Wire (Core.Net):
- CharacterCreate.cs: outbound 0xF656 builder, byte-exact port of
Proto_UI::SendCharGenResult@0x00546a70 -> ACCharGenResult::Pack@0x005c7570
-> CG_Pack@0x005c7200. Account String16L first (packed outside CG_Pack),
then the constant-1 u32, heritage/gender, 14 appearance strip/style/color
u32s, 6 f64 shades (skin/hair/headgear/shirt/trousers/footwear, retail
order), template, 6 attributes, slot, classId, numSkills + exactly 55
u32 skill-advancement classes (ReadOnlySpan validated ==55, throws
ArgumentException otherwise — ACE terminates the session on any other
count via PlayerFactory.CreateResult.ClientServerSkillsMismatch), name
String16L, startArea, isAdmin, isEnvoy, and a trailing checksum whose
exact 19-term accumulation set (heritage+gender+3 strips+hairColor+
eyeColor+hairStyle+headgearStyle+shirtStyle+trousersStyle+footwearStyle+
template+6 attributes) is read byte-for-byte off CG_Pack's decompiled
accumulator (0x005c7213-0x005c74c3) — headgearColor/shirtColor/
trousersColor/footwearColor/shades/slot/classId are deliberately absent
from the sum despite sitting adjacent on the wire. Cross-checked against
ACE's CharacterCreateInfo.Unpack/Appearance.Unpack and holtburger's
CharacterCreateRequestData (types.rs:236-369), which agree on every
field and order. Retail routes via SendToLogon — the same queue
CharacterDelete already uses.
- CharGenVerificationResponse.cs (new): promotes the shared 0xF643 parse
out of CharacterRestore — full Code enum (Undef..AdminPrivilegeDenied=7,
ACE's CharacterGenerationVerificationResponse) plus the conditional
Ok-only identity payload (guid/String16L name/u32 secondsGreyedOut).
CharacterRestore.Parse now delegates to it; CharacterRestore's public
Parsed shape, Parse signature, and every existing test expectation are
UNCHANGED.
- PacketWriter.WriteDouble: f64 little-endian helper for the shade fields.
WorldSession dispatch (Core.Net):
- Added an awaiting-request latch (None/Restore/Create), armed by
SendRestoreCharacter/the new SendCharacterCreation immediately before
each send (SendCharacterCreation builds the body first so a skill-count
throw never arms the latch for a request that was never sent), cleared
the instant a matching 0xF643 is dispatched (success OR parse failure —
a malformed reply must never wedge the latch open) and on Dispose.
0xF643 now routes to CharacterRestoreReceived or the new
CharacterCreateResponseReceived (Action<CharGenVerificationResponse.Parsed>)
by that latch; an unexpected 0xF643 with nothing outstanding logs once
and is dropped, never misattributed. Fixed
WorldSessionCharacterSelectionTests' restore-dispatch test, which
previously fed a bare CharacterRestore response with no preceding
SendRestoreCharacter — that shape is now the "no outstanding request"
drop path by design.
Status events (Runtime + Launcher.Core, contract first):
- Amended docs/plans/2026-08-14-launcher-campaign.md §LA1's pinned status
vocabulary to add characterCreated{guid,name} (Ok reply identity, named
to mirror CharGenVerificationResponse's own fields and to read distinct
from enteredWorld — retail logs a freshly created character straight in
without a fresh characterList) and creationFailed{code,name} (raw Code
value + its enum member name).
- SessionStatusWriter.CharacterCreated/CreationFailed implement that
contract.
- Launcher.Core: CharacterCreatedStatusEvent/CreationFailedStatusEvent +
StatusEventParser cases, in lockstep.
Tests: CharacterCreateTests (byte-exact layout incl. checksum term-set,
55-slot fixture, wrong-count throws), CharGenVerificationResponseTests
(every Code value), WorldSessionCharacterCreationTests (create-then-
response routes correctly, restore unaffected, no-outstanding drop,
second-response-after-consumed drop, Dispose clears the latch, a builder
throw never arms it), SessionStatusWriterTests + Launcher.Core
StatusEventParserTests/StatusFileTailerTests (pinned shape + tailer
round-trip) for the two new events.
Verified: dotnet build AcDream.slnx -c Release — 0 errors. Full solution
test run green (Core.Net.Tests 993/993, Runtime.Tests 1667/1667,
Launcher.Core.Tests 323/323, plus every other project in the solution).
