The prior PlaceMarker() reading ("center at markerX0+x") was wrong.
Binary Ninja elides gmMapUI::PlaceMarkerOnMap @0x004a18b0's entire FPU
chain to bare, operand-less _ftol2() calls, so the pseudo-C
under-specifies the function. A capstone disassembly of the raw bytes
in the PDB-paired acclient.exe recovers the real formula: retail
projects the AC display coordinate (range ~-102.4..102.4) onto the
marker-area rect via a fixed-point-style transform, not a raw pixel
add:
X = m_x0 - w/2 - (int)((m_x1-m_x0+1) * (x*10+1024) * (-1/2048))
Y = m_y0 - h/2 - (int)((m_y1-m_y0+1) * (2047-(y*10+1024)) * (-1/2048))
Constants read directly from .rdata: 0x79bac8=10.0, 0x7aac78=1024.0,
0x7aac70=-1/2048, 0x7aac68=2047.0. The Y axis's FSUBR is retail's
north-up flip. w/h halve with truncating integer division (matching
retail's cdq;sub;sar idiom), not float division.
Extracted the pure math into MapPageController.ComputeMarkerPosition
so it's directly testable, and retargeted MapPageControllerTests to
GOLDEN PIXEL values computed independently from the formula (never
from the port's own output): the reviewer's canonical (0,0)->(122,128)
case, a far-west and far-north case, and a real town-table entry
(Arwic's landblock, cross-checked against RadarCoordinates). Applies
to the green ring, house pin, and all 53 static town hotspots, which
all resolve through the same PlaceMarker call.
Corrected the recon doc's "accepted as-is" note, which had mistaken
"the FPU argument-passing is BN-mangled" for a narrow issue instead of
the whole-formula elision it actually was.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Derived the mechanism from the decomp before writing code: neither
gmHouseUI::PostInit @0x004a2710 nor gmMapUI::PostInit @0x004a1c70 sends a
HouseQuery, and six of gmHouseUI's seven Display* builders early-return on
m_pHouseData == 0. The only text a houseless character's House tab shows is
gmHouseUI::DisplayPurchaseTimeText @0x004a3110's expired branch (it doesn't
gate on m_pHouseData) — the local player's PropertyInt.HousePurchaseTimestamp
plus HouseSystem::HasPurchaseWaitPeriodExpired renders exactly "You may buy
another house immediately." for a fresh character. Exhaustive search of the
2013 EoR decomp, ACE, and the live DAT found zero support for a second
"You do not currently own a house." line the task brief described — this
commit ports what the decomp actually shows.
Ships:
- RuntimeHouseState: a minimal (no disposal, no construction-transaction
Fault() point) Runtime owner per ISSUES #413's own sizing note, wired
through GameEventWiring's existing HouseData/HouseStatus delegate holes,
LiveSessionEventRouter, and GameRuntime.HouseOwner. Participates in
RuntimeGenerationReset (new House stage) since a fresh login must not
show a stale character's house state.
- HousePageController.Bindings.Lines/OnShown wired to real data; OnShown
fires WorldSession.SendHouseQuery() on tab-open (AD-107: an acdream
trigger, not a ported retail call site — filed in the divergence
register).
- Fixed a real bug found along the way: HousePageController.Bind never
wired UiTemplateListBox.TemplateResolver, so no row could ever render
regardless of Lines content. Now reuses the Map tab's generic hotspot
resolver.
Live-verified against a real local ACE server and the +Acdream character
(--session-config auto-select + a UI automation script): screenshot and
structural UI-tree dump both confirm the House tab renders exactly "You may
buy another house immediately." Graceful logout confirmed both launches.
ISSUES #413 narrowed to its one remaining piece: the six owned-house-only
Display* builders (DisplayBuyPayment/RentPayment/BuyTime/RentTimes/
Location/WarningText), unexercisable without a test character that owns a
house.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Live verification (slice 5) found town-marker tooltips never appeared:
RetailTooltipPresenter.OnTooltipShow gates unconditionally on
AuthoredTooltipRootElementId == 0 -> return, with no fallback, but the
markers only set AuthoredTooltipText/Enabled (the DAT-authored P0x49
path). gmMapUI::AddMapNote's UIElement::SetTooltip call is retail's
RUNTIME m_TTText/SetTooltip mechanism, not the authored path — the
correct seam is UiButton.TooltipText (backing GetTooltipText()'s
override), which ResolveTooltipText consults before authored text.
The popup-skin locator (AuthoredTooltipRootElementId/LayoutDid) is
still required even on the runtime-text path with no built-in
fallback, so markers now hardcode the same shared popup skin
UiItemSlot already uses (0x10000395/0x21000041) — matching that
established precedent exactly.
Verified live: hovering a town marker (Aerlinthe Island) now renders
its tooltip correctly. 21/21 Map/House controller tests still pass.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Mounts host 0x2100006E slot 0x1000018C (RetailPanelCatalog.MapHouse = 16)
as a two-tab UiTabPanel (Map default, House second) through the OP3/FA3
recipe (LayoutImporter.Build -> Bind -> ActivateTabBehavior). Toolbar
button 0x1000019A un-ghosts (added to both RetailPanelCatalog.Mounted and
.Toolbar). Combined into one commit because MapHousePanelController.Bind
depends on both MapPageController and HousePageController existing —
splitting them would mean landing dead code first.
Map tab (gmMapUI, MapPageController):
- Calendar formatter matching gmMapUI::Update's "Date: %s\nTime: %s"
shape, reusing WorldTimeService.CurrentCalendar (new
Func<DerethDateTime.Calendar> dependency threaded through
InteractionRetainedUiDependencies/GameWindow — a stable long-lived
service, not routed through the deferred-binding machinery Radar's
per-session state needs). MonthName enum values already match retail
display text; HourName's "AndHalf" suffix is rewritten to "-and-Half".
- Coordinate math + marker placement reuse RadarCoordinates/
LandDefs.GidToLcoord verbatim (both already byte-exact ports of
CPlayerSystem::InqPlayerCoords/LandDefs::gid_to_lcoord) — no re-port.
PlaceMarkerOnMap's centering math (m_x0 + x - w/2) ported from
gmMapUI::PlaceMarkerOnMap @0x004a18b0. Indoor gating clears the
coordinate text and hides the player marker, matching
gmMapUI::Update's else branch.
- 53-town s_rgLocations table ported verbatim into MapLocations.cs.
Markers built once at bind time via the panel's own RowTemplateResolver
against m_pMap's authored hotspot-template attrs (0x47/0x48), with
literal-string tooltips through AuthoredTooltipText/Enabled
(RetailTooltipPresenter) — closes divergence-register row TS-85's last
item, gmMapUI::AddMapNote @0x004A1C51.
- Structural finding: m_pMap (0x100001EC) is itself authored as a Type-1
BUTTON (the GM click-to-teleport hook at
gmMapUI::ListenToElementMessage), and the player/house icons
(0x100001ED/EE) are its own NESTED children, not siblings —
UiButton.ConsumesDatChildren swallows them from the normally-built
tree. Both are re-resolved standalone through the same template
resolver the town hotspots use and reattached under m_pMap.
House tab (gmHouseUI, HousePageController): mounts the ListBox
(0x100001E6) with its authored row template, wired to an empty Lines()
source by default — genuinely empty until Slice 4's wire lands, matching
retail's own PostInit (no Update call, no static content).
21 new tests (7 MapHousePanelControllerTests, 14 MapPageControllerTests):
tab table pairing, close button, town-hotspot count/tooltips, calendar
formatter golden values (Frostfell 27/119 P.Y., every HourName incl.
AndHalf), player/house marker placement and indoor-gating reproduced
against the real fixture via already-tested RadarCoordinates (no
re-derivation). Fixture map_house_2100006E_1000018C.json captured via
the shared RetailLayoutFixtureGenerator (other 34 fixtures deliberately
NOT regenerated — out of scope for this batch, would touch unrelated
panels' schema drift).
Full solution builds clean; App suite 5391/0 failed/71 skipped (non-live;
one earlier flaky streaming failure unrelated to this change, confirmed
pre-existing on the branch before these commits).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Live-DAT probe confirming the desk-verified facts before implementation:
host 0x2100006E slot 0x1000018C carries panelId 16 (gmMapUI::PostInit
signature children 0x100001EB-EF; gmHouseUI's ListBox 0x100001E6),
tabTableCount=2 with Map (button 0x100001F3 -> page 0x100001F6) as the
authored default and House (0x100001F4 -> 0x100001F7) second, close button
0x100001F5. Toolbar button 0x1000019A carries the matching panelId 16 —
the Map/House entry among the toolbar's three ghosted buttons. m_pMap's
own marker-area rect is (6,8)-(247,258); its hotspot template attrs
(0x47/0x48) resolve to element 0x100001F0 in LayoutDesc 0x21000026, a
10x10 Type-1 button with 3 states. The House ListBox authors exactly one
row template (LayoutDesc 0x21000025 element 0x100001E7, a bare
UIElement_Text row, no scrollbar) and zero static child rows — the box is
genuinely empty until the first server notice, refuting the recon's
"authored default content" hypothesis for the no-house case.
Kept as a permanent env-gated pin (ACDREAM_PROBE_LIVE_MOUNT=1), matching
FaPanelSlotProbeTests' precedent.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
TS-85 remainder batch (hover/UI overnight round, batch B). Audit found
three of the four listed spellcasting SetTooltip sites (endowment icon,
favorite, submenu) were already correct via UiCatalogSlot's pre-existing
Label-driven GetTooltipText; only the cast button (UiButton, no tooltip
wiring at all) was a real gap. Ports the verified literal states
("Select a spell to cast" / "You have no spells ready to cast" / the
full endowment-item USE-the-%s branch) plus a documented, narrower
fallback (spell name only) for the one sub-branch whose exact wording
sits behind a genuine gmNoticeHandler vtable-slot collision in the
pseudo-C dump rather than the unlabeled-string-pool class the rest of
this batch recovered.
Character panel: new UiClickablePanel.TooltipText seam (same pattern as
UiButton.TooltipText) carries the six hardcoded attribute descriptions
and three pair-shared vitals descriptions (byte-decoded from the retail
string pool) plus skill tooltips composed from the already-DAT-parsed
SkillBase.Description/.Formula — no hand-transcription needed for the
~30+ skill strings. The formula-to-text algorithm itself
(SkillSystem::InqSkillFormula) was recovered by byte-decoding six short
fragments Binary Ninja left completely unlabeled between two
gmSpellcastingUI vtable declarations.
Live-verified against the local ACE server: 34 real skills' composed
tooltips and both reachable cast-button states captured via a temporary
probe (stripped before this commit). Full solution suite green
(14,647 tests, 0 failures) both before and after the probe strip.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The Config tab's footer sat mid-panel with further rows drawing below the
window's bottom edge. Live-DAT measured: the mounted tab-host root is
authored 300x362 (retail's real default window size), but the Config page
slot underneath keeps its own larger design geometry (298x575 against a
300x600 canvas) until retail's real four-edge UiLayoutPolicy
(UIElement::UpdateForParentSizeChange @0x00462640) shrinks it on the first
ApplyAnchor pass -- verified stable, this part already worked.
The actual bug: UiTemplateListBox.Viewport (the UiScrollablePanel that
hosts + clips every row) is a programmatic C# element seeded at Bind time,
BEFORE the tree's first draw frame -- before the ListBox has ever shrunk.
Its legacy anchor baseline is captured lazily on its own first ApplyAnchor
call, which lands AFTER the ListBox has already shrunk earlier in that same
frame (parent-before-child draw order). That capture measures a negative
bottom margin the stretch math preserves forever: the viewport stayed
locked at its original 560px design height, clipping rows to a bound
retail never actually gave the window on screen.
Fix: force the viewport's anchor capture to happen immediately after
seeding it, while its Width/Height still exactly equal a zero-margin
baseline against the CURRENT (pre-shrink) parent, instead of lazily on the
first draw frame against an already-shrunk parent. This is #372's sequel --
#372 fixed the 0x0 collapse case; this is the "ListBox itself later
shrinks" case #372's own fixture never exercised.
Three new tests (UiTemplateListBoxViewportTests using the live-DAT-measured
298x575/276x560 numbers, plus two ConfigOptionsPageControllerTests against
the real production Bind path and the committed host fixture) all fail
pre-fix, confirmed by temporarily reverting the change. Scoped to
UiTemplateListBox's own viewport; UiScrollablePanel/ApplyAnchor/
ComputeAnchoredRect are untouched, so chat's transcript scrolling and every
other UiScrollablePanel/UiItemList consumer are unaffected.
fix#412
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
RetailTooltipPresenter.UpdateWorldHoverTooltip only called RemovePopup()
on the found-object-LOST edge (found == 0u). An A->B found-object CHANGE
(walking past a run of NPCs/doors/lifestones with no intervening "nothing
found" frame) skipped straight to TryBuildAndMountPopup with the previous
popup still mounted as a child of _host -- only the _popupRoot reference
got overwritten, so every earlier popup was orphaned in the tree and never
removed. Matches the user's screenshot of 15+ stacked name boxes.
Fix: clear any showing world popup on ANY found-object edge -- change or
loss -- before evaluating whether to mount a new one, mirroring
OnTooltipShow's own unconditional RemovePopup() at its top.
Live-verified against local ACE (testaccount/+Acdream, session-config
launch): a temporary probe logged 103 mount/102 remove events across many
direct object-to-object transitions (Silver Tusker, Armored Tusker,
+Acdream); hostChildren never exceeded baseline+1 and popupSkinChildren
never exceeded 1 -- confirmed at most one tooltip ever exists. Probe
stripped before landing; two new fixture regressions
(WorldHover_FoundObjectChangesDirectly_ReplacesThePopupWithoutStacking,
WorldHover_ThenUiDwellTooltip_ReplacesRatherThanStacks) both fail pre-fix.
fix#409 (follow-on)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Corrects an incomplete reading from #411's original investigation.
