Fix round from Opus review of 87677f9c (APPROVE WITH FIXES):
1. (A1/A3) Hardened the atmospheric_filmic.frag / atmospheric_bloom_
downsample.frag shader-source pinning test: asserts the exact decode
call count (6 - three in lowFusedScene, three in main's non-fused
branch), that the 2.2 display-gamma exponent and 1/2.2 inverse in
atmospheric_common.glsl are formatted FROM AtmosphericColorPipeline
.DisplayGamma (so shader literal and CPU-tested value cannot drift),
that the 0.18 contrast pivot in atmospheric_filmic.frag is formatted
from AtmosphericColorPipeline.LinearMidGrey, and pins
AtmosphericPostProcessGraph.BloomKneeLinear/BloomThresholdLinear as
exact literals (0.73f / 1f). Also removed a stray trailing "()" from
an existing comment in atmospheric_filmic.frag that was inflating the
decode-call count to 7.
2. (B1) Re-derived the "vignette-strength" default for the linear-light
post stack. The vignette multiply now happens on linear colour before
the final encode, so a corner factor of (1 - strength) displays as
(1 - strength)^(1/2.2), not (1 - strength) directly. The accepted
look was strength 0.12 under the OLD gamma-space pipeline: a 12%
on-screen corner darkening. Under strength 0.12 in the new linear
pipeline that same 0.88 corner multiplier would only display as
0.88^(1/2.2) ~= 0.9435 (5.6% darkening - visibly weaker). Solving
(1 - strength)^(1/2.2) = 0.88 gives strength = 1 - 0.88^2.2 ~= 0.245,
which reproduces the accepted 12% corner darkening. Since
RenderPackSettingValueCodec requires every declared default to be
step-aligned from the minimum and 0.245 is not a multiple of the old
0.01 step, the step also moves to 0.005 (a finer slider, not
coarser) so the exact derived default is a valid grid point -
verified by running the ExternalTierTwoPackCanRenameEveryOwnedId
AndShaderAsset validation test, which failed with "invalid default
value" before this correction. Also updated the matching fallback in
AtmosphericPostProcessGraph.FromDescriptor (0.12f -> 0.245f) for
consistency, and added
AtmosphericColorPipelineTests.VignetteDefaultReproducesTheAccepted
TwelvePercentCornerDarkening pinning encode(1-0.245) ~= 0.88.
3. (A4) Renamed VolumetricShaftFrameParameters.LinearSunColor ->
AuthoredSunColor in VolumetricShaftQuality.cs (internal, 2 references,
both in that file - safe). Left LightSource.ColorLinear unrenamed:
grep shows 13 files depend on it (GlobalLightPacker, SceneLightingUbo,
LightBake, LightManager, EnvCellRenderer, RenderingDiagnostics, and
several Core tests) across the shared retail default-path lighting
UBO pipeline - renaming it is out of VM3's pack-only scope and would
touch the mandatory-unchanged default path. Added a pointer comment
on the field in LightSource.cs (and a one-line note at its
WorldRenderFrameBuilder.cs call site) documenting the same
display-space-not-linear fact and explaining why the rename is
deferred to its own default-path colour-space pass.
4. (B4) Added a citation beside acesFitted in both atmospheric_filmic
.frag and its C# mirror (AtmosphericColorPipeline.AcesFitted):
Krzysztof Narkowicz, "ACES Filmic Tone Mapping Curve" (2016). The fit
takes linear scene light in and returns linear display light in
[0,1] - it does not itself gamma-encode. Evidence: acesFitted(0.80 *
decode(0.46)) = 0.2064 un-encoded versus the accepted 0.51 on screen.
5. (B2) Rewrote the VM3 section of docs/plans/2026-08-22-visualmaster-
campaign.md with the shipped truth in place of the pre-implementation
guess: exposure stays 0.80 (at exposure 1.0 the linear pipeline maps
gamma-0.5 to 0.6017, essentially the same 0.6163 the owner called too
bright), bloom threshold stays 1.0 (a fixed point of both exponents),
knee moves 0.45 -> 0.73, vignette-strength moves 0.12 -> 0.245. Added
the old-vs-new curve table at exposure 0.80 across ten gamma inputs.
Replaced the acceptance criteria's "new automated test on the
recording RHI" with the CPU mirror + shader-source pins actually
used, and recorded that the real-frame masked capture WAS run
(retail vs High-with-every-effect-neutral, artifacts/vm3):
independently re-verified by re-running the pixel diff against the
checked-in screenshots - 110,561 px at |delta|=1 and exactly 95
pixels at |delta|>=5, confined to foliage-canopy silhouette edges
against sky with nothing on any ground/building/water surface. Noted
the Stage-1 luminance table re-capture is still owed at the owner
gate.
6. (B3) Corrected docs/plans/2026-08-21-atmospheric-rendering.md's VM3
summary sentence: the bloom intermediate is already linear after
extraction (no separate "bloom read" decode), and the neutral-preset
claim is now phrased as a measured numerical identity (<=1 LSB on a
real frame) rather than an unqualified "is" statement.
