Commit graph

3457 commits

Author SHA1 Message Date
Erik
0df0a60424 docs: OP1 dual-lens review findings — two APPROVE-WITH-FIXES
Mechanism lens: 53/53 table rows verified four independent ways; golden
vector recomputed byte-for-byte; 15/15 citations resolve. MUST-FIX: TS-71's
deferral rationale asserts a nonexistent obstacle — both hosts already
funnel one Runtime tick seam (LiveSessionController.Tick), so the 480 s
timer + logout flush wire with zero host edits. SHOULD-FIX: port
CPlayerModule::OnChanged cases 2/0x12 (fellowship mutual-exclusion emits a
second 0x0005); add the id-by-id 53-row word/mask pin.

Blast lens: CH3/CH4 seams bit-identical; routes single-write; reset clean;
the blob echo reads canonical J4.3/J4.5 owners (the important negative).
MUST-FIX: SaveOptions before the PlayerDescription seed would flush CLIENT
DEFAULTS over server options — needs a HasServerSeed latch (set by
Replace, required by TryFlush, cleared by ResetSession). SHOULD-FIX: router
test substitutes a fake binding for the production seam; flush callback
runs under _dirtyGate (deadlock with the router gate once the timer
wires); ledger blind to IsDirty; SaveOptions result encoding differs
between adapters; Replace leaves stale dirty state; no cross-check between
PlayerDescriptionParser enums and CharacterOptionTable.

Fix round follows as one consolidated pass.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-10 23:48:11 +02:00
Erik
86c0a7e0ee feat(runtime,net): Campaign OP slice OP1 — full character-option table, dirty model, real 0x01A1 blob builder
The retail Options panel (Campaign OP) needs a Runtime-owned option map
covering all 53 PlayerOption ids and the real batched SetCharacterOptions
(0x01A1) blob before any UI can be built on top of it. Today's surface only
modeled 6 ListenTo*Chat ids and the 0x01A1 builder was a malformed 16-byte
stub (deleted at Campaign CH slice CH3, docs/research/2026-08-09-chat-side-
channels-vs-ace.md).

- CharacterOptionTable.cs: the ONE typed table, PlayerOption id (0x00..0x34)
  -> (Options1/Options2 word, mask, IsAutoSave, ClientDefault), transcribed
  from acclient.h's verbatim CharacterOption/CharacterOptions2/PlayerOption
  enums and byte-verified against IsAutoSaveOption @0x0059A600 (the 21-id
  auto-save table) and GetDefaultOptionValue @0x005D2A30 (the Defaults-
  button table). Reconstructing CharacterOptions1/2 defaults from the
  ClientDefault column independently reproduces 0x50C4A54A / 0x00008700,
  cross-confirming the id-mask mapping. CharacterOptionId (SocialActions.cs)
  widened from 6 to all 53 ids to match.
- RuntimeCharacterOptionsState: SetOptionBit now resolves through the full
  table (was a 6-case switch). New TrySetOption is the ONE shared local-
  write-then-send/dirty seam — mirrors CPlayerModule::OnChanged exactly:
  write the bit locally first, then either send 0x0005 immediately (auto-
  save ids) or MarkDirty for the batched blob, no-op on an unchanged value
  (retail's own early-return) or an unmodeled id. New dirty model (IsDirty/
  FirstDirtiedAt/MarkDirty/TryFlush/TryFlushIfAutoSaveDue) uses an injected
  TimeProvider so it's fully unit-testable without a live clock.
- Both IRuntimeCharacterCommands.SetSingleOption adapters (Direct + Current)
  now route through TrySetOption instead of duplicating the write; this
  fixes the headless local-write gap the OP1 research flagged (the direct
  adapter previously sent the wire message without writing the bit first,
  same class of bug CH4 fixed for the graphical host). Both also reject an
  id outside the table instead of silently accepting it. LiveSessionRuntime
  Factory's SendSingleCharacterOption closure now delegates to the same
  seam instead of duplicating write-then-send inline.
- New IRuntimeCharacterCommands.SaveOptions(generation) — the explicit
  blob-flush verb (retail's SaveToServer(force: 0)) — wired end-to-end in
  both adapters, including a new SaveCharacterOptionsRuntimeCmd on the
  graphical router.
- SocialActions.BuildSetCharacterOptions + WorldSession.SendSetCharacterOptions:
  the real PlayerModule::Pack body per the wire research's field-by-field
  layout — header always 0x460 OR'd with 0x001/0x008 when shortcuts/desired
  comps are non-empty, favorite spells always 8 lists, never sets 0x100 or
  0x200. Echoes last-parsed shortcuts/favorites/desired-comps/spellbook
  filters (via new CharacterOptionsBlobSource) instead of zeroing them.
  Conformance: a hand-computed golden byte vector (not generated by the
  builder under test — the CH3 builder died of tests that pinned a wrong
  shape and looked green) plus a round-trip through PlayerDescriptionParser.

Contract deviation: the 480 s auto-save timer and the flush-before-logout
trigger are implemented as fully-tested pure state-machine logic
(TryFlushIfAutoSaveDue) but are NOT wired into either host's live per-frame
loop or graceful-shutdown sequence in this slice — only the explicit
SaveOptions verb is production-wired. Wiring the timer touches App's
UpdateFrameOrchestrator graph and Headless's tick loop (outside this
slice's Runtime/wire-layer scope); wiring logout risks the already-fragile
graceful-shutdown sequence CLAUDE.md flags. Filed as TS-71 per the plan's
own escape valve ("target: not deferred" with a register row if deferred).
Also filed: AP-193 (the 0x34 HearPKDeathMessages id/mask is ACE-sourced,
unverifiable against the 2013 binary) and AP-194 (GetDefaultOptionValue's
table disagrees with the constructor default for ConfirmVolatileRareUse/
ShowHelm/ShowCloak — retail's own quirk, reproduced not fixed).

Tests: table completeness x53, auto-save/client-default split pinned
id-by-id against the byte-verified tables, unknown/reserved-id rejection
(0x35/0x36 landmines), local-write-then-send on both adapters + the router,
the dirty/flush state machine, SaveOptions, and the wire golden vector +
PlayerDescriptionParser round-trip. Full Release suite: 12,745 passed / 4
skipped / 0 failed (baseline 12,611/4/0 — slice adds 134 passing tests,
zero regressions).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-10 23:31:34 +02:00
Erik
b585d80e7a docs: Campaign OP plan — nine review-gated slices for the retail Options panel
Fable-authored plan from the four seam-verified research lanes. Eight
design decisions stated per the campaign directive (reactable at gates):
the retail panel is acdream's ONE in-client settings surface (the F11
SettingsPanel was never rendered post-V11 — lane D's verified correction),
retail's 21-vs-batched wire split ships exactly with all three flush
triggers, the 2015-only PK-deaths row ships wire+store with a register
row, Configure Keyboard is the campaign's only rebind screen (DAT
ActionMap data, keybinds.json persistence), dead support-URL buttons
short-circuit to their own byte-verified retail failure strings, Exit to
Character Selection adapts to Exit Game behind retail's confirm dialog +
mid-air refusal, lane B group C re-points to server truth per CH3
precedent, and bots declare options by NAME in the K1 strict schema.

Slices: OP1 Runtime map/dirty/blob (+ the headless local-write fix both
lanes found), OP2 the two missing widget primitives + UIOption mappings,
OP3 shell + Gameplay tab vertical, OP4 Character tab, OP5 Chat tab, OP6
Config tab, OP7 headless characterOptions, OP8 Configure Keyboard, OP9
closeout + connected test script. U1 closed during planning: the Defaults
button restores DAT DBPropertyCollection values
(UIOption::InqDefaultGameplayOptionProperty @0x004ef8d0,
GetDIDFromEnumStatic(0x16, 2)).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-10 22:52:16 +02:00
Erik
e3e0559f65 docs: Campaign OP research — Options panel structure + Chat/Config tabs (lane A)
Final of four Opus research lanes for the retail Options panel campaign:

- One LayoutDesc 0x2100002B owns the tab control (0x10000208, Type 8),
  the four mounted tab pages, and the seven option-row templates. Pages:
  gmGameplayOptionsUI 0x2100002A/0x10000202 (default tab),
  gmCharacterSettingsUI 0x21000028/0x100001F9 (InitOptions @0x004A02F0),
  gmChatOptionsUI 0x2100005C/0x1000050A (@0x0049FC60),
  gmConfigUI 0x21000029/0x100001FF (@0x0049E400). Tab declarations are a
  data table (property 0x2E structs {0x30 button, 0x31 page, 0x32
  default}); rows build via UIElement_ListBox::AddItemFromTemplateList
  against authored template lists in ListBox property 0x64 (all three
  template arrays decoded).
- Open path: input action 0x1000001A ToggleOptionsPanel, retail-default
  F11 (VERIFIED in retail-default.keymap.txt:148); toolbar button
  0x1000019B authors P0x12=0x1000001A (VERIFIED in the committed
  toolbar fixture); host is gmFloatyPanelUI 0x2100006E slot 0x1000018D —
  the same floating shell CH6 ports.
- Apply/Reset/Defaults are PER TAB, and clicking an LED APPLIES
  IMMEDIATELY (SetCurrentValue -> Apply(1)); Apply commits the undo
  baseline + CPlayerModule::SaveToServer (flushes 0x01A1 if dirty);
  Reset reverts to baseline; Defaults applies live without committing.
  Hiding a page auto-reverts uncommitted edits; showing auto-applies.
- Chat tab fully enumerated (2 linked opacity sliders + 5 per-window
  filter blocks, 13 checkbox masks byte-decoded; main window omits the
  Gameplay checkbox - 12 rows vs floaties' 13). Config tab = 6 sections
  / 27 rows, ALL UserPreferences.ini-backed, nothing on the wire.
- Two new widgets needed: Type 8 tab control, Type 5 template-list
  ListBox (both also needed by Configure Keyboard). U1: the Character
  tab's Defaults behavior is genuinely unestablished (never calls
  SetDefaultValue). U3: the 50th row (PK deaths) is a later-build
  addition (DAT string exists, hash-verified). U7: Urgent Assistance /
  Report Abuse ShellExecute dead support URLs — register-row candidates.

