The Journal panel is complete: contracts from the server, a per-character
notebook, and its searchable index.
The gate ledger is recorded rather than smoothed over, because the pattern is
the point — four rounds, and every defect was one mistake wearing different
clothes: an element bound as the wrong thing, or a binding never tested. One
reported failure was not a defect at all; the character was indoors, where
retail records nothing either.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Reported as "1d 2h 51sh m" — the running countdown drawing straight through
the d/h/m labels. The readout is authored across the same strip as the three
number boxes, so the strip has to be one thing or the other; I hid the boxes
and left their labels behind.
Retail's ShowEditableTimer @0x00495770 toggles SIX elements, not three:
m_pDaysEditBox AND m_pDaysStaticText, and the same for hours and minutes, plus
the readout inverse. Reading the swap as "hide the inputs" instead of "hide the
input ROWS" is what produced the overlap.
Also settles the Record question the same round raised. Nothing was broken:
indoors, retail's own gid_to_lcoord fails and nothing is recorded, and
UpdateLocation @0x004958F0 only ever formats coordinates already stored — there
is no "you are indoors" message in that function to port. The silence is
faithful, and it is now commented as such rather than left looking like a gap.
JournalPanelLiveBindTests is new and is the test that should have existed
first: it builds the panel from the real DATs, constructs the controllers, and
asserts every button actually receives an OnClick. Every other test so far
checked either the layout or the logic — none of them proved the controller
finds its elements in the real tree, which is where an id typo or a subtree
assumption produces a panel where nothing responds and nothing fails.
The temporary ACDREAM_PROBE_JOURNAL instrumentation is removed; the question it
was added for is answered.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Three fixes from the first connected round.
The location readout is authored EDITABLE (0x16), so it builds as a UiField —
not the UiText its "00.0S, 00.0W" placeholder suggests. The controller resolved
it as text, got null, and threw every write away in silence: Record reached the
model and reached the FILE, and never reached the screen. That is exactly what
was reported, and it is a whole class of bug, so the sweep that found it is now
a test over every element all three controllers bind.
The handlers mutated the model and left redrawing to the next frame's Tick.
Retail's ListenToElementMessage @0x004968D0 ends every one of them in Update()
instead — at the moment of the click. The deferred version happened to work in
the client and made the behaviour untestable and a frame late; the notes-page
tests I had not written until now fail against it.
Abandon is wired. "Retail's abandon path is a contract-registry command we have
not ported" was wrong — it is game action 0x0316 with a single contract id, and
ACE replies with the 0x0315 delete QT3 already handles. Nothing is removed
locally, so a refusal leaves the quest visibly intact rather than vanishing it
optimistically and having it reappear on the next full table.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Built from the REAL authored layout, because that is the only place property
0x0D exists — the hermetic UiButton tests construct their own ElementInfo and
so could not have caught this class of bug at all.
Asserts the two things the player actually experiences, separately: the button
builds enabled, and a click at its centre reaches IT rather than falling
through. Enabled alone would not have been enough to call the fix proven.
Verified to have teeth rather than assumed: restoring the previous UiButton
and re-running fails both tests, naming all ten buttons.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Reported symptom: Abandon, New, Record, Start, First and Last all unclickable.
That Abandon was in the list is what identified it — Abandon is deliberately
unwired, so if it behaved the same as the others the cause could not be wiring.
UiButton read authored property 0x0D as "starts disabled" (Enabled = !0x0D).
It was the one property read in that file with no citation, and it was wrong.
Every button on the Journal panel authors 0x0D, so every one built disabled:
visible, because drawing never consults Enabled, and unclickable, because
UiElement.HitTest skips disabled elements. Exactly the reported shape.
The evidence is a sweep of every installed layout (LayoutDump gained --ghosted
for it): 85 elements author 0x0D and ALL 85 author it TRUE — not one False
anywhere in the client — and no panel ever clears it, the only four
SetAttribute_Bool(.., 0xd, ..) sites in the binary being chargen appearance,
the keymap option and the barber. A flag that is only ever true, never cleared,
and sits on New, Record, Start, Delete and Reset cannot mean "dead button";
under the old reading 85 elements were permanently dead in a shipping game.
It is not a pure ghosted LOOK either, which is why this ignores it rather than
moving it to appearance: the same 85 mix live buttons with inert column headers
("Contract", "Status", "Title", "Timer", "Label", "#"), and one appearance
cannot be right for both. Registered as QJ-2 with the measurement, so the open
question is recorded rather than quietly decided.
The test that asserted the old behaviour carried no citation either — it
encoded the same assumption. It now asserts the evidenced behaviour, with a
companion test proving the state machine's own Ghosted transition still
suppresses a click: that mechanism is separate and did not change.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The Journal panel now has all three tabs working: contracts from the server,
and a per-character notebook with its searchable index.
Two ported details that a reimplementation would get wrong in a way nobody
notices until they lose work:
Every navigation button commits the current page FIRST. Retail's
ListenToElementMessage @0x004968D0 calls SaveThisPage on the way out of all
five of them, which is why paging away never eats what you just typed. And the
file is written when the notes page is HIDDEN, not only at exit — a crash then
costs at most the page in front of you.
The search is CASE-SENSITIVE across label, title and notes: retail compares
with wcsstr and lowercases neither side. Making it insensitive would be
friendlier and would be a divergence, so it is ported as-is with a test naming
the reason. The double-click window is a full SECOND (m_LastClickTime + 1.0,
@0x00493158) rather than the 500 ms the item-interaction path uses, and firing
it clears the tracker so a third click does not re-open.
Two unlabelled buttons on the notes page turned out to be prev/next: retail
switches on (idElement - 0x10000565), which names them without a caption. The
running-timer readout is authored at the same x as the three day/hour/minute
boxes, so the strip is one or the other — that overlap is the data form of
ShowEditableTimer versus ShowRunningTimer, not a layout bug.
DeltaTimeToString moved out of the contract code into AcDream.Core.Ui. It is
ClientUISystem's, not gmContractsUI's — the journal timer and the contract
repeat countdown both call it, and it only lived under Quests because that was
its first caller. A bridge class to reach it across features would have been
the wrong answer to the same observation.
The journal file lives in the client's data directory rather than beside the
executable, for the same reason the chat log does. Register QJ-1.
Campaign QJ slices 3, 4 and 5 of 5 — code-complete, connected gate owed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The Journal tab is not a quest feature: it is a per-character notebook with no
wire, no server and no dat content. The player writes it, and it persists to a
tagged text file recovered whole from LoadPages/SavePages.
Retail refuses a journal file that does not OPEN with <NEWP>, with its own
message. That strictness is ported rather than softened — accepting such a file
would scatter the first page's text into no page at all. An ABSENT or empty
file is the opposite case and must not error: that is simply a character who
has never written a page.
Three things the format does not say out loud, each with a test:
<PNUM> is written but page order IS file order, so a reader that trusted the
number would reshuffle a hand-edited file. A recorded location of (0, 0) is a
real place, so the location tags are written on a HasLocation flag rather than
on the numbers being non-zero. And the notes box is multi-line while the file
is line-oriented — an embedded newline would read back as a tagless line and
silently truncate the notes, so they are folded to spaces at the write.
The countdown belongs to the page it was started on, and what belongs in the
file is what is LEFT rather than what it started at — saving the start value
would resurrect the full duration on every reload.
Deleting the last remaining page empties the journal instead of leaving a blank
one behind; inventing a replacement would make the journal impossible to empty.
An out-of-range page is refused rather than clamped, because clamping moves the
player somewhere they did not ask to go.
Campaign QJ slices 1 and 2 of 5.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The Journal tab is not a quest feature at all: it is a per-character notebook,
entirely client-side, with no wire and no dat content. Each page holds a label,
a title, notes, a recorded location and a countdown timer, and the Page List
tab is a searchable index over them. It shares the panel with Contracts and
nothing else — retail's own naming, not a mix-up here.
The file format is recovered whole, including the detail that a journal file
which does not open with <NEWP> is REFUSED with its own error string, and the
authored max lengths (16 label / 32 title / 2048 notes) that the edit boxes
enforce.
One authored fact worth recording before anyone reads the layout as a bug: the
running-timer readout shares x=84 with the three day/hour/minute fields. That
overlap is the data form of ShowEditableTimer versus ShowRunningTimer — the
strip is either three editable numbers or one running readout, never both.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The last piece of QT6's own scope: r10-quest-dialogs.md §11.6's contract half.
IGameState.Contracts exposes what the client structurally knows about quests,
which — per that same research — is the tracker and nothing else. The rest of
§11.6 (chat stream, tells, give, use, confirmations) is other features and
stays out of this campaign.
A pull-through source rather than a pushed mirror. Contracts change rarely and
are already owned canonically, so a second copy would only be a thing to keep
in step; reading through means a plugin cannot observe a stale list.
