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Author SHA1 Message Date
Erik
34e3a534be feat(chargen): Campaign CC slice CC5 — Summary page, Finish flow, RandomizeCharacter port
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>
2026-08-16 00:01:07 +02:00
Erik
397ccd62cd fix(runtime): Campaign CC slice CC3 review-fix round — F1-F16
Opus dual-lens review of CC3's RuntimeCharacterCreationState passed on
retail fidelity but failed the controller integration: the post-create
log-straight-in indexed the CACHED wire CharacterList, which ACE never
resends after a create (it only appends server-side and replies Ok) —
with zero pre-existing characters this throws, with N it can silently
enter the WRONG character. The same stale-index problem corrupted every
pre-existing character's delete slot on roster re-sort. Fixes all four
blocking findings plus a credit-gate correctness bug (retail warns and
lets the user confirm through unspent credits; it does not force a full
spend) and eight lower-severity findings from the same review round.

F1 (blocking): WorldSession gained a guid-based EnterWorld(uint,string,
TimeSpan?) overload sharing EnterWorldCore with the index-based one;
ILiveSessionOperations gained a default EnterWorldByGuid method.
LiveSessionController factored EnterSelectedCore/the new
EnterCreatedCharacterCore through a shared EnterHighlightedCore so the
post-create enter sends by the exact guid the 0xF643 Ok reply carried,
never by a roster index.

F2 (blocking): RuntimeCharacterSelectionState gained a real
AppendCreatedCharacter primitive that preserves every existing entry's
ActiveIndex (a wire contract — SendDeleteCharacter sends it as the
CharacterSet slot) and assigns the new entry's from the pre-create wire
roster count, instead of round-tripping the post-create roster through
ApplyRoster's name-sort-and-renumber.

F3 (blocking): retail's DoFinish(this, arg2) gate is
"arg2 != 0 && remainingAtrbCredits > 0" — the ordinary click warns and
refuses, but the warning dialog's own confirm re-invokes DoFinish(this,
0), which sends anyway with credits unspent (ACE accepts this).
TryBeginFinish/Finish gained a confirmedUnspentCredits parameter; the
plan doc's "retail FORCES full spend" line is corrected in the same
commit.

F4 (blocking): a stale out-of-range template index surviving a heritage
switch to a heritage with fewer templates now clears to TemplateUnset,
matching ConstrainAllByHeritage's clamp.

F5/F9/F10: three register-row/doc citation corrections (AP-207's real
FitTemplateToCharacter call sites — a fourth one the original filing
also missed; the Slot field's real retail assignment source; AP-209's
classID branch table for Olthoi/OlthoiAcid). F6: ApplyCreationResponse
no longer publishes from inside the owner lock. F7: two new tests pin
BalanceAttributes' persistent donor cursor (successive-overspend
advance, Self-to-Strength wrap). F8: ResetSkillLevels' doc corrected to
retail's real both-costs->=0 gate. F11: the integration test fixture
captures guid-based enter calls and uses two pre-existing characters
whose wire order differs from alphabetical order, so the roster
assertion actually exercises F2 instead of coinciding with it by
accident. F12: filed register row AP-211 for the client-side RosterFull
slot-cap refusal (no retail DoFinish-layer counterpart). F13: narrowed
Finish's bare catch to InvalidOperationException/SocketException and
bound _scope to a local. F15: RandomizeStartAreaLocked leaves the start
area unchanged on an empty list instead of forcing -1, matching retail.

Runtime 1706/0 (was 1701), Core.Net unchanged at 994/0, full solution
Release build green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-15 15:10:43 +02:00
Erik
9a84230c4f feat(runtime): Campaign CC slice CC3 — RuntimeCharacterCreationState
Ports retail's CharGenState as the one Runtime-owned character-creation
state machine, mirroring RuntimeCharacterSelectionState's exact pattern
(snapshot/delta/event-stream, borrow-only view, generation-gated
commands, one mutable owner, no App types). Every command ports a named
retail function: SetHeritageGroup, SetGender, SetTemplate/ApplyTemplate
(Custom = template 0, Olthoi force-lock), the six attribute setters plus
GetAbsRemainingCredits/BalanceAttributes (retail's literal round-robin
order and fairness cursor), SetSkillLevel plus ResetSkillLevels' free-skill
baseline (reusing CC1's ChargenSkillCreditMath two-tier cost lookup
verbatim), RandomizeStartArea, and DoFinish's complete gate sequence
(empty name / unspent attribute credits / already-Pending / client-side
roster-vs-slotCount cap).