Research phase complete: all four lanes landed and seam-verified.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-10 22:46:16 +02:00
Erik
29138430ef docs: Campaign OP research — Configure Keyboard + Gameplay-tab actions (lane D)
Third of four Opus research lanes for the retail Options panel campaign:

- Gameplay Options tab (gmGameplayOptionsUI::ListenToElementMessage
  @0x0049E110): five of seven buttons have code handlers. Exit to Char
  Selection -> local EndCharacterSession notice -> confirm dialog ->
  airborne refusal (byte-verified) -> 0xF653 logoff; Exit Game -> the
  epilogue path, no confirmation; Urgent Assistance / Report Abuse are
  WEB LINKS in the EoR build (same support-site URL, byte-verified) —
  the legacy wire paths still exist (0x0140 AbuseLogRequest: ACE names
  it but has NO handler; Help channel 0x400 broadcast: ACE handles it);
  Use Mouse Turning Settings is a 6-option macro (SetMouseTurningDefaults
  @0x0049E8F0), not a screen — five client-local prefs + one server bit
  (PlayerOption 0x31); Configure Keyboard / In-Game Help have no element
  handler in the class (help = external ACHelpPlugin.dll via keystone).

- Configure Keyboard (gmKeyboardUI): six ActionClass list boxes, rows
  from DAT ActionMaps (DBO 0x27), all 19 ID_InputMap_* strings
  byte-verified; N-way cross-map conflict handling; storage is a LOCAL
  .keymap file named in UserPreferences.ini, never wire-synced; Reset
  reloads the DAT master maps (DIDs 0x14000000/0x14000002, which
  tools/dump-keymap already extracts). retail-default.keymap.txt is a
  user-saved keymap, not the DAT default.

- LOAD-BEARING CORRECTION (verified at the seams): the F11 SettingsPanel
  is NOT rendered anywhere post-V11 — ToggleSettingsPanel() is an empty
  no-op, the only IPanelRenderer implementation is the test fake, and
  SettingsDevToolsComposition documents the keybinds.json fallback. The
  retail Options panel is therefore acdream's FIRST shipping in-client
  settings surface, and Configure Keyboard is the ONLY rebind screen —
  it also clears Campaign V's carried panel debt (#258 adjacent).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-10 22:43:45 +02:00
Erik
cf6ef8b4b4 docs: Campaign OP research — character option map (lane B) + 0x01A1 wire (lane C)
Two of the four Opus research lanes for the retail Options panel campaign
(docs/research/2026-08-10-settings-track-handoff.md):

- Lane B: the complete Character-tab option map. 50 rows / 6 groups
  decomp-authored from gmCharacterSettingsUI::InitOptions @0x004a02f0
  (the screenshots' PK-death row is 2015-client-only; the 2013 enum caps
  at 0x33). Wire routing is retail's byte-verified lookup table
  CPlayerModule::IsAutoSaveOption @0x0059a600 — ~21 ids send 0x0005
  immediately, the rest dirty the module for the batched 0x01A1. Retail's
  Defaults-button table reconstructs Options1 = 0x50C4A54A exactly
  (independent confirmation of ACE's constant) and Options2 = 0x00008700
  vs ACE creation's 0x00948700 (a real client-vs-server distinction, not
  a bug). Per-option ACE handling + acdream consumer inventory included.

- Lane C: the real 0x01A1 body is PlayerModule::Pack @0x005D45C0
  (builder CM_Character::Event_CharacterOptionsEvent @0x006A10C0), flag
  enum PlayerModulePackHeader verbatim at acclient.h:7835;
  SetPackHeader @0x005D44A0 always sets 0x460 and never 0x02/0x04/0x10/
  0x80, so ACE's extra reader branches are dead legacy. Flush triggers:
  Apply, logout, 480 s autosave. ACE stores options words raw, discards
  the rest, refuses only pre-LoginComplete; unknown option ids THROW.
  CH3 post-mortem: the deleted 16-byte builder put a CharacterOptions1
  word in the section-flag slot.

Both lanes independently converged on the same latent defect: the
headless DirectGameRuntimeCommandAdapter.SetSingleOption sends the wire
but skips the local Options.SetOptionBit write the graphical path does
(LiveSessionRuntimeFactory.cs:348) — the CH4 stale-membership-gate bug
class reproduced on the bot side. Flagged for the campaign plan, not
fixed here (research-only lanes).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-10 22:37:46 +02:00
Erik
629d83411d Merge branch 'claude/quirky-payne-46a2e6' into claude/latest-commits-cb0c8f 2026-08-10 22:20:11 +02:00
Erik
aa6635aebf fix(ui): round-5 review polish — S1 block outline pass, S2 non-UiText outline paths, S3 citation fix
Collects the post-gate polish left uncommitted by the killed round-5 agent
(S1/S3 + review fixes N1/N3/N4) and completes the missing S2 half:

- S1: UiText multi-line transcript + colored-run label now submit EVERY
  line/run's outline pass before ANY fill pass, matching retail's
  UIElement_Text::DrawSelf @0x00467aa0 whole-block walk. DrawStringDatPass
  is exposed for block-level batching; single lines keep DrawStringDat.
- S2 (completed this commit): authored outline 0x21/0x22 now reaches every
  text-bearing widget — UiButton, UiDatElement, UiField, UiMeter, UiMenu,
  UiCatalogSlot — seeded from the element's effective-default state exactly
  like UiText (BuildButton lifts the label-bearing Text child's authored
  value first, same chain as the label color). Per-STATE outline switching
  (dialog/character/combat buttons author 0x21 in state 0x3 only) is NOT
  ported — filed as register row AP-192 in this commit.
- S3: ChatWindowController reconciliation comment corrects the misread
  indicator action ids 0x10000514-17 -> 0x10000114-17 and re-attributes the
  id-coincidence to the pagination widget's m_prevButton/m_nextButton, not
  gmFriendsUI; register + window-shell research doc corrected to match.
- N1: LayoutImporter's duplicate per-state any-state-first-wins 0x21 read is
  deleted — ElementReader.ApplyCanonicalLegacyProjection's DirectState-then-
  effective-default resolution is the single source (the duplicate would have
  lit state-0x3-only outlines permanently once S2 widened consumption).
- N3: the outline pass tints with the outline color's OWN alpha, not the
  fill's (retail tints m_curOutlineColor and m_curTextColor independently).
- N4: the outline-inflated glyph SOURCE rect is clamped to the atlas bounds
  with matching dest shrink, porting CreateCharRectPair @0x00441480's edge
  behavior — edge glyphs crop instead of sampling a neighbour's texels.

