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508 commits

Author SHA1 Message Date
Erik
eac28dc1f0 fix(ui): FA5 mechanism-review SF-1 — remove the invented offline-vassal name-grey
The FA5 mechanism review found the offline-vassal name-grey
(OfflineNameColor) is an invented visual: retail's UpdateVassalsData
@004924c3 writes the vassal name with no colour change, and the offline
cue is EXCLUSIVELY the authored 0x100004AA marker (already wired,
SetVisible per online state). Removed OfflineNameColor; the vassal name
always renders in the normal white. The Allegiance page now carries NO
invented tint (unlike Fellowship's registered leader/selection tints).
Pinned by Allegiance_OfflineCue_IsTheMarkerOnly_NameStaysWhite (marker
visible iff offline, name always white). AD-82's FA5 addendum corrected
(it had described the now-removed grey as 'covered by the marker'); AD-86
count corrected seven -> nine.

Full Release suite: 13,297 passed / 4 skipped / 0 failed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-12 09:07:58 +02:00
Erik
bc29a1dbdb docs(fa5): register rows AD-84/AD-85/AD-86 + AD-82 addendum, gate-script SFA5, ledger
Register:
- AD-84 -- Swear button's missing "target is a player" enable-rule gate,
  same class as AD-83's Recruit-button gap.
- AD-85 -- the unported StringInfo variable-substitution engine (AD-81's
  same root cause) extended to the Allegiance page's numeric-only
  followers/rank/experience-passed-up fields and its three local
  confirmation dialogs (verbatim-or-bare-name, never invented).
- AD-86 -- ACE's deliberate zeroing of seven AllegianceProfile/
  AllegianceData fields (officers, officer titles, MOTD, MOTD-set-by,
  name-last-set-time, lock, approved vassal, timeOnline, allegianceAge),
  dropped past acdream's own parse layer to match retail's own
  gmAllegianceUI, which has no widget for any of them either.
- AD-82 addendum: the vassal-row click-target-only selection shares
  point (3)'s limitation, but NOT the invented leader/selection tints
  (point 1/2) or the Fellowship-only world-selection sync (point 4) --
  Allegiance's list-selection message has no SetSelectedObject call.

Gate script: new docs/research/2026-08-12-campaign-fa-test-script.md
SFA5 section, mirroring SFA4's structure -- the CF-1 subscription steps
(including the reconnect-while-closed MF-3-REOPEN analogue), the SF-7
per-relationship monarch/patron steps, vassal-list steps, swear/break/
kick with their confirmations, the ACE-zeroed-field honesty note, and
full "what to report"/"explicitly not in scope" lists.

Plan ledger: FA5 row filled in against 7ed79eaf with per-item summary,
directly-measured totals (13,296/4/0, +11 net from FA4's 13,285/4/0),
and the two primary-source resolutions this slice needed beyond the
research docs (the self-rank field's live buffed-quality source, and
"your follower count" == _total_vassals, confirmed by a fresh targeted
decompile of UpdatePlayerData rather than inferred).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-12 08:41:10 +02:00
Erik
1d74327771 docs(fa4): fix-round register rows AD-82/AD-83, AD-78 count correction, gate-script SF-7/MUST-FIX-1/3 corrections
Register (docs/architecture/retail-divergence-register.md):
- AD-78: the Character-tab dimmed count had drifted stale through two
  campaigns (still read "35" after FA4 shipped 31; now 34 after the fix
  round's three reversions). Addendum explains the full D6/SF-8 chain.
  Blast review's own SHOULD-FIX 1.
- AD-82 (new): the invented leader-tint/selection-tint colors, the
  name-text-only row click target, and the page-local (not generic
  UiTemplateListBox) world->panel selection sync -- MUST-FIX 4's
  disposition plus two items MUST-FIX 5 named as owed rows.
- AD-83 (new): the Recruit button's missing "target is a player" gate,
  previously an inline comment, not a register row -- MUST-FIX 5's third
  item. Section header bumped 61 -> 63 active rows.

Gate script (docs/research/2026-08-12-campaign-fa-test-script.md):
- SF-7: fixed step 3's self-contradiction ("only Quit" then "Disband and
  Open should ALSO be enabled").
- MUST-FIX 3: new reconnect step after the existing close/reopen step.
- MUST-FIX 4: new world-selection step under the recruit/dismiss/quit
  section.
- MUST-FIX 1: new HARD-check step for the 6/8-fellow 44%/34% truncation
  (distinct from the existing SOFT 9-member ACE-divergence note).
- MUST-FIX 2 correction: the old invite steps tested whether acdream's
  CLIENT gates the dialog on the option bits -- a mechanism that never
  existed in retail and no longer exists in acdream. Rewritten to test
  the corrected behavior (the dialog always shows regardless of the
  target's own checkbox state) and to explain what ACE-side filtering
  would look like if the local server implements it, so a tester doesn't
  misattribute ACE's behavior to a client bug.
- Renumbered steps 9-22 to 9-25 to fit the two new steps; updated the
  "what to report" section's step cross-references and rewrote its
  invite/dimming bullets to match the corrected mechanism.

Plan (docs/plans/2026-08-11-fellowship-allegiance-campaign.md):
- D7 addendum: SF-8's further correction (FellowshipShareLoot reverts
  too; only FellowshipShareXP survives as genuinely live).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-12 07:34:09 +02:00
Erik
38f08314c7 docs(fa4): register rows AD-80/AD-81, AD-78 addendum, gate script section, ledger
Register: AD-80 files the D5 XP-share display divergence between
retail's byte-decoded table (acdream renders it verbatim) and the
currently-targeted ACE server's slightly different actual grant (.3 vs
.3111111 at 9 fellows, no 10-fellow row, wrong out-of-range default) --
an ACE-vs-retail gap, not an acdream-vs-retail one, filed because it is
directly user-visible through this panel. AD-81 files the two unported
retail text-composition primitives the fellowship page's mechanism
needs (StringInfo variable substitution, ACCharGenData::FormatName) and
what acdream renders instead (plain numeric composites, the raw typed
name). AD-78's derivation table gains its D7 addendum: 4 of the 35
store-only rows (IgnoreFellowshipRequests/FellowshipAutoAcceptRequests/
FellowshipShareXP/FellowshipShareLoot) moved to the Live bullet with
their new consumers named.

Gate script: new §FA4 section covering create (name + shareXP), the
open/close caption swap, button-enable rules, and the D5 display -- all
solo-testable -- plus roster/recruit/dismiss/leader-handoff/invite-
dialog steps marked [TWO-CLIENT] with an honest note that they defer to
FA6's bot-vs-ACE gate if a second account isn't available for this
connected gate. Corrects FA3's now-stale "these six buttons/four
checkboxes are INERT" claims in steps 11-12 to point at the new
section instead of leaving a wrong claim in place.

Ledger: FA4 row CODE-COMPLETE with both commit SHAs, the reconciled
13,238->13,272 (+34) test-count arithmetic, the live-DAT verification
summary (ACDREAM_PROBE_LIVE_MOUNT=1 against real installed DATs,
including the structural finding that retail's own frame-visibility
swap already gates the Create-flow controls away from the roster view
with no extra code needed), and the four scoped
deferrals/simplifications this slice made (the StringInfo/FormatName
gap, the proportional-share omission, the Recruit button's
superset-of-retail enable rule).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-12 04:41:53 +02:00
Erik
0a9ca2f1f9 feat(ui): FA3 -- mount the social panel shell (Friends/Allegiance/Fellowship/Squelch)
Campaign FA slice FA3: retail's four-tab social panel (LayoutDesc
0x2100006E slot 0x1000018F, RetailPanelCatalog id 12), built on the OP3
OptionsPanelController recipe -- Type-8 tab host, ActivateTabBehavior,
per-page scoped controllers.

- SocialPanelController mounts the tab host and wires the close button;
  F3 (ToggleAllegiancePanel) and F4 (ToggleFellowshipPanel) open the
  panel and switch to their own tab, sharing the same gmPanelUI
  one-active-panel exclusivity every sibling main panel already has.
- The live-DAT tab table CORRECTS the coordinator addendum's x-order
  guess: button 0x1000028C ("Allegiance") pairs with page 0x10000291 and
  is the authored DEFAULT entry, not Friends -- each button's own page
  id and its own P0x57 (matching the F3/F4 ActionMap ids on the
  Allegiance/Fellowship pages specifically) both corroborate the real
  pairing. See SocialPanelController's class doc for the full table.
- SocialFellowshipPageController swaps the two authored empty/full
  frames (0x1000026B/0x10000275) on RuntimeFellowshipState's
  IsInFellowship -- both frames' full containment (name box, create
  button, checkboxes vs. roster list, six buttons) was confirmed by the
  live-mount probe, so a single Visible toggle per frame is the whole
  swap (closes lane-A unknown U6).
- SocialAllegiancePageController hides the monarch/patron blocks and
  blanks their name text to a literal space when
  RuntimeAllegianceState.Snapshot.HasProfile is false, using SCOPED
  FindDescendant lookups (the panel authors 0x10000492 twice, once per
  block).
- SocialFriendsPageController/SocialSquelchPageController bind their
  ListBoxes read-only to RuntimeCommunicationState's existing J4.1
  Friends/Squelch owners (names only), rebuilding on revision change.
  Their action buttons are honest INERT (D1) -- register row AD-79.
- UiTemplateListBox gains Flush() (lane A/D's "Gap found" prerequisite)
  so a poll-and-rebuild list can shrink between refreshes.
- RetailPanelCatalog.SocialPanel = 12, byte-verified from the live slot's
  own P0x10000029; listed in Mounted only (no toolbar button -- lane A
  §6.1: the open path is keyboard-only).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-12 02:58:09 +02:00
Erik
12053e61ea docs: FA2 -- divergence register TS-81/TS-80 + campaign ledger update
TS-81 filed: 0x027A AllegianceLoginNotification's retail two-line chat
text is not emitted -- the candidate strings resolve through Binary-
Ninja-mislabeled symbols at gmAllegianceUI::RecvNotice_AllegianceLogin
(0x00492220) that need a DAT string-table lookup, not a guess.
TS-80 partially narrowed: the fellowship-create shareXp wire mechanism
now exists end-to-end (IRuntimeFellowshipCommands.Create takes and
sends it), but no caller reads the option bit yet -- that's FA4's
create-dialog scope.

Updates the campaign plan's FA2 ledger row: code-complete, full test
totals (13,158/4/0 -> 13,201/4/0, +43 exact), the seam-doc dispatcher
correction, and the entity-table-borrow recommendation that wasn't
needed (the wire's own FellowMember record already carries full vitals
inline).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-12 01:32:39 +02:00
Erik
511ba6e5d4 docs: FA1 review round -- register repoint, seams corrections, plan reconciliation
Applies the documentation-only MUST-FIX items from the blast review
(docs/research/2026-08-12-fa1-review-blast.md), plus mechanism SF-4:

Blast MF-1 / mechanism SF-4: register row AP-90
(retail-divergence-register.md) cited the deleted AllegianceTree class as
its evidence. Re-pointed to ClientCommandResponses.AllegianceProfileLookups
and the fellowship parsers FA1 added -- the deviation itself (radar
relationship state undelivered at runtime) is unchanged and NOT retired,
since FA2 hasn't wired a live owner yet.

