110 commits
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fbe9c8a288 | fix(plugins): close LA5 host lifecycle review | ||
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2a81e813cb |
fix #396 crash: map WaitDialog class type 0x19 to UiDialogRoot; dialog-open failure lands on the contracted refusal path
The user's first click on a mapping button killed the client: the live dialog catalog's wait root 0x31 carries retail class type 0x19 (WaitDialog), which DatWidgetFactory left unmapped, so the root built as a plain UiDatElement and RetailWaitDialogView's ctor threw out of UiButton.OnClick into the render loop. The unit test missed it by standing the confirmation fixture (type 0x13, mapped) in for the wait root — the structural-false- negative class again. Pins: DatWidgetFactoryTests theory for both dialog root types, plus an installed-DAT UiDialogRoot/0x3D/0x3E assertion in the env-gated keyboard probe. OpenCaptureInstructions now converts a dialog construction failure into its contracted 0-return (log + capture refused, retail's own OpenMapWarnDialog failure shape) instead of crashing. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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30fa6ee507 |
fix #394 #395 #396: OP8 re-gate round — caption font, retail key names, capture dialog
Three findings from the user's first Configure Keyboard look (OP8 gate, 2026-08-14), each root-caused against the named retail decomp: - #394 row-caption font: the synthesized action-label UiText never set DatFont and fell to the debug bitmap font. The authored row template (0x21000009/0x1000002F, retail UIOption_ActionKeyMap) carries FontDid 0x4000000A (18px serif) — Bind now takes resolveTemplateFont and applies the template's own authored font, resolved once per template pair. - #395 key captions: raw enum spellings ("Shift+ShiftLeft") replaced by the port of CInputManager_WIN32::GetNameFromKey @0x00687F40 / GetNameFromKey_Internal @0x00687800 (RetailKeyNames): DAT string-table override by DIK-name hash (key enum 4 -> 0x2300000A, meta enum 5 -> 0x2300000B, delimiter enum 3 -> 0x23000007 — GetDIDByEnum category 4, live-probed), else the OS keyboard layout's own key name ("SKIFT") via PlatformKeyNameProvider (Win32 GetKeyNameTextW — register row AD-96 for the DirectInput-vs-GetKeyNameText adaptation), else the DIK-suffix spelling. Bare modifier-key bindings show only the key name. - #396 capture feedback: clicking a mapping button now opens retail's instruction dialog (InitiateBinding @0x004899D0 -> OpenMapWarnDialog @0x00488A00): a type-2 WAIT dialog on retail's MapWarn queue key 0x10000001 with ID_ActionKeyMap_MapInstructions (0x23000004, ACTION variable interpolated), closed on key hit or ESC through the capture callback; capture is not armed if the dialog cannot open, matching retail. New RetailWaitDialogView (wait root 0x31 — same authored popup/message pair 0x3D/0x3E as the confirmation root, live-DAT probed) behind a shared IRetailDialogView presenter seam. Probe evidence (env-gated, kept): KeyboardConfigLiveMountProbeTests.ProbeKeyboardFontsAndKeyNameStrings. Register: AD-96 filed. Gate script OP8 section updated (step 4 rewritten; the "pressed/active state is enough" contract is retired). Full Release solution suite green (13,424 passed / 4 skips). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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ffc73f80bf |
fix: trade gate round 3 - the mount-time-captured dead command bus (ONE
root cause for every dead interaction) + retail's Total Items caption The round-2 probes nailed it: the request seam fired for BOTH open paths (use AND drag - "drag-release pick" -> "drag-on-player" -> "request"), but no open-cmd, no wire-open, and no LiveCommandBus drop-warning ever printed. MountSecureTrade captured _bindings.Options.CommandBus() ONCE at mount time - the pre-session surface whose Publish routes into a null route silently. CommandBus is a Func for exactly this reason; the social mounts resolve it inside each lambda. Every trade command - open (use + drag), accept (the "unpressable" Trade button - the click FIRED, the publish died), Clear All, close, and drop-on-grid staging - died on that one captured bus. All six lambdas now resolve the Func per call. Also: ID_SecureTrade_TotalItemsLabel probe-verified token-free (fragments ["Total Items: ", ""], one ITEMS variable 0x004E8A23) and composed via ResolveTemplate - the count texts read retail's exact "Total Items: N". AD-95 RETIRED same-day. The pre-feature stub-toast test row (drag-on-player option-on expecting "Secure trade is not open.") now pins the SecureTradeRequested seam instead. App suite 4,991/3 skips. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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f2144ab2a4 |
fix: trade gate round 2 - the trade window is state-managed, never
layout-persisted; deeper [trade] wire probes A session that ended mid-trade saved Visible=true for "secure-trade" in the window-layout file, restoring an empty open trade window at every launch. Added to the stateManagedVisibilityWindows set beside Combat/JumpPowerbar/ExternalContainer/Vendor - visibility belongs to RuntimeTradeState's open/closed lifecycle exclusively. Also carries the round-2 [trade] probes for the still-open "open never registers" diagnosis: the round-1 log proved the request seam fires (4x "request partner=0x50000001 item=0 open=False") but no window ever opened - the new probes bracket the command router (open-cmd sent flag), the wire send (wire-open seq), and the inbound RegisterTrade apply, so the next gate log pinpoints whether the send leaves the client and whether ACE replies. App suite 4,990/3 skips. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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22f30f291d |
fix: trade gate round 1 - the Use-on-player route, authored grid cells,
and [trade] seam probes - Use on a selected player did nothing: the world Use path (SelectionInteractionController.RequestUse) dispatches 0x0036 directly and NEVER consults DetermineUseResult - lane C's "both paths already classified" claim described the POLICY's capability, not a live caller (the verify-subagent-claims lesson, again). Retail's CPlayerSystem::UsingItem @0x00562F70 consults it and routes result 5 (another PLAYER) to AttemptToOpenTradeNegotiations @0x0056DEE0, peace mode only, with no Use send. Ported as ItemInteractionController.TryOpenSecureTradeWithPlayer, called at RequestUse entry. - The broken window: both grids rendered their raw authored strip art with no cell layout (the gold-ring tile was the naked track). They now get the vendor strips' exact single-row 32px config + the authored empty-slot art resolved through ItemListCellTemplate (cell-template attr 0x1000000E -> 0x1000033A). - Drag-onto-player "nothing happens": the policy chain reads correct end-to-end in code (pick -> PlaceIn3D -> StartSecureTrade -> event -> cmd), so TEMPORARY [trade] probe lines now bracket every seam (drag-release pick, policy arm, controller request, use-on-player) - the next gate log pinpoints the break if it persists. Stripped once the two-client gate passes. App suite 4,990/3 skips. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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067cbea8a5 |
feat: secure trade with other players - wire, RuntimeTradeState, the
authored gmSecureTradeUI window, and both retail open paths
Three-lane research first (docs/research/2026-08-14-trade-lane{A,B,C}):
retail gmSecureTradeUI decode, the byte-exact ACE/decomp/holtburger
three-way wire agreement, and the acdream seam map (which found both
open paths ALREADY classified by the ported policy - OpenSecureTrade on
Use-a-player, StartSecureTrade on drag-item-onto-player with the
DragItemOnPlayerOpensSecureTrade option - dead-ending at a stub toast).
- Core.Net: TradeRequests builders (0x1F6-0x204, retail's CM_Trade
senders byte-checked against ACE's readers; the ACE-discarded
AcceptTrade echo carries zero-count item lists - AD-94), corrected +
completed inbound parsers (0x1FD-0x208; the old AddToTrade parser
missed the SIDE dword, TradeFailure missed the reason), delegate-hole
registrars, six WorldSession sends. 10 golden-byte tests.
- Runtime: RuntimeTradeState, the third sibling J-owner (fellowship/
allegiance shape): session-scoped, clears at generation reset (new
stage Trade=14), staged teardown stage 11 (Identity/EntityObjects
shift 12/13, TeardownStageCount 14 - the FA2-era per-stage-flag test
caught the mapping exactly as designed), combined ownership ledger,
event routing with ACE's wrong-initiator RegisterTrade landmine
honored (partner = whichever guid is not mine). 7 conformance tests.
- App: SecureTradeUiController binds the dedicated authored LayoutDesc
0x2100000D (root 0x1000007A - gmSecureTradeUI::PostInit's exact ids):
partner name/status/count/grid, the authored 'Trade' accept toggle
(accept <-> decline withdraw), 'Clear All' (ACE clears BOTH sides -
surfaced honestly), the X close, drop-on-your-grid staging, per-mode
accept cues (partner icon's authored Highlight state + Trade button
Selected latch). Mounted via the vendor recipe (nine-slice chrome,
hidden until RegisterTrade). ItemInteractionController's two policy
arms now raise SecureTradeRequested instead of the stub toast; the
drag path queues the dragged item until the window registers
(ClientTradeSystem::AttemptToTradeItem @0x0056DF80's shape).
Register: AD-94 (accept-echo zero-count lists), AD-95 (numeric-only
count texts pending template verification).
Suites: App 4,990/3, Core.Net 905, Runtime 1,626 - all green. The
panel itself is user-gate acceptance (two-client connected trade), the
#372-class lesson: fixture-green alone is not acceptance for a mount.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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adf8335675 |
fix: powerbar mode captions - jump 'Height' + combat 'Power'/'Accuracy'
Retail authors ONE caption element per bar with per-mode state strings, switched by a PassToChildren state cascade (gmPowerbarUI:: RecvNotice_BeginPowerbar @0x004DA730 sets 0x10000042 Jump / 0x10000043 Melee / 0x10000044 Missile / 0x10000045 DDD; installed-DAT probe confirmed every string + PassToChildren flag). - Jump bar (user gate): the floaty powerbar's caption child (0x10000035: JumpMode 'Height', authored HJustify=Center over the bar) was dropped by UiMeter's child absorption. The stateful-fill meter build now absorbs it into per-state labels; TrySetRetailState latches the caption and OnDraw shows it when no live Label provider is bound. JumpPowerbarController's existing JumpMode flip now surfaces 'Height' with zero controller changes. The mount gained the string resolver the Build call never passed. - Combat bar (user gate): label 0x10000052 authors 'MeleeCombat' -> 'Power' and 'MissileCombat' -> 'Accuracy'; the controller latched the MELEE string once at bind. CombatUiLabels now resolves both authored strings and OnCombatModeChanged sets the mode's string - switching live when swapping melee <-> missile weapons in combat. Also fixed the mode-state flip target: the states live on the BASIC PANEL (0x1000005C, PassToChildren), not the layout root (Hide/ShowDetail only) - the old _root flip was a silent no-op. New env-gated ACDREAM_PROBE_POWERBAR layout probe (kept, house pattern). App suite 4,987/3 skips. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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67fe754dd6 |
fix: social gate round 2, part 2 - confirmation-dialog sentences + the
refused-drop yellow notice Item 4 (confirmation dialogs missing text + names): the missing retail mechanism was StringTable template substitution - an entry is N+1 literal fragments interleaved with N named variables, composed by StringTable::GetString @0x004300D0 (no-metalanguage branch @0x004303B7). ACE sends the bare player name for types 1/4; retail's OWN CLIENT wraps it. Ported as DatStringResolver.ResolveTemplate (PLAYER hash 0x05506DA2, the exact compute_str_hash space; Chorizite stores the variable hashes directly): - Server-driven type 4 -> ID_Fellowship_FellowshipRequest, type 1 -> ID_Allegiance_AcceptSwearConfirmation, injected into GameplayConfirmationController; null resolve falls back to the bare wire message, never invented English. The 2/3/5/6 " Continue?" family never consults the composer. - Local Swear/Break/Kick: the bind-time fragment-0 latch (which showed the dangling "Do you wish to swear to ") is replaced by click-time ResolveTemplate with the target's name. All five templates verified token-free in the installed DAT - this is NOT a StringTableMetaLanguage port (AD-81's engine caveat stands). Item 5 (refused drop shows nothing; retail shows yellow top-center text): the prevRequest latch was ALREADY ported (InventoryTransactionState); what was missing was the consumer. InventoryTransactionState now raises RequestFailed(request, weenieError) when a 0x00A0 clears the latch; ItemInteractionController composes ServerSaysAttemptFailed @0x0058EAE0's "The <item> can't be <verb>" (verb table + suffix map ported verbatim in Core's InventoryFailureMessages, NAME_PLURAL for merge/split) and routes it as LogTextType 0x1A ClientLocal -> the SpewBox, retail's yellow top-center line. The dispatcher's second leg (@0x0055B342) also runs: outside the 7-code exclusion set, WeenieErrorMessages resolves per-code text/destination; 0x426 AttunedItem has no row in either place beyond the verb line - faithful single-line output. Register: AD-85 narrowed to its numeric-field item, AD-81 amended (the token-free interleave is now ported; meta-token engine + FormatName remain), AD-93 filed (wire-guid-match vs retail's latched-guid preference; no Move/Wield latch kinds). Tests: +2 InventoryTransactionState failure-latch, +5 ResolveTemplate (constructed StringTable fixtures), +1 composer injection, +1 end-to-end refused-drop line. Core 4,697/1 skip, App 4,983/3 skips. Research: docs/research/2026-08-13-confirm-and-weenie-error-display.md Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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72ceddce2e |
fix: social panel completion batch (user gate 2026-08-13, "fix all")
One user-ordered batch across the FA social panel + world selection.