Both hosts implement it. The headless one carries contract id, stage and
progress but no names — a bot has no dat access — because losing the TEXT is
expected while losing the QUEST would leave a bot silently unable to see what
it is on. Same rule covers a contract the installed dat has never heard of: it
still projects, with empty text and a correct status, rather than vanishing.
The interface member is defaulted so a host predating this campaign still
satisfies IGameState.
Two lazy catalog loads exist (the panel's and this one) rather than one shared
instance. That is deliberate: threading a shared ContractCatalog through three
composition records to avoid reading a 322-row immutable table at most twice
per session would be plumbing for no correctness or performance gain, and the
comment at the call site says so.
Campaign QT is complete; the connected user gate is owed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Two defects in the panel as committed, both found by checking the code against
the authored data rather than by a test.
The authored row template is a Type-3 generic container, which resolves through
DatWidgetFactory's fallback arm to UiDatElement — whose constructor sets
ClickThrough = true ("generic decoration; behavioral widgets opt back in").
Binding OnClick without clearing that compiles, reads correctly, and produces a
list in which nothing can be selected: every click sails past the row. The
skills page had already met this and left the precedent; I did not follow it.
And there was no selection highlight at all, so even once clicking worked the
player could not tell which row the detail pane was describing. UiTemplateListBox
has no selection mechanism of its own, so the page opts in directly and
re-PAINTS the highlight after a rebuild — a rebuild discards the row objects, so
remembering the selection is not enough to keep it visible.
The tests for both initially passed while the bugs were live, because the
fixture's row root was a UiPanel and its text started white. A UiPanel is not
click-through, so the first test was vacuous; white-on-white made the highlight
unobservable. The fixture now builds the same UiDatElement production does and
authors a non-white colour. This is the third time this campaign a fixture that
did not match the real widget hid a real defect.
Live mount confirmed against the installed dats in this session's client run:
"[UI] retail journal panel from LayoutDesc importer (0x2100006E slot
0x10000559)" with no bind failure.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The quest log is on screen. Rows come from the live tracker joined to the
authored catalog, the Status column runs QT4's port of FillProgressString, and
the detail pane shows contact, locations, description and the other timer.
Two things measured rather than assumed, each now pinned by an installed-DAT
test rather than left to the commit message:
The tab pairing is read from the authored 0x2E table, not inferred from
x-order — the FA campaign had to correct exactly that mistake, and Contracts
turns out to be the authored DEFAULT tab (0x32 = True), so opening on the
wrong one would have looked like an empty panel.
The open path needed no keybind at all. Toolbar button 0x1000055A authors
0x10000029 = 0x19 and has been sitting in ToolbarController.PanelButtonIds
since the toolbar was ported — it just had no panel behind it, so clicking it
did nothing. Registering slot 25 finished a wiring that was already
three-quarters present.
The list rebuild is revision-gated while the repeat countdown is not: nothing
on the wire changes as a cooldown runs down, so a rebuild-gated timer would
freeze on screen, and a per-frame rebuild would reset the player's scroll under
them. Both directions have a test.
Deliberately inert: the Abandon button (retail's abandon path is a
contract-registry command this campaign did not port — authored and visible,
but wiring a no-op handler would look responsive and lie), and the Journal
notes and Page List tabs, which are their own feature.
Campaign QT slices 5 and 6 of 6 — code-complete, connected gate owed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Measuring the host layout rather than assuming changed what this slice is.
gmContractsUI is not a panel of its own: it is tab 1 of a THREE-tab "Journal"
panel at gmPanelUI slot 25, beside a notes page and a page list. Building it as
a standalone window would have produced something retail does not have, and
the mistake would only have surfaced at a visual gate.
The other two tabs are out of scope, so the expected intermediate state is a
panel with two dead tabs — recorded here so it is not filed as a defect.
Everything else the page needs is now measured out of the dats: every authored
label, the per-row child ids RefreshContractListbox writes, and the list's
scrollbar link. The list is a UiTemplateListBox, the widget OP2 already built,
so the page is binding work rather than new widget work.
LayoutDump --props now resolves StringInfo through DatStringResolver instead of
printing the type name, which is how the labels were read at all.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The wire carries an id, a stage and two timers. Every word the player reads
lives in portal.dat's ContractTable, which nothing in the tree had ever
opened — the only reference counted its entries in a CLI diagnostic. Chorizite
does decode it (322 contracts installed), which was a real question given it
declares TabooTable without decoding it.
FillProgressString @0x00498DE0 is the one real algorithm in this panel, and it
is now ported whole. Its x87 compares are the usual fcom/sahf pattern, so the
(status & 0x41) tests decode as "<= 0" rather than "< 0" — the difference
between a cooldown that expires and one that never does.
Three readings recorded as tests because each looks like a mistake:
TimeWhenDone is on the wire and is never read; an EMPTY QuestflagRepeatTime is
the entire difference between "Done" and "Available"; and DescriptionProgress
is a printf format taking stage-4, not a literal — rendering it verbatim shows
the player "%d/20 Tuskers".
DeltaTimeToString @0x00565E10 emits every part with a trailing space and then
overwrites the last one. That truncation is invisible in the decompiler output
(the instruction reads as pointer noise), so it was settled by decoding the
bytes: mov byte ptr [esp+eax+0x1b], cl with cl == 0 and eax == strlen writes
the terminator over buffer[len-1]. Guessing either way was a coin flip that
decides whether every repeat timer reads "Done (1h 30s to Repeat)".
The single-%d substitution is a MEASUREMENT, not a convenience: 89 of the 322
installed contracts author a progress format and every one uses exactly one
specifier. An installed-DAT test asserts that, so a future dat that ships two
fails there rather than silently rendering a raw specifier.
LayoutDump gained --contracts, which is how all of the above was measured.
Campaign QT slices 2 and 4 of 6.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Fourth sibling J-owner, built to the shape the other three established. It
borrows nothing, because the retail client stores no quest state of its own —
everything here is a projection of what the server pushed.
Clearing at generation reset is safe for the same reason: a fresh session opens
with a full 0x0314 replacement, so the reset cannot lose anything the next
login will not immediately restate, while NOT clearing would show a previous
character's quests.
Three readings of the wire that would each lose contracts silently, one test
apiece: a 0x0314 REPLACES rather than merges (merging resurrects contracts the
server dropped); an empty 0x0314 clears rather than being ignored (it is how
the server says "you have none", and ignoring it strands the last quest on
screen); and a delete carries a full tracker struct, so it looks exactly like
an add apart from one flag.
Adding a teardown stage exposed a genuine trap: TeardownStageCount bounds the
drain loop while GameRuntimeTeardownStage.Complete defines what the ledger
demands, and nothing tied them together. Leave the constant behind and the new
owner is never disposed at all, while the ledger goes on waiting for its flag —
the runtime hangs in teardown rather than failing anywhere near the edit. The
stage-ledger test now reads the constant by reflection and asserts it against
the flag list, so the next owner fails at the edit instead.
Campaign QT slice 3 of 6.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Both opcodes have been named in GameEventType since the wire-catalog work with
nothing behind them, so every contract the server has ever sent us arrived and
was discarded.
Three details that a reimplementation from the enum alone would get wrong, and
each has a test:
The two trailing flags on 0x0315 are widened bools, not bytes, and they sit
OUTSIDE the struct writer — ACE's ContractTracker.Write has them commented out
precisely because the event appends them itself. Reading them as bytes decodes
the delete flag from the wrong four bytes and silently drops contracts.
The stage is not a dense enum. Retail encodes N completed steps as
ProgressCounter + N, so a switch over the four named values sees stage 9 as
unknown and shows nothing. Progress/HasProgressCounter do that arithmetic once
here rather than leaving every caller to remember it.
The countdown anchor is not on the wire. FillProgressString @0x00498DE0 counts
down from CContractTracker::_time_of_server_update, which the server never
sends — so arrival has to be stamped at parse time or the repeat timer has
nothing to tick against.
An empty table is a valid answer rather than a decode failure: it is how the
server says "you have no contracts", and confusing the two would leave stale
quests on screen permanently. A truncated one is rejected outright instead of
decoding to its prefix, which would drop quests just as silently.
Campaign QT slice 1 of 6.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
H.3's roadmap line ("122 EmoteType x 39 Trigger mini-VM") describes the
SERVER's job. The retail client never stores a quest flag, never evaluates an
emote, and is never told a flag changed — so most of H.3 was never client work
at all. Measuring what we already have narrows the remaining scope to one
thing: the contract tracker, the only structured view of quest state a client
ever gets. The user confirmed NPC dialogue works live.
LayoutDump could only dump a layout you already knew the id of, but the decomp
hands you a CLASS id with no layout attached (UIElement::RegisterElementClass),
so the gap between the two was crossed by guessing. --find closes it, and it
searches the element's TYPE as well as its id because registration keys on
Type — searching only the id finds a real element with the same number and
quietly answers the wrong question, which is exactly what it did on the first
run here.