Blast MF-2: corrected four falsified statements in the lane D research doc
(fa-acdream-seams.md), each marked with a dated, clearly-struck FA1
fix-round addendum rather than silently rewritten (it is a committed
research record):
  - :791 "wrapping existing AllegianceTree" -- class deleted; re-pointed to
    AllegianceProfileLookups.
  - :666/:672 `commands.Fellowship.SetOpen -> BuildFellowshipUpdate` -- that
    builder no longer exists; its renamed successor is panel visibility,
    not openness, and using it here would re-introduce the exact semantic
    bug FA1 fixed. Re-pointed to BuildFellowshipChangeOpenness (0x0291).
  - :429/:668 `BuildFellowshipCreate(seq, name, openness, shareXp)` -- the
    builder is now 3-arg; there is no wire openness field.
  - :854 open question 8 (trailing-pad rule) -- ANSWERED by FA1 (VC-3),
    closed with the answer instead of left open for re-derivation.

Blast MF-3: plan decision D9 and the FA1 slice-map row both asserted "the 8
missing fellowship WeenieError strings are added in FA1" -- FA1 shipped the
opposite, verified finding (no retail display text exists for any of the
8 ids). Both struck and annotated with the actual outcome.

Blast MF-4: reconciled the ledger's internally-inconsistent test-total row.
Direct measurement at the pre-fix-round tip (bc693728, stashed/restored
during this session to isolate it) confirms 13,149 passed / 4 skipped / 0
failed (13,153 total) -- the ledger's own prior number was actually
correct; the "baseline 13,103" and "net +50" framing next to it did not
reconcile with each other or with the diff-verified delta (+58 added / -9
deleted = net +49, one test of drift attributed to a different baseline
commit, not a further miscount). Also records this session's own +9 tests
and the blast SF-1 live-surface note (FA1 changed observable @allegiance
info output, not a purely-unwired slice).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-12 00:47:09 +02:00
Erik
d1c60df946 fix #382: chat-window indicator buttons invisible until first hovered
Root cause (found via reference-identity-verified live-DAT probing, not
a guess): the four main-chat-window indicator buttons (0x10000522-
0x10000525) resolve their own correct ActiveState="Normal" at
construction, then get blanked to "" moments later in the SAME
LayoutImporter.Build call. The indicator column's backing panel
(0x10000600) authors PassToChildren=true on its own empty DirectState
(confirmed live: States[0xFFFFFFFF].PassToChildren == true); when
LayoutImporter.BuildWidget's post-attach state reapply runs for that
panel, UiDatElement.TrySetRetailState cascades its DirectStateId to
every IUiDatStateful child, including the already-correctly-resolved
buttons. UiButton.TrySetRetailState's DirectStateId branch used to
accept that cascade because every button structurally carries a
DirectStateId entry in its States dict as a property bag (ToggleBehavior/
RolloverEnabled/etc), independent of whether it authors any blank
sprite, so TryFindState(DirectStateId) found that entry and blanked
ActiveState even with no "" media. A hover "fixed" it only because
UiButtonStateMachine.RequestedState resolves to the same canonical
Normal id regardless of PointerOver when RolloverEnabled is false.

Retail's own decompiled UIElement::SetState @0x00464e70 does the exact
same unconditional-commit-plus-cascade; retail avoids this specific bug
purely through construction timing (UIElement::Initialize's SetState
call precedes child-tree construction, so a cascade fired during import
always iterates zero children). Our port's LayoutImporter.BuildWidget
deliberately reapplies in the opposite order to give retained
PassToChildren tabs their authored child media, so this literal
state-machine port needed a compensating guard.

Fix: UiButton.TrySetRetailState's DirectStateId branch now requires
REAL "" media (HasStateMedia("")) before accepting the transition.
Scoped to UiButton only; UiDatElement's parallel branch and the cascade
mechanism are unchanged, so CharacterStatController's own
PassToChildren-driven chrome children are unaffected. Register row
AP-206 records the divergence from retail's literal unconditional-
commit semantics. Regressed by two fast unit tests in UiButtonTests.cs
(DirectStateCascade_WithoutRealMedia_DoesNotBlankAnAlreadyResolvedState,
DirectStateTransition_WithRealMedia_StillSucceeds) plus a live-mount
probe confirming all four buttons resolve ActiveState="Normal"
immediately after import against the real installed DAT.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 23:03:31 +02:00
Erik
a31fd631ad fix #381: Options-panel footer needs an opaque backing field
Root cause: a live-DAT probe found retail authors NO backing element
behind the Character/Chat/Config tabs' Apply/Reset/Defaults footer —
each page root has exactly five children (the row ListBox, its
scrollbar, and the three buttons) with zero direct-state media on the
root itself. Scrolled row content therefore bled through visibly
between/behind the three buttons; the bleed-through is a rendering gap
in our own composition, not a missing import.

Fix: new minimal widget UiSolidSpriteFill tiles
RetailChromeSprites.CenterFill (the SAME panel-background sprite the
Options window's own chrome already draws behind everything, not an
invented color) across the footer strip's rect, derived from the three
buttons' own resolved Top/Height and z-ordered strictly behind every
other child so it can never intercept input or occlude the buttons.
Register row AP-205 records the synthesis. Regressed by
OptionsPanelControllerTests.
Bind_SynthesizesOneOpaqueFooterBacking_PerPageWithApplyResetDefaults,
which pins exactly one backing field per page, sized from the live
button rects, z-ordered behind every sibling.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 23:01:43 +02:00
Erik
a59e077a66 fix #371: straddling rows clip at the viewport edge instead of vanishing whole
Gate-3 screenshot review (user): 'the chat tab looks like it is missing
per window config' — Chat Window 1's header rendered over a void at the
DEFAULT scroll offset because its 260px self-sized filter block
straddled the viewport's bottom edge and UiScrollablePanel hid
straddling rows WHOLE (AP-201's predicted symptom, now user-observed at
scroll position zero, upgrading it from polish to blocking).

By fix time the UI renderer HAD everything needed: UiRenderContext's
clip stack (PushClip/PopClip with rect intersection + per-draw quad
clipping) and UiElement's ClipsChildren hook, already honored by both
the generic draw walk and hit-testing. The fix is therefore exactly the
shape the filing asked for, in the panel itself:
- ClipsChildren => true: children draw and hit-test clipped to the
  viewport rect.
- The layout cull keeps any INTERSECTING row Visible (was: fully-inside
  only), with a half-pixel margin excluding zero-overlap edge rows;
  fully-outside rows stay hidden as the cheap skip.

AP-201 retired in this commit (AP actives 142 -> 141); #371 closed; the
gate script's Chat-tab steps re-written to expect clean edge clipping
and to treat any whole-block vanish as a regression. Pinned by
StraddlingRow_StaysVisible_AndClipsInsteadOfVanishing (the exact gate-3
geometry: header + 260px straddler in a 430px viewport) and
ViewportClipsChildDrawingAndHitTesting (the clipped slice is not
clickable).

Full Release suite: 13,089 passed / 4 skipped / 0 failed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 17:08:21 +02:00
Erik
3441a71833 feat(ui): mark store-only option rows dimmed (user-directed, gate 2)
User directive (gate 2, verbatim): "mark all options that are not
implemented now, so I can clearly see what is not implemented." Store-only
rows keep full interactivity (still persist/send) but render their caption
in a shared dimmed grey (UiRenderContext.StoreOnlyCaptionColor, matching
the existing UiMenu.TextColorGhosted convention) instead of white/DAT
color. No invented marker text anywhere -- the dim IS the marker.

Config tab (ConfigOptionsPageController, 21 of 27 rows dimmed):
  Sound Features menu, Interface Sound trio, Play Sound Only When Active
  (AP-199); Screen Brightness, Automatic Degrades, Graphics Performance,
  Degrade Distance, the four Rendering Quality menus, Building Detail
  Textures, Multi-Pass Alpha (AP-198); Camera Stiffness, Camera Adjustment
  Speed, Align To Slope, Mouse Look Sensitivity, Invert Mouselook Y Axis,
  Use Mouse Turning (TS-74); Chat Font Face/Size (AP-200). NOT dimmed:
  Sound/Ambient trios, Resolution, Full Screen (LIVE), VSync and Field of
  View (NEXT-LAUNCH -- still implemented, just deferred to next process
  start, per the controller's own doc).

Character tab (CharacterOptionsPageController, 35 of 50 rows dimmed):
  every Group A (wire+store only) and Group D (deferred) row, plus the
  Group B rows the OP4 gate script's own step 16 confirms are unbound
  (ShowTooltips, SideBySideVitals, SpellDuration, AdvancedCombatUI,
  StayInChatMode, DisableMostWeatherEffects, PersistentAtDay,
  FilterLanguage, MainPackPreferred). NOT dimmed (15 rows): the six
  ListenTo*Chat ids (TurbineChatMembershipGate), DisableDistanceFog/
  DisplayTimeStamps/ToggleRun (bound at GameWindow.cs), the Group-C
  re-point (ViewCombatTarget/VividTargetingIndicator/CoordinatesOnRadar/
  AutoTarget/AutoRepeatAttack), and DragItemOnPlayerOpensSecureTrade
  (TS-48). Cross-checked against actual shipped consumers via source grep,
  not just the research doc's Group table, since OP4 only wired a subset
  of the doc's aspirational Group B.

Configure Keyboard (KeyboardConfigController): a row whose
RetailActionIdentityTable lookup fails (MappedAction null -- AP-203's
Emote/CharacterSettings set) dims its synthesized caption; the key
buttons stay fully bindable/persisted/conflict-checked.

Chat tab (ChatOptionsPageController): audited, zero store-only rows --
every filter block and both opacity sliders already have a live consumer
(ChatWindowState / RetailWindowOpacityController).

Ambiguity flagged, not guessed: the character-options-map.md research doc
lists AcceptLootPermits in BOTH Group A and Group C; its only code site
(LiveSessionRuntimeFactory.cs, the /consent command) is a second setter
for the same server bit, not a behavioral reader, so it is classified
Group A / dimmed here.

Register: AD-78 documents the convention (retail dims nothing; this is a
deliberate acdream-only divergence that retires as consumers land).

New per-surface conformance tests pin the exact dimmed/live set against a
literal expected list, so wiring a future consumer without also flipping
its row's literal fails the build:
CharacterOptionsPageControllerTests.StoreOnlyRows_MatchTheDerivationTableExactly
+ Bind_AppliesDimmedCaptionColor_ForStoreOnlyRows_AndWhiteForLiveRows,
ConfigOptionsPageControllerTests.CaptionDimming_MatchesTheStoreOnlySetExactly,
KeyboardConfigControllerTests.UnmappedRows_DimTheirCaption_MappedRowsStayWhite.