Every root cause was probe-proven before the fix (new
ProbeSocialClickRouting in SocialPanelLiveMountProbeTests - production
window mount + real UiRoot hit-tests + a synthetic click):
1. STUCK CHECKBOXES (fellowship x4, allegiance x1, "always checked /
can't change any options"): the authored checkboxes carry DAT
ToggleBehavior, so UiButton SELF-FLIPS Selected at MouseUp - the old
handlers read the flipped value and wrote the ORIGINAL back, snapping
every click to where it started (the probe recorded (id, oldValue)).
Fix: SuppressSelfToggle (the CH6a/b mirror discipline) + derive the
next value from the STORE; the per-tick seeding mirrors it back.
2. UNCLICKABLE ROSTER ROWS ("only get the move window cursor"): the row
name text is display-text ClickThrough=true, which the hit-test walk
skips regardless of HandlesClick - the wired OnClick was unreachable.
Fix: UiText.OnClick assignment now clears ClickThrough (central,
documented); the stats text gains the same select handler so most of
the row's width selects the fellow.
3. TRUNCATED EMPTY-STATE ("You do not belong... To create MISSING"):
the authored string resolves COMPLETE (three sentences) but embedded
'\n's rendered as one clipped line. DatWidgetFactory now splits
authored strings into one Line per newline, with the provider still
re-reading DefaultColor live (the state-color contract - caught by
BuildText_AuthoredLineTracksStateFontColor).
4. FELLOW NAMES WHITE (user-directed): the AD-82 invented leader-gold +
selection-blue tints are deleted; names always white (register row
narrowed).
5. ALLEGIANCE HEADER LABELS: bare "0"/"0" -> "Followers: N" / "Rank: [N]"
(user-specified format; the full retail StringInfo composition stays
AD-85's gap), monarch block matching.
6. FRIENDS/SQUELCH LIVE (AD-79 mostly retired): Add friend (name box ->
0x0018, retail clears the box - Request_AddFriend @0x0048D240),
Remove (row-click selection -> 0x0017), Appear Offline (CharacterOption
0x27 via the immediate 0x0005 auto-save, ACE pushes FriendStatusChanged
to your friend-of list), Squelch Character/Account add-by-name
(0x0058 guid0/type AllChannels + 0x0059) and Remove for the selected
row. The wire beneath (builders, WorldSession sends, Runtime commands,
parsers) existed end-to-end since J4.1/FA1 - this is panel wiring only
(docs/research/2026-08-13-social-wire-completion.md, committed here).
Send Tell stays inert (not in the order; AD-79's remainder).
7. WORLD SELF-SELECTION ("clicking my own char should select myself"):
retail has NO self-exclusion (CPhysicsPart::Draw @0x0050D823 arms
every physobj; RecvNotice_SmartBoxObjectFound @0x004E5BAE selects
unconditionally) - the includeSelf gate was an unregistered
divergence, now removed on both the left-click and right-click paths.
Element roles were probe-measured, never guessed (Add 0x10000514 /
Remove 0x10000515 / Send Tell 0x10000516 / Appear Offline 0x1000052C /
name field 0x1000051B; Squelch: field 0x10000540, Remove 0x10000547,
Squelch Character 0x1000054B, Squelch Account 0x1000054C).
Register: AD-79 mostly retired, AD-82 narrowed. Known remainder, filed
not hidden: the fellowship page's authored 600px content vs the 362px
viewport leaves Dismiss/Assign-Leader below the fold until the window is
resized taller (probe-measured; candidate follow-up).
Tests: Checkbox_Click fact rewritten to the mirror contract (both
directions), monarch-followers label updated, includeSelf expectation
updated, probe extended (click routing, synthetic click, action-widget
role dump). App suite 4,976/3 skips.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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2153bee247 |
fix #390: retail display-change UI cascade — clamp + per-res reload
Decomp-first per the block's rule: the research doc
(docs/research/2026-08-13-retail-ui-display-change.md, committed here)
pulled retail's actual mechanism before any code. A display change runs
UIElementManager::RefreshEvent @0x0045C530 ->
UIElement::UpdateForParentSizeChange @0x00462640, which unconditionally
re-applies every floating window's own clamping MoveTo override
(x = max(0, min(x, parentW - selfW)) - top-left priority, oversized
windows pin to 0), then broadcasts global message 0xE whose sole
listener reloads the per-resolution auto layout. No proportional moves,
no resets; retail saves layouts only via @saveui.
Port: RetailWindowLayoutPersistence.ClampAllToScreen() is the cascade
clamp (no store I/O; _restoring suppresses the per-move save so a live
drag-resize cannot write settings.json per frame), and
RetailUiRuntime.Draw carries a two-step screen-size edge detector:
change frame -> clamp; first stable frame -> one
RestoreAll(saveBack:false) per-resolution reload (the 0xE analog; no
lazy save-back, matching retail's save-only-on-command). The login
restore path already used retail's exact clamp math (Apply) - the live
trigger was the missing half, which is precisely the stranding the user
reported.
Deliberate deviation, register AD-91: retail's gmFloatyChatUI windows
have NO clamp and can strand; the block's requirement ("UI windows must
stay reachable") clamps every registered window uniformly.
Tests: 5 new persistence facts (clamp/top-left-pin/no-move/no-save-on-
clamp/no-save-on-live-reload). App suite 4,967/3 skips. Gate script
section D3 filled in.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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13d388e5a9 |
fix #391: curated modern-only resolution list from the monitor's modes
User-directed (2026-08-13): "we should only support modern resolutions. Not any old format." New DisplayModeCatalog enumerates the window's monitor (Silk IMonitor.GetAllVideoModes) once at GameWindow load and curates via a pure, tested rule: modern widescreen families only (16:9/16:10/21:9/32:9 within 2.5%), at least 1280 wide, must fit the desktop (an impossible windowed pick is not offered - the measured 3840x2160-on-2560x1440 silent clamp class), desktop mode always included, refresh-rate duplicates collapsed, ascending order. The Config Resolution row consumes the catalog through two new optional Bind parameters; its Defaults value becomes the desktop's own mode. Fixture/headless callers keep the static preset ladder, which now drops 800x600 and is pinned by test to pass the same curation rule (the OP6 S4 "default must be re-selectable" invariant holds on both paths). Deliberate retail deviation, register row IA-22: retail listed the adapter's complete enumeration including 4:3 legacy modes and authored 800x600 as the Config default (gmConfigUI::InitOptions SetDefaultValue(0x03200258); gmClient::Init @0x004047af). The catalog is also the designated fullscreen mode-switch validation source for #376/#388 - an offered mode is supported by construction. Tests: DisplayModeCatalogTests (8 - filter/clamp/dedupe/sort/ultrawide/ desktop-inclusion/fallback-consistency); ConfigOptionsPageControllerTests row-12 default updated. App suite 4,961/3 skips; UI.Abstractions 916. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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7ed79eaf10 |
feat(ui): FA5 -- allegiance page fully live: CF-1 subscription, blocks, roster, swear/break/kick
Campaign FA slice FA5. The Allegiance page (0x10000291) goes from FA3's
empty-state shell to fully live, wired against FA1's parser and FA2's
RuntimeAllegianceState/IRuntimeAllegianceCommands (both already shipped
the full command surface, including SetUpdateSubscription).
CF-1 (the corrected data subscription): 0x001F AllegianceUpdateRequest,
not 0x027B, is the panel's data source (0x027B/0x027C are text-only chat
per FA2 MF-2). Wired at retail's three arming points -- Bind's PostInit
attempt (almost always a pre-world no-op), the post-world EnteredWorld
seam (RedeclareAfterWorldEntry, UNCONDITIONAL -- does not check the
current latch, matching retail's own PlayerDescReceived arm and avoiding
the exact MF-3-REOPEN bug class FA4 hit for 0x00A6), and the visible
branch (SetPageVisible, edge-triggered, folded into
SocialPanelController's existing window-shown+active-tab conjunction
alongside Fellowship's 0x00A6).
Monarch/patron/self blocks: per-relationship empty-state gate (fix-round
SF-7) replacing FA3's coarse HasProfile-only gate -- the monarch block
hides when there is no monarch OR the monarch is the viewer; the patron
block hides when there is no patron OR the patron is the monarch (in
which case the monarch block's 0x10000490 sub-block reveals and its
label swaps to PatronSlashMonarchLabel). Field sources decompiled fresh
from gmAllegianceUI::UpdatePlayerData/UpdateMonarchData/UpdatePatronData:
0x10000251 is the ALLEGIANCE's own name (not the viewer's), follower
counts are TotalVassals/TotalMembers-1 directly off the wire, and the
"experience passed up" text (0x10000492, doubled -- scoped FindDescendant
under each of its two parents) is the viewer's own CpTithed under the
monarch/patron blocks and each vassal's own CpTithed in their row.
Vassal roster: flat list built via UiTemplateListBox.FlushPreservingScroll
in the FA4 roster-diff pattern (guid-set diff, in-place update on an
unchanged set), rendering in the bindings' own already-reversed order.
Swear/break/kick: each opens a local confirmation dialog
(RetailDialogFactory via ShowConfirmation) before sending, mirroring
retail's MakeSwearConfirmationDialog family -- Swear targets the WORLD
selection (via the same ClientObjectTable name resolver
ToolbarRuntimeBindings.ResolveName already uses), Break targets the
current patron, Kick targets the panel-local selected vassal row (no
world-selection sync for Allegiance, unlike Fellowship). The
server-driven "accept incoming swear" (ConfirmationType 1) needed no new
code -- GameplayConfirmationController already handles every type
generically; a new test verifies it explicitly.