Full Release suite: 12,610 passed / 4 skipped / 0 failed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-10 22:15:20 +02:00
Erik
ed0dbff90a docs: handoff — Fable fixes directly after two review failures (user-directed)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 22:01:16 +02:00
Erik
e948e0c655 docs: handoff — four agent-operations lessons (serial tree, resume, persist, verify)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 22:00:19 +02:00
Erik
d5d97b84a1 docs: handoff — headless bot settings design constraint (shared Runtime option seam)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 21:59:05 +02:00
Erik
6b45dd8ffc docs: settings-track handoff — retail four-tab Options panel campaign (fresh session)
Transcribes the user's four retail screenshots, inventories the existing
plumbing (CH3 option wire, CH6 UI machinery, the F11 surface), the
research questions, and the binding process lessons from Campaign CH.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 21:57:22 +02:00
Erik
5f2a7d7898 docs: Campaign CH CLOSED USER-ACCEPTED — five gate rounds to acceptance
Round 5 (2026-08-10): 'Good, looks good now.' Carried tail recorded in
the plan header and CLAUDE.md.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 21:48:16 +02:00
Erik
bcc34ee301 feat(chat): retail text style — two-plane glyph outlines, authored SpewBox/chat styles
Campaign CH round 4, user-gate items 1+2. Root cause: retail ships a
second (background) glyph atlas per font, dilated 2px on every side,
plus two border-pixel scalars (Font.NumHorizontalBorderPixels/
NumVerticalBorderPixels) that acdream's font reader never read — so
even the pre-existing outline parameter drew almost nothing once
enabled. Landed together (either half alone is a no-op or a
regression):

- UiDatFont carries BorderX/BorderY from the DAT font resource.
- UiRenderContext.DrawStringDat inflates the background blit's source
  and destination rect by that margin and restructures into retail's
  exact two-pass whole-string outline-then-fill model
  (UIElement_Text::DrawSelf), plus the 8-neighbour +-1px fallback for
  fonts with no background atlas. Corrects the stale "property 0xd"
  comment to the real ids, 0x21 (Outline) / 0x22 (OutlineColor).
- LayoutDesc property 0x21/0x22 import (ElementInfo.Outline/
  OutlineColor, LayoutImporter.ReadState, ElementReader.Merge/
  ApplyCanonicalLegacyProjection, DatWidgetFactory.BuildText) so every
  authored-outline element across the DAT set is correct at once.
- SpewBox: RetailFontId corrected from a round-3 heuristic
  (0x40000025) to the actually-authored 0x40000001 (18px bold serif),
  Outline=true set on the controller's UiText. Fill colour stays the
  user-gate-round-1-pinned yellow — font atlases are alpha-only
  (PFID_A8), so there is no baked shading that could explain the
  screenshot's gold as anything other than the outline itself.
- Chat transcript: default fill now seeds from its authored
  ARGB(255,204,204,204) instead of an unrelated color-table slot
  (ChatTranscriptRenderer.BuildLines takes the transcript's own
  DefaultColor as a parameter); the 34-entry LogTextType table is
  untouched, and every existing CH1 conformance test stays green
  unmodified.

Regenerated the committed chat_2100006f.json fixture from the real
installed DAT, confirming end to end (not by missing-field default)
that the transcript carries no outline.

Tests: font-reader border fields + inflation math pinned against the
real DAT font, two-pass draw ordering/tint/inflation via a new
TextRenderer.DebugSpriteSegmentVerts test seam, property 0x21/0x22
import at both the ElementReader.Merge and StateDesc-property layers,
SpewBox font/outline, and the chat default-shade seed with the color
table proven untouched.

Full Release suite: 12,610 passed / 4 skipped / 0 failed
(AcDream.slnx, complete solution).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 19:28:34 +02:00
Erik
5b54387b8e fix(chat): round 4 — no user-visible meta text, real /help groups, indicator buttons toggle
Item 3 (#364): every honesty marker is now gone from user-visible /help
text. AllegianceOverview/HouseOverview's "[IMPLEMENTED]" tags and trailing
"Subcommands NOT marked..." sentences, and Day/Log/Render/Motd's appended
"NOT YET IMPLEMENTED in acdream" tails, are removed; the underlying retail
text is corrected/completed against the pseudo-C's own pristine
consolidated data dumps (Log and Motd had been silently truncated; Render
was entirely acdream-authored and is replaced with the real retail usage
string). The three PARTIAL /help group topics (channels/chatting/commands)
are now COMPLETE verbatim listings: HelpStupidChannelHack's three
"vtable slot" operands, previously believed undecodable, are the same
pooled/mislabeled-data artifact this campaign has hit before (AP-113's
precedent) — reading the function's own disassembly for the push imm32
preceding each constructor call resolves all three directly. messagetypes
is now a real ported construction (IsLegalChannel's 14-id whitelist +
LogTextTypeToString's name table + the exact join/wrap format) instead of
an acdream summary. Register row AP-184 retired.

Item 5: the main window's 1/2/3/4 indicator buttons now toggle their
floating chat window on click, per the user's retail memory overruling
the earlier decomp-only reading. UIElement_Button::HandleButtonClick has
its own generic click-driven action dispatch (property 0x12) reaching the
same DoVisibilityToggleAction the Alt+1..4 keybinds use; the button
fixture confirms this half is genuinely armed, but the floating-window
fixture authors no matching listener-registration property, so the
generic mechanism has no proven target in the data on hand. Per
CLAUDE.md, the user's retail memory is the axiom regardless:
ChatWindowController.BindIndicatorClicks wires each indicator's click
through the same ToggleFloatingChatWindow chokepoint the keybinds use,
as explicit user-directed retail behavior. SetIndicatorOpen stays the
sole writer of the Selected mirror so the visual stays consistent
through the click round trip.

Full reconciliation in docs/research/2026-08-09-chat-retail-window-shell.md
§1.4. Campaign plan gets the round-4 findings section; items 1+2
(text-style) are under parallel research, item 4 passed, item 6 deferred
to the settings track.

Suite: 12,579 passed / 4 skipped / 0 failed (Release, complete solution),
up from baseline 12,553/4/0 — net +26 tests, zero regressions.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 18:46:34 +02:00
Erik
326a186897 docs(issues): close #368 (fixed in b7f59923); file #370 — the headless jump-airborne timeout survives single-threading, so it was never a threading artifact
#368's entry now records the fix mechanism (dedicated
acdream-headless-update thread owning Start + every scheduler turn;
synchronous TimeProvider-timer scheduler loop; guard untouched, zero
shared Runtime changes) and the 3/3 live-ACE verification vs the 3/3
pre-fix quarantines. The #365 entry and diagnosis doc get dated
pointers: their open question is answered — the airborne residual
persists with threads provably single, refuting the
unsynchronized-thread hypothesis — and is split off as #370 with the
evidence and starting points.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-10 18:24:01 +02:00
Erik
b7f59923ad fix(headless): #368 — one dedicated update thread owns the session lifecycle; the scheduler loop no longer migrates across Task.Delay resumptions
Runtime's contract is ONE update thread per session for its whole
lifetime — RuntimePhysicsState.EnsureCollisionMutationThread enforces it
for collision generations (bind-first-mutator, refuse migration), and
the entity directory, physics publication, and placement channel all
document the same assumption without enforcing it. The graphical host
satisfies the contract with its game-loop thread. The headless host
violated it structurally: HeadlessProcessScheduler.RunAsync drove ticks
through await Task.Delay(...).ConfigureAwait(false), and a console app
has no SynchronizationContext, so each resumption could land on a
different ThreadPool worker. Any collision generation spanning two waits
then tripped the guard — reproduced 3/3 against live ACE at
[wake] begin gen=1 (see docs/ISSUES.md #368).

Fix shape (headless-only; zero shared Runtime changes, so the graphical
host is untouched by construction):

- HeadlessProcessScheduler.Run(CancellationToken) replaces RunAsync: the
  same deadline math, counters, and NormalizeTimerDelay clamp, but fully
  synchronous on the calling thread. Waits go through one rearmed
  TimeProvider timer signalling an event (WaitHandle.WaitAny with the
  cancellation handle), so the loop never leaves its thread and returns
  normally on cancellation.
- HeadlessProcessHost.RunAsync now spawns one named dedicated thread
  ("acdream-headless-update") that owns Start (the live connect
  transaction), every scheduler turn, and the post-loop resource
  captures, bridged to the same Task<HeadlessExitCode> via a
  TaskCompletionSource. Start had to move too: the first
  collision-mutating call can happen during connect, and binding the
  guard on the caller's thread would trip the very first dedicated tick.
  Disposal stays on the lifecycle thread, which the Runtime teardown
  path explicitly supports (ResetSessionPhysics's doc comment) and every
  prior graceful-teardown run exercised.

New test ProcessHostRunsStartAndEveryTickOnOneDedicatedUpdateThread
pins the contract: Start and every tick share one thread that is not
the RunAsync caller's, across real timer waits (RED pre-fix — Start ran
on the caller's thread). SystemTimerCadenceDoesNotBusyLoopBetweenTurns
moved to the synchronous seam and still bounds WaitCount.

Verification: Headless suite 97/97; full Release suite 12,554 passed /
4 skipped / 0 failed; three live jump-probe runs against local ACE
(ACDREAM_PROBE_PARK=1) each crossed the collision generation cleanly
(205 entities hydrated, zero faults, policy completion, ACE-confirmed
graceful logout, converged disposed sample, exit 0) — pre-fix the same
recipe quarantined 3/3. The jump-airborne timeout persists 3/3 on the
fixed tree, refuting the #365 diagnosis's "threading artifact"
hypothesis for it — filed separately as #370.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-10 18:21:35 +02:00
Erik
8b166f3ea2 docs: goal-window closeout — consolidated-review fixes at f7a6f46b; round-4 gate next
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 16:23:23 +02:00
Erik
f7a6f46ba0 fix(chat): consolidated-review fixes — retail /help Detail extraction, seam wiring test
SHOULD-FIX 1: RetailClientCommandCatalog's ~45 catalog leaf verbs were
showing acdream-authored Summary text for /help <verb> instead of
retail's own Detail_HelpType(2) text. Byte-swept every Help* handler
against the PDB-paired acclient.exe (verified MATCH), confirmed each
Detail/Summary branch by reading the actual decompiled if/else shape
(address order and string length both proved unreliable alone), and
fixed a sweep_weenie_strings.py 800-char truncation bug that silently
dropped several longer Detail branches. Resolved every ambiguous
CmdHashData-registered verb (hor/hr/hom/hoa/alh/ah/friends_add/
friends_remove/squelch/unsquelch) by reading for Binary Ninja's
nullptr-4th-arg decompiler artifact instead of trusting it. Coverage:
42 of 47 distinct catalog Definitions verbatim-extracted, 4
confirmed-null (index/clist/on/off register with a genuinely null help
pointer — DoHelp falls to UnknownCommand for these, now reproduced),
1 honest UNVERIFIED (messagetypes builds its text from a runtime enum
table, not a static string). ChatCommandRouter now prefers retail
Detail text over the catalog summary; RetailCommandHelpTable's class
doc no longer overclaims its own scope.