Build green; full Release suite 13,086 passed / 4 skipped / 0 failed
(baseline 13,082/4/0 -- delta is exactly the four new tests above).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 15:52:20 +02:00
Erik
07f2b3f72e fix(settings): OP9 review residuals — restore SaveAudio live-apply pin, delete dead residues
Closes the OP9 combined review's findings (docs/research/2026-08-11-op9-review.md,
APPROVE-WITH-FIXES):

- MUST-FIX 1: SaveAudio -> ApplyAudio (OP6's Config-tab live-apply) lost
  its ONLY assertion when the retired SettingsVM save-order test was
  deleted. Restored directly on the now-public seam:
  SaveAudioPersistsThenPushesLiveApplyAudioWithTheSavedSnapshot pins
  persist-then-push order + the pushed snapshot;
  SaveAudioSkipsTheLivePushWhenPersistenceFails pins the failure ordering
  (a failed persist pushes nothing and commits nothing). Also closes
  SF-5: the OP6 effective-volume comment's 'target-audio assertion above'
  reference is real again and now names the restored test.
- SF-3: dead residues deleted — RuntimeSettingsController's private
  SaveCharacter (zero callers post-371197a3), ISettingsStorage.SaveCharacter
  + its JsonRuntimeSettingsStorage/FakeStorage implementations (the deleted
  private method was the only caller), and IngressShutdownRoots.Settings
  (zero readers since the view-model shutdown stage died). SettingsStore's
  PUBLIC SaveCharacter stays: it is the tested storage-API seam, and
  per-toon entries in existing settings.json files still load through the
  live LoadCharacter path.
- SF-2: code-structure.md's presentation-seam list no longer routes the
  settings preview through 'optional SettingsVM'.
- NIT 6: AP-196's retirement note now attributes LockUI (/lockui +
  PlayerDescription SetUiLocked convergence) and UseMouseTurning
  (Gameplay-tab macro + Config-tab row) to their real channels instead of
  folding all 13 members into the Character tab.

Full Release suite: 13,077 passed / 4 skipped / 0 failed (13,075 + the two
restored tests). One unnamed App-assembly failure appeared on the first
post-fix full run and did not reproduce on the isolated assembly rerun nor
a second full run — consistent with the known #250-class parallel-load
flake, recorded here for honesty rather than silently rerun.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 13:42:39 +02:00
Erik
371197a345 refactor(settings): OP9 — retire the dead F11 settings surface + fully-superseded GameplaySettings
Campaign OP slice OP9 code retirement (docs/plans/2026-08-10-options-panel-campaign.md
§OP9). The retail four-tab Options panel (OP1-OP8) is now acdream's one
in-client settings surface (D1) — this commit deletes the pre-retail-UI
surfaces it fully superseded. Pure retirement: no behavior change to
anything live, verified by dispositioning every one of the 15 src files
and 8 test files that referenced the deleted types before touching any
of them.

1. SettingsVM + SettingsPanel (the old F11 IPanel surface, unrendered
   since Campaign V slice V11's ImGui deletion) deleted outright, plus
   their two dedicated test files. IPanel/IPanelRenderer stay — ChatPanel/
   DebugPanel/VitalsPanel still implement IPanel, so the contract does NOT
   become unreferenced.

2. RuntimeSettingsController's SettingsVM binding seam deleted:
   CreateViewModel, CreateViewModelBinding, RuntimeSettingsViewModelBinding,
   the _viewModel field, UnbindViewModel, and every _viewModel? notification
   call (ToggleFrameRate, LoadCharacterContext, RestoreDefaultCharacterContext,
   SyncChatFromServerOptions). CreateViewModelBinding had zero production
   callers (test-only). HasDraftPreview/DisplayPreview/AudioPreview stay on
   IRuntimeSettingsPreviewSource (WorldRenderFrameBuilder and
   SettingsParticleRangeSource still consume it) but now trivially mirror
   the committed Display/Audio snapshot — HasDraftPreview was already
   always false in production. GameWindowLifetime's matching
   "settings view model" shutdown stage is deleted.

3. IDevToolsGameplayCommands + DevToolsGameplayCommands deleted from
   GameplayInputCommandController.cs. All three members were dead:
   ToggleSettingsPanel() had ZERO dispatch sites (ToggleOptionsPanel always
   routed to _retained, never to _devTools); ToggleDebugPanel()/
   FocusChatInput() had dispatch sites (F1/Ctrl+F1, Tab) but empty no-op
   bodies (their ImGui DebugPanel/ChatPanel targets were already gone).
   The two live dispatch sites are kept as inert `return true;` cases
   (still consuming the key, matching the prior no-op's "handled"
   contract) instead of falling through to a lower-priority scope.
   SessionPlayerComposition.cs's `new DevToolsGameplayCommands()`
   construction is removed. No `ToggleSettingsPanel` InputAction exists
   (only `ToggleOptionsPanel`, rebound at OP3) — nothing to remove there
   or from KeyBindings.RetailDefaults()/keymap fixtures.

4. GameplaySettings deleted entirely (the type, SettingsStore's
   LoadGameplay/SaveGameplay/BuildGameplayObject, RuntimeSettingsController's
   Gameplay property/SetAcceptLootPermits). Verified all 13 remaining
   members (ToggleRun, AdvancedCombatUI, ShowTooltips,
   VividTargetingIndicator, SideBySideVitals, CoordinatesOnRadar,
   SpellDuration, AllowGive, ShowHelm, ShowCloak, LockUI, UseMouseTurning,
   AcceptLootPermits — the three combat ones already died at OP4/AP-196)
   were ALREADY bound through CharacterOptionTable/
   CharacterOptionsPageController's server-bit seam at OP4 before deleting
   the client-local mirror — no (c)-case genuinely-client-local member
   was found; disposition (b) covers 100% of the surface. SetUiLocked
   rewritten to compare only against the last value actually pushed to
   _runtimeTargets (MUST-FIX 4's guard), with no second store left to
   read or write. LiveSessionRuntimeFactory's SetAcceptLootPermits binding
   now sends the wire option only (the GameplaySettings write-behind call
   removed as dead output). CharacterSettings/DisplaySettings/
   AudioSettings/ChatSettings and their SettingsStore Load/Save surfaces
   are UNTOUCHED per the campaign contract.

   Per-file disposition (15 src + 8 test files that referenced
   GameplaySettings before this commit):
   - GameplaySettings.cs, SettingsVM.cs, SettingsPanel.cs: the types
     themselves — deleted.
   - SettingsStore.cs, RuntimeSettingsController.cs,
     LiveSessionRuntimeFactory.cs: real usage — API deleted/rewritten.
   - RetailUiRuntime.cs, InteractionRetainedUiComposition.cs,
     SessionPlayerComposition.cs, CombatUiController.cs,
     LiveCombatAttackOperations.cs, LivePresentationComposition.cs,
     FrameRootComposition.cs, RuntimeCharacterState.cs,
     CombatCameraTargetSource.cs: doc-comment-only or interface-name
     substring matches (ICombatGameplaySettingsSource) — left as accurate
     historical record, no forward reference to the deleted type.
   - Tests: RuntimeSettingsControllerTests.cs and SettingsStoreTests.cs
     rewritten (Gameplay-specific tests deleted; SaveDisplay/SaveAudio/
     SaveChat tests re-targeted off the now-public methods instead of the
     retired SettingsVM draft/Save() indirection); GameplaySettingsTests.cs/
     SettingsVMTests.cs/SettingsPanelTests.cs deleted; the remaining three
     (CharacterOptionCombatSettingsSourceTests.cs,
     CombatCameraTargetSourceTests.cs, LiveCombatAttackOperationsTests.cs)
     were comment/interface-name-only, untouched.

5. Register: AP-196 (OP4's partial GameplaySettings retirement, which left
   five fields as write-behind mirrors) is fully retired now that the
   record is gone outright — marked ~~AP-196~~ RETIRED with its retirement
   note, active-row count 143 -> 142. No other row cited the deleted types
   directly (AP-194/AP-193 cite CharacterOptionTable.cs, not
   GameplaySettings.cs).

6. Settings.json migration honesty: SettingsStore no longer reads or
   writes the "gameplay" top-level key, so an existing file carrying one
   from a pre-OP9 build is neither parsed nor dropped — the existing
   SaveSection raw-JSON-text preservation mechanism (unknown top-level
   keys survive every subsequent save) carries it forward untouched.
   Two new targeted tests
   (LeftoverGameplaySection_FromAnOlderSettingsJson_DoesNotBreakOtherLoads,
   LeftoverGameplaySection_SurvivesAnUnrelatedSave) pin this.

InputAction.ToggleOptionsPanel's stale doc comment (still describing the
retired ImGui SettingsPanel) and a handful of other dangling doc
references (DisplaySettings.cs, ChatOpacityLink.cs,
SettingsDevToolsComposition.cs, InputDispatcherCaptureTests.cs) are
reworded to point at the current retail Options panel / OP8
KeyboardConfigController.

Build: dotnet build -c Release green, 0 errors. Tests: dotnet test -c
Release --no-build — 13,075 passed / 4 skipped / 0 failed (13,079 total),
down from the stated baseline of 13,155 passed / 4 skipped / 0 failed
(13,159 total) — the -80 delta is exactly the deleted SettingsVM/
SettingsPanel/GameplaySettings test surface (three whole files plus the
Gameplay-specific cases trimmed from RuntimeSettingsControllerTests.cs/
SettingsStoreTests.cs), with zero regressions elsewhere.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 13:18:53 +02:00
Erik
f1d502072e fix(ui): OP8 round-2 residuals — inert-row conflict exclusion, DAT-default display, injectivity pin
R1 (code half): store-only rows (MappedAction null) are excluded from the
conflict universe — they never reach the InputDispatcher, so a chord they
display cannot collide; counting them made the ten Camera Alternate
arrow-key defaults trip a false N-way confirm on any arrow rebind. Mapped
cross-context sharing (retail's ConflictingMaps — the combat cluster)
remains deferred as ISSUES #373 with the OP8 gate script now carrying the
explicit do-not-file warning. SHOULD: unmapped rows with no persisted
chords display their DAT defaults (retail shows the arrow keys; blank
read as 'unbound') — display-only, the store is untouched until the row
itself is edited; the independence test updated to pin the new display
semantics while keeping its storage-isolation asserts. Injectivity of
RetailActionIdentityTable is now test-enforced (load-bearing for both M1's
per-row activation capture and M2's de-alias). R2: AP-203 addendum names
the ten same-verb-sibling-live rows and the conflict exclusion.

Full Release suite in this worktree: 13,155 passed / 4 skips / 0 failed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 12:37:45 +02:00
Erik
b1968ce980 fix(ui): OP8 rework — activation/scope preservation, camera-row de-alias, conflict-confirm dialog
Fixes the three MUST-FIX findings from the 2026-08-11 combined dual-lens
review of commit b4edee97 (docs/research/2026-08-11-op8-review.md).

M1 — SetForAction destroyed ActivationType/InputScope on every write,
collapsing walk-mode's Hold, the three combat-scoped bindings, and
CameraInstantMouseLook's mouse chord the instant a row (including
Defaults, which touches all ~140 mapped rows at once) wrote back.
Widened the Bindings seam to carry the full Binding (chord + activation
+ scope), not a bare chord: KeyboardConfigController captures each
row's live Activation/Scope ONCE at build time (every multi-chord
action in KeyBindings.RetailDefaults() shares one pair across all its
bindings) and reapplies it on every write — rebind, Cancel/Revert, and
Defaults (which restores DAT-sourced KEYS only, never touches the
pair). New tests pin this across both Defaults and Cancel for a
Hold+MeleeCombat-scoped action.

M2 — InputMap 0x5 (CameraControls) and 0x6 (CameraAlternateControls)
aliased one InputAction each: both rows read/wrote the same live target,
so they showed identical stale chords, a rebind of one silently wiped
the other, and a row could conflict with its own twin. Building real
per-scheme dual-binding storage (or new InputAction members plus the
camera-dispatch code to consume them) is a feature, not a one-line fix.
Chose the third option: only ctx 0x5 — the scheme RetailDefaults()
actually has live support for — maps to InputAction; ctx 0x6 falls
through to the existing unmapped/store-only path (AP-203), fully
rendered, bindable, and persisted, honestly carrying no live effect.
This also retired 10 stale allowlist entries in the DAT-vs-
RetailDefaults() round-trip test: with the alias gone, ctx 0x5 alone
matches RetailDefaults() exactly for all twelve Camera actions.