The plan records the wire layout, the panel's authored children, and
FillProgressString in full, including the three things a reimplementation
would get wrong: TimeWhenDone is never read, the countdown anchor is not on
the wire, and DescriptionProgress is a printf format rather than a string.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
CT-B4 was filed as "the plain-text session chat log, path and rotation
UNKNOWN, needs a live check." Both unknowns dissolve once you read the
handler: there is no automatic session log. Retail's @log is a COMMAND.
DoSetOutput @0x0057E4F0 takes a filename, StartCopyOutputToFile @0x0057C8A0
does the fopen(name, "a+"), and running it again with no argument closes it.
Nothing rotates because it appends forever, and nothing has a fixed path
because the player names the file.
The path question that DOES exist — where a bare name lands — was answered
all along by retail's own help text, which CH4 extracted verbatim into our
help table a fortnight ago and nobody read: "a log file named Aclog.txt in
your Asheron's Call directory." A blocked question sat on top of a committed
answer.
We cannot use the install directory: the launcher replaces it atomically on
update, so a log written there is wiped by the next update or blocks it. The
client's own log directory is the equivalent that survives. Rooted paths are
honoured verbatim, as retail's fopen would. Register CT-5.
The verb was registered in the help table but NOT in the command catalog, so
/log printed help and did nothing — and the CH4 conformance registry recorded
it as a "server passthrough" precisely because that shape is indistinguishable
from an unimplemented client command. It never went on the wire at all. Both
are corrected, with the totals moved in the same commit rather than left to
drift.
Moving it into the catalog also moves which help table answers for it, so
retail's real text moved to the catalog-verb table in the same change. Without
that, /help log would have silently started printing acdream's own invented
one-line summary — caught by the coverage test, and now pinned by a test that
names the text.
All five replies are byte-decoded from the PDB-paired binary rather than read
off Binary Ninja's previews, which truncate at ~33 characters and would have
lost the second half of every one of them (including the two spaces retail
puts after "Copying chat to %s.").
The writer attaches on OPEN, not at startup — retail's help is explicit that
only what appears after the command is copied — and detaches from the
transcript it actually attached to, so a session teardown cannot leave a live
handler writing into a file the player believes is closed. What gets written
is the composed display line with the shared timestamp, because retail's
fprintf sits inside AddTextToScroll: downstream of composition, upstream of
glyph layout. Logging the raw entry text would have produced a file of bare
fragments with no speakers.
acdream's logs carry no inline tag markup where retail's do, since tags live
beside the text as spans here rather than inside it. Registered as CT-6 rather
than reconstructed purely to write it to a file.
Register: CT-5, CT-6.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The blink is not code. It is data, and we were throwing it away.
A retail UI state's media is a small program: images interleaved with timed
pauses, branches, and a terminal hand-off to another state. Our importer kept
the FIRST image per state and dropped the rest, so nothing authored could ever
animate — the indicator was correct in every other respect and simply sat
still.
Measured from the installed dats (LayoutDump --media 0x1000048C), the chat
unseen-text indicator's Normal state authors thirteen steps: two frames
alternating every half second, three times, then `State 13` — Ghosted, whose
authored 0x3B is Invisible.
So retail's indicator is a three-second attention FLASH that hides itself, not
a badge that stays lit until you scroll to the bottom. Nobody would guess that
from the code, because there is no blink code anywhere; the behaviour lives
entirely in the authored sequence. Our shipped version stayed lit, which is
the one thing the data says it must not do.
Sampling is a pure function of (steps, elapsed) rather than a playback object
holding a cursor, so an element only has to remember WHEN its state began and
the whole thing is testable without a clock, a GPU or a frame loop. One shared
UiMediaClock is advanced once per frame by RetailUiRuntime; a UI element has
no tick of its own.
The controller change is the other half: it starts the flash on the rising
edge ONLY. Re-setting Normal every frame would pin the sequence on frame zero
and it would never blink at all — which is the failure mode the second new
test exists to catch, and which no "is it visible?" assertion would notice.
When the sequence reaches its terminal step the controller follows it down
instead of re-lighting it.
Two guesses are refused rather than made, and both are registered: a Pause's
max duration (every sequence measured sets min == max, and what the range MEANS
is not in the decomp) and a sub-1 branch probability (falls through, the
direction where a malformed sequence stops rather than animates forever).
A jump-cycle with no elapsed time is bounded so a bad sequence cannot spin
inside a frame.
Kept `Other` steps in the list rather than filtering them, so a jump's authored
index still lands on the entry it names.
Register: CT-3, CT-4.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Two dump modes, both added because a chat bug turned on authored data rather
than code.
--props prints each state's property ids WITH VALUES. It is what settled the
unseen-text indicator regression: element 0x1000048C authors dat property 0x3B
("Invisible") per state —
state 13 Ghosted 0x3B = True -> hidden
state 1 Normal 0x3B = False -> shown
— which is what actually puts that element on screen. No amount of reading the
decomp would have produced those two booleans.
--media prints the RAW media sequence per state off the LayoutDesc, because
ElementInfo keeps only the FIRST image of a state (LayoutImporter.cs, the
`!imageRead` guard) and an animation is therefore invisible above that level.
It reports what it CANNOT do rather than implying an element has no media: raw
descriptors only carry what an element overrides, and states usually come from
a base element — for the indicator, base 0x10000527, which lives in a different
layout entirely. Following that chain means reimplementing LayoutImporter's
Resolve, so the mode says so instead of printing a misleading empty list.
What the two modes established between them, for whoever picks up the blink:
the media vocabulary includes MediaDescImage, MediaDescPause and MediaDescJump,
so an authored animation is a SEQUENCE with waits and a loop — a small program,
not a frame array. Supporting it means keeping the sequence through import and
running a media player, not just widening StateMedia to a list.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Regression from cbab79d7, which I introduced: the indicator stopped showing at
all. Switching it from Visible to state-driven was half a correction — right
about retail's mechanism, wrong about what makes this element appear.
Measured, rather than reasoned about (LayoutDump gained --props for it):
0x1000048C state 13 Ghosted 0x3B = True -> hidden
state 1 Normal 0x3B = False -> shown
state 3 pressed 0x3B = False
Dat property 0x3B is "Invisible", authored PER STATE, and it is what puts this
element on screen. UiDatElement applies 0x3B on a state change; UiButton does
not, and this element builds as a button — so driving the state alone left it
hidden forever. The original Visible toggle was, by coincidence, exactly what
the authored data prescribes.
So the property is applied here rather than left unhonoured. That is the
authored data, not a visibility hack layered over the state machinery.
The state is still set, for the media it selects, but only on the way IN:
TrySetRetailState(Ghosted) means Enabled = false, and disabling the button
would also refuse the click that scrolls to the newest text — a second bug
waiting behind the first.
The test now pins VISIBILITY across the transitions instead of ActiveState.
The previous test passed while the feature was broken because the fixture
element carried no 0x3B, so the assertion could never see the property that
actually decides this. It fails now if the state is driven without the
visibility.
Proper fix noted for later: UiButton should honour per-state 0x3B the way
UiDatElement already does. That is a wider change than this regression wants.
Solution builds clean; full hermetic gate green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Campaign CT Group D, closing the campaign.
D1. The ImGui-era ChatPanel has not been constructed anywhere in src/ since
Campaign V deleted AcDream.UI.ImGui. Verified that directly rather than on the
audit's word, then removed it with its three panel-only test files. Those tests
passed, which is exactly the problem: they made the real input surface look
better covered than it is.
ChatVMCombatTests was KEPT — three of its four tests are genuine ChatVM
coverage and only one exercised ChatPanel, so just that method went. Deleting
the file would have quietly dropped real coverage along with the dead kind.
Three doc comments referencing the deleted type were rewritten rather than left
as dangling crefs.
D2. docs/ISSUES.md turned out to be ACCURATE already — #358 and #363 are
recorded CLOSED there, contrary to the audit's summary. What was stale was the
chat DIGEST's "Open" section, which still named four closed issues and claimed
Campaign CH's connected gate was owed. Corrected against ISSUES: genuinely open
are #359, #360, #361 and #366.
The digest also gained a Campaign CT section (the tag mechanism, the MEASURED
tag colour, and what shipped) and three DO-NOT-RETRY rows earned this session:
- Do not model authored state media with one image per state — the unseen
indicator's Normal state carries SIX frames and that IS retail's blink.
- Do not read an element's role from a Binary Ninja field NAME — the names in
ChatInterface's binder are shifted badly enough to assign a UIElement* into
a float field.
- Do not assume our side has a gap because retail has a mechanism. That cost
this campaign twice in one session: the transcript was claimed unbounded
when ChatLog has always capped at 500 entries, and C1's auto-scroll was
planned as a port when UiScrollable already did it.