7. (A5) Corrected toolchain attribution: tools/compile-shaders.ps1 used
the managed Silk.NET.Shaderc path (shaderc_shared.dll) to compile in
both this round and the original VM3 commit - a Vulkan SDK glslc was
detected and its path recorded, but the managed compiler is what
actually ran. Regenerating this round only changed the atmospheric_
filmic frag stage's manifest hash (comment-only edits); the compiled
.spv bytes are unchanged, and every retail-oracle shader
(mesh_modern, terrain_modern, mesh_detail, etc.) remains untouched.
8. Replaced an invented motive in the atmospheric_filmic.frag contrast-
pivot comment ("rounded up for a stronger gamma-space contrast
feel") with the actual reason: the previous 0.5 was simply the [0,1]
midpoint of the standard contrast formula, not a deliberately chosen
value; in linear the perceptual mid-grey is 0.18.
Verify: Release build 0 warnings / 0 errors. App hermetic-filter tests:
5970 passed / 0 failed / 0 skipped. VulkanShaderManifestTests: 7/7 pass
(retail-oracle SPIR-V byte-identical; only the atmospheric_filmic frag
manifest hash changed, no .spv bytes changed).
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Closes review finding F4 (docs/research/2026-08-22-campaign-ar-review.md):
retail's main-world colour, sun rays and volumetric shafts are all
gamma-encoded display-space values (the 2013 client has no linear
lighting pipeline), but bloom thresholding, ACES (Narkowicz fit),
Rec.709 luma saturation, the contrast pivot and the vignette were all
operating directly on those gamma values, then writing the result to
the UNORM swapchain without re-encoding.
- atmospheric_common.glsl gains acdreamDecodeDisplay/acdreamEncodeDisplay
(pow(c, 2.2) / pow(c, 1/2.2)). 2.2 is the retail-era CRT/early-LCD
display-gamma assumption, deliberately not the sRGB piecewise curve,
which would claim a precision retail's authoring pipeline never had.
uAtmosphereSunColor's comment is corrected from "authored linear rgb"
to "authored display-space rgb (retail has no linear pipeline)".
- atmospheric_bloom_downsample.frag, atmospheric_filmic.frag (both the
fused-Low and non-fused paths) decode every world/ray/volumetric read
before summing/thresholding; atmospheric_bloom_blur.frag is unchanged
(it already reads the now-linear bloom buffer); atmospheric_sun_rays.frag
and atmospheric_volumetric.frag are documented as writing display-space
colour that the consumers decode.
- The contrast pivot moves from 0.5 (a gamma-space midpoint) to 0.18
(linear mid-grey, the standard 18%-grey-card exposure convention).
The final filmic output is clamped in linear, then re-encoded before
the UNORM write.
- Bloom threshold/knee are re-derived for linear light: the pre-VM3
gamma-space pair was threshold 1.0 / knee 0.45, i.e. a soft range of
[0.55, 1.0] in gamma. Decoding both ends with the same 2.2 assumption
gives decode(1.0) = 1.0 (threshold unchanged) and
decode(0.55) = 0.55^2.2 ~= 0.27, so linear knee = 1.0 - 0.27 ~= 0.73.
Replaced the inline 0.45f literals with named constants
BloomThresholdLinear = 1f / BloomKneeLinear = 0.73f on
AtmosphericPostProcessGraph. bloom-strength's 0.65 default is
untouched.
- Exposure stays at its accepted 0.80 default: in linear,
encode(acesFitted(0.80 * decode(0.46))) ~= 0.50, reproducing the same
accepted midtone the old gamma-space pipeline produced as 0.51 for the
same 0.46 input (0.46 * 0.80 fed straight into acesFitted, no
decode/encode). Highlights now retain more (gamma 0.9 input moves from
~0.74 to ~0.85 through the full pipeline) and blacks deepen slightly
(gamma 0.1 moves from ~0.09 to ~0.05) — the owner's visual gate judges.
- Added AtmosphericColorPipeline, a CPU mirror of the GLSL decode/encode/
ACES/grade/filmic math (line-for-line, with a header comment requiring
it stay mirrored), and AtmosphericColorPipelineTests: neutral-preset
identity within half an 8-bit step for a 0..255 grey sweep (proving the
neutral preset is numerically the pack-off image), decode/encode
round-trip within 1e-6, monotonic-in-exposure, the pinned midtone/
highlight/shadow numbers above, and the bloom-knee derivation.
- Added a shader-source pinning test so a future edit cannot silently
drop the colour-space conversions: atmospheric_filmic.frag must
contain exactly one acdreamEncodeDisplay( call in main()'s output,
atmospheric_bloom_downsample.frag must contain at least three
acdreamDecodeDisplay( calls.
- Regenerated SPIR-V (tools/compile-shaders.ps1, glslc from the
installed Vulkan SDK). Only atmospheric_bloom_downsample.frag.spv and
atmospheric_filmic.frag.spv changed in bytes; every other pack shader
that includes atmospheric_common.glsl recompiled to a byte-identical
binary (the new decode/encode helpers are unreferenced dead code for
them). VulkanShaderManifestTests' retail-oracle SHA-256 set
(mesh_modern, terrain_modern, mesh_detail, etc.) is untouched and
still passes — the retail default path did not change.