Runtime/composition plumbing: DeferredGameRuntimeStateCommands gains
Allegiance{Swear,Break,Kick,SetUpdateSubscription}; SocialRuntimeBindings
gains the Allegiance view/command projections; SocialPanelController.
Callbacks.AllegianceSnapshot widens to a full
SocialAllegiancePageController.Bindings record, mirroring FA4's
Fellowship widening.
Tests: SocialPanelControllerTests.cs gains 10 tests covering the SF-7
gate (4), roster population, swear/break/kick wiring (3), and the CF-1
subscription arming points (2); GameplayConfirmationControllerTests.cs
gains the type-1 verification test.
Also extends SocialPanelLiveMountProbeTests.cs (production-mount
assertions: scoped 0x10000492 resolution, the vassal row template, the
checkbox, confirmation-dialog string resolution, and a full production
Bind() pass) -- not yet run against live DATs in this worktree (no
Documents/Asheron's Call present here).
Release build green; full solution suite 13,296 passed / 4 skipped / 0
failed (13,300 total), up from FA4's 13,285/4/0 baseline.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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04161defd8 |
fix(ui): FA4 re-review REOPEN — re-declare 0x00A6 from the post-world seam, not the pre-world reset
The FA4 fix round's MUST-FIX 3 placed the 0x00A6 reconnect re-arm at the
wrong lifecycle point (re-review
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df00030697 |
fix #FA4-mechanism-MUST-FIX-3,SF-4: re-arm 0x00A6 on reconnect; unsubscribe ActivePageChanged on Dispose
MUST-FIX 3 -- SocialFellowshipPageController.SetPageVisible is edge-triggered on a bool that survives a generation reset unchanged while the panel stays open, so a reconnect never re-sends 0x00A6 and fellow vitals freeze for the rest of the new session. SocialPanelController.ResetSessionDeclaration clears the fellowship page's latch (SocialFellowshipPageController. ResetPageVisibleLatch, this commit's counterpart) and re-evaluates the existing "window shown AND Fellowship active" conjunction, wired into RetailUiRuntime.ResetSessionTransientUi -- a seam that already runs on every generation reset. A still-open Fellowship page re-declares; a closed or other-tab page correctly stays silent. SF-4 -- SocialPanelController's constructor subscribed an anonymous lambda to UiTabPanel.ActivePageChanged with no way to remove it; Dispose only set a flag. A tab switch after Dispose still reached UpdateFellowshipPageVisibility and issued a Runtime command, since Tick's own _disposed guard doesn't cover this event path. Stored the handler as a field and unsubscribe it in Dispose. Also adds the panel-level D4 conjunction test mechanism SF-5 flagged as missing (the only prior D4 test exercised the PAGE controller's own edge-trigger directly, never SocialPanelController's "window shown AND Fellowship active" logic or its ActivePageChanged subscription). Per docs/research/2026-08-12-fa4-review-mechanism.md. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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290f9b584a |
fix #FA4-mechanism-MUST-FIX-2: delete the non-retail client-side fellowship-invite intercept
RetailUiRuntime.TryAutoRespondToFellowshipInvite auto-declined/auto-accepted fellowship invites based on IgnoreFellowshipRequests/FellowshipAutoAcceptRequests before the dialog ever reached GameplayConfirmationController. Byte-verified across Handle_Character__ConfirmationRequest @0x005640A0, RecvNotice_FellowshipRequest @0x00490880, and MakeFellowRequestDialog @0x00490620 (whose only guard is m_fellowRequestContext) plus a whole-file sweep of both option accessors: retail's client reads neither bit on any confirmation path. ACE filters both bits server-side, so the interceptor was dead code against a correct ACE and actively harmful against a drifting one (IgnoreFellowshipRequests defaults true, so it would silently swallow real invites with no dialog and no chat line). HandleConfirmationRequest now routes every confirmation type, including 4, straight to the generic controller -- exactly like retail. No tests existed for the deleted interceptor (nothing to remove); added a test proving the type-4 dialog renders the server message verbatim (not "Continue?"-suffixed) and sends accept/decline through the generic path. Per the corrected plan D6 (docs/plans/2026-08-11-fellowship-allegiance-campaign.md). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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5bdd0528f1 |
feat(ui): FA4 -- fellowship page fully live
Roster: SocialFellowshipPageController now builds one row per fellow
from the authored template (0x21000030/0x10000281, live-DAT verified),
diffing the member GUID set on each revision-gated Tick -- an unchanged
set updates every row's bound widgets in place (no ListBox mutation, so
scroll position is untouched by construction); only a real join/leave/
disband triggers a rebuild, via UiTemplateListBox.FlushPreservingScroll
(FA3 carry-forward 1, both the widget-level fix and the controller-level
diff). Health/stamina/mana meters bind Fill+Label; the leader's name
tints gold (lane A's row template has no dedicated leader marker, so
this is a flagged adaptation, not a ported mechanism). Row-click
selection (SelectFellow) drives Dismiss/Leader targeting and the world
selection (SelectionChangeSource.Social).
D4: SocialPanelController now tracks "is the social window shown AND is
Fellowship the active tab" via UiTabPanel.ActivePageChanged +
OnShown/OnHidden, and calls SetPageVisible on every transition, which
sends 0x00A6 (idempotent, no-op while disconnected) -- the prerequisite
ACE gates its 0x02C0 vitals stream on.
Create flow: the inline name field (0x1000026F, an authored Editable
UiField -- live-DAT verified) gates the Create button's enabled state
exactly like retail (empty name = disabled = the whole refusal
mechanism, no separate error text); FellowshipShareXP's live value is
read at click time.
Actions + confirmations: Recruit/Dismiss/Quit/Disband/AssignLeader/
SetOpen all route through DeferredGameRuntimeStateCommands (new
Fellowship* methods) rather than a raw WorldSession send, so Quit
correctly picks up RuntimeFellowshipState's leader hand-off rule.
Button enable states port gmFellowshipUI::UpdateButtons verbatim. The
Open/Close button's caption swaps between the two DAT-resolved strings
cached once at Bind (never per-tick -- DatCollection is not safe to
touch unprotected from the render loop). RetailUiRuntime intercepts a
type-4 confirmation request before it reaches the generic
GameplayConfirmationController: IgnoreFellowshipRequests auto-declines,
FellowshipAutoAcceptRequests auto-accepts, neither set falls through to
the existing dialog machinery unchanged (D6).
D5 display: the per-fellow stats line uses retail's byte-decoded
even-split percentage table verbatim (1.0/.../.3111111/.28, default
0.0); the proportional branch omits the percentage rather than
inventing a formula (no acdream ExperienceToRaiseLevel table exists
yet). Both StringInfo variable substitution (row/stats/vitals text) and
ACCharGenData::FormatName (create-flow name canonicalization) are
unported prerequisites, so row text renders as plain numeric composites
-- register rows AD-80/AD-81 (docs commit).
D7: un-dims IgnoreFellowshipRequests/FellowshipAutoAcceptRequests
(consumed by the D6 auto-decline/accept) and FellowshipShareXP/
FellowshipShareLoot (consumed by Create + the page's own second
checkbox surface) on the Character tab -- 4 of 35 store-only rows
promoted to Live (31 remain dimmed).
Carry-forwards from the FA3 re-review, folded into this slice's
contract:
- UiTemplateListBox.FlushPreservingScroll -- preserves scroll offset
across a rebuild instead of resetting to 0 (Flush's existing
contract, unchanged, for Friends/Squelch).
- RowTemplateResolver -- the FA3 caching row-template resolver
extracted from a MountSocialPanel local function into its own
hermetically-testable class; now shared by Friends/Squelch/
Fellowship's row families.
- Friends/Squelch scrollbars now resolve via the built
UiTemplateListBox.ScrollbarElementId (DAT property 0x72) instead of
a hardcoded literal, matching ConfigOptionsPageController's own OP6
precedent.
- The Fellowship roster path never advances its revision latch on a
partial resolver failure until the NEXT real membership change --
never a per-frame retry loop.
Live-DAT verified (ACDREAM_PROBE_LIVE_MOUNT=1, extended
SocialPanelLiveMountProbeTests): the name field builds as UiField, all
11 buttons/checkboxes resolve, the row template's 5 checked fields
resolve to the right widget types, every checkbox label/tooltip and the
Open/Close captions resolve to real retail strings ("Open"/"Close"),
and a full production-path Bind() against live DATs produces zero
"not found" warnings.
App tests: +30 (7 UiTemplateListBox/RowTemplateResolver unit tests, 23
SocialFellowshipPageControllerTests covering roster diff/rebuild,
button enable rules, checkbox wiring, create-flow gating, D4
idempotency, and D5 formatting) plus 2 CharacterOptionsPageController
counts updated for the D7 un-dim (35->31 dimmed, 15->19 live).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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9afa05b563 |
fix(ui): FA3 fix-round — wire Friends/Squelch scrollbars, gate rebuild on visibility, fix revision-latch ordering
Campaign FA slice FA3 dual-lens review fix round. Blast MUST-FIX 1: SocialFriendsPageController/SocialSquelchPageController never wired their ListBox's own sibling scrollbar (Friends 0x10000517->0x10000518, Squelch 0x1000053E->0x10000543) — the two lists had NO scroll driver at all (no wheel fallback exists on UiScrollablePanel), making any roster past the visible extent completely unreachable, not just awkward to scroll. Both controllers now wire `scrollbar.Model = listBox.Scroll` scoped to their own page root, exactly like the four existing UiTemplateListBox consumers (Character/Chat/Config/KeyboardConfig). New tests prove the wiring AND that a >panel-height roster is actually reachable through it. Blast SHOULD-FIX 2/3: the Friends/Squelch resolver re-ran LayoutImporter.ImportInfos (a full DAT tree walk) under the shared DAT lock on EVERY row, every revision, even while the panel was closed — RetailUiRuntime.MountSocialPanel's TemplateResolver now caches each row template's ElementInfo the first time it is resolved and never re-Imports for that template id again. SocialPanelController additionally gates the Friends/Squelch Tick-driven rebuild on the panel's own visibility via the (previously unused) IRetainedPanelController OnShown/OnHidden hooks, so no DAT-locked rebuild work runs at all while the panel is closed. SocialFriendsPageController/SocialSquelchPageController also now only advance _lastRevision after every row resolves — a transient resolver miss no longer latches an empty roster until the next server-side change; it retries on the next Tick instead. Mechanism SHOULD-FIX 8: SocialPanelController.Tick() now returns early once disposed, matching every other J-slice teardown discipline (it was being ticked unconditionally forever since RetailUiRuntime never nulls the field). Mechanism SHOULD-FIX 1: IsShowingAllegiance's doc claimed the F3/F4 close-on-second-press semantics were "retail's Toggle-action semantics" — re-derived and confirmed NO retail OnAction consumer exists for either action anywhere in the binary. Relabeled as acdream's own OpenSpellbook-precedent convention; no register row added, following the same no-row precedent OpenSpellbook and every other non-toolbar Toggle panel already sets. Unknown filed as U11 in the panel-structure research doc's §8 table. Tests: 5 new (2 scrollbar-wiring pins, 2 long-roster-reachable-via- scrollbar, 1 hidden-panel-does-not-rebuild/shown-panel-catches-up); 2 existing tests updated for the new visibility gate. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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0a9ca2f1f9 |
feat(ui): FA3 -- mount the social panel shell (Friends/Allegiance/Fellowship/Squelch)
Campaign FA slice FA3: retail's four-tab social panel (LayoutDesc
0x2100006E slot 0x1000018F, RetailPanelCatalog id 12), built on the OP3
OptionsPanelController recipe -- Type-8 tab host, ActivateTabBehavior,
per-page scoped controllers.
