomOnlyResizeContract (InstalledDat
pin). Existing attribute-row tests updated from list.Children to
Descendants(list) for the new nested-viewport shape (the pattern skill
rows already needed).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Opus review of CT5 (f532f28c) found 0 blockers, 4 SHOULD-FIX, 6 NOTEs; all
applied here.
SHOULD-FIX 1 (visible retail gap): unselected attribute/skill rows now draw
the row template's Normal-state media (0x06004CC2 — pinned by
CharacterPanelLiveDatTests.AttributeRowTemplate_...) instead of drawing
nothing. Independently decoded against the installed DAT: PFID_A8R8G8B8,
48x48, uniform (0,0,0,175) — a ~69%-opaque black tile the native-size
copy-or-tile blit repeats across the row. Wired at all three sites
(HandleRowClick, ApplySkillSelectionVisuals, AddRow). Selected rows keep
0x06000F93 (RowHighlightSprite) unchanged.
SHOULD-FIX 2: added Bind_AttributeRow_/Bind_VitalRow_/Bind_SkillRow_
geometry tests asserting the authored template pixels against BUILT rows
(not DAT pins) — width, height, icon/name/value column positions. The
skill-row case reproduces the real production scrollbar (X=281, per
CharacterPanelLiveDatTests.StatListBox_AuthorsFiveRowTemplatesInSharedLayout)
to prove the documented 281px clamp (scrollbar.Left - list.Left), one pixel
short of the attribute/vital rows' 282px ceiling.
SHOULD-FIX 3: AddRow's name-column Padding corrected from 1f to 0f — the
authored template carries no margin on 0x1000012A; Padding=1f re-created
the X=26 glyph-start bug this slice existed to fix.
SHOULD-FIX 4: reworded both UiPanel.BackgroundSprite doc comments — the
draw is a native-size copy-or-tile blit (UV-repeat), never a stretch.
Decoded 0x06000F93 as exactly 282x20 (matches the row natively, draws as a
plain copy) vs 0x06004CC2's 48x48 tile. Retail's UIRegion::SetImageByDID
(@0x0069F960) decompiles to a pure BlitMode selector switch — param_2==2 ->
Blit_3Alpha, ==3 -> Blit_4Alpha, else Blit_Normal — with no width/height
touched anywhere in the function, answering CT1's open "draw mode 3"
question: it's an alpha-blend selector, not a resize flag.
NOTEs:
a. AddRow's nameEl now sets OneLine=true so the authored VJustify=Center
takes the same single-line vertical-centering path the value column
already uses.
b. Tempered the "row width is 282" wording in the SkillContentWidth /
RowContentWidth doc comments — that's a ceiling attribute/vital rows
land on, not a fact true for skill rows (281, via SkillViewportWidth's
scrollbar-gutter measurement).
c. Reworded the section-header (RowPadX) comment — CT1 verified only the
four header SPRITES; the caption label's own authored margins were
never checked. Recorded as an open residual, not a cleared divergence.
d. AttrRows/VitalRows are now internal (InternalsVisibleTo("AcDream.App.Tests")
already covers AcDream.App.Tests); CharacterPanelLiveDatTests iterates
them directly instead of a re-typed duplicate array, and now also
asserts the vitals 2/4/6 current-enum aliasing claim the doc comment
made but never enforced.
e. Deleted the stale pre-CT5 0x06001397 narrative in
CharacterPanelLiveDatTests; the pin's comment now describes the
post-CT5 state (a regression guard, not an open bug).
f. Unified ApplySkillSelectionVisuals' selected-branch SpriteResolve
wrapper closure with HandleRowClick's direct assignment.
Build green; full hermetic solution suite green (Release,
Lane!=InstalledDat&...&Status!=KnownFailure filter); InstalledDat lane
green (ACDREAM_RUN_INSTALLED_DAT_TESTS=1, Lane=InstalledDat&Status!=KnownFailure).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Aligns the hand-built attribute/skill rows in CharacterStatController with
the authored shared row template 0x10000248 (LayoutDesc 0x21000045,
InfoRegion::InfoRegion @0x004F1450 template index 0 — the same template
gmAttributeUI and gmSkillUI both instantiate):
- Row geometry replaced with AUTHORED PIXEL VALUES instead of derived
fractions: icon flush left 20x20 (was 16x16 at X=4, vertically
centered), name column X=25 W=150 fixed (was RowPadX+IconSize+IconGap
offset with a width*0.60 fraction), value column X=175 W=100
right-justified (its right edge sits 7px short of the row's 282px
right edge — the authored gutter the owner reported). Row width itself
now clamps to the authored 282px template width (RowContentWidth)
rather than the ListBox's raw 300px container width. Attribute-row
height fixed at 20px (was 22px, no dat basis); SkillRowHeight folded
into the same RowHeight constant since both row kinds share H=20.
- RowHighlightSprite corrected from 0x06001397 to 0x06000F93 — CT1's
ground-truth research sealed the verdict that gmAttributeUI::
UpdateSelection @0x0049DEE0 (SetState(6) -> InfoRegion::SetState
@0x004F0EE0) swaps the row's Highlight-state media (0x06000F93), a
full-row background swap. 0x06001397 belongs to a different mechanism
entirely (the spellbook row's UIElement_UIItem::SetSelectedState
overlay child) and SpellbookRowStyle.cs is untouched.
- UiClickablePanel.UseSelectionBars/SelectionBarHeight retired outright
(UiPanel.cs): they existed only to emulate 0x06001397's dark-bars art;
the correct retail rendering is the full-panel sprite stretch the base
UiPanel.OnDraw already performs, so the override is dead code once the
correct sprite is used. No consumer existed outside
CharacterStatController.
- Per-attribute/per-vital icon DIDs now resolve through the live
DBObj::GetDIDByEnum chain (RetailDataIdResolver.Resolve, AP-235's
unification seam) when a resolver is supplied — RetailUiRuntime.
MountCharacter wires one under the shared DatLock — falling back to
the hardcoded AttrRows/VitalRows column otherwise (tests, no dat).
gmAttributeUI::PostInit @0x0049DB70 read verbatim: attributes resolve
via category 0x10000002 (statId order 1,2,4,3,5,6, matching AttrRows'
authored display order exactly); vitals via category 0x10000003.
Live-DAT-verified: every hardcoded fallback value already matched the
resolved DID byte-exact (new InstalledDat pin
AttributeAndVitalIconDids_MatchTheRetailEnumMapperChain).
- RetailAppraisalNameResolver.ResolveHeritage's independent
re-implementation of the 2/5/13 heritage overrides deleted; it now
delegates straight to CharacterIdentityText.HeritageGroupDisplayName
(which already bakes in the same overrides) — one owner, byte-identical
behavior. AP-235's register row updated to reflect the single-owner fix
(the underlying hardcoded-vs-live-DAT mechanism divergence itself
stays open — out of CT5's scope).
Hand-built-vs-template ruling: rows stay HAND-BUILT rather than
converting to UiTemplateListBox instantiation. The hand-built path hits
every authored number byte-exact (proven by the CT1 InstalledDat pin
AttributeRowTemplate_IconIsFlushLeftTwentyPixels_NameAndValueAreFixedColumns),
while conversion would touch ~15 call sites (raise-button affordability,
footer State A/B, per-row tooltip, section bucketing, live-refresh,
selection-highlight) for a geometry-only slice — smaller-risk path per
the task's own judgment-call guidance.