CT-C4 is deferred and marked so: pure test coverage over behaviour the audit
confirmed already works, changing nothing a user can see.
Solution builds clean; full hermetic gate green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
User report: "the Unseen indicator shows, but not blinking. I thought it was
blinking in retail." They were right, and CT-C1 had the mechanism wrong.
The dat settles it. Element 0x1000048C authors:
1:Normal media=13/6 <- SIX image frames: the flash
3:Normal_pressed media=2/1
13:Ghosted media=0/0 <- the authored DEFAULT, draws nothing
and retail's own click handler ends in SetState(0xD) — Ghosted. So the
indicator is driven by authored STATE, never by visibility, and the blinking is
a multi-frame media list in the DATA rather than anything in code.
CT-C1 toggled Visible instead. That looks almost right — the thing appears and
disappears at the correct moments — and can never blink, because visibility has
no frames. Now switched to Normal/Ghosted, which is both the retail mechanism
and the thing the animation hangs off.
STILL NOT BLINKING, and honestly so: our importer keeps ONE image per state
(ElementInfo.StateMedia is a single file), so multi-frame media is not modelled
anywhere in the UI layer. That is a capability rather than a tweak — the same
shape as the tagged-runs work in Group A — and the state machinery here is
correct either way, so it gains the animation for free once that lands. Recorded
in the method's own doc rather than left as a mystery.
The test fixture gained the element: it was absent, so the whole binding path
had never been exercised by any test — which is why a visibility-based
implementation passed everything. The test now asserts the state TRANSITIONS
(Ghosted at rest, Normal when a line arrives while scrolled up, Ghosted again on
returning to the bottom), not merely that something was bound.
Two notes on reading the decomp here, since both nearly misled me. Binary
Ninja's field names in this function are demonstrably shifted — it assigns a
UIElement* into m_fCurrentOpacity, a float — so the element's ROLE was
confirmed from its id and its click handler, not from a name. And the blink was
found by measuring the dat, not by reading code, because there is no blink code
to read.
Solution builds clean; full hermetic gate green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
User report: "ESC is hardwired to Freefly which it should not be ... the
freefly should really be discarded. Should not be in the client."
Two separate things were true.
Escape ran a priority chain — cancel target mode, else EXIT FLY MODE, else
leave player mode, else close a window — so in a session that had reached the
free-fly camera, Escape spent itself on that rung instead of doing what the
player expected. The rung is gone; a session somehow in fly mode now falls
through to the next one.
And free-fly was still bound: Ctrl+Shift+F in RetailDefaults (the table
production actually loads) and plain F in AcdreamCurrentDefaults (dead since
K.1c, removed anyway so it cannot be revived by accident). The comment on the
live binding advertised two other ways in — the ImGui View menu and the Debug
panel's "Toggle Free-Fly Mode" button — but BOTH went away with
AcDream.UI.ImGui at Campaign V, so the shortcut was the last route in. It is
now unbound, and a test pins that across both default tables.
This makes free-fly unreachable rather than deleted. The implementation still
spans 25 files (CameraController, FlyCamera, the dispatcher capture, pointer
controller, composition, and a streaming observer source), and ripping that out
at the end of a long session is how a regression lands in the camera. Scoped as
its own follow-up; unbinding is what fixes the reported behaviour today.
The Escape priority test was updated rather than deleted: its middle row now
asserts the fall-through, so the removed rung is documented by a passing test
instead of by its absence.
Solution builds clean; full hermetic gate green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Campaign CT slice C1, completing Group C.
The authored element was already in the layout and simply never bound:
0x1000048C, a 16x16 button at the transcript's bottom-left. It now lights when
a line arrives while the transcript is scrolled up, and clicking it jumps to
the newest text.
Half of this slice turned out to be done already, and checking rather than
assuming is what kept it that way. The plan called for porting retail's rule
that IsAtVerticalEnd is sampled BEFORE the new line lands, so a player reading
back is not yanked to the bottom. UiScrollable.SetExtents already does exactly
that via preserveEnd, and chat gets it by default — so the scroll behaviour was
untouched and only the indicator was missing. Rewriting it would have been
churn on correct code.
The flag clears on reaching the bottom by ANY means, not only by clicking the
indicator. Clearing only on the click would leave it lit over text the player
had already scrolled down and read, which is worse than not having it.
Detection samples the scroll position before the rebuild, at the one moment we
know new content arrived (the revision advancing). The first build after bind
is deliberately excluded — a fresh window has not "missed" anything.
Solution builds clean; full hermetic gate green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Campaign CT slices C2 and C3.
**C2 — Escape in the chat input did nothing at all.** Not "did the wrong
thing": nothing. Two independent facts had to hold for that. UiField has no
Escape case, AND a focused field reports IsEditControl, which makes UiRoot skip
its own fallback and the input dispatcher withhold game actions — so the player
had no way out of the bar except the mouse.
Retail maps Escape to input action 0x0B, which runs
ChatInterface::DeactivateChatEntry @0x004F2FC0: RelinquishFocus, then
Deactivate. It does NOT clear the field. That is worth stating because the
obvious guess — "Escape clears the input" — is wrong and would have looked
perfectly reasonable; a half-written message survives stepping away from the
bar, and the test pins that rather than just pinning "handled".
**C3 — the timestamp took the message's colour.** Retail appends it as its own
run at a FIXED colour index (0x0C, which BuildChatColorLookupTable @0x004F31C0
fills with colorGrey) rather than the line's, so it stays grey whether the
message is red combat text or white speech.
Most of C3 was already done and stayed untouched: the DisplayTimeStamps option
is polled, and FormatTimestampPrefix already matches retail's "%#H:%M:%S ".
Only the colour was wrong, and it was only fixable now because A1/A4 made a
line able to carry more than one colour.
The stamp is a span ROLE rather than a second tag type: it is not clickable and
carries no payload, so modelling it as a tag would have made it hit-testable
for no reason. Its colour comes from the same runtime table every message
colour comes from, unlike the tagged-name colour, which is authored per element
(0x1D) and deliberately lives elsewhere.
One consequence worth naming: a timestamped line now needs runs even when its
sender is not tagged, because the stamp alone is reason enough. Before this,
only tagged lines got runs.
Also verified and NOT changed, having checked rather than assumed: C1's
auto-scroll half is already retail-faithful — UiScrollable.SetExtents samples
"was at the end" BEFORE applying new extents and only re-sticks if so, which is
exactly retail's IsAtVerticalEnd rule, and chat gets it by default. C1 reduces
to the unread indicator, which does not exist yet.
Solution builds clean; full hermetic gate green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
"I do not want any censoring." Recording it as a KNOWING divergence (register
row CT-2) rather than leaving it as an implicit gap, because retail does filter
and someone reading the code later would otherwise read our silence as an
oversight.
The option itself stays: FilterLanguage still stores and ships its bit to the
server exactly as retail does, so anything the SERVER gates on it behaves
normally. What acdream does not do is substitute words in the transcript.
The attempt before the decision is kept in the plan, since it establishes two
things that would otherwise be rediscovered:
- The taboo table's dat id is not readable from the decomp —
TabooTableAdaptor::CheckCensorsW @0x00682A30 reaches it through
DBObj::GetByEnum with the arguments elided by Binary Ninja. Measured the
portal master enum map (0x25000000) instead: 22 categories, with category 3
(0x0E010001 / 0x0E010002) and single-entry categories 8 and 11 as the
plausible candidates.
- Chorizite.DatReaderWriter declares a TabooTable DBObj type but does not
decode it: only DBObjType and HeaderFlags. The format would need decoding
here first.
Also sharpened CT-B4's status to research-blocked — the chat log file's path
and rotation are not in the decomp either.
Group B therefore ships B1 and B2 and is complete as scoped.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Campaign CT slice B2, and the autocomplete the user asked about directly.
Typing "/r " now rewrites the chat entry to "@tell {LastTeller}, " the moment
the space lands, matching ChatInterface::HandleTextReplacements @0x004F50D0 ->
SetReplyTextInChatBox @0x004F4760.
This is display sugar rather than routing: "/r hello" already SENT correctly
through ChatInputParser's reply aliases. What was missing is that the player
could not SEE who they were about to reply to before pressing enter.
The trigger strings came out of the constant pool, not the decompiled listing —
Binary Ninja renders them as bare data_* references with no preview:
data_7C4C70 = "r " data_7C4C68 = "rp " data_7C4C58 = "reply "
Retail stores them WITHOUT the leading prefix and tests the first character
separately against '/' (0x2F) or '@' (0x40), which is why both prefixes work.
The research summary for this area listed the triggers as "/t ", "/tell " and
"reply " — reading the pool corrected that.
Three boundaries, each pinned by test because each is a way to get this subtly
wrong:
- The trailing space is PART of the trigger. "/r" alone must be left alone —
the player may still be typing "/roleplay", and expanding early would
hijack a different command mid-word.