M3 — the auto-reassign-on-conflict path was wired silent in production
(NotifyReassigned: _ => "") though the contract asked for a prompt and
retail confirms before overwriting (OpenOverwriteBindingDialog). Wired
a real confirm dialog through RetailDialogFactory.MakeConfirmation —
the same seam GameplayConfirmationController already uses — read
lazily since DialogFactory mounts after MountKeyboardConfig in
Initialize()'s order. Only reassigns on accept; decline leaves every
row untouched. AP-204 (which recorded the narrowing) is RETIRED; the
still-true OK/Cancel left-click-vs-right-click-release note moves to a
code comment (zero observable difference, doesn't warrant a register
row). Reverted the gate script's step 9 from documenting the silent
shape back to the real confirm-prompt behavior.

SHOULD-FIX addressed as one-liners in files already touched:
- S1: non-user-bindable conflicts are now checked BEFORE any row
  conflict (retail's own order), and ALL conflicting rows are collected
  (N-way), not just the first match.
- S3: Save wraps the file-write pair in the same try/catch
  RuntimeKeyBindingTarget.Apply already uses for keybinds.json.
- S4: assigning "Mapping 3" on a row with no existing bindings now
  lands on display index 2, not index 0 — ReplaceSlotValue trims only
  TRAILING empty slots instead of stripping every default(KeyChord).
  Right-click on an already-empty slot is now a no-op instead of
  shifting later bindings.
- S6: UiButton.OnRightClick returns false (unhandled, bubbles to
  parent) when no handler is set, disabled or not — matching the
  pre-existing behavior the class doc already claimed.

Left for a future pass (not one-liners): S2 (ActionMap.ConflictingMaps
is still unread — the conflict scan treats all 306 rows as one flat
universe instead of respecting the DAT's own legitimately-shared-key
table) and S5 (the ~330 DAT layout imports still run eagerly at mount
instead of lazily on first open).

19 KeyboardConfigControllerTests (was 12): +2 activation/scope
preservation (Defaults, Cancel), +1 camera de-alias, +2 confirm-dialog
accept/decline, +1 non-bindable-takes-priority-over-row-conflict, +1
sparse-row third-slot placement. Full solution suite 13,154 passed / 4
skipped / 0 failed (this round's baseline 13,147/4/0, zero regressions).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 09:53:10 +02:00
Erik
b4edee970f feat(ui): Campaign OP slice OP8 — Configure Keyboard
Ports retail's Configure Keyboard screen (gmKeyboardUI, LayoutDesc
0x21000009) — its own separate full-screen window, not a fifth Options-
panel tab. Retires OP3's INERT contract for the Gameplay tab's Configure
Keyboard button (0x10000204).

DAT reader (src/AcDream.Core/Input/RetailActionMap.cs): reads the
ActionMap singleton (DID 0x26000000, empirically the only one — not
0x27000000 as GetDBOType's Turbine-internal tag would suggest) and both
MasterInputMap defaults (0x14000000 "gmDefaultMap"/0x14000002
"DefaultMap"), union-merged per (InputMapId, ActionId) — proven order-
independent since the two maps' one shared context (0x5) has disjoint
action-id sets. Empirically resolved three lane-D unknowns against the
live DAT: the six ActionClass values (1=Movement, 2=Camera, 3=UI,
4=Combat, 5=Emote, 7=CharacterSettings — 6 is genuinely absent), that
the six unnamed InputMaps are 100% non-bindable (render nothing, not an
unlabeled group), and that the enum-to-DID pairing for the two master
maps is inconsequential to the merge result.

Identity table (src/AcDream.UI.Abstractions/Input/RetailActionIdentityTable.cs):
maps DAT (InputMapId, ActionId) pairs to acdream's InputAction where a
live consumer exists (~140 of 306 user-bindable rows — Movement/Camera/
Combat map almost completely; UI/Quickslot/Chat partially; only 5 of 87
Emotes and none of 48 CharacterSettings hotkeys, since acdream has no
general emote player or hotkey-to-option-toggle dispatcher yet). Every
entry cross-verified by label match AND a DAT-default-vs-
KeyBindings.RetailDefaults() byte comparison (RetailActionIdentityRoundTripTests),
which caught a real off-by-one in the Quickslot 13-18 block before it
shipped and found three genuine pre-existing RetailDefaults() gaps
(walk-mode's Shift-echoed chord, ten CameraAlternateControls arrow-key
alternates, and the Quickslot Ctrl+N use-vs-select ambiguity) — none
introduced by this slice, all documented rather than silently patched.

KeyboardConfigController: six ActionClass list boxes built from the
DAT, merged with live KeyBindings for mapped rows (rebind applies
immediately through the same InputDispatcher every other input path
uses) and a new sibling RetailUnmappedKeyBindings store for rows with
no InputAction yet. Left-click a key button opens real InputDispatcher
modal capture; right-click erases that slot. N-way conflict detection
scans every other row plus the live KeyBindings table for acdream-only
actions (Ctrl+M mute, debug F-keys) as the non-user-bindable refusal
analogue, using retail's own byte-verified "Could not overwrite "
string (table 0x23000004). OK/Cancel/Defaults/Revert reuse the
OptionPage/IOptionRow verb model via a new ActionKeyMapOptionRow.
Persistence is keybinds.json only (D4 — no .keymap file interchange).

Five register rows: AP-202 (.keymap interchange narrowing), AP-203
(store-only rows with no live consumer), AP-204 (silent auto-reassign
instead of retail's confirm dialog; OK/Cancel ported as left-click not
right-click-release).

Small supporting additions: UiButton.OnRightClick (additive, no
existing behavior changed), InputDispatcher.Bindings getter (the
screen's single live-truth read seam), RetailScanCodeMap (DIK scan
code <-> Silk.NET Key, keyboard + the one mouse-device row).

19 new tests (6 ActionMap reader conformance incl. live-DAT row-count/
label pins, 1 DAT-vs-RetailDefaults round-trip, 12 controller
behavior tests against the committed keyboard_config_21000009.json
fixture) — full solution suite 13,147 passed / 4 skipped / 0 failed
(baseline 13,128/4/0, zero regressions).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 09:19:54 +02:00
Erik
472525b99e fix(ui): OP6 rework — six range captions, un-invert Sound enabled flags, five font faces
Fixes all three MUST-FIX findings from the OP6 REJECT review
(docs/research/2026-08-11-op6-review.md) plus its SHOULD-FIXes and NOTEs.

M1 — the "retail ships zero range captions" claim was a Binary Ninja
constant-folding artifact (the same class the header-string globals a few
lines above already worked around). The six SetSliderLabel call sites
byte-decode to reads of runtime-filled ID_Graphics_Value_* globals, not
immediate zeros (PE-byte-verified against the PDB-paired acclient.exe,
independently re-derived in this session, not just re-asserted from the
review). ConfigOptionsPageController.BuildSliderRow gained optional
rangeLowKey/rangeHighKey parameters wired for all six idx6 sliders (Camera
Stiffness Soft/Hard, Adjustment Speed Slow/Fast, FOV Narrow/Wide, Screen
Brightness Dark/Bright, Graphics Performance Speed/Detail, Degrade Distance
Close/Far) via the same SetRangeLabel mechanism OP5's Chat opacity sliders
already established. Mouse Look Sensitivity (idx3) correctly stays
uncaptioned — the one genuine SetSliderLabel omission. Class doc corrected;
gate-script lines 535/653-equivalent corrected in place.

M2 — the three Sound "Disabled" toggles were semantically inverted:
SoundManager::effect_sounds_enabled/ambient_sounds_enabled/
interface_sounds_enabled are all compiled = 1 in .data, and
UserPreferences::RegisterPreference binds the checkbox's boolean value
DIRECTLY onto those enabled-sense statics — checked-by-default means
enabled-by-default, not disabled. AudioSettings.SfxDisabled/AmbientDisabled/
InterfaceDisabled renamed to SfxEnabled/AmbientEnabled/InterfaceEnabled
(fresh JSON keys — the rejected slice's keys never shipped in an accepted
build); RuntimeSettingsStartupTargets.ApplyAudio now computes effective
volume through the extracted, independently-unit-tested pure function
ComputeEffectiveCategoryVolumes (enabled ? slider : 0f). This closes the
blast radius the review flagged: a missing key in an EXISTING settings.json
now falls back to AudioSettings.Default, which is enabled=true, so a fresh
launch is audible, not muted. AP-199's wording and gate-script step 6
corrected; the enshrined-inversion test rewritten to assert the correct
default and a new SettingsStore test pins the legacy-file fallback path.

M3 — UI_ChatFontFace now ships all five of retail's authored choices
(Arial, CourierNew, PalatinoLinotype, Tahoma, TimesNewRoman — a fixed
compile-time array at gmClient::InitUIPreferences, PE-byte-verified
present verbatim in .rdata, not a per-machine runtime enumeration as the
rejected slice's comment claimed). Default index 2 (PalatinoLinotype) now
indexes a real entry.

S1 — Bind() now emits the sixth trailing AddSeperator retail's own
InitOptions ends with (0x0049E80D), matching retail's 39-item ListBox (6
headers + 6 separators + 27 option-widget-rows) instead of 38.

S2 — Screen Brightness gets its own DisplaySettings.ScreenBrightness field
([-1,1], default 0) instead of overloading Gamma, which has a different
unit system (default 1.0, legacy [0.5,2.0] slider) and its own live
Settings-panel consumer.

S3 — UiScrollbar and UiMenu gained a settable TooltipText surfaced through
GetTooltipText (UiButton's existing pattern). Every slider and menu row's
own interactive widget (not just toggle/trio rows) now carries retail's
"<label>_Help" tooltip, verified as a universal suffix convention across
every AttachPreference site touched by this tab.

S4 — "800x600" added to DisplaySettings.AvailableResolutions: a genuine
retail display mode (Device::ForceDisplayResolution(1,0x320,0x258) at
startup) and the Config tab's own byte-verified Resolution row default, not
an invented preset. Defaults now lands on a highlighted, re-selectable
dropdown entry instead of an orphaned value.

S5 — four new/extended tests: ComputeEffectiveCategoryVolumes gets a
dedicated pure-function value assertion (Theory + a default-profile-is-
audible Fact) in RuntimeSettingsControllerTests, closing the "only event
order was asserted" gap that let M2 ship; a label/choice-key conformance
table in ConfigOptionsPageControllerTests enumerates every key this tab
queries (traced directly from the fixed code paths, not guessed) and fails
on an invented OR a dropped key; a per-row DefaultValue pin asserts every
row's default against the retail literal directly, independent of the
underlying settings-record defaults; and the S1 separator fix gets its own
39-item stacked-ListBox count pin.

NOTEs — AP-198's row count was always ten (its own enumeration never said
nine); the commit-message inconsistency N1 flagged is reconciled in both
the row and the section-summary line, and its Screen Brightness sub-clause
now matches S2. N2: Bind() now reads the scrollbar id from
UiTemplateListBox.ScrollbarElementId (dat property 0x72) instead of a
hardcoded constant. N3 (batch Defaults writes) and N4 (AfterApply on
Config-tab entry, needs no action) are left as recorded — out of this
rework's scope per the review's own disposition.