Tests: CharacterStatControllerTests' sprite/UseSelectionBars assertions
corrected to the authored geometry; new InstalledDat pin for the icon-DID
chain. Full hermetic solution suite green (App/Core/Runtime/Headless/
Launcher/Content/etc., 0 failures) and the full InstalledDat lane green
(203 App.Tests pins, TowerAscentReplayTests' known Status=KnownFailure
case excluded per the acceptance filter).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Opus dual-lens review of ed652ed8 found 2 blockers + 5 should-fix. All applied.
BLOCKERS:
- Bind the luminance pair (0x100005C5/0x100005C6): caption "Luminance:"
(UTF-16, PE-byte-decoded from the gmStatManagementUI vftable-adjacent
data at @0x007c3dd4) and value "<available> / <maximum>" (narrow
"%s / %s" @0x007c3dcc) — both literals independently re-derived from the
raw acclient.exe bytes and confirmed byte-exact against the review's
claim. Numbers format through a new shared FormatXp helper
(.ToString("N0", InvariantCulture) — retail's ExperienceSystem::XPToString
equivalent), also now used by Total XP / XP-to-next-level (previously an
un-invariant bare "N0"). Hide path switched from Visible=false to
retail's own UIElement_Text::ClearAllText mechanism
(@0x004f0e31/@0x004f0e3c — empty LinesProvider, leave layout); each
LinesProvider re-reads data() on every draw, so no separate refresh call
is needed.
- CharacterIdentityText.StripLeadingArticle deleted: retail AppendText's
the resolved title VERBATIM (@0x004f0990); 26 real ACE CharacterTitle
entries begin with "The" and were being mangled. The dead
CharacterSheet.Race fallback is deleted alongside it — retail's
InqGenderHeritageDisplay creature-type argument is a hardcoded literal 0
(@0x004f08db), no producer exists.
SHOULD-FIX:
- PK line re-sourced: classifies off the live ClientObject.PublicWeenieBitfield
PWD bits (0x20 IsPK / 0x02000000 IsPKLite — ACCWeenieObject::IsPK/IsPKLite
@0x0058c8b0/@0x0058c8a0) instead of a bitwise test against raw
PropertyInt 134, which carries ACE's own PlayerKillerStatus enum bit
layout, not the PWD layout. PropertyInt 134 already drives the correct
bits via the existing PlayerKillerStatusBitfield.Apply; this is a
re-source, not new wiring. Deleted the 0x4|0x8 combined-flag test case,
which asserted a non-retail answer.
- Register AP-109 row: restores CT3's Titles-page narrowing paragraph
(CT4's edit had compressed it to a bare pointer phrase), corrects the
rank-prefix source to PropertyInt 0x1E (AllegianceRank) read live off
the qualities bundle — not RuntimeAllegianceState, which is a different
UI's (SocialAllegiancePageController) own documented substitute —
corrects the title-table size from an estimated 22 functions/~200
strings to the actual 17 functions/~170 strings (AllegianceSystem::GetTitle's
dispatch switch read directly), and downgrades the evidence claim.
Filed AP-235 for the gender/heritage hardcoded-table-vs-live-EnumMapper
mechanism divergence, pointing at the ALREADY-EXISTING
RetailDataIdResolver.Resolve helper as CT5's unification seam.
- CharacterPanelLiveDatTests.HeaderElements_AuthorExpectedFontsAndColors
extended with the luminance pair's own occurrence-count + font/color
pins, matching every other header id's pattern.
Also landed: an InstalledDat pin
(GenderHeritageDisplayNameTables_MatchTheRetailEnumMapperChain) proving
CharacterIdentityText.GenderDisplayName/HeritageGroupDisplayName match the
live retail EnumMapper chain (master map category 1 ->
ClientEnumToID[0x10000001]/[0x10000002] -> EnumMapper DIDs
0x2200000A/0x2200000B) byte-exact, including the two entries the review
flagged as unverified guesses (10 "Penumbraen", 12 "Olthoi" — both
correct). CharacterSheetProvider.BuildSheet's level read switched from a
GetInt+ContainsKey double lookup to one TryGetValue. Plan ledger's
test-provenance sentence corrected (Bind_HeaderElements_... predates CT4,
extended to cover PkStatusId).
Tests: CharacterStatControllerTests (verbatim title incl. "The Noob",
luminance content/gate, luminance text binding, extended
Bind_HeaderElements_... covering PkStatusId), CharacterSheetProviderTests
(PK status driven through ClientObjectTable.UpdateIntProperty instead of
a raw property write), CharacterPanelLiveDatTests (luminance pin, gender/
heritage EnumMapper pin). Full hermetic solution suite green under Release
(0 failures, 15 projects); InstalledDat pins green (197/197, excluding one
confirmed pre-existing unrelated failure — TowerAscentReplayTests, verified
to fail identically with these changes stashed out).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Retires the rest of AP-109's UI half: the character panel's Name/Heritage/
PkStatus/Level header identity block is now live and DAT-faithful on both
Attributes and Skills pages (verified: CharacterStatController.Bind already
scopes Label/LabelAuthoredColor to the ONE physically-visible page container,
so both tabs share the same bound widgets).
- Name/Heritage/PkStatus/Level switch from hand-picked Body/Gold runtime
colors to the widget's own authored DefaultColor (LabelAuthoredColor) —
CT1's live-DAT pin (HeaderElements_AuthorExpectedFontsAndColors) confirmed
all four already carry the correct FontColor (white/white/white/pale-gold
with Outline); the former "runtime color, dat carries none" comment was
false.
- PkStatus resolves through StringTable 0x23000001 by key
(ID_StatManagement_Header_PKStatus_PK/_PKL/_NPK) with a bitwise
IsPK/IsPKLite test (gmStatManagementUI::UpdatePKStatus @0x004F00A0) instead
of the prior exact-equality switch, which silently dropped combined-flag
PlayerKillerStatus values. Live-DAT-verified strings: "Player Killer" /
"Player Killer Lite" / "Non-Player Killer" (new InstalledDat pin
PkStatusKeys_ResolveExpectedAuthoredStrings).
- Level shows "%d"-formatted InqInt(0x19) or the PE-recovered literal "???"
when absent (CharacterSheet.Level is now int?).
- Heritage line appends CT2/CT3's resolved RuntimeCharacterTitleState
display title through CharacterTitleResolver, refreshing live on both
TableReplaced (0x0029) and DisplayTitleChanged (0x002B) —
CharacterSheetProvider's ChangeBinding now subscribes to both.
- Name-line ruling: ships the PLAIN-NAME case only. Retail's allegiance
rank-title prefix (AllegianceData::GetFullName @0x005B6950 ->
AllegianceSystem::GetTitle @0x005B8DD0) needs a ~200-string, 22-function
heritage x gender table (verbatim decomp literals, e.g.
GetAluvianMaleTitle @0x005B7BC0's Yeoman/Baronet/.../High King) judged out
of reasonable size for this slice. RuntimeAllegianceState already carries
the local player's own rank; only the string table is missing. Registered,
not silently omitted.