- SocialPanelController mounts the tab host and wires the close button;
F3 (ToggleAllegiancePanel) and F4 (ToggleFellowshipPanel) open the
panel and switch to their own tab, sharing the same gmPanelUI
one-active-panel exclusivity every sibling main panel already has.
- The live-DAT tab table CORRECTS the coordinator addendum's x-order
guess: button 0x1000028C ("Allegiance") pairs with page 0x10000291 and
is the authored DEFAULT entry, not Friends -- each button's own page
id and its own P0x57 (matching the F3/F4 ActionMap ids on the
Allegiance/Fellowship pages specifically) both corroborate the real
pairing. See SocialPanelController's class doc for the full table.
- SocialFellowshipPageController swaps the two authored empty/full
frames (0x1000026B/0x10000275) on RuntimeFellowshipState's
IsInFellowship -- both frames' full containment (name box, create
button, checkboxes vs. roster list, six buttons) was confirmed by the
live-mount probe, so a single Visible toggle per frame is the whole
swap (closes lane-A unknown U6).
- SocialAllegiancePageController hides the monarch/patron blocks and
blanks their name text to a literal space when
RuntimeAllegianceState.Snapshot.HasProfile is false, using SCOPED
FindDescendant lookups (the panel authors 0x10000492 twice, once per
block).
- SocialFriendsPageController/SocialSquelchPageController bind their
ListBoxes read-only to RuntimeCommunicationState's existing J4.1
Friends/Squelch owners (names only), rebuilding on revision change.
Their action buttons are honest INERT (D1) -- register row AD-79.
- UiTemplateListBox gains Flush() (lane A/D's "Gap found" prerequisite)
so a poll-and-rebuild list can shrink between refreshes.
- RetailPanelCatalog.SocialPanel = 12, byte-verified from the live slot's
own P0x10000029; listed in Mounted only (no toolbar button -- lane A
§6.1: the open path is keyboard-only).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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a31fd631ad |
fix #381: Options-panel footer needs an opaque backing field
Root cause: a live-DAT probe found retail authors NO backing element behind the Character/Chat/Config tabs' Apply/Reset/Defaults footer — each page root has exactly five children (the row ListBox, its scrollbar, and the three buttons) with zero direct-state media on the root itself. Scrolled row content therefore bled through visibly between/behind the three buttons; the bleed-through is a rendering gap in our own composition, not a missing import. Fix: new minimal widget UiSolidSpriteFill tiles RetailChromeSprites.CenterFill (the SAME panel-background sprite the Options window's own chrome already draws behind everything, not an invented color) across the footer strip's rect, derived from the three buttons' own resolved Top/Height and z-ordered strictly behind every other child so it can never intercept input or occlude the buttons. Register row AP-205 records the synthesis. Regressed by OptionsPanelControllerTests. Bind_SynthesizesOneOpaqueFooterBacking_PerPageWithApplyResetDefaults, which pins exactly one backing field per page, sized from the live button rects, z-ordered behind every sibling. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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2a248c0d48 |
fix #380: Chat tab opacity sliders were missing their retail row captions
Root cause: PlayerOptionPage::AddSliderOption never sets a row's own name-label text — the "Inactive Opacity"/"Active Opacity" caption comes from a SEPARATE DAT-resident runtime catalog (DID 0x78000000, resolved via the same two-level DBCache::GetDIDFromEnumStatic master-map/submap lookup ChatOptionsDatDefaults already uses for enum 0x16/category 2, here for enum 0x15/category 2) that nothing in the codebase ever queried, so both slider rows rendered with no caption at all. Fix: new ChatOptionsDatCaptions.TryRead resolves the DID-0x78000000 catalog's per-property name/tooltip entries (matched by the same owning-property enum ChatOptionsDatDefaults already keys its defaults by) and ChatOptionsPageController.BuildOpacitySliders stamps each slider's own row caption/tooltip from it — falling back to no text (never invented English) if resolution fails. Regressed by ChatOptionsPageControllerTests. Bind_WiresEachSlidersOwnRowCaption_FromTheResolvedDatCatalog and the companion Bind_MissingCaption_RendersNoText_NeverInventsEnglish case, plus a live-mount probe (OptionsPanelLiveMountProbeTests. ProbeChatOpacityCaptions) confirming the production TryRead call resolves "Inactive Opacity"/"Active Opacity" against the real DAT. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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c121842664 |
fix #378: Config-tab dropdown menus render bare with no popup chrome
Root cause: DatWidgetFactory builds Config-tab Type-0x10000038 menu leaves as bare UiMenu instances (matching the vendor/chat channel menu pattern), but unlike those two controllers, ConfigOptionsPageController never wired the menu's sprite/font/geometry properties after Bind — so every dropdown rendered as plain text with no button well, no arrow cap, and opened no popup on click (#374's fix only corrected click ROUTING, not the missing chrome). Fix: ConfigOptionsPageController.ApplyMenuChrome wires every Config-tab menu row with the SAME retail sprite ids VendorUiController/ ChatWindowController's channel menu already use for this shared popup catalog (LayoutDesc 0x21000043), verified against the live DAT via OptionsPanelLiveMountProbeTests' ProbeConfigMenuChrome/ ProbeConfigMenuPopupChrome probes. Regressed by ConfigOptionsPageControllerTests.MenuRow_SoundFeatures_OpensAndSelects ThroughRealHitPath_UsingAuthoredPopupGeometry, which drives the real click-to-open + item-pick path through the authored popup geometry. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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8bd7e3b88d |
fix #375: Configure Keyboard live mount — string resolver + parked template prototypes
Campaign OP gate 2: the screen opened as a visual mess (textless buttons/tabs, buttons above the window, overlapping text) while the fixture conformance suite stayed green — the #372 class again. Two root causes, both proven by the new env-gated live-DAT probe before fixing: 1. MountKeyboardConfig's main LayoutImporter.Build was the ONE mount in RetailUiRuntime not passing strings.Resolve — every AUTHORED caption (OK/Cancel/Defaults/Revert/Load/Save, the six ActionClass tab labels, the Command/Mapping column headers) built empty, while the controller's own resolveString row captions worked, which is why the screen was recognizable but textless. Fixed by passing the resolver like every sibling mount. 2. gmKeyboardUI authors its ListBox row templates (header 0x1000002E, action row 0x1000002F with the three 100x32 key buttons) as TOP-LEVEL siblings referenced by dat property 0x64. Retail never instantiates template-list elements as live widgets (AddItemFromTemplateList clones from the desc — the same re-import UiTemplateListBox's TemplateResolver performs), but ImportInfos built them parked at the screen's (0,0): three key buttons at y=0..32 ABOVE the framed panel (top y=62) — the 'outside the window' buttons — under a 570x40 header text overlapping them and the top chrome. ImportInfos now skips top-level elements referenced by a SAME-LAYOUT template list (the same skip class as the existing BaseElement-prototype filter; same-layout only because element ids collide across layouts — 0x10000211 is a page in BOTH the options and keyboard layouts). The probe (ACDREAM_PROBE_LIVE_MOUNT=1) pins both against the real DATs: prototypes absent from the built tree, and Defaults/Revert/OK/Cancel resolving on the resolver-passing build. Post-fix the import collapses to the framed 600x476 panel with every screen button inside its bounds. Full Release suite: 13,082 passed / 4 skipped / 0 failed. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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b1968ce980 |
fix(ui): OP8 rework — activation/scope preservation, camera-row de-alias, conflict-confirm dialog
Fixes the three MUST-FIX findings from the 2026-08-11 combined dual-lens
review of commit
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b4edee970f |
feat(ui): Campaign OP slice OP8 — Configure Keyboard
Ports retail's Configure Keyboard screen (gmKeyboardUI, LayoutDesc 0x21000009) — its own separate full-screen window, not a fifth Options- panel tab. Retires OP3's INERT contract for the Gameplay tab's Configure Keyboard button (0x10000204). DAT reader (src/AcDream.Core/Input/RetailActionMap.cs): reads the ActionMap singleton (DID 0x26000000, empirically the only one — not 0x27000000 as GetDBOType's Turbine-internal tag would suggest) and both MasterInputMap defaults (0x14000000 "gmDefaultMap"/0x14000002 "DefaultMap"), union-merged per (InputMapId, ActionId) — proven order- independent since the two maps' one shared context (0x5) has disjoint action-id sets. Empirically resolved three lane-D unknowns against the live DAT: the six ActionClass values (1=Movement, 2=Camera, 3=UI, 4=Combat, 5=Emote, 7=CharacterSettings — 6 is genuinely absent), that the six unnamed InputMaps are 100% non-bindable (render nothing, not an unlabeled group), and that the enum-to-DID pairing for the two master maps is inconsequential to the merge result. Identity table (src/AcDream.UI.Abstractions/Input/RetailActionIdentityTable.cs): maps DAT (InputMapId, ActionId) pairs to acdream's InputAction where a live consumer exists (~140 of 306 user-bindable rows — Movement/Camera/ Combat map almost completely; UI/Quickslot/Chat partially; only 5 of 87 Emotes and none of 48 CharacterSettings hotkeys, since acdream has no general emote player or hotkey-to-option-toggle dispatcher yet). Every entry cross-verified by label match AND a DAT-default-vs- KeyBindings.RetailDefaults() byte comparison (RetailActionIdentityRoundTripTests), which caught a real off-by-one in the Quickslot 13-18 block before it shipped and found three genuine pre-existing RetailDefaults() gaps (walk-mode's Shift-echoed chord, ten CameraAlternateControls arrow-key alternates, and the Quickslot Ctrl+N use-vs-select ambiguity) — none introduced by this slice, all documented rather than silently patched. KeyboardConfigController: six ActionClass list boxes built from the DAT, merged with live KeyBindings for mapped rows (rebind applies immediately through the same InputDispatcher every other input path uses) and a new sibling RetailUnmappedKeyBindings store for rows with no InputAction yet. Left-click a key button opens real InputDispatcher modal capture; right-click erases that slot. N-way conflict detection scans every other row plus the live KeyBindings table for acdream-only actions (Ctrl+M mute, debug F-keys) as the non-user-bindable refusal analogue, using retail's own byte-verified "Could not overwrite " string (table 0x23000004). OK/Cancel/Defaults/Revert reuse the OptionPage/IOptionRow verb model via a new ActionKeyMapOptionRow. Persistence is keybinds.json only (D4 — no .keymap file interchange). Five register rows: AP-202 (.keymap interchange narrowing), AP-203 (store-only rows with no live consumer), AP-204 (silent auto-reassign instead of retail's confirm dialog; OK/Cancel ported as left-click not right-click-release). Small supporting additions: UiButton.OnRightClick (additive, no existing behavior changed), InputDispatcher.Bindings getter (the screen's single live-truth read seam), RetailScanCodeMap (DIK scan code <-> Silk.NET Key, keyboard + the one mouse-device row). 19 new tests (6 ActionMap reader conformance incl. live-DAT row-count/ label pins, 1 DAT-vs-RetailDefaults round-trip, 12 controller behavior tests against the committed keyboard_config_21000009.json fixture) — full solution suite 13,147 passed / 4 skipped / 0 failed (baseline 13,128/4/0, zero regressions). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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6d0b0f9285 |