- Only on space. Running the replacer per keystroke would rewrite text out
from under someone mid-word; retail keys on 0x20 specifically.
- Only with the caret at the end. Otherwise the player is editing existing
text, and expanding would corrupt a sentence they are part way through
fixing.
With nobody to reply to, nothing is rewritten — retail leaves the text alone
rather than producing a tell addressed to nobody, and the ordinary submit path
still reports "Someone must @tell you first!".
Solution builds clean; full hermetic gate green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Campaign CT slice B1.
CORRECTION TO THE PLAN: this slice was written as "the transcript grows for the
life of the session — a slow leak". That was wrong, and the plan said it
because I read the retail-side finding and inferred our side without checking.
ChatLog has always been bounded (ConcurrentQueue, maxEntries default 500, with
a dequeue loop in Append). There was no leak.
The real gap is the UNIT. Retail bounds the rendered transcript by CHARACTERS —
0x2710, beheaded toward 0x1D4C at a newline boundary — while we bounded the
model by messages. Two different things: a window of 500 messages is far more
scrollback than 10,000 characters, and the message cap is a safety limit on the
log rather than a display rule.
So the budget is applied where retail applies it: on the rendered window, not
the model. ChatLog's entry cap stays as the model-level bound.
Two deliberate simplifications, both registered as CT-1 rather than left
implicit:
- ONE threshold, not retail's two. The hysteresis exists to stop retail
re-trimming an accumulating buffer on every append; we rebuild the visible
list each time, so there is nothing to damp, and a second threshold would
only make the oldest visible line jump around as messages arrive.
- Whole-line cutting rather than a newline search near an offset — our unit
already IS the line, which is what retail's newline preference is for.
Filtered-out lines deliberately do not consume budget: a line this window
filters out is not in retail's buffer at all, so counting it would mean turning
a filter OFF silently shortened the visible history.
Solution builds clean; full hermetic gate green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Clicking a name filled the entry with "@tell Name, " correctly but parked the
caret at column 0, so the player had to click the chat bar to get behind their
own prefix before typing — which defeats most of the point of the affordance.
Self-inflicted in d32ef388. SetText already places the caret at the end, and I
stacked an explicit "move to the end" on top of it. MoveCaret takes a DELTA, so
int.MaxValue overflowed _caret + delta to negative and the clamp landed at
column 0. The redundant call was not merely redundant; it was the bug.
Removing it is the whole fix. The test now pins CaretPos as well as the text,
and reintroducing the call reproduces the reported symptom exactly (expected
11, actual 0).
Solution builds clean; full hermetic gate green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Campaign CT slice A5, closing Group A. Retail's
gmMainChatUI::RecvNotice_TextTag_IIDStringClick @0x004CCE10 ->
ChatInterface::StartTell @0x004F41F0 writes "@tell {Name}, " into the chat
entry and takes keyboard focus; clicking a green name here now does the same.
The trailing space is deliberate — without it the first character the player
types joins the comma.
Three seams, each narrow on purpose:
- UiText.OnCharClick is offered the character under a left click before the
element-wide OnClick, and consuming it suppresses that. Kept separate
because a tag click is POSITIONAL and an element click is not; folding
them together would make every text element with an OnClick swallow tag
clicks.
- TaggedRangesForFragment returns tagged column ranges relative to the
FRAGMENT, because that is what a click resolves to — UiText.HitChar gives
a line index into the WRAPPED list plus a column within it. Line-relative
ranges would land every click on a wrapped line at the wrong characters.
- The controller caches those ranges alongside the runs it already caches,
so the per-click lookup reads the same cache the draw does.
The hit test is half-open: a caret slot sits BETWEEN glyphs, so clicking just
past a name's last letter belongs to the space after it, not the name. Pinned
by theory rather than left to chance, since off-by-one here means clicking a
name sometimes does nothing.
StartTell uses the tag's NAME, not its object id — retail carries the id but
this handler never reads it, so the tell still addresses correctly for someone
who has since moved out of range.
Group A is complete: names are green (A4) and clickable (A5). Ready for the
user's visual gate.
Solution builds clean; full hermetic gate green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Campaign CT slice A4, and the first slice of Group A that shows on screen: a
player's name in a chat line now draws green while the rest of the line keeps
its message colour.
The colour is AUTHORED, not computed. Retail keeps two parallel index-selected
colour arrays on the text element and refreshes both from the same caller index
on every append (UIElement_Text::AppendStringInfoWithFont @0x00469DE0):
property 0x1B for ordinary glyphs, 0x1D for glyphs under an open tag. Property
0x1D is read exactly the way 0x1B already was, carried on ElementInfo, and
seeded onto UiText beside DefaultColor. Measured on the chat transcript
(0x2100006F / 0x10000011) as RGB(0,178,0).
It deliberately does NOT go into RetailChatColorTable. That table is the
runtime-built per-LogTextType mapping; the tag colour is per-element authored
data, and filing it there would put it somewhere it would look right in tests
and be wrong in principle.
RunsForFragment is the load-bearing piece and is pure. Wrapping can drop the
space it broke on, so a fragment is NOT simply the next N characters of the
line — BuildLines locates each fragment in the source text to keep the span
offsets honest, and the mapper clips spans to the fragment window. A tag
straddling a wrap break is therefore split across both fragments and stays
green on both, instead of changing colour mid-word.
Two guards worth naming. A fragment containing no tag returns NULL rather than
a single-run list, so the overwhelming majority of lines keep the existing flat
draw path untouched. And an element authoring no 0x1D falls back to the line
colour, so a name never renders in a colour nobody chose.
The run/fragment contract is property-tested across every substring of a tell
line, because CT-A1's RunsMatchLine refuses mismatched runs by silently falling
back to flat text — a mapping bug here would degrade quietly rather than fail.
Solution builds clean; full hermetic gate green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Campaign CT slice A3. Still nothing visible; this removes the blocker.
ChatEntry carried Sender and SenderGuid the whole way through ChatLog, and
RecentLinesDetailed dropped both one step before the transcript. That is why a
speaker's name could never be coloured or clicked apart from the sentence
around it — by the time anything could draw it, there was no name left, only
prose.
FormattedLine now carries a Spans sidecar: the line split into stretches, one
of which may hold a retail text tag. Text remains the VISIBLE line with markup
consumed, so wrapping, selection, hit-testing and the caret are untouched, and
Spans is null for the ordinary single-colour line, which is most of them.
FormatEntryTagged shares its format strings with FormatEntry through a sender
decorator rather than duplicating retail's wording. Two copies would be two
things to keep in step, and these two renderings MUST show the same characters:
the transcript selects against the flat text, so any drift would mean clicking
one character and selecting another.
Tagging is gated on AC1's player id range (0x50000001..0x6FFFFFFF), read off
the guard in Handle_Communication__HearSpeech @0x005712A0 — so monsters and
NPCs never become clickable, which a "has a name" test would get wrong.
One real bug came out of a defensive test rather than a report. A sender name
containing '<' re-parsed as a marker and SWALLOWED characters from the visible
line ("Od<d says" rendered as "Od says"). The markup has no escape mechanism,
and retail's has none either because AC name validation makes the case
unreachable there — but sender names are server data. Such a name is now simply
not tagged, so the line renders plain like any other untaggable sender instead
of rendering corrupted.
Solution builds clean; full hermetic gate green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Campaign CT slice A2. Pure parser, no UI, nothing wired yet.
Retail's client composes chat lines with the markup already embedded —
Handle_Communication__HearSpeech @0x005712A0 sprintf's it — and the text
element recognises it while appending (UIElement_Text::InqGlyphs @0x00468EA0),
calling TextTagFactory::MakeTag @0x00478480 per marker. A tagged speaker name
arrives as:
<Tell:IIDString:1342177290:Dww>Dww<\Tell> tells you, "hello"
ChatTagMarkup.Parse splits that into spans, consuming the markers: the name
under a tag, the remainder untagged.
The rule that decides where a tag ENDS is the one worth being careful about.
It is the absence of a colon, not the backslash: MakeTag requires a ':' to
succeed, so ANY bracketed text it cannot parse closes the open tag, and the
backslash in retail's own closer (TextTag::BuildEndTag @0x00479190) is
incidental to that. Porting "a closer starts with a backslash" would look
correct on every retail line and then diverge on everything else, so the test
pins all three of <\Tell>, <Tell> and <anything> as closers.
Two details taken from the decomp rather than guessed: only the FIRST colon of
an IIDString payload separates the id from the name, so a name containing a
colon survives intact (ParseStartTag @0x00478910); and an unterminated '<' is
ordinary text, so a player typing "is 3 < 4 really" does not lose the rest of
their sentence.
The parse also upholds the contract CT-A1's draw side enforces — the
concatenated span text always reproduces the visible line, because selection
and hit-testing index into that flat string.