- Luminance pair (0x100005C5/0x100005C6): CharacterSheet.AvailableLuminance/
MaximumLuminance (PropertyInt64 6/7) already flow generically through both
the PlayerDescription snapshot and the live 0x02CF private-update parsers
(no wiring gap). The retail show/hide gate (Level >= 200 &&
MaximumLuminance != 0, UpdateExperience @0x004F0A70) is wired and toggles
Visible on both elements every sheet refresh; the exact caption/value text
could not be recovered this slice (retail's SetText source resolves
through a Binary-Ninja-mislabeled data pointer, not a StringTable key — a
DAT string-table sweep found no match), so content stays unbound rather
than guessed.
- AP-109 narrowed accordingly (register row amended in the same commit).
Tests: CharacterStatControllerTests (heritage composition + live title
update, name stays plain, level int/"???" with authored — not constant —
color across 3 cases, PK line shows resolved text in authored color across
3 statuses, luminance visibility across 5 level/luminance combinations) and
CharacterSheetProviderTests (PK key-by-status resolution including a
combined-flag case, no-resolver leaves PkStatus null, Level null-vs-present,
title resolution + live refresh on both title events + unsubscribe-on-
dispose, luminance Int64 read-through). Full hermetic solution suite green
under Release (0 failures across all 14 test projects); InstalledDat pins
green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Opus dual-lens review of CT3 (03e073b7) found 1 BLOCKER + 2 SHOULD-FIX + notes.
BLOCKER: CharacterTitlesController never ported Refresh @0x0049abc0's own
SetSelectedItem(nullptr, 1) (@0x0049ac5a) — retail clears the current
title selection UNCONDITIONALLY on every Refresh() call, regardless of
whether the previously-selected id is still earned. OnTableReplaced
(0x0029) and OnDisplayTitleChanged (the display half of 0x002B) are
retail's two Refresh() call sites, so both now clear _selectedTitleId
before rebuilding/re-highlighting. OnTitleAdded (0x002B's add half) is a
DIFFERENT retail method — RecvNotice_AddCharacterTitle @0x0049a990 splices
one row without ever touching m_pSelectedItem — so it deliberately still
preserves selection. Net effect: after the user sets a display title and
ACE echoes 0x002B, the previously-highlighted row now goes dark and the
Set-as-Display button re-ghosts, matching retail; earning a new title
while a row is selected still leaves that selection alone.
SHOULD-FIX: ported AddTitleToList @0x0049A840's early-outs
(@0x0049a873/@0x0049a914) — an id of 0, or an id CharacterTitleResolver
fails to resolve, now produces NO row at all. The "Unknown" fallback
literal belongs only to the display-title text (Refresh @0x0049abc0's
other half), never a row — this was previously ported backwards.
SHOULD-FIX: rows and the display text now use their UiText's own authored
DefaultColor instead of a hardcoded Vector4.One, and each LinesProvider
now returns a cached UiText.Line[] built once per text change instead of
allocating a fresh array literal every draw call (pattern:
CharacterCreationSkillsPage.cs:829).
Notes (all ruled in): corrected two CharacterStatController comments that
falsely claimed the Titles page authors its own copies of the raise
buttons (verified against the fixture — it does not; the hide loop that
comment guarded is a defensive no-op given Visible's draw/click cascade,
kept only for the contentPage-not-found fallback); switched the row sort
from List.Sort to a stable OrderBy/ThenBy (ties broken by title id) so
equal-text rows keep retail's insert-after-equals order; wrapped the
title-resolver delegate in RetailUiRuntime.MountCharacter with the same
DatLock the row-template resolver already takes (DatCollection is
documented not thread-safe); set the list box's authored 24px row height
so wheel/line scroll lands row-aligned; kept the bind-time display-text
refresh with a comment explaining why the pre-notice "Unknown" frame is
unreachable in live play (ACE always sends 0x0029 before this panel can
open).
Tests: inverted TableReplaced_SelectedTitleStillEarned_KeepsSelectionHighlighted
into TableReplaced_ClearsSelection_EvenWhenTheSelectedIdIsStillEarned (cites
@0x0049ac5a), added its DisplayTitleChanged twin, and added
TitleAdded_PreservesSelection (the case most at risk from the blocker fix).
Inverted Rows_UnresolvedTitle_ShowsRetailUnknownLiteral into
Rows_UnresolvedTitle_ProducesNoRow (cites @0x0049a873/@0x0049a914) and added
Rows_TitleIdZero_ProducesNoRow for the other early-out. Extended
ClickingSetDisplay_..._AndMutatesNothingLocally to assert the row set and
selection are untouched by the click. Added
Fixture_PageCaptions_ResolveToNonEmptyText, which rebuilds the committed
character_2100002E.json fixture with a stub string resolver to pin this
class's own claim that the two page captions (0x1000052E/0x10000531) carry
a resolvable authored StringInfo.
Verified pre-existing/unrelated: the full hermetic suite run surfaced 2
failures in AcDream.App.Tests (LiveEntityNetworkBranchRoutingTests IL-shape
assertion, GameWindowRenderLeafCompositionTests IL-shape assertion) that
also fail with these five files stashed back to their pre-fix-round state —
confirmed unrelated to this change.
Build green. CharacterTitlesControllerTests: 24/24 (was 21, +3 net after
one invert-and-split and two new facts). Full hermetic solution suite
(Lane!=InstalledDat/PreparedPackage/Live/Manual/Timing/Windows/Linux/
SystemFont, Purpose!=Diagnostic, Status!=KnownFailure): only the two
pre-existing IL-shape failures above; every other project green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Titles tab (AP-109's known-inert gap) now switches to a real page and
CharacterTitlesController binds it entirely through UiTemplateListBox/
UiScrollbar/UiButton — zero bespoke widgets, matching every other
social/options row-list page in this codebase.
Retail anchors: gmCharacterTitleUI::PostInit @0x0049A610; AddTitleToList
@0x0049A840 + FindSortedInsertPosition @0x0049A760 (rows sorted by
resolved display text — this port rebuilds the full sorted set on every
change rather than a positional splice, since UiTemplateListBox has no
insert-at-index primitive and no other consumer needs one either);
InfoRegion::SetState(selected?6:1) (row Highlight/DirectState swap, the
same mechanism CT1's SEALED VERDICT confirmed for the stat rows);
UpdateButtons @0x0049A500 CORRECTED direction (Ghosted unless a row is
selected whose id differs from the current display title — no selection
IS the Ghosted case); Refresh @0x0049abc0 (display-title text, including
the hardcoded "Unknown" fallback, refreshed on both TableReplaced and
DisplayTitleChanged per CT2's review anchor 1); Event_SetDisplayCharacterTitle
@0x006a5720 (wire-only TitleSet 0x002C send, no local mutation).
CharacterStatController.Bind now three-way switches Attributes/Skills/
Titles — Titles is a genuinely separate, non-duplicated page container
(CT1 ground truth §3), unlike Attributes/Skills which share one mounted
page and only rebind content.
The two page captions (0x1000052E/0x10000531) are left untouched:
LayoutImporter.BuildText already resolves every element's authored
StringInfo caption at import time, so no controller-side string lookup
was added.
New IGameRuntimeCommands.SetTitle seam on DeferredGameRuntimeStateCommands
(InteractionUiRuntimeSources.cs) mirrors the existing Advance() shape.
CharacterRuntimeBindings gains Titles/TitleResolver/SendSetTitle;
CharacterTitleResolver (CT2) is constructed once at composition time and
its .Resolve method group is passed to the controller as a delegate
(not the concrete DAT-backed type) so the controller stays hermetically
testable without a live IDatReaderWriter.