SHOULD-FIX 2: extracted the a5a7eb4f-class OnInterfaceText wiring into
a testable CreateChatViewModel method and added
ComposedChatViewModelWiresOnInterfaceTextToSpewBox, which the prior
FakeFactory-based test suite could never exercise.

SHOULD-FIX 3: retires register row AP-113. DoLifestone/DoMarketplace
print their own 0x1A refusal text (byte-recovered, UTF-16LE) instead
of falling through to the generic 0x26 fallback; ChatCommandRouter's
comment corrected to state the fallback's real scope.

SHOULD-FIX 4: corrected the divergence register's stale AP section
header sentence about AP-190's opacity default (refuted by cc582899).

NITs: (a) HeadlessStaticStateAudit routes through the injected
HeadlessDiagnosticWriter instead of Console.WriteLine; (b) a bounded
300-pump liveness diagnostic on the IsQuiescent conductor gate (no
retry, no behavior change); (c) fixed the #365 hydration test's doc
comment contradiction against diagnosis §8; (d) the 0x26 fallback
dispatches on WeenieErrorMessages' own Type instead of hardcoding
ClientLocal.

Full Release suite: 12,553 passed / 4 skipped / 0 failed (baseline
03404b71: 12,542/4/0; net +11 tests, zero regressions).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 16:22:36 +02:00
Erik
03404b7121 docs: #363 ledger SHA (09453eca)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 15:24:05 +02:00
Erik
09453ecae8 fix(chat): #363 — retail 0x1A typing for command refusals via the interface-text seam
ChatVM gains an OnInterfaceText hook + ShowInterfaceText(text), the
App-layer composition wires it to RuntimeCommunicationState.AddText,
and ChatCommandRouter routes every retail-0x1A command refusal through
it instead of the chat log's 0x00 sink. UI.Abstractions still never
references Runtime directly; unwired hosts (headless, tests) fall back
to the chat log tagged ClientLocal so no text is ever silently lost.

Reclassified per register row AP-183 (DoChannelList/On/Off, DoAllegiance,
DoHouseAvailableList — the last also corrected to retail's own bad-house-
type string instead of a synthesized "Usage:" line) and newly wired two
sites that previously showed nothing at all (DoStupidChannelHack's bare
legacy-channel-verb refusal, DoReply's message-but-no-last-teller
refusal). The generic bad-args fallback now resolves WeenieErrorMessages
0x026 ("That is not a valid command.", retail's HandleFailureEvent(0x26))
instead of synthesizing "Usage: {Usage}". DoSpeaker/DoEndurance/DoTitle
are untouched — already correct at 0x00.

Also closes #367 (DoHelp's "Unknown command" fallback and the degenerate-
prefix refusal now reach the SpewBox too) and retires register row
AP-186, whose own filing proposed exactly this seam shape.

Full Release suite: 12,542 passed / 4 skipped / 0 failed (baseline
12,466/4/0 at ff2784ea).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 15:21:30 +02:00
Erik
ff2784eaa4 docs: Campaign CH round-4 test script (goal-window changes)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 14:51:40 +02:00
Erik
dda76d9faf fix(input): #358 — RetailDefaults() never carried the Ctrl+M mute binding over from AcdreamCurrentDefaults()
Root cause, confirmed by a full-production-wiring repro test rather than
guessed: InputAction.AcdreamToggleAudioMute was bound to Ctrl+M only in
KeyBindings.AcdreamCurrentDefaults() -- the pre-K.1c WASD-only preset,
whose own doc comment says it is preserved solely as a regression anchor
and is explicitly NOT the GameWindow startup source after K.1c.
KeyBindings.RetailDefaults() -- what KeyBindings.LoadOrDefault actually
falls back to when no keybinds.json exists on disk (the verified state
on the affected machine) -- has its own "Acdream debug actions" block
(Ctrl+F1/F2/F3/F7/F8/F9/F10, Ctrl+Shift+F) but never carried the Ctrl+M
mute binding over into it. The live dispatcher therefore had no Ctrl+M
entry in its binding table at all -- not a modifier-matching bug, not a
scope bug, not a retained-UI-capture bug. Same class as the a5a7eb4f
jump fix (two construction paths, one wired to production), except here
it's two default-binding-set methods rather than two controller
instances, and the binding was simply added to the wrong one. This also
explains the prior "loaded 152 bindings both before and after" mystery:
the count correctly didn't change, because the earlier addition went
into a method nothing in production loads or counts.

MuteChordDispatchTests.CtrlM_WithNoWidgetFocused_FiresAcdreamToggleAudioMute
reproduces the full production shape (real RetailDefaults(), the
dispatcher's actual default [Always, Game] scope stack -- production
never calls PushScope/PopScope anywhere, grepped clean across
src/AcDream.App -- and a synthetic Ctrl+M keydown) and failed with an
EMPTY fired collection before this fix, which is what pinpointed
"missing table entry" over the other ranked hypotheses. A second test,
CtrlM_WhileAnyWidgetHoldsKeyboardFocus_IsSuppressed, pins a separate but
real mechanism found along the way (InputDispatcher.OnKeyDown returns
before FindActive when WantCaptureKeyboard is true, and production wires
that to "any focused widget", not just chat text entry) that was ruled
out as #358's cause since the baseline repro failed with nothing
focused.

Fix: KeyBindings.RetailDefaults() now also binds Ctrl+M to
AcdreamToggleAudioMute. Retail's own keymap has no Ctrl+M binding, so
this doesn't collide with anything retail-faithful. #358 closed in
ISSUES.md with the confirmed mechanism; connected verification (does
Ctrl+M actually mute in a live client) is still owed -- this session's
hard constraints excluded client launches.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 14:48:44 +02:00
Erik
cc58289967 fix(chat): CH6c review fixes — opaque default, opacity-transition register clauses
BLOCKER: ChatSettings.DefaultOpacity shipped retail's base ChatInterface
value (0.5) as ONE shared global default applied to every
RetailWindowManager-registered window, not just the four floating chat
windows retail itself fades. That faded the whole out-of-box registered
UI (radar, vitals, toolbar, main chat, ...) to 50% opacity, including
several windows that can never take keyboard focus and so were stuck at
0.5 permanently. Fixed to gmMainChatUI's 1.0/1.0 override
(0x004CD0F0) instead — retail-identical opaque presentation for the 11
non-chat windows and the main chat window; only the four floating chat
windows now diverge from retail's 0.5-while-idle default, and the
Settings -> Chat transparency slider remains fully user-settable.

AP-190 reworded and gains two new decomp-verified clauses: (3) retail
eases opacity toward its target by 5% of the delta per tick
(ChatInterface::ListenToGlobalMessage @0x004F3840, armed from the focus
element-messages at @0x004F5275) where acdream snaps -- deferred, needs
a UI frame-tick hook the opacity controller doesn't have; (4) retail's
focus predicate is the chat ENTRY FIELD specifically
(ChatInterface::IsTextEntryFocused @0x004F30A0) where acdream uses
any-focusable-descendant. Both findings + the pre-existing UiMenu.cs
PushAlphaAbsolute(1f) popup bypass are folded into the window-shell
research doc's opacity section.

NITs: fixed the stale "text bypasses the alpha" comment in
UiElement.DrawSelfAndChildren (CH6c already routed DrawStringDat/
DrawString through the same ApplyAlpha chokepoint as sprites/rects);
added RetailWindowManager.WindowUnregistered + wired
RetailWindowOpacityController to detach and forget a window unregistered
while it held focus (previously only Dispose detached, leaking any
window unregistered mid-focus for the rest of the session); added
post-Dispose no-op guards to the three Set* opacity mutators; added a
DrawString (BitmapFont path) alpha regression test and a DrawStringDat
outline/background-pass alpha test (the existing tests only ever
exercised the foreground/fill pass).

Also fixes RuntimeSettingsControllerTests.SettingsViewModelSavePreserves
SectionAndTargetOrder's now-stale "target-chat-opacity:0.5:1" expectation
(caught by the full-suite run this fix requires) to match the new 1.0
default.