Full Release suite: 13,125 passed / 4 skipped / 0 failed (baseline
13,117/4/0 — net +8 tests added, 0 regressions, 0 removed).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 08:06:20 +02:00
Erik
6d0b0f9285 fix(ui): OP5 review fixes — thumb sync, batched opacity writes, cull register row, tests
Fixes the OP5 (Chat tab) dual-lens review findings against e71e5a96:

- M1 (MUST-FIX): each opacity row's own apply closure now pushes its OWN
  slider's thumb from the post-link truth (bindings.Current*Opacity()),
  mirroring the OP4 binding pattern. Before this, a single-slider drag
  followed by Reset reverted the live value/link but left that slider's
  own thumb stuck at the dragged position.

- S1 (SHOULD-FIX): the Chat tab's two opacity sliders no longer round-trip
  the whole settings.json on every drag MouseMove tick. UiScrollbar gains
  IsDragging + a DragCompleted callback (fires once, at the MouseUp that
  ends an actual thumb drag); the opacity apply closures flush immediately
  when not mid-drag (Reset/Defaults/discrete edits, same as before) and
  defer to DragCompleted otherwise, collapsing dozens of per-tick writes
  into exactly one per drag gesture. Live opacity still applies every tick.

- S2 (SHOULD-FIX): filed register row AP-201 and issue #371 for the
  UiScrollablePanel whole-row-cull-vs-clip divergence the review found
  (predates OP5, made user-visible by OP5's 240-260px filter blocks). Not
  fixed in this round (a renderer-level scissor stack is out of scope
  here) — corrected the OP5 connected-gate script instead so a straddling
  block's disappear-then-reappear-whole is no longer reported as a
  self-sizing regression.

- S3 (SHOULD-FIX): the chatWindowMainFilter round-trip test already
  existed in e71e5a96 (the review missed it scrolling past line 330);
  added the genuinely missing coverage instead — a composed test pinning
  RetailUiRuntime.MountChat's window-0 SettingsStore -> ChatWindowState
  seed (MountChat itself needs live DAT access and isn't unit-testable
  directly).

- N11: ScrollbarLinkage_ModelPointsAtTheChatListBoxScroll now asserts
  through the scoped page-slot lookup (UiElement.FindDescendant) instead
  of the flat layout.FindElement, which passed for the wrong reason given
  the shared scrollbar id 0x10000201 — matches OP6's own scrollbar-linkage
  test pattern.

Also updated ConfigOptionsPageControllerTests' local ChatOptionsPageController
Bindings fake for the new FlushOpacity parameter.

Full Release suite: 13,117 passed / 4 skipped / 0 failed (baseline 13,107/4/0
post-OP6 — 10 tests added, zero skips added, zero failures).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 07:36:54 +02:00
Erik
f5ac1742ba feat(ui): Campaign OP slice OP6 — the Config tab
Binds the retail Options panel's Config tab (LayoutDesc 0x21000029, 27
authored rows across 6 sections) through OP2's template mechanism and
OP3's per-page OptionPage model, matching the Character/Chat tab
controllers' established pattern.

The row table is transcribed directly from two decompiled sources —
gmConfigUI::InitOptions @0x0049E400 (row order, widget shape, defaults)
and gmClient::InitUIPreferences @0x004035b0 (the complete
UIPreferences::AttachPreference registration: every label/tooltip key,
every slider's real-unit range, every menu's enum choices) — which
resolves the research docs' own "U4" unverified slider-caption pairing:
retail ships ZERO range captions on this tab (every SetSliderLabel call
passes literal string id 0).

Consumer disposition: LIVE — Sound/Ambient volume-trio sliders and their
toggle halves (AudioSettings.SfxDisabled/AmbientDisabled now gate the
already-live engine write; RuntimeSettingsController.SaveAudio newly
pushes into OpenAlAudioEngine on every change, not just at startup),
Resolution/Full Screen (immediate window resize on save). NEXT-LAUNCH
(pre-existing precedent): Sync To Refresh, Field of View. STORE-ONLY
(register rows AP-198/199/200, TS-74 extended): Sound Features/Interface
trio/Play-Only-When-Active, the nine Graphics/Rendering-Quality rows
(Vulkan has no per-feature render knobs), Camera/Input's six rows and
Use Mouse Turning (no persistent mouse-turning camera mode), Chat Font
Face/Size (distinct new fields from the existing live ChatSettings.FontSize).

AudioSettings/DisplaySettings/CameraTurningSettings/ChatSettings each
gain new fields for their slice of the 27 rows, backed by SettingsStore
round-trips. A real bug caught by testing: the scrollbar scope lookup
used the standalone-layout root id (0x100001FF), which does not survive
base-merge into the host-mounted tree — fixed to scope from the tab
host's own page-slot id (0x10000213), matching Chat's established
pattern for the same shared-scrollbar-id hazard (0x10000201, authored by
both the Chat and Config ListBoxes).

30 new tests (27 authored rows register as 30 IOptionRow instances — the
three toggle+slider trios each register two). Full Release suite:
13,107 passed / 4 skipped / 0 failed (was 13,083/4/0 — net +24, the one
existing RuntimeSettingsControllerTests case updated for SaveAudio's new
live-apply call, not a regression).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 07:16:35 +02:00
Erik
ac0304dcf0 fix(ui,runtime): OP4 re-review residuals R1-R4 (coordinator pass) — OP4 CLOSED
R1: the timestamp prefix moves from ChatLog.Append (which stamped the
stored BODY, rendering 'Alice says, "13:05:09 hi"') to ChatVM's display
composition — FormatTimestampPrefix(entry.Received) prepends the COMPOSED
line, matching retail's separate-leading-string model (fprintf("%ls%ls",
ts, text) @0x00563e5b; AddTextToScroll receives composed lines). The
prefix renders entry.Received in LOCAL time (retail strftime), invariant
literal colons. The ten defect-pinning test cases across
ChatLogTests/RuntimeCommunicationStateTests are rewritten to pin the
corrected contract (stored bodies stay clean; the composed line carries
the stamp outside the quotes — ChatVMTests).

R2: open option-bearing panels converge on every PlayerDescription seed:
OptionPage.ReloadFromLive (per-row live re-read + gating re-eval, NO
AfterApply flush — the seed just cleared the dirty module),
OptionsPanelController.OnServerOptionsSeeded (active page),
CombatUiController.OnServerOptionsSeeded (SyncControls), wired through
RuntimeSettingsController.ServerOptionsSeeded from the same factory hook
LockUI already uses. Retail cannot reach this state (its panels close
across login); the adaptation exists because retained panels survive the
session boundary — documented at the seam.

R3: tests drive the refresh widget push (model AND checkbox converge) and
ReloadFromLive's no-flush contract. R4: AP-196 addendum names the
headless AutoRepeatAttack false->true effective-default flip and the
characterOptions escape hatch.

Full Release suite: 13,083 passed / 4 skipped / 0 failed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 06:36:14 +02:00
Erik
e71e5a9614 feat(ui): Campaign OP slice OP5 — the Chat tab
Binds LayoutDesc 0x2100005C through OP2's template-list mechanism and
OP3's per-page OptionPage model: the General Options header + two
DualHash-linked opacity sliders (Option_DefaultOpacity_Property
0x10000080 / Option_ActiveOpacity_Property 0x10000081, live-apply on
drag through RetailWindowOpacityController, defaults read from the
installed DAT's DBProperties collection at DID 0x78000001 via
ChatOptionsDatDefaults), and the five per-window text-filter blocks
(main window 12 rows minus Gameplay, four floaties 13 rows each — the
byte-verified authored order cross-checked against the raw
gmChatOptionsUI::InitOptions/AddCheckboxBitfield64Option pseudo-C, not
just the research doc's own table) writing AcDream.Core.Chat.
ChatWindowState directly, the same state CH6's chat windows already
read.

AP-195 retired: ported both halves left open at the OP2 re-review —
the ALL-set LED media swap (new UiButton.FaceFileOverride, driven by
the block-level P0x10000082/P0x10000083 sprites now threaded through
ElementInfo/DatWidgetFactory) and the CreateChildren self-sizing tail
(UiCheckboxBitfield64.Height grows with its stacked row content; the
enclosing ListBox reflows around the block's FINAL height via the new
UiTemplateListBox.AddPrebuiltRow, reusing the ListBox's own stacking
rather than a third stacking path). AP-187 broadened to cover the main
window's own filter (previously only the four floaties) and the new
live-editing write path.

The main chat window's filter (retail window id 8, ChatWindowState id
0) gains its own settings.json persistence (ChatSettings.
ChatWindowMainFilter) alongside the pre-existing floaty 1-4 fields;
opacity persistence is now wired on every live slider change, not only
through the old dev-scaffold Settings panel.

Fixture regeneration (ACDREAM_REGENERATE_UI_FIXTURES=1) picked up the
new ElementInfo.LedCheckedSprite/LedUncheckedSprite fields across all
19 committed layout fixtures — purely additive, confirmed against the
live installed DAT (0x10000520's own 0x82/0x83 properties resolve to
0x06004D17/0x06004D19 exactly as AP-195 documented).

Conformance: FilterRows/FilterBlocks pinned against the byte-verified
authored order and ChatWindowState's own default constants; the AP-195
LED swap and self-sizing behavior; the DAT opacity-default extraction
against the live installed DAT; live filter/opacity writes reaching
ChatWindowState/RetailWindowOpacityController; OnShown re-seed and
Reset/Defaults ghosting per the OP4 binding-pattern discipline.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 06:25:59 +02:00
Erik
bc43fb1d1d fix(ui,runtime): OP4 review fixes — live re-seed, enable-gating, Combat panel re-point, universal timestamps
Both OP4 reviews converged on one headline bug (Character-tab rows never
re-read live server truth after their pre-login constructor-word seed) plus
overlapping MUST-FIXes. All ten converged/consolidated findings land here:

MUST-FIX:
- BoolOptionRow.SaveCurrentValue now re-reads its live binding (retail's
  GetValue()-into-SaveCurrentValue) on every OnShown — panel open, tab
  switch in, initial activation — instead of trusting the pre-login
  constructor word it was built with. Reset/tab-switch can now only
  restore values that were actually live at the last show. LockUI's
  host.Root.UiLocked one-shot mount seed now also converges on every
  PlayerDescription via the existing OnCharacterOptionsChanged hook.
- Apply/Reset are wired to OptionPage.OnOptionChanged in production
  (Ghosted when nothing changed, Normal when dirty, run once at bind so
  both start disabled per retail's PostInit); Defaults stays ungated.
- The Combat panel's three LEDs (Repeat Attacks/Auto Target/Keep in View)
  now read/write the same RuntimeCharacterOptionsState seam the Character
  tab uses instead of a disconnected client-local GameplaySettings copy —
  closes the "two writable copies" divergence. The three now-orphaned
  GameplaySettings fields and RuntimeSettingsController's mirror
  properties/SetCombatGameplay are deleted outright; the headless host's
  hardcoded AutoRepeatAttack/AutoTarget now read the live option bit.
- RuntimeSettingsController.SetUiLocked's convergence guard now compares
  against the last value actually applied to the runtime target instead
  of the persisted GameplaySettings.LockUI snapshot, which could already
  match a server-derived request without ever having been pushed.