UIElement_SmartBoxWrapper::FindObject @0x004E5430 calls
SmartBox::set_found_object(itemID, 0xFFFFFFFF) whenever the hovered
UI element (m_pElementLastOver) casts to UIElement_UIItem
(class 0x10000032) — UNCONDITIONALLY, not gated on target mode, and
returns WITHOUT running the 3D raycast. ClientUISystem::
UpdateCursorState @0x00564630 computes its "found" flag ONCE at the
top of the function (ebx = SmartBox::get_found_object_id() != 0,
@0x00564642) and every later branch (default/melee-missile/magic/
use/examine/use-target/busy) reads that SAME flag — so hovering an
occupied item cell shows the cursor's "...Found" variant in EVERY
mode, not only during an active UseTarget selection.
CursorFeedbackController.Update(UiRoot) already had the item-hover
special case wired from an earlier round but incorrectly gated it to
TargetMode.UseTarget only; that one-line gate is removed.
ResolveGlobalKind needed no changes at all — it already read the
snapshot's HoverTargetGuid unconditionally across every mode.
Two new tests pin the widened behavior in ordinary peace mode and in
combat mode. Live-DAT-independent (pure decomp + unit fixture).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
NOT the UI-element dwell-timer path. Retail's mechanism is
UIElement_SmartBoxWrapper::RecvNotice_SmartBoxObjectFound @0x004E5AD0,
fed every frame by FindObject @0x004E5430/Global_Loop @0x004E5620
using the current mouse position regardless of input focus. It fires
IMMEDIATELY (no dwell wait) on the found-object id CHANGING, gated by
the PlayerModule::ShowTooltips character option (already modeled in
CharacterOptionTable, default true), with text
ACCWeenieObject::GetObjectName(id, NAME_APPROPRIATE, 0) — the SAME
name call as item tooltips, but WITHOUT the item-cell's separate
stack-count prefix (a ground pile of arrows shows "Arrows", not
"20 Arrows" — a real, decomp-confirmed asymmetry).
Ported as RetailTooltipPresenter.UpdateWorldHoverTooltip, driven by
the SAME world-hover pick CursorFeedbackController's own found-cursor
already uses (WorldSelectionQuery.PickAtCursor, includeSelf: true —
own player is included on that precedent) and the SAME
ClientObjectTable-backed name resolver SocialAllegiancePageController's
ResolveWorldObjectName already established as this codebase's
pattern. New WorldTooltipRuntimeBindings threads it through
RetailUiRuntimeBindings; wired at InteractionRetainedUiComposition
alongside the existing cursorFeedback construction.
Queried only when no UI element is hovered — a narrowing from
retail's literal "raycast even under non-item UI chrome" (FindObject's
m_pElementLastOver check), called out in the class's own doc note as
a scoped interpretation rather than a byte-exact port.
The exact popup skin is an inference, not a measured value: an
exhaustive live-DAT sweep found UIElement_SmartBoxWrapper (class
0x10000030) has NO authored ElementDesc anywhere installed — unlike
every other tooltip trigger, it is evidently constructed directly by
gmGamePlayUI's own mode setup, not from a walkable LayoutDesc. This
port reuses the same P0x47=0x10000395/P0x48=0x21000041 pair every
other game-code SetTooltip caller in this family resolves to — the
best-evidenced choice, called out in register row TS-85 rather than
silently assumed exact.
Live-verified against a connected ACE session (session-config launch,
+Acdream): hovering a "Silver Tusker" near spawn mounted the correct
popup text and simultaneously flipped the cursor to its DefaultFound
variant, confirming the shared found-object pipeline drives both.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
User gate on 1.0.3-tt.a: tooltips appeared NOWHERE in-world except one on
the paperdoll. Root-caused, fixed, and live-verified against a connected
client the same day. Two findings, both measured; neither is a broken
hover/hit-test.
1. DOMINANT ROOT CAUSE — RetailTooltipPresenter.OnTooltipShow gated on
widget.AuthoredTooltipText (P0x49) alone. Retail's
UIElement::StartTooltipAtMouse @0x00460D70 takes the RUNTIME m_TTText
first (@0x00460DA3 IsValid -> @0x00460DAA verbatim) and only falls back
to InqProperty(0x49) at @0x00460DDF. acdream ALREADY had the runtime
layer — UiElement.GetTooltipText(), written by the Options/Chat/Config
page controllers, KeyboardConfigController, the social pages and
UiCheckboxBitfield64 — but nothing read it.
Live-DAT measured: the Options toggle-row checkbox (0x2100002B template
root 0x10000218, leaf 0x10000219) authors P0x47=0x10000397
P0x48=0x21000041 P0x4B=true and an EMPTY P0x49 — the popup locator and
the on-bit are authored; only the text arrives at runtime, exactly as
UIOption_CheckboxBitfield64::CreateChildren @0x00485E65 stamps its
siTooltip array. Re-measured client-wide: ALL 187 no-literal-text
tooltip elements author both locator ids, i.e. the whole set is
runtime-text targets.
Fixed by ResolveTooltipText (retail's order), plus:
- the P0x4B gate now applies only to the AUTHORED-text path, because
retail's eight game-code SetTooltip sites set the on-bit themselves
(__bitfield164 |= 0x20 at @0x004E1D5E/@0x004A52F4/@0x004C63AC/
@0x004C67ED/@0x004C7000/@0x004C7218/@0x004D9617/@0x00467076);
- the P0x48-absent fallback to the element's own LayoutDesc
(@0x00460E7E, this->m_layout->m_DID) is ported via the new
UiElement.SourceLayoutDid, threaded from LayoutImporter.Build's new
sourceLayoutDid parameter and passed by Import + the four template
resolvers.
2. THE "243 SHOWABLE" NUMBER WAS NEVER AN IN-WORLD NUMBER. Grouped
re-sweep: all 243 sit in CHARACTER-CREATION layouts. The inventory
window (0x21000023) and paperdoll (0x21000024) author exactly two
between them — 0x100001D6 "Drag clothing and armor here to wear them"
(the doll drag mask) and 0x100005BE (the Slots button). The first IS
the user's single working tooltip, so the paperdoll was never a
differential against a broken mechanism. Reachability was measured and
is fine: 238/243 build as real non-ClickThrough hover targets.
LIVE VERIFICATION (connected testaccount/+Acdream, Release,
ACDREAM_RETAIL_UI=1): Options -> Character -> "Vivid Targeting Indicator"
now shows its full ID_PlayerOption_*_Help sentence; a temporary hover probe
confirmed the hover target is element 0x10000219 with runtime=True. The
paperdoll tooltip still shows. An inventory ITEM still shows nothing —
that is UIElement_UIItem::UpdateTooltip @0x004E1CB0 (retail shows the item
name, "%d %s"-prefixed when the stack is > 1), which stays deferred:
UiItemSlot is constructed programmatically at 6+ sites and carries neither
the P0x47 locator nor a name source, so it is its own slice.
Bookkeeping: register TS-85 narrowed (m_TTText READ side now ported; the
row now enumerates all 15 SetTooltip call sites split into ported vs
no-acdream-analog). #409's gate note rewritten to lead with the in-world
surfaces — the old note listed only chargen, which is why it could not
have caught this. Filed #411 for the hover-cursor scope addition: an
exhaustive raw scan of every ElementDesc found only 101 authored
MediaDescCursor entries, all on Dragbar/Resizebar with the 5 DIDs
RetailCursorCatalog already hardcodes, so retail has NO per-element cursor
for inventory items; the likely mechanism is the rollover STATE
(UIElement::MouseOverTop @0x004615D0) that UiItemSlot lacks entirely.
Gates: Release build 0 errors; App suite (live-DAT env) 5424/5421 passed/3
skips (was 5416/5413/3, +8 new tests); Runtime 1735/0; full solution (no
env) 14,631/14,561 passed/70 skipped/0 failed (was 14,623/14,554/69).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Opus review of a377b9bf returned architectural PASS-with-findings /
retail-fidelity FAIL with F1-F12 (F12 info-only). All eleven fixed,
each re-derived against docs/research/named-retail/acclient_2013_pseudo_c.txt:
- F1 PositionAtMouse: retail offsets BOTH axes +32px before the clamp
(StartTooltip @0x00459700, @0x00459739/@0x00459747) — was landing
flush at the cursor.
- F2 UiRoot: the dwell timer now anchors to mouse-IDLE like retail's
m_lastMouseMoveTime (MouseMoveHandler @0x0045E710), resetting on
every move within the same widget while !_tooltipFired, not just on
hover-enter.
- F3 register TS-85 rewritten: the "dynamic InqProperty(0x49) override"
framing was false — UIElement::InqProperty @0x004638D0's base impl
reads the same authored bags this port already reads. The real
second text source (m_TTText/SetTooltip, headed by the P0xD0
truncated-text auto-tooltip @0x00466F80) needs a per-line-position
truncation model UiText doesn't have — sized disproportionate for
this round and left honestly deferred rather than stubbed.
- F4 OnTooltipShow: null LayoutPolicy + Anchors=None on the popup root
and text child before resizing, mirroring RetailMessageDialogView's
sibling shape.
- F5 OnTooltipShow: return without mounting when the P0x4A text child
doesn't resolve to a UiText (retail's DynamicCast gate,
StartTooltip @0x0045DE90 @0x0045df65/@0x0045df6f) — was mounting an
empty 30x30 bevel artifact.
- F6 UiRoot.Tick: the dwell-arm branch now requires Captured is null
(CheckTooltip @0x0045B6E0 @0x0045b715) — a widget hovered before a
drag/resize/capture began must not pop mid-gesture.
- F7 UiRoot.ReleaseCapture: no longer resets _tooltipFired
(ReleaseMouseCapture @0x0045D2B0 touches only the idle timestamp) —
a mouse-up while a tooltip is shown no longer tears it down and
silently re-fires it 250ms later.
- F8 ApplyTooltipText: applies ResizeTo's own max/min width/height
clamps (P0x3C/0x3D/0x3E/0x3F, @0x00463C30) before assigning the
grown size; zeroes text.Padding to keep the measured size margin-
comparable. New ElementInfo/UiElement plumbing for the four
properties, same shape as the existing tooltip fields.
- F9 doc precision: sweep counts corrected 434->430 / 191->187 (live-
DAT re-measured), the "243 showable" claim now measured exactly
(not assumed) via a new Showable column in the sweep test, and the
MiscSettings citation split into its two real mechanisms
(RegisterPreference in Init vs. AttachPreference/SetPreferenceRange
elsewhere).
- F10 register AD-106: the topmost guarantee is versus dialogs/screens
only (the overlay popup layer and drag ghost still paint above
regardless), and the per-tick BringToFront ratchet has four rungs,
not three.
- F11 RetailUiRuntime.ResetSessionDialogs: now also calls the new
UiRoot.ResetTooltipTracking() so a post-reset hover re-shows
immediately instead of waiting out the stale fired-latch.
New pinning tests (RetailTooltipPresenterTests: F1/F2/F5/F6/F7/F8) each
verified to fail against the pre-fix behavior via a temporary revert-
and-rerun before being confirmed against the restored fix.
PortalProjectionTests.ProjectToClipLease_ReusesPooledWorkWithoutResultArrays
recurrence logged on issue #346 (already the tracking issue for this
load-sensitive flake) — hit twice under load this review, standalone
26/26, unrelated to #409.
Gates: Release build 0 errors; App suite (live-DAT env) 5416/5413
passed/3 skips (was 5410/5407/3, +6 new tests); Runtime 1735/0;
UI.Abstractions 926/0; full solution (no env, 69 skips expected)
14,623/14,554 passed/69 skipped/0 failed (was 14,617/14,548, +6).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Full re-derivation from named-retail decomp: UIElement::StartTooltipAtMouse
@0x00460D70 -> UIElementManager::StartTooltip @0x0045DE90/@0x00459700,
UIElement::MouseHover @0x00462520 (P0x4B TooltipOn gate + global
m_tooltipEnable), UIElementManager::CheckTooltip @0x0045B6E0 (dwell/
auto-hide timer, default 0.25s/10s), SwitchMouseOver/DeletingElement
(dismissal). Corrects the earlier GF-16 investigation: P0x47 is the
element-desc id WITHIN the popup LayoutDesc (P0x48), not a "behavior
enum"; P0x4A is read off the popup's own instantiated root, not the
trigger element.
- ElementInfo/UiElement gain six tooltip data fields (P0x47/48/49/4A/4B/50),
read generically by ElementReader and copied through LayoutImporter,
mirroring the existing AuthoredInvisible passthrough pattern.
- UiRoot's existing CheckTooltip-derived hover timer gains TooltipShow/
TooltipHide events, a per-element P0x50 delay override, and dismissal
wiring at every retail-confirmed teardown site.
- RetailTooltipPresenter (owned by RetailUiRuntime, mounted alongside
RetailDialogFactory) builds the popup via the existing LayoutImporter
dat-lock seam, auto-resizes by the measured-vs-authored text delta
(word-wrapped via the existing UiText.WrapWords primitive), positions
at the mouse clamped to the display, and stays topmost over dialogs via
its own later per-tick BringToFront (register AD-106).
- Misc.TooltipEnable/Misc.TooltipDelay are client-local UserPreferences
(retail's own 2013 Config tab authors no visible row for either) —
SettingsStore gains a MiscSettings section, no new options-panel row.