Tests (tests/AcDream.App.Tests/UI/Layout/CharacterTitlesControllerTests.cs):
binding-seam coverage against the REAL committed character_2100002E.json
fixture (verified this session to already carry the Titles page subtree,
including the ListBox's own authored TemplateList=[(0x2100005E,
0x10000536)] entry — RowTemplateResolver_ReceivesTheFixturesOwnAuthoredTemplateIds
proves the controller reads that authored pair, not a hardcoded one); a
hand-authored ElementInfo standing in only for the row template itself
(a separate LayoutDesc with no committed fixture yet — CT1 was a live-DAT
probe only); sorted-row order, Unknown fallback, row selection/highlight,
the ghost truth table (no selection / selected==display / selected!=
display), click-sends-exactly-one-SetTitle-and-mutates-nothing,
click-while-ghosted-sends-nothing, TableReplaced rebuild (including
selection survival when the id is still earned), TitleAdded single-row
growth, DisplayTitleChanged text+ghost refresh, and Dispose
unsubscription. CharacterStatControllerTests updated for the Titles tab
no longer being ClickThrough, plus a new tab-switch visibility test.
Register: amends AP-109 (docs/architecture/retail-divergence-register.md)
to record the Titles-page half as LIVE; the header identity block and
luminance fields remain open for CT4.
Suites: full solution 15,405 tests / 0 skips (App 6,130) green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Owner report (2026-08-24): our scrollbar arrows pointed the wrong way,
the thumb vanished when there was nothing to scroll, and neither the
thumb nor the arrow buttons reacted to hover/press.
All three are one retail mechanism we had not ported:
1. Seating: UIElement_Scrollbar::UpdateScrollingArea @0x00470AA0 moves
the INCREMENT designee (attribute 0x77) to the top/left corner and
the DECREMENT designee (0x78) to the bottom/right, ignoring authored
positions. The vertical base skin (0x10000455 in layout 0x2100003E)
authors the DOWN-arrow decrement at Y=0 and the UP-arrow increment
at Y=32 (live-DAT probed; sprite art visually verified from decoded
PNGs), so our authored-Y ordering drew both arrows upside down.
DatWidgetFactory now seats by designation; the hand-wired sites
(CharacterStatController, ExternalContainerController, the
Config/Vendor menu chrome) share the new RetailScrollbarChrome
catalog instead of local constants.
2. Full-track thumb: UpdateLayout @0x004710d0 sizes the thumb from
proportion attribute 0x88, which DEFAULTS to 1.0 — a content-fits
bar shows a thumb filling the whole track; disabled only removes
input and the page regions. Our draw skipped the thumb entirely on
!HasOverflow.
3. States: every arrow button and thumb slice authors Normal (red gem /
dark navy), Normal_rollover (amber gem / bright blue) and
Normal_pressed (gold highlight / dark) media. The widget now tracks
thumb hover and selects rollover media on hover and pressed media
while dragging; the factory extracts the thumb-state media for both
the 3-slice and single-sprite thumb shapes.
ScrollbarSkinLiveDatTests pins the designations and state media against
the installed DAT so a revision or importer regression fails loudly.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Two defects the owner found at the CA5 drive, one shared theme: the data
was right and the presentation seam was dead.
#430 (tooltips): the TS-85 Batch-B port set runtime TooltipText on the
runtime-built attribute/vital/skill rows but never gave them a popup
locator, and RetailTooltipPresenter.OnTooltipShow refuses any widget with
AuthoredTooltipRootElementId == 0 — the tooltip could never mount, on any
row, ever. (The register's 'live-verified on the Character tab' was the
OPTIONS panel's Character tab — authored elements with authored locators;
a different surface.) Rows now carry the shared popup skin
0x10000395/0x21000041 — live-DAT probed as the ONLY locator pair the
character layout references, and the same inference UiItemSlot already
ships for runtime-built widgets. TS-85's row carries the dated correction.
#440 (train row stuck): training a skill debited credits on screen but
left the row in the untrained section until the NEXT click — because the
sheet-changed subscription only refreshed the captured sheet, and row
STRUCTURE rebuilt exclusively in click handlers (the raise 'completed'
callback runs after SEND, before the server answers; the owner's second
click was simply the first rebuild after the record landed, and ACE's
rejection of that second train — 'Failed to train', no credit change —
matches the owner's report exactly). The same gap kept CA4's
awaiting-ghost from visually releasing. CharacterStatController.Bind now
returns the data-changed refresh and MountCharacter invokes it on every
authoritative sheet change, mirroring retail's quality-change broadcast
(InfoRegion::OnQualityChanged @ 0x004F0EB0).
Pinned by DataChangedRefresh_MovesATrainedSkillToItsSection_WithoutAClick
and Rows_CarryTheSharedTooltipPopupLocatorAndDescriptionText. Owner
visual re-check owed next session (hover-dwell a row; train a skill and
watch it move immediately). Full hermetic suite 15,329 passed / 0 failed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Retail sends a raise and WAITS: one request in flight, the raise
controls ghost, and displayed state changes only when the authoritative
quality-change record lands (gmStatManagementUI @ 0x004F03F0 family,
pinned in docs/research/2026-07-10-retail-panel-behavior-pseudocode.md
§5, whose own conclusion names ApplyLocalRaise as the thing to remove).
The optimistic layer predates the inbound parsers — it existed so the
panel showed anything at all — and with CA2 delivering server truth it
became strictly harmful: against ACE, a wrong TrainSkill cost fails
SILENTLY, so the optimistic promote-and-debit could show a trained
skill the server refused with nothing to ever correct it.
Deleted: CharacterSheetProvider.ApplyLocalRaise + both spend helpers,
and LocalPlayerState's six optimistic mutators (ApplyAttributeRaise,
ApplyVitalRaise, ApplySkillRaise, ApplySkillTraining, DebitIntProperty,
DebitInt64Property) with their tests. Added: the one-in-flight latch in
HandleRaiseRequest, CharacterSheet.AwaitingRaise ghosting all raise
controls, and gate release on every authoritative quality signal
(attribute/character/player-property events unconditionally; vital
events only release-and-refresh while a raise is in flight, so regen
ticks stay out of the sheet-rebuild path). Panel unmount resets the
gate — retail's awaiting flag lives on the panel instance.
AP-73 NARROWS rather than retires: retail's release on a rejection that
produces NO quality change is statically unverifiable, and ACE sends
chat-only (Raise*) or nothing (RaiseSkill/TrainSkill) on failure; until
the CA5 live check, a silently-rejected request leaves the controls
ghosted until panel reopen — recorded with its observable symptom.
Also verified for CA4: the train button sends the DAT-exact TrainedCost
(ACE's silent exact-match rule), and there is correctly NO panel
specialize send — retail/ACE specialize only via the SkillAlterationDevice
item-use + confirmation round-trip, whose client seams
(SendConfirmationResponse 0x0275, the 0x028B WeenieErrorWithString chat
routing) already exist. Provider tests now pin the retail contract:
send-without-mutation, one-in-flight, release-on-record, release-on-
unmount, and the regen-tick rebuild guard. Full hermetic suite 15,327
passed / 0 failed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Run 170's Windows gate went red on 37 tests across four assemblies while the
same commit passed 14,370/0 locally. The failures were all one family:
Expected: "You have 1 500p" <- built with the machine's culture
Actual: "You have 1,500p" <- production, correctly invariant
The runner is Swedish; this dev box is not. These tests had been passing on CI
only because that machine's registry locale had been pinned by hand — machine
state, which came undone (almost certainly the reboot after today's hang).