SHOULD-FIX:
- DisplayTimeStamps now prefixes every chat producer (ChatLog.Append is
  the one seam all of them funnel through), not just AddText's own
  callers — heard speech, emotes, Turbine channels, and combat text were
  previously missed. The prefix format escapes its colons and forces
  InvariantCulture instead of the culture-dependent TimeSeparator
  placeholder.
- sky.frag now honors uFogParams.w (fog mode) like the mesh/terrain
  shaders, so Disable Distance Fog stops the sky dome's horizon band from
  blending toward fog color too.
- Corrected the "byte-verified" overclaim on the timestamp format string
  doc comment (BN-sourced, wire doc U6) and the AP-194 anchor-column
  class-name typo; the RunAsDefaultMovement doc comments now cite retail's
  actual acclient.h enumerator name.
- Added: DispatcherMovementInputSource's option x modifier truth table
  (incl. || AutoRunActive with the option off), the per-page Apply/Reset
  enable-gate tests, a real checkbox.OnClick/ToggleBehavior-driven click
  test, and hash-pins for the six header string keys.
- Gate script step 8 corrected for the logout-flush false-failure
  (closing the panel before relogging is load-bearing); a new step
  documents the enable-gate sequence and the Combat-panel/Character-tab
  cross-check.

Register: AP-196 (the Group-C default-source change + GameplaySettings
retirement) and AP-197 (the ignored per-character timestamp format
override) filed in this commit.

Full Release suite: 13,044 passed / 4 skipped / 0 failed (was 13,008/4/0;
net +36 tests from new coverage and legitimate assertion updates from the
GameplaySettings retirement).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 05:30:26 +02:00
Erik
22b86b9ff4 feat(ui): Campaign OP slice OP4 — the Character tab
Binds LayoutDesc 0x21000028 (gmCharacterSettingsUI) through OP2's
template-list mechanism and OP3's OptionPage model: 6 authored group
headers + 50 toggle rows (49 from the 2013 build + D3's "Listen to PK
death messages", AP-193) in research doc §2's authored order, each row
resolved by PlayerOption id through CharacterOptionTable, seeded from
live RuntimeCharacterOptionsState, defaulted from CharacterOptionTable.
ClientDefault (byte-verified against UIOption_Checkbox::SetPlayerOption
@0x00486e80's own GetDefaultOptionValue call — AP-194 updated to confirm
the directive was followed), labels/tooltips resolved by name from
string table 0x23000003 (never hard-coded English), and registered with
OptionsPanelController.CharacterPage. Apply/Reset/Defaults
(0x100001FC/FD/FE) are now wired per-page via a scoped subtree search
(UiElement.FindDescendant, promoted from UiTabPanel) since Character/
Chat/Config each author their own physical instance under the SAME
element ids.

Consumers: Group A (29 ids) wire+store only via the existing
SetSingleCharacterOptionRuntimeCmd/TrySetOption seam. Group B: Display
Timestamps prefixes new transcript lines (RuntimeCommunicationState.
DisplayTimestampsSource); Disable Distance Fog forces FogMode.Off
(WeatherSystem.DisableDistanceFogSource, retiring half of TS-73); Run as
Default Movement inverts the walk-mode modifier's default
(RuntimeLocalPlayerMovementState.RunAsDefaultMovementSource). Group C
re-points AutoTarget/AutoRepeatAttack/ViewCombatTarget
(CharacterOptionCombatSettingsSource), VividTargetingIndicator/
CoordinatesOnRadar/LockUI/AcceptLootPermits from the client-local
GameplaySettings record to the canonical server bit — closing two
previously-unfiled divergences where AutoRepeatAttack and
AcceptCorpseLootingPermissions never reached the wire despite being
retail auto-save ids. TS-73 narrowed to its two still-open cases;
TS-75..TS-80 file the genuine gaps (no day/night force, no weather-
particle/profanity-filter/salvage/housing/pickup-preference subsystem,
fellowship-create's unaudited client-sourced field) rather than
inventing stand-ins.

Conformance: CharacterOptionsPageControllerTests pins all 50 rows
against CharacterOptionTable in both directions (an invented or dropped
row fails the build), the authored group/order row-by-row, and the
build/seed/Apply/Reset/Defaults/wire-publish behavior end-to-end against
the committed fixture. 52 new tests; full solution suite 13,008 passed /
4 skipped / 0 failed (was 12,956/4/0).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 04:31:34 +02:00
Erik
386076af0f fix(ui): OP3 review fixes — byte-verified Magic chat lines, Gameplay/OptionPage shape, mid-air tri-state, shared geometry
Consolidated fix round for the two OP3 dual-lens reviews
(docs/research/2026-08-11-op3-review-{mechanism,blast}.md), both
APPROVE-WITH-FIXES.

MUST-FIX:
- The six "Use Mouse Turning Settings" chat lines were typed
  RetailLogTextType.ClientLocal (0x1A); retail types them 0x07 (Magic).
  BYTE-VERIFIED against the PDB-paired binary at all six
  gmConfigUI::SetMouseTurningDefaults call sites (0x0049E972/E9E2/EA52/
  EAA4/EAF6/EB48): every site pushes `6a 07` (type=7) immediately before
  the text-pointer push and the AddTextToScroll call. Added a dedicated
  OptionsRuntimeBindings.DisplayMouseTurningMacroLine seam routed at
  Magic (scrolling chat transcript, light blue, timestamped) instead of
  the 4-slot SpewBox ClientLocal uses; the mid-air refusal and UA/RA
  keep ClientLocal (both independently confirmed correct).
- Filed AD-77: the client-wide floating-only gmPanelUI host divergence
  (retail also exposes a docked 0x21000017 host) the plan §5 delegated
  to this review, scoped to every main panel, not just Options.

SHOULD-FIX:
- gmGameplayOptionsUI is not an OptionPage in retail (acclient.h:55857,
  UIElement_Field). OptionsPanelController now constructs the Gameplay
  slot's OptionPage with AfterApply deliberately null, so entering/
  leaving that tab never publishes SaveCharacterOptionsRuntimeCmd.
  Corrected OptionPageModel's doc comment and rewrote the two tests
  that pinned the wrong (Gameplay-flushes) shape.
- Added the OptionPage.OnOptionChanged seam (PlayerOptionPage::
  OnOptionChanged @0x004F27D0) — fires as the last step of Apply/
  Reset/Defaults, plus once per live LED edit via a new
  IOptionRow.AttachPageNotify hook (BoolOptionRow wires it into
  SetCurrentValue only, matching retail's Apply(1)-only
  HandleDialogAndNotices path). OP4-6 will bind Apply/Reset enable
  state to this.
- Exit to Character Selection's mid-air refusal is now tri-state
  (Func<bool?> IsGrounded): retail's UseTime only reaches the airborne
  test inside `else if (smartbox->player)`, so outside player mode (or
  with no live controller) the button is a SILENT no-op, not a
  refusal. Fixed the inverted comment at both call sites.
- Options panel geometry now matches its nine gmPanelUI siblings
  sharing RetailPanelUiController's one main-panel rectangle
  (ResizeX=false, bottom-edge-only resize, no invented Min/MaxWidth/
  Height) instead of being the only all-four-edge/horizontal-resize
  outlier whose width silently reverted whenever a sibling was shown.
- Added the three missing test pins: Options/Character mutual
  exclusion through a REAL RetailPanelUiController registration,
  RetailDialogFactory.MakeConfirmation's omitted-queueKey overload
  sharing DefaultQueueKey, and UiTabPanel.ActivePageChanged never
  firing on a dormant (non-activated) host.
- TS-74's What/Where now names the five store-only CameraTurning
  preferences explicitly instead of only mentioning them in Risk.
- Test script gains the toolbar-button ghosted->enabled+highlight
  check, UseMouseTurning-survives-relogin and the five prefs-survive-
  relaunch steps, a UA/RA legibility eye-item, and the corrected
  bottom-edge-only geometry description for step 5.

One-liners fixed in files already touched: symmetric close-button
resolve-failure logging in OptionsPanelController.Bind (blast NOTE 8).

Full Release suite: 12,947 passed / 4 skipped / 0 failed (baseline
12,935/4/0 post-OP7 — 12 net new tests; the two OptionPageModelTests
"wrong-shape" tests were renamed/rewritten in place, not removed).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 03:05:27 +02:00
Erik
9d26ecc623 feat(ui): Campaign OP slice OP3 — Options panel shell, open paths, Gameplay tab
Mounts retail's Options panel (LayoutDesc 0x2100002B resolved through host
0x2100006E slot 0x1000018D, gmPanelUI key 10) via the same catalog-import
pattern CharacterController already validates, registered through
RetailPanelUiController so it shares retail's "one active gmPanelUI child"
mutual exclusion with every other sibling panel for free. F11 and the
toolbar's options button (0x1000019B, already authoring panel id 10) both
now open it; the close button fires the same ToggleOptionsPanel action.

OptionPageModel (OptionPage/BoolOptionRow) ports retail's exact
Apply/Reset/Defaults/visibility semantics from
UIOption_Checkbox/PlayerOptionPage — LED clicks apply live immediately,
Apply commits every row unconditionally + flushes the batched blob, Reset
reverts only Changed rows, Defaults restores without committing, and
tab-switch/window-hide revert uncommitted edits. Wired for all four tabs;
this slice registers real rows on none of them (Gameplay authentically has
none — a pure button list). UiTabPanel gains an ActivePageChanged event so
the page model can hook every tab transition, including the initial
default-tab activation.

The seven Gameplay-tab buttons: Exit Game reuses the existing graceful
window-close path; Exit to Character Selection gets retail's confirmation
dialog and byte-verified mid-air refusal but still behaves as Exit Game
(AD-74 — no pre-world character-select flow exists); Configure Keyboard
and In-Game Help Files are inert this slice (AD-76 for Help — the
plugin retail depends on doesn't exist); Urgent Assistance/Report Abuse
short-circuit to their own byte-verified failure text through the
interface-text seam instead of ShellExecute against a dead URL (AD-75);
Use Mouse Turning Settings runs the pure MouseTurningSettingsMacro port,
persisting five new CameraTurningSettings preferences and sending
PlayerOption.UseMouseTurning — TS-74 records that acdream has no
persistent mouse-turning camera mode for the bit to drive yet.

Full Release suite: 12,918 passed / 4 skipped / 0 failed (baseline
12,871/4/0 — only new tests added).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 02:14:40 +02:00
Erik
5242de9f15 fix(ui): OP2 re-review closure (coordinator pass) — AP-195, tooltip port, zero-children pin
Closes the mechanism lens's REOPEN (one MUST-FIX) and both lenses' small
residuals on the OP2 rework (b236a442); the blast lens re-review was
CLOSED outright. Fable-direct per the two-failure escalation rule.

- AP-195 filed: UIOption_CheckboxBitfield64 ports HALF of Refresh
  @0x004859C0 — the ANY-set checkbox predicate is exact, but the ALL-set
  LED media swap (P0x10000082=0x06004D17 / P0x10000083=0x06004D19) and
  the ListBox self-sizing tail (ResizeTo/CalculatePaperSize — the block
  IS a UIElement_ListBox in retail) are unported, and the block's row
  stacking is a second divergent implementation beside UiTemplateListBox.
  All due at OP5 before the Chat tab's connected gate; the IsSet doc
  comment now names both halves instead of quoting only the ported one.
- Row tooltips: UiButton gains settable TooltipText surfaced through the
  shared GetTooltipText hover pipeline (UiCatalogSlot's pattern);
  UiCheckboxBitfield64.AddChild applies the row tooltip retail stamps in
  CreateChildren @0x00485DF0, and documents that the 0x10000084 row-index
  attribute stamp is deliberately replaced by the typed mask closure.
- AD-73 addendum: UiTemplateListBox.ConsumesDatChildren=true is inert
  only while no authored Type-5 element carries children — that premise
  is now conformance-PINNED across all 32 fixtures (a future DAT
  regeneration surfacing an authored child fails the build instead of
  silently dropping it).
- Plan doc: OP2's contract names UiTabPanel.cs (retail UIElement_Panel),
  not the fictional-class-named UiTabControl.cs; ledger records OP1 and
  OP2 both CLOSED.