- Docs: noted the linear-light move in the AR plan's Slice 1 section,
and added a "Colour space" section to the render-pack ABI doc
(docs/render-packs/semantic-bindings-v1.md) naming which inputs are
display-space and pointing at atmospheric_common.glsl as the
reference implementation. No ABI version bump — the binding layout
is unchanged.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Fixed step-count volumetric ray marches (Low/Medium presets, e.g. 40 steps)
sample the same t values at every pixel, so a shadow-cascade edge crossing
lands at the same march step across a whole neighbourhood of pixels and
reads as visible concentric banding around light shafts. Offset each
pixel's march phase with interleaved gradient noise (Jimenez 2014,
fract(52.9829189 * fract(dot(gl_FragCoord.xy, vec2(0.06711056,
0.00583715))))) instead of the fixed 0.5 sub-step center: t = (step + ign)
/ steps. This decorrelates the step boundaries across pixels, turning the
banding into fine per-pixel noise that the existing quarter/half-res
upsample already averages away. Pack-on only — atmospheric_volumetric is
never used on the retail default path; extinction, colour, and early-outs
are unchanged.
Regenerated SPIR-V via tools/compile-shaders.ps1: only
atmospheric_volumetric.frag.spv and shaders.manifest.json's source hash
for that stage changed.
Also files #421 (docs/ISSUES.md) for Campaign AR review finding F7: the
directional-shadow pass's DirectionalShadowTransformBufferSet duplicates
the main pass's N.5 instance SSBO instead of binding it, to be resolved
once the planned GPU-culling step for shadow cascades lands. Updates the
VM5 ledger row and outcome note in
docs/plans/2026-08-22-visualmaster-campaign.md.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Dated 'VM4 correction' notes, not silent rewrites:
- AR plan: NoOpRenderPackProductionIntegrationTests is a 2x2 recording-
device fixture, not a production pin; the real invariance is VM0's.
Both '14,928/14,928 zero skips' totals qualified: hermetic lane filter.
- Stage-2 connected report: the dense-town CPU figures ran under the
automation observer (9.8 MB/frame alloc) and say nothing about the
owner's hitch on the product; clean numbers are VM0's.
- Track A report + findings doc: TerrainUtils.GetNormal only orients
scenery; the render normals were already smooth; A2 replaced central
differences with retail's incident-face average (the reviewer's own
premise error).
- Findings doc: 'retail brightens' is the fallback path only; real
hardware runs the single-pass lerp (VM2). LandscapeDetailTextures = 0
answers the landscape open question. VM0 production table added as the
baseline.
- Completion audit retail-path row and the review's F1/F2/F3/F5 headers
annotated with their closures.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Opus narrow re-review of ae651312: APPROVE. Closes its three residuals:
- AP-232 filed: retail's single-pass stage-1 OUTPUT alpha
(MODULATE(TEXTURE, CURRENT) @0x0059c549) is the blend weight for a
translucent subset; acdream's two-draw model is exact for opaque
subsets (fog identity pinned) and a bounded weight difference on
translucent ones. Distinct from AP-34 (queue order). Owed since
05970306.
- TerrainAtlas.DetailSamplerDescription names the production sampler
(WRAP/LINEAR x3 per ACRender::SetDetailSurfaceInternal @0x006b6280);
the test now asserts that constant's properties instead of a
test-local copy.
- Plan VM1 section: fragment now described as fogged; VM1 marked CLOSED
with the Holtburg measurement (+2.17/+0.57/+0.16 vs predicted
+2.2/+0.66/+0.16) and the detail-on cost (+0.3-0.5 ms CPU at Arwic).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Exact-pixel and production-perf comparison of 6c79d35c (+ only the A2
normal files, so no terrain mask is needed) against c51b07ef with no pack:
connected as +Acdream, visible window, one isolated config clone per
variant, pinned clocks. Open field: the only differences are idle pose,
mana digits and a passing flyer. Holtburg: same-binary-twice defines the
dynamic mask (9.8%); in the static 90% both self-diffs have ZERO pixels
with |d|>=8 while base+normals vs HEAD-off has 841/729 - all streaks inside
the animated lifestone. Buildings, ground, trees, sky and UI are clean.
Perf (uncapped Release, no automation observer, ACDREAM_FRAME_PROF=1):
Holtburg CPU p50 4.7 -> 4.1 ms, Arwic 6.0 -> 5.2 ms, GPU unchanged,
alloc/frame 574 KB -> 21 KB. No regression; F5b's '27.8 ms retail CPU' was
the observer.
Three false alarms recorded so nobody repeats them: the isolated gate
settings lack fieldOfView (90 vs the real 86.33 -> a 0.952 zoom); the real
%APPDATA% settings still selected acdream.atmospheric/low (pack ON); a
minimized GLFW window is throttled and never settles.
Tools: tools/vm0/capture-visible.ps1 (pre-campaign gate + -Exe/-Live/
-ConfigDir/-CharacterName/-PreCaptureCommand), tools/vm0/perf-run.sh,
and -BuildingDetailTextures on run-offline-pixel-gate.ps1. Baseline
patches under docs/research/evidence/vm0/.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Binding rule: when retail gates a mechanism behind a capability, preference,
or trysinglepass-style switch, the port is not done until the gate's live
value is cdb-read on the PDB-paired client and cited with the binary GUID.
