The user's benchmark (retail ~6 s at a smaller window without our
complete-at-reveal guarantee) is now the issue's done bar. Next levers
in order: hold-scoped destination-lane budget widening (predicted
gate-ready ~2-3 s), then upload/composite overlap; retail's authored
tunnel exit is not a tuning target. Miss-branch closeout per the
session goal: acceptance measured 12689/12734 ms (> 12000), attribution
complete, no blind tuning.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Phase-1 measurement (new [publish-timing]/[stream-tick] probe surfaces,
ACDREAM_PROBE_REVEAL_TIMING=1) refuted the ~31 ms-per-admission
hypothesis: the hold runs at ~64 fps with the streaming tick at ~32 Hz,
the whole 625-block window costs only ~500 ms of publication CPU (far
blocks ~0.17 ms, near 2-43 ms), and steady state showed ZERO meter
yields with ~0.22 ms of the 2 ms budget used - yet exactly one block
published per tick against a ~400-deep completion queue.
The real limiter: Runtime's collision-generation activation is a
deliberate two-poll transaction (the first
TryAcquireCollisionPrefixMutationPermission poll parks residents and
refuses by design), and LandblockPresentationPipeline.Advance's metered
arm returned Completed=false on ANY nonterminal commit, which
DrainAndApply treats as end-of-frame. One landblock per 32 Hz tick =
the flat 32/s, with the authored budget ~90% idle.
Fix: the metered arm now uses the same Runtime-owned gate the unmetered
arm and the synchronous CompletePublication API always used
(CanContinueMutationSynchronously). The second poll runs in the same
frame under the same meter, so the unchanged 2 ms elapsed-time ceiling
is now genuinely the authoritative per-frame bound; with any real debt
(live residents parked mid-game, pending withdrawals, dispatch backlog)
publication defers to the next frame exactly as before. No budget
values change, no reveal-gate/readiness change, and the streamed result
is byte-identical - only the frame scheduling of identical operations.
Measured A/B (this binary, two runs): totalMs 12689 / 12734 vs baseline
26728/27395/27503; loaded slope 32/s -> bursts of 100-360/s, 625/625 in
~6-7 s vs ~23 s. The remaining ~12.7 s floor is fully attributed in
docs/ISSUES.md: ~8 s of real budgeted readiness work plus retail's
authored tunnel exit (TunnelContinue 2-5 s + two 1 s fades, golden
constants), so the <12 s acceptance needs a lead decision on the
hold-time budget, not another hidden limiter.
New regression pin:
MeteredLoaded_NonterminalCommitWithoutDebt_CompletesInOneMeteredAdvance.
Gates: Release build 0 errors; App tests 5576/3 skips/0 failed;
Runtime tests 1756/0.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The identical flat 32/s across the serial and pooled binaries points at a
single ~31 ms indivisible per-landblock admission on the update thread
(one admission per frame under the 2 ms floor, frame stretched to ~31 ms,
~32 fps x 1/frame = 32/s); the old serial builder producing at the same
~31 ms/block masked it. Predicts ~31 ms tunnel frame time; fix shape is
splitting/off-threading the publication cost, not budgets (disproved
twice). Verify the frame-time prediction first next session.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Login publishes the 25x25 window at a flat 32 blocks/s (~27 s in the
tunnel). The reveal-timing probe A/B (695a27b4) showed the consumer
budget env ceilings change nothing, which was read as producer-limited:
one "acdream.streaming.worker" thread, ~31 ms/block. This replaces the
single worker with min(ProcessorCount-2, 8) workers, floor 1.
Design: striped/affinity dispatch. Each worker owns one unbounded lane
channel plus its own high/low priority queues; jobs route to
lane = ((id >> 16) * 2654435761) % N (the low word of a landblock id is
constant, so the id is mixed before reduction). Striping was chosen
over a shared queue + in-flight conflict tracker because it preserves
the per-landblock contract structurally rather than by bookkeeping:
every job for one id lives on one lane, so per-id enqueue order IS
execution and completion-arrival order, and the same-landblock
supersede rules (PromoteToNear removes queued LoadFar/Unload) keep
seeing every queued job for that id. Contract, point by point:
- Per-landblock ordering: same id -> same lane -> serial FIFO.
- ClearLoads: broadcast to every lane inside the same _inboxGate lock
that serializes enqueues, so any load enqueued before
ClearPendingLoads() returns sits ahead of its lane's ClearLoads copy
in that lane's FIFO and is dropped at read time, exactly like the
single-thread path. Already-dequeued builds still complete (now up
to one per worker instead of one total); StreamingController's
SweepCollapsed already unloads those uniformly.
- Priority: per-lane high/low split unchanged. Cross-lane, priority is
not globally ordered (a lane cannot run another lane's job), which
the contract permits; near-tier jobs hash-spread across lanes and
are preferred within each.
- Outbox: SingleWriter flipped to false; nothing assumed single-writer
(PublishResult already used TryWrite + an Interlocked backlog, and
the consumer's peek->read head-stability holds because only the
single reader ever moves the head). Cross-landblock arrival order
was verified arbitrary-tolerant before relying on it:
StreamingController.AdmitCompletions classifies each result
independently into per-priority FIFOs (generation staleness +
per-landblock retirement blocking); per-landblock arrival order is
preserved by striping.
- Crash surface: per-worker. The first real crash publishes
WorkerCrashed (prefixed "worker N:" in pools > 1), sets
_workerFailure, completes every lane, and cancels the pool (a crash
still ends all processing, as before); siblings that merely observe
the closed lanes (ChannelClosedException) exit quietly instead of
reporting spurious crashes; the outbox completes only when the LAST
worker exits so no in-flight completions are dropped.
- Disposal: joins every worker under the same _disposeGate; Start
stays idempotent and dispose-serialized.
Thread-safety audit of the production build closures
(SessionPlayerComposition), per shared object:
- DatCollection (every read in LandblockBuildFactory.BuildLocked:
LandblockLoader.Load, SceneryGenerator.Generate, SetupMesh.Flatten,
CellMesh.Build, GfxObjBounds.Get, GfxObjDegradeResolver): NOT
thread-safe; already serialized under the shared _datLock, which
BuildLocked holds for the whole read transaction. Unchanged; the
probe run measured hold 0-13 ms / wait <= 12 ms during the login
window, so the lock is not the new bottleneck and the build was NOT
serialized beyond it.
- PakPreparedAssetSource / PakReader (BuildPreparedCollisionClosure,
outside the lock): immutable TOC array + read-only
MemoryMappedViewAccessor random-access reads + ConcurrentDictionary
verdict caches - safe for N concurrent readers (Slice I3 design;
the headless SharedPreparedCollisionCache wrapper is fully
lock-protected).
- LandblockMesh.Build (outside the lock): pure math over the dat
record + the composition-time height table + the immutable
TerrainBlendingContext record; the shared SurfaceCache is a
ConcurrentDictionary and BuildSurface is deterministic, so its
lookup-or-build race is last-write-wins-benign (the code already
documented exactly this).
- PhysicsDiagnostics probe statics: read-only bools + thread-safe
Console writes.
MEASURED OUTCOME (gate 4): the timing acceptance did NOT pass, and per
the task contract that is reported, not tuned around. With 8 workers
on this 16-core machine all 625 builds complete in ~203 ms
(ACDREAM_PROBE_TELEPORT BUILD lines t=3475390..3475593) - the producer
is off the critical path - but loaded= still advances at exactly
+32/1000 ms and SUMMARY totalMs measured 27395 and 27503 across two
runs (baseline 26728). The 32/s pacer is in the consumer
admission/publication path and is not governed by the
StreamingWorkBudgetOptions env ceilings. #418 stays IN-PROGRESS on the
consumer side; see docs/ISSUES.md for the evidence chain.
Tests: per-landblock ordering under 4-worker contention, cross-lane
ClearLoads drop, per-lane near-before-far preference, pool-of-1 serial
equivalence, disposal joining every worker, lane-spread guard, and
worker-count validation (LandblockStreamerPoolTests). Two existing
tests asserted a GLOBAL cross-landblock execution order - a serial
implementation detail, not the contract - and now pin workerCount: 1
with justification comments (LoadNear_OvertakesQueuedFarLoads,
TwoQueuedLoads_RetainTheirDistinctOriginAndGeneration).
Gates: Release build 0 errors; App suite 5575 passed / 3 skipped
(5568 + 7 new); Runtime suite 1756/0.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The character-session reset manifest had no audio step: retail's logoff
destroys the world's sound sources with the world, but our OpenAL world
pool and ambient scheduler are process-lifetime — the continuous ambient
beds played on at character select and the scheduler kept RE-FIRING
deadlines against the stale listener (Suspend/StopAll had zero callers;
WorldGenerationQuiescence only cycles around teleport-style generation
replaces).
New WorldAudioSessionGate: the reset manifest's 'world audio' step stops
all sixteen world-pool voices (SuspendWorldAudio) and drops every ambient
deadline (StopAll); the pool reopens at the entered-world edge through the
new default-null LiveSessionEnteredWorldBindings.ResumeWorldAudio binding,
invoked first in ApplyEnteredWorld. The ambient soundscape needs no
explicit resume — the next objcell observation rebuilds it exactly as a
cell change always did. Covers logout, reconnect, and full stop uniformly.
UI-pool sounds (interface bank, portal cues) untouched by design.
App tests 5568/3 skips, Runtime 1756/0.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
#416 (char-select roster highlight never cleared on hover-leave): three
decomp-grounded mechanisms replace the media-keyed _availableStates
approximation.
