Should-fix 1: RetailDialogFactory.CloseDialog's queued branch removed the
active DialogInfo, ran DialogDone (whose callback can synchronously open a
new dialog under the SAME queue key — the two-stage house-abandon
confirmation does exactly this), then called OpenNextDialog, which did an
unconditional Dictionary.Add on a key the reentrant dialog had already
re-occupied. Retail's HashTable::add tolerates the duplicate; Dictionary
throws. OpenNextDialog now returns early when the queue key is already
active — the reentrant dialog's own eventual close drains the queue.
Should-fix 2: @join/@leave wrote the local RuntimeCharacterOptionsState bit
before sending, but the Settings Chat toggles reached a second binding
(SendSingleCharacterOption) that only sent the wire message, leaving the
Turbine membership gate stale until the next PlayerDescription.
LiveSessionRuntimeFactory.CreateCommandBindings now has one shared local
function for both entrances.
Should-fix 3: corrected TS-68/#360 wording again — retail's DoAllegiance
dispatcher table EXECUTES boot/ban/officer/title/motd/name/lock/house/
chat/broadcast locally through their own handlers; acdream shows the
unrecognized-subcommand refusal for all nine pending the #360 port. What
matches retail is the ownership rule (the verb never reaches
DoChannelCommand/the server), not the subcommand behavior itself. Removed
the inaccurate "matching retail, not merely harmless" / "now matches
this" claims from both the register row and the issue.
Nits: corrected the HouseAbandonDialogCallback_First citation (0x00580E1A
is DoHouse's load site for the callback pointer, not the function entry —
the entry is 0x00580240, with the stage-2 confirmation string built at
0x005802D8) in both ClientCommandController.cs and the mirrored test
comment; added an InlineData case pinning "@clist allegiance" to
RequestChannelList(0x02000000); converted RetailClientCommandCatalog.
KnownVerbs from a plain array to a FrozenSet<string> with
StringComparer.OrdinalIgnoreCase, matching the file's other lookup tables.
Suite: 12,221 passed / 4 skipped / 0 failed (Release), up from CH4's
12,216/4/0 — net +5 tests, no removals.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Brings acdream's / and @ command parsing to parity with the complete
retail registry (130 registered verbs + 22 unregistered GetChannelID
fallback tags = 152 client-parsed verbs), per
docs/research/2026-08-09-chat-retail-command-registry.md.
Parser semantics (retail OnChatCommand/DoCommand):
- : and ; rewrite to "@emote <rest>" before dispatch.
- Verb trailing-comma trim ("@f, hi" == "@f hi") applied at every
verb-lookup site in the catalog and the parser.
- @tell/aliases split the target on the FIRST COMMA, not the first
whitespace token, so multi-word names work ("@tell Aunt Agatha, hi").
- The 22 unregistered GM/faction channel tags (admin, sentinel,
celestialhand, ...) now broadcast for real via a new
RetailChannelTagTable + SendRawChannelCmd bypass, reusing the existing
BuildChatChannel wire builder.
Binding corrections:
- /g, /group, /party -> Fellowship (0x800), not General.
- /rp -> reply alias (retail's own help text confirms "@r or @rp"), not
Roleplay; /role (an acdream invention) deleted.
- /allegiance, /all -> the allegiance management command
(RetailClientCommandCatalog), not a channel verb.
- /house no longer swallows unrecognized subcommands with a local usage
error; they now correctly fall through to ACE.
- @mr/@pr pinned as permanently non-executable (retail registers them
with a null function pointer).
New verbs with real local execution: endurance, speaker, title (silent,
AP-182), chat, notell, join, leave, permit, hslist, index, clist, on,
off, alh/ah (+ "@allegiance hometown"/"ho"), "@allegiance info",
"@house abandon"; a missing-alias sweep across pkl/hou/message_types/
msgtypes/msg_types/rt/send/whisper/w/vassal/covassal/co-vassals/c/
fellows/group/party/guild/gu/cg/ct/clfg/crp/soc/o; the non-retail
inventions gen/cv/lookingforgroup/tr/role/h are deleted. New Core.Net
wire builders (IndexChannels, ListChannels, AddChannel, RemoveChannel,
RecallAllegianceHometown, AllegianceInfoRequest, ListAvailableHouses,
AddPlayerPermission, RemovePlayerPermission, AbandonHouse) are all
parameterless or single-field payloads cross-checked against ACE's
GameAction readers, not guessed.