Campaign ledger CH6c row updated to APPROVE-WITH-FIXES.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 14:48:39 +02:00
Erik
964af62e25 docs: CH6c ledger SHA (a819687c)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 14:01:04 +02:00
Erik
a819687cf0 feat(chat): Campaign CH slice CH6c — window opacity + transparency setting
Retail's ChatInterface::SetOpacity (0x004F3120) fades the WHOLE composited
window surface with one alpha; UiRenderContext.ApplyAlpha already gated
DrawSprite/DrawRect/DrawFill (since 1da697ec, pre-CH6) but DrawStringDat and
DrawString still passed applyAlpha:false, so text stayed sharp over a
translucent window. Both now route through the same chokepoint.

RetailWindowOpacityController (new) subscribes to a new
RetailWindowManager.WindowRegistered event and drives every registered
window's live Opacity from keyboard-focus state, applied to EVERY window
(chat, floaties, vitals, toolbar, ...) rather than retail's ChatInterface-only
scope — register row AP-190, retiring the stale AP-40 "fixed 0.75, no focus
transition" row in the same commit.

Verified retail's shipped opacity defaults from the decomp (constructor
literals, no cdb needed): the base ChatInterface ctor sets
DefaultOpacity=0.5/ActiveOpacity=1.0, kept unmodified by the four floating
windows; gmMainChatUI's own ctor overrides the main window to 1.0/1.0
(always fully opaque). acdream ships one shared global default (0.5/1.0)
rather than replicating the per-class override — also AP-190. The linking
invariant (raising default above active drags active UP; lowering active
below default drags default DOWN — never a clamp) is ported verbatim as
ChatOpacityLink in AcDream.UI.Abstractions, shared by the live controller
and the new Settings -> Chat tab's two linked opacity sliders.

Persistence: ChatSettings.DefaultOpacity/ActiveOpacity round-trip through
SettingsStore; Save pushes both through IRuntimeSettingsTargets.SetChatOpacity
into the live controller, no restart required.

Rider (CH6a/b re-review): strengthened the grip-media regression guard past
a bare SpriteFile != 0 check — ChatLayoutConformanceTests now drives each
live grip through a real UiRenderContext/TextRenderer (backed by the
in-memory RecordingGpuDevice test double) and asserts the draw call chain
actually queued sprite geometry, via a new TextRenderer.DebugSpriteSegments
test-only accessor.

Full Release suite 12,459 passed / 4 skipped / 0 failed (baseline
12,420/4/0). No subagents, no client launches (session hard constraints);
pending the next connected user gate for visual confirmation.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 14:00:55 +02:00
Erik
ccab53d9a1 docs: correct the color-table doc's refuted main-window-filter claim (re-review S1)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 13:24:33 +02:00
Erik
69e355bbdf docs: repair ledger SHAs mangled by the blanket placeholder replace
The '(this commit)' placeholder appeared 13 times across historical rows;
only the CH6a/b rework references belonged to 1aa77099. Each historical
row restored to its true SHA.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 13:11:27 +02:00
Erik
26b057bed8 docs: CH6a/b rework ledger SHA (1aa77099)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 13:10:52 +02:00
Erik
1aa7709988 fix(chat): CH6a/b rework — grip media, retail window-id model, floaty fixture
Applies docs/research/2026-08-10-ch6ab-review-findings.md in full:

- BLOCKER 1: UiResizeGrip now carries its ElementInfo/resolve pair and
  draws its own authored DirectState media (a synthetic parameterless
  grip still draws nothing, preserving existing resize-drag tests).
  DatWidgetFactory.BuildResizeGrip threads resolve through. All seven
  live grips on the main chat window now resolve a non-zero sprite,
  restoring the visible borders/corners CH6a silently dropped.

- SHOULD-FIX 2: ChatWindowState gains BroadcastTargetWindow, a sentinel
  distinct from every real window id (0-4), fixing the bug where the
  main window's explicit-addressing branch coincided with the broadcast
  check (both were literal 0). SetFilter's main-window no-op is dropped
  — the main window's filter is now genuinely settable. ChatWindowController
  .Bind takes a ChatWindowState (the same canonical instance the floating
  windows already share) and GetTranscriptLines builds a real accept
  predicate instead of accept:null. Verified safe: ClientLocal (0x1A)
  never reaches ChatLog (AddText routes it to the SpewBox and returns),
  so nothing observable regresses.

- SHOULD-FIX 3: UiButton.SuppressSelfToggle stops the four chat-window
  indicator buttons (DAT property 0x0B=true, no retail click handler)
  from flipping their own Selected mirror on a stray click.

- SHOULD-FIX 4: generated and committed chat_floaty_2100005b.json from
  the real installed dats; added the permanent RetailLayoutFixtureGenerator
  entry. All three flagged FloatingChatWindowController assumptions
  (input field, title bar, close button) are confirmed correct against
  real data — no controller code changes needed. New finding: unlike the
  main window, ALL EIGHT floaty border/corner elements are live Type-9
  grips (the floaty's own title bar is its move handle), so a floaty
  window resizes from every edge and corner.

- SHOULD-FIX 5: register row AP-189 documents the shared-500-entry/
  200-line-tail vs retail's per-window 10,000-line scrollback depth gap.

- NITs 1-5: documented the filter-persistence-only-on-/saveautoui
  asymmetry and the reconnect-preserves-filters intent; corrected the
  research doc's modifier-mask mislabel and the "ONLY function" false
  superlative; moved WrapText off ChatWindowController onto
  ChatTranscriptRenderer, closing the circular dependency.

Full Release suite: 12,420 passed / 4 skipped / 0 failed (baseline
12,392/4/0 at 22020ef2; net +28 tests, zero regressions).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 13:09:32 +02:00
Erik
56b84deeab docs: CH6b ledger — review REJECT, rework in progress
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 12:32:09 +02:00
Erik
8b554d4de4 docs: CH6a+CH6b review REJECT findings — invisible borders, wrong window-id model
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 12:32:09 +02:00
Erik
22020ef2c4 feat(chat): Campaign CH slice CH6b — floating chat windows 1-4
Mounts retail's four floating chat windows as always-resident, born-hidden
children per gmGamePlayUI::SetupChildren @0x004E9EC0, all sharing LayoutDesc
0x2100005B (window ids 0x10000505/0x1000050E/0x1000050F/0x10000510). New
FloatingChatWindowController (AcDream.App/UI/Layout) binds each window's own
widget tree — built fresh per instance from one shared imported ElementInfo
— reusing ChatWindowController's word-wrap + retail color-carry algorithm via
the extracted ChatTranscriptRenderer instead of duplicating it. A floaty
window has no talk-focus menu (research doc §2.2), so its entry field always
sends on Say; the mismatch against retail's possible shared-channel behavior
is UNVERIFIED and filed as #369/AP-188.

Runtime owns the per-window filter/open state: ChatWindowState (new,
AcDream.Core.Chat) seeds retail's exact PostInit defaults per window
(window 1 0x0000101C Speech/Tell/DirectSend/Emote, window 2 0x00040C00
Social/SocialSend/Allegiance, window 3 0x00080000 Fellowship, window 4
0x78000000 Turbine General/Trade/LFG/Roleplay) and implements the full
ShouldDisplay(windowId, targetWindowId, logTextType) display predicate from
ChatInterface::RecvNotice_DisplayFinalStringInfo @0x004F4640. It lives on
RuntimeCommunicationState.ChatWindows so every host borrows the same
instance. The main window's filter (0xFBFFFFFF, "no user filter") never
actually gates anything because its own explicit-address branch already
covers every broadcast line — that's why UpdateFromPlayerModule early-returns
for window 0 in retail, ported here by construction rather than a special
case.

Keybind wiring: InputAction.ToggleFloatingChatWindow1..4 and their
KeyBindings.RetailDefaults() chords already existed since Phase K.1c
(unwired until now). The MetaKeys table confirms retail's default is Alt+1
through Alt+4 (index 3 = bit 0x00000004, cross-checked against the same
file's Alt+A/D strafe and Alt+Enter/Tab/F4 rows). Routes through
GameplayInputCommandController -> RetainedGameplayWindowCommands ->
RetailUiRuntime.ToggleFloatingChatWindow -> the generic UiHost.ToggleWindow,
whose visibility-change event is the single chokepoint that syncs
ChatWindowState.SetOpen and mirrors the main window's 1-4 indicator button
regardless of what changed a window's visibility (keybind, close button, or
a restored layout).

A direct decomp read of gmMainChatUI::ListenToElementMessage @0x004CDA80 —
the only function in the whole binary that branches on a click message —
settles what the research doc had left as a hedge: it handles exactly
0x1000046f (max/min) and the talk-focus menu's selection message, with NO
case for 0x10000522-0x10000525. The four indicator buttons are PURE
one-directional mirrors in retail; clicking them does nothing.
ChatWindowController.SetIndicatorOpen ports this with no OnClick at all.
Corrected research doc §1.4 accordingly.