- UIElement_Button::UpdateState_ @0x00471CF0: the button machine commits
ONLY states authored on the button's OWN ElementDesc (AccessStateDesc
gate); unauthored requests no-op, preserving custom semantic states.
- UIElement::SetState @0x00464E70: an unauthored state id is coerced to
state 0 (the unnamed base state) and committed — ported into
UiDatElement.TrySetRetailState with the base-descriptor PassToChildren
cascade arm.
- The SetState media rule @0x004651c0: a committed state replaces the
playing media ONLY when its media array is non-empty. UiButton now keeps
per-face-segment media states under that rule (segments model retail's
PassToChildren children), and LayoutImporter records the raw MediaCount
including the File=0 draw-nothing images the drawable filter drops —
the roster bar children's base state is exactly such an image, and it is
what clears the bar.
The row template truth (probe, installed DAT): the row authors EMPTY
Normal/rollover/Highlight descriptors with PassToChildren; the three bar
children author rollover/Highlight media, NO Normal state, and a File=0
base image. An empty-media Normal_pressed still never blanks a Normal-art
button (the media rule keeps the previous art — the exact behavior the
old gate approximated), and the Appearance spins' property-only Highlight
now genuinely commits: label recolors, arrow art lingers — the retail
split AP-222 approximated with a requested-keyed label hack, now retired.
Live-verified at char select: hover +alex shows the grey bar, moving off
clears it, the selected row keeps its amber bar.
#415 (probe wait world-* verbs dead): the filed snapshot-reset diagnosis
was wrong — the automation bridge simply never bound without
ACDREAM_AUTOMATION_ARTIFACT_DIR. A facts-only
WorldRevealFactsAutomationRuntime now binds whenever the retained UI
exists; checkpoint/screenshot verbs still require the artifact directory
and now report that instead of a generic timeout.
App tests 5568/3 skips, Runtime 1756/0, UI.Abstractions 926/0.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Session teardown (PlayerModeController.Exit/ResetSession ->
CameraController.ExitChaseMode) fell back to the dev free-fly camera, and
CameraPointerInputController.ApplyCursorForCameraMode faithfully applies
CursorMode.Raw (GLFW disabled cursor: hidden + captured) for fly mode —
so the character-select screen after an in-world logoff had no mouse.
Fresh boot starts in Orbit and never fires a mode change, which is why
only the post-logout path was affected.
Teardown now lands on Mode.Orbit — the exact state a fresh boot presents
at character select — and always notifies, so the pointer controller
restores CursorMode.Normal even when torn down from the dev fly camera.
The dev fly<->chase flow is untouched (it rides ToggleFly, never
ExitChaseMode).
Proven live both directions with a driven logout (UI probe 0x100000FA ->
dialog accept 0x17) under Win32 GetCursorInfo sampling: before, flags
flipped 1->0 exactly at the roster re-push that re-shows character select
and stayed hidden; after, zero hidden samples across the full timeline.
Files #415: the UI-probe 'wait world-visible' verb reads the reset
transit snapshot and is dead after reveal completion (test apparatus
only).
App tests 5564/3 skips (+3), Runtime 1756/0.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Retires AD-74 (Exit to Character Selection 'behaves as Exit Game') and
files AD-110 (the composed handoff edge) — register rows in this commit.
Retail derivation (named decomp):
- gmGamePlayUI::UseTime @0x004EA3A0: confirmed Yes drains into
CPlayerSystem::LogOffCharacter(0) when grounded (transient_state &
CONTACT); the grounded three-way branch now also covers the
indicator-bar end-session control (it was Options-only).
- CPlayerSystem::LogOffCharacter @0x00563520: SaveToServer FIRST (the
existing pre-logoff flush hook), then RequestLogOff @0x00562DD0:
'Logging off...' chat (type 0), 0xF653 via Proto_UI::LogOffCharacter
@0x00546A20, logOffRequestTime = now + 3.0 (+20.0 when
IsPlayerKiller @0x0058C910 — PWD bits 0x20|0x2000000), and
CommandInterpreter::HandleLogOff @0x006B3330 -> Disable.
- The log-off ANIMATION is server-driven: ACE broadcasts
MotionCommand.LogOut (0x1000011E, Player.cs:596 SendMotionAsCommands)
and it plays on the local player through the existing inbound
unpack_movement funnel during the 3 s hold — retail plays nothing
locally; Disable() is the whole client-side effect.
- gmSmartBoxUI::UseTime @0x004D6E64: hold elapsed ->
BeginTeleportAnimation(TAS_WORLD_FADE_OUT) @0x004D6E83 (enter cue
@0x004D638E, unconditional) -> TunnelFadeIn -> Tunnel. The tunnel
plays the SAME forward 40 fps animation; nothing renders backwards,
and NO exit cue ever fires on logout (the char-select swap preempts
the TunnelContinue/FadeOut tail).
- Inbound 0xF653 echo (dispatch case 3 @0x0055C963) ->
ExecuteLogOff @0x0055D780: world teardown with the LOGON CONNECTION
KEPT (ExitWorldDisconnect @0x00541E00 removes every connection
except logonRecID_ — one connection against ACE) and
Proto_UI::SetEventCounter(0) @0x00541E79; the fresh CharacterList in
the same batch re-shows character management (gmGamePlayUI::Update
@0x004E9CD0 -> QueueUIMode(0x1000000a)). ACE mirrors it:
SendFinalLogOffMessages (Session.cs:249) sends 0xF653 + CharacterList
+ ServerName >=6 s after the request and leaves the session
AuthConnected — a second EnterWorld needs no re-handshake.
Implementation:
- RuntimeWorldTransitState: the canonical logout lifecycle
(Requested/PresentationActive/Confirmed, retail 3 s/+20 s holds,
cancel/reset/ownership convergence).
- WorldSession: RequestCharacterLogOff (non-blocking 0xF653),
IsCharacterLogOffConfirmed, ReturnToCharacterSelect (InWorld ->
InCharacterSelect + game-action sequence reset; transport untouched).
- LiveSessionController: BeginCharacterLogOff (flush-first request) and
CompleteCharacterLogOff — the return-to-selection transaction
(ReconnectCore minus the transport swap: retire the world
generation's routes, host reset, state flip, fresh generation
re-bind, roster re-applied from the pushed CharacterList; failures
degrade to the full StopCore teardown).
- RuntimeLocalPlayerMovementState.DisableCommandInterpreter +
DispatcherMovementInputSource gate: retail's Disable() — held keys
produce no movement while the server LogOut motion plays; cleared by
the generation reset.
- LocalPlayerTeleportController: the logout pump as the third arm of
the one wormhole machine (request/hold/wormhole/confirmed handoff;
teleport starts refused during logout; the handoff runs the session
transaction whose world reset retires the tunnel as the fresh
selection state re-shows the character screen).
- UI: both end-session surfaces share the retail three-way grounded
gate and now run the REAL flow; Options' Exit Game keeps the app
exit (window close -> the existing graceful-shutdown logoff).
Tests: +5 transit lifecycle, +4 session transaction, +7 logout pump.
Runtime 1756/0 (baseline 1747), App live-DAT 5523/3 (baseline 5512/3
+ 11 this round), Core.Net 1004/0, full solution green (0 failures).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
USER-DIRECTED deviation from retail (register row AD-109, same commit):
retail presents the empty pre-player gameplay screen — black behind the
retained UI — from the Enter click (CPlayerSystem::LogOnCharacter
@0x0055F890 -> CM_Login::SendNotice_BeginEnterWorld @0x006AD810, UI mode
0x10000008) until CreatePlayer raises SmartBox::teleport_in_progress
@0x00451C20 and gmSmartBoxUI::UseTime @0x004D6EAB begins TAS_TUNNEL. The
user prefers the tunnel to cover that whole wait.
- ILocalPlayerTeleportNetworkSink.ArmLoginTunnel: begins the login
wormhole presentation at the Enter click, consuming the sequencer's
begin-edge events SYNCHRONOUSLY (the Enter command blocks the update
thread for the whole ServerReady round trip, so a deferred first tick
would leave exactly the black window this deviation removes). The
enter cue plays at the click: retail's own rule is cue-at-animation-
begin (Sound_UI_EnterPortal @0x004D638E, unconditional inside
BeginTeleportAnimation), and the animation begin moved to the click.
- Armed pre-reveal pump: tunnel animates across the round trip
(worldReady pinned false, sequencer holds in Tunnel); the hold clock
accumulates from the click.
- Adoption: the Runtime login reveal ADOPTS the running presentation
(no re-Begin, no second cue); rejected EnterWorld (lifecycle back to
AwaitingSelection) disarms and retires the tunnel.
- Wired at the ONE host edge every entry route shares:
ILiveSessionLifecycleHost.ApplySelectedCharacter (direct connect,
roster Enter, enter-after-create) via
LiveSessionSelectionBindings.ArmLoginTunnel (default no-op keeps
headless and every existing construction site unchanged).
- ILocalPlayerLoginLifecycleSource: typed seam (not a stored delegate —
the frame-phase owner delegate-field guard) projecting the Runtime
character-selection lifecycle for the disarm edge.
- Frame contract update: [login-frames] over a login is tunnel -> world
from the click — no void, and no black between click and world.