LiveSessionController gained a sibling IRuntimeCharacterCreationCommands
implementation, a CreateCharacter wire hook, and a response handler that
reuses existing machinery rather than inventing new paths: the Ok
identity is appended to the roster via RuntimeCharacterSelectionState's
own ApplyRoster, and the "log straight in" behavior reuses the private
EnterSelectedCore. ILiveSessionLifecycleHost gained two default-no-op
hooks (ApplyCharacterCreated/ApplyCreationFailed) so AcDream.App needs
zero changes to keep compiling; wiring them to the status stream is a
CC4 follow-up.

Filed four divergence-register rows for the corners deliberately not
ported: the FPU-unrecoverable FitTemplateToCharacter auto-detect (AP-207,
ACE only reads the field for title text), the per-style color-count
approximation (AP-208, CC1's model has no per-style palette data), the
classID DAT-DID placeholder (AP-209, ACE ignores the field), and
ApplyTemplate's atomic-vs-sequential attribute apply (AP-210).

34 new tests: full state-machine coverage (every Finish gate, every
rejection-code mapping, duplicate-NameInUse tolerance, Olthoi lock,
attribute balance/lock interaction, uncostable-skill rejection) plus a
LiveSessionController integration suite proving the wire send is exactly
55 skill slots (decoded from a real WorldSession + GameMessageCapture)
and the full Ok/rejection round trip through WorldSession.ProcessDatagram.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-15 14:26:10 +02:00
Erik
0e82cbf700 feat(runtime): own character selection flow 2026-08-14 18:22:17 +02:00
Erik
c601942467 wip: Campaign LA LA2 probe mode + idle policy — INCOMPLETE, stopped mid-task
Agent was stopped for token budget. Landed here: probe flag through
LiveSessionConnectOptions + the StartCore short-circuit, the mode field
with JsonRequired-to-semantic-validation move, host exit-code mapping,
and 34 passing tests including 3 new probe tests (agent last reported
green before the stop). NOT DONE: the idle-policy unit tests (next
step), full-suite verification, and the WSL run.

Build/test state UNVERIFIED at this commit. Next session: finish idle
policy tests, run Runtime+Headless Release suites Windows and WSL, then
dispatch the Opus dual-lens review.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 16:33:00 +02:00
Erik
369729f06a feat(runtime): FA2 -- RuntimeFellowshipState + RuntimeAllegianceState sibling J-owners
Two new sibling Runtime owners under GameRuntime per the Slice-J
pattern (D2): RuntimeFellowshipState is session-scoped (a new
RuntimeGenerationResetStage.Fellowship clears it at every generation
reset, matching the ExternalContainer precedent); RuntimeAllegianceState
survives reconnect behind a HasServerSeed-style one-way latch and
participates in NO reset stage (its data persists like a real
disconnect does not sever allegiance membership).

Fellowship: full-update REPLACE, incremental-fellow UPSERT, self-vs-
other quit/dismiss removal (self clears the whole snapshot), disband
clear, and retail's leader hand-off rule for the Quit button
(RequiresLeaderHandoffBeforeQuit -- the current leader quitting WITHOUT
disbanding must send 0x0290 AssignNewLeader before 0x00A3, lane B
§2.5/§3.6).

Allegiance: seeded by AllegianceUpdate (0x0020, always self) and,
self-gated on TargetGuid == playerGuid(), by AllegianceInfoResponse
(0x027C); wraps the FA1-assembled flat AllegianceMemberRecord list
directly (AllegianceTree was deleted at FA1 -- nothing left to wrap).