Persistence is local-only (register row AP-187; the retail 0x1000008C
GameplayOptions wire remains deferred to CH6f): window geometry and
open/visible state ride the existing generic RetailWindowLayoutPersistence
path for free once each window registers under its own WindowNames entry;
the four filter masks get a dedicated ChatSettings round-trip
(ChatWindow1Filter..ChatWindow4Filter, defaulting to the retail PostInit
constants) loaded at mount and saved alongside SaveLayout().

Tests: ChatWindowStateTests (defaults, TypeIsActive, the full display-rule
matrix, toggle/reset, revision counter), FloatingChatWindowControllerTests
(bind smoke tests against a synthetic 0x2100005B tree, per-window filter
routing, filter-change cache invalidation, fixed-Say submit), new
ChatWindowController.SetIndicatorOpen tests (Highlight/Normal state,
cross-window isolation, range validation), GameplayInputCommandController
routing for the four toggle actions, and a SettingsStore filter round-trip.
Full Release suite: 12,392 passed / 4 skipped / 0 failed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 12:10:20 +02:00
Erik
41b408f3e6 fix(headless): #365 — collision-admission-open window drove the first-entry conductor into a permanent seal refusal
Root cause (measured live via ACDREAM_PROBE_PARK=1): HeadlessSessionWorldProjection
drove the first-entry conductor unconditionally, including while
HeadlessCollisionNeighborhood's own 3x3 publication plan held a genuinely open
RuntimeCollisionAdmission for the local player's landblock. Every
TrySealCollisionEvaluationAuthority attempt during that window failed
(IsCollisionEvaluationPrefixAdmissible false) and retried forever without
recovering — measured verdict: "seal-refused" repeating with no preceding
[rearm] verdict= line (the operation never even reached the AwaitingCell park).
This is the diagnosis doc's "structural half" mechanism; no evidence of the
"circular HasOldPrefixPlacementDebt" hypothesis was observed, so that shape
was not needed.

Step 1 (enabler): HeadlessStaticStateAudit.ValidateProcessIsolation now takes
sessionCount and only refuses process-global physics probes for
sessionCount > 1 — its own multi-root-attribution rationale never applied to
a single session, and it was blocking the exact probe built to diagnose this
class of stall.

Step 3a (root cause): new IHeadlessCollisionNeighborhood.IsQuiescent gates
ProjectSpawn/ProjectPosition/PumpFirstEntry's conductor-drive calls — the
conductor is never driven while the neighborhood's own publication owns
collision authority for that tick.

Step 4 (defense-in-depth): HeadlessLocalPlayerFrameHost.CanAdvancePlayer now
requires Controller.CanExecuteLiveMovement instead of just a non-null
controller — the headless-only gap that turned the (now-fixed) hydration
stall into a hard crash reaching SuspendObjectUpdate on a dormant controller.
RuntimeLocalPlayerFrameController's three shared entry points gained the same
guard, contract-preserving for the graphical host.

Verified end-to-end against live ACE (jump-probe policy, three runs):
hydration succeeds cleanly (136 entities load vs. 0 before), no seal-refused
spam, no crash from the original bug, graceful logout every time. Full
airborne-transition confirmation is blocked by a separate, newly-discovered,
pre-existing defect filed as #368 (the headless scheduler's
Task.Delay(...).ConfigureAwait(false) tick loop can resume on a different
ThreadPool thread mid collision-generation, tripping
EnsureCollisionMutationThread) — explicitly out of scope here, not mentioned
anywhere in the #365 diagnosis, and unsafe to fix without graphical-host
verification this session was constrained not to perform.

New tests: the real-admission hydration test (fails on the pre-Step-3a tree,
verified by temporarily reverting the three gates and confirming failure,
then restoring), the PumpFirstEntry quiescence-gate test, the
CanAdvancePlayer publication-lifecycle test, the dormant-controller
sabotage tests for RuntimeLocalPlayerFrameController, and the audit
single/multi-session tests. RuntimeLocalPlayerPhysicsPublicationStateTests
is untouched.

Full Release suite: 12,343 passed / 4 skipped / 0 failed (baseline ~12,330/4
plus 11 new tests).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 11:34:36 +02:00
Erik
6150327ea3 docs: #365 Opus diagnosis — three layered defects, fix plan C->measure->B->A
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 10:41:26 +02:00
Erik
98de4f5ab3 fix(chat): Campaign CH round 3 — SpewBox flush-top/font, /help exact print sequence
User-gate round 3 findings (a)-(c):

(a) SpewBox: TopOffset moves from the round-1 60px placeholder to 0 (flush
to the viewport top). SpewBoxController never wired DatFont/Font at all
before this round, so it silently rendered through the 15px debug
BitmapFont fallback; it now resolves retail dat Font 0x40000025
(MaxCharHeight=11px) through a new RetailUiRuntime.Assets accessor —
the smallest font id confirmed in use by any currently-imported retail
LayoutDesc fixture, cross-referenced against every
tests/AcDream.App.Tests/UI/Layout/fixtures/*.json dump and confirmed
against the installed DAT via AcDream.Cli dump-font-atlas. It is also the
chat window's own smallest font (the 0x2100006F floating-window 1/2/3/4
indicator badges), so both selection criteria the brief offered agree.
Both remain best-available approximations, not resolved retail values —
register row AP-178 updated accordingly.

(b)/(c) /help and /help death: round 2 extracted the individual retail
strings byte-exact but never traced ClientCommunicationSystem::DoHelp's
complete print sequence. Byte-swept DoHelp's own range plus the five
Summary-branch functions it calls into (HelpEmote/HelpSquelch/
HelpStatusGroup/HelpTextGroup/HelpAllGroup) against the PDB-paired
acclient.exe. Retail's real shape: bare /help prints exactly TWO scroll
entries (HelpPrefixNote, then the 13-item AvailableHelpListing built from
DoHelp's own literals and each group's Summary_HelpType branch, in exact
source order) — not the acdream-invented cheat sheet BuildHelpText()
built before. Any resolved /help <verb> gets the SAME two-entry shape:
HelpPrefixNote, then ForMoreInformationPrefix concatenated directly onto
the verb's own Detail text (retail's own unsubstituted "<command>"
literal, ported verbatim). ChatCommandRouter.EmitVerbHelp applies this
uniformly to every resolved verb, not just death. An unresolved verb now
shows retail's real "Unknown command" fallback text; that fallback types
0x1A (ClientLocal), which retail routes to the SpewBox exclusively — a
gap ChatVM's UI.Abstractions layer can't yet reach, filed as ISSUES #367
/ register AP-186 rather than left silently unregistered.

Jump-in-air (round 2's open item 1) was root-caused and fixed separately
at a5a7eb4f between rounds — recorded in the campaign ledger.

Debug suite (all projects): 12,329 passed / 4 skipped / 1 failed — the
one failure is issue #351, a pre-existing Debug-only streaming flake
confirmed reproducing identically on the pristine pre-round-3 commit via
git stash, not a regression. Release verification covers every project
reachable without rebuilding AcDream.App: a live client process (PID
15064) held its own Release binaries locked for the session and was not
killed per project policy — AcDream.UI.Abstractions.Tests (867/867, the
layer both /help fixes live in) plus every other non-App-dependent
project, all 0 failed. AcDream.App/AcDream.App.Tests/AcDream.Core.Tests
(the SpewBox fix's layer) are green in Debug only this session.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 10:40:19 +02:00
Erik
a5a7eb4fb6 fix(runtime): production controller install never wired OnInterfaceText — the jump-in-air silence
Round-3 probe evidence pinpointed it: '[jump] ReportJumpRefusal
result=NotGrounded hasCallback=False' — the edge detection, OnWalkable
clearing, and refusal dispatch all worked; the callback was null because
CommitRuntimeOwnedController (the C3c production publication path) writes
_controller directly and never applied _onInterfaceText the way the
internal setter does. Two install paths, one wired. Regression test pins
the commit path.

Runtime tests 1,323/0.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 10:01:05 +02:00
Erik
1fd515436c feat(chat): Campaign CH slice CH6a — retail chat-window layout + 8-grip resize
Swap ChatWindowController's imported main-chat LayoutDesc from the wrong
0x21000006 (an unrelated layout whose root and 800px resize bar appear
nowhere in the EoR gameplay UI) to retail's ACTUAL main chat window,
0x2100006F (window root 0x10000600, authored 410x100 — confirmed by a
direct DAT dump, found in dats.Local not dats.Portal). Every downstream
compensation that existed only to paper over the wrong import is deleted:
the hand-cropped 490px content width, the dropped 800px resize bar, the
9px transcript patch, the orphan-sibling pruning, the max/min-vs-scrollbar
overlap shift, and the scrollbar top-reclaim. The window now mounts with
RetailWindowChrome.Imported (0x2100006F's own 8 border/corner elements are
its complete chrome) instead of the universal nine-slice wrapper.