- Live-DAT sweep: 434 elements author >=1 trigger property (243 with
literal text this port shows; 191 rely on retail's dynamic
InqProperty(0x49) override, deferred as register TS-85 alongside the
unmodeled P0x3D wrap-width override).
Gates: Release build 0 errors; App suite (live-DAT env) 5410/5407 passed/
3 skipped (was 5379/3); Runtime 1735/0 unchanged; UI.Abstractions 926/0;
full solution 14,617/14,548 passed/69 skipped/0 failed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Four visual residuals from the lead's own live-client captures of
1.0.2-cc.m, all root-caused via decomp + live-DAT evidence:
- R4-1: Skills credits value overlapped mid-caption again. Root cause
was a missing UiLayoutPolicy raw-edge reflow on UiButton's value-child
rect (the child is base-inherited across four sibling buttons of
differing widths, so its baked-in OriginalParentWidth diverges from
the actual 231px-wide Skills credits button) plus an HJustify.Right
value child mapped to Center instead of a real far-edge Right.
- R4-2: the single-sprite scrollbar thumb tiled (GL_REPEAT) instead of
drawing once — DrawTiled was reused for a small fixed marker graphic
whose native size is far smaller than the track-proportional thumb
rect. New DrawThumbMarker draws exactly one native-size instance.
- R4-3: the skills info-box formula line clipped past the surrounding
gold frame's own authored bottom edge (the pane's own raw box is 20px
taller than the frame that visually contains it) — clamp the pane's
Height to the frame's bottom (register AD-105, since retail's
ShowSkillsText has no code relationship to the frame to cite).
- R4-4: the Appearance help text started mid-sentence — the box was
never touched by its page controller, so it kept UiText's chat-style
PreserveEndOnLayout=true default; the scroll model's wasAtEnd check is
vacuously true on its first-ever overflow transition, pinning the
first render to the bottom. Set PreserveEndOnLayout=false (a static
top-oriented report, not a transcript) and wired the box's own nested
authored scrollbar, never wired before.
App suite live-DAT env 5372/3 -> 5379/3 (+7, zero regressions). Runtime
1735/0 unchanged. Full solution 14585/4 skips/1 failure (the documented
Core.Net NakEmission full-solution-only flake, confirmed standalone-pass).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
R3-8: dumped EVERY property present on 0x10000402 (not just P0x17) across
every state, cross-referenced against UIElement_Text::OnSetAttribute's
complete case list (no UIElement_TextInput class exists in retail — the
name field is a plain UIElement_Text/m_filter-bearing field). The full
recognized-property space has no placeholder/prompt mechanism independent
of P0x17. The BaseElement/prototype-inheritance hypothesis is also ruled
out — the existing regression test already probes the fully-merged
ElementInfo (post BaseElement resolution) and finds nothing. The only
StringInfo-kind property present, 0x49, resolves to "Your name can be 32
characters long and cannot contain numbers or symbols." — but 0x49 is
part of the same five-property tooltip family ISSUES #409/GF-16 already
document client-wide (0x48's own DID, 0x21000041, is the EXACT tooltip
popup LayoutDesc #409 cites) — a hover tooltip, not an in-field
placeholder. No code change, per this batch's own "do not invent a
placeholder" contract — third independent negative result on this
question via three different mechanisms. The lead should request a live
retail screenshot before any further investigation.
Also carries the shared live-DAT regression suite for R3-1 through R3-7
(CharacterCreationLiveDatTests.cs holds tests spanning multiple findings
in one file, so they land together) and the RE-TEST 2 findings-doc
closeout writeup for all eight items.
App suite live-DAT env 5358/3 -> 5372/3 (+14, zero regressions). Runtime
1735/0 unchanged (untouched this round). Full solution: 14578 tests / 4
skips / 0 failures.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Re-derived gmCGAppearancePage::DoColorSpots @0x0047d850 and DoGradDisk
@0x0047da90: retail does NOT multiply-tint the swatch/grad-circle's
authored sprite. It builds a fresh composited surface once (CreateLocalSurface
+ Blit), then calls SurfaceWindow::ReplaceColor against old-color
RGBAColor(0,0,0,1) (opaque black — the spot template's own placeholder
fill, live-DAT-pixel-confirmed: the 37x44 "spot" resource has a genuine
solid-black CENTER and a genuine non-black RING) — swapping every exact
opaque-black pixel for the swatch's real color while leaving the ring
untouched. A multiply-tint (Batch G's mechanism) is architecturally wrong:
black multiplied by any color stays black (never recolors the center),
and multiplying the ring's own non-black pixels corrupts them — exactly
the reported "we tint the ring" symptom.
Beyond-count swatches (R3-5b) use a COMPLETELY DIFFERENT authored resource
(enum 0x1000000f, "blank" — pixel-confirmed almost no black at all, i.e.
genuinely different art) shown untinted, and retail's own
pColor->SetVisible(1) is unconditional for all 9 swatches (never hidden).
For Eyes (R3-6), DoGradDisk's Eyes branch blits the "grad plug" icon
(enum 0x10000010) untinted, and SetSelection's own Eyes/non-Eyes tail
never hides m_pGradCircle at all — a correction to this port's prior
"_gradCircle.Visible = !isEyes" line.
Ported via a new ChargenColorSpotComposer (CPU-side decode-once + per-color
bake-and-cache-once through the existing TextureCache.UploadRgba8 seam —
the same shape IconComposer.GetSpellComponentIcon already established for
item icons, just matching black instead of white) and a new opt-in
UiButton.ColorKeyFaceResolver / reuse of the existing
UiDatElement.RuntimeImageTexture seam — both additive. Tint keeps its
existing meaning for every reader/test; the grad circle's Tint stays a
genuine multiply for the non-Eyes case (retail's own Blit_Multiply there).
Wired as a fourth late-bound composition seam (SwatchTextureSource), same
pattern/site as the existing three color-computation seams.
Code-complete, unit/live-DAT-tested (including pixel-level proof of the
spot/blank templates' actual content); the user's connected visual gate
is owed — no client launches this batch.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Retail authors TWO distinct UIElement_Scrollbar thumb shapes.
DatWidgetFactory.BuildScrollbar's existing vertical-thumb detection was
built against chat's own scrollbar (0x10000012) — a 3-slice composite
where the thumb child carries no media of its own and three Type-3
grandchildren supply the top-cap/middle/bottom-cap sprites. The chargen
Skills listbox scrollbar (0x100003f8), Summary's OVERVIEW listbox
scrollbar (0x10000401), the Summary how-to box's scrollbar (0x100002e7),
and the shade slider (0x10000321) all instead author a SIMPLE
single-sprite thumb: the same structural child (Type 1, id 1, not the
inc/dec button) carries its OWN direct media and has ZERO children — the
3-slice-only search found nothing for this shape, so every Thumb*Sprite
stayed 0 regardless of overflow.
Fixed by falling back to the thumb's own DefaultImage when the slice
search finds nothing — additive; a thumb WITH real slice children (chat)
is unaffected. This one fix covers R3-4's three listbox thumbs, R3-7, and
— as a natural consequence of the same structural shape — the shade-slider
indicator half of R3-5(c); no separate fix was needed there.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The info-box title (0x100003fb, Y=435 H=100) and description (0x100003fc,
Y=460 H=100) panes' own authored boxes overlap by 75px, live-DAT-measured
— retail relies on vertical justification, not disjoint rects, to keep
them visually separate. Neither pane authors dat property 0x15, so both
fall to this port's shared unauthored-VJustify default (currently Center).
Byte-traced retail's real ctor default (UIElement_Text::UIElement_Text
@0x004685ff, m_eVerticalJustification = 4) against UIElement_Text::
CalcJustification @0x00467260's actual enum semantics (1=Center, 3-or-5=
the far edge/Bottom, anything else INCLUDING the ctor's own default of 4
= the near edge/Top): the correct unauthored default is Top, not Center —
a genuine client-wide enum-mapping bug in this port. Under Top both panes
render near their own box's top edge (25px apart, no collision); under
Center both cluster toward the middle of their overlapping boxes.
Scoped fix: CharacterCreationSkillsPage force-sets VerticalJustify=Top on
both panes directly, rather than fixing the shared mapping/default — that
bug is client-wide and could regress already-shipped FROZEN surfaces
(vitals, chat, main game UI, Options) that may rely on the current Center
default. The shared fix is filed as ISSUES #410 / register AD-104 for its
own dedicated investigation + regression sweep.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Batch E's UiButton.DrawBlockLabel/WrapBlockLines auto-wrapped any caption
that didn't fit its box width — decomp-wrong. UIElement_Text::
CalcJustification @0x00467260 (shared by GlyphList::Recalculate's
horizontal/vertical branches) shows retail's real per-glyph break decision
(both the width-triggered wrap AND the explicit-newline break) sits behind
ONE gate keyed on the OneLine flag; nothing in the decomp confines a
caption's wrap width to a sibling element's rect (Batch E's own ValueBox
confinement for the coexisting-value-label shape).
Live-DAT evidence: the Coordination attribute-slider label (0x100002ed)
authors OneLine=true (should never wrap); the Skills credits button's
"Available Skill Credits" caption measures 193px against its own full
231px button width (fits comfortably) — the 113px confined width Batch E
fed the wrap decision was never a real retail quantity.
Fixed: WrapBlockLines now splits ONLY on the explicit (already-normalized)
'\n' — never width-based. Strict superset of the pre-Batch-E single-line
draw for every already-correct caption; "Attribute\n Credits" still works.
The ValueBox confinement computation stays in OnDraw (still feeds the
Center-alignment tx formula) but no longer gates the wrap decision.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The remaining code-bearing findings from the round review, F4-F16 minus
the doc-only items (batched separately):
- F4: three client-wide UiButton corpus sweeps (LabelBox path — exactly
the 4 Town buttons, confined to chargen; conflicting custom-selection-
pair + standard Normal/Highlight media — zero found, no gate
tightening needed; per-state label-color map — 209 matches beyond
chargen, confirming AP-222's mechanism has always been broadly active
since it shipped generically in DatWidgetFactory).
- F5/F6: LayoutImporter's Batch C un-consumed-children carve-out now
honors a child's own AuthoredInvisible flag (a narrow honor scoped to
exactly that carve-out, not the general #408 client-wide one) — the
chat transcript's new-text indicator (0x1000048C) was building as a
visible phantom element retail never shows; verified both directions
against the gold-frame pieces, which do not author Invisible.
- F7: BoundedProcessOutputCapture.AppendLine combines the line text and
its trailing newline into one buffer and one file open/write/close
instead of two.
- F9: corrected a stale comment in RuntimeSettingsTargets — #407 split
DisplayModeCatalog's Resolutions/WindowedResolutions in two, so the
fullscreen validator's own narrower list is now DELIBERATELY different
from the Config dropdown's fuller offering, not the "must match" bug
the comment described.
- F10: documented (not changed) why the LabelBox path's default 3px
inset and the face-relative +4px gap in DatWidgetFactory.BuildButton
are deliberately different numbers — neither carries a retail
citation, and moving either to match the other would be an unfounded
guess on a button that currently works correctly.
- F11: Heritage/Profession/Summary/Town description pages now compose
DatRichText.Compose's result ONCE inside their already revision-gated
Refresh, caching the built line list instead of re-wrapping on every
draw call.
- F14: documented (not changed) why PrivateEntityViewportRenderer's
_animatedIds set carrying a reserved-but-never-drawn backdrop id is
harmless — BuildDrawEntities already excludes a null/empty backdrop
from the actual draw list, so the id is never looked up.
- F16: the Summary preview now uses its own render-id pair
(SummaryPreviewRenderId/SummaryPreviewBackdropRenderId, 0xDA11D035/
0xDA11D036) instead of sharing the Appearance page's
(0xDA11D032/0xDA11D034) — confirmed by tracing
FixedEntityTextureOwnerLease through TextureCache to
CompositeTextureArrayCache's shared owner tracker that both pages'
previews share ONE process-wide TextureCache, so sharing render ids
was a real cross-page texture-release collision (either page's own
re-dress or disposal could release the OTHER page's still-active
textures), not a theoretical one.
F3's own register bookkeeping (AP-229 addendum) and F12's register/AD
header-count corrections land in the docs-only commit alongside F15.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Ports the last remaining half of retail's Skills page: the four-bucket
sorted skill list (Specialized/Trained/UseableUntrained/UnuseableUntrained,
UpdateSkillEntry's own iMinlevel <= 1 test), plus the info box's
description + formula completion.
- ChargenSkillDetail/ChargenSkillFormula (Core) thread SkillBase.MinLevel/
Description/Formula from the global SkillTable, exposed via a new
ChargenOptions.TryGetSkillDetail (nullable-with-default parameter, so
every pre-existing ChargenOptions call site compiles unchanged).
ChargenTableReader.Project populates it from the same SkillTable loop
that already builds GlobalSkillCostsBySkillId.
- CharacterCreationSkillsPage.RebuildRows now groups every costable skill
into SkillBucket, sorts each bucket alphabetically by name
(InsertEntrySorted's wcscmp, ported as string.CompareOrdinal), and
builds one Templates[0] header row per bucket ahead of that bucket's
Templates[1] skill rows — DoSkillRecords' own unconditional
4-header-then-populate order. A level change re-buckets the row
(detected per-refresh against each row's own cached bucket, then a
full rebuild with the current selection explicitly preserved).
- RefreshInfoBox now composes description (word-wrapped via
DatRichText.Compose) + the level-gated bonus line (an exact, unwrapped
literal — NOT routed through word-wrap, which would have collapsed its
authored double-space formatting) + ComposeFormula's "Formula : ..."
line (MakeSkillFormula ported with high confidence for the prefix/
per-attribute-term/divisor/bonus-suffix shape; the two-attribute
connector text is a disclosed approximation, register AP-231, since
the decompiled function's own connector literals could not be
recovered byte-exact by this session's static-only tooling).