WSL Ubuntu: Core.Net.Tests 993/993, Runtime.Tests 1667/1667.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The Opus retail-lens review decoded the PDB-paired binary at
CPlayerSystem::RestoreCharacter@0x0055d760 and refuted the
uninitialized-edx justification: the two extra arguments are real
push imm32 of a constant PStringBase (BN mis-renders them, but they
pack to >=4 bytes each), so retail 0xF7D9 is >=16 bytes where ours
is 8. The guid-only CODE stands (ACE reads only the guid; holtburger
consensus) but it is an adaptation, not a corrected decompile — filed
as divergence register AD-97 and the doc comment now states the true
mechanism.
Also from the review: the 0xF643 conditional-parse doc now names BOTH
ACE flag-only failure branches (NameInUse + Corrupt); CharacterError
0x08 doc corrected (ACE misnames it ServerCrash2 — the port corrects
an ACE misnaming; ACE omits three values, not four); LA7b hazard notes
added (ACE silent no-reply on unknown restore guid; retail SendToLogon
vs SendToControl routing; NumErrors never rendered); two review-nit
tests (flag=0 Undef flag-only, non-Ok body with trailing bytes
ignored).
Core.Net suite: 953 passed / 0 failed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Ports the three character-management wire messages LA7 (design spec §7,
plan §11 item 4) identified as missing before the character-select
screen (LA8) can be built: delete, restore, and the server error channel.
Message types + tests only — no WorldSession/Runtime/UI wiring, that is
LA7b.
CharacterDelete (0xF655): outbound account+SLOT-INDEX request per
Proto_UI::SendDeleteCharacter@0x00546b30 (retail packs the account as
String16L then writes the trailing u32 directly after — NOT the character
guid; CPlayerSystem::DeleteCharacter@0x0055f830 resolves that slot via
CharacterSet::GetSlot before sending). The server's ack reuses the same
opcode with an empty body (ACE GameMessageCharacterDelete.cs); a fresh
CharacterList follows separately per CharacterHandler.cs:322 — that
refresh flow is explicitly out of scope here (LA7b).
CharacterRestore (0xF7D9 request / 0xF643 response): guid-only request,
per ACE (CharacterHandler.cs:331-385, ReadUInt32 only) and holtburger
(CharacterRestoreRequestData, guid-only) independent consensus. The
decompiled call site (Proto_UI::SendAdminRestoreCharacter@0x00546cf0)
appears to pack two extra strings, but its only caller
(CPlayerSystem::RestoreCharacter@0x0055d760) passes an uninitialized
local (`class PStringBase<char>* edx;`, never assigned) as the second
argument and `this` (a CPlayerSystem*, not a string) as the third —
textbook decompiler register-corruption, not real arguments. No
divergence-register row: this follows the correct reading of a corrupted
decompile, not a deviation from retail (spec §11 item 4). The response
reuses opcode 0xF643, a genuine retail collision with
CharacterCreateResponse (ACE's own comment: "This is a duplicate...",
GameMessageOpcode.cs:42); GameMessageCharacterRestore.cs always writes a
success shape (flag=1 + guid + name + secondsGreyedOut), but retail's
CharacterRestore handler can also reply via the CharacterCreateResponse
path on failure (e.g. NameInUse) with a flag-only body and no trailing
fields — the parser mirrors that conditionality instead of assuming the
four fields are always present.
CharacterError (0xF659): u32 error code, confirmed directly from retail's
inbound dispatcher UIQueueManager::ProcessNetBlobData@0x0055b000 ->
CPlayerSystem::Handle_CharacterError@0x0055d5d0, which reads
`enum charError` straight off the wire. The Code enum is a verbatim port
of retail's own enum charError (docs/research/named-retail/acclient.h:
4038-4067, 26 members incl. CHAR_ERROR_NUM_ERRORS) rather than a subset
filtered through ACE — retail's header names four members ACE's C#
CharacterError enum omits (LoggedOn, NoPremade, AccountInUse,
CharacterIsBooted) because ACE's server never sends them, though a
genuine retail server could. The 32-bit storage-width compiler sentinel
FORCE_charError_32_BIT is deliberately excluded (not a real value).
Unknown codes never throw — RawErrorCode always preserves the wire value.
Today acdream cannot surface any character-stage server error; this is
the first parser for the family.
46 new tests (byte-exact builder assertions, ACE-serializer-shaped
parser fixtures via the existing AceWireWriter test helper, all 26
retail error codes round-tripped, unknown/truncated/wrong-opcode
handling). Full Core.Net.Tests suite: 951 passed, 0 failed, 0 skipped.
Release build green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>