Tests: 4 new armed-tunnel tests (arm/adopt/disarm/frame-shape); App
suite live-DAT 5516 passed / 3 skipped (baseline 5512/3 + 4 new).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Found during the systemic escape-normalization round (967b9c57): retail's
ItemExamineUI::AddItemInfo @ 0x004AC050 appends wire strings straight to
UIElement_Text::AppendTextWithFont with no unescape — the escape decode
belongs exclusively to StringInfo resolution, which that round ported to
DatStringResolver/RetailStringEscapes. ItemAppraisalTextLayout.Shape's
literal-"\n"-to-line-break replace on server fragment text is therefore a
deviation, pre-existing inside the user-accepted assessment surface, now
filed instead of living only in a code comment.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The login tunnel now covers from the first world-facing frame (the
sky-void backdrop can never present pre-tunnel) and holds through an
atomic tunnel-to-world swap at reveal completion — the void is
structurally unreachable on both edges, pinned by frame-sequence tests
across WorldSceneRenderer/WorldRevealCoordinator/LocalPlayerTeleport-
Controller/RuntimeWorldTransitState. Vitals detail icons draw at their
authored centered offsets in both stacked and side-by-side layouts.
Implemented and live-probed by the fix agent; finalized by the lead
after the agent parked post-verification (gates re-run green:
App 5512/3, Runtime 1747/0).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Retail runs the SAME TAS_TUNNEL wormhole at initial login as at an F751
teleport, with no F751 involved: SmartBox::teleport_in_progress
@0x00451C20 returns 1 the moment the login player exists with
position_update_complete == 0, gmSmartBoxUI::UseTime @0x004D6EAB
edge-detects it into BeginTeleportAnimation(TAS_TUNNEL) @0x004D6EC9
(playing Sound_UI_EnterPortal @0x004D638E), SmartBox::UseTime
@0x00455483 ends the hold once destination cells stop blocking,
Sound_UI_ExitPortal plays at the viewport swap @0x004D7405, and
LoginComplete goes out at the WorldFadeIn end @0x004D745D ->
CPlayerSystem::SendLoginCompleteNotification @0x00562E90 (ACE's own
GameActionLoginComplete comment names this contract: 'called when the
client player exits portal space. It includes initial login'). acdream
skipped all of it at login — every entry route (direct auto-select,
character-select Enter, enter-after-create) dropped onto the sky-only
'waiting for login' backdrop until the world reveal completed.
The fix engages the EXISTING F751 presentation machinery on Runtime's
login reveal — no duplicated presentation code, no timers:
- LocalPlayerTeleportController gains a login arm keyed off the
Runtime-owned login reveal generation (RuntimeWorldTransitState
.BeginLoginReveal, begun on the first accepted local-player position
on every entry route). It drives the same TeleportAnimSequencer/
PortalTunnelPresentation lifecycle and the same enter/exit cues; the
Place edge is a no-op at login (the first-entry conductor already
committed the canonical placement — retail's analogue only flips
position_update_complete), and FireLoginComplete now performs
EnterWorld + the single LoginComplete send + reveal Complete, exactly
like the F751 pump. worldReady is latched on BOTH canonical first
placement (OnLocalPlayerFirstEntryCompleted, the repointed
GraphicalSessionEventRoute completion callback that used to send
LoginComplete immediately) AND destination reveal readiness.
ActiveDestinationCell now also reports the login destination so the
render frame's reveal-preparation arm keeps running after portal-space
entry flips ChaseModeEverEntered.
- PlayerModeController.TryEnterPortalSpaceForLogin performs the
player-mode presentation attach (the same BuildControllerAndCamera the
post-reveal auto-entry used to run) before flipping into portal space
— at login no player-mode entry has happened yet. TryEnterPortalSpace
itself now refuses (retryable) on a constructed-but-unpublished
Runtime controller via the documented CanExecuteLiveMovement skip
predicate instead of faulting — the first connected run crashed on
exactly that pre-publication State write.
- HouseQuery stays at first-entry completion (retail: tail-called from
CPlayerSystem::InitializePlayer @0x00563570, an object-arrival edge,
not a tunnel edge).
- An F751 arriving mid-login-tunnel withdraws the login claim and hands
the presentation to the portal pump, which owns the single
LoginComplete — matching retail's one teleportInProgress flag.
TS-28 narrowed: the graphical host now runs the full login wormhole;
the residual is headless-only (no presentation; placement-edge send).
Live gates (testaccount2/+Horan vs local ACE, Release): the
character-select Enter route and the --session-config direct auto-select
route both play the wormhole with Sound_UI_EnterPortal at animation
begin, hold with retail's 'In Portal Space - Please Wait...' notice
until readiness, fade out with the view-plane warp, send LoginComplete
at the WorldFadeIn end, and materialize in Holtburg; ACE-confirmed
graceful logout. Tests: App 5493/3 skips (baseline 5490 + 3 new login
tests), Runtime 1744/0, full solution green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Bookkeeping for the vitals retail-modes round (306a1670 + db8fa328): the
side-by-side vitals row joins IA-15's production LayoutDesc import list.
No new divergence class — the window shell, layout persistence, and
whole-surface drag regions the two vitals windows ride are already
registered under IA-12/IA-15/AP-98.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
User finding 3 (retail screenshot): hovering a town on the Map tab turns
its marker GREEN and shows the name on a special-font tooltip — clearly
not our generic 0x10000395 popup skin, and we had no hover highlight at
all.
Re-derivation (live-DAT probe + raw ElementDesc dump + surface
byte-decode; MapNoteLiveDatTests pins all of it):
- m_pMap (0x100001EC)'s P0x47/P0x48 = 0x100001F0 @ 0x21000026 are the
note CONSTRUCTION template (AddMapNote @0x004a1bb0's
CreateChildElement args) — that part we had right.
- The TEMPLATE's own DirectState authors the note's tooltip popup
locator P0x47=0x10000398/P0x48=0x21000041 — the FOURTH popup skin,
whose incorporated text child 0x10000396 fonts 0x40000015 where the
other three skins font 0x40000002 (the user's "special font") — plus
P0x50=0.0 (zero per-element tooltip delay: town tooltips fire the
instant the dwell arms; UiRoot already honors it), P0x4B TooltipOn,
and P0x13 RolloverEnabled. Batch C's "the template authors no locator
of its own" claim was WRONG, and BuildTownMarkers' hardcoded
shared-skin override was clobbering the authored values — removed.
- The hover highlight: the template's Normal/Normal_rollover states are
PassToChildren descriptors driving the swallowed highlight child
0x100001F1 (base 0x100002B7@0x21000042 — a four-piece frame all
drawing 0x06004CC9, byte-decoded PURE GREEN A=FF R=00 G=FF B=00) via
per-state P0x3B (Invisible): hidden at rest, green on rollover.
Port:
- UiButton.CascadeStateToChildren — retail UIElement::SetState
@0x00464E70's PassToChildren cascade, keyed off the REQUESTED state id
(properties commit unconditionally; only the sprite draw is art-gated,
the existing #382/AP-222 distinction).
- UiDatElement.TrySetRetailState honors per-state P0x3B for NAMED states
(OnSetAttribute @0x00462d80 case 8: SetVisible(value==0)). The
unnamed-DirectState case is explicitly excluded — honoring it would
un-gate ISSUES #408 (1,083 authored-invisible elements) through
BuildWidget's post-children state reapply; measured breaking the
spell-favorite drag tests before the scoping (note added to #408).
- MapPageController.BuildTownMarkers rebuilds the button-swallowed
highlight child per marker through the AD-108 IconBuilder seam
(Bindings.TemplateInfoResolver, backed by
RowTemplateResolver.ResolveInfo — same cache) and arms it with the
initial Normal cascade.
Register TS-85's Batch C paragraph corrected; RetailTooltipPresenter's
F10 shared-skin remark updated (MapPageController no longer a consumer).
Tests: 3 installed-DAT pins (locator/delay/rollover; per-state P0x3B +
green frame; the four-skin font sweep), UiButton cascade + UiDatElement
P0x3B units, MapHousePanel marker no-clobber + hover-highlight fixture.
App suite 5487 passed / 3 skips (5490 total, +11 over baseline);
Runtime 1744/1744.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
User finding 2 (retail screenshot, houseless character): the House tab
shows "You do not currently own a house." ABOVE "You may buy another
house immediately." — ours showed only the second line, and the prior
session had REFUTED the first line outright ("no such string exists
anywhere in the 2013 dump").
Re-derivation: the string exists in the binary at data_7ab688 — it is
gmHouseUI::DisplayBuyPayment @0x004a2b30's HOUSELESS branch. Two
compounding misreads hid it: (a) DisplayBuyPayment was mislabeled
houseless-silent, but its m_pHouseData gate only selects WHICH text
(jne 0x4a2b63) — the ListBox emit (@0x004a2b80 onward,
AddItemFromTemplateList + SetTextWithFont) runs in BOTH branches; and
(b) BN's pseudo-C renders both push-literal operands as spurious
&vftable.RecvNotice_* symbol matches (the TS-85/F3 artifact class), so
text sweeps of the dump find nothing — capstone byte-decode of the
PDB-paired binary resolves houseless @0x004a2b57 push 0x7ab688 =
"You do not currently own a house." and owned @0x004a2b63 push
0x7ab65c = "The purchase price for this dwelling is:\n" (+
HousePaymentList::ComposeText, still #413 item-3 scope). The morning
brief's alternate DAT-string-table hypothesis was checked and is NOT
the mechanism — plain exe string-pool literal.