Deferred (filed as #360/#361/#362, register rows TS-68/TS-69/TS-70):
the ~22 remaining allegiance/house subcommands + standalone @motd
(largest single item, needs its own slice per the doc), the three
still-inert pure-local commands (day/log/render), and the inbound
GameEvent responses for the new outbound requests. All correctly fall
through to ACE server-passthrough rather than being silently swallowed
or faking success.
RetailCommandRegistryConformanceTests pins the complete 152-verb
registry against production: every verb resolves through exactly one
production surface if Implemented, through none if HelpOnly/
ServerPassthrough, and two reverse-direction tests fail the build if
RetailClientCommandCatalog or ChatInputParser ever claims a verb
outside this registry again. Final tally: 138 Implemented / 5
ServerPassthrough / 9 HelpOnly = 152.
Release suite: 12,190 passed / 4 skipped / 0 failed (up from CH3's
11,964/4/0).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Applies the Opus review of Campaign CH slice CH3 (614a1e05):
- B1: UN-9 was a phantom divergence — ACE's CharacterOptions1.cs:47
OR-sum is 0x50C4A54A (its own comment confirms 1355064650), identical
to acdream's literal. The wrong 0x50C48D4A existed only in the research
doc. Row deleted, register §5 reverted to 4 rows, research doc corrected
with dated notes.
- S1/S4: AllegianceBroadcast (0x02000000) is a server-echoing channel —
ACE's GameActionChatChannel handler includes the sender in its real-name
Allegiance.Members broadcast (retail's DoAllegianceBroadcast has no
AddTextToScroll), so the client must skip its local optimistic echo, not
keep it. ChatChannelInfo.Legacy.IsSelfEchoChannel() now returns true for
it; RouteLegacyChannel's comment corrected; Turbine.IsSelfEchoChannel()'s
backwards comment rewritten truthfully.
- S3: retail's /a stays on the legacy AllegianceBroadcast bitflag until
StartupTurbineChatSystem successfully starts Turbine chat — "never
started" (TurbineChatState.Enabled == false) now falls back to legacy in
both LiveSessionCommandRouter.RouteChat and
DirectGameRuntimeCommandAdapter.TrySendChannel, while "enabled but no
allegiance room" still correctly refuses locally.
- S5: added a LiveSessionEventRouter test proving the Options.Replace ->
OnCharacterOptionsChanged seeding order, and RuntimeSettingsTargets /
GameWindowLiveSessionOwnershipTests tests proving the concrete
ICommandBus.Publish wiring and the single LiveSessionCommandSurface
construction site.
- S6: AP-181 rewritten to name both of retail's omitted pre-send checks
(IsMessageSafe silent-drop, then IsMessageSpam) and stop misattributing
either to RouteLegacyChannel, which has no such gates.
- N1-N7: CharacterOptionId moved below SocialActions so its doc comment
re-attaches; TurbineChatMembershipGate reuses TurbineChatDisplayNames
instead of a duplicate table; the gate-to-refusal-text mapping is now
shared via TurbineChatMembershipGate.ResolveRefusalText instead of
duplicated in both hosts; ChatSettings.Default now matches ACE's real
CharacterOptions2.Default (Roleplay/Society start off); a doc-comment
clarifies only the five Hear toggles are server-backed; the register's
§3 header recounted 129 -> 128.