Re-pinning it would be a workaround on one machine for a defect in the repo,
so this fixes the repo instead.
Two genuinely different bugs were hiding in that one symptom.
1. TESTS that build an expected string with the ambient culture and compare it
to invariant production output, and test-side recording sinks whose traces
are compared against literal golden strings. Those only ever passed on a
machine that happens to format like the invariant culture. Pinned to
InvariantCulture: the vendor purse/cost expectations, and the motion-funnel,
animation-sequencer, framebuffer-resize, resource-slot, and runtime-attack
trace sinks.
2. PRODUCTION that formats player-visible retail text with the ambient culture.
This one matters beyond CI: retail is a US client, so it shows "2.50",
"1,500p" and "(-20)" to everyone. On a Swedish machine acdream was showing
"2,50", "1 500p" and "(-20)" with U+2212 MINUS SIGN — the audience for this
alpha is literally Swedish. Converted 76 sites to InvariantCulture across the
item/creature appraisal formatters, the character stat panel's buff and vitae
parentheticals, the appraisal and link-status controllers, the chat
/framerate and /location output, the camera sensitivity toast, the
time-override toast, the F3 dump, the sky diagnostics, and the world-frame
invariant-failure message.
DATES are deliberately left on the current culture (CharacterController's
birth/login stamp, RuntimeHouseState's purchase expiry). Retail has no answer
for a non-US player's date format, and forcing "08/19/2026 7:00:00 PM" on
them is a UX decision, not a retail-fidelity one.
Apparatus, so the next occurrence is reproducible instead of mysterious:
tests/TestCultureInitializer.cs adds an opt-in ACDREAM_TEST_CULTURE knob to
every test assembly, linked in through a new tests/Directory.Build.props.
Unset — what CI and everyone runs — it changes nothing.
ACDREAM_TEST_CULTURE=sv-SE dotnet test ...
reproduced all 37 CI failures on this machine plus 6 more the runner's own
locale does not surface (the Unicode-minus family), and drove the fix.
Verified both ways on the full solution under the release-gate filter:
default culture 14,370 passed / 0 failed, and ACDREAM_TEST_CULTURE=sv-SE
14,370 passed / 0 failed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
TS-85 remainder batch (hover/UI overnight round, batch B). Audit found
three of the four listed spellcasting SetTooltip sites (endowment icon,
favorite, submenu) were already correct via UiCatalogSlot's pre-existing
Label-driven GetTooltipText; only the cast button (UiButton, no tooltip
wiring at all) was a real gap. Ports the verified literal states
("Select a spell to cast" / "You have no spells ready to cast" / the
full endowment-item USE-the-%s branch) plus a documented, narrower
fallback (spell name only) for the one sub-branch whose exact wording
sits behind a genuine gmNoticeHandler vtable-slot collision in the
pseudo-C dump rather than the unlabeled-string-pool class the rest of
this batch recovered.
Character panel: new UiClickablePanel.TooltipText seam (same pattern as
UiButton.TooltipText) carries the six hardcoded attribute descriptions
and three pair-shared vitals descriptions (byte-decoded from the retail
string pool) plus skill tooltips composed from the already-DAT-parsed
SkillBase.Description/.Formula — no hand-transcription needed for the
~30+ skill strings. The formula-to-text algorithm itself
(SkillSystem::InqSkillFormula) was recovered by byte-decoding six short
fragments Binary Ninja left completely unlabeled between two
gmSpellcastingUI vtable declarations.
Live-verified against the local ACE server: 34 real skills' composed
tooltips and both reachable cast-button states captured via a temporary
probe (stripped before this commit). Full solution suite green
(14,647 tests, 0 failures) both before and after the probe strip.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Retail CACQualities::EnchantAttribute (0x00594570), EnchantAttribute2nd
(0x00594670, already ported for #6), and EnchantSkill (0x005947b0) are the
three enchantment-composition functions the Character window's Attributes
and Skills tabs depend on. Primary attributes never reference the vitae
singleton in retail (only Attribute2nd/Skill do) — confirmed directly from
the decompiled function bodies, not assumed.
EnchantmentMath.GetMod gains requiredType/includeVitae parameters (default
to the prior behavior) so a numeric StatMod key collision across domains
(e.g. key=1 is both Strength and MaxHealth) can't leak a buff into the
wrong computation. Spellbook.GetAttributeMod/GetSkillMod and
LocalPlayerState.GetEffectiveAttribute/GetEffectiveSkill/
GetSkillVitaeModifier wire the retail chain through to the panel.
CharacterSheetProvider now reports the effective value as the main number
and CharacterSkill.CurrentLevel is no longer an alias of BaseLevel (this
also activates the previously-dead SkillValueColor buffed/debuffed row
coloring). CharacterStatController's footer-title parenthetical is cited
from gmAttributeUI::DisplaySelectionFooter_Attribute (0x0049d280) and
gmSkillUI::DisplaySelectionFooter_Trained (0x0049b860) +
SkillInfoRegion::GetVitaeModifier (0x004f0fa0): skills show up to two
segments (vitae's own contribution, then the buff-only residual), while
vitae-immune attributes show at most one; no parenthetical when the delta
is zero. The panel now refreshes on Spellbook.EnchantmentsChanged, not only
raw property/attribute updates.
Core goldens cover the user-reported 33% vitae example (303->203, "(-100)"
exactly), buff+vitae composition, and the attribute vitae-immunity finding.
Provider/controller tests cover the full row-click -> footer-title path and
live refresh. Full solution suite passes with zero failures.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Replace the character window's synthesized tab sprites, labels, colors, and hit panels with the same DAT-authored Open/Closed state path used by Spellbook/Components. Preserve controller-owned page selection while letting UIElement state propagation own tab chrome and typography.
Co-authored-by: OpenAI Codex <codex@openai.com>
Parse retail PrivateUpdatePropertyInt64 and route authoritative Total/Available Experience through both local-player projections so Attributes, the level meter, and Skills refresh together. Preserve the existing retail XP curve and right-align the Total XP value.
Close the user-confirmed item-give gate for #216 and record the named-retail/ACE/holtburger conformance evidence.
Co-Authored-By: Codex <noreply@openai.com>
Route untrained-skill promotion through DialogFactory with retail's exact prompt and stored skill/credit properties. Defer the character-sheet refresh until accept or reject completes while leaving trained-skill XP raises immediate.
Co-Authored-By: Codex <codex@openai.com>
Lands the codex-worktree D.2b stream plus the extraction the 2026-07-02
UI architecture review mandated before commit:
- ItemInteractionController: single owner of double-click use/equip/
container-open, targeted-use mode (health kits), drag-out drop;
toolbar shortcut drags don't drop the real item. ItemEquipRules for
multi-slot (coat) coverage via equip masks.
- Cursor phase: CursorFeedbackController (semantic priority chain:
drag > resize > window-move > target-mode > text) + RetailCursorCatalog
(enums 0x27/0x28/0x29, hotspot 14,14; ClientUISystem::UpdateCursorState
0x00564630) resolved through the portal EnumIDMap chain by
RetailCursorResolver; RetailCursorManager applies dat cursor art to the
OS cursor. Register row AP-72 covers the OS standard-cursor fallback.