Records that the owner's live 'too bright' was the pack-on gamma-space
tonemap (VM3), not the detail overlay (+3% fallback / -10% real path).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Live cdb read on the PDB-paired retail client (owner's AMD GPU):
m_caps.bCanDoSinglePassDetailing = 1, trysinglepass = 1,
MaxSimultaneousTextures = 8, bTexOpDotProduct3 = 1,
LandscapeDetailTextures = 0, EnvironmentDetailTextures = 1,
landscape/object detail surfaces null, building/environment non-null,
tiling 4 everywhere.
So retail's detail combine on modern hardware is the texture-stage path in
D3DPolyRender::SetSurface (stage0 alpha PREMODULATE, stage1 colour
BLENDCURRENTALPHA): lerp(base*diffuse, detail.rgb, detail.a*diffuse.a) -
a mild DARKENING (~-10% mid-tones with 0x06006D58), not the
DSTCOLOR+INVSRCALPHA brightening that Campaign AR ported and that the
2026-08-21 findings doc + AR review both analysed. Those described the
fallback for adapters without D3DTEXOPCAPS_PREMODULATE; the reviewer's
guess that consumer drivers rarely advertised it was wrong.
VM1 now carries the re-port (SRCALPHA+INVSRCALPHA, detail.rgb /
detail.a*diffuseAlpha, neutral at a==0) together with the fade removal.
No distance fade exists on either path. Scripts are read-only attaches
with no breakpoints.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Adds the independent Campaign AR review (docs/research/2026-08-22-campaign-
ar-review.md): architecture, technical correctness, performance, coverage.
Findings F1-F8; F1 (default-path invariance proven only on a 2x2 recording-
device oracle) blocks merge; F2 (10 m/50 m detail fade has no retail anchor);
F3 (the port is retail's two-pass fallback; single-pass stage path
undetermined); F4 (post stack runs in gamma space); F5 (four overclaiming
sentences, one premise error the reviewer owns).
Campaign VM plans the closure: VM0 masked pixel + production perf A/B vs
6c79d35c; VM1 removes the fade (retail attenuates by mips); VM2 one cdb read
of m_caps.bCanDoSinglePassDetailing; VM3 linear-light post stack with a
numerically neutral preset; VM4 truthful docs; VM5 volumetric jitter; VM6
weather-driven foliage wind - procedural-scenery (bit-31 id namespace) cutout
subsets only, three motions (lean/branch/flutter) with gusts and per-tree
phase, shadows share the displacement include; VM7 closeout + merge.
Roadmap gains the Campaign VM pointer beside Campaign AR.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The roadmap line read "122 EmoteType x 39 Trigger mini-VM", which is the
SERVER's job — the retail client stores no quest flag, evaluates no emote, and
is never told a flag changed. Reading that line as client work is what made
H.3 look far larger than it was; measuring what we already had narrowed the
remaining scope to the contract tracker alone.
That, plus the Journal notebook and its index, shipped user-accepted today. The
two stale "what you cannot do yet" rows are corrected: the quest tracker exists,
and NPC dialogue works — the user confirmed it mid-campaign, which is what
prompted measuring the scope in the first place.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The Journal panel is complete: contracts from the server, a per-character
notebook, and its searchable index.
The gate ledger is recorded rather than smoothed over, because the pattern is
the point — four rounds, and every defect was one mistake wearing different
clothes: an element bound as the wrong thing, or a binding never tested. One
reported failure was not a defect at all; the character was indoors, where
retail records nothing either.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Three fixes from the first connected round.
The location readout is authored EDITABLE (0x16), so it builds as a UiField —
not the UiText its "00.0S, 00.0W" placeholder suggests. The controller resolved
it as text, got null, and threw every write away in silence: Record reached the
model and reached the FILE, and never reached the screen. That is exactly what
was reported, and it is a whole class of bug, so the sweep that found it is now
a test over every element all three controllers bind.
The handlers mutated the model and left redrawing to the next frame's Tick.
Retail's ListenToElementMessage @0x004968D0 ends every one of them in Update()
instead — at the moment of the click. The deferred version happened to work in
the client and made the behaviour untestable and a frame late; the notes-page
tests I had not written until now fail against it.
Abandon is wired. "Retail's abandon path is a contract-registry command we have
not ported" was wrong — it is game action 0x0316 with a single contract id, and
ACE replies with the 0x0315 delete QT3 already handles. Nothing is removed
locally, so a refusal leaves the quest visibly intact rather than vanishing it
optimistically and having it reappear on the next full table.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The Journal panel now has all three tabs working: contracts from the server,
and a per-character notebook with its searchable index.
Two ported details that a reimplementation would get wrong in a way nobody
notices until they lose work:
Every navigation button commits the current page FIRST. Retail's
ListenToElementMessage @0x004968D0 calls SaveThisPage on the way out of all
five of them, which is why paging away never eats what you just typed. And the
file is written when the notes page is HIDDEN, not only at exit — a crash then
costs at most the page in front of you.
The search is CASE-SENSITIVE across label, title and notes: retail compares
with wcsstr and lowercases neither side. Making it insensitive would be
friendlier and would be a divergence, so it is ported as-is with a test naming
the reason. The double-click window is a full SECOND (m_LastClickTime + 1.0,
@0x00493158) rather than the 500 ms the item-interaction path uses, and firing
it clears the tracker so a third click does not re-open.