RuntimeHouseState.Recompute now renders the houseless case as retail's
exact two lines in gmHouseUI::Update's fixed builder order
(DisplayBuyPayment first, DisplayPurchaseTimeText last); the owned case
is unchanged (its DisplayBuyPayment content needs ComposeText, #413
item 3). Class doc + ISSUES #413 corrected honestly — the user's retail
evidence supersedes the earlier refutation. Runtime house tests updated
to pin both lines; 9/9 pass.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
User finding 1 (side-by-side vs retail): our world-object tooltips popped
the instant the found object changed; retail's "lag". The night round's
derivation from RecvNotice_SmartBoxObjectFound @0x004E5AD0 misread the
notice as edge-MOUNTING: its immediate StartTooltipAtMouse @0x004E5DFB is
inside `if (s_pInstance->m_dragElement != 0)` (@0x004E5D8E) — and
m_dragElement is a real, distinct PDB field in acclient.h's
UIElementManager (separate from the m_pTooltipElement family), so the
immediate mount is DRAG-AND-DROP ONLY. The ordinary hover path merely
STAGES the name (SetTooltip @0x004E5D74 + the |=0x20 TooltipOn bit) and
the display rides the SAME UIElementManager::CheckTooltip @0x0045B6E0
mouse-idle dwell as UI tooltips: 250 ms (m_tooltipDelay @0x0045f75d)
since m_lastMouseMoveTime (stamped on EVERY move, MouseMoveHandler
@0x0045e736). Found swaps under an IDLE mouse replace the popup the same
frame (SetTooltip's own text-change teardown @0x004617FF -> ResetTooltip
@0x0045C360 tail-calling CheckTooltip); the 10 s duration expiry
(@0x0045b78a) requires a fresh mouse move before re-arming
(SwitchMouseOver(null) @0x0045b7b2 clears m_pElementLastEntered).
Port: UiRoot gains the unconditional last-mouse-move stamp
(m_lastMouseMoveTime 1:1 — the existing _hoverStartedMs stamps are
deliberately conditional) exposed as MouseIdleMs/NowMs;
RetailTooltipPresenter.UpdateWorldHoverTooltip now stages text at the
notice edge (ShowTooltips gate + name resolve read there, @0x004E5D21/
@0x004E5D3B, empty-name SetTooltip skip @0x004E5D48 included) and mounts
via the CheckTooltip dwell block (no-capture gate @0x0045b715,
m_tooltipEnable via MouseHover @0x0046254C — which the drag-immediate
branch faithfully bypasses). Session reset also forgets the staged text.
Tests: the world-hover fixture section rewritten to the corrected model —
found edge stages but never mounts before the dwell; a continuously
moving mouse never mounts until it rests; idle found-swap replaces
same-frame without stacking; duration auto-hide needs a move + fresh
dwell to remount; drag-in-progress mounts immediately. 38/38 pass.
Register TS-85 and ISSUES item 2 corrected honestly: the "edge-fired
(no dwell)" conclusion is superseded by the user's retail evidence and
the m_dragElement branch read.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Two mechanisms, both live-verified (register row AD-108 updated to match):
1. RESOLUTION. The player/house icons (0x100001ED/0x100001EE) are authored
as nested dat children of m_pMap (0x100001EC), itself a Type-1 button
whose UiButton.ConsumesDatChildren swallows them at build. The old
ResolveSwallowedIcon re-imported them standalone via
ImportInfos(hostLayout, iconId) — which returns null on the live DAT:
FindDesc walks the raw top-level Elements table (one entry for
0x2100006E) and never reaches them. Their ElementInfos only materialize
inside the full panel-slot resolve (ImportInfos(0x2100006E, 0x1000018C))
that MountMapHousePanel already imports — the pageInfo Bind already
receives. The fix finds each icon's info under m_pMap's own resolved
info subtree and BUILDS it through the new Bindings.IconBuilder seam
(production: LayoutImporter.Build under the DAT lock — the build half
of RowTemplateResolver's shape). An icon the normal walk DID build is
preferred (FindDescendant first), so a future ConsumesDatChildren
policy change cannot double-build.
2. POSITION. Found by this fix's own F1 live verification: the resolved
ring rendered pinned to m_pMap's top-left. PlaceMarker owns marker
position outright (retail's gmMapUI::Update re-places every tick;
retail's UpdateForParentSizeChange runs only on real parent resize),
but acdream re-runs ApplyAnchor per frame and the icon's compatibility
anchor had captured the authored (0,0) rect while the panel was still
hidden, re-asserting it over PlaceMarker's writes every frame.
PrepareIcon now sets Anchors=None (clearing any imported LayoutPolicy),
the established runtime-positioned-element convention.
Live numeric gate (session character +Acdream, cell 0xF07E003F):
independent computation (gid_to_lcoord -> display (90.8E, 0.5S) ->
byte-decoded PlaceMarkerOnMap formula, 17x16 icon, marker area
(6,8)-(247,258)) predicts local pixel (226,125); the connected client's
UI-tree dump shows the icon at screen (1166,195) under m_pMap (940,70) =
local (226,125) — exact match in both panel-open dumps. Coordinate text
"0.5S,90.8E", Holtburg town-marker tooltip (real-mouse hover), and the
House tab's "You may buy another house immediately." sentence all
confirmed on screen; ACE-confirmed graceful logout.
New pin: MapHousePanelLiveDatMountTests ([InstalledDatFact]) reproduces
the production mount recipe against the installed DATs — the test that
would have caught this at Batch C: pins the cold-import null, the
panel-slot resolution of both icons with non-degenerate extents, AND
that PlaceMarker's writes survive the per-frame ApplyAnchor pass.
Gates: Release build green; App suite (live-DAT mode) 5479/3 skips
(baseline 5478 + the new pin); Runtime 1744/0; full solution green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Live verification against the connected client (part of the F1-F15
gate) found the Map tab's player/house icons never mount:
"[D.2b] Map tab: icon 0x100001ED did not resolve" / "...0x100001EE did
not resolve". AD-108 (filed earlier this session for F9) had described
the standalone re-import mechanism as working; it does not.
A throwaway diagnostic (not committed) confirmed the root cause:
LayoutImporter.ImportInfos(dats, hostLayoutId, elementId)'s FindDesc
walks the LayoutDesc's raw top-level Elements table (one entry) and
recurses through ElementDesc.Children with no tab-page/state resolution
— calling it directly with these icon ids returns null. Resolving the
panel's own slot first (what MountMapHousePanel actually does) and
searching THAT tree finds m_pMap with both icon children present, so
the icons are real, just unreachable via a cold standalone import.
This is pre-existing (predates this session, confirmed via git log)
and unrelated to any F1-F15 fix — it means F1's byte-decoded
PlaceMarkerOnMap formula could not be visually confirmed against the
running client this round; it remains verified only at the unit-test/
golden-pixel level. Filed a follow-up task for the fix.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
F9: filed register row AD-108 for MapPageController.ResolveSwallowedIcon
— the standalone re-import of the Map tab's player/house icons, which
m_pMap's own Type-1 UiButton authoring swallows as dat children
(UiButton.ConsumesDatChildren). This adaptation was implemented but
never had a register row.
F10: extracted the popup-locator pair (0x10000395/0x21000041),
previously duplicated as three separately-cited private constants
across UiItemSlot.cs, RetailTooltipPresenter.cs, and
MapPageController.cs, into ONE public pair on RetailTooltipPresenter
(SharedPopupSkinRootElementId/SharedPopupSkinLayoutDid) with a single
canonical citation. The other two sites now reference it instead of
carrying their own copy.
F12: fixed TS-85's SetTooltip-site arithmetic. The register (and a
mirrored ISSUES.md log entry) claimed "15 known sites, all accounted
for" — recounting the row's own enumerated list finds 17 distinct
sites (the tally had dropped gmPaperDollUI::UpdateItemSlotTooltip
@0x004A52EF and undercounted by one more), of which 16 are ported and
one — UIElement_Text::RecalculateTruncation @0x00466F80, the headline
highest-volume site sub-mechanism (1) itself named as deliberately
deferred — was never actually closed. The "all 15 accounted for"
close was wrong twice over: wrong count, and a site the row's own text
already scoped as open.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
gmHouseUI::DisplayPurchaseTimeText @0x004a3110's not-yet-expired
branch was wrongly marked "unrecoverable from this decomp dump" — a
direct capstone disassembly resolves all three concatenated pieces:
prefix "You may buy another landscape house at " @0x7ab790 (pushed
@0x004a3265), the strftime "%c" format literal @0x7ab7ec (pushed
@0x004a321d) applied to localtime(timestamp + 0x278d00) — the expiry
moment, 30 days after the purchase timestamp — and suffix ". This
restriction does not apply to apartments." @0x7ab7b8 (pushed
@0x004a3235).
Ported in RuntimeHouseState.Recompute, substituting .NET's
culture-default DateTime.ToString() for the CRT's strftime("%c", ...)
(different formatting engine, same "process locale, full date+time"
intent) — filed as register row IA-23 (an approximation, not a gap).
TimeProvider.LocalTimeZone (overridable, defaulting to
TimeZoneInfo.Local in production) keeps the conversion deterministically
testable while matching retail's own localtime() call.