Register: AP-213 RETIRED (160 active rows). Live-DAT gate: the installed
SkillTable's MinLevel distribution matches the investigation's own
recorded finding exactly (38 entries, 23 useable-untrained / 15
trained-required). 3 new fixture tests + 1 new live-DAT test; 3
pre-existing integration tests fixed (they captured row widget
references before a bucket-changing click, which now rebuilds and
discards those references — a real, correct consequence of the new
model, not a bug).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Lands Batch G's two STOPPED items, making the real palette-color swatch
wheel visually live instead of inert:
- UiButton and UiDatElement gain a per-instance Tint property threaded
into every existing DrawSprite call (defaults to Vector4.One, so every
pre-existing button/element is byte-identical unless a caller sets a
non-identity tint).
- CharacterCreationAppearancePage now sets Tint directly on each color
swatch button and the GradCircle element, replacing the Batch G
flat-fill ChargenSwatchColorTile overlay outright — an opaque
rectangle drawn on top can never reproduce retail's actual
SurfaceWindow::BlitAndColor(..., Blit_Multiply, color) multiply blend,
only a genuine per-instance sprite tint can, so the overlay approach is
deleted rather than layered under the new mechanism.
- CharacterCreationUiController and RetailUiRuntime grow pass-through
properties (AppearancePalSetSource/AppearanceClothingTableSource/
AppearancePaletteColorSource) mirroring the existing PreviewControl
seam, so LivePresentationComposition can wire a DAT-backed
ChargenAppearanceCatalog into the Appearance page (wiring itself lands
with the Group 3 commit, since it shares a file with an unrelated F16
fix).
Register: AP-216/AP-217 RETIRED (161 -> now further reduced in later
commits) — both rows' remaining gaps are closed, not merely narrowed.
CharacterCreationAppearancePageSwatchColorTests updated for the new
Tint-based assertions (two pre-existing assertions were carried over
incorrectly from the old overlay-visibility model and are corrected).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
R2-4/review F1-F2 (gmCGSkillsPage): row click (and arrow click, matching
retail's own post-Increase/DecreaseSkillLevel re-select) now selects a
skill, highlights its row name, and writes the info panes' title (name +
score) and a level-gated bonus line; the description/formula halves stay
unported (SkillBase._description/_formula unreachable from this page's
current data surface, documented on RefreshInfoBox). The listbox's own
authored scrollbar link is wired to its Scroll model (live-DAT-confirmed
at 0x100003F8, matching the "+1 from the listbox" hypothesis). Cost text
now matches SetSkillText @0x00480600 exactly: Untrained's down-cost and
Specialized's up-cost are literal "0", unconditional, where the port
previously rendered blank; the 999-blank gate applies to the up-cost
only, never to a down-cost. Arrow Ghosted/Enabled state (0x1000001a/
0x1000001b) is now gated per branch, including bUntrainable/
bUnspecializable re-derived as "this row's own effective cost is
nonzero" — no new data needed since the page already resolves that cost.
R2-4b (the four-bucket sorted model) is NOT implemented — its Useable-
vs-Unuseable-Untrained split reads SkillBase.MinLevel, confirmed present
in the installed dat (SkillTable_MinLevelDistribution_NeverExceedsTrained)
but not threaded through ChargenOptions/ChargenHeritageOptions/
CharacterCreationRuntimeBindings. AP-213 row records the exact channel a
future fix needs. Also live-DAT-pinned: Templates[0]'s header-caption
child (0x100002f6) resolves as a UiButton, not UiText, in the real dat —
the same UIElement_Button-is-DynamicCast(0xc)-compatible-with-Text quirk
already ported for GF-4b's slider labels.
App suite (live-DAT env) 5321/3 -> 5328/3 (+7, zero regressions).
Runtime 1735/0 unchanged.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
R2-5: retail's gmCGAppearancePage::DoColorSpots/SetSelection/DoGradDisk
paint the nine color swatches and the gradient disc with a real,
computed representative color (PalSet-averaged for Hair/Nose+Mouth+
Skin/Headgear/Shirt/Trousers/Footwear at fixed sample indices
0xd0/0xb0/0x520; direct-Palette for Eyes at 0x103), not the static
authored art acdream showed before this batch.
Ports the full palette-to-RGB pipeline: a new pure Core resolver
(ChargenSwatchColorResolver + IChargenPaletteColorSource) backed by a
new ChargenAppearanceCatalog.TryGetColor reading real Palette dat
objects, pinned against the installed EoR dat. CharacterCreationAppearancePage
recomputes all nine swatches + the gradient disc's tint on every
refresh (part/color/heritage change) and paints them through a new
ChargenSwatchColorTile overlay child — a flat-color-fill approximation
of retail's actual recolored-sprite blit, since neither UiButton
(sealed) nor UiDatElement exposes a per-instance sprite tint today.
Two STOPPED items remain outside this batch's file contract before the
mechanism is visually live: (1) wiring PalSetSource/ClothingTableSource/
PaletteColorSource from CharacterCreationUiController.cs (mirrors the
existing PreviewControl seam); (2) a small additive Tint property on
UiButton/UiDatElement for a byte-true recolor instead of the flat fill.
Also ports Nose/Mouth/Skin's single non-interactive representative
swatch, beyond AP-216/AP-217's original six-part scope.
Register AP-216/AP-217 rewritten (not retired — the two STOPPED items
keep them open). Tests: 11 new Core, 6 new Content live-DAT, 8 new
App-layer fixture. App suite 5321/3 -> 5329/3, Runtime 1735/0
unchanged, zero regressions.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
R2-1/R2-6 (description-box text clipped left of the frame, regressed from
Batch C's frame un-consume): root cause was never the un-consume change
itself — the Heritage/Profession/Town/Summary description boxes
(0x100003C4/0x100003E0/0x10000409/0x10000404) all author retail's four
independent text-inset margins (dat properties 0x23-0x26,
UIElement_Text::OnSetAttribute cases 0xf-0x12: margL=9/margR=26/margU=15/
margD=15), which this codebase never read at all, before or after Batch C.
Un-consuming the gold-frame children just made the pre-existing missing-
margin bug visible for the first time (the frame's own left border now
draws around the same x=0 origin text always used). Fixed end to end:
ElementInfo.MarginLeft/Right/Top/Bottom (read in
ApplyCanonicalLegacyProjection, propagated in Merge), UiText.MarginLeft/
Right/Top/Bottom (additive with the pre-existing Padding), a new pure
UiText.ContentOffsetX static consumed by the multi-line draw path's
per-line placement, and matching wrap-width shrinkage in
DatRichText.Compose and BuildText's own authored-multiline path. Scoped to
the multi-line (non-OneLine) path only.
R2-2/R2-3 (Attribute\n Credits renders the literal backslash-n; the live
credit value overlaps mid-caption): two stacked gaps. (1) UiButton
captions never escape-normalized the DAT's literal "\n" — centralized the
normalize into DatWidgetFactory's ResolveAuthoredString (the one choke
point every P0x17 resolution already shares) plus a NormalizeEscapes
helper for the per-state caption loop, so every caller normalizes
identically. (2) UiButton.Label only ever drew one line — retail's
UIElement_Button IS a UIElement_Text with OneLine=false on these buttons,
so a caption should word-wrap/stack like any other Type-12 box. Added
UiButton.DrawBlockLabel + the pure, unit-tested WrapBlockLines. The
value-overlap itself: ValueBox was never wrong (live-DAT-measured correct
child rects) — the caption was drawing unconfined across the button's
full width ("Available Skill Credits" measures 193px in a 231px button
whose value box starts at x=116). Fixed by confining the caption's own
drawable width to stop before ValueBox.X whenever a ValueLabel coexists.
R2-7a (Summary overview listbox missing its scrollbar): pure wiring gap —
the listbox authors a linked scrollbar via dat property 0x72
(ScrollbarElementId=0x10000401) that CharacterCreationSummaryPage's
constructor never resolved, unlike every other UiTemplateListBox owner in
the codebase. Fixed with the same resolve-and-wire pattern.
R2-7b (how-to box scrollbar overlaps text, no thumb): traced to a
downstream symptom of R2-1, not an independent bug — UiScrollbar only
paints its thumb when the linked model has overflow, and the pre-fix wrap
width (un-inset) produced fewer/shorter lines than fit the view. Pinned
directly against the real installed strings/font (Aluvian's how-to text)
that the margin-correct width overflows. No UiScrollbar code changed.
R2-8 (name field should show "[ Name ]"): re-checked the one hypothesis
Batch A's GF-15 closure left open — an authored initial-text string on
the field's own P0x17. Confirmed absent on every state in the installed
DAT. No code change; Batch A's closure stands, now pinned as a live-DAT
regression test.
App suite 5334/3 (was 5321/3, +13, zero regressions). Runtime 1735/0
unchanged. Full solution Release build green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Retail's chargen 3D views (Appearance and Summary) are not black behind
the model: gmCG3DView::Update @0x004EE9D0 constructs a SECOND CPhysicsObj
from the current heritage's HeritageGroup_CG.environmentSetupID field
(acclient.h verbatim struct layout; the decompiler elides the actual field
read, but HeritageGroup_CG::GetSubDataIDs @0x005c05d0 explicitly walks
iconImage/setupID/environmentSetupID by name, confirming the identity) and
adds it to the SAME viewport's creature_mode_objects the player object
lives in, inserted BEFORE the player (whose own re-AddObject happens much
later, at ~0x004ef199, after the full clothing ObjDesc composes). The
backdrop gets no explicit position/orientation/scale — CPhysicsObj::
makeObject(eax_32, 0, 1) leaves it at the scene origin with identity
orientation, same as the player object's own placement. This id was
already parsed as ChargenHeritageOptions.EnvironmentSetupId
(ChargenTableReader.cs) but never consumed anywhere in production (GF-7/
GF-14).
Fixed by:
- ChargenPreviewEntityBuilder.TryBuildBackdrop: builds a plain, unposed
Setup mesh from the heritage's EnvironmentSetupId, returning null for
id 0/unset or an unresolvable Setup (retail's own INVALID_DID gate).
- PrivateEntityViewportRenderer: an optional second entity slot
(SetBackdrop), reserved via a backdropRenderId constructor parameter so
paperdoll and creature-appraisal — which never pass one — cannot
acquire a second entity even by accident (SetBackdrop throws without a
reserved slot). Per-entity mesh-reference/texture-owner lifetime is
factored into a private EntitySlot helper shared by both the main and
backdrop slots. Draw-entity assembly is a pure, directly-testable
helper (BuildDrawEntities) that puts the backdrop first, matching
retail's own AddObject insertion order.
- ChargenPreviewController.Rebuild: rebuilds the backdrop whenever the
HERITAGE changes (narrower than the existing camera-eye-reset gate,
since environmentSetupID is a pure function of heritage, never gender
or appearance selection).
Both Appearance and Summary get the fix from the same ChargenPreviewRenderer
facade — confirmed both pages call the identical gmCG3DView::Update on
their own gmCG3DView instance, so no page-specific code was needed.
Lighting was independently re-verified against the same function's
SetLight call (DISTANT_LIGHT, intensity 2.0, direction (0.3, 1.9, 0.65),
default white color) and found to already match byte-for-byte what CC6a
shipped.
Also files docs/ISSUES.md #409 for GF-16 (client-wide UI tooltip system),
investigated in the same root-cause pass but explicitly out of this
batch's scope, and marks it DEFERRED in the findings doc.
Tests: 11 new/extended (ChargenPreviewEntityBuilderTests.TryBuildBackdrop_*,
ChargenPreviewControllerTests backdrop rebuild/swap/absent/no-op cases,
PrivateEntityViewportRendererDrawOrderTests pinning the paperdoll/creature-
appraisal single-entity invariant). Live-DAT measurement: all 13 retail
heritages' EnvironmentSetupId resolve to a real, drawable installed Setup.
App suite 5307/3 -> 5321/3 (+14, 0 regressions). Runtime 1735/0 unchanged.
Launcher.Core.Tests 337/0 and Launcher.Tests 67/0 unchanged (first build of
the merged tree carrying the #406 launcher merge). Full solution: 14508
total / 14504 passed / 4 skipped / 0 failed, dotnet test exit code 0.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The crashed-client 'graceful' status line was the CLIENT's own Dispose-path
self-report, not the launcher's observation; Run() now latches the escaping
failure and the shutdown report writes reason:'crashed'. Sessions also gain
a bounded client.err.log beside status.jsonl on both spawn paths.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Commit 3/3: Summary how-to text + Commit 2's owed scrollbar linkage +
bookkeeping sweep.
- Ports gmCGSummaryPage::SetHowToText @0x0047ae20 into the Summary
page's how-to box (0x10000404, HowToTextId was declared and unused
since CC5). Retail concatenates ID_CharGen_SummaryHowTo + a heritage/
gender-specific name-suggestion list (heritages 1-4 — Aluvian/
Gharundim/Sho/Viamontian — only; heritages 5-13's cases in the same
switch decompile to a vtable-slot artifact, the same decompiler-
mangled-symbol class the Heritage page's own BonusSkillsKeyByHeritage
table already documents, so no name-suggestion string exists for them
and none is invented) + ID_CharGen_SummaryHowToEnd, directly
concatenated (no separator literal) into ONE plain SetText call — no
per-run font/color argument, unlike Heritage's ...WithFont calls, so
this routes through DatRichText as a single DefaultColor segment.
- Wires the description boxes' linked scrollbar to actual text
scrolling — Commit 2 made the scrollbar child (0x100002e7) BUILD as a
real UiScrollbar; this binds scrollbar.Model = text.Scroll, the exact
pattern ChatWindowController already uses for the chat transcript.