LayoutImporter/DatWidgetFactory gain a Type-9 (UIElement_Resizebar) case:
UiResizeGrip decodes retail's exact four-bool BorderLocation algorithm
(0x2A=bottom/0x2B=left/0x2C=right/0x2D=top,
UIElement_Resizebar::StartMouseResizing @0x0046B7E0) into a ResizeEdges
bitmask. A direct DAT dump established the true shape: only 7 of the 8
grip-position ids are Type 9 — the straight top-EDGE strip (0x1000069C) is
a Type-2 Dragbar (move handle), not a Resizebar, because the main window
has no title bar. UiRoot now gives a directly-hit grip's own edges
priority over its generic proximity heuristic, and a directly-hit move
handle the same priority over ambient proximity — so the plain top strip
moves the window while its two corner grips resize it including the Y
axis, and all 4 edges + 4 corners work everywhere else. This also fixes
the reported "no diagonal cursor at corners" (CursorFeedbackController's
existing RetailCursorCatalog cursor ids already matched the DAT exactly;
they just never received a genuine diagonal edge combination) and "cannot
grow in Y from the bottom-right corner" (the old NineSlice+crop mount's
indirection is gone; the Imported mount uses the DAT's real
minH=100/maxH=2000/minW=300/maxW=2000 directly).

The 8 cosmetic "_Locked" border-art twins default hidden (register row
AP-185 — retail's UiLocked-driven art swap between the two skins is not
ported; UiRoot.UiLocked continues to gate the underlying interaction
correctly either way). The 4 chat-window-1..4 indicator buttons import
generically (visible, inert) for CH6b to wire. The two hand-drawn
translucent-black tints on the transcript/input are removed now that
their parent panels draw their own authored background sprites.

Filed #366 (chat window's new-unseen-text indicator 0x1000048C is
swallowed by UiText.ConsumesDatChildren, pre-existing and out of scope).
Corrected the research doc's "all eight grips" claim against the direct
DAT dump. Full Release suite: 12,317 passed / 4 skipped / 0 failed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 09:38:27 +02:00
Erik
ab82347d42 fix(runtime): same-value LocalEntityId re-assertion is a no-op; file #365 headless hydration regression
The Campaign CH jump-probe headless reproduction quarantined on its first
advance tick: AdvanceBeforeNetwork re-asserts the resolved local entity id
every tick, which the C3c configuration seal treats as a mutation on a
dormant controller. A same-value write is now a no-op; a DIFFERENT id
while sealed still throws. One layer deeper the probe exposed #365: the
headless world never hydrates (entities stay 0, the movement controller
never publishes), so headless bots cannot move at head — filed with the
full evidence chain. HeadlessDiagnosticWriter.Failure now emits the full
exception detail (type-only cost a whole diagnosis round-trip).

Runtime tests 1,322/0, Headless tests 89/0.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 08:48:37 +02:00
Erik
c1f1582576 fix(chat): Campaign CH user-gate round 2 -- portal notice rerouted to SpewBox, verbatim /help extraction, jump-in-air evidence
Item 2: retail's portal-space "In Portal Space..." notice is the SpewBox
(ECM_UI::SendNotice_DisplayStringInfo(0x1A,...) -> AddTextToScroll(str,
0x1A, 1, 0), hardcoded to the SpewBox per the decomp), not a dedicated
centered overlay. PortalWaitNoticeController and its lease are deleted;
PortalTunnelPresentation's per-rotation-segment cadence now writes
straight into RuntimeCommunicationState.AddText(ClientLocal) -- the
SpewBox's own dedupe-at-index-0 handles the repetition exactly as
retail's does. Register row AP-184 records the surface fix and the AP-178
scope extension.

Items 4+5: /help text was partially fabricated -- the user caught the
"/help death" meta-message. Generalized
tools/pdb-extract/sweep_weenie_strings.py to decode narrow
PStringBase<char> literals (the ClientCommunicationSystem::Help* family's
shape) alongside its original UTF-16LE support, then swept every
HelpXxxGroup function's exact byte extent against the PDB-paired
acclient.exe. 4 of 7 group topics (death/status/text/allegiances) are now
complete verbatim listings; the other 3 (channels/chatting/commands) keep
an honest UNVERIFIED note citing HelpStupidChannelHack @0x0056f290 (a
genuinely undecodable BN-mislabeled-fragment mechanism) instead of the
old fabricated sentinel. 7 of ~35 channel one-liners are also now
verbatim. ISSUES.md #364 tracks the remainder;
RetailCommandHelpTableTests.cs pins every result byte-exact.

Item 1: jump-in-air refusal still silent live is NOT reproduced and NOT
speculatively fixed. Exhaustive static re-audit found the mechanism
correct by construction (single-writer OnWalkable, exactly-once-per-frame
Update()/Capture(), no interfering edge-history resets). A live headless
repro (new jump-probe bot policy, real ACE connect) was blocked --
probeaccount2 has no character, and the graphical client already owned
testaccount this session so the task's own fallback rule forbade using
it. Two temporary probes are left behind ACDREAM_PROBE_JUMP=1 (blocked
entirely in Headless by the existing multi-session static-state guard --
graphical-only for the next round).

Item 3 confirmed fixed, no regression. Item 6 (resize: no diagonal
cursors, cannot grow Y from bottom-right) folded into CH6a's existing
scope.

Full Release suite: 12,267 passed / 4 skipped / 0 failed (up from
12,221/4/0).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 08:40:24 +02:00
Erik
a485425743 docs: record C5/placement campaign fully closed — CLAUDE.md was stale again
Same staleness class as the Campaign P paragraph: the tracker (register
AP-1/AP-145/AP-22 retirements, addb5657 closure commit, the closed-campaign
memory crib) had it closed since 2026-08-07.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 08:01:09 +02:00
Erik
81f53bfd46 docs: CH6 research landed — chat-window shell plan (CH6a/b/c)
Wrong-LayoutDesc root cause (0x21000006 vs retail 0x2100006F), resident
floating windows toggled by keybind, 8 authored resize grips, global
opacity options 0x10000080/81.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 07:48:38 +02:00
Erik
47e40900f3 fix(chat): Campaign CH user-gate round 1 — jump-in-air edge, portal cue cadence, wrap/prefix/color fixes
The user tested Campaign CH's CODE-COMPLETE build live and reported ten
defects (docs/plans/2026-08-09-chat-parity-campaign.md, "User gate —
round 1"). Items A-G are fixed here; the remaining three (extra chat
windows on 1/2/3/4, resize working in only one corner, transparency/
artifacts) are out of scope for a fix and filed as slice CH6.

A. Jump-in-air refusal never fired live: the jump block only ever
   evaluated input.Jump inside the grounded-charge or already-charging
   branches. PlayerMovementController now detects the press RISING EDGE
   while airborne and reports WeenieError.NotGrounded once per press,
   leaving the grounded charge/fire path untouched.
B. ChatVM's invented "[System] " prefix is dropped — retail prints
   system text bare. [Popup] is unchanged (AP-175).
C. SpewBoxController's color is now the user-pinned exact value
   (1, 1, 0.247, 1), the same bright yellow as an incoming Tell.
   Register row AP-178 updated: color CLOSES, size/position/font stay
   open per the user's live report that they still differ.
D. Closes #329: PortalTunnelPresentation now emits the portal wait cue
   unconditionally on every rotation-segment boundary, matching
   gmSmartBoxUI::UseTime's decompiled else-arm exactly instead of gating
   on a 5-second hold local transits never reached. PortalWaitNotice
   Controller now renders it in the same pinned yellow as item C.
   Register row AP-150 retired.
E. Closes #362: new ClientCommandResponses.cs parses and renders the
   four previously-unhandled inbound GameEvents (ChannelIndex,
   ChannelList, AvailableHouses, AllegianceInfoResponse), each ported
   line-for-line from the named-retail decomp's inbound handlers.
   Register row TS-70 retired.
F. ChatWindowController.WrapText now splits on embedded '\n'/'\r\n'
   first, then word-wraps each segment independently — server text like
   /help's reply no longer collapses onto one line.
G. The chat input field's right edge no longer holds a fixed absolute
   pixel position across a window resize; Bind now upgrades it to
   retail edge-mode 1 (UiLayoutPolicy) or the AnchorEdges.Right stretch
   fallback so it tracks the window's client width instead of
   overflowing past a narrower resize.

