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7 commits

Author SHA1 Message Date
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