Solution builds clean; full hermetic gate green.
Note for the record: PreparedAssetVerificationCacheTests.BackupRecoveryHashes-
TheBackupEvenWhenTheLiveCacheIsValid failed once during this slice's gate and
then passed isolated, as a class, and on a full-gate rerun. This branch touches
no launcher code, so it is load-sensitive rather than caused here — flagging it
rather than silently re-running, since a test that only fails under parallel
load is worth someone classifying.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Campaign CT slice A1. No behaviour change: this is the capability the rest of
Group A needs.
UiText already drew several differently-coloured runs on one line
(TextRun/RunsProvider, used by the character stat panel) but the path was gated
to OneLine == true, and the chat transcript is multi-line — so a chat line
could only ever be one colour. Retail's is not: a tagged glyph run takes the
element's TAG colour (property 0x1D) while the rest of the line takes the
ordinary one (0x1B), per UIElement_Text::InqGlyphs @0x00468EA0.
LineRunsProvider is a SIDECAR keyed by line index rather than a field on Line.
Roughly fifty files construct Line, and widening its shape would put every one
of them in the blast radius of a chat feature; a line with no runs draws
exactly as before.
The runs fold into the existing datLines list as extra entries at advancing
pen-X, so the S1 outline-then-fill batching is untouched — a multi-colour line
still submits its whole outline pass before any fill, and cannot notch the
descender of the line above.
Two things are deliberately load-bearing:
- RunsMatchLine. Selection, hit-testing and the caret all index into the FLAT
line text, so a run list that disagrees with it would draw one thing and
select another. The draw path verifies the runs say exactly the same
characters and falls back to the flat line if not, rather than trusting the
caller.
- LayoutRuns is pure. The pen-advance is the part that silently mis-renders
if it drifts, so it is testable without a font atlas or a GPU — which also
keeps its tests in the ordinary gate rather than the SystemFont lane.
Solution builds clean; full hermetic gate green, 0 failures.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The user set the goal: complete retail parity for the chat system AND the chat
GUI, not just the green clickable name that started the review. Plan restated
around that bar, with a definition of done — every retail behaviour either
implemented or carrying a divergence-register row, every user-visible surface
covered by a test, and the digest/ISSUES describing reality.
Slices regrouped into A (the tagged-text capability, a strict chain where
nothing is visible until A4), B (system behaviours), C (GUI), D (hygiene), plus
the research still owed before specific slices and what is deliberately out of
scope.
Four items joined the plan that the original six lanes did not own, because
they fell between lanes:
- the /r, /t, /tell text-replacement macro (the commands work; retail's
VISIBLE expansion to "@tell {LastTeller}, " does not exist)
- FilterLanguage, which is a decorative toggle: we store it, ship the bit and
show it in Options, and never actually filter anything
- the plain-text session chat log retail writes and we do not
- the option-gated timestamp prefix
Also corrects the CH3 command-registry research note. Its "acdream status"
columns are from before slice CH4 and list 13 verbs as MISSING that have all
since been added — cg, soc, o, co-vassals, fellows, group, party, vassal, ab,
guild, ct, clfg, crp — and its DIVERGENT row for /g is likewise stale: acdream
maps /g to Fellowship, matching retail, confirmed against the live client
today. The retail side of that document is still the authority; only the
columns describing us were wrong. They misled this session's investigation,
which is exactly why the banner says to verify against ChatInputParser.cs.
Nothing implemented.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Six parallel research lanes on retail's chat text and window behaviour, plus a
plan. The headline: the green clickable speaker name is not a chat feature and
not a colour, it is a missing capability in the TEXT stack.
Retail's client sprintfs literal tag markup into the chat line, and the text
element parses the brackets while appending, attaching a ref-counted tag PER
GLYPH. A tagged run is emergent: adjacent glyphs whose tag pointers are equal.
A glyph takes the tag colour (property 0x1D) only when a tag is open and its
type is 0x10000001; otherwise the ordinary line colour (0x1B).
The colour itself was the one thing the decomp could not settle — it is
authored, not runtime-built — so it was MEASURED out of the installed dats
rather than assumed from a screenshot: P0x1D = RGB(0,178,0). That also exposed
a trap: the tag colour is per-ELEMENT and authored while the line colour on the
same element comes from the runtime chat table, so filing "tag green" into the
LogTextType table would put it in the wrong place.
Our own audit found the gap is narrower than feared. UiText ALREADY draws
multi-coloured runs (the character stat panel uses it); the path is just gated
to single-line elements. The draw path needs no renderer work, and HitChar
already resolves a click to line+column. The real blocker is that sender
identity is destroyed before it reaches the renderer: ChatEntry carries
Sender/SenderGuid the whole way, and ChatVM.RecentLinesDetailed drops both.
Two findings beyond the original question. Retail BOUNDS its transcript
(10,000 chars, trimmed to ~7,500 at a newline) and splits auto-scroll from an
unread indicator by sampling "was at bottom" before the line lands — a naive
port auto-scrolls forever and leaks for the life of a session. And the chat-UI
audit turned up an untracked bug: Escape in the chat input does nothing at all,
because UiField has no Escape case and a focused field also suppresses the
input dispatcher's fallback.
Every lane was instructed to write "UNKNOWN — needs X" rather than guess, and
they did; the carried unknowns are listed in the plan rather than papered over.
Seven slices proposed, nothing implemented yet.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The chat deep-dive proved the MECHANISM behind retail's green clickable
speaker name — a glyph tag coloured from property 0x1D rather than the line's
own 0x1B — but not the colour itself: BuildChatColorLookupTable @0x004F31C0
builds only the 0x1B array, so the value is authored rather than runtime-built
and the research correctly returned "UNKNOWN" instead of assuming the green in
a screenshot.
--colors prints the 0x1B/0x1D arrays of every element in a layout, which
measures it out of the installed dats:
chat 0x2100006F, transcript 0x10000011
P0x1B [0x00] R=204 G=204 B=204
P0x1D [0x00] R= 0 G=178 B= 0 <- the green
Recorded in the research note, including the trap it exposes: the tag colour is
per-ELEMENT and authored, while the line colour on that same element comes from
the runtime chat table. Filing "tag green" into the LogTextType colour table
would put it in the wrong place entirely.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
581a61ef made the chat button display the tell TARGET's name once "Tell to X"
was picked. It should read "Tell" — the button names the focus, the same way
it reads "Chat", "General" or "Fellow" for the other focuses. Reported against
retail.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Both entries were deliberate no-ops — the code said so — and both showed a
static label where retail shows the selected player's NAME.
Retail builds them in gmMainChatUI::InitTalkFocusMenu @0x004CDC50 and rebuilds
their labels every time the menu opens, substituting the selection through
StringInfo::AddVariable_String (@0x004CD91C / @0x004CD982). So they now read
"Tell to Dww" / "Squelch (ignore) Dww", rebuilt on open from a live selection
provider, and grey out with nothing selected — retail arms the tell slot only
for a talkable target (SetTalkFocusEnabled(2, 1) @0x004CD9B0).
Picking "Tell to X" aims the chat bar at X. That needed one piece of plumbing:
the parser's plain-speech fallthrough returned a null target, so a line typed
under a Tell focus was dropped by the router for having no one to send to.
Parse/Submit now carry an optional default tell target for exactly that case.
"Squelch X" publishes the ALREADY-REGISTERED /squelch verb rather than
reimplementing the request — the ModifyCharacterSquelch wire builder
(CM_Communication::Event_ModifyCharacterSquelch @0x006A42D0) has been there all
along; only the menu path to it was missing.
UiMenu gains an OnOpen seam, because a menu whose Items are fixed at Bind can
only ever say "Tell to Selected". It fires before _open flips so the rebuilt
rows are measured and drawn in the same opening.
Solution builds clean; 14,480 tests pass on the standard hermetic lane filter,
0 failures.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Two of the four reported chat defects.
**Only item spells announced their expiry.** ACE splits the two cases: an
enchantment expiring on an ITEM arrives as ordinary server chat ("The spell X
on Y has expired.") — which is why those were the only ones showing — while
one expiring on the PLAYER arrives as GameEventMagicDispelEnchantment carrying
no text at all, because retail's client writes that line itself.
ClientMagicSystem::NotifyOfEnchantmentRemoval @0x005686C0 is now ported: the
spell's own name plus " has expired.", at LogTextType 7 (Magic), including
retail's guards (ids >= 0x8000 skipped, a spell missing from the table prints
nothing) and its one special case — spell 0x29A gets " penalty" appended so
vitae reads "Vitae penalty has expired."
Retail's trailing "\n" is deliberately dropped: its scroll appends raw text,
AddText is line-based, and keeping it would print a blank line.
**Every tell printed twice.** ACE's GameActionTell replies with a
GameMessageSystemChat carrying the finished "You tell X, ..." line
(ChatMessageType.OutgoingTell), and we ALSO emitted an optimistic local echo.