Updated RuntimeHouseStateTests: the not-expired case now asserts the
composed prefix/suffix structure and the exact expiry instant (pinned
via a UTC-fixed test TimeProvider), replacing the old "renders nothing"
assertion. Un-claimed "unrecoverable" in ISSUES #413 item 2.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
F3: TS-85 had claimed the plain-spell branch's three SetTooltip format
strings were "genuine gmNoticeHandler vtable SLOTS" and unrecoverable
from the decomp dump. That was itself the artifact — Binary Ninja's
pseudo-C rendering of PStringBase::sprintf's second argument as
"&gmSpellcastingUI::`vftable'.RecvNotice_XXX" was a spurious symbol
match, not the true operand. A direct capstone disassembly of the raw
bytes at gmSpellcastingUI::UpdateCastButtonTooltip @0x004c6a30's four
call sites (0x4c6e48/0x4c6ea4/0x4c6f18/0x4c6f5d) resolves the actual
pushed literals: "CAST %hs" @0x7b63a4 (untargeted/self-cast, and
targeted+compatible with " on %s" @0x7b6464 appended), "You must
select an appropriate target for %hs" @0x7b6348 (incompatible target),
"You must select a target for %hs" @0x7b63b8 (no target). %hs is the
spell's own name throughout.
Added RuntimeSpellCastState.EvaluateCastGate (SpellCastGate: NoTarget-
Needed/TargetCompatible/TargetIncompatible/NoTargetSelected/Unknown),
refactoring IsTargetReady to use it, and wired
SpellcastingUiController.ComputeSpellCastState to the four-state
tooltip text, replacing the bare-spell-name fallback.
F4: the endowment branch's "USE the %s" (and both select-target
strings) vararg is NOT the bare item name — retail composes
"%s (%hs)" @0x7b64d8 (item name, spell name) once at @0x004c6bb6-ef
and reuses it for all three format strings, byte-confirmed by all
three sprintf call sites (0x4c6c7f/0x4c6ca4/0x4c6d46) reading the
identical stack slot. Added ComposeEndowmentName and wired it in place
of the bare item name.
F7: added test coverage for the two genuinely NEW disabled states
(needs-target, needs-appropriate-target) neither branch had any
coverage for before, plus the enabled untargeted/targeted-compatible
states and both endowment-branch composed-name cases.
Corrected the register's TS-85 row (the "cannot be recovered" claim
and the endowment operand claim) with the byte-decoded findings.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
CM_House::Event_QueryHouse @0x006aaa00 (opcode 0x21e) tail-calls
unconditionally from the end of CPlayerSystem::InitializePlayer
@0x00563570 — the same once-per-session function
AttemptSendLoginCompleteNotification lives in (both guarded by the
player_initialized flag), right after that notification. Retail never
sends it from gmHouseUI::PostInit or gmMapUI::PostInit on House-tab
activation.
Moved WorldSession.SendHouseQuery() to the direct (non-portal)
first-entry completion edges — the same places acdream already sends
the analogous "initial session bootstrap" LoginComplete:
- graphical: LiveSessionRuntimeFactory's RuntimeFirstEntryDriveController
localPlayerCompleted callback
- headless: HeadlessSessionHost's equivalent callback
- headless content-less direct host: RuntimeLiveEntitySessionController.OnSpawned
Portal-space re-entries (LocalPlayerTeleportController's F751 path,
RuntimeLiveEntitySessionController.TryAdvancePortalCompletion) do NOT
resend it, matching retail's single-shot guard.
Removed the invented House-tab-open -> SendHouseQuery trigger
(InteractionRetainedUiComposition's HouseShown binding) and retired
register row AD-107, which had documented that adaptation.
Updated RuntimeLiveEntitySessionControllerTests' exact game-action
assertions for the content-less path, which now also captures the
HouseQuery send alongside LoginComplete.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The prior PlaceMarker() reading ("center at markerX0+x") was wrong.
Binary Ninja elides gmMapUI::PlaceMarkerOnMap @0x004a18b0's entire FPU
chain to bare, operand-less _ftol2() calls, so the pseudo-C
under-specifies the function. A capstone disassembly of the raw bytes
in the PDB-paired acclient.exe recovers the real formula: retail
projects the AC display coordinate (range ~-102.4..102.4) onto the
marker-area rect via a fixed-point-style transform, not a raw pixel
add:
X = m_x0 - w/2 - (int)((m_x1-m_x0+1) * (x*10+1024) * (-1/2048))
Y = m_y0 - h/2 - (int)((m_y1-m_y0+1) * (2047-(y*10+1024)) * (-1/2048))
Constants read directly from .rdata: 0x79bac8=10.0, 0x7aac78=1024.0,
0x7aac70=-1/2048, 0x7aac68=2047.0. The Y axis's FSUBR is retail's
north-up flip. w/h halve with truncating integer division (matching
retail's cdq;sub;sar idiom), not float division.
Extracted the pure math into MapPageController.ComputeMarkerPosition
so it's directly testable, and retargeted MapPageControllerTests to
GOLDEN PIXEL values computed independently from the formula (never
from the port's own output): the reviewer's canonical (0,0)->(122,128)
case, a far-west and far-north case, and a real town-table entry
(Arwic's landblock, cross-checked against RadarCoordinates). Applies
to the green ring, house pin, and all 53 static town hotspots, which
all resolve through the same PlaceMarker call.
Corrected the recon doc's "accepted as-is" note, which had mistaken
"the FPU argument-passing is BN-mangled" for a narrow issue instead of
the whole-formula elision it actually was.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Derived the mechanism from the decomp before writing code: neither
gmHouseUI::PostInit @0x004a2710 nor gmMapUI::PostInit @0x004a1c70 sends a
HouseQuery, and six of gmHouseUI's seven Display* builders early-return on
m_pHouseData == 0. The only text a houseless character's House tab shows is
gmHouseUI::DisplayPurchaseTimeText @0x004a3110's expired branch (it doesn't
gate on m_pHouseData) — the local player's PropertyInt.HousePurchaseTimestamp
plus HouseSystem::HasPurchaseWaitPeriodExpired renders exactly "You may buy
another house immediately." for a fresh character. Exhaustive search of the
2013 EoR decomp, ACE, and the live DAT found zero support for a second
"You do not currently own a house." line the task brief described — this
commit ports what the decomp actually shows.
Ships:
- RuntimeHouseState: a minimal (no disposal, no construction-transaction
Fault() point) Runtime owner per ISSUES #413's own sizing note, wired
through GameEventWiring's existing HouseData/HouseStatus delegate holes,
LiveSessionEventRouter, and GameRuntime.HouseOwner. Participates in
RuntimeGenerationReset (new House stage) since a fresh login must not
show a stale character's house state.
- HousePageController.Bindings.Lines/OnShown wired to real data; OnShown
fires WorldSession.SendHouseQuery() on tab-open (AD-107: an acdream
trigger, not a ported retail call site — filed in the divergence
register).
- Fixed a real bug found along the way: HousePageController.Bind never
wired UiTemplateListBox.TemplateResolver, so no row could ever render
regardless of Lines content. Now reuses the Map tab's generic hotspot
resolver.
Live-verified against a real local ACE server and the +Acdream character
(--session-config auto-select + a UI automation script): screenshot and
structural UI-tree dump both confirm the House tab renders exactly "You may
buy another house immediately." Graceful logout confirmed both launches.
ISSUES #413 narrowed to its one remaining piece: the six owned-house-only
Display* builders (DisplayBuyPayment/RentPayment/BuyTime/RentTimes/
Location/WarningText), unexercisable without a test character that owns a
house.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The row committed alongside the panel shell (8799acd2) described the
Batch C map-marker tooltip as using AuthoredTooltipText/Enabled — that
was the pre-live-verification code. Slice 5 found it never rendered
live and the actual fix (commit e5629d71) uses UiButton.TooltipText
(retail's runtime m_TTText/SetTooltip mechanism) plus a hardcoded
popup-skin locator matching UiItemSlot's precedent. Updates the row
to describe the shipped mechanism instead of the abandoned one.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
gmMapUI::AddMapNote's 53 town-hotspot tooltips are now ported
(MapPageController.BuildTownMarkers), closing the last remaining
SetTooltip call site TS-85's sub-mechanism (1) enumeration tracked.
Sub-mechanism (2) (the P0x3D wrap-width override) remains open and
unrelated to this batch.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Precise scope note for the remainder of the House tab wire, per the task's
pre-authorized fallback: RuntimeHouseState owner integration,
DisplayPurchaseTimeText's port (the one builder simple enough to have
landed this session but deferred for time), and the other six Display*
line builders (only exercisable once a house is actually owned).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Saves the overnight-round recon (embedded findings + this session's desk
verification) for auditability before implementation starts. Corrects two
handoff claims: the panel id is 16 (already resolved by the existing FA
campaign's full 16-slot gmPanelUI::SetupChildren dump, not a guess from
{1,2,6,14}), and GameEventType already defines all four House opcodes
(0x0225-0x0228) — what's missing is routing, not the enum. Identifies that
LandDefs.GidToLcoord/LcoordToGid (src/AcDream.Core/Physics/LandDefs.cs) is
an existing tested port of LandDefs::gid_to_lcoord, reusable for both the
Map tab's coordinate math and the House location display — no re-port
needed. Cites the toolbar button (0x1000019A, panel id 16), the 53-entry
s_rgLocations marker table verbatim, the ServerPosition wire struct reuse
for HouseData.Position, and the AuthoredTooltipText/RetailTooltipPresenter
seam that will close register row TS-85's last item (gmMapUI::AddMapNote).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
TS-85 remainder batch (hover/UI overnight round, batch B). Audit found
three of the four listed spellcasting SetTooltip sites (endowment icon,
favorite, submenu) were already correct via UiCatalogSlot's pre-existing
Label-driven GetTooltipText; only the cast button (UiButton, no tooltip
wiring at all) was a real gap. Ports the verified literal states
("Select a spell to cast" / "You have no spells ready to cast" / the
full endowment-item USE-the-%s branch) plus a documented, narrower
fallback (spell name only) for the one sub-branch whose exact wording
sits behind a genuine gmNoticeHandler vtable-slot collision in the
pseudo-C dump rather than the unlabeled-string-pool class the rest of
this batch recovered.