Suite: 11,964 passed / 4 skipped / 0 failed (baseline 11,957/4/0 + 7 new
tests). Campaign ledger CH3 review column updated to APPROVE-WITH-FIXES.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Ports retail's SendTurbineChat (@0x0057db10) local pre-send membership gate
so Roleplay/Society/Olthoi stop silently swallowing outbound chat: a new
TurbineChatMembershipGate checks Turbine availability and the player's own
Hear*Chat option before sending, raising "Turbine chat is not available."
or the 0x0551 YouAreNotListeningTo_Channel refusal through the CH2 AddText
chokepoint instead. Wired into both the graphical (LiveSessionCommandRouter)
and headless (DirectGameRuntimeCommandAdapter) send paths so they can't
diverge. Retracts the 26-day-old false "ACE doesn't run a TurbineChat
server" claim from ISSUES.md, the roadmap, and project_chat_pipeline.md —
ACE's TurbineChat implementation is complete and on by default; the real
bug was treating Hear*Chat as a display filter instead of room membership.
Also: implements SetSingleCharacterOption (0x0005), the only wire message
that actually joins/leaves a Turbine room, and wires the five Settings Chat
toggles to it (publish on Save, changed bits only) plus seeds ChatSettings
from the server's own CharacterOptions2 on every PlayerDescription. Fixes
the legacy-channel double-print (Fellow/Vassals/Patron/Monarch/CoVassals
skip the local echo now that ChatChannelInfo.IsSelfEchoChannel is finally
consulted). Routes /a to Turbine unconditionally (retail's @a never falls
back to the legacy bitflag) and adds /ab for the legacy AllegianceBroadcast
verb retail actually has. Surfaces a nonzero TurbineChat ack HResult instead
of discarding it silently. Deletes the malformed, callerless SetCharacterOptions
(0x01A1) and AddChannel/RemoveChannel (0x0145/0x0146) builders.
Files every AC-specific algorithm change cites the named retail decomp
(SendTurbineChat 0x0057db10, StartupTurbineChatSystem 0x0057EFB0,
GameActionSetSingleCharacterOption) plus ACE/holtburger cross-checks.
Register rows AP-181 (no client-side spam throttle) and UN-9 (an
incidentally-discovered CharacterOptions1.Default literal mismatch, not
investigated further) filed per the divergence-register rule.
11,957 passed / 4 skipped / 0 failed (full Release suite, up from the
11,916/4/0 baseline).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Applies the seven NITs from the CH2 re-review (verdict APPROVE-WITH-FIXES,
following the REJECT->rework at e0e78883):
1. SpewBoxController's centered Left was captured once via
AnchorEdges.Top and replayed forever on resize (UiElement.ApplyAnchor's
Left/Right-both-false branch pins a fixed margin). Anchors is now
AnchorEdges.None and Tick recomputes Left every frame against the
current root width.
2. OneLine=false was defaulting to UiText's bottom-pinned transcript flow
(VerticalJustify honored only via ConfigureDatState, which this
synthesized element never calls). Added UiText.HonorVerticalJustification
so a non-DAT controller can opt the scrollable path into
VerticalJustify without a full LayoutDesc binding; SpewBoxController
sets VerticalJustify=Top so lines flow from the top of the 450x72 box,
matching newest-at-top insert semantics. Noted as invented-pending-
measurement in AP-178's row (no new row).
3. Documented the deliberate inversion of UiText.LinesProvider's
oldest-first contract in SpewBoxController.Tick (SpewBoxVM.Lines feeds
newest-first, which is correct specifically because the box is now
top-aligned) and added a test pinning the rendered order (newer message
is the topmost line), driving root.Tick.
4. Fixed the stale "retail's code default, 1" comment in
SpewBoxControllerTests — MaxConcurrentItems is the shipped LayoutDesc's
AUTHORED value, 4.
5. Added the matching unmapped-id diagnostics line to
LiveSessionRuntimeFactory's ShowWeenieError sink, matching the pattern
GameEventWiring's WeenieError/WeenieErrorWithString handlers already
use.