Live-DAT-measured: only Heritage's description (0x100003c4) and
Summary's how-to box (0x10000404) actually author this child —
Profession/Town's shorter description boxes do not (a genuine retail
authoring fact, not something to "fix" further).
Register: AP-215/AP-216/AP-217 rewritten (Batch C's Commit 1 already
retired AP-218/AD-103) — no further changes needed this commit; ISSUES
#366 (chat's new-unseen-text indicator, 0x1000048C under the chat
transcript 0x10000011) NARROWED — its own pre-filed "fix shape"
recommendation (a UiText child carve-out mirroring UiMeter's) is
EXACTLY what Commit 2 shipped, confirmed by that commit's own
client-wide sweep; #366 stays open for the still-missing behavioral
half (no controller drives the indicator's visibility/click).
Findings doc updated: GF-2/GF-3/GF-4/GF-6/GF-11a/GF-12/GF-14's text
half all marked FIXED with their own root-cause notes; the two
remaining "suspected shared roots" (frames/labels, rich text) marked
CONFIRMED + CLOSED.
Full App suite (Debug and Release, live-DAT): 5307 passed / 0 failed /
3 skipped (up from 5304 after Commit 2). Runtime suite: 1735/0,
unaffected.
Campaign CC gate round 1 Batch C is CODE-COMPLETE across all three
commits — GF-2, GF-3, GF-4, GF-6, GF-11a, GF-12, and GF-14's text half
are fixed; AP-216/AP-217 partially closed (register-honest about what
shipped vs what needs a palette-to-RGB pipeline this batch didn't add).
Pending the user's visual gate, with chat + the main game UI flagged
for extra attention (Commit 2's client-wide blast radius).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Commit 2/3: CLIENT-WIDE blast radius — un-consume media-bearing dat
children on UiText/UiField.
UiText.ConsumesDatChildren (true unless a state authors PassToChildren)
and UiField.ConsumesDatChildren (true, unconditional) used to drop
EVERY dat child at import time, including ones that carry their own
renderable media — retail's UIElement_Text/Field genuinely composites
those as real chrome/controls (frame pieces, linked scrollbars), not
swallowed caption/face art the way a Button's or Meter's children are.
LayoutImporter.BuildWidget gains a new carve-out (mirroring the
existing UiMeter one): when a UiText/UiField's ConsumesDatChildren is
true, build any child whose OWN StateMedia is non-empty (it carries a
real sprite/track) instead of dropping it outright. Purely structural/
property-only children (StateMedia.Count == 0) stay dropped exactly as
before — this is additive, not a relaxation of the PassToChildren gate.
Independently re-derived blast-radius sweep (walks every installed
LayoutDesc via DatCollection.GetAllIdsOfType<LayoutDesc>, new
LayoutImporterMediaBearingChildSweepTests): 37 distinct (layout,
element) pairs — 41 raw tree positions, since a handful of element ids
recur at multiple subtree positions within the same layout — across 15
layouts. Full list:
0x21000005/0x10000011 (x5 tree positions — chat-adjacent template
reused across the layout), 0x21000005/0x1000059A [MAIN GAME UI],
0x21000006/0x10000011, 0x2100000F/0x1000059A,
0x21000038/{0x100003AB,0x100003BA,0x100003C4,0x100003E0,0x100003EC,
0x100003F6,0x100003FA,0x100003FD,0x100003FF,0x10000402,0x10000404,
0x10000405,0x10000409} [character creation],
0x21000043/0x10000362,
0x21000046/0x100003C4, 0x21000047/{0x100003E0,0x100003EC},
0x21000048/{0x100003F6,0x100003FA,0x100003FD},
0x21000049/{0x100003AB,0x100003BA}, 0x2100004A/0x10000409,
0x2100004B/{0x100003FF,0x10000402,0x10000404,0x10000405},
0x2100004C/{0x100002DD,0x100002E5,0x100002E6},
0x2100005B/0x10000011, 0x21000068/0x1000059A,
0x2100006F/0x10000011 [CHAT INPUT].
(This is an independent re-derivation, not a re-statement of the
investigation's earlier "42/14" estimate — the small difference is
expected from measuring with this commit's own criteria.)
New tests: the sweep itself (pins the two flagged landmarks —
MAIN GAME UI 0x21000005/0x1000059A and CHAT INPUT 0x2100006F/
0x10000011 — plus the three chargen boxes), a build-through regression
test confirming those two landmarks' children resolve as real widgets
post-fix, and a chargen-scoped test confirming the eight gold-frame
pieces + linked scrollbar on all three description boxes now resolve
via UiElement.FindDescendant.
Full App suite (Debug and Release, live-DAT): 5304 passed / 0 failed /
3 skipped — ZERO regressions across the whole client, including every
existing chat and main-UI test. Runtime suite: 1735/0, unaffected
(this is an App-layer-only change).
FLAG FOR THE LEAD: automated coverage cannot catch a purely VISUAL
regression (a frame drawing in the wrong place, a scrollbar overlapping
text). Chat and the main game UI both got new dat children rendered for
the first time this commit — schedule the user's own visual check of
both before considering this closed, per the campaign's oracle
discipline.
The scrollbar linkage (wiring the description boxes' UiScrollbar to
actual text scrolling) is NOT done in this commit — the scrollbar
widget now BUILDS, but CharacterCreationHeritagePage/TownPage/
ProfessionPage/SummaryPage do not yet bind its ScalarChanged to
UiText.Scroll. Filed as follow-up (see report).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Commit 1/3: chargen-scoped, low blast-radius fixes.
- New DatRichText helper: escape-normalize + word-wrap + per-segment
palette color, porting UIElement_Text::SetStringInfoWithFont /
AppendStringInfoWithFont's composition model. Routes the Heritage
(GF-2), Town (GF-11a), and Profession (GF-3) description boxes
through it instead of a raw unwrapped single-Line LinesProvider.
Heritage headers use font-color palette index 1 (green), bodies
index 0 (white), matching AppendStringInfoWithFont's own font-index
argument. Town's diagnosed GF-11a root cause: a single un-wrapped
line meant the town-specific suffix rendered past the clipped
viewport, so switching towns looked like "text never changes" even
though the underlying composed string genuinely differed.
- GF-3: bind the Profession page's description textbox (0x100003e0,
gmCGProfessionPage::InitializePage @0x00483068) and compose its
per-template text (UpdateProfession @0x004821b0's CustomText/
BowText/SwashText/LifeText/WarText/WayText/SoldierText, plain
SetStringInfo — no palette).
- GF-4: UiButton gains a coexisting ValueLabel/ValueBox/ValueFont/
ValueColor slot alongside Label. Retail's chargen display buttons
(avail/health/stamina/mana credits, 0x100003e2-e5/0x100003f9)
author their caption directly on P0x17 AND carry a separate,
media-less Type-12 value child that UiButton.ConsumesDatChildren
used to drop entirely — pages substituted the button's own Label,
destroying the caption. DatWidgetFactory.BuildButton now surfaces
that child (gated on ReferenceEquals(labelInfo, info) — own-caption
buttons only) instead. The six Profession slider name labels
(0x100002ed, CharGenState::GetAttributeName @0x005C3A20's six
hardcoded literals) resolve as UiButton in this port (live-DAT-
measured Type 1 — retail's UIElement_Button is DynamicCast(0xc)-
compatible with UIElement_Text) and are written once at
construction, matching retail's own single InitializePage write.
- GF-6/AP-218: gmCGAppearancePage::Update writes a heritage-flavored
STATIC caption to the Hair/Eyes/Skin spins (plain / GearText_* /
OlthoiText_* variants) — never an index. Removed the prior 1-based-
ordinal/gear-name substitution entirely; the other six spins keep
their DAT-authored caption untouched, matching retail exactly.
- Root 1d: wire the Heritage (0x100003be, 13 states) and Profession
(0x100003d8, 7 states) backdrop SetState cascades
(gmCGHeritagePage::Update / gmCGProfessionPage::UpdateProfession).
- AP-216/AP-217 (partial, register updated honestly): swatches beyond
the current part's real color count now hide (DoColorSpots' blank-
blit half); the GradCircle now blanks for Eyes (DoGradDisk's blank-
plug half). The "paint with the actual represented/current color"
halves stay open — they need a PalSet/Palette-id -> RGB pipeline no
chargen page reads at runtime yet, judged disproportionate to add
alongside this batch's other ~10 fixes.
Register: AP-215 rewritten (item 2's "ordinal" framing is stale after
GF-6; restated as the icon-thumbnail gap), AP-216/AP-217 rewritten
(partially closed), AP-218 retired, AD-103 retired (the swallowed-
child Label substitution AD-103 tracked is replaced by ValueLabel's
own-geometry surfacing).
22 new tests (DatRichText unit tests, UiButton/DatWidgetFactory
ValueLabel tests, live-DAT structural pins, controller behavioral
tests) — all green. Full App suite (Release, live-DAT):
5300 passed / 1 pre-existing unrelated flake (PortalProjectionTests
allocation test, passes in isolation) / 3 skipped, up from the
baseline 5282/3.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
GameWindow.Dispose() (via Program.cs's `using var window = ...`) runs
unconditionally even when invoked mid-unwind of an exception that escaped
Run()'s Silk.NET frame loop. Resource teardown itself can converge
cleanly regardless, so CompleteShutdown had no way to tell "normal Run()
return" from "a crash is propagating through me right now" and always
wrote the hardcoded exited{code:0,reason:"graceful"} — exactly the
symptom #406 observed against a real 0xE0434352 crash. Fixed by latching
_runFailure in Run()'s existing catch block (before the pre-existing
throw) and consulting it from a new ReportExited method, the one call
site for the terminal status write: crashed(1)/graceful(0)/
shutdown-incomplete(1) as appropriate. No wire-contract amendment needed
— §LA1 pins the exited event NAME, and reason is already free text that
StatusEventParser round-trips unchanged.
Sibling gap fixed in the same commit: the launcher discarded the child's
stdout/stderr entirely, which is why diagnosing this exact crash required
a manual console re-run. Added BoundedProcessOutputCapture, a 2 MiB-capped
sink mirroring SessionStatusWriter's open-append-flush-close-per-write
posture (a long-lived write handle is not actually concurrently readable
on Windows even with FileShare.Read — confirmed by isolated repro), wired
into both SystemChildProcess (ProcessStartInfo.RedirectStandardError;
Linux + Windows graphical children, i.e. this bug's own scenario) and
WindowsSystemChildProcess (a real native pipe via CreateChildOutputPipe,
mirroring the existing stdin pipe; Windows console-capable/Headless
children). Opt-in via LauncherProcessSpec.StderrLogPath (null = unchanged
behavior), threaded through SessionConfigComposer -> client.err.log
beside status.jsonl -> LauncherExecutableSet -> LauncherOrchestrator.
Tests: GameWindowCrashStatusTests (source-shape, matching the existing
GameWindow test pattern — the class cannot be constructed without a live
GPU/window), BoundedProcessOutputCaptureTests (10 unit tests), and three
new LauncherProcessSupervisorTests spawning real child processes through
both capture code paths.
Launcher.Core.Tests: 337/0 (was 324/0). Launcher.Tests: 67/0 (unchanged).
Full solution build green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
GF-1/GF-8: UiButton now recognizes retail's custom Unselected/Selected
radio-pair (0x10000016/0x10000017), bypassing the standard Normal/
Highlight machine that never admitted those state names — .Selected now
lights the heritage/template/gender/Face-Clothes rows it was always a
no-op for.
AP-222/GF-11b: per-state label color/outline (dat 0x1B/0x21) now applies
off the REQUESTED retail state id, not the art-gated committed
ActiveState — resolves the Appearance spins' current-part highlight
(text recolors even though no Highlight art exists on either client) and
the Town caption's Normal-to-white swap.
GF-11c: UiButton.LabelBox lets a lifted caption with its own authored
rect draw there instead of the face-relative offset that's only correct
when the label is authored directly on the button (heritage/template
family, unchanged).
GF-9: wires the real nine companion overlay elements (SetColor's
SetVisible mechanism) that swatch clicks were always meant to drive,
retiring AP-215 item 1 (the swatch.Selected substitution was a permanent
no-op — swatches author no Highlight media at all).
GF-10: zoom buttons now set the retail-mirrored mutual-exclusive
Highlight/Normal pair on click; InitializePage carries no initial
SetState for either button, so both stay at "Normal" until first click.
Register: AP-222 retired (mechanism identified and ported), AP-215
narrowed (item 1 retired, item 2 unrelated and unchanged), row count
recount corrected 164 (was already one high before this batch).
App suite 5282/3 (was 5266/3), Runtime 1735/0 unchanged. Fixture + live-
DAT tests only — no graphical client launch.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
GF-15 (the gate blocker): the Summary name field and Finish button were
NOT structurally broken — live repro over the project's own local ACE
test server showed clicks correctly focus the field and land characters.
The real bug only surfaces after the first dialog opens: pressing Finish
empty successfully creates the NoName RetailMessageDialogView (visible,
correct 400x95 geometry) but it renders nothing and silently absorbs
every click across the whole canvas. Root cause: CharacterCreationUiController.Tick
and CharacterManagementUiController.Tick both call UiRoot.BringToFront(Root)
unconditionally every frame (needed so chargen stays above the occluded
management screen, AP-229); a dialog root is a direct sibling under the
same UiRoot, and RetailWindowManager.BringToFront is "highest ZOrder among
siblings + 1" — whichever BringToFront runs last in a frame wins.