- Character window goes live: CharacterSheetProvider owns sheet assembly,
XP-curve/raise-cost math and the raise flow — extracted out of
GameWindow per Code Structure Rule 1 instead of committing the ~430-line
feature body there. Optimistic XP/credit debits go through eventful
store APIs (new ClientObjectTable.UpdateInt64Property +
LocalPlayerState.DebitIntProperty/DebitInt64Property) instead of raw
property-dictionary writes; register row AP-73 covers the still-missing
raise ledger (#163).
- RetailWindowFrame: the shared nine-slice window mount recipe; the
character window uses it, remaining windows migrate via #164.
- Status-bar buttons toggle inventory/character windows; retail row-major
backpack ordering; WorldSession.SendUseWithTarget + raise/train sends.
GameWindow shrinks 14,214 -> 13,877 lines despite the new features; the
sheet/raise logic is unit-tested in CharacterSheetProviderTests instead
of trapped in the god object. Build green; full suite 3,286 tests pass.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Item 1 — XP-next label left-alignment: the "XP for next level:" label (child of the
XP meter) was not left-aligned with the "Total Experience (XP):" caption above it.
Fixed by computing the meter's x-offset at bind time and setting xpLabel.Left =
TotalXpLabel.Left - meter.Left, plus Centered=false/RightAligned=false.
Item 2 — icon size / row height: attribute-row icons reduced from 24px → 16px,
row height from 30px → 22px. The 9 rows are now compact and tightly packed matching
the retail reference (2026-06-26). Row font (18px dat) still fits the 22px row.
Item 3 — selection bar: UiClickablePanel gains UseSelectionBars (default false) and
SelectionBarHeight (default 3px). When UseSelectionBars=true and BackgroundSprite is
set, OnDraw draws the sprite as a thin horizontal bar at the TOP edge (y=0) and BOTTOM
edge (y=H-barH) of the row — full panel width, no left/right end-caps, UV-tiled
horizontally (u1=Width/nativeW). Falls back to the base UiPanel fill (BackgroundColor
or full-stretch sprite) when UseSelectionBars=false. AddRow sets UseSelectionBars=true
on all attribute/vital rows so the selection highlight shows as retail-style bars.
Sprite 0x06001397 is 300×32 px; at 3px bar height the UV crop shows the sprite's
top 3px (top bar) and bottom 3px (bottom bar). Temp pre-select for screenshot
verification was added then removed before this commit.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
LayoutImporter.BuildWidget gains a UiMeter-specific branch after the
ConsumesDatChildren gate: Type-3 slice containers (already consumed by
DatWidgetFactory.BuildMeter to extract sprite ids) are skipped, but all
other children (Type-12 UIElement_Text overlays) are built normally,
registered in byId, and attached as UiElement children of the meter.
This fixes the XP meter (0x10000236): its two Type-12 children
0x10000237 "XP for next level:" label
0x10000238 XP-to-next-level value
are now real UiText widgets in the tree, findable via FindElement.
CharacterStatController.Bind now uses FindElement + LinesProvider binding
instead of injecting runtime AddChild nodes. The two previously-injected
UiText overlays are removed; the controller binds Padding=0, ClickThrough,
RightAligned on the dat-origin widgets instead.
New constants XpNextLabelId + XpNextValueId replace the old comment block.
TAB GROUPS (SKIPPED — documented): UiText.ConsumesDatChildren flipping is
NOT safe globally (risks chat/vitals) and the page-visibility pass in
CharacterStatController depends on tab group Children.Count==0. Tab sprite
injection onto layout.Root stays and is explicitly commented as deliberate.
VITALS SAFE: health/stamina/mana meters have only Type-3 children → new
loop finds nothing → zero UiElement children added → byte-identical render.
VitalsController.BindMeter AddChild(number) pattern unchanged.
Tests: 3 new LayoutImporterTests (slice-only, Fix-5 text children,
vitals regression guard) + 3 CharacterStatControllerTests (label bound,
value bound, missing children no-throw). 715 tests pass.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Investigation (2026-06-26): the character footer three sibling groups (0x10000240/241/247)
all carry DefaultState=0x10000011 (StatManagement_Footer_Default) — the dat does NOT
differentiate them by visibility. Parent 0x1000022F has States {Default, Text, Meter}
with PassToChildren=true, but each child group registers all three states with
IncorporationFlags=None and Media=0, so state-propagation produces no visual change
on any group. Retail gmStatManagementUI uses hardcoded element-id dispatch for
0x10000240/241/247 — the groups are never hidden/shown via the dat state mechanism
(decomp gmStatManagementUI::GetFooterTitleLabel @0x004f0170).
Tab-page containers (0x1000022B/22C/10000539) have DefaultState=Undef — no visibility
encoding. Tab visibility is managed purely at runtime by gmTabUI.
IncorporationFlags (DatReaderWriter): {None, PassToChildren, X, Y, Width, Height,
ZLevel} — no Visible flag. The importer cannot set initial Group visibility from
the dat; the controller is the correct and only place. CharacterStatController
HideAllById footer pass and ContainsWidget page-visibility walk are retail-faithful
and must be kept.
No logic changes — comment-only documentation. Build green, 710 App tests green.
Studio screenshots: character footer shows State-A by default with no overlap;
vitals and toolbar unchanged.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
DatWidgetFactory.Create now accepts an optional fontResolve: Func<uint,UiDatFont?>
parameter. When supplied and the element has a non-zero FontDid, the element
receives its own dat font instead of the shared global datFont fallback.
Null = original single-font behavior (the live GameWindow path passes null —
provably unchanged). LayoutImporter.Build/BuildFromInfos/Import all thread
the optional resolver down to the factory.
RenderStack gains a lazy font cache (ConcurrentDictionary, pre-seeded with
VitalsDatFont + LargeDatFont) and a ResolveDatFont(uint) method. StudioWindow
wires stack.ResolveDatFont into LayoutSource so every studio import gets
per-element fonts. GameWindow import calls left passing null (follow-up todo).
CharacterStatController font-hack cleanup (diagnosed via one-shot console dump
then removed):
- Name (0x10000231): dat FontDid = 18px font — remove datFont override (null)
- Heritage/PkStatus: dat FontDid = 14px fonts — remove override
- LevelCaption: dat FontDid = 16px — remove override (same font, no visual change)
- Level (0x1000023B): dat FontDid = 36px (the big retail gold font) — was forced
to rowDatFont/LargeDatFont (18px); now drops to null so the dat 36px font drives
- TotalXpLabel/TotalXp: dat FontDid = 16px — remove override
- FooterTitle (0x1000024E): dat FontDid = 20px — remove datFont override
- KEEP: synthesized elements (XP meter overlays, 9 attribute rows, tab sprites)
still use datFont directly since they have no dat origin
All Label/LabelTwoLine/LabelLeft/LabelProvider helpers updated: null = keep
build-time dat font; non-null = controller explicit override (backward-compat).
8 new tests in DatWidgetFactoryFontResolveTests:
- null resolver → DatFont == global datFont
- FontDid=0 → resolver not called
- resolver returns null → fallback to global datFont
- resolver called with element's FontDid
- controller DatFont override wins after build
- LayoutImporter.Build threads fontResolve to factory
- meter element fires resolver for non-zero FontDid
- BuildFromInfos without fontResolve param = original behavior
Build + all 710 App tests green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
LayoutImporter.ReadState now reads Properties 0x1B (ColorBaseProperty, ARGB bytes) and stores the normalized Vector4 in ElementInfo.FontColor (nullable). ElementReader.Merge propagates it with the same non-null-derived-wins rule as FontDid and HJustify. DatWidgetFactory.BuildText seeds UiText.DefaultColor from FontColor when present.