Full Release suite: 12,871 passed / 4 skipped / 0 failed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 01:26:29 +02:00
Erik
b236a44279 fix(ui): OP2 rework — dormant UiDatElement subclasses, fixed Panel/CheckboxBitfield64 mechanism
OP2 (df9c7a35) was double-REJECTed: an unconditional Type-8/Type-5 factory
mapping silently re-classed 15 elements across 7 shipped panels (vendor
backdrop lost its fill, character/spellbook roots stopped passing clicks
through, combat gained a phantom import-time tab takeover, ten ListBoxes
gained a spurious hit-testable viewport) because the stale 27 pre-existing
fixtures never exercised the new fields — and the mechanism itself cited a
nonexistent "UIElement_TabControl" class, inverted UiCheckboxBitfield64's
checked-state predicate, and synthesized fake per-row geometry instead of
using the widget's own authored template.

Shape change: UiTabPanel (renamed from UiTabControl) and UiTemplateListBox
now derive from UiDatElement (unsealed) and stay DORMANT by default — an
imported Type-8/Type-5 element gets authored-media drawing, ClickThrough
generic-decoration default, and IUiDatStateful propagation identical to the
pre-OP2 UiDatElement fallback, with zero import-time side effects. The
factory's Type-8/Type-5 arms are unconditional again (no more guard whose
premise the blast-radius sweep proved false), because dormancy makes an
unactivated instance behaviorally indistinguishable from the old fallback.
UiTabPanel.ActivateTabBehavior() and UiTemplateListBox's lazy viewport
creation are the explicit, controller-driven opt-ins Campaign OP slice OP3+
will call; today nothing does, so the four pre-existing shipped Type-8
hosts (character/spellbook/vendor/combat) and ten pre-existing Type-5
ListBoxes keep their pre-OP2 behavior exactly. Filed AD-73 for this
dormant-vs-retail's-unconditional-activation adaptation.

Mechanism fixes (docs/research/2026-08-11-op2-review-mechanism.md):
- UiTabPanel cites UIElement_Panel (Type 8 is UIElement_Panel; no
  UIElement_TabControl exists in the PDB), resolves buttons/pages via a
  GetChildRecursive-equivalent descendant search (not direct-children-only),
  performs no switch when no entry authors 0x32 (deleted the _tabs[0]
  fallback), and surfaces unresolved tab-table entries via UnresolvedEntries
  + a diagnostic line instead of a silent no-op.
- ElementReader.ReadTabTable skips entries missing 0x30/0x31, matching
  retail's SetupTabPageHash @0x0046C2E0 entry filter.
- UiCheckboxBitfield64 now builds every row from its OWN authored template
  (property 0x64 -> {0x2100002B, 0x10000521}) via AddItemFromTemplateList,
  deleting the synthesized ElementInfo + invented RowHeight=14 — matching
  retail's CreateChildren @0x00485DF0, which is itself a UIElement_ListBox
  call. IsSet is now retail's ANY-bit-set predicate (Refresh @0x004859C0),
  not all-bits-set. TS-72 retired: the click-toggle bit math is now fully
  decomp-confirmed (SetBitsOnOrOff via ListenToElementMessage @0x00485AE0).

Regenerated all 32 UI fixtures against real DAT (ACDREAM_REGENERATE_UI_FIXTURES=1)
and committed them — 27 pre-existing fixtures now carry Outline/OutlineColor/
TabTable/TemplateList/ScrollbarElementId; the 5 Options fixtures were already
current. Updated EffectsUiControllerTests' now-correct UiTemplateListBox
class-identity assertion. Added: 6 built-widget behavior pins for all five
pre-existing Type-8 elements + a representative Type-5 element the dormancy
model protects (OP2ReworkBlastRadiusConformanceTests.cs); 5 reader-level
tests driving ReadTabTable/ReadTemplateList/the 0x72 reader from raw
property bags (ElementReaderTests.cs); a multi-bit-mask UiCheckboxBitfield64
test proving the any-bit predicate (the prior single-bit test couldn't
distinguish it from all-bits); an activation-idempotency test and a
before-activation click-is-inert test for UiTabPanel.

Full Release suite: 12,868 passed / 4 skipped / 0 failed (baseline 12,853/4/0
post-OP1-fixes; +15 net new tests, zero regressions).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 01:08:08 +02:00
Erik
09029f9f4b fix(runtime,net): OP1 review fixes — server-seed gate, tick-wired auto-save/logout flush, fellowship mutual exclusion
Closes the two mechanism-lens and blast-lens dual reviews of Campaign OP
slice OP1 (86c0a7e0): docs/research/2026-08-10-op1-review-mechanism.md and
docs/research/2026-08-10-op1-review-blast.md.

MUST-FIX M1 (blast): RuntimeCharacterOptionsState gains a HasServerSeed
latch, set by Replace (the PlayerDescription seed) and cleared by
ResetSession. TryFlush/TryFlushIfAutoSaveDue now refuse before the seed
arrives — closing the window where a bot (or, after this commit, the
timer/logout triggers) could flush client-default option words over a
character's real server-side options before any PlayerDescription ever
landed.

MUST-FIX 1 (mechanism): the 480 s auto-save timer and the pre-logoff
flush are now wired into production, closing TS-71 (retired). Both ride
LiveSessionController's own tick/stop transaction via two new hooks
(ConfigureAutoSaveTick/ConfigurePreLogoffFlush), wired once by
GameRuntime's constructor — a Runtime-internal change requiring zero
host edits, exactly as the review identified. The flush body talks to
WorldSession directly rather than through App's LiveSessionCommandRouter,
which is what keeps this off the S2 lock-order hazard (below). Filed
TS-73 for the two OnChanged side-effect cases (weather/day/combat-
target/fog) TrySetOption still doesn't model — pre-anchored to OP4's
Group B consumer binds.

SHOULD-FIX S2 (blast, prerequisite for MUST-FIX 1): TryFlush/
TryFlushIfAutoSaveDue no longer invoke the flush callback while holding
_dirtyGate — the decision is made and cleared under the lock, but the
callback itself runs outside it, closing the lock-inversion hazard the
natural timer wiring would have hit (Runtime tick's _dirtyGate-then-
_gate vs the router's _gate-then-_dirtyGate).

SHOULD-FIX MF-2 (mechanism): TrySetOption now ports the two
PlayerModule-state-mutating cases of CPlayerModule::OnChanged's local
side-effect switch — turning ON IgnoreFellowshipRequests or
FellowshipAutoAcceptRequests clears the other through a real recursive
TrySetOption call, reproducing retail's second 0x0005 (the clear's send
reaches the wire before the primary option's own send, matching the
nested-call order in the decomp). The signature widened from
Action sendAutoSave to Action<uint,bool> so the recursion can send a
different (id, value) than the caller's own; every production call site
now passes WorldSession.SendSetSingleCharacterOption directly.

SHOULD-FIX MF-3 (mechanism): a hand-transcribed 53-row (id, isOptions1,
mask) theory in CharacterOptionTableTests, independently re-derived from
acclient.h's PlayerOption/CharacterOption/CharacterOptions2 enums rather
than copied from CharacterOptionTable.cs — closes the one column with no
id-by-id pin. Also added the pairwise-distinctness check blast NOTE N7
named.

SHOULD-FIX S1 (blast): LiveSessionCommandRouterTests' CH3/CH4 regression
test now drives the REAL TrySetOption binding instead of a hand-rolled
SetOptionBit substitute that had silently drifted from production after
OP1.

SHOULD-FIX S3 (blast): RuntimeCharacterOwnershipSnapshot gains
OptionsAreClean (!Options.IsDirty), included in IsConverged — a module
whose two words happen to cycle back to their default bit pattern while
still dirty is now caught by the combined ownership ledger, not just by
OptionsAreDefaults.

SHOULD-FIX S4 (blast): SaveOptions no longer encodes "did it actually
flush" as PrimaryObjectId 1u/0u (which read as object guid 0x00000001 in
the K2 event stream). Both host adapters now report the identical shape
(Accepted, objectId 0) — the graphical host never could report this
anyway (LiveCommandBus.Publish has no return channel).

SHOULD-FIX S5 (blast): Replace (the server-seed arrival) now also clears
IsDirty/FirstDirtiedAt — a wholesale re-seed supersedes any pending
batched-but-unflushed local intent (retail's own PlayerModule has no
partial-merge path either), documented at the member.

SHOULD-FIX S6 (blast): a cross-check theory asserting CharacterOptionTable's
masks equal PlayerDescriptionParser.CharacterOptions1/2's independently
(the write path vs the read path TurbineChatMembershipGate/
RuntimeSettingsController consume) — guards the exact CH3 failure class.

Also fixed a real allocation regression found while landing MUST-FIX 1:
the naive per-tick flush closure would have allocated on EVERY
LiveSessionController.Tick() call regardless of dirty state, which broke
the K4 headless 30-session resource-envelope gate. GameRuntime.
FlushCharacterOptions now pre-checks Options.IsDirty (itself retail-
faithful — CPlayerModule::UseTime opens with the identical m_bDirty byte
compare) before allocating the flush closure, so the allocation only
happens on the rare tick that might actually flush.

Dispositions on findings not changed this round:
- Mechanism NOTE 6 / not independently re-flagged: a re-entrant MarkDirty
  from inside a flush callback can still be erased by the trailing
  "_isDirty = false" — pre-existing, unchanged by the S2 lock restructure
  (same outcome whether the callback runs inside or outside the lock),
  not reachable from any current caller, not a one-liner to close
  correctly (needs a per-dirty-period generation token). Left as documented
  in the review; worth closing before the Options panel ever flushes from
  inside a change handler.
- Mechanism NOTE 9, blast N2/N3/N4/N5/N6/N8: informational or require
  touching files this round doesn't otherwise edit (SocialActions.cs,
  CharacterOptionsBlobSource.cs, GameRuntimeContractTests.cs) — left per
  the "one-liner in a file already being edited" instruction.

Register: TS-71 retired (both remaining SetCharacterOptions flush
triggers now production-wired); TS-73 filed (the two unmodeled OnChanged
presentation-binding cases, pre-anchored to OP4).

Quality bar: Release build green; full solution suite 12,853 passed / 4
skipped / 0 failed (baseline 12,770/4/0 post-OP2 — 83 new tests added,
zero regressions).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 00:39:51 +02:00
Erik
df9c7a35eb feat(ui): Campaign OP slice OP2 — tab control, template ListBox, UIOption widget mappings
Ships the two new widget primitives the retail Options panel needs plus the
four remaining UIOption_* factory mappings, so every tab page (OP3-OP6) has
somewhere to mount.

- ElementReader/ElementInfo gain three new dat-property readers, following
  the existing effective-state-resolution pattern (never a per-state
  first-wins scan, per the round-5 N1 lesson): the Type-8 tab table
  (property 0x2E -> TabTable), a ListBox's row-template list (property
  0x64 -> TemplateList), and scrollbar linkage (property 0x72 ->
  ScrollbarElementId). LayoutImporter gains one hook
  (IUiChildrenAttachedListener) so a widget can resolve cross-references
  its own dat properties name by id once its subtree actually exists.