fix(ui): OP5 review fixes — thumb sync, batched opacity writes, cull register row, tests
Fixes the OP5 (Chat tab) dual-lens review findings against |
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f5ac1742ba |
feat(ui): Campaign OP slice OP6 — the Config tab
Binds the retail Options panel's Config tab (LayoutDesc 0x21000029, 27 authored rows across 6 sections) through OP2's template mechanism and OP3's per-page OptionPage model, matching the Character/Chat tab controllers' established pattern. The row table is transcribed directly from two decompiled sources — gmConfigUI::InitOptions @0x0049E400 (row order, widget shape, defaults) and gmClient::InitUIPreferences @0x004035b0 (the complete UIPreferences::AttachPreference registration: every label/tooltip key, every slider's real-unit range, every menu's enum choices) — which resolves the research docs' own "U4" unverified slider-caption pairing: retail ships ZERO range captions on this tab (every SetSliderLabel call passes literal string id 0). Consumer disposition: LIVE — Sound/Ambient volume-trio sliders and their toggle halves (AudioSettings.SfxDisabled/AmbientDisabled now gate the already-live engine write; RuntimeSettingsController.SaveAudio newly pushes into OpenAlAudioEngine on every change, not just at startup), Resolution/Full Screen (immediate window resize on save). NEXT-LAUNCH (pre-existing precedent): Sync To Refresh, Field of View. STORE-ONLY (register rows AP-198/199/200, TS-74 extended): Sound Features/Interface trio/Play-Only-When-Active, the nine Graphics/Rendering-Quality rows (Vulkan has no per-feature render knobs), Camera/Input's six rows and Use Mouse Turning (no persistent mouse-turning camera mode), Chat Font Face/Size (distinct new fields from the existing live ChatSettings.FontSize). AudioSettings/DisplaySettings/CameraTurningSettings/ChatSettings each gain new fields for their slice of the 27 rows, backed by SettingsStore round-trips. A real bug caught by testing: the scrollbar scope lookup used the standalone-layout root id (0x100001FF), which does not survive base-merge into the host-mounted tree — fixed to scope from the tab host's own page-slot id (0x10000213), matching Chat's established pattern for the same shared-scrollbar-id hazard (0x10000201, authored by both the Chat and Config ListBoxes). 30 new tests (27 authored rows register as 30 IOptionRow instances — the three toggle+slider trios each register two). Full Release suite: 13,107 passed / 4 skipped / 0 failed (was 13,083/4/0 — net +24, the one existing RuntimeSettingsControllerTests case updated for SaveAudio's new live-apply call, not a regression). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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e71e5a9614 |
feat(ui): Campaign OP slice OP5 — the Chat tab
Binds LayoutDesc 0x2100005C through OP2's template-list mechanism and OP3's per-page OptionPage model: the General Options header + two DualHash-linked opacity sliders (Option_DefaultOpacity_Property 0x10000080 / Option_ActiveOpacity_Property 0x10000081, live-apply on drag through RetailWindowOpacityController, defaults read from the installed DAT's DBProperties collection at DID 0x78000001 via ChatOptionsDatDefaults), and the five per-window text-filter blocks (main window 12 rows minus Gameplay, four floaties 13 rows each — the byte-verified authored order cross-checked against the raw gmChatOptionsUI::InitOptions/AddCheckboxBitfield64Option pseudo-C, not just the research doc's own table) writing AcDream.Core.Chat. ChatWindowState directly, the same state CH6's chat windows already read. AP-195 retired: ported both halves left open at the OP2 re-review — the ALL-set LED media swap (new UiButton.FaceFileOverride, driven by the block-level P0x10000082/P0x10000083 sprites now threaded through ElementInfo/DatWidgetFactory) and the CreateChildren self-sizing tail (UiCheckboxBitfield64.Height grows with its stacked row content; the enclosing ListBox reflows around the block's FINAL height via the new UiTemplateListBox.AddPrebuiltRow, reusing the ListBox's own stacking rather than a third stacking path). AP-187 broadened to cover the main window's own filter (previously only the four floaties) and the new live-editing write path. The main chat window's filter (retail window id 8, ChatWindowState id 0) gains its own settings.json persistence (ChatSettings. ChatWindowMainFilter) alongside the pre-existing floaty 1-4 fields; opacity persistence is now wired on every live slider change, not only through the old dev-scaffold Settings panel. Fixture regeneration (ACDREAM_REGENERATE_UI_FIXTURES=1) picked up the new ElementInfo.LedCheckedSprite/LedUncheckedSprite fields across all 19 committed layout fixtures — purely additive, confirmed against the live installed DAT (0x10000520's own 0x82/0x83 properties resolve to 0x06004D17/0x06004D19 exactly as AP-195 documented). Conformance: FilterRows/FilterBlocks pinned against the byte-verified authored order and ChatWindowState's own default constants; the AP-195 LED swap and self-sizing behavior; the DAT opacity-default extraction against the live installed DAT; live filter/opacity writes reaching ChatWindowState/RetailWindowOpacityController; OnShown re-seed and Reset/Defaults ghosting per the OP4 binding-pattern discipline. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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bc43fb1d1d |
fix(ui,runtime): OP4 review fixes — live re-seed, enable-gating, Combat panel re-point, universal timestamps
Both OP4 reviews converged on one headline bug (Character-tab rows never re-read live server truth after their pre-login constructor-word seed) plus overlapping MUST-FIXes. All ten converged/consolidated findings land here: MUST-FIX: - BoolOptionRow.SaveCurrentValue now re-reads its live binding (retail's GetValue()-into-SaveCurrentValue) on every OnShown — panel open, tab switch in, initial activation — instead of trusting the pre-login constructor word it was built with. Reset/tab-switch can now only restore values that were actually live at the last show. LockUI's host.Root.UiLocked one-shot mount seed now also converges on every PlayerDescription via the existing OnCharacterOptionsChanged hook. - Apply/Reset are wired to OptionPage.OnOptionChanged in production (Ghosted when nothing changed, Normal when dirty, run once at bind so both start disabled per retail's PostInit); Defaults stays ungated. - The Combat panel's three LEDs (Repeat Attacks/Auto Target/Keep in View) now read/write the same RuntimeCharacterOptionsState seam the Character tab uses instead of a disconnected client-local GameplaySettings copy — closes the "two writable copies" divergence. The three now-orphaned GameplaySettings fields and RuntimeSettingsController's mirror properties/SetCombatGameplay are deleted outright; the headless host's hardcoded AutoRepeatAttack/AutoTarget now read the live option bit. - RuntimeSettingsController.SetUiLocked's convergence guard now compares against the last value actually applied to the runtime target instead of the persisted GameplaySettings.LockUI snapshot, which could already match a server-derived request without ever having been pushed. SHOULD-FIX: - DisplayTimeStamps now prefixes every chat producer (ChatLog.Append is the one seam all of them funnel through), not just AddText's own callers — heard speech, emotes, Turbine channels, and combat text were previously missed. The prefix format escapes its colons and forces InvariantCulture instead of the culture-dependent TimeSeparator placeholder. - sky.frag now honors uFogParams.w (fog mode) like the mesh/terrain shaders, so Disable Distance Fog stops the sky dome's horizon band from blending toward fog color too. - Corrected the "byte-verified" overclaim on the timestamp format string doc comment (BN-sourced, wire doc U6) and the AP-194 anchor-column class-name typo; the RunAsDefaultMovement doc comments now cite retail's actual acclient.h enumerator name. - Added: DispatcherMovementInputSource's option x modifier truth table (incl. || AutoRunActive with the option off), the per-page Apply/Reset enable-gate tests, a real checkbox.OnClick/ToggleBehavior-driven click test, and hash-pins for the six header string keys. - Gate script step 8 corrected for the logout-flush false-failure (closing the panel before relogging is load-bearing); a new step documents the enable-gate sequence and the Combat-panel/Character-tab cross-check. Register: AP-196 (the Group-C default-source change + GameplaySettings retirement) and AP-197 (the ignored per-character timestamp format override) filed in this commit. Full Release suite: 13,044 passed / 4 skipped / 0 failed (was 13,008/4/0; net +36 tests from new coverage and legitimate assertion updates from the GameplaySettings retirement). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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22b86b9ff4 |
feat(ui): Campaign OP slice OP4 — the Character tab
Binds LayoutDesc 0x21000028 (gmCharacterSettingsUI) through OP2's template-list mechanism and OP3's OptionPage model: 6 authored group headers + 50 toggle rows (49 from the 2013 build + D3's "Listen to PK death messages", AP-193) in research doc §2's authored order, each row resolved by PlayerOption id through CharacterOptionTable, seeded from live RuntimeCharacterOptionsState, defaulted from CharacterOptionTable. ClientDefault (byte-verified against UIOption_Checkbox::SetPlayerOption @0x00486e80's own GetDefaultOptionValue call — AP-194 updated to confirm the directive was followed), labels/tooltips resolved by name from string table 0x23000003 (never hard-coded English), and registered with OptionsPanelController.CharacterPage. Apply/Reset/Defaults (0x100001FC/FD/FE) are now wired per-page via a scoped subtree search (UiElement.FindDescendant, promoted from UiTabPanel) since Character/ Chat/Config each author their own physical instance under the SAME element ids. Consumers: Group A (29 ids) wire+store only via the existing SetSingleCharacterOptionRuntimeCmd/TrySetOption seam. Group B: Display Timestamps prefixes new transcript lines (RuntimeCommunicationState. DisplayTimestampsSource); Disable Distance Fog forces FogMode.Off (WeatherSystem.DisableDistanceFogSource, retiring half of TS-73); Run as Default Movement inverts the walk-mode modifier's default (RuntimeLocalPlayerMovementState.RunAsDefaultMovementSource). Group C re-points AutoTarget/AutoRepeatAttack/ViewCombatTarget (CharacterOptionCombatSettingsSource), VividTargetingIndicator/ CoordinatesOnRadar/LockUI/AcceptLootPermits from the client-local GameplaySettings record to the canonical server bit — closing two previously-unfiled divergences where AutoRepeatAttack and AcceptCorpseLootingPermissions never reached the wire despite being retail auto-save ids. TS-73 narrowed to its two still-open cases; TS-75..TS-80 file the genuine gaps (no day/night force, no weather- particle/profanity-filter/salvage/housing/pickup-preference subsystem, fellowship-create's unaudited client-sourced field) rather than inventing stand-ins. Conformance: CharacterOptionsPageControllerTests pins all 50 rows against CharacterOptionTable in both directions (an invented or dropped row fails the build), the authored group/order row-by-row, and the build/seed/Apply/Reset/Defaults/wire-publish behavior end-to-end against the committed fixture. 52 new tests; full solution suite 13,008 passed / 4 skipped / 0 failed (was 12,956/4/0). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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386076af0f |
fix(ui): OP3 review fixes — byte-verified Magic chat lines, Gameplay/OptionPage shape, mid-air tri-state, shared geometry
Consolidated fix round for the two OP3 dual-lens reviews
(docs/research/2026-08-11-op3-review-{mechanism,blast}.md), both
APPROVE-WITH-FIXES.