Retail's own send path, Event_TalkDirectByName @0x00577CF4, has no
AddTextToScroll beside it — it just transmits and lets the server's reply
print. The local echo is removed, which also makes Tell consistent with Say,
which has always relied on the server echo.
CH3 had this half-right: it removed the legacy-channel echo for precisely this
reason, but kept the Tell echo on the stated grounds that "the server never
resends" it. That premise was false. Both test comments asserting it are
corrected rather than deleted, since the wrong claim is what made the bug
survive review.
Solution builds clean; 14,477 tests pass on the standard hermetic lane filter,
0 failures.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
0c552eec wired the SetOmega hook and I called it done. The birds kept flapping
in place, and the user's report — "flapping and moving up and down, not
orbiting" — is what identified the miss: part animation working, root frozen.
BindLiveOwner THROWS on a zero ServerGuid, so owner.Body is only ever assigned
for server-spawned entities. Ambient flyers are DAT scenery with no ServerGuid
and therefore no PhysicsBody at all. The whole
if (owner.Body is { } body) { ... Frame::grotate ... }
block — and the omega application I added inside it — silently skipped every
object the fix was written for. It applied the mechanism to a branch these
objects never take.
So the omega now lives on the scheduler's own Owner record rather than on the
PhysicsBody, because most of this workset has no body, and the same grotate is
applied to entity.Rotation when there is none. That is not a shortcut around
the physics owner: for a DAT static the WorldEntity IS the only root retail
would be rotating.
Verified rather than assumed this time, both halves:
- StaticRenderProjectionJournal.SynchronizeActiveAnimatedSources re-projects
from the live entity every frame through
RenderTransform.FromRoot(entity.Position, entity.Rotation, entity.Scale),
so a rotated root reaches the renderer.
- Compose builds LOCAL part transforms, so the renderer composes root x part
and the offset mesh is carried around its circle.
Why it shipped broken: no test exercised a root rotation on the ServerGuid==0
branch, so applying omega body-only passed everything. The new test asserts the
rotation on the branch these objects actually take, and fails with the exact
production symptom (rotation stays identity) when the branch is disabled. Its
sibling pins the other direction — scenery without a SetOmega hook must never
acquire a spin.
Solution builds clean; 14,475 tests pass on the standard hermetic lane filter,
0 failures.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Ambient flyers played their wing animation and stayed put.
A Static object whose Setup declares a DefaultAnimation joins retail's
CPhysics::static_animating_objects workset (CPhysicsObj::InitDefaults
@0x00513A7B) and is driven by animate_static_object @0x00513DF0. That function
has exactly one motion step:
CPartArray::Update(part_array, dt, nullptr); // animate
Frame::grotate(&this->m_position.frame, &this->m_omegaVector);
Note the nullptr: unlike UpdatePositionInternal @0x00512C30, which combines the
animation's accumulated frame into the object's position, the static branch
DISCARDS it. These objects cannot move by animation translation at all. The
omega vector is the whole mechanism, and one thing writes it —
SetOmegaHook::Execute @0x00526F30 -> CPhysicsObj::set_omega @0x0050F6D0.
We decoded that hook and then dropped it on the floor: IAnimationHookSink's own
docs list SetOmegaHook among the unwired ones, and PhysicsBody.Omega was
assigned nowhere outside projectiles. The scheduler's GRotate call was already
correct — it was multiplying by a permanent zero.
The hook is now applied to the owning body at process_hooks time. Retail runs
process_hooks AFTER the grotate in the same pass, so a newly-set omega first
takes effect on the following frame; our Tick/ProcessHooks split already had
that order.
Scoped from the data rather than guessed. tools/AnimHookScan (new) walks the
dat: of 2,066 animations exactly 8 contain SetOmega, and all 8 are the
DefaultAnimation of one of the 8 setups that use it. No creature animation uses
it, so this belongs precisely where body.Omega is read and nowhere else.
The same scan is why the fix is believable as FLIGHT rather than a pirouette.
Every authored omega is pure yaw, and the setups' parts sit 5.6m, 4.2m, 12m and
36.8m from the origin they spin about. Rotating a frame whose mesh hangs 12m
off-axis carries it around a 12m circle — that offset IS the flight radius. An
installed-DAT test pins both properties, because the fix is only correct while
they hold and neither is visible from the code.
Also checked and deliberately NOT conflated: CSequence::set_omega @0x005248A0
writes CSequence::omega, a different field from CPhysicsObj::m_omegaVector,
fed by the motion table for creature turning. Only the latter drives grotate.
Solution builds clean; 14,473 tests pass on the standard hermetic lane filter
plus the new installed-DAT test, 0 failures.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
User report: with the correct focus, scarab and tapers in the pack, a level 1
spell would not cast, and the spell examine window listed the full legacy
component recipe where retail shows only scarab and taper. The question asked
was whether the 2013 client data is too old for foci. It is not -- the EoR
dats carry the map, and the whole client-side mechanism (the requirement
service, the scarab-only formula port, the examine-window routing) was already
built and wired. It was fed an empty table.
MagicCatalog resolved the school-to-foci map with
Resolve(enumValue: 0x10000001, enumCategory: 0x28). Retail's
SpellComponentTable::SchoolOfMagic2WCID @ 0x005BC1F0 calls
DBObj::GetByEnum(0x10000001, 4): master map -> category 0x10000001 -> key 4
-> the school->WCID EnumIDMap. The 0x28 on that call is the EnumIDMap DBTYPE
tag, and it had been read as a lookup category. The master map has no
category 0x28, the resolver returned 0, and the foci map loaded EMPTY --
silently, so a carried focus was never detected: HasRequiredComponents
demanded the full account-customized formula (refusing the cast) and
GetExamineComponents displayed it.
Found by measurement rather than re-reading the code: a SpellDump --foci probe
proved category 0x28 absent, then brute-forced the portal enum tree for ACE's
FociWCIDs and found them at 0x27000003 under category 0x10000001 key 4:
school 1 -> 15271 Foci of Strife (War)
school 2 -> 15270 Foci of Verdancy (Life)
school 3 -> 15269 Foci of Artifice (Item)
school 4 -> 15268 Foci of Enchantment (Creature)
school 5 -> 43173 Foci of Shadow (Void)
The new Lane=InstalledDat test pins exactly that: the loaded catalog must map
every school to ACE's FociWCIDs -- external constants from the server-side
authority, deliberately not derived from the code under test, so an empty or
wrongly-resolved map cannot pass vacuously.
The infusion-augmentation half of the retail gate (properties 0x126-0x129,
0x148) was already correct against the decomp, as were the scarab-only ID set
{1..6, 0x6E, 0x6F, 0x70, 0xC0, 0xC1} and the taper-count table.
Complete Release suite: 14,469 tests pass on the standard hermetic lane
filter, 0 failures; the new installed-DAT test passes against the real dats.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Two gaps from the MossTank shipment review.
**apiVersion was declared in every manifest and checked by nothing.** The
loader now refuses an unsupported contract BEFORE loading any code from the
plugin — checking after the fact is not equivalent, because by then the
assembly is in a collectible context and the mismatch surfaces as a type-load
or missing-member failure from inside the plugin, which reads like the plugin
is broken rather than built for a different host. PluginApi (Current /
MinimumSupported) lives in Plugin.Abstractions beside the contract it
versions, and the refusal is a distinct PluginApiVersionException so callers
can tell "update the client or the plugin" from "this plugin is broken". The
tests pin the ordering too: a manifest with a future apiVersion AND a missing
dll must fail on the version, a supported one on the dll.
**A launcher-launched client loaded no plugins until the user typed ids.**
LA5 distinguishes an omitted allow-list (load all) from an explicit empty one
(load none); a fresh character profile's list is empty, so it composed to
load-none. Direct launches pass null and load everything -- which is why the
gap never showed in development: the two launch paths disagreed and the
launcher was the one users get. This REVERSES the LA5 default deliberately:
"nothing configured" now composes to the omitted list, so plugins are on by
default, including ones installed later. The opt-out is kept -- losing it
would be a real regression for stripped sessions -- respelled as the literal
id "none", and the launcher's plugin box says so.
The cross-host shared fixture composes its explicit-load-none case through
the new spelling, keeping the reader-side contract tests (App and Headless
both preserve an explicit empty list) exactly as they were.
Complete Release suite: 14,469 tests pass on the standard hermetic lane
filter, 0 failures.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The "Beneficial Spells in Effect" window rendered its rows only in the top
249px and painted the rest of the list as empty black background, with a
scrollbar thumb sized for a viewport far smaller than the visible one. It did
not depend on window size, and the last visible row was sliced mid-height --
a clip boundary, not a missing row.