Both apply the full 8-edit J-owner template: construction + fault
points + Owner/View properties + CaptureOwnership + a new
GameRuntimeTeardownStage pair (FellowshipDisposed/AllegianceDisposed,
stage count 11->13) + RuntimeGameplayOwnershipSnapshot inclusion +
RuntimeStateCheckpoint/trace fields. IRuntimeFellowshipCommands/
IRuntimeAllegianceCommands added to IGameRuntimeCommands and
implemented on DirectGameRuntimeCommandAdapter. No IRuntimeEventObserver
member added (D2) -- consumers poll Snapshot.Revision.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-12 01:31:54 +02:00
Erik
86c0a7e0ee feat(runtime,net): Campaign OP slice OP1 — full character-option table, dirty model, real 0x01A1 blob builder
The retail Options panel (Campaign OP) needs a Runtime-owned option map
covering all 53 PlayerOption ids and the real batched SetCharacterOptions
(0x01A1) blob before any UI can be built on top of it. Today's surface only
modeled 6 ListenTo*Chat ids and the 0x01A1 builder was a malformed 16-byte
stub (deleted at Campaign CH slice CH3, docs/research/2026-08-09-chat-side-
channels-vs-ace.md).

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

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

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

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-10 23:31:34 +02:00
Erik
614a1e055f feat(chat): Campaign CH slice CH3 — side-channel membership, wire, and echo parity
Ports retail's SendTurbineChat (@0x0057db10) local pre-send membership gate
so Roleplay/Society/Olthoi stop silently swallowing outbound chat: a new
TurbineChatMembershipGate checks Turbine availability and the player's own
Hear*Chat option before sending, raising "Turbine chat is not available."
or the 0x0551 YouAreNotListeningTo_Channel refusal through the CH2 AddText
chokepoint instead. Wired into both the graphical (LiveSessionCommandRouter)
and headless (DirectGameRuntimeCommandAdapter) send paths so they can't
diverge. Retracts the 26-day-old false "ACE doesn't run a TurbineChat
server" claim from ISSUES.md, the roadmap, and project_chat_pipeline.md —
ACE's TurbineChat implementation is complete and on by default; the real
bug was treating Hear*Chat as a display filter instead of room membership.

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

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

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

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-09 19:39:44 +02:00
Erik
38e83640d9 feat(headless): complete deterministic bot command parity 2026-07-27 08:23:36 +02:00
Erik
20df9d155d refactor(runtime): own combat and magic intent
Move attack build/repeat state, combat-mode policy, authoritative auto-target transitions, and spell-cast intent beneath RuntimeActionState. Keep App as the input, world-query, DAT-policy, transport, and presentation adapter while preserving retail request and busy ordering. Add direct/graphical parity, reset, failure, and instance-isolation coverage.

Co-authored-by: Codex <noreply@openai.com>
2026-07-26 11:56:40 +02:00
Erik
dcb61efb5a refactor(runtime): expose canonical gameplay state
Move character options and movement skills into the Runtime-owned character graph, expose borrowed inventory, character, and social views, and route retained UI state commands through generation-gated typed Runtime contracts. Preserve the existing synchronous wire path while deleting the App-owned option and skill mirrors and extending normalized parity checkpoints.

Co-authored-by: Codex <codex@openai.com>
2026-07-26 09:12:30 +02:00
Erik
854d9e9cd1 feat(runtime): define borrowed views commands and ordered events
Establish the J1 presentation-independent contract with instance-scoped clocks and generations, immutable borrowed views, typed generation-gated commands, normalized ordered diagnostics, and teardown acknowledgements. Route graphical startup plus press-time selection, movement, and combat through focused App adapters over the exact existing owners without adding a queue or mirrored world.

Validated by the Release solution build, 13 Runtime tests, 3,838 App tests with three existing skips, and the complete 8,424-test Release suite with five existing skips.

Co-authored-by: Codex <codex@openai.com>
2026-07-25 19:08:42 +02:00