MUST-FIX:
- The six "Use Mouse Turning Settings" chat lines were typed
RetailLogTextType.ClientLocal (0x1A); retail types them 0x07 (Magic).
BYTE-VERIFIED against the PDB-paired binary at all six
gmConfigUI::SetMouseTurningDefaults call sites (0x0049E972/E9E2/EA52/
EAA4/EAF6/EB48): every site pushes `6a 07` (type=7) immediately before
the text-pointer push and the AddTextToScroll call. Added a dedicated
OptionsRuntimeBindings.DisplayMouseTurningMacroLine seam routed at
Magic (scrolling chat transcript, light blue, timestamped) instead of
the 4-slot SpewBox ClientLocal uses; the mid-air refusal and UA/RA
keep ClientLocal (both independently confirmed correct).
- Filed AD-77: the client-wide floating-only gmPanelUI host divergence
(retail also exposes a docked 0x21000017 host) the plan §5 delegated
to this review, scoped to every main panel, not just Options.
SHOULD-FIX:
- gmGameplayOptionsUI is not an OptionPage in retail (acclient.h:55857,
UIElement_Field). OptionsPanelController now constructs the Gameplay
slot's OptionPage with AfterApply deliberately null, so entering/
leaving that tab never publishes SaveCharacterOptionsRuntimeCmd.
Corrected OptionPageModel's doc comment and rewrote the two tests
that pinned the wrong (Gameplay-flushes) shape.
- Added the OptionPage.OnOptionChanged seam (PlayerOptionPage::
OnOptionChanged @0x004F27D0) — fires as the last step of Apply/
Reset/Defaults, plus once per live LED edit via a new
IOptionRow.AttachPageNotify hook (BoolOptionRow wires it into
SetCurrentValue only, matching retail's Apply(1)-only
HandleDialogAndNotices path). OP4-6 will bind Apply/Reset enable
state to this.
- Exit to Character Selection's mid-air refusal is now tri-state
(Func<bool?> IsGrounded): retail's UseTime only reaches the airborne
test inside `else if (smartbox->player)`, so outside player mode (or
with no live controller) the button is a SILENT no-op, not a
refusal. Fixed the inverted comment at both call sites.
- Options panel geometry now matches its nine gmPanelUI siblings
sharing RetailPanelUiController's one main-panel rectangle
(ResizeX=false, bottom-edge-only resize, no invented Min/MaxWidth/
Height) instead of being the only all-four-edge/horizontal-resize
outlier whose width silently reverted whenever a sibling was shown.
- Added the three missing test pins: Options/Character mutual
exclusion through a REAL RetailPanelUiController registration,
RetailDialogFactory.MakeConfirmation's omitted-queueKey overload
sharing DefaultQueueKey, and UiTabPanel.ActivePageChanged never
firing on a dormant (non-activated) host.
- TS-74's What/Where now names the five store-only CameraTurning
preferences explicitly instead of only mentioning them in Risk.
- Test script gains the toolbar-button ghosted->enabled+highlight
check, UseMouseTurning-survives-relogin and the five prefs-survive-
relaunch steps, a UA/RA legibility eye-item, and the corrected
bottom-edge-only geometry description for step 5.
One-liners fixed in files already touched: symmetric close-button
resolve-failure logging in OptionsPanelController.Bind (blast NOTE 8).
Full Release suite: 12,947 passed / 4 skipped / 0 failed (baseline
12,935/4/0 post-OP7 — 12 net new tests; the two OptionPageModelTests
"wrong-shape" tests were renamed/rewritten in place, not removed).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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9d26ecc623 |
feat(ui): Campaign OP slice OP3 — Options panel shell, open paths, Gameplay tab
Mounts retail's Options panel (LayoutDesc 0x2100002B resolved through host 0x2100006E slot 0x1000018D, gmPanelUI key 10) via the same catalog-import pattern CharacterController already validates, registered through RetailPanelUiController so it shares retail's "one active gmPanelUI child" mutual exclusion with every other sibling panel for free. F11 and the toolbar's options button (0x1000019B, already authoring panel id 10) both now open it; the close button fires the same ToggleOptionsPanel action. OptionPageModel (OptionPage/BoolOptionRow) ports retail's exact Apply/Reset/Defaults/visibility semantics from UIOption_Checkbox/PlayerOptionPage — LED clicks apply live immediately, Apply commits every row unconditionally + flushes the batched blob, Reset reverts only Changed rows, Defaults restores without committing, and tab-switch/window-hide revert uncommitted edits. Wired for all four tabs; this slice registers real rows on none of them (Gameplay authentically has none — a pure button list). UiTabPanel gains an ActivePageChanged event so the page model can hook every tab transition, including the initial default-tab activation. The seven Gameplay-tab buttons: Exit Game reuses the existing graceful window-close path; Exit to Character Selection gets retail's confirmation dialog and byte-verified mid-air refusal but still behaves as Exit Game (AD-74 — no pre-world character-select flow exists); Configure Keyboard and In-Game Help Files are inert this slice (AD-76 for Help — the plugin retail depends on doesn't exist); Urgent Assistance/Report Abuse short-circuit to their own byte-verified failure text through the interface-text seam instead of ShellExecute against a dead URL (AD-75); Use Mouse Turning Settings runs the pure MouseTurningSettingsMacro port, persisting five new CameraTurningSettings preferences and sending PlayerOption.UseMouseTurning — TS-74 records that acdream has no persistent mouse-turning camera mode for the bit to drive yet. Full Release suite: 12,918 passed / 4 skipped / 0 failed (baseline 12,871/4/0 — only new tests added). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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5b54387b8e |
fix(chat): round 4 — no user-visible meta text, real /help groups, indicator buttons toggle
Item 3 (#364): every honesty marker is now gone from user-visible /help text. AllegianceOverview/HouseOverview's "[IMPLEMENTED]" tags and trailing "Subcommands NOT marked..." sentences, and Day/Log/Render/Motd's appended "NOT YET IMPLEMENTED in acdream" tails, are removed; the underlying retail text is corrected/completed against the pseudo-C's own pristine consolidated data dumps (Log and Motd had been silently truncated; Render was entirely acdream-authored and is replaced with the real retail usage string). The three PARTIAL /help group topics (channels/chatting/commands) are now COMPLETE verbatim listings: HelpStupidChannelHack's three "vtable slot" operands, previously believed undecodable, are the same pooled/mislabeled-data artifact this campaign has hit before (AP-113's precedent) — reading the function's own disassembly for the push imm32 preceding each constructor call resolves all three directly. messagetypes is now a real ported construction (IsLegalChannel's 14-id whitelist + LogTextTypeToString's name table + the exact join/wrap format) instead of an acdream summary. Register row AP-184 retired. Item 5: the main window's 1/2/3/4 indicator buttons now toggle their floating chat window on click, per the user's retail memory overruling the earlier decomp-only reading. UIElement_Button::HandleButtonClick has its own generic click-driven action dispatch (property 0x12) reaching the same DoVisibilityToggleAction the Alt+1..4 keybinds use; the button fixture confirms this half is genuinely armed, but the floating-window fixture authors no matching listener-registration property, so the generic mechanism has no proven target in the data on hand. Per CLAUDE.md, the user's retail memory is the axiom regardless: ChatWindowController.BindIndicatorClicks wires each indicator's click through the same ToggleFloatingChatWindow chokepoint the keybinds use, as explicit user-directed retail behavior. SetIndicatorOpen stays the sole writer of the Selected mirror so the visual stays consistent through the click round trip. Full reconciliation in docs/research/2026-08-09-chat-retail-window-shell.md §1.4. Campaign plan gets the round-4 findings section; items 1+2 (text-style) are under parallel research, item 4 passed, item 6 deferred to the settings track. Suite: 12,579 passed / 4 skipped / 0 failed (Release, complete solution), up from baseline 12,553/4/0 — net +26 tests, zero regressions. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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a819687cf0 |
feat(chat): Campaign CH slice CH6c — window opacity + transparency setting
Retail's ChatInterface::SetOpacity (0x004F3120) fades the WHOLE composited
window surface with one alpha; UiRenderContext.ApplyAlpha already gated
DrawSprite/DrawRect/DrawFill (since
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1aa7709988 |
fix(chat): CH6a/b rework — grip media, retail window-id model, floaty fixture
Applies docs/research/2026-08-10-ch6ab-review-findings.md in full:
- BLOCKER 1: UiResizeGrip now carries its ElementInfo/resolve pair and
draws its own authored DirectState media (a synthetic parameterless
grip still draws nothing, preserving existing resize-drag tests).
DatWidgetFactory.BuildResizeGrip threads resolve through. All seven
live grips on the main chat window now resolve a non-zero sprite,
restoring the visible borders/corners CH6a silently dropped.
- SHOULD-FIX 2: ChatWindowState gains BroadcastTargetWindow, a sentinel
distinct from every real window id (0-4), fixing the bug where the
main window's explicit-addressing branch coincided with the broadcast
check (both were literal 0). SetFilter's main-window no-op is dropped
— the main window's filter is now genuinely settable. ChatWindowController
.Bind takes a ChatWindowState (the same canonical instance the floating
windows already share) and GetTranscriptLines builds a real accept
predicate instead of accept:null. Verified safe: ClientLocal (0x1A)
never reaches ChatLog (AddText routes it to the SpewBox and returns),
so nothing observable regresses.
- SHOULD-FIX 3: UiButton.SuppressSelfToggle stops the four chat-window
indicator buttons (DAT property 0x0B=true, no retail click handler)
from flipping their own Selected mirror on a stray click.
- SHOULD-FIX 4: generated and committed chat_floaty_2100005b.json from
the real installed dats; added the permanent RetailLayoutFixtureGenerator
entry. All three flagged FloatingChatWindowController assumptions
(input field, title bar, close button) are confirmed correct against
real data — no controller code changes needed. New finding: unlike the
main window, ALL EIGHT floaty border/corner elements are live Type-9
grips (the floaty's own title bar is its move handle), so a floaty
window resizes from every edge and corner.
- SHOULD-FIX 5: register row AP-189 documents the shared-500-entry/
200-line-tail vs retail's per-window 10,000-line scrollback depth gap.
- NITs 1-5: documented the filter-persistence-only-on-/saveautoui
asymmetry and the reconnect-preserves-filters intent; corrected the
research doc's modifier-mask mislabel and the "ONLY function" false
superlative; moved WrapText off ChatWindowController onto
ChatTranscriptRenderer, closing the circular dependency.