- UiTabControl (Type 8): switches exactly one page-slot child visible,
  syncs each tab button's Open/Closed state via the existing
  RetailTabBinding helper, and honors the authored default tab on mount.

- UiTemplateListBox (Type 5 with an authored template list): wraps a
  UiScrollablePanel viewport (sealed, so composition not inheritance) and
  ports AddItemFromTemplateList(index) — the resolver seam a page
  controller wires with real DAT access via the SAME
  LayoutImporter.ImportInfos(dats, layoutId, elementId) overload
  RetailDialogFactory already uses for its catalog LayoutDesc.

- DatWidgetFactory maps the four remaining UIOption_* widgets, each
  verified against the regenerated options_2100002B.json fixture before
  writing any code: 0x10000037 (Slider) is structurally an ordinary
  horizontal UIElement_Scrollbar, so it reuses BuildScrollbar directly;
  0x10000038 (Menu) is structurally identical to the vendor category
  dropdown UiMenu already models, so it reuses `new UiMenu()` like the
  Type-6 case; 0x10000036 (CheckboxSlider) composes an existing
  UIOption_Checkbox child + UIOption_Slider child via the new
  UiOptionToggleSlider wrapper; 0x10000044 (CheckboxBitfield64) authors
  zero children in the dat (every row is added at runtime via retail's own
  AddChild(lowMask, highMask, label, tooltip) call shape), so it's a new
  UiCheckboxBitfield64 composing UiButton per row. No new drawing code
  anywhere in this set.

- Five new committed fixtures (options_2100002B/2100002A/21000028/
  2100005C/21000029) plus 25 new conformance tests pinning the tab table
  (4 entries, Gameplay default), all three template arrays, scrollbar
  linkage, every new widget-type mapping, and a UiTabControl behavioral
  test (switch -> exactly one page visible, click-through the tab
  button). The Character ListBox's authored 6-header/49-toggle shape
  (lane B section counts) is proven reachable end-to-end through
  AddItemFromTemplateList against the committed fixture.

- Regenerating fixtures also touched 27 PRE-EXISTING, unrelated fixtures
  (an Outline/OutlineColor field pair added by an earlier commit,
  bcc34ee3, that predates when those fixtures were last regenerated).
  Per the slice contract, that drift was NOT committed — reverted back to
  HEAD, only the five new Options-panel fixtures are new files here.

- Filed TS-72: UiCheckboxBitfield64's click-toggle bit math (AND/OR
  set/clear semantics) is a documented approximation — the decompiled
  excerpt this campaign pulled covers UIOption_CheckboxBitfield64::Apply's
  WRITE side, not its own click-handler's bit math. Flagged for OP5 (the
  Chat tab controller, the first consumer that reaches the wire) to
  verify against the real decomp before any live transaction depends on
  it; nothing user-reachable can observe this yet.

Full Release suite: 12,770 passed / 4 skipped / 0 failed (was 12,745/4/0
post-OP1 — 25 net new tests, zero regressions).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 00:06:43 +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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
Erik
e07fba5731 fix(chat): CH3 review fixes — phantom UN-9, allegiance-broadcast echo, /a legacy fallback
Applies the Opus review of Campaign CH slice CH3 (614a1e05):

- B1: UN-9 was a phantom divergence — ACE's CharacterOptions1.cs:47
  OR-sum is 0x50C4A54A (its own comment confirms 1355064650), identical
  to acdream's literal. The wrong 0x50C48D4A existed only in the research
  doc. Row deleted, register §5 reverted to 4 rows, research doc corrected
  with dated notes.
- S1/S4: AllegianceBroadcast (0x02000000) is a server-echoing channel —
  ACE's GameActionChatChannel handler includes the sender in its real-name
  Allegiance.Members broadcast (retail's DoAllegianceBroadcast has no
  AddTextToScroll), so the client must skip its local optimistic echo, not
  keep it. ChatChannelInfo.Legacy.IsSelfEchoChannel() now returns true for
  it; RouteLegacyChannel's comment corrected; Turbine.IsSelfEchoChannel()'s
  backwards comment rewritten truthfully.
- S3: retail's /a stays on the legacy AllegianceBroadcast bitflag until
  StartupTurbineChatSystem successfully starts Turbine chat — "never
  started" (TurbineChatState.Enabled == false) now falls back to legacy in
  both LiveSessionCommandRouter.RouteChat and
  DirectGameRuntimeCommandAdapter.TrySendChannel, while "enabled but no
  allegiance room" still correctly refuses locally.
- S5: added a LiveSessionEventRouter test proving the Options.Replace ->
  OnCharacterOptionsChanged seeding order, and RuntimeSettingsTargets /
  GameWindowLiveSessionOwnershipTests tests proving the concrete
  ICommandBus.Publish wiring and the single LiveSessionCommandSurface
  construction site.
- S6: AP-181 rewritten to name both of retail's omitted pre-send checks
  (IsMessageSafe silent-drop, then IsMessageSpam) and stop misattributing
  either to RouteLegacyChannel, which has no such gates.
- N1-N7: CharacterOptionId moved below SocialActions so its doc comment
  re-attaches; TurbineChatMembershipGate reuses TurbineChatDisplayNames
  instead of a duplicate table; the gate-to-refusal-text mapping is now
  shared via TurbineChatMembershipGate.ResolveRefusalText instead of
  duplicated in both hosts; ChatSettings.Default now matches ACE's real
  CharacterOptions2.Default (Roleplay/Society start off); a doc-comment
  clarifies only the five Hear toggles are server-backed; the register's
  §3 header recounted 129 -> 128.

Suite: 11,964 passed / 4 skipped / 0 failed (baseline 11,957/4/0 + 7 new
tests). Campaign ledger CH3 review column updated to APPROVE-WITH-FIXES.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-09 20:24:29 +02:00
Erik
614a1e055f feat(chat): Campaign CH slice CH3 — side-channel membership, wire, and echo parity
Ports retail's SendTurbineChat (@0x0057db10) local pre-send membership gate
so Roleplay/Society/Olthoi stop silently swallowing outbound chat: a new
TurbineChatMembershipGate checks Turbine availability and the player's own
Hear*Chat option before sending, raising "Turbine chat is not available."
or the 0x0551 YouAreNotListeningTo_Channel refusal through the CH2 AddText
chokepoint instead. Wired into both the graphical (LiveSessionCommandRouter)
and headless (DirectGameRuntimeCommandAdapter) send paths so they can't
diverge. Retracts the 26-day-old false "ACE doesn't run a TurbineChat
server" claim from ISSUES.md, the roadmap, and project_chat_pipeline.md —
ACE's TurbineChat implementation is complete and on by default; the real
bug was treating Hear*Chat as a display filter instead of room membership.

Also: implements SetSingleCharacterOption (0x0005), the only wire message
that actually joins/leaves a Turbine room, and wires the five Settings Chat
toggles to it (publish on Save, changed bits only) plus seeds ChatSettings
from the server's own CharacterOptions2 on every PlayerDescription. Fixes
the legacy-channel double-print (Fellow/Vassals/Patron/Monarch/CoVassals
skip the local echo now that ChatChannelInfo.IsSelfEchoChannel is finally
consulted). Routes /a to Turbine unconditionally (retail's @a never falls
back to the legacy bitflag) and adds /ab for the legacy AllegianceBroadcast
verb retail actually has. Surfaces a nonzero TurbineChat ack HResult instead
of discarding it silently. Deletes the malformed, callerless SetCharacterOptions
(0x01A1) and AddChannel/RemoveChannel (0x0145/0x0146) builders.

Files every AC-specific algorithm change cites the named retail decomp
(SendTurbineChat 0x0057db10, StartupTurbineChatSystem 0x0057EFB0,
GameActionSetSingleCharacterOption) plus ACE/holtburger cross-checks.
Register rows AP-181 (no client-side spam throttle) and UN-9 (an
incidentally-discovered CharacterOptions1.Default literal mismatch, not
investigated further) filed per the divergence-register rule.

11,957 passed / 4 skipped / 0 failed (full Release suite, up from the
11,916/4/0 baseline).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-09 19:39:44 +02:00
Erik
233c30d13f fix(chat): CH2 re-review nits — resize centering, top-aligned flow, sweep wording
Applies the seven NITs from the CH2 re-review (verdict APPROVE-WITH-FIXES,
following the REJECT->rework at e0e78883):

1. SpewBoxController's centered Left was captured once via
   AnchorEdges.Top and replayed forever on resize (UiElement.ApplyAnchor's
   Left/Right-both-false branch pins a fixed margin). Anchors is now
   AnchorEdges.None and Tick recomputes Left every frame against the
   current root width.

2. OneLine=false was defaulting to UiText's bottom-pinned transcript flow
   (VerticalJustify honored only via ConfigureDatState, which this
   synthesized element never calls). Added UiText.HonorVerticalJustification
   so a non-DAT controller can opt the scrollable path into
   VerticalJustify without a full LayoutDesc binding; SpewBoxController
   sets VerticalJustify=Top so lines flow from the top of the 450x72 box,
   matching newest-at-top insert semantics. Noted as invented-pending-
   measurement in AP-178's row (no new row).

3. Documented the deliberate inversion of UiText.LinesProvider's
   oldest-first contract in SpewBoxController.Tick (SpewBoxVM.Lines feeds
   newest-first, which is correct specifically because the box is now
   top-aligned) and added a test pinning the rendered order (newer message
   is the topmost line), driving root.Tick.

4. Fixed the stale "retail's code default, 1" comment in
   SpewBoxControllerTests — MaxConcurrentItems is the shipped LayoutDesc's
   AUTHORED value, 4.

5. Added the matching unmapped-id diagnostics line to
   LiveSessionRuntimeFactory's ShowWeenieError sink, matching the pattern
   GameEventWiring's WeenieError/WeenieErrorWithString handlers already
   use.

6. Corrected the "EXHAUSTIVE Portal sweep found ZERO" overclaim in
   SpewBoxLayoutDumpDiagnostic: the loop's id source was DatCollection's
   top-level aggregate GetAllIdsOfType<LayoutDesc>(), not dats.Portal's
   own (which reports a count of ZERO for this type), so querying those
   ids against dats.Portal.TryGet established nothing about Portal either
   way. Corrected the same overclaim echoed in SpewBoxState's
   MaxConcurrentItems doc comment and in AP-178's register text (both the
   table row and the section-header history line). What's actually
   established: dats.Local hosts the SpewBox layout at 0x21000011; whether
   Portal also carries a copy remains unestablished.

7. Added a test exercising the full ShowWeenieError -> AddText -> SpewBox
   path for id 0x0561 (the 50-friends-cap refusal) in
   LiveSessionCommandRouterTests, mirroring LiveSessionRuntimeFactory's
   ShowWeenieError closure exactly since every other LiveSessionRuntimeFactory
   test in this tree is a source-text conformance grep, not an
   instantiation.

Ledger: CH2 ledger row's review column now reads REJECT -> reworked
e0e78883 -> re-review APPROVE-WITH-FIXES -> nits (this commit); Status
header flips CH2 to code-complete/closed pending the user gate, CH3 next.

Build green; touched-project tests green (19/19 new/changed,
4351/3354 App.Tests unaffected pass); full Release suite 11,916 passed /
4 skipped / 0 failed (baseline 11,914/4/0 plus the two new tests this
commit adds).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-09 18:48:13 +02:00