Two unlabelled buttons on the notes page turned out to be prev/next: retail
switches on (idElement - 0x10000565), which names them without a caption. The
running-timer readout is authored at the same x as the three day/hour/minute
boxes, so the strip is one or the other — that overlap is the data form of
ShowEditableTimer versus ShowRunningTimer, not a layout bug.
DeltaTimeToString moved out of the contract code into AcDream.Core.Ui. It is
ClientUISystem's, not gmContractsUI's — the journal timer and the contract
repeat countdown both call it, and it only lived under Quests because that was
its first caller. A bridge class to reach it across features would have been
the wrong answer to the same observation.
The journal file lives in the client's data directory rather than beside the
executable, for the same reason the chat log does. Register QJ-1.
Campaign QJ slices 3, 4 and 5 of 5 — code-complete, connected gate owed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The Journal tab is not a quest feature at all: it is a per-character notebook,
entirely client-side, with no wire and no dat content. Each page holds a label,
a title, notes, a recorded location and a countdown timer, and the Page List
tab is a searchable index over them. It shares the panel with Contracts and
nothing else — retail's own naming, not a mix-up here.
The file format is recovered whole, including the detail that a journal file
which does not open with <NEWP> is REFUSED with its own error string, and the
authored max lengths (16 label / 32 title / 2048 notes) that the edit boxes
enforce.
One authored fact worth recording before anyone reads the layout as a bug: the
running-timer readout shares x=84 with the three day/hour/minute fields. That
overlap is the data form of ShowEditableTimer versus ShowRunningTimer — the
strip is either three editable numbers or one running readout, never both.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The last piece of QT6's own scope: r10-quest-dialogs.md §11.6's contract half.
IGameState.Contracts exposes what the client structurally knows about quests,
which — per that same research — is the tracker and nothing else. The rest of
§11.6 (chat stream, tells, give, use, confirmations) is other features and
stays out of this campaign.
A pull-through source rather than a pushed mirror. Contracts change rarely and
are already owned canonically, so a second copy would only be a thing to keep
in step; reading through means a plugin cannot observe a stale list.
Both hosts implement it. The headless one carries contract id, stage and
progress but no names — a bot has no dat access — because losing the TEXT is
expected while losing the QUEST would leave a bot silently unable to see what
it is on. Same rule covers a contract the installed dat has never heard of: it
still projects, with empty text and a correct status, rather than vanishing.
The interface member is defaulted so a host predating this campaign still
satisfies IGameState.
Two lazy catalog loads exist (the panel's and this one) rather than one shared
instance. That is deliberate: threading a shared ContractCatalog through three
composition records to avoid reading a 322-row immutable table at most twice
per session would be plumbing for no correctness or performance gain, and the
comment at the call site says so.
Campaign QT is complete; the connected user gate is owed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The quest log is on screen. Rows come from the live tracker joined to the
authored catalog, the Status column runs QT4's port of FillProgressString, and
the detail pane shows contact, locations, description and the other timer.
Two things measured rather than assumed, each now pinned by an installed-DAT
test rather than left to the commit message:
The tab pairing is read from the authored 0x2E table, not inferred from
x-order — the FA campaign had to correct exactly that mistake, and Contracts
turns out to be the authored DEFAULT tab (0x32 = True), so opening on the
wrong one would have looked like an empty panel.
The open path needed no keybind at all. Toolbar button 0x1000055A authors
0x10000029 = 0x19 and has been sitting in ToolbarController.PanelButtonIds
since the toolbar was ported — it just had no panel behind it, so clicking it
did nothing. Registering slot 25 finished a wiring that was already
three-quarters present.
The list rebuild is revision-gated while the repeat countdown is not: nothing
on the wire changes as a cooldown runs down, so a rebuild-gated timer would
freeze on screen, and a per-frame rebuild would reset the player's scroll under
them. Both directions have a test.
Deliberately inert: the Abandon button (retail's abandon path is a
contract-registry command this campaign did not port — authored and visible,
but wiring a no-op handler would look responsive and lie), and the Journal
notes and Page List tabs, which are their own feature.
Campaign QT slices 5 and 6 of 6 — code-complete, connected gate owed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Measuring the host layout rather than assuming changed what this slice is.
gmContractsUI is not a panel of its own: it is tab 1 of a THREE-tab "Journal"
panel at gmPanelUI slot 25, beside a notes page and a page list. Building it as
a standalone window would have produced something retail does not have, and
the mistake would only have surfaced at a visual gate.
The other two tabs are out of scope, so the expected intermediate state is a
panel with two dead tabs — recorded here so it is not filed as a defect.
Everything else the page needs is now measured out of the dats: every authored
label, the per-row child ids RefreshContractListbox writes, and the list's
scrollbar link. The list is a UiTemplateListBox, the widget OP2 already built,
so the page is binding work rather than new widget work.
LayoutDump --props now resolves StringInfo through DatStringResolver instead of
printing the type name, which is how the labels were read at all.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
H.3's roadmap line ("122 EmoteType x 39 Trigger mini-VM") describes the
SERVER's job. The retail client never stores a quest flag, never evaluates an
emote, and is never told a flag changed — so most of H.3 was never client work
at all. Measuring what we already have narrows the remaining scope to one
thing: the contract tracker, the only structured view of quest state a client
ever gets. The user confirmed NPC dialogue works live.