RetailDialogFactory.Tick never re-asserted its own dialogs' z-order, so
the next frame's screen Tick buried the dialog behind the screen's opaque
backdrop while it stayed the registered Modal with exclusive input
priority. Fixed by having RetailDialogFactory.Tick re-raise every open
dialog (in open-order) each tick, matching retail's always-on-top dialog
behavior. Live-verified the complete user sequence end to end: click
field, type, press Finish empty, dialog now visibly renders, OK dismisses
cleanly, field still typable afterward. The "[ Name" prefill question is
closed as a non-bug: neither CharGenState::RandomizeCharacter nor
gmCGSummaryPage::InitializePage write text into the field in the decomp;
retail's field is genuinely empty on open, matching acdream already.
GF-5: CharacterCreationSkillsPage.RebuildRows resolved the wrong listbox
template (Templates[0], retail's own 3-child bucket-header row) and
required the root to be a UiButton (it's a plain container). Byte-traced
gmCGSkillsPage::DoSkillRecords + tagSkillRecord's copy-ctor field order
to map every child id in the real row (Templates[1]): name, level/cost
text, and the two real per-row up/down arrow buttons. Wired the arrows to
retail's own plain-click dispatch, retiring (narrowing) AP-213's
click-to-advance/double-click-retreat single-button substitution.
GF-13: dat property 0x3B (Invisible) was never read by the importer.
Elements 0x10000403/0x10000494 ("Non-Admin"/"Non-Envoy") author it true.
A blast-radius sweep found 1,083 elements client-wide author the same
flag, so this fix stays chargen-scoped only (ElementInfo.Invisible /
UiElement.AuthoredInvisible are pure data additions; only
CharacterCreationUiController acts on them, by the authored flag, not a
hardcoded id list). General importer-wide honor filed as ISSUES.md #408;
register row AP-230 records the split.
Gates: solution build green; App 5266/3 skips/0 failed; Runtime 1735/0;
full-solution run 0 failures anywhere. Register: AP-230 filed, AP-213
narrowed. ISSUES: #408 filed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Campaign CC gate round 1. The Config Resolution dropdown now offers
DisplayModeCatalog.WindowedResolutions — the curated hardware modes
UNIONed with the static modern-ladder sizes that fit the desktop —
because a windowed pick is a plain Size write needing no video mode,
and remote/RDP virtual displays advertise almost none (the live RDP
display exposed exactly 1920x1080 + the 2056x1290 desktop, leaving the
dropdown with nothing below 1920). The fullscreen apply still validates
against the hardware Resolutions list plus the switcher's
monitor-mode-list hard guard, so a fullscreen pick of a windowed-only
entry refuses safely (log-and-stay, #388/#392) — IA-22's
offered-implies-supported invariant narrows to the fullscreen half and
its register row carries the amendment. Three new pure-union tests
including the exact live RDP shape.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Both dual-lens reviewers of `9cf6c522`+`ddcbf1fb` returned PASS-with-items.
This round closes all nine findings:
F1 files AP-229 for the screen-layering divergence (retail destroys/
reconstructs the current UI framework via UIFlow::UseNewMode; acdream
keeps both CharacterManagementUiController and CharacterCreationUiController
mounted for the whole lifetime and reveals/occludes) plus its narrow
residual risk (the shared RetailDialogFactory can hand UiRoot.Modal to a
dialog opened by the still-ticking, occluded management screen on an
inbound CharacterError) and what already matches retail (selection/
world-name persistence, click-through isolation, one coherent Modal
stack).
F2 rewrites the connected-gate script's roster-full step with the exact
`@modifylong max_chars_per_account` recipe and the pending-delete-counts
note. F3 adds AP-221's console-diagnostic lines to the known-gaps
paragraph. F4 adds an empty-name/AP-227 step. F9 notes that a uniform
Random pick over 13 heritages can repeat.
F5 adds an App-layer source-text pin
(GameWindowLiveSessionOwnershipTests.LiveSessionRuntimeFactoryBinds
CharacterCreatedAndCreationFailedToTheStatusWriter) for the delegate
wiring the reviewer proved was deletable without breaking any test — no
practical seam exists to construct LiveSessionRuntimeFactory without a
GameWindow, so this follows the file's own established source-text-pin
pattern; the payload shape is already pinned separately at
SessionStatusWriterTests.
F6 corrects the CC7 ledger's checksum-assertion wording (it is a
round-trip purity check, not an independent golden — the golden is
CharacterCreateTests.ComputeChecksum_ExactRetailAccumulationSet) and
cross-references it from the test's own doc comment.
F7 corrects the CC7 ledger's fixture-ordering claim (it had chargen
constructing first, backwards from RetailUiRuntime.Tick's real
management-then-chargen order) and reorders CharacterScreensFixedCanvas
ArbiterTests to match production, adding ClickThrough/ZOrder assertions
that pin the occlusion the reviewer previously verified only by hand.
F8 records a known flake (RuntimeCollisionReportingStateTests.
WarmedSteadyContactRefreshDoesNotAllocate, allocation-assertion load
sensitivity, pre-existing) seen under full-solution parallel load on
both reviewer runs.
Campaign status: all seven slices (CC1-CC7) are REVIEW-CLOSED; the
campaign is CODE-COMPLETE pending the user's own connected gate.
Runtime 1735/0 (unchanged), App 5257/3 skips (+1: the new F5 pin).
Full Release build: 0 warnings, 0 errors.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Create button un-ghosts: retail's exact gate (gmCharacterManagementUI::
UpdateButtons @0x004ec240, roster count < allowed slot count) ported into
RuntimeCharacterSelectionButtons.CanCreate; the button's OnClick opens the
chargen screen through the same CharacterCreationUiController.Open() seam
the ACDREAM_OPEN_CHARGEN=1 dev path already used. Exit/Back confirm on
chargen needed no new return-path code — character-management is never
hidden while chargen is open on top of it — verified end-to-end by a new
cross-controller test rather than left as an inspection claim.
Full-flow test coverage: a new comprehensive test decodes every 0xF656
field (including the trailing checksum, recomputed via the production
CharacterCreate.ComputeChecksum) against a fully populated creation
(heritage/gender/all appearance slots/template/explicit skill command/
town/name); a new Theory drives the remaining six 0xF643 rejection codes
through the real wire decode path, closing the gap between the
already-covered isolated state-machine Theory and an actual WorldSession
round trip.
Launcher payload cycle: two new tests drive a real Runtime create/reject
through the real SessionStatusWriter (wired exactly as
LiveSessionRuntimeFactory/HeadlessSessionHost do in production) and read
the result back with the real Launcher.Core StatusFileTailer/
StatusEventParser — closing the one gap CC2's own per-layer tests never
reached. No gap was found in production wiring itself: GameWindow already
constructs a real, non-null SessionStatusWriter for both hosts.
Also fixes 4 pre-existing LiveSessionControllerTests assertions that
compared a full RuntimeCharacterSelectionButtons record and would have
failed once CanCreate started being computed; corrects register row
AP-211 to reflect that its own predicted resolution (the Create-button
gate landing) has now happened — both layers are intentionally kept as
retail-matching enforcement plus defense-in-depth, not one superseding
the other.
Adds docs/research/2026-08-16-campaign-cc-test-script.md, the user's
connected-gate script covering both the launcher and dev-shortcut launch
paths, the six-page create flow, every Finish outcome, and the known
cosmetic/behavioral divergences (AP-212/213/215/216/217/218/219/220/222/
224/226/228) so they aren't mistaken for new bugs during the gate.
Gates: full solution Release build green; Runtime 1735/0 (was 1726/0,
+9), App 5256/3 skips (was 5254/3, +2), Headless 166/0 (unchanged),
Launcher.Core 324/0, one full-solution pass across every project clean
(no known flakes reproduced this run).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The narrow re-review of fix commits 0c8e1e7d+2d4168f9 found every code fix
oracle-verified but returned NOT CLOSED on five test/doc residuals plus
three nits and a follow-up filing. All fixed:
- R1: the claimed "external-change->user-commit->SetName" regression test
for F1 (the deleted _suppressNextFieldEvent latch) never existed — the
Runtime-layer randomize test doesn't touch the page. Added
CharacterCreationUiControllerTests.SummaryNameField_RealCommitAfter
ExternalRefreshWhileUnfocused_StillReachesSetName: drives Refresh with a
revision bump + changed snapshot.Name while the field is unfocused (the
programmatic SetText path that used to arm the latch), THEN performs a
real user commit (field.SetText + field.Submit(), the actual event path),
asserting SetName receives the player's typed text.
- R2: RetailSkillFormula.CalculateChargenScore and ChargenSkillScoreResolver
had zero direct coverage (the F12(d) test substitutes skillId*10). Added
a Untrained/Trained(+5)/Specialized(+10) theory, the divisor-zero skip
path, and a six-way AttributeId theory (Str=1..Self=6) to
RetailSkillFormulaTests.cs.
- R3: RetailSkillFormula.cs's doc comment claimed "no retail-authored skill
sets MinLevel above Untrained=1" without ever reading the field — ACE's
own SkillBase.cs hedges the same field "// 1-2?". MEASURED (not assumed)
against the installed EoR dat's global SkillTable
(CharacterCreationLiveDatTests.SkillTable_MinLevelDistribution_
NeverExceedsTrained): 23 skills at MinLevel 1, 15 at MinLevel 2, zero
above 2, of 38 priced skills. ACE's hedge was right; the doc comment now
states the measured fact and leans on the structural argument (the gate
holds for Trained/Specialized under any MinLevel in {1,2}) as load-
bearing, not the unverified data claim.
- R4: filed AP-228 — the Summary/Skills skill-row KEY sources from
ItemAppraisalTextFormatter.SkillName's hardcoded English switch, where
retail's own key is DAT-sourced (SkillBase->_name via %hs,
0x0047b90f-0x0047b915) — same divergence class as AP-226 filed the same
round, reversed polarity, also present at CC4's Skills page. Softened
AP-224's "ported exactly, not simplified" claim: it only ever covered the
row's VALUE/template, never its KEY.
- R5: this commit corrects 0c8e1e7d's gate claim. "Release build zero
warnings" was false: a clean `dotnet build -c Release -t:Rebuild` shows
25 pre-existing warnings (18 in tests/AcDream.Core.Tests, 7 in
tests/AcDream.App.Tests — Composition/HostInputCameraCompositionTests.cs,
Composition/WorldRenderCompositionTests.cs,
UI/Layout/OptionsPanelLiveMountProbeTests.cs), none in any file this
campaign or its residual round touched. History is not amended; this is
the correction.
Nits: the ChargenPreviewController ctor doc now also cites
gmCGSummaryPage::Update @0x0047baa0 (the per-heritage re-derive site — 0xc
Olthoi/0xd OlthoiAcid/else — not just the one-shot InitializePage seed) as
the stronger justification for why Rebuild re-derives the zoomed-out eye
per heritage on every change. RuntimeCharacterCreationState's F2 comment
("Finish becoming a permanent no-op") reworded: the same unconditional
_verificationPending = false assignment ran pre-fix too, so Finish was
never blocked — only the response FEEDBACK vanished (no dialog, no created
character, nothing), not the request itself. Filed #404 for
ChargenSkillScoreResolver's own independent SkillTable read alongside
ChargenTableReader's (cleanup follow-up, out of this round's scope).
Ledger: CC5 flipped REVIEW-CLOSED in the campaign plan (dual-lens
architectural PASS-with-items / retail-fidelity FAIL -> F1-F14 fix round
0c8e1e7d -> narrow re-review: all code oracle-verified, residuals R1-R5
test/doc -> this commit; re-reviewer pre-authorized lead diff-check close).
This commit's own sha is recorded by a follow-up ledger-only commit,
matching 2d4168f9's own pattern.
Gates: Release build 0 errors (25 pre-existing warnings, unrelated to this
round — see R5 above); App suite 5257/3 skips (was 5242/3), 0 failed;
Runtime suite 1726/0 (unchanged); the three new/measured tests (R1, R2's
ten cases, R3) all pass individually.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Opus dual-lens review of 34e3a534+a975efd1 returned architectural
PASS-with-items / retail-fidelity FAIL. Every finding fixed:
- F1 (BLOCKER): deleted CharacterCreationSummaryPage's dead
_suppressNextFieldEvent latch. UiField.SetText never raises
OnFocusLost/OnSubmit, so the latch never had anything genuine to
suppress — it stayed armed until the player's own next real commit
and silently ate their typed name.
- F2: byte-re-derived gmCharGenMainUI::RecvNotice_
CharGenVerificationResponse @0x004e9030's jump table — Pending is an
explicit switch case landing on the SAME NameDBDown label as
Corrupt/DatabaseDown, and Undef/out-of-range falls through the
function's own unsigned-underflow default arm to that identical
label. Retail's dispatch has NO silent branch. ApplyCreationResponse
now produces a real rejection for Pending/Undef instead of a silent
reset; ReconcileDialogs maps them to NameDBDown. Corrects the wrong
"retail swallows Pending" claim everywhere it was repeated (plan doc,
Core.Net doc comment, Runtime doc comments).
- F3: skill rows now use the key/value template with
CharGenState::GetSkillScore @0x005C4B50 as the value (ported via the
new RetailSkillFormula.CalculateChargenScore /
ChargenSkillScoreResolver, wired through a new GetSkillScore
binding), not template 0/name-only; bucket headers are unconditional.
Writing this fix's own regression test surfaced a second, more severe
bug: CharacterCreationSummaryPage never wired _list.TemplateResolver
at all, so RebuildListbox has been a silent no-op since CC5 shipped —
fixed by threading templateResolver through the page's constructor,
matching every sibling UiTemplateListBox owner.