Root cause is the #412 class again. The authored list element (0x10000123) is
a UiTemplateListBox, not a UiItemList, so EffectsUiController creates the item
list itself and attaches it as a child with fill anchors. That baseline is
captured lazily on the child's first ApplyAnchor -- which lands AFTER the host
has already been resized to the restored window height in the same frame. The
capture then measures a bottom margin of (hostH - 249) and ComputeAnchoredRect
preserves it forever: h = hostH - (hostH - 249) = 249, at every subsequent
size. Rows past 249px fail LayoutCells' cull test and never draw.
Capturing the baseline at creation, while the list's extent still exactly
equals the host's, makes the margins (0,0,0,0) so it tracks the host from then
on. Identical fix and reason to UiTemplateListBox's own viewport seed. The
spellbook's component list is built by the same pattern and had the same
latent defect; it is fixed alongside.
Why it shipped: every existing test in EffectsUiControllerTests supplies a
synthetic UiItemList as the list element, so `host is UiItemList` is true and
the controller uses it directly -- the create-and-attach branch that actually
runs against real dat was never exercised. The new test binds the real
fixture, which builds the real UiTemplateListBox. Neutralising the fix makes
it fail with the exact production numbers (expected 547, actual 249).
Measured, not guessed. tools/LayoutDump grew --resize, which reproduces
retail's raw-edge policy (UIElement::UpdateForParentSizeChange @ 0x00462640)
offline, and it ruled out the authored geometry, the import, the layout policy
and the window frame in turn -- all four are faithful. The 4px gap between the
scrollbar and the window's inner edge is likewise authored: the user confirmed
retail shows the same gap, so it is deliberately left alone.
Solution builds clean; 14,465 tests pass on the standard hermetic lane filter,
0 failures.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
"This control is in the wrong place" has exactly two possible causes: the dat
authored it there, or our importer moved it. Printing only the authored tree
answers half the question.
--built runs LayoutImporter.Build over the same ElementInfo and prints the
resulting widget geometry underneath, so the two can be compared directly. On
the effects window they match exactly, which is how the "misaligned scrollbar"
report was ruled out as an import bug rather than assumed to be one.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Four reports from one gate round. Three were mine; the fourth I first
mis-explained, and the correction is the useful part.
**The vital regeneration rates were never cast.** Regeneration (health),
Rejuvenation (stamina) and Mana Renewal (mana) all landed in the catch-all
Other bucket, which is off by default. Retail words each of the three
differently and two of the six phrasings do not begin with "Increases the
caster's" at all:
Increase caster's natural healing rate by 10%. <- and note "Increase"
Increases your Health Regeneration Rate by 50%. (Empyrean)
Increases the rate at which the caster regains Stamina by 10%.
Increases the caster's natural mana rate by 10%.
They are matched per vital, on by default, and ranked at the very tail of the
Life group so they finish the pass. The mana line had to be checked BEFORE the
generic "Increases the caster's X by N" match, which would otherwise read it as
a buff to a stat named "natural mana rate".
**Aura of Hermetic Link was the sixth aura line and the only one missed.**
"a magic casting implement's" is reached by none of the other alternatives, so
the wand's mana-conversion buff was silently in Other too.
**Right-clicking a spell in the spellbook did nothing.** I claimed this had
never worked; the user said it used to, and they were right -- I had checked
one file's history and concluded from it. The regression is 3e31b0ac, which
gave UiCatalogSlot its own RightClick case returning true unconditionally. On
any list that had not wired the examine seam -- the spellbook among them -- the
event was reported handled and UiRoot stopped bubbling. Two fixes: the row now
reports an unwired right-click UNHANDLED so bubbling continues, and the
spellbook wires the seam to the same appraisal window the spell bar uses.
Retail does this generically in the list rather than per window
(UIElement_ItemList::ListenToElementMessage @ 0x004E4F1F -> ExamineSpell
@ 0x00564A70), which is exactly why a per-controller seam could be forgotten
for one window and not another.
**No green flash when pressing an indicator.** Every indicator button authors
a full-size 0x100000F2 child whose DirectState is a draw-nothing File=0 image
and whose only other state, Normal_pressed, carries the green selector sprite
0x06004CE8 -- and the buttons author Normal_pressed with PassToChildren. But
UiButton.ConsumesDatChildren drops dat children at import, so the cascade had
nothing left to reach. The child is re-attached through the same repair the map
hotspot's rollover highlight already uses.
**tools/LayoutDump** is new, and is why the last two are diagnoses rather than
guesses: it prints an authored LayoutDesc tree -- geometry, edge modes, state
sets, PassToChildren, per-state media -- straight from the installed DATs.
"Does this button even have a pressed state?" was being answered by reading our
own importer and inferring; now it is read from the data.
Solution builds clean; 14,464 tests pass on the standard hermetic lane filter,
0 failures.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
MossTank was casting cheapest-first. That is a reasonable rule for surviving
a mana shortfall and a bad one for everything else, because AC's buff order is
not a preference -- each group raises the skill the next group is cast with:
1. Creature Enchantment, and inside it:
- the Creature Enchantment skill itself, which every remaining creature
buff is then cast with;
- Focus, then Willpower, then Endurance -- Focus and Self are the
attributes the Item Enchantment and Life Magic skills derive from, so
raising them raises the skill groups 2 and 3 are cast with;
- the rest of the creature spells.
2. Item Enchantment -- the banes and weapon auras.
3. Life Magic last -- the protections and Armor Self.
Casting out of that order means casting at a lower skill than the character
could have had, which shows up as fizzles.
Grouping is by the spell's school rather than by name or category, so
protections land in group 3 because retail files them under Life Magic, not
because anything here says "protections go last".
Willpower is matched as "Self": retail's spell is named Willpower but its
description reads "Increases the caster's Self by 10 points", and MossTank
classifies from the description, so the name it matches is the one retail
actually writes. Verified against the spell table rather than assumed
(0x05A5 Willpower Self I).
Cheapest-first survives as the tiebreak inside a group, so a mana shortfall
still costs the cheapest of the last group instead of something the rest of
the pass depended on.
The two ordering tests were confirmed to fail when CastRank is neutralised --
the third guards the tiebreak and passes either way, by design.
Solution builds clean; 14,453 tests pass on the standard hermetic lane filter,
0 failures.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Three whole categories of buff were missing, for two different reasons, and
both were my errors.
**Protections and weapon auras were silently dropped by the description
parser.** They are self-targeted and were sitting in the spellbook the whole
time, but retail words them differently and the pattern only accepted
"Increases the caster's X by N":
Fire Protection Self -> "Reduces damage the caster takes from Fire by 9%."
Armor Self -> "Increases the caster's natural armor by 20 points."
Aura of Blood Drinker -> "Increases a weapon's damage value by 2 points."
So the weapon and wand buffs do exist as self-cast "Aura of" lines and are now
cast. Each category has its own toggle, matching VTank's separate
BuffProfile_Prots and BuffProfile_Banes.
The underlying flaw mattered more than the two missing patterns: anything
unmatched was DISCARDED. It now falls into an Other bucket (off by default)
instead, so nothing self-targeted is lost without a word. A test caught a
second instance immediately -- regeneration spells say "Restores..." and were
vanishing the same way.
**Banes were excluded because I misread a flag.** I took IsSelfTargeted as
"can be cast on you". It means "needs no selection". Retail's own bane text
says exactly how they work:
"Increases a shield or piece of armor's resistance to slashing damage by
10%. Target yourself to cast this spell on all of your equipped armor."
So banes ARE cast on the person, and the catalogue now includes every
beneficial non-untargeted spell rather than only flagged self-casts, leaving
EvaluateGate to decide what a given target accepts. Before casting anything
without the self flag, MossTank selects the player -- and restores whatever
was selected before the pass, so targeting yourself does not quietly steal
the selection.
They are matched on retail's "Target yourself..." sentence rather than on the
word "Bane", so the classification comes from what the spell says it does.
Solution builds clean; 14,450 tests pass on the standard hermetic lane filter,
0 failures.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Virindi Tank's own term: Force Buff recasts the lot rather than only what has
lapsed. The button now does that, and says so.
BuffPlan gained a force flag that skips the already-in-force check. Forcing
means "ignore what is already up", NOT "ignore the settings" -- the trained-
skill filter, the attribute toggle and the difficulty margin all still apply,
and there is a test pinning that.
The loop had to change shape for this. It used to re-derive the plan every
tick and treat "plan is empty" as done, which works only because the ordinary
plan shrinks as buffs land. A forced plan never shrinks -- that is the point --
so the same loop would have cast forever. A pass now captures a queue at the
start and works through it by index, which is also cheaper: no rebuilding 80-odd
buff lines every frame.
A spell that will not go now advances the queue rather than blocking it. One
missing component used to mean everything behind it waited for the stall
timeout; now the status line names the refusal and the pass carries on.
Solution builds clean; 14,440 tests pass on the standard hermetic lane filter,
0 failures.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>