6. Corrected the "EXHAUSTIVE Portal sweep found ZERO" overclaim in
SpewBoxLayoutDumpDiagnostic: the loop's id source was DatCollection's
top-level aggregate GetAllIdsOfType<LayoutDesc>(), not dats.Portal's
own (which reports a count of ZERO for this type), so querying those
ids against dats.Portal.TryGet established nothing about Portal either
way. Corrected the same overclaim echoed in SpewBoxState's
MaxConcurrentItems doc comment and in AP-178's register text (both the
table row and the section-header history line). What's actually
established: dats.Local hosts the SpewBox layout at 0x21000011; whether
Portal also carries a copy remains unestablished.
7. Added a test exercising the full ShowWeenieError -> AddText -> SpewBox
path for id 0x0561 (the 50-friends-cap refusal) in
LiveSessionCommandRouterTests, mirroring LiveSessionRuntimeFactory's
ShowWeenieError closure exactly since every other LiveSessionRuntimeFactory
test in this tree is a source-text conformance grep, not an
instantiation.
Ledger: CH2 ledger row's review column now reads REJECT -> reworked
e0e78883 -> re-review APPROVE-WITH-FIXES -> nits (this commit); Status
header flips CH2 to code-complete/closed pending the user gate, CH3 next.
Build green; touched-project tests green (19/19 new/changed,
4351/3354 App.Tests unaffected pass); full Release suite 11,916 passed /
4 skipped / 0 failed (baseline 11,914/4/0 plus the two new tests this
commit adds).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
acdream never implemented @pklite. It is a CLIENT command in retail, not a
server one — ACE has no pklite text-command handler — so typing it forwarded as
inert chat text that the server ignored.
Retail: ClientCommunicationSystem::DoPKLite @0x0057A490 rejects with
WeenieError 0x507 when ACCWeenieObject::IsPlayerKiller @0x0058C910 is true
(that returns true when EITHER the PK bit 0x20 OR the PKLite bit 0x2000000 is
set), prints "Please see @help pklite for more..." and sends nothing if given
any argument text, and otherwise calls CM_Character::Event_EnterPKLite
@0x006A13F0 — a bare 12-byte parameterless game action, opcode 0x28F, the same
shape as Event_LoginCompleteNotification beside it. Verb string at 0x007E16B0,
help text at 0x007DF0C8, failure string at 0x007D31E8; one verb, no alias.
HasPlayerFlag is a tri-state (null = the local PublicWeenieDesc has not
arrived). The existing arena gates compare `== false` because they reject on a
known-FALSE flag; retail's DoPKLite gates the other way, rejecting on
known-TRUE. So this case compares `== true` on either bit: an indeterminate
description sends rather than blocks, which matches retail trusting the server
instead of inventing a client-side suppression rule.
Landed as its own commit because it is retail-faithful on its own merits, but
the motivation is C4 route 2: ACE advances SequenceType.ObjectForcePosition in
exactly two places, and the only reachable one is Player.HandleActionEnterPkLite's
entry-collision bump (allow_pkl_bump, default on). Every admin teleport advances
ObjectTeleport instead, so @teleto-style displacement exercises route 3, not
route 2. Without this command route 2 has no connected acceptance gate at all.
Gates: complete Release solution 10,867 passed / 4 skipped / 0 failed
(9966b531 baseline 10,858/4/0; +9 = the 9 tests added). Coverage includes both
known-true rejections, the known-false success case, the tri-state unknown
case, the 12-byte wire envelope, and @pklite resolving as ClientHandled rather
than falling through to the server-text path.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Move character options and movement skills into the Runtime-owned character graph, expose borrowed inventory, character, and social views, and route retained UI state commands through generation-gated typed Runtime contracts. Preserve the existing synchronous wire path while deleting the App-owned option and skill mirrors and extending normalized parity checkpoints.
Co-authored-by: Codex <codex@openai.com>
Move the canonical WorldSession generation, connect/enter/tick/stop transaction, inbound subscription owner, and retryable teardown acknowledgements into AcDream.Runtime. Keep App as a borrowing graphical host with a single inertable command projection and no mirrored session state.
Validated by 79 Runtime tests, 3,776 App tests with three existing skips, the Release solution build, and 8,428 complete Release tests with five existing skips.
Co-authored-by: Codex <codex@openai.com>