Full Release suite: 12,420 passed / 4 skipped / 0 failed (baseline
12,392/4/0 at
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22020ef2c4 |
feat(chat): Campaign CH slice CH6b — floating chat windows 1-4
Mounts retail's four floating chat windows as always-resident, born-hidden children per gmGamePlayUI::SetupChildren @0x004E9EC0, all sharing LayoutDesc 0x2100005B (window ids 0x10000505/0x1000050E/0x1000050F/0x10000510). New FloatingChatWindowController (AcDream.App/UI/Layout) binds each window's own widget tree — built fresh per instance from one shared imported ElementInfo — reusing ChatWindowController's word-wrap + retail color-carry algorithm via the extracted ChatTranscriptRenderer instead of duplicating it. A floaty window has no talk-focus menu (research doc §2.2), so its entry field always sends on Say; the mismatch against retail's possible shared-channel behavior is UNVERIFIED and filed as #369/AP-188. Runtime owns the per-window filter/open state: ChatWindowState (new, AcDream.Core.Chat) seeds retail's exact PostInit defaults per window (window 1 0x0000101C Speech/Tell/DirectSend/Emote, window 2 0x00040C00 Social/SocialSend/Allegiance, window 3 0x00080000 Fellowship, window 4 0x78000000 Turbine General/Trade/LFG/Roleplay) and implements the full ShouldDisplay(windowId, targetWindowId, logTextType) display predicate from ChatInterface::RecvNotice_DisplayFinalStringInfo @0x004F4640. It lives on RuntimeCommunicationState.ChatWindows so every host borrows the same instance. The main window's filter (0xFBFFFFFF, "no user filter") never actually gates anything because its own explicit-address branch already covers every broadcast line — that's why UpdateFromPlayerModule early-returns for window 0 in retail, ported here by construction rather than a special case. Keybind wiring: InputAction.ToggleFloatingChatWindow1..4 and their KeyBindings.RetailDefaults() chords already existed since Phase K.1c (unwired until now). The MetaKeys table confirms retail's default is Alt+1 through Alt+4 (index 3 = bit 0x00000004, cross-checked against the same file's Alt+A/D strafe and Alt+Enter/Tab/F4 rows). Routes through GameplayInputCommandController -> RetainedGameplayWindowCommands -> RetailUiRuntime.ToggleFloatingChatWindow -> the generic UiHost.ToggleWindow, whose visibility-change event is the single chokepoint that syncs ChatWindowState.SetOpen and mirrors the main window's 1-4 indicator button regardless of what changed a window's visibility (keybind, close button, or a restored layout). A direct decomp read of gmMainChatUI::ListenToElementMessage @0x004CDA80 — the only function in the whole binary that branches on a click message — settles what the research doc had left as a hedge: it handles exactly 0x1000046f (max/min) and the talk-focus menu's selection message, with NO case for 0x10000522-0x10000525. The four indicator buttons are PURE one-directional mirrors in retail; clicking them does nothing. ChatWindowController.SetIndicatorOpen ports this with no OnClick at all. Corrected research doc §1.4 accordingly. Persistence is local-only (register row AP-187; the retail 0x1000008C GameplayOptions wire remains deferred to CH6f): window geometry and open/visible state ride the existing generic RetailWindowLayoutPersistence path for free once each window registers under its own WindowNames entry; the four filter masks get a dedicated ChatSettings round-trip (ChatWindow1Filter..ChatWindow4Filter, defaulting to the retail PostInit constants) loaded at mount and saved alongside SaveLayout(). Tests: ChatWindowStateTests (defaults, TypeIsActive, the full display-rule matrix, toggle/reset, revision counter), FloatingChatWindowControllerTests (bind smoke tests against a synthetic 0x2100005B tree, per-window filter routing, filter-change cache invalidation, fixed-Say submit), new ChatWindowController.SetIndicatorOpen tests (Highlight/Normal state, cross-window isolation, range validation), GameplayInputCommandController routing for the four toggle actions, and a SettingsStore filter round-trip. Full Release suite: 12,392 passed / 4 skipped / 0 failed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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98de4f5ab3 |
fix(chat): Campaign CH round 3 — SpewBox flush-top/font, /help exact print sequence
User-gate round 3 findings (a)-(c):
(a) SpewBox: TopOffset moves from the round-1 60px placeholder to 0 (flush
to the viewport top). SpewBoxController never wired DatFont/Font at all
before this round, so it silently rendered through the 15px debug
BitmapFont fallback; it now resolves retail dat Font 0x40000025
(MaxCharHeight=11px) through a new RetailUiRuntime.Assets accessor —
the smallest font id confirmed in use by any currently-imported retail
LayoutDesc fixture, cross-referenced against every
tests/AcDream.App.Tests/UI/Layout/fixtures/*.json dump and confirmed
against the installed DAT via AcDream.Cli dump-font-atlas. It is also the
chat window's own smallest font (the 0x2100006F floating-window 1/2/3/4
indicator badges), so both selection criteria the brief offered agree.
Both remain best-available approximations, not resolved retail values —
register row AP-178 updated accordingly.
(b)/(c) /help and /help death: round 2 extracted the individual retail
strings byte-exact but never traced ClientCommunicationSystem::DoHelp's
complete print sequence. Byte-swept DoHelp's own range plus the five
Summary-branch functions it calls into (HelpEmote/HelpSquelch/
HelpStatusGroup/HelpTextGroup/HelpAllGroup) against the PDB-paired
acclient.exe. Retail's real shape: bare /help prints exactly TWO scroll
entries (HelpPrefixNote, then the 13-item AvailableHelpListing built from
DoHelp's own literals and each group's Summary_HelpType branch, in exact
source order) — not the acdream-invented cheat sheet BuildHelpText()
built before. Any resolved /help <verb> gets the SAME two-entry shape:
HelpPrefixNote, then ForMoreInformationPrefix concatenated directly onto
the verb's own Detail text (retail's own unsubstituted "<command>"
literal, ported verbatim). ChatCommandRouter.EmitVerbHelp applies this
uniformly to every resolved verb, not just death. An unresolved verb now
shows retail's real "Unknown command" fallback text; that fallback types
0x1A (ClientLocal), which retail routes to the SpewBox exclusively — a
gap ChatVM's UI.Abstractions layer can't yet reach, filed as ISSUES #367
/ register AP-186 rather than left silently unregistered.
Jump-in-air (round 2's open item 1) was root-caused and fixed separately
at
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1fd515436c |
feat(chat): Campaign CH slice CH6a — retail chat-window layout + 8-grip resize
Swap ChatWindowController's imported main-chat LayoutDesc from the wrong 0x21000006 (an unrelated layout whose root and 800px resize bar appear nowhere in the EoR gameplay UI) to retail's ACTUAL main chat window, 0x2100006F (window root 0x10000600, authored 410x100 — confirmed by a direct DAT dump, found in dats.Local not dats.Portal). Every downstream compensation that existed only to paper over the wrong import is deleted: the hand-cropped 490px content width, the dropped 800px resize bar, the 9px transcript patch, the orphan-sibling pruning, the max/min-vs-scrollbar overlap shift, and the scrollbar top-reclaim. The window now mounts with RetailWindowChrome.Imported (0x2100006F's own 8 border/corner elements are its complete chrome) instead of the universal nine-slice wrapper. LayoutImporter/DatWidgetFactory gain a Type-9 (UIElement_Resizebar) case: UiResizeGrip decodes retail's exact four-bool BorderLocation algorithm (0x2A=bottom/0x2B=left/0x2C=right/0x2D=top, UIElement_Resizebar::StartMouseResizing @0x0046B7E0) into a ResizeEdges bitmask. A direct DAT dump established the true shape: only 7 of the 8 grip-position ids are Type 9 — the straight top-EDGE strip (0x1000069C) is a Type-2 Dragbar (move handle), not a Resizebar, because the main window has no title bar. UiRoot now gives a directly-hit grip's own edges priority over its generic proximity heuristic, and a directly-hit move handle the same priority over ambient proximity — so the plain top strip moves the window while its two corner grips resize it including the Y axis, and all 4 edges + 4 corners work everywhere else. This also fixes the reported "no diagonal cursor at corners" (CursorFeedbackController's existing RetailCursorCatalog cursor ids already matched the DAT exactly; they just never received a genuine diagonal edge combination) and "cannot grow in Y from the bottom-right corner" (the old NineSlice+crop mount's indirection is gone; the Imported mount uses the DAT's real minH=100/maxH=2000/minW=300/maxW=2000 directly). The 8 cosmetic "_Locked" border-art twins default hidden (register row AP-185 — retail's UiLocked-driven art swap between the two skins is not ported; UiRoot.UiLocked continues to gate the underlying interaction correctly either way). The 4 chat-window-1..4 indicator buttons import generically (visible, inert) for CH6b to wire. The two hand-drawn translucent-black tints on the transcript/input are removed now that their parent panels draw their own authored background sprites. Filed #366 (chat window's new-unseen-text indicator 0x1000048C is swallowed by UiText.ConsumesDatChildren, pre-existing and out of scope). Corrected the research doc's "all eight grips" claim against the direct DAT dump. Full Release suite: 12,317 passed / 4 skipped / 0 failed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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92ea3977b6 |
feat(vendor): Slice 6b/6c — move-to-use, buy staging, selling; the vendor arc is functionally complete
Some checks are pending
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C1 an out-of-range Use now approaches first via the existing client-predicted BeginApproach (Pickup's far-range shape mirrored; retail's ItemHolder::UseObject @0x00588A80 has no range check and the dispatch stays immediate). C2 Add-to-List stages into the Buying tab via VendorStagingList (RemoveProfileFromList's two shapes, pc:200497-200537), Buy All sends ONE batched 0x005F and flushes staging on send exactly as retail does (SendShopEvent -> Flush, pc:204075-204076 — not UseDone-gated), and X-close over a non-empty staging list shows retail's confirm string recovered verbatim from the binary data segment (0x007b5bd8) through the existing dialog factory. C3 the Selling tab's list is the sole drop target (retail's single IsAncestorOfMe gate, pc:204229-204246); VendorSellAcceptability ports InqAcceptability with all rejection strings recovered verbatim from the raw data segment; the sell side prices with BuyPrice (retail's inverted naming: what the vendor PAYS) and 0x0060 carries no trailing currency field, unlike Buy. C4 the status-bar reproduction test PASSES against the production toolbar mount — retail's toolbar shows count + name with the split bar and NO price parenthetical (that figure is the vendor row's own cost text); no code change, the live gate referees. C5 pack order verified correct, untouched. Register: AP-161 narrowed to its two pre-existing cosmetic gaps; AP-162 extended over Buy All; AP-164 (non-sellable bitfield unmodeled), AP-165 (DescStackSize for _maxStackSize in the removal test, bounded), AP-166 (purse text + pending-sell highlight cosmetic) filed. Clean-room complete solution: 11,482 passed / 4 skipped / 0 failed. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> |
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5224e43890 |
fix(vendor): gate-findings pass — the X button HIDES like retail, clicks return, the dropdown scrolls, pyreal suffix, staged-tab slots
Some checks are pending
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The user's connected gate found five issues; each fixed at the root: G4 (the discovery): retail's vendor X button calls only SetVisible(0) (pc:204147-204182) — the SESSION stays open and re-using the vendor lands on the same-session refresh; the range watcher remains the sole real close. Our port invented a full teardown on X, which is exactly why reopening died. The Runtime fixture proves the wire dispatch was never the problem; ACE has no already-open short-circuit. G3 (regression from the drag-suppression fix): denying IsDragSource also dropped press capture, so clicks fell through to window-drag. UiItemSlot.HandlesClick now claims presses for any occupied cell independent of drag eligibility — clickable and draggable are separate concerns. G5: the authored popup 0x21000043 is ONE scrollable column with a real scrollbar subtree (live-dat scan: ListBox 0x10000350 + scrollbar 0x10000351), not a 3x6 grid. UiMenu gains an authored-driven Scrollable mode (wheel, thumb drag, track paging, up/down buttons); chat's menu is untouched and its ten tests prove it. G1: retail's cost format is "%s %hsp (you have %hsp)" — the p after each %hs is a LITERAL pyreal suffix the port swallowed as part of the specifier. Restored. G2: the Buying/Selling pages' authored lists (same cell template as Items) get the empty-slot fill, presentation-only until staging. Clean-room complete solution: 11,390 passed / 4 skipped / 0 failed. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> |