LayoutDump could only dump a layout you already knew the id of, but the decomp
hands you a CLASS id with no layout attached (UIElement::RegisterElementClass),
so the gap between the two was crossed by guessing. --find closes it, and it
searches the element's TYPE as well as its id because registration keys on
Type — searching only the id finds a real element with the same number and
quietly answers the wrong question, which is exactly what it did on the first
run here.
The plan records the wire layout, the panel's authored children, and
FillProgressString in full, including the three things a reimplementation
would get wrong: TimeWhenDone is never read, the countdown anchor is not on
the wire, and DescriptionProgress is a printf format rather than a string.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
CT-B4 was filed as "the plain-text session chat log, path and rotation
UNKNOWN, needs a live check." Both unknowns dissolve once you read the
handler: there is no automatic session log. Retail's @log is a COMMAND.
DoSetOutput @0x0057E4F0 takes a filename, StartCopyOutputToFile @0x0057C8A0
does the fopen(name, "a+"), and running it again with no argument closes it.
Nothing rotates because it appends forever, and nothing has a fixed path
because the player names the file.
The path question that DOES exist — where a bare name lands — was answered
all along by retail's own help text, which CH4 extracted verbatim into our
help table a fortnight ago and nobody read: "a log file named Aclog.txt in
your Asheron's Call directory." A blocked question sat on top of a committed
answer.
We cannot use the install directory: the launcher replaces it atomically on
update, so a log written there is wiped by the next update or blocks it. The
client's own log directory is the equivalent that survives. Rooted paths are
honoured verbatim, as retail's fopen would. Register CT-5.
The verb was registered in the help table but NOT in the command catalog, so
/log printed help and did nothing — and the CH4 conformance registry recorded
it as a "server passthrough" precisely because that shape is indistinguishable
from an unimplemented client command. It never went on the wire at all. Both
are corrected, with the totals moved in the same commit rather than left to
drift.
Moving it into the catalog also moves which help table answers for it, so
retail's real text moved to the catalog-verb table in the same change. Without
that, /help log would have silently started printing acdream's own invented
one-line summary — caught by the coverage test, and now pinned by a test that
names the text.
All five replies are byte-decoded from the PDB-paired binary rather than read
off Binary Ninja's previews, which truncate at ~33 characters and would have
lost the second half of every one of them (including the two spaces retail
puts after "Copying chat to %s.").
The writer attaches on OPEN, not at startup — retail's help is explicit that
only what appears after the command is copied — and detaches from the
transcript it actually attached to, so a session teardown cannot leave a live
handler writing into a file the player believes is closed. What gets written
is the composed display line with the shared timestamp, because retail's
fprintf sits inside AddTextToScroll: downstream of composition, upstream of
glyph layout. Logging the raw entry text would have produced a file of bare
fragments with no speakers.
acdream's logs carry no inline tag markup where retail's do, since tags live
beside the text as spans here rather than inside it. Registered as CT-6 rather
than reconstructed purely to write it to a file.
Register: CT-5, CT-6.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Campaign CT Group D, closing the campaign.
D1. The ImGui-era ChatPanel has not been constructed anywhere in src/ since
Campaign V deleted AcDream.UI.ImGui. Verified that directly rather than on the
audit's word, then removed it with its three panel-only test files. Those tests
passed, which is exactly the problem: they made the real input surface look
better covered than it is.
ChatVMCombatTests was KEPT — three of its four tests are genuine ChatVM
coverage and only one exercised ChatPanel, so just that method went. Deleting
the file would have quietly dropped real coverage along with the dead kind.
Three doc comments referencing the deleted type were rewritten rather than left
as dangling crefs.
D2. docs/ISSUES.md turned out to be ACCURATE already — #358 and #363 are
recorded CLOSED there, contrary to the audit's summary. What was stale was the
chat DIGEST's "Open" section, which still named four closed issues and claimed
Campaign CH's connected gate was owed. Corrected against ISSUES: genuinely open
are #359, #360, #361 and #366.
The digest also gained a Campaign CT section (the tag mechanism, the MEASURED
tag colour, and what shipped) and three DO-NOT-RETRY rows earned this session:
- Do not model authored state media with one image per state — the unseen
indicator's Normal state carries SIX frames and that IS retail's blink.
- Do not read an element's role from a Binary Ninja field NAME — the names in
ChatInterface's binder are shifted badly enough to assign a UIElement* into
a float field.
- Do not assume our side has a gap because retail has a mechanism. That cost
this campaign twice in one session: the transcript was claimed unbounded
when ChatLog has always capped at 500 entries, and C1's auto-scroll was
planned as a port when UiScrollable already did it.
CT-C4 is deferred and marked so: pure test coverage over behaviour the audit
confirmed already works, changing nothing a user can see.
Solution builds clean; full hermetic gate green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
"I do not want any censoring." Recording it as a KNOWING divergence (register
row CT-2) rather than leaving it as an implicit gap, because retail does filter
and someone reading the code later would otherwise read our silence as an
oversight.