Diagnosis for LayoutDesc 0x2100002E: ALL 12 header and footer text elements carry NO dat color. Every color is runtime set by CharacterStatController. Comments added at each callsite. No hardcoded colors deleted.
Tests added: 3 ElementReader FontColor Merge + 3 DatWidgetFactory DefaultColor. 702 passed, 0 failed. Screenshots: character window, vitals, toolbar all unchanged.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
LayoutImporter.ReadState now reads Properties[0x14] (HorizontalJustification,
EnumBaseProperty: 0=Left, 1=Center, 3/5=Right) and Properties[0x15]
(VerticalJustification: 2=Top, 4=Bottom; else Center) into two new ElementInfo
fields HJustify/VJustify. Merge propagates them with the same non-default-wins
rule used for FontDid.
DatWidgetFactory.BuildText applies the resolved justify at build time:
HJustify=Center sets Centered=true, HJustify=Right sets RightAligned=true,
VJustify=Top/Bottom sets VerticalJustify. Controllers that FindElement and set
those properties afterward continue to override - backward-compat preserved.
UiText gains VerticalJustify (Top/Center/Bottom, default Center). The Centered
and RightAligned single-line paths call UiText.VOffset() for the Y coordinate,
so VJustify.Top renders text at y=Padding rather than the fixed (H-lh)/2 center.
CharacterStatController: footer title (0x1000024E, H=55 dat box) previously
used Height=18 + Anchors=None to prevent center-vertical overlap with line-1/2.
Diagnostic confirmed dat says HJustify=Center, VJustify=Center. The hack is
replaced with one minimal explicit override: VerticalJustify=Top on the
already-Centered element. Text now renders at top of the 55px box natively.
Centered=false and RightAligned=false hand-sets removed where dat supplies them.
Dat justify values (studio diagnostic, 2026-06-26):
0x1000024E footer title: HJustify=Center, VJustify=Center
0x10000235/0x10000243/0x10000245 value fields: HJustify=Right
header name/heritage/pk/level: HJustify=Center
+13 tests: ElementReader Merge propagation; DatWidgetFactory BuildText
justify application + controller-override backward-compat; UiText VOffset.
696 passed, 0 failed.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Retail's m_pLevelText (0x1000023B) element is a plain UIElement_Text, not a
sprite-digit widget — the "large gold" appearance comes from the dat font
size on that specific element. Since 0x40000001 (18px) is the largest font
confirmed in client_portal.dat and there is no per-element font override in
our LayoutImporter, use rowDatFont (18px) for the level value so it fills
more of the 65×50 element and approaches the retail appearance.
Investigation: namedretail grep gmStatManagementUI + UpdateCharacterInfo
(0x004f0770) confirmed Type-12 UIElement_Text + SetText(L"%d"). No NumberSprite
or DigitSprite widget type exists in retail — the diff is purely font size.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Replaces the translucent-gold BackgroundColor tint with sprite 0x06001397
(Button state 6 — the retail dark horizontal bars) for the selected-row
background. When spriteResolve is provided to Bind(), clicking a row now
applies BackgroundSprite=0x06001397 + SpriteResolve on that row and clears
it on all others. Falls back to HighlightBg tint when no resolver is passed
(tests, or contexts without GL).
UiPanel.BackgroundSprite / SpriteResolve added so any panel can host a
sprite background in place of the solid BackgroundColor rect. HandleRowClick
updated to accept spriteResolve and apply the sprite or tint branch
depending on availability. Two new tests verify the sprite / deselect paths.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- RowHeight reduced 44→30px to pack the 9 rows tighter, matching retail's denser list
- Attribute row name/value text now uses Font 0x40000001 (MaxCharHeight=18px) instead of
the default 0x40000000 (16px); both fonts are in client_portal.dat (confirmed 2026-06-26)
- RenderStack gains LargeDatFont field; RenderBootstrap.Create loads both fonts
- FixtureProvider passes LargeDatFont as rowDatFont to CharacterStatController.Bind
- CharacterStatController.Bind gains rowDatFont? parameter (falls back to datFont);
passed to BuildAttributeRows so row UiText elements use the larger font
- Full solution tests green (681/683 App + 1579/1581 Core + 343 Net + 425 UI)
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Name label color changed from gold to white (retail "Horan" is white; 2026-06-26 ref)
- Level caption now provides 2 lines ("Character" / "Level") so neither truncates in the 65px element
- "Total Experience (XP):" caption (TotalXpLabelId 0x10000234) now visible; fixed Padding=0 on
LabelLeft so the dat-font line is not clipped by the bottom-pin scroll math in small-height elements
- "XP for next level:" caption + value injected as UiText children ON the UiMeter (0x10000236);
the meter's ConsumesDatChildren=true only gates the importer — AddChild at runtime works fine;
framework draws children after OnDraw so the text overlays the red bar faithfully
- Selected footer title (State B) renders WHITE per retail spec; State A title stays body/parchment
- Maxed attribute (raise cost = 0) shows "Infinity!" in Experience To Raise line per retail spec
- 5 new tests; 1 existing LevelCaption test updated to expect 2 lines; 681/683 pass (full suite green)
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
A position dump (the apparatus, after 5 speculative passes) showed the footer title element is H=55
(the whole footer box) in the dat; centering "Select an Attribute to Improve" in it landed the text
dead-center (~y572), painting over "Skill Credits Available:" (y565) and "Unassigned Experience:"
(y582). Constrain the title to a thin line (H=18) at the footer top + drop its anchors so the
per-frame stretch doesn't re-grow it. All three State-A lines now read cleanly. Diagnosed from data,
not guessing — exactly the apparatus-over-cdb call.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
BUG 1 (tab bar): Tab group elements (0x10000228/229/538) are UiText with
ConsumesDatChildren=true so their 3 button children are consumed at import.
Fix: inject 3 sprite UiTexts per tab as CHILDREN OF LAYOUT ROOT at absolute
tab rects, ZOrder=8/9 so they draw over dat-imported UiTexts (ZOrder=1-3).
Original tab groups hidden. Active tab (Attributes) gold; inactive parchment.
BUG 2 (footer): Three root causes, all fixed.
(a) _byId stores LAST registered copy per id: stateA (0x10000240) was
the Titles-page copy, hidden by the page-visibility pass. Fixed by
walking root.Children to find the Attributes page (contains NameId)
then FindInSubtree for stateA within that subtree.
(b) Attributes-page stateB/stateC siblings (stacked at y=545) were still
Visible=True, drawing over stateA line-1/line-2. Fixed with
HideAllById walking the Attributes page subtree for ids 241/247.
(c) Footer label elements (H=17-18px, Padding=4f) were routed through
UiTexts scroll path: bottom-pinned baseY ended above the top clip
boundary, silently blanking all text. Fixed: LabelProvider sets
Padding=0f for directly-bound footer single-line labels.
UiDatElement.ElementId exposes _info.Id for subtree id-based walks.
676 tests pass, vitals panel unaffected (regression screenshot clean).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Gap 1 — Header captions:
- 0x1000023A ("Character Level") above the level value: bound via LabelLeft().
- 0x10000234 ("Total Experience (XP):") left of total XP: bound via LabelLeft().