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97cf873870 |
feat(vendor): Slice 6 buy arc — shop items are real objects, vendor selection is THE selection, and Buy works (0x005F)
Some checks are pending
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Three ordered pieces in one landing (the shared controller/composition files carry all three; the internal order was 6.1 -> 6.2 -> 6.3): 6.1 VendorShopItemMaterializer diff-merges the shop list into the live ClientObjectTable on VendorState transitions (so client-local close and session teardown retire the entries too) and never claims a guid it did not add — ACE's UniqueItemsForSale can re-list a guid a player once held (AP-163 files the collision-skip; no retail counterpart traced). Right-click examine on shop items now routes through the ordinary appraisal path — the 5.4 F7c blocker dissolves with the table entries. 6.2 SelectionChangeSource.Vendor: row clicks, auto-select, and examine all flow through the canonical SelectionState; the status bar and the existing byte-faithful StackSplitQuantityState slider light up unmodified. VendorSplitPolicy is the single 0xDC41CB0 mask owner; the slider VALUE seeds to 1 for exempt items while maxSplitSize keeps the stack (the splitSize/maxSplitSize distinction, research §B.3). Selection clears at retail's actual site — VendorItemsUI::RemoveFromShop (pc:202848), not a CloseVendor-level clear that does not exist. 6.3 BuildBuy (0x005F): vendorGuid, count, (i32 amount, u32 guid) pairs, and the trailing alternateCurrencyId the REAL client sends (CM_Vendor::Event_Buy pc:689288) though ACE's reader ignores it. TryBuy rides the EXISTING J5.2 one-request-at-a-time reservation and completes on UseDone; the Buy button disables while a request is in flight. The reconciliation round-trip (money property update, inventory CreateObject, ApproachVendor refresh -> panel rebuild) is proven by a synthetic-inbound test against existing machinery — no new owner. Register: AP-161 narrowed (selection + examine residuals close; staging/Sell remain; double-click-to-buy confirmed ABSENT from retail with negative evidence cited — we match retail). AP-162 files the conscious no-client-side-affordability-precheck deferral. Clean-room complete solution: 11,368 passed / 4 skipped / 0 failed. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> |
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9d3df5f627 |
fix(app): #348 — cursor switches ride a process-lifetime native cache; the per-flip Win32 handle leak is closed
Silk's per-mouse ICursor recreates the native Win32 cursor on every Image assignment; a per-frame cursor alternation (the pick cursor flickering between kinds while hovering an ANIMATED NPC — exactly the stand-at-a-vendor posture) allocated a fresh USER handle each flip until CreateCursor died with "Not enough memory" and took the render loop with it (vendor-gate.log, exit 82 — surfaced as one clean stack by #343's fix, as designed). GlfwCursorCache restores retail's own shape: each distinct MediaDescCursor is created ONCE for the process lifetime (glfwCreateCursor, rejected media cached as permanent misses) and switching is an O(1) zero-allocation glfwSetCursor. The AP-72 missing-art standard-cursor fallback rides the same cache (Arrow/Hand/Crosshair/IBeam; anything else keeps the Silk path). Graphical hosts attach after the native window exists; tests and windowless hosts keep the Silk path untouched. RetailCursorManager's dedup and PlanApplication logic are unchanged. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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c721830e71 |
feat(ui): Slice 5.4 — the authored vendor browse panel (LayoutDesc 0x21000012)
Some checks are pending
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The vendor window is retail's own: LayoutDesc 0x21000012, root 0x100000B7, found by enumerating all 101 layouts for the one containing both known tab controls and clinched by the root's Type 0x10000017 — the literal UIElement::RegisterElementClass id for gmVendorUI (pc:202075). Discovery evidence and the D0 read live in the research doc's new §B.4. D0 corrected two assumptions: retail's category "tabs" are a UiMenu DROPDOWN fed by a hardcoded 18-row ordered category table (ported bit-for-bit against our ItemType enum; list always scoped to exactly one category, first-present wins, selection preserved across refresh per retail's clamp), and the layout authors THREE tabs — Items (browse, this slice), Buying and Selling (staged-transaction review, Slice 6) — decision 4's "browse/Buy tab" names the Items tab retail's mode-2 OpenTab opens. The non-default tabs render and switch pages but stay inert, fenced in comments. VendorUiController mounts Items: category dropdown, icon-cell item row with the retained scrollbar, per-unit retail pricing via VendorPricing.SellPrice (the vendor-stock path VendorProfile:: VendorSellPrice feeds), name/cost on selection. The panel is a pure projection of VendorState — opens on populate, closes on clear; the close button's VendorState.Close() is its only permitted mutation. Nothing on the wire. AP-110 narrowed (vendor leaves the absent-panels list); AP-161 files the precise Slice-6 remainder (Buying/Selling unwired, Buy/Add buttons, InqAcceptability). Twelve controller tests on a real-dat fixture. Clean-room complete solution: 11,323 passed / 4 skipped / 0 failed. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> |
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d6e8b60303 | fix(movement): invalidate burden on enchantment changes | ||
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1d8371dbe5 | fix(ui): refresh live skill rows | ||
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9aaf97e785 |
Revert "Campaign V slice V4a" - it lost world multisampling
This reverts
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ceec3bc440 |
feat(render): Campaign V slice V4a - port TextRenderer/BitmapFont/DebugLineRenderer/TextureCache onto IGpuDevice
TextRenderer, BitmapFont, DebugLineRenderer, and TextureCache's UI-texture
upload path (GetOrUploadRenderSurface/UploadRgba8) now issue every draw and
resource creation through the pinned IGpuDevice/IGpuFrame/IGpuPassEncoder
RHI contract instead of raw GL. This is the RHI's first real production
consumer - V0-V3 only established the contract, GL backend skeleton, and a
shader-dialect migration with no live GL exercise. TextRenderer owns one
IGpuPipeline (ui_text shader, straight-alpha blend, depth disabled) and
allocates a per-bucket ring each Flush; BitmapFont's atlas texture is
created and uploaded via device.CreateTexture/.Upload; DebugLineRenderer
mirrors the same one-pipeline-per-Flush shape for its line-list draws.
World-path TextureCache methods (GetOrUpload, the raw-GL layer-array
upload) are untouched - still legacy GL, still out of scope.
Frame lifecycle: GpuDeviceFrameLifetime (RenderFrameOrchestrator.cs) wraps
IGpuDevice.BeginFrame()/IGpuFrame.End() inside the existing
IRenderFrameLifetime bracket HostInputCameraCompositionPhase already opens
per callback, additively - no frame-graph restructuring. Ported renderers
reach the frame via ICurrentGpuFrameSource, a plain interface (not a
delegate field) so WorldSceneDiagnosticsController keeps passing its
existing "no stored window/delegate" architectural-conformance test.
Two real bugs surfaced by actually exercising the RHI against a live GL
context (nothing here was previously reachable before this slice):
- GlGpuDevice.BeginFrame() now resets the render-state cache every frame.
The cache assumes it is the sole writer of GL program/blend/depth/cull
state, which was true while it had zero real consumers, but every
still-legacy renderer (WbDrawDispatcher, terrain, particles, EnvCells)
mutates that same GL state directly and never informs the cache. Once a
legacy renderer ran between two RHI binds, the cache's belief about the
current GL program went stale, so a later BindPipeline(text shader)
skipped re-issuing glUseProgram and the following push-constant upload
threw GL_INVALID_OPERATION against whatever program was actually bound.
Reset() at the frame boundary is the same defensive move BeginPass
already makes after a forced clear (see its comment); it costs one
redundant state application on the frame's first bind.
- GL_MULTISAMPLE has no representation in the pinned contract. Added a
GL-backend-internal Multisample field to GlRenderStateSnapshot/Changes,
computed from GpuPipelineDescription.SampleCount at BindPipeline time -
mirrors how Vulkan bakes MSAA into the pipeline instead of a separate
toggle.
Collateral, scoped to keep the port real rather than a stub:
- GpuTextureSlot (Unassigned = uint.MaxValue, NOT 0) now flows through
every consumer of TextureCache.GetOrUploadRenderSurface/UploadRgba8 and
TextRenderer.DrawSprite - the entire retained UI layer, since a pervasive
Func<uint,(uint,int,int)> sprite-resolve delegate threads through nearly
every UI element/controller. Every prior `== 0` / `!= 0` "no texture"
check became `.IsAssigned` / `!.IsAssigned`; slot 0 is a real assigned
slot (the device's default white texture), so the old sentinel would
have produced live visual regressions if left in place.
- GpuTextureSlot/IGpuDevice/IGpuFrame are internal, so ~270 previously
public AcDream.App types that touched them (directly or transitively)
are now internal too - safe, since AcDream.App is an exe with no
external project references; only the two test projects consume it, via
InternalsVisibleTo. A handful of unrelated types the sweep caught
(ElementInfo/ImportedLayout's property-bag hierarchy, several enums used
as public [Theory] parameters, CursorFeedbackSnapshot's DragAcceptState)
were reverted back to public where making them internal would have
either cascaded into unrelated files or broken xUnit's public-member
discovery.
- ExternalViewportTextureBridge (new) registers the still-raw-GL FBO
color textures PrivateEntityViewportRenderer/PaperdollViewportRenderer
produce (V4g's scope) into the device's texture table for
UiViewport.TextureHandle, via a temporary
GlGpuDevice.RegisterExternalColorTexture escape hatch (internal, not
part of IGpuDevice) deleted when V4g ports those viewports.
- TextRenderGlStateScope.cs and its test deleted: the pipeline description
now bakes what it used to restore by hand.
- ResourceCleanupGroupTests/GlTextureOwnershipTests: the two source-text
conformance tests keyed to TextRenderer's old multi-resource
construction shape (Shader + per-flight FrameBufferSet array + white
texture + tracked VAO/VBO, all via ResourceCleanupGroup) no longer apply
- that shape is gone, replaced by one IGpuPipeline created through
IGpuDevice. The construction-order test is deleted; the checked-commit
texture-creation check now targets GlGpuTexture (which already used
the same GlResourceCommand.CreateName primitive before this slice).
Gates:
- dotnet build -c Release: 0 warnings, 0 errors (AcDream.App has
TreatWarningsAsErrors).
- dotnet test tests/AcDream.App.Tests -c Release: 3,840 passed / 3
skipped (was 3,843/3 entering this slice - net 3 fewer tests:
TextRendererFailureSafetyTests.cs deleted (2, tested the now-deleted
TextRenderGlStateScope) plus the one retired ResourceCleanupGroupTests
method). Full solution: 8,908 passed / 5 skipped across all nine test
projects.
- Offline pixel gate (tools/run-offline-pixel-gate.ps1, parent
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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> |
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89e6b207f8 |
refactor(runtime): close canonical gameplay ownership
Unify the toolbar shortcut manager with Runtime inventory state, route retail-ordered shortcut and spellbook command effects through the canonical owners, and make retained controllers borrow those exact instances. Remove the item-interaction transaction fallback and add graphical/no-window parity plus failure-safe terminal ownership-ledger coverage. Co-authored-by: Codex <codex@openai.com> |
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f2a015be8e | perf(ui): retain shaped report text |