- F4: added the missing _errorMessageDialogContext one-outstanding
guard to the 0xF643 rejection dialog, matching
MakeErrorMessageDialog's own guard @0x004e8cc4 and the other four
sibling dialogs' shape (registered in CloseAllDialogs, suppress-
callback checked).
- F5: the Summary preview camera now seeds/re-derives retail's
zoomed-OUT eye (byte-decoded (0,-2.5,0.95) at gmCGSummaryPage::
InitializePage ~0x0047bd14-0x0047bd44) instead of Appearance's
zoomed-in default, via a new ChargenPreviewController
useZoomedOutEye flag.
- F6: retired AP-225 outright — re-derived the ListenToElementMessage
length gate is NUL-inclusive, so MaxNameLength=32 was always
byte-correct, not merely internally consistent.
- F7: amended AP-221 to cover the Summary preview's duplicate
one-shot-composition binding gap (CC5 duplicated the pattern instead
of closing it).
- F8: byte-decoded GetRandomReal @0x00563940's fmul operand at
0x007cd650 — an 8-byte double, not a 4-byte float — is EXACTLY
1.0/32767.0, not 1/32768. Added RollShadeLocked
(_random.Next(32768) * (1.0/32767.0)) and switched all six shade
rolls onto it.
- F9: evaluated porting retail's exact empty-name-commit no-op
(NUL-inclusive length==1 skips SetName entirely) and rejected it —
it would fight the F1 field-sync model by spontaneously reverting an
emptied field on the next unrelated revision bump. Kept the clear,
documented the tradeoff, filed AP-227.
- F11: filed AP-226 documenting retail's static pcProfessions/pcGender/
pcHeritage/pcTown label tables versus acdream's DAT-sourced labels,
including the non-human-heritage-renders-bare-"Heritage:" retail
quirk.
- F12: added exclude-current determinism (count-2 lists), Random-
clears-name, repeat-identical-rejection-reshows, and RebuildListbox
content tests (the last one found F3's TemplateResolver bug).
- F13: threaded an optional Random through GameRuntimeDependencies ->
LiveSessionController -> RuntimeCharacterCreationState, matching the
existing TimeProvider injection shape, closing the Slice-K
determinism hazard on a bot-reachable Randomize* command family.
- F14: RandomizeCharacterLocked now assigns _heritageId unconditionally
before the TryGetHeritage gate, matching retail's SetHeritageGroup
@0x005C67A0 (mHeritageGroup written before the DAT lookup).
Gates: Runtime 1726/0 (was 1722/0), App 5242/3 skips (was 5240/3),
Headless 166/0, Core.Net 993/994 (the one failure, NakEmissionTests
LossSoak, is a known pre-existing flake — passes standalone), full
solution Release build green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Fills TS-82's Summary placeholder with a faithful port of gmCGSummaryPage
(name field with NameInputFilter + the retail commit-on-focus-lost/submit
dispatch + the >32-char ID_CharGen_NameTooLong reject-and-revert path, the
REAL three-row-template listbox confirmed against the installed EoR dat
before writing any page code, and Summary's own independent gmCG3DView
preview instance wired through a second ChargenPreviewController pair
mirroring the Appearance page's exact composition shape).
Ports CharGenState::RandomizeCharacter and its six sub-primitives into
RuntimeCharacterCreationState — not approximated: the RandInt/RollDice
semantics are independently confirmed from both the decompiled RNG bodies
and the CharGenStateVtbl union struct in acclient.h. Three consumers:
the chargen screen's open-roll (retiring AP-214's honest-blank deviation
and reproducing the Appearance page's gender-flip-on-init quirk), the
Summary page's Random button (behind the retail randomize-warning
confirm), and the Appearance page's Random button (narrowing AP-212 to
just Heritage/Profession/Town's still-approximated rolls and Skills'
still-unported RandomizeSkills).
Wires the Finish button (previously ghosted) with retail's NoName/
CreditWarning dialog pair, adds the F12 amendment's HeritageOrGenderUnset
local refusal to TryBeginFinish (register AP-223) as a defensive backstop
now that the screen-open roll normally makes it unreachable, and wires
the four ID_Character_Err_* rejection dialogs for the 0xF643 response
codes CC3 already parsed but nothing displayed.
Register: TS-82 retired, AP-214 retired, AP-212 narrowed, AP-223/224/225
filed (heritage/gender Finish refusal, Summary's two-bucket skill-list
narrowing, the 32-vs-33 name-length threshold reconciliation).
Runtime 1722/0 (was 1713), App 5240/3 skips (was 5223/3), Headless 166/0
unchanged, full solution Release build green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
R1: LivePresentationComposition's chargen-preview diagnostic fired on every
ordinary launch without ACDREAM_RETAIL_UI set, since interaction.RetainedUi
is null in that configuration and there's no Appearance page to warn about.
Narrowed the else-if guard to require RetainedUi is not null too, so the
diagnostic only fires in the one configuration it actually diagnoses.
R2: filed AP-221 for the F8 one-shot-binding disposition the re-reviewer
accepted as scoped but which shipped without its own register row — the
chargen preview's GPU-side binding reads the retryable mount coordinator's
widget exactly once, so a slow-DAT frame permanently kills the preview for
the session with only R1's diagnostic as evidence.
R3: rewrote AP-217 after re-deriving from the decomp. The original row
claimed the GradCircle was an interactive click-to-hue picker with no
handler wired up. gmCGAppearancePage::ListenToElementMessage's dispatch
switch has no case for the GradCircle's offset at all — it isn't a click
target in retail either. DoGradDisk is a paint-only routine that blits the
gradient art tinted with the current color (or blanks it for Eyes)
whenever SetColor/SetSelection run. acdream's real gap is that it never
repaints the GradCircle — a cosmetic paint gap, not a dead control.
N1: tightened AP-220's "leaving Gearknight for something else" — the
decomp shows leaving Gearknight for Olthoi/OlthoiAcid takes a separate
branch that does not randomize; only leaving for a non-Olthoi heritage
does.
N2: added the requested media pin to the F2 spin-highlight live-DAT test,
then measured it against the installed EoR dat rather than assuming it
would pass. It doesn't: none of the nine spins author Highlight-state
media on either consumed arrow face segment, so
TrySetRetailState(Highlight) is a silent no-op for all of them today.
Pinned the test to the measured reality (ActiveState stays "Normal") and
filed AP-222 documenting the discovery — unresolved whether retail's own
spin art has the same gap.
Plan doc: CC6b-MOUNT ledger row updated to REVIEW-CLOSED with the full
commit chain and re-review disposition; OWED list corrected for AP-217/
AP-222.
Gates: dotnet build -c Release green. App suite 5223 passed / 3 skipped
(ACDREAM_PROBE_LIVE_MOUNT=1, ACDREAM_DAT_DIR set) — count held exactly at
baseline. Runtime suite 1713/0 — unchanged.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Fixes every finding from the dual-lens review of 34c6fceab0 (architectural
PASS-with-items, retail-fidelity FAIL). Re-derived every decomp citation
against docs/research/named-retail/acclient_2013_pseudo_c.txt directly
rather than trusting the reviewer's transcription.
Wrap/normalize semantics (F1): CycleIndex's decrement-from-Unset landed on
0; the decomp's shared decrement tail (label_47f065/label_47f6d9, the same
switch the headgear ring was ported from) computes new=cur-1=-2 on the raw
signed int32, which wraps to count-1 — matching headgear's own ring shape.
Also ports the spin body-click normalize-and-write-back retail's cases
0xa5-0xae all share (NormalizeChoiceOnSelect), which acdream had dropped
entirely. Flips the one test that pinned the wrong expectation and adds
select-zone coverage no prior test isolated.
Heritage gate (F3): Update's Gearknight/Olthoi/OlthoiAcid branches reset
SetChoice(FACE)/SetSelection(HAIR) unconditionally, not only when Clothes
was showing — a conditional gate stranded Nose/Mouth as the current part
under a Face-tab session.
Doc corrections propagated everywhere they repeated (F4, F5, F6, plus the
plan doc's own CC6b-MOUNT ledger row for F1/F3): the gmBarberUI heading
citation conflated PostInit with InitializePage; Random's Appearance
disable was mislabeled a placeholder when it's really AP-212's unported
RandomizeAppearance/RandomizeClothing gap; the master-page doc still called
the Appearance page content-inert after this campaign made it real.
Visual substitutions widened (F2): AP-215 named only two of the Appearance
page's swatch/spin substitutions. Ports the two cheap ones directly —
current-part highlight via SetSelection's SetState(1)/SetState(6), routed
through the existing UiButtonStateMachine.Normal/Highlight ids and
IUiDatStateful.TrySetRetailState seam (installed-DAT-confirmed
ToggleBehavior=true on all nine spins); the shade scrollbar's SetVisible(0)
for Eyes vs acdream's Enabled=false. Files the other five (DoColorSpots,
the inert GradCircle, spin-caption/heritage-caption loss, the Skin-spin
MoveTo reposition, the Gearknight-boundary randomize calls) as new register
rows AP-216..AP-220 and corrects the plan doc's false claim that AP-215
already named the GradCircle.
Unlocked DAT read (F7, BLOCKER): ChargenPreviewController.Rebuild called
ChargenAppearanceFactory.TryCompose outside _datLock while the very next
line correctly locked TryBuildAnimated — CC6a's own F4 class of bug,
reintroduced at this catalog's first production call site. Wrapped in the
same lock; documented the invariant on ChargenAppearanceCatalog itself.
One-shot preview mount (F8): LivePresentationComposition reads
ChargenPreviewViewportWidget once, but its underlying mount
(CharacterCreationUiMountCoordinator) is explicitly retryable while this
GPU-resource composition pass is not — unlike PaperdollViewportWidget,
which IS eager/non-retryable, so the "mirrors Paperdoll" doc claim was
false. Retrofitting cross-frame retry here would mean restructuring this
composition's one-shot contract for every private viewport (paperdoll,
creature appraisal) and FrameRootComposition's fixed frame-group array —
out of this round's blast radius. Corrected the doc and made the failure
loud (a diagnostic log) instead of silent.
Dispose leak (F9): ChargenPreviewController.Dispose left the preview
WorldEntity referenced by the leased renderer until the renderer's own,
later disposal. Releases it on its own teardown now.
Test-quality items (F10, F11, F13): pinned the spin arrow widths
(47px, both arrows) the 174 zone boundary is derived from, plus a
controller test for the previously-uncovered select zone. Measured the
shade scrollbar's authored orientation instead of assuming it — it is
VERTICAL (33x85) — which is a real production bug: UiScrollbar only routed
scalar-mode mouse events when Horizontal was true, so the shade control
never fired in production. Added OnVerticalScalarEvent/DrawVerticalScalar
mirroring the existing horizontal scalar path. Converted
ChargenPreviewControllerTests from silent-pass [Fact] to the shared
InstalledDatFactAttribute skip-reporting pattern.
Adjudication (F12): AD-101's retirement leaves TryBeginFinish's four local
refusals (NoName/AttributeCreditsUnspent/AlreadyPending/RosterFull) with no
heritage/gender gate — currently latent since Finish stays hard-disabled
this round. Amended the campaign plan's CC5 slice scope to require BOTH a
heritage/gender refusal AND a real RandomizeCharacter port before the
connected user gate opens Finish; noted the interaction on AP-214's own
register row. No CC5 implementation in this commit.
Gates: dotnet build -c Release green across the full solution. App suite
(Release, ACDREAM_PROBE_LIVE_MOUNT=1) 5223/3 skips, Runtime suite
1713/0 — both clean across repeated runs. A full-solution run surfaced
three pre-existing, previously-documented flakes unrelated to this change
(Streaming.LandblockBuildFactoryTests/LandblockPresentationPipelineTests
#402, Core.Net.Tests.NakEmissionTests loss soak) — each confirmed passing
in isolation, consistent with their known full-suite-parallelism-timing
history; none touch any file this commit changes.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The page-mount half CC6b-PRE deferred: CharacterCreationAppearancePage
(gender buttons, Face/Clothes sub-tabs, nine spin controls with retail's
decrement/increment/select-as-current-part OnClickAt zones, nine color
swatches, shade scrollbar, zoom/rotate wiring) plus ChargenPreviewController,
which bridges the ChargenPreviewRenderer/ChargenPreviewZoomController
camera-injection gap CC6a/CC6b-PRE left open and mounts as the third private
creature viewport beside paperdoll/creature-appraisal.
Color-wheel scouting (campaign risk item 4): live-DAT probe found every
color-wheel-family id resolves through existing DatWidgetFactory mappings
(Button/Scrollbar/generic fallback) — no new widget type needed.
The @140355 gender-flip-on-init oddity (risk item 5): resolved via decomp
alone — gmCharGenMainUI's own ctor calls CharGenState::RandomizeCharacter
before any page constructs, so retail's chargen screen is never actually
blank on open; the Appearance page's gender-flip code always fires against
a real, randomly-rolled gender. Filed AP-214 (acdream doesn't port
RandomizeCharacter this round, so it opens honestly blank instead) and
AP-215 (two narrow visual substitutions: swatch .Selected highlight vs
retail's separate overlay, ordinal labels vs retail's icon-only spins).
AD-101 retired: the Heritage page's auto-gender-select interim default is
deleted now that the Appearance page's real gender buttons exist. TS-82
narrowed to Summary-only.
Scope addendum: ChargenPreviewRotationController's parameterless-constructor
default changes from 0f to a new RetailDefaultHeadingDegrees=180f constant
(retail's InitializePage override, not the ctor's raw 0) — every real
gmCG3DView owner converges on 180 before its first frame, so a controller
defaulting to 0 was a trap for future consumers.