Character panel: new UiClickablePanel.TooltipText seam (same pattern as
UiButton.TooltipText) carries the six hardcoded attribute descriptions
and three pair-shared vitals descriptions (byte-decoded from the retail
string pool) plus skill tooltips composed from the already-DAT-parsed
SkillBase.Description/.Formula — no hand-transcription needed for the
~30+ skill strings. The formula-to-text algorithm itself
(SkillSystem::InqSkillFormula) was recovered by byte-decoding six short
fragments Binary Ninja left completely unlabeled between two
gmSpellcastingUI vtable declarations.
Live-verified against the local ACE server: 34 real skills' composed
tooltips and both reachable cast-button states captured via a temporary
probe (stripped before this commit). Full solution suite green
(14,647 tests, 0 failures) both before and after the probe strip.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The Config tab's footer sat mid-panel with further rows drawing below the
window's bottom edge. Live-DAT measured: the mounted tab-host root is
authored 300x362 (retail's real default window size), but the Config page
slot underneath keeps its own larger design geometry (298x575 against a
300x600 canvas) until retail's real four-edge UiLayoutPolicy
(UIElement::UpdateForParentSizeChange @0x00462640) shrinks it on the first
ApplyAnchor pass -- verified stable, this part already worked.
The actual bug: UiTemplateListBox.Viewport (the UiScrollablePanel that
hosts + clips every row) is a programmatic C# element seeded at Bind time,
BEFORE the tree's first draw frame -- before the ListBox has ever shrunk.
Its legacy anchor baseline is captured lazily on its own first ApplyAnchor
call, which lands AFTER the ListBox has already shrunk earlier in that same
frame (parent-before-child draw order). That capture measures a negative
bottom margin the stretch math preserves forever: the viewport stayed
locked at its original 560px design height, clipping rows to a bound
retail never actually gave the window on screen.
Fix: force the viewport's anchor capture to happen immediately after
seeding it, while its Width/Height still exactly equal a zero-margin
baseline against the CURRENT (pre-shrink) parent, instead of lazily on the
first draw frame against an already-shrunk parent. This is #372's sequel --
#372 fixed the 0x0 collapse case; this is the "ListBox itself later
shrinks" case #372's own fixture never exercised.
Three new tests (UiTemplateListBoxViewportTests using the live-DAT-measured
298x575/276x560 numbers, plus two ConfigOptionsPageControllerTests against
the real production Bind path and the committed host fixture) all fail
pre-fix, confirmed by temporarily reverting the change. Scoped to
UiTemplateListBox's own viewport; UiScrollablePanel/ApplyAnchor/
ComputeAnchoredRect are untouched, so chat's transcript scrolling and every
other UiScrollablePanel/UiItemList consumer are unaffected.
fix#412
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
RetailTooltipPresenter.UpdateWorldHoverTooltip only called RemovePopup()
on the found-object-LOST edge (found == 0u). An A->B found-object CHANGE
(walking past a run of NPCs/doors/lifestones with no intervening "nothing
found" frame) skipped straight to TryBuildAndMountPopup with the previous
popup still mounted as a child of _host -- only the _popupRoot reference
got overwritten, so every earlier popup was orphaned in the tree and never
removed. Matches the user's screenshot of 15+ stacked name boxes.
Fix: clear any showing world popup on ANY found-object edge -- change or
loss -- before evaluating whether to mount a new one, mirroring
OnTooltipShow's own unconditional RemovePopup() at its top.
Live-verified against local ACE (testaccount/+Acdream, session-config
launch): a temporary probe logged 103 mount/102 remove events across many
direct object-to-object transitions (Silver Tusker, Armored Tusker,
+Acdream); hostChildren never exceeded baseline+1 and popupSkinChildren
never exceeded 1 -- confirmed at most one tooltip ever exists. Probe
stripped before landing; two new fixture regressions
(WorldHover_FoundObjectChangesDirectly_ReplacesThePopupWithoutStacking,
WorldHover_ThenUiDwellTooltip_ReplacesRatherThanStacks) both fail pre-fix.
fix#409 (follow-on)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Records the round that shipped item-cell tooltips, the world-object
hover tooltip, and the #411 cursor-swap fix: #409's write-up gains a
"hover-feedback completion round" section covering all three items
with live-verification notes; #411 is closed with the corrected
decomp reading; register row TS-85 is narrowed to reflect the two
newly-ported SetTooltip call sites (UIElement_UIItem::UpdateTooltip,
UIElement_SmartBoxWrapper::RecvNotice_SmartBoxObjectFound) and the
still-open ones (spellcasting endowment/cast-button/favorite/submenu,
map notes, character-panel attribute/skill info).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
User gate on 1.0.3-tt.a: tooltips appeared NOWHERE in-world except one on
the paperdoll. Root-caused, fixed, and live-verified against a connected
client the same day. Two findings, both measured; neither is a broken
hover/hit-test.
1. DOMINANT ROOT CAUSE — RetailTooltipPresenter.OnTooltipShow gated on
widget.AuthoredTooltipText (P0x49) alone. Retail's
UIElement::StartTooltipAtMouse @0x00460D70 takes the RUNTIME m_TTText
first (@0x00460DA3 IsValid -> @0x00460DAA verbatim) and only falls back
to InqProperty(0x49) at @0x00460DDF. acdream ALREADY had the runtime
layer — UiElement.GetTooltipText(), written by the Options/Chat/Config
page controllers, KeyboardConfigController, the social pages and
UiCheckboxBitfield64 — but nothing read it.
Live-DAT measured: the Options toggle-row checkbox (0x2100002B template
root 0x10000218, leaf 0x10000219) authors P0x47=0x10000397
P0x48=0x21000041 P0x4B=true and an EMPTY P0x49 — the popup locator and
the on-bit are authored; only the text arrives at runtime, exactly as
UIOption_CheckboxBitfield64::CreateChildren @0x00485E65 stamps its
siTooltip array. Re-measured client-wide: ALL 187 no-literal-text
tooltip elements author both locator ids, i.e. the whole set is
runtime-text targets.
Fixed by ResolveTooltipText (retail's order), plus:
- the P0x4B gate now applies only to the AUTHORED-text path, because
retail's eight game-code SetTooltip sites set the on-bit themselves
(__bitfield164 |= 0x20 at @0x004E1D5E/@0x004A52F4/@0x004C63AC/
@0x004C67ED/@0x004C7000/@0x004C7218/@0x004D9617/@0x00467076);
- the P0x48-absent fallback to the element's own LayoutDesc
(@0x00460E7E, this->m_layout->m_DID) is ported via the new
UiElement.SourceLayoutDid, threaded from LayoutImporter.Build's new
sourceLayoutDid parameter and passed by Import + the four template
resolvers.
2. THE "243 SHOWABLE" NUMBER WAS NEVER AN IN-WORLD NUMBER. Grouped
re-sweep: all 243 sit in CHARACTER-CREATION layouts. The inventory
window (0x21000023) and paperdoll (0x21000024) author exactly two
between them — 0x100001D6 "Drag clothing and armor here to wear them"
(the doll drag mask) and 0x100005BE (the Slots button). The first IS
the user's single working tooltip, so the paperdoll was never a
differential against a broken mechanism. Reachability was measured and
is fine: 238/243 build as real non-ClickThrough hover targets.
LIVE VERIFICATION (connected testaccount/+Acdream, Release,
ACDREAM_RETAIL_UI=1): Options -> Character -> "Vivid Targeting Indicator"
now shows its full ID_PlayerOption_*_Help sentence; a temporary hover probe
confirmed the hover target is element 0x10000219 with runtime=True. The
paperdoll tooltip still shows. An inventory ITEM still shows nothing —
that is UIElement_UIItem::UpdateTooltip @0x004E1CB0 (retail shows the item
name, "%d %s"-prefixed when the stack is > 1), which stays deferred:
UiItemSlot is constructed programmatically at 6+ sites and carries neither
the P0x47 locator nor a name source, so it is its own slice.
Bookkeeping: register TS-85 narrowed (m_TTText READ side now ported; the
row now enumerates all 15 SetTooltip call sites split into ported vs
no-acdream-analog). #409's gate note rewritten to lead with the in-world
surfaces — the old note listed only chargen, which is why it could not
have caught this. Filed #411 for the hover-cursor scope addition: an
exhaustive raw scan of every ElementDesc found only 101 authored
MediaDescCursor entries, all on Dragbar/Resizebar with the 5 DIDs
RetailCursorCatalog already hardcodes, so retail has NO per-element cursor
for inventory items; the likely mechanism is the rollover STATE
(UIElement::MouseOverTop @0x004615D0) that UiItemSlot lacks entirely.
Gates: Release build 0 errors; App suite (live-DAT env) 5424/5421 passed/3
skips (was 5416/5413/3, +8 new tests); Runtime 1735/0; full solution (no
env) 14,631/14,561 passed/70 skipped/0 failed (was 14,623/14,554/69).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Opus review of a377b9bf returned architectural PASS-with-findings /
retail-fidelity FAIL with F1-F12 (F12 info-only). All eleven fixed,
each re-derived against docs/research/named-retail/acclient_2013_pseudo_c.txt:
- F1 PositionAtMouse: retail offsets BOTH axes +32px before the clamp
(StartTooltip @0x00459700, @0x00459739/@0x00459747) — was landing
flush at the cursor.