The option itself stays: FilterLanguage still stores and ships its bit to the
server exactly as retail does, so anything the SERVER gates on it behaves
normally. What acdream does not do is substitute words in the transcript.
The attempt before the decision is kept in the plan, since it establishes two
things that would otherwise be rediscovered:
- The taboo table's dat id is not readable from the decomp —
TabooTableAdaptor::CheckCensorsW @0x00682A30 reaches it through
DBObj::GetByEnum with the arguments elided by Binary Ninja. Measured the
portal master enum map (0x25000000) instead: 22 categories, with category 3
(0x0E010001 / 0x0E010002) and single-entry categories 8 and 11 as the
plausible candidates.
- Chorizite.DatReaderWriter declares a TabooTable DBObj type but does not
decode it: only DBObjType and HeaderFlags. The format would need decoding
here first.
Also sharpened CT-B4's status to research-blocked — the chat log file's path
and rotation are not in the decomp either.
Group B therefore ships B1 and B2 and is complete as scoped.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The user set the goal: complete retail parity for the chat system AND the chat
GUI, not just the green clickable name that started the review. Plan restated
around that bar, with a definition of done — every retail behaviour either
implemented or carrying a divergence-register row, every user-visible surface
covered by a test, and the digest/ISSUES describing reality.
Slices regrouped into A (the tagged-text capability, a strict chain where
nothing is visible until A4), B (system behaviours), C (GUI), D (hygiene), plus
the research still owed before specific slices and what is deliberately out of
scope.
Four items joined the plan that the original six lanes did not own, because
they fell between lanes:
- the /r, /t, /tell text-replacement macro (the commands work; retail's
VISIBLE expansion to "@tell {LastTeller}, " does not exist)
- FilterLanguage, which is a decorative toggle: we store it, ship the bit and
show it in Options, and never actually filter anything
- the plain-text session chat log retail writes and we do not
- the option-gated timestamp prefix
Also corrects the CH3 command-registry research note. Its "acdream status"
columns are from before slice CH4 and list 13 verbs as MISSING that have all
since been added — cg, soc, o, co-vassals, fellows, group, party, vassal, ab,
guild, ct, clfg, crp — and its DIVERGENT row for /g is likewise stale: acdream
maps /g to Fellowship, matching retail, confirmed against the live client
today. The retail side of that document is still the authority; only the
columns describing us were wrong. They misled this session's investigation,
which is exactly why the banner says to verify against ChatInputParser.cs.
Nothing implemented.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Six parallel research lanes on retail's chat text and window behaviour, plus a
plan. The headline: the green clickable speaker name is not a chat feature and
not a colour, it is a missing capability in the TEXT stack.
Retail's client sprintfs literal tag markup into the chat line, and the text
element parses the brackets while appending, attaching a ref-counted tag PER
GLYPH. A tagged run is emergent: adjacent glyphs whose tag pointers are equal.
A glyph takes the tag colour (property 0x1D) only when a tag is open and its
type is 0x10000001; otherwise the ordinary line colour (0x1B).
The colour itself was the one thing the decomp could not settle — it is
authored, not runtime-built — so it was MEASURED out of the installed dats
rather than assumed from a screenshot: P0x1D = RGB(0,178,0). That also exposed
a trap: the tag colour is per-ELEMENT and authored while the line colour on the
same element comes from the runtime chat table, so filing "tag green" into the
LogTextType table would put it in the wrong place.
Our own audit found the gap is narrower than feared. UiText ALREADY draws
multi-coloured runs (the character stat panel uses it); the path is just gated
to single-line elements. The draw path needs no renderer work, and HitChar
already resolves a click to line+column. The real blocker is that sender
identity is destroyed before it reaches the renderer: ChatEntry carries
Sender/SenderGuid the whole way, and ChatVM.RecentLinesDetailed drops both.
Two findings beyond the original question. Retail BOUNDS its transcript
(10,000 chars, trimmed to ~7,500 at a newline) and splits auto-scroll from an
unread indicator by sampling "was at bottom" before the line lands — a naive
port auto-scrolls forever and leaks for the life of a session. And the chat-UI
audit turned up an untracked bug: Escape in the chat input does nothing at all,
because UiField has no Escape case and a focused field also suppresses the
input dispatcher's fallback.
Every lane was instructed to write "UNKNOWN — needs X" rather than guess, and
they did; the carried unknowns are listed in the plan rather than papered over.
Seven slices proposed, nothing implemented yet.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Ten slices, six planned and four the gate rounds added, all shipped through CI
and accepted live: the update flow "works, it updates as it should", launcher
self-update "pass", the client's exit back to the character selector "pass".
The plan now records what the gate rounds found that the plan could not, since
every one of the four was invisible to the automated suite:
- headless play and character refresh had never run once — the launcher passed
the graphical host's argument shape to the headless host, which reads
arguments[0] as a command;
- refresh was harmful as well as broken, opening a second connection the server
treats as a new login;
- Stop WAS the ungraceful exit, killing the client five seconds in;
- Play was below the fold behind the settings form.