- 0x10000237/0x10000238 (XP-to-level label + value) are children of the UiMeter
(0x10000236, ConsumesDatChildren=true) and cannot be bound — documented in
code comments; XP meter fill still bound via Fill=XpFraction.
Gap 2 — Tab bar sprites:
- Tab group elements 0x10000228/229/538 are Type-12 UIElement_Text in the dat
(ConsumesDatChildren=true), so the three button children (left-cap, center,
right-cap) are consumed at import and absent from the widget tree. Old
SetTabState/SetButtonStateRecursive found no UiButton children to set.
- Fix: AddTabSprites() injects three UiText sprite-children per group using
the known RenderSurface ids confirmed from the retail UI layout dump:
Open (active) 0x06005D92/0x06005D94/0x06005D96
Closed (inactive) 0x06005D93/0x06005D95/0x06005D97
Source: dump nodes 0x10000439/0x100000E9/0x10000215 in layout 0x2100002E,
state_id 11=Closed, 12=Open per gmTabUI::SetActive(bool).
Gap 3 — Footer legibility:
- The shared footer child ids (0x1000024E etc.) appear in THREE footer-state
groups (A/B/C). ImportedLayout._byId stores the LAST duplicate = narrower
State B/C copies (145px labels). Fix: hide State B/C groups (footerB/footerC
Visible=false), walk State A container (0x10000240) positionally to bind the
wider State A labels (195px). FooterLine1Label now reads "Skill Credits
Available:" and FooterLine2Label reads "Unassigned Experience:" at full width.
Tests: 3 old tab-state tests (SetButtonStateRecursive expectation) replaced by
4 new sprite-injection tests + 2 caption-binding tests. Full suite: 676 pass,
0 fail (was 673 pass after 3 failures).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- UiClickablePanel: new UiPanel subclass with OnClick action + HandlesClick=true
so row clicks survive whole-window-Draggable ancestor frames.
- CharacterStatController overhaul (Pass 2):
- Tab bar button states: SetButtonStateRecursive walks each tab group container
(0x10000228/229/538) setting UiButton.ActiveState="Open" (Attributes) or
"Closed" (Skills/Titles) via UIStateId enum string names from DatReaderWriter.
- Row click: 9 rows become UiClickablePanel; sel[] mutable box drives footer/highlight.
- Toggle: clicking the same row deselects (→ footer State A); click a new row
updates title="Attrib: value", line-1 label="Experience To Raise:", line-1
value=cost, line-2="Unassigned Experience:" in both states.
- Row highlight: BackgroundColor=HighlightBg (semi-translucent gold) on selected row.
- Raise buttons (0x10000246 ×1 + 0x100005EB ×10): hidden initially; shown on
selection with ActiveState="Normal" (affordable) or "Ghosted" (cost=0 or unaffordable).
CollectButtonsById tree-walk finds ALL copies of the button across tab-page mounts
(not just the last-registered _byId copy) so all instances are controlled.
- CharacterSheet: AttributeRaiseCosts long[] (Strength…Mana raise costs in retail
display order; cost=0 → max/disabled row demos the Ghosted button state).
- SampleData.SampleCharacter: fills AttributeRaiseCosts[9] — Strength/Quickness=0
(maxed), Focus@10→110 matching the retail screenshot (spec §4).
- 35 new tests (total 673 pass) covering: row click→footer B title/line1/line2,
toggle deselect→footer A, switch row, highlight set/clear, raise button
hidden/Normal/Ghosted/deselect, tab Open/Closed states, GetRaiseCost helper,
GetRowName helper, SampleData fixture sanity.
Console.WriteLine("[CharacterStat] Row click: index=N → selected=N (Name)") fires
on every click for the user's live verification in the studio.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Root cause: the sub-layout 0x2100002C (design H=337px) mounted into tab slot
0x1000022B (H=575px) via ShouldMountBaseChildren. ElementReader.Merge takes the
derived (sub-layout) H=337 as canonical, so the background element's first
ApplyAnchor call captured _amB=238 and the list box captured _amB=65 — both
stayed at their 337px-parent sizes even though the slot is 575px.
Fix: CascadeHeight in LayoutImporter.Resolve mirrors retail's
UIElement::UpdateForParentSizeChange. When ShouldMountBaseChildren fires and the
slot is taller than the base design, every full-stretch background child has its
height cascaded: Top+Bottom anchors → stretch, Bottom-only → pin-to-bottom,
Top-only/None → unchanged. This propagates the correct bottom margins through the
entire subtree before the first render frame.
Layout result (confirmed via headless screenshot):
- List box grows from 160px → 398px (9 rows × 44px ≈ 396px)
- Footer elements move from abs Y≈307 → abs Y≈545 (matching retail dump)
- Separator moves to abs Y≈535
Row constants updated: RowHeight 44px, IconSize 24px, RowPadX 4px, IconGap 6px.
Footer State-A text corrected per spec: title="Select an Attribute to Improve",
line-1 label="Skill Credits Available:", line-1 value=SkillCredits (96),
line-2 label="Unassigned Experience:", line-2 value=UnassignedXp (formatted N0).
CharacterSheet.UnassignedXp (long, retail InqInt64(2)) added.
SampleData.SampleCharacter().UnassignedXp = 87_757_321_741L.
5 footer tests renamed + assertions updated; SampleCharacter_UnassignedXp_IsSet added.
639 tests green.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
LayoutDesc 0x2100002E is a tabbed window; all three pages (Attributes/Skills/Titles) mount
their content as overlapping root children. acdream drew all three, so the inactive pages'
backdrops painted over the active content — the dim "almost opaque" cover the user reported,
and it displaced the XP meter. The shared gmStatManagement ids are duplicated across pages and
_byId keeps the LAST-mounted copy, so every bound widget lives in exactly one page; the
controller now keeps that page visible (ContainsWidget reference-walk from the bound name
element) and hides the rest. Header/attrs/XP-bar now render clean + correctly placed.
Tests green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Redo of the character pilot per faithful-port rules. The previous pilot GUESSED a text
report and put it on the wrong window. The decomp (verified by dumping acdream's
importer-resolved tree) shows LayoutDesc 0x2100002E is the tabbed Attributes/Skills/Titles
window: its tab-content slot 0x1000022B mounts sub-layout 0x2100002C (gmAttributeUI) which
chains into the gmStatManagementUI header. The importer ALREADY mounts every content element
(FindElement resolves name 0x10000231, heritage 0x10000232, PK 0x10000233, level 0x1000023B,
total-XP 0x10000235, XP meter 0x10000236 → UiMeter, list box 0x1000023D) — EventId was a red
herring (the dat id lives in _byId, not the widget's EventId field).
CharacterStatController (port of gmStatManagementUI::UpdateCharacterInfo 0x004f0770 +
UpdateExperience 0x004f0a70 + UpdatePKStatus 0x004f00a0) binds those real elements: name,
heritage, PK status, level, total XP, the XP-to-level meter fill, and the six innate
attributes in the list box. Studio (--layout 0x2100002E) now renders the actual panel
content, not an overlay. 16 controller tests green; full App suite stays green.
Refinements with known decomp sources (follow-ups): tab-button active/inactive state so the
3 tabs draw their sprites; exact label wording from the StringTable (table 0x10000001 →
dat 0x31000001); the full AttributeInfoRegion row template (column-aligned values + raise
buttons). CharacterController (text-report 0x2100001A) retained for that separate sub-panel.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>