Runtime 1713/0, Core 4786/1 skip, Content 147/0, App 5220/3 skips (Release,
ACDREAM_PROBE_LIVE_MOUNT=1) — zero failures across two clean full-solution
runs; the one Core.Net.Tests NakEmissionTests flake observed on a third run
is the same pre-existing, previously-documented timing flake (zero files
under src/AcDream.Core.Net/ touched, passes 100% in isolation).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
CC6a (index->ObjDesc factory + static-pose offscreen renderer) and
CC6b-PRE (idle loop, rotation, zoom, alternate-setup plumbing) both
closed through dual-lens review -> fix round -> narrow re-review. The
branch carries its own cross-branch renumbering (TS-84, ISSUES #403) so
this merge is number-clean against the CC4 rows.
Notable review outcomes carried in: the barber refutation (chargen has
NO alternate-setup checkbox — all five write sites are gmBarberUI), the
idle-by-default finding with its corrected InitializePage evidence, and
the 180-degree initial heading owed to the mount half.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
# Conflicts:
# docs/ISSUES.md
# docs/architecture/retail-divergence-register.md
F1 (BLOCKING, doc-only) — the idle-by-default rationale rested on an unsound
"uninitialized C++ member defaults to 0" argument (heap operator-new memory
is indeterminate, not zero). Verified and replaced with the real evidence:
gmCGAppearancePage::InitializePage @0x0047FDD0 writes an EXPLICIT
this->m_bZoomedIn = 0; at 0x004802C3, immediately after that same function
points the camera at the zoomed-IN per-heritage eye (0x00480286-0x0048029E).
Fixed in all three places: the register's TS-83 retirement clause,
ChargenPreviewAnimator's class doc, ChargenPreviewZoomController.IsZoomedIn's
doc. Recorded the retail quirk this implies: the character starts framed
close-up while not-zoomed-in, so the first Zoom In click (once mounted)
tweens close-eye->close-eye (visually null) while still freezing the
animation — the port reproduces this faithfully.
F2 — ChargenPreviewZoomController and ChargenPreviewAnimator kept
independent _zoomedIn bools synced only via a nullable animator parameter,
risking desync. Retail's m_bZoomedIn is a single field gating both camera
and animation, so the fix makes the animator the sole state owner:
ChargenPreviewZoomController now takes its ChargenPreviewAnimator as a
required constructor dependency, IsZoomedIn reads straight through to it,
and ZoomIn/ZoomOut no longer take a parameter at all — there is no second
bool left to disagree.
F3 — documented the DoRotation counter-clockwise branch's x87-stack
decompiler artifact (BN renders x87_r7_1 = x87_r6_3 at 0x0047CAEB, which
would store delta-degrees instead of the timestamp for CCW only); the port
already stores "now" in both branches, cited against
feedback_bn_decomp_field_names.md.
F4 — ChargenPreviewAnimator.ApplyIdleFrame now double-buffers two
List<MeshRef> instead of allocating fresh every 30fps tick.
F5 — filed docs/ISSUES.md #402 tracking the RetailAnimationCyclePlayback /
LiveEntityAnimationPresenter duplication as an owned post-CC follow-up,
referenced from the new type's own doc.
F6 — reworded the ChargenPreviewEntityBuilder.TryBuild "byte-identical"
claim to result-identical (TryBuildAnimated now also resolves the idle DID
and loads the idle Animation before the wrapper discards them).
F7 — added the missing clockwise >360 clamp test (readable decomp
polarity, unlike F3's CCW artifact).
ALSO — rewrote the CC6b ledger row's m_alternateSetupID MUST-COVER note per
the reviewer's F11 concession: all five write sites belong to gmBarberUI
(the post-creation barber shop), not gmCGAppearancePage, which has no
option-checkbox-equivalent field at all. Added the enclosing-function
citations and an explicit directive that CC6b-mount must NOT build a
crown/no-flame checkbox on the Appearance page.
Tests: ChargenPreviewRotationControllerTests +1 (10 total),
ChargenPreviewZoomControllerTests +2 and every case rewritten for the
required-animator constructor (9 total). Core.Tests 4786/1 skip (unchanged),
Content.Tests 147/0, App.Tests 5152/6 skips (+3) — zero failures in
isolation, full solution Release build green. Two pre-existing flakes
observed across repeated full-solution runs, neither caused by this round
and neither reproducing standalone: Core.Net.Tests' NakEmissionTests loss
soak, and Content.Tests' DecodedTextureCacheTests concurrency race.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The final CC4 re-review closed R1-R4 (the fixed-canvas arbiter, headless
create-gate proof, #402 filing) and left one residual: the arbiter's
mismatch-throw makes 'both char-select screens author 800x600' a crash
premise on the exact user-gate path (ACDREAM_OPEN_CHARGEN=1 ->
char-management declares -> chargen declares on top), and only
char-management's extent was DAT-pinned. The chargen live-DAT probe now
pins the root at 800x600 the same way — measured against the installed
DAT (passes 7/7), not inferred. Ledger row flipped to REVIEW-CLOSED with
real shas.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
EOF
Idle animation loop: decomp re-read of gmCGAppearancePage::Update's trailing
StartAnimation/StopAnimation gate (~0x0047EF01-0x0047EF12) plus the ctor
evidence that m_bZoomedIn is a decompiler-elided bool (never explicitly set
away from its zero default, unlike its two sibling bools) establishes that
retail's chargen preview defaults to the idle loop PLAYING, not the frozen
rest pose CC6a shipped as a deliberate simplification (TS-83) — the rest pose
only appears once Zoom In fires. New Core primitive
RetailAnimationCyclePlayback ports CPhysicsObj::set_sequence_animation's
advance-with-wrap + lerp/slerp effect (the same algorithm
LiveEntityAnimationPresenter's legacy NPC-idle branch already carries inline;
not consolidated this round — out of blast radius for a preview-only
feature, noted in the new type's own doc). New ChargenPreviewAnimator drives
the per-tick swap; ChargenPreviewEntityBuilder gained TryBuildAnimated
alongside the byte-behavior-unchanged TryBuild. Olthoi/OlthoiAcid use the
SAME enum key for idle and rest DIDs (decomp-confirmed quirk). TS-83 retired
in the register (§4 count 50->49).
Rotation controller: ChargenPreviewRotationController ports
Rotate/DoRotation (0x0047CB50/0x0047CA80) verbatim — toggle-to-stop,
deltaDegrees = ((now-last)/RotationSecondsPerRevolution)*360, single-pass
+-360 clamp (not a full modulo, matching retail's own tail), the -1.0
invalidation sentinel. Applies to the entity's heading via the existing
MoveToMath.SetHeading port, not the camera, confirming CC6a's own note.
Zoom tween: ChargenPreviewZoomController ports ZoomIn/ZoomOut/
DoZoomAnimation (0x0047CF00/0x0047D050/0x0047C960) — a LINEAR 0.6s tween
(no easing curve in the decomp) between the already-recorded camera eye
profiles, calling into the animator's zoom swap IMMEDIATELY at button-press
time, matching retail's call order exactly.
m_alternateSetupID (research correction): re-reading the decomp
function-by-function found all five m_alternateSetupID write sites —
including the two the CC6a review cited — belong to gmBarberUI (the
post-creation barber shop), not gmCGAppearancePage, which has no
m_pOption1Checkbox-equivalent field and never writes the field. For
character creation the field is always INVALID_DID in retail. TryCompose
still gained a real, decomp-cited alternateSetupIdOverride parameter
(default no-op) implementing gmCG3DView::Update's generic override
precedence, for a future non-chargen consumer.
RetailHeldPose extraction: shared ResolvePoseDid/ComposePartTransform
between RetailPaperdollPoseApplicator and ChargenPreviewEntityBuilder — a
clean mechanical extraction, behavior-identical on the paperdoll side.
Bookkeeping: CC6a ledger row now cites its real commit SHAs (55bfd9ca,
1774d8b2); new CC6b-PRE ledger row records scope done + the page-mount half
still owed.
Tests: RetailAnimationCyclePlaybackTests (10, Core), ChargenAppearanceFactoryTests
(+4), ChargenPreviewRotationControllerTests (9), ChargenPreviewZoomControllerTests
(7), ChargenPreviewAnimatorTests (7, hand-built fixtures), ChargenPreviewEntityBuilderTests
(+5, installed-DAT). Core.Tests 4786/1 skip, Content.Tests 147/0, App.Tests
5149/6 skips — zero failures, full solution Release build green. One
pre-existing, unrelated flake noted: Core.Net.Tests' NakEmissionTests loss
soak failed once in the full-suite run, passed 1/1 isolated.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
CC4 re-review returned NOT CLOSED: R1 (MEDIUM, blocking) is a new residual
the F1 fix itself introduced, plus three LOW riders (R2, R3, R4).
R1 — nulling UiRoot.FixedCanvasSize on chargen Close() stripped it from
character-management, which stays active underneath and only sets the
canvas on its own activation edge. Root cause (reviewer-named): two
controllers writing one host-global with no owner. Fixed with the
root-cause shape (reviewer's option (c)): UiRoot.DeclareFixedCanvas(owner,
size)/RevokeFixedCanvas(owner), an owner-scoped arbiter — every declarer
must agree on the canvas size (a mismatch throws instead of silently
last-writer-wins), and the canvas nulls only once EVERY declarer has
revoked. Both CharacterCreationUiController and CharacterManagementUi-
Controller now declare/revoke instead of writing FixedCanvasSize directly;
grepped for stragglers, none remain in production code (the raw setter
stays public only for UiRootFixedCanvasTests' isolated scale-math
coverage). New test (reviewer-specified):
CharacterScreensFixedCanvasArbiterTests — two controllers sharing one
UiRoot, proving the canvas stays set through chargen's Exit-confirm Close
while char-management is still active, nulling only once char-management
also deactivates, plus the original F1 defect's own covering case (both
revoke together at world entry).
R3 — HeadlessSessionHostTests.ContentLease_InstallsRealChargenOptions_
SelectHeritageIsAccepted proves F6's install actually opens the gate: a
content lease carrying a real hand-built DatCharGen heritage (not
ChargenOptions.Empty) is installed, and TrySelectHeritage for it succeeds.
R2 — filed docs/ISSUES.md #402 for the pre-existing
Streaming.LandblockBuildFactoryTests.Build_UsesTheSuppliedSharedReaderGate
full-suite flake (unrelated to Campaign CC).
R4 — fixed "unchached" -> "uncached" typo in
InteractionRetainedUiComposition.cs.
Runtime 1713/0, App 5127/13 skips (+2), Headless 166/0 (+1), full solution
Release build green. Live-DAT probes 7/7 under ACDREAM_PROBE_LIVE_MOUNT=1.
The known #402 flake did not fire across 3 consecutive full-suite runs
this session.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Dual-lens review of CC4 (0e71d3b8) returned architectural FAIL (F1, F6)
and retail-fidelity PASS-with-reservations (F2, F3, F4), plus LOW
findings F5, F7-F12. F13 (TS-82's merge collision with campaign-cc6a) is
merge mechanics for the orchestrator, not addressed here.
F1 (HIGH, blocking): CharacterCreationUiController never released
UiRoot.FixedCanvasSize, on a FALSE premise that CharacterManagementUi-
Controller does a per-tick set (it does not — it sets once on activation
and nulls on Deactivate/Dispose). Root cause: RuntimeCharacterCreation-
State had no CompleteEnter() analogue to RuntimeCharacterSelectionState's,
so the creation view reported IsActive=true for an entire in-world
session. Added CompleteEnter(), wired at both LiveSessionController
in-world edges (StartCore, EnterHighlightedCore); made Open/Close/
Deactivate/Dispose set/null the canvas symmetrically; corrected the false
comment and ledger claim; added FixedCanvasSize test coverage.
F2 (MEDIUM-HIGH, blocking): the attribute-slider scalar mapping was not
retail's. Fixed display to value/100f (UpdateAttributeValues @
0x0048251d) and the drag inverse to truncate+clamp-low-only, no rescale
(ListenToElementMessage @ 0x004829c0, independently re-verified against
the decomp). Added tests at scalar 0.5/0.0 plus a display-direction test.
F3 (MEDIUM, blocking): ported the unported heritage-button tab-restore
arm (ListenToElementMessage @ 0x004e9450) — SHOW/HIDE id sets independently
re-derived from the decomp, including the genuine Lugian (0x100005f1)
no-restore quirk, reproduced faithfully. Wired via a new HeritagePage
click callback; added restore + quirk tests.
F4 (MEDIUM): ported SetTown's (@ 0x0047c360) separate per-town page-root
state literal (Holtburg->0x10000034 etc.), independently re-derived from
the decomp's tail-merged branches; wired via the existing
IUiDatStateful.TrySetRetailState seam; added a test.
F5 (MEDIUM): softened AD-103's unmeasured pixel-equivalence claim.
F6 (MEDIUM, blocking): DECISION — install ChargenOptions in the headless
content path (chosen over marking headless creation out-of-scope).
HeadlessSessionHost now calls InstallOptions off the shared content
lease's Dats, beside the existing InstallSpellMetadata call.
F7: AP-213 already named the label format and click/double-click
substitution explicitly on inspection — no edit needed.
F8: AP-212 now names all six DoRandom primitives with a known landing site.
F9: AD-101 retirement corrected to precede CC5's Finish un-ghosting.
F10: merged ItemAppraisalTextFormatter's duplicate <summary> block.
F11: fixed TS-82's wrong AP-211 cross-reference.
F12: cached the chargen DatStringResolver once per composition instead of
per ResolveText call.
Runtime 1713/0, App 5125/13 skips (+8 new tests), Headless 165/0, full
solution Release build green. Live-DAT probes 7/7 under
ACDREAM_PROBE_LIVE_MOUNT=1.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>