And three findings worth keeping: the verification cache cannot see a same-size
same-timestamp change (measured — the CI runner's /tmp is ZFS, 141 of 200
same-size rewrites kept an identical mtime), testing the launcher exercises the
INSTALLED client rather than your source, and a locally built launcher stamps
1.0.0 and therefore can never be offered an update.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
All six slices are committed locally with the full solution green at 14,370
tests. Records the one thing a gate tester will hit that is NOT a Campaign LU
defect: the installed client predates the #420 character-select crash fix, so
Play still dies until a release carrying it is published.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Every launcher-started play session on 2026-08-19 died a few seconds after
login. The user's own session evidence shows it three times in a row:
started -> connected -> characterList -> exited code 1 "crashed", with
client.err.log carrying
System.ArgumentNullException: Value cannot be null. (Parameter 'key')
at System.Collections.Generic.Dictionary`2.FindValue(TKey key)
at AcDream.App.UI.UiButton.OnDraw(UiRenderContext ctx)
UiButton allocated its per-face-segment media-state array as `new string[n]`,
leaving every element null, while the single-face sibling _faceMediaState was
correctly seeded to "" (DirectState). NextMediaState returns `current`
unchanged on three of its four arms — including retail's own "committed state
authored with an empty media array keeps the previous media playing" rule — so
on a multi-segment button whose committed state carries no media the null
survived the first SyncMediaStates and reached
ElementInfo.StateMedia.TryGetValue(null), throwing mid-paint and taking the
process down.
Seed the array with "" at construction. That is what the constructor's
existing comment already claimed the media machine did ("the media machine
begins on the element's BASE media"); only the segment array was left out.
Verified by reverting the one-line fix: the new regression test throws
ArgumentNullException from UiButton.ActiveFile, the same frame as the live
crash. AcDream.App.Tests UiButton filter: 41 passed, 3 skipped.
Found while investigating Campaign LU item 4 ("launching the selected
character doesn't work") — this is why nothing worked. Also lands the Campaign
LU plan doc, whose recon section records the mechanisms the remaining slices
build on.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The extended gate round (GF-1..16, R2/R3/R4 re-tests, fix batches A-G +
closeout + two re-test rounds) closed with the user's pass on build
1.0.2-cc.o. Plan status and ledger flipped; findings doc carries the
full round history.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Doc-only findings from the round review, plus the register rows the
three code commits' own bookkeeping notes reference:
- F3: AP-229 amended with the dialog-as-sibling z-order addendum — the
same flat-sibling-list mechanism that motivates AP-229's own screen-
layering row also covers RetailDialogFactory's open dialogs, which was
GF-15's actual root cause (now fixed, but the underlying divergence —
dialogs and screens sharing one z-order list at all — remains and
could reintroduce the same failure class via a future sibling's own
unconditional per-tick BringToFront).
- F5/F6: AP-230 amended with the second narrow-honor addendum (the
LayoutImporter carve-out fix landed in the Group 3 code commit); the
findings doc's "CHAT INPUT" label corrected to "chat transcript" in
both places it appeared (0x2100006F/0x10000011 is the transcript
display, not the input textbox).
- F12: the AD section header recounted 77 -> 79 (a direct physical count
found it undercounted by 2); the AP section header's own "one high"
drift-direction note corrected to "one low" — verified against the
actual commit history (Batch A ended with 165 physical rows but a 164
header; Batch B's recount correctly landed on 164, the header was
never overcounting).
- F15: ISSUES.md #406 gains the crash-vs-incomplete-shutdown precedence
sentence — ReportExited's _runFailure check runs first and returns
immediately, so a crash always wins over a subsequently-failed
shutdown for the same session's reported reason.
- AP-231 filed (the Group 2 commit's own ComposeFormula connector-text
approximation — referenced in that commit's message but the register
row itself was missed until this pass; 161 active AP rows).
- Campaign CC plan ledger gains a "Gate round 1" row with the full
commit list for batches A-G plus this session's three closeout
commits, superseding the ledger's stale "sole remaining acceptance
step" framing (written before the connected gate ran and found the
GF-1..GF-16 / R2-1..R2-8 findings this whole round fixed).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
All seven slices (CC1-CC7) are REVIEW-CLOSED; the campaign is
CODE-COMPLETE. The sole outstanding acceptance step is the user's
connected gate (docs/research/2026-08-16-campaign-cc-test-script.md).
Fills the CC7 ledger row's literal fix-round sha (2176ba76) per the
established follow-up-docs-commit pattern, and adds the Campaign CC
block to CLAUDE.md Current state (the CC7 review's F10 observation,
deferred to this lead closeout commit).
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>
Records CC7's implementation (Create-button un-ghosting, the full-flow
wire tests, the launcher payload cycle verification, the 4 pre-existing
LiveSessionControllerTests fixes, the AP-211 register update, the
connected checklist doc) against commit 9cf6c522, and flips the plan's
header Status line to reflect all seven slices (CC1-CC7) code-complete
pending CC7's own dual-lens review and the user's connected gate.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Fills in 356545c5 now that it exists, matching a975efd1/2d4168f9's own
pattern of a follow-up docs-only commit for a fix round that cannot
self-reference its own sha.
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>
Fills in the sha for 0c8e1e7d now that it exists; the previous commit
could not self-reference its own hash.
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>
Follow-up to 34e3a534: the ledger row was written before the commit
existed, so it referenced "this session's commit(s)" as a placeholder.
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>