- F2 UiRoot: the dwell timer now anchors to mouse-IDLE like retail's
m_lastMouseMoveTime (MouseMoveHandler @0x0045E710), resetting on
every move within the same widget while !_tooltipFired, not just on
hover-enter.
- F3 register TS-85 rewritten: the "dynamic InqProperty(0x49) override"
framing was false — UIElement::InqProperty @0x004638D0's base impl
reads the same authored bags this port already reads. The real
second text source (m_TTText/SetTooltip, headed by the P0xD0
truncated-text auto-tooltip @0x00466F80) needs a per-line-position
truncation model UiText doesn't have — sized disproportionate for
this round and left honestly deferred rather than stubbed.
- F4 OnTooltipShow: null LayoutPolicy + Anchors=None on the popup root
and text child before resizing, mirroring RetailMessageDialogView's
sibling shape.
- F5 OnTooltipShow: return without mounting when the P0x4A text child
doesn't resolve to a UiText (retail's DynamicCast gate,
StartTooltip @0x0045DE90 @0x0045df65/@0x0045df6f) — was mounting an
empty 30x30 bevel artifact.
- F6 UiRoot.Tick: the dwell-arm branch now requires Captured is null
(CheckTooltip @0x0045B6E0 @0x0045b715) — a widget hovered before a
drag/resize/capture began must not pop mid-gesture.
- F7 UiRoot.ReleaseCapture: no longer resets _tooltipFired
(ReleaseMouseCapture @0x0045D2B0 touches only the idle timestamp) —
a mouse-up while a tooltip is shown no longer tears it down and
silently re-fires it 250ms later.
- F8 ApplyTooltipText: applies ResizeTo's own max/min width/height
clamps (P0x3C/0x3D/0x3E/0x3F, @0x00463C30) before assigning the
grown size; zeroes text.Padding to keep the measured size margin-
comparable. New ElementInfo/UiElement plumbing for the four
properties, same shape as the existing tooltip fields.
- F9 doc precision: sweep counts corrected 434->430 / 191->187 (live-
DAT re-measured), the "243 showable" claim now measured exactly
(not assumed) via a new Showable column in the sweep test, and the
MiscSettings citation split into its two real mechanisms
(RegisterPreference in Init vs. AttachPreference/SetPreferenceRange
elsewhere).
- F10 register AD-106: the topmost guarantee is versus dialogs/screens
only (the overlay popup layer and drag ghost still paint above
regardless), and the per-tick BringToFront ratchet has four rungs,
not three.
- F11 RetailUiRuntime.ResetSessionDialogs: now also calls the new
UiRoot.ResetTooltipTracking() so a post-reset hover re-shows
immediately instead of waiting out the stale fired-latch.
New pinning tests (RetailTooltipPresenterTests: F1/F2/F5/F6/F7/F8) each
verified to fail against the pre-fix behavior via a temporary revert-
and-rerun before being confirmed against the restored fix.
PortalProjectionTests.ProjectToClipLease_ReusesPooledWorkWithoutResultArrays
recurrence logged on issue #346 (already the tracking issue for this
load-sensitive flake) — hit twice under load this review, standalone
26/26, unrelated to #409.
Gates: Release build 0 errors; App suite (live-DAT env) 5416/5413
passed/3 skips (was 5410/5407/3, +6 new tests); Runtime 1735/0;
UI.Abstractions 926/0; full solution (no env, 69 skips expected)
14,623/14,554 passed/69 skipped/0 failed (was 14,617/14,548, +6).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Full re-derivation from named-retail decomp: UIElement::StartTooltipAtMouse
@0x00460D70 -> UIElementManager::StartTooltip @0x0045DE90/@0x00459700,
UIElement::MouseHover @0x00462520 (P0x4B TooltipOn gate + global
m_tooltipEnable), UIElementManager::CheckTooltip @0x0045B6E0 (dwell/
auto-hide timer, default 0.25s/10s), SwitchMouseOver/DeletingElement
(dismissal). Corrects the earlier GF-16 investigation: P0x47 is the
element-desc id WITHIN the popup LayoutDesc (P0x48), not a "behavior
enum"; P0x4A is read off the popup's own instantiated root, not the
trigger element.
- ElementInfo/UiElement gain six tooltip data fields (P0x47/48/49/4A/4B/50),
read generically by ElementReader and copied through LayoutImporter,
mirroring the existing AuthoredInvisible passthrough pattern.
- UiRoot's existing CheckTooltip-derived hover timer gains TooltipShow/
TooltipHide events, a per-element P0x50 delay override, and dismissal
wiring at every retail-confirmed teardown site.
- RetailTooltipPresenter (owned by RetailUiRuntime, mounted alongside
RetailDialogFactory) builds the popup via the existing LayoutImporter
dat-lock seam, auto-resizes by the measured-vs-authored text delta
(word-wrapped via the existing UiText.WrapWords primitive), positions
at the mouse clamped to the display, and stays topmost over dialogs via
its own later per-tick BringToFront (register AD-106).
- Misc.TooltipEnable/Misc.TooltipDelay are client-local UserPreferences
(retail's own 2013 Config tab authors no visible row for either) —
SettingsStore gains a MiscSettings section, no new options-panel row.
- Live-DAT sweep: 434 elements author >=1 trigger property (243 with
literal text this port shows; 191 rely on retail's dynamic
InqProperty(0x49) override, deferred as register TS-85 alongside the
unmodeled P0x3D wrap-width override).
Gates: Release build 0 errors; App suite (live-DAT env) 5410/5407 passed/
3 skipped (was 5379/3); Runtime 1735/0 unchanged; UI.Abstractions 926/0;
full solution 14,617/14,548 passed/69 skipped/0 failed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The extended gate round (GF-1..16, R2/R3/R4 re-tests, fix batches A-G +
closeout + two re-test rounds) closed with the user's pass on build
1.0.2-cc.o. Plan status and ledger flipped; findings doc carries the
full round history.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Four visual residuals from the lead's own live-client captures of
1.0.2-cc.m, all root-caused via decomp + live-DAT evidence:
- R4-1: Skills credits value overlapped mid-caption again. Root cause
was a missing UiLayoutPolicy raw-edge reflow on UiButton's value-child
rect (the child is base-inherited across four sibling buttons of
differing widths, so its baked-in OriginalParentWidth diverges from
the actual 231px-wide Skills credits button) plus an HJustify.Right
value child mapped to Center instead of a real far-edge Right.
- R4-2: the single-sprite scrollbar thumb tiled (GL_REPEAT) instead of
drawing once — DrawTiled was reused for a small fixed marker graphic
whose native size is far smaller than the track-proportional thumb
rect. New DrawThumbMarker draws exactly one native-size instance.
- R4-3: the skills info-box formula line clipped past the surrounding
gold frame's own authored bottom edge (the pane's own raw box is 20px
taller than the frame that visually contains it) — clamp the pane's
Height to the frame's bottom (register AD-105, since retail's
ShowSkillsText has no code relationship to the frame to cite).
- R4-4: the Appearance help text started mid-sentence — the box was
never touched by its page controller, so it kept UiText's chat-style
PreserveEndOnLayout=true default; the scroll model's wasAtEnd check is
vacuously true on its first-ever overflow transition, pinning the
first render to the bottom. Set PreserveEndOnLayout=false (a static
top-oriented report, not a transcript) and wired the box's own nested
authored scrollbar, never wired before.
App suite live-DAT env 5372/3 -> 5379/3 (+7, zero regressions). Runtime
1735/0 unchanged. Full solution 14585/4 skips/1 failure (the documented
Core.Net NakEmission full-solution-only flake, confirmed standalone-pass).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
R3-8: dumped EVERY property present on 0x10000402 (not just P0x17) across
every state, cross-referenced against UIElement_Text::OnSetAttribute's
complete case list (no UIElement_TextInput class exists in retail — the
name field is a plain UIElement_Text/m_filter-bearing field). The full
recognized-property space has no placeholder/prompt mechanism independent
of P0x17. The BaseElement/prototype-inheritance hypothesis is also ruled
out — the existing regression test already probes the fully-merged
ElementInfo (post BaseElement resolution) and finds nothing. The only
StringInfo-kind property present, 0x49, resolves to "Your name can be 32
characters long and cannot contain numbers or symbols." — but 0x49 is
part of the same five-property tooltip family ISSUES #409/GF-16 already
document client-wide (0x48's own DID, 0x21000041, is the EXACT tooltip
popup LayoutDesc #409 cites) — a hover tooltip, not an in-field
placeholder. No code change, per this batch's own "do not invent a
placeholder" contract — third independent negative result on this
question via three different mechanisms. The lead should request a live
retail screenshot before any further investigation.
Also carries the shared live-DAT regression suite for R3-1 through R3-7
(CharacterCreationLiveDatTests.cs holds tests spanning multiple findings
in one file, so they land together) and the RE-TEST 2 findings-doc
closeout writeup for all eight items.
App suite live-DAT env 5358/3 -> 5372/3 (+14, zero regressions). Runtime
1735/0 unchanged (untouched this round). Full solution: 14578 tests / 4
skips / 0 failures.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The info-box title (0x100003fb, Y=435 H=100) and description (0x100003fc,
Y=460 H=100) panes' own authored boxes overlap by 75px, live-DAT-measured
— retail relies on vertical justification, not disjoint rects, to keep
them visually separate. Neither pane authors dat property 0x15, so both
fall to this port's shared unauthored-VJustify default (currently Center).