Full Release suite: 12,247 passed / 4 skipped / 0 failed (baseline
12,221/4/0 + 26 new tests across items A, E, F, G).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-09 23:42:32 +02:00
Erik
d1c1368a5e fix(chat): CH2 SpewBox lease was acquired but never transferred — startup crash
The composition scope's completion contract threw 'unpublished
resources: spew box' on every graphical launch with the retail UI:
scope.Acquire's returned lease was discarded, so it could never be
Transfer()ed alongside its siblings. Suite missed it because the
composition tests run with RetainedUi absent, so the acquire block
never executed. Ownership after transfer matches the wait-notice
no-tunnel arm: the retained-UI root's teardown reclaims the element
tree.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-09 22:38:34 +02:00
Erik
38f0c0defc docs: Campaign CH closeout sweep — CODE-COMPLETE pending user gate
CH5: flip the campaign plan's status header from ACTIVE to CODE-COMPLETE,
correct the CH4 ledger row's suite count to its final 12,221 (was showing
the pre-review-fix 12,190) and fill in the CH5 row, and add a closeout
paragraph for the previously-undocumented 5d247d55 re-review round.
Register sweep found one drift: the TS section header claimed 42 active
rows against an actual recount of 40 (TS-66 is retired/struck-through and
was miscounted as active) — corrected. AP/AD/IA/UN section counts,
AP-175..183, AP-176 retirement, and UN-9's deletion all verified
consistent, no other changes. Cross-referenced issues #359-#363 to the
campaign doc. Extended CLAUDE.md's Current-state Campaign-status sentence
to record Campaign CH's CODE-COMPLETE status and carried tail. Added a
Campaign CH entry (plus a missing Campaign A entry) to the roadmap's
shipped-campaign summary block, matching the Campaign V/N/P paragraph
format.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-09 22:34:54 +02:00
Erik
813cc51f9a docs: CH4 closed at 5d247d55; Campaign CH user test script
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-09 22:26:15 +02:00
Erik
5d247d5518 fix(chat): CH4 re-review fixes — dialog-queue reentrancy, settings option-bit chokepoint
Should-fix 1: RetailDialogFactory.CloseDialog's queued branch removed the
active DialogInfo, ran DialogDone (whose callback can synchronously open a
new dialog under the SAME queue key — the two-stage house-abandon
confirmation does exactly this), then called OpenNextDialog, which did an
unconditional Dictionary.Add on a key the reentrant dialog had already
re-occupied. Retail's HashTable::add tolerates the duplicate; Dictionary
throws. OpenNextDialog now returns early when the queue key is already
active — the reentrant dialog's own eventual close drains the queue.

Should-fix 2: @join/@leave wrote the local RuntimeCharacterOptionsState bit
before sending, but the Settings Chat toggles reached a second binding
(SendSingleCharacterOption) that only sent the wire message, leaving the
Turbine membership gate stale until the next PlayerDescription.
LiveSessionRuntimeFactory.CreateCommandBindings now has one shared local
function for both entrances.

Should-fix 3: corrected TS-68/#360 wording again — retail's DoAllegiance
dispatcher table EXECUTES boot/ban/officer/title/motd/name/lock/house/
chat/broadcast locally through their own handlers; acdream shows the
unrecognized-subcommand refusal for all nine pending the #360 port. What
matches retail is the ownership rule (the verb never reaches
DoChannelCommand/the server), not the subcommand behavior itself. Removed
the inaccurate "matching retail, not merely harmless" / "now matches
this" claims from both the register row and the issue.

Nits: corrected the HouseAbandonDialogCallback_First citation (0x00580E1A
is DoHouse's load site for the callback pointer, not the function entry —
the entry is 0x00580240, with the stage-2 confirmation string built at
0x005802D8) in both ClientCommandController.cs and the mirrored test
comment; added an InlineData case pinning "@clist allegiance" to
RequestChannelList(0x02000000); converted RetailClientCommandCatalog.
KnownVerbs from a plain array to a FrozenSet<string> with
StringComparer.OrdinalIgnoreCase, matching the file's other lookup tables.

Suite: 12,221 passed / 4 skipped / 0 failed (Release), up from CH4's
12,216/4/0 — net +5 tests, no removals.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-09 22:24:43 +02:00
Erik
59c053ee47 docs: CH4 review-fix ledger SHA (724ef2d3)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-09 22:00:44 +02:00
Erik
724ef2d389 fix(chat): CH4 review fixes — allegiance ownership guard, house-abandon confirmation
Blocker 1: an unrecognized "@allegiance <sub>" subcommand escaped
TryMatchAllegiance (which only claimed "info"/"hometown") and fell through
the unregistered-tag channel fallback, broadcasting the raw subcommand
text to the Allegiance chat channel (0x02000000). Retail's own
DoAllegiance never reaches DoChannelCommand for an unrecognized
subcommand — it claims the whole verb and prints its own client-local
refusal. TryMatchAllegiance now claims "allegiance"/"all" unconditionally
and shows retail's "Please see @help Allegiance..." text; ChatCommandRouter
also gained a blanket RetailClientCommandCatalog.KnownVerbs ownership
guard in TryDispatchChannelFallback as defense in depth.

Blocker 2: "@house abandon" sent 0x021F immediately with no confirmation.
Retail runs a real two-stage dialog before Event_AbandonHouse(); ported
both verbatim strings and chained two ShowConfirmation calls.

Should-fixes: a bare unregistered tag with no text now passes through
silently instead of showing a refusal that belongs to a different retail
function; @join/@leave update RuntimeCharacterOptionsState locally (new
SetOptionBit) before the wire push so the Turbine membership gate stops
refusing a just-joined room; @permit accepts multi-word names; @clist/
@on/@off validate shape only and raise WeenieError 0x422 for an unknown
tag; @mr/@pr help text is now the verbatim retail strings; corrected
issue #360, register row TS-68, the campaign doc's B.7 note, and a stale
RetailChannelTagTable comment; filed issue #363 + register row AP-183 for
the deferred error-typing debt.

Nits: fixed TryMatchHouse's stale doc comment, the AP-182/@title "stores
the value" comments (the binding is a no-op), IsUnregisteredFallbackTag's
olthoi false-positive, added /g and /rp binding-level conformance pins,
made @index ignore extra arguments, and noted the six removed invented
verbs in ISSUES.md.

Suite: 12,216 passed / 4 skipped / 0 failed (Release), up from CH4's
12,190/4/0 — net +26 tests, no removals.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-09 21:59:35 +02:00
Erik
090825e703 feat(chat): Campaign CH slice CH4 — command registry completion
Brings acdream's / and @ command parsing to parity with the complete
retail registry (130 registered verbs + 22 unregistered GetChannelID
fallback tags = 152 client-parsed verbs), per
docs/research/2026-08-09-chat-retail-command-registry.md.

Parser semantics (retail OnChatCommand/DoCommand):
- : and ; rewrite to "@emote <rest>" before dispatch.
- Verb trailing-comma trim ("@f, hi" == "@f hi") applied at every
  verb-lookup site in the catalog and the parser.
- @tell/aliases split the target on the FIRST COMMA, not the first
  whitespace token, so multi-word names work ("@tell Aunt Agatha, hi").
- The 22 unregistered GM/faction channel tags (admin, sentinel,
  celestialhand, ...) now broadcast for real via a new
  RetailChannelTagTable + SendRawChannelCmd bypass, reusing the existing
  BuildChatChannel wire builder.

Binding corrections:
- /g, /group, /party -> Fellowship (0x800), not General.
- /rp -> reply alias (retail's own help text confirms "@r or @rp"), not
  Roleplay; /role (an acdream invention) deleted.
- /allegiance, /all -> the allegiance management command
  (RetailClientCommandCatalog), not a channel verb.
- /house no longer swallows unrecognized subcommands with a local usage
  error; they now correctly fall through to ACE.
- @mr/@pr pinned as permanently non-executable (retail registers them
  with a null function pointer).

New verbs with real local execution: endurance, speaker, title (silent,
AP-182), chat, notell, join, leave, permit, hslist, index, clist, on,
off, alh/ah (+ "@allegiance hometown"/"ho"), "@allegiance info",
"@house abandon"; a missing-alias sweep across pkl/hou/message_types/
msgtypes/msg_types/rt/send/whisper/w/vassal/covassal/co-vassals/c/
fellows/group/party/guild/gu/cg/ct/clfg/crp/soc/o; the non-retail
inventions gen/cv/lookingforgroup/tr/role/h are deleted. New Core.Net
wire builders (IndexChannels, ListChannels, AddChannel, RemoveChannel,
RecallAllegianceHometown, AllegianceInfoRequest, ListAvailableHouses,
AddPlayerPermission, RemovePlayerPermission, AbandonHouse) are all
parameterless or single-field payloads cross-checked against ACE's
GameAction readers, not guessed.

Deferred (filed as #360/#361/#362, register rows TS-68/TS-69/TS-70):
the ~22 remaining allegiance/house subcommands + standalone @motd
(largest single item, needs its own slice per the doc), the three
still-inert pure-local commands (day/log/render), and the inbound
GameEvent responses for the new outbound requests. All correctly fall
through to ACE server-passthrough rather than being silently swallowed
or faking success.

RetailCommandRegistryConformanceTests pins the complete 152-verb
registry against production: every verb resolves through exactly one
production surface if Implemented, through none if HelpOnly/
ServerPassthrough, and two reverse-direction tests fail the build if
RetailClientCommandCatalog or ChatInputParser ever claims a verb
outside this registry again. Final tally: 138 Implemented / 5
ServerPassthrough / 9 HelpOnly = 152.

Release suite: 12,190 passed / 4 skipped / 0 failed (up from CH3's
11,964/4/0).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-09 21:10:17 +02:00