Byte-traced retail's real ctor default (UIElement_Text::UIElement_Text
@0x004685ff, m_eVerticalJustification = 4) against UIElement_Text::
CalcJustification @0x00467260's actual enum semantics (1=Center, 3-or-5=
the far edge/Bottom, anything else INCLUDING the ctor's own default of 4
= the near edge/Top): the correct unauthored default is Top, not Center —
a genuine client-wide enum-mapping bug in this port. Under Top both panes
render near their own box's top edge (25px apart, no collision); under
Center both cluster toward the middle of their overlapping boxes.
Scoped fix: CharacterCreationSkillsPage force-sets VerticalJustify=Top on
both panes directly, rather than fixing the shared mapping/default — that
bug is client-wide and could regress already-shipped FROZEN surfaces
(vitals, chat, main game UI, Options) that may rely on the current Center
default. The shared fix is filed as ISSUES #410 / register AD-104 for its
own dedicated investigation + regression sweep.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Doc-only findings from the round review, plus the register rows the
three code commits' own bookkeeping notes reference:
- F3: AP-229 amended with the dialog-as-sibling z-order addendum — the
same flat-sibling-list mechanism that motivates AP-229's own screen-
layering row also covers RetailDialogFactory's open dialogs, which was
GF-15's actual root cause (now fixed, but the underlying divergence —
dialogs and screens sharing one z-order list at all — remains and
could reintroduce the same failure class via a future sibling's own
unconditional per-tick BringToFront).
- F5/F6: AP-230 amended with the second narrow-honor addendum (the
LayoutImporter carve-out fix landed in the Group 3 code commit); the
findings doc's "CHAT INPUT" label corrected to "chat transcript" in
both places it appeared (0x2100006F/0x10000011 is the transcript
display, not the input textbox).
- F12: the AD section header recounted 77 -> 79 (a direct physical count
found it undercounted by 2); the AP section header's own "one high"
drift-direction note corrected to "one low" — verified against the
actual commit history (Batch A ended with 165 physical rows but a 164
header; Batch B's recount correctly landed on 164, the header was
never overcounting).
- F15: ISSUES.md #406 gains the crash-vs-incomplete-shutdown precedence
sentence — ReportExited's _runFailure check runs first and returns
immediately, so a crash always wins over a subsequently-failed
shutdown for the same session's reported reason.
- AP-231 filed (the Group 2 commit's own ComposeFormula connector-text
approximation — referenced in that commit's message but the register
row itself was missed until this pass; 161 active AP rows).
- Campaign CC plan ledger gains a "Gate round 1" row with the full
commit list for batches A-G plus this session's three closeout
commits, superseding the ledger's stale "sole remaining acceptance
step" framing (written before the connected gate ran and found the
GF-1..GF-16 / R2-1..R2-8 findings this whole round fixed).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
R2-4/review F1-F2 (gmCGSkillsPage): row click (and arrow click, matching
retail's own post-Increase/DecreaseSkillLevel re-select) now selects a
skill, highlights its row name, and writes the info panes' title (name +
score) and a level-gated bonus line; the description/formula halves stay
unported (SkillBase._description/_formula unreachable from this page's
current data surface, documented on RefreshInfoBox). The listbox's own
authored scrollbar link is wired to its Scroll model (live-DAT-confirmed
at 0x100003F8, matching the "+1 from the listbox" hypothesis). Cost text
now matches SetSkillText @0x00480600 exactly: Untrained's down-cost and
Specialized's up-cost are literal "0", unconditional, where the port
previously rendered blank; the 999-blank gate applies to the up-cost
only, never to a down-cost. Arrow Ghosted/Enabled state (0x1000001a/
0x1000001b) is now gated per branch, including bUntrainable/
bUnspecializable re-derived as "this row's own effective cost is
nonzero" — no new data needed since the page already resolves that cost.
R2-4b (the four-bucket sorted model) is NOT implemented — its Useable-
vs-Unuseable-Untrained split reads SkillBase.MinLevel, confirmed present
in the installed dat (SkillTable_MinLevelDistribution_NeverExceedsTrained)
but not threaded through ChargenOptions/ChargenHeritageOptions/
CharacterCreationRuntimeBindings. AP-213 row records the exact channel a
future fix needs. Also live-DAT-pinned: Templates[0]'s header-caption
child (0x100002f6) resolves as a UiButton, not UiText, in the real dat —
the same UIElement_Button-is-DynamicCast(0xc)-compatible-with-Text quirk
already ported for GF-4b's slider labels.
App suite (live-DAT env) 5321/3 -> 5328/3 (+7, zero regressions).
Runtime 1735/0 unchanged.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
R2-5: retail's gmCGAppearancePage::DoColorSpots/SetSelection/DoGradDisk
paint the nine color swatches and the gradient disc with a real,
computed representative color (PalSet-averaged for Hair/Nose+Mouth+
Skin/Headgear/Shirt/Trousers/Footwear at fixed sample indices
0xd0/0xb0/0x520; direct-Palette for Eyes at 0x103), not the static
authored art acdream showed before this batch.
Ports the full palette-to-RGB pipeline: a new pure Core resolver
(ChargenSwatchColorResolver + IChargenPaletteColorSource) backed by a
new ChargenAppearanceCatalog.TryGetColor reading real Palette dat
objects, pinned against the installed EoR dat. CharacterCreationAppearancePage
recomputes all nine swatches + the gradient disc's tint on every
refresh (part/color/heritage change) and paints them through a new
ChargenSwatchColorTile overlay child — a flat-color-fill approximation
of retail's actual recolored-sprite blit, since neither UiButton
(sealed) nor UiDatElement exposes a per-instance sprite tint today.
Two STOPPED items remain outside this batch's file contract before the
mechanism is visually live: (1) wiring PalSetSource/ClothingTableSource/
PaletteColorSource from CharacterCreationUiController.cs (mirrors the
existing PreviewControl seam); (2) a small additive Tint property on
UiButton/UiDatElement for a byte-true recolor instead of the flat fill.
Also ports Nose/Mouth/Skin's single non-interactive representative
swatch, beyond AP-216/AP-217's original six-part scope.
Register AP-216/AP-217 rewritten (not retired — the two STOPPED items
keep them open). Tests: 11 new Core, 6 new Content live-DAT, 8 new
App-layer fixture. App suite 5321/3 -> 5329/3, Runtime 1735/0
unchanged, zero regressions.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
R2-1/R2-6 (description-box text clipped left of the frame, regressed from
Batch C's frame un-consume): root cause was never the un-consume change
itself — the Heritage/Profession/Town/Summary description boxes
(0x100003C4/0x100003E0/0x10000409/0x10000404) all author retail's four
independent text-inset margins (dat properties 0x23-0x26,
UIElement_Text::OnSetAttribute cases 0xf-0x12: margL=9/margR=26/margU=15/
margD=15), which this codebase never read at all, before or after Batch C.
Un-consuming the gold-frame children just made the pre-existing missing-
margin bug visible for the first time (the frame's own left border now
draws around the same x=0 origin text always used). Fixed end to end:
ElementInfo.MarginLeft/Right/Top/Bottom (read in
ApplyCanonicalLegacyProjection, propagated in Merge), UiText.MarginLeft/
Right/Top/Bottom (additive with the pre-existing Padding), a new pure
UiText.ContentOffsetX static consumed by the multi-line draw path's
per-line placement, and matching wrap-width shrinkage in
DatRichText.Compose and BuildText's own authored-multiline path. Scoped to
the multi-line (non-OneLine) path only.
R2-2/R2-3 (Attribute\n Credits renders the literal backslash-n; the live
credit value overlaps mid-caption): two stacked gaps. (1) UiButton
captions never escape-normalized the DAT's literal "\n" — centralized the
normalize into DatWidgetFactory's ResolveAuthoredString (the one choke
point every P0x17 resolution already shares) plus a NormalizeEscapes
helper for the per-state caption loop, so every caller normalizes
identically. (2) UiButton.Label only ever drew one line — retail's
UIElement_Button IS a UIElement_Text with OneLine=false on these buttons,
so a caption should word-wrap/stack like any other Type-12 box. Added
UiButton.DrawBlockLabel + the pure, unit-tested WrapBlockLines. The
value-overlap itself: ValueBox was never wrong (live-DAT-measured correct
child rects) — the caption was drawing unconfined across the button's
full width ("Available Skill Credits" measures 193px in a 231px button
whose value box starts at x=116). Fixed by confining the caption's own
drawable width to stop before ValueBox.X whenever a ValueLabel coexists.
R2-7a (Summary overview listbox missing its scrollbar): pure wiring gap —
the listbox authors a linked scrollbar via dat property 0x72
(ScrollbarElementId=0x10000401) that CharacterCreationSummaryPage's
constructor never resolved, unlike every other UiTemplateListBox owner in
the codebase. Fixed with the same resolve-and-wire pattern.
R2-7b (how-to box scrollbar overlaps text, no thumb): traced to a
downstream symptom of R2-1, not an independent bug — UiScrollbar only
paints its thumb when the linked model has overflow, and the pre-fix wrap
width (un-inset) produced fewer/shorter lines than fit the view. Pinned
directly against the real installed strings/font (Aluvian's how-to text)
that the margin-correct width overflows. No UiScrollbar code changed.
R2-8 (name field should show "[ Name ]"): re-checked the one hypothesis
Batch A's GF-15 closure left open — an authored initial-text string on
the field's own P0x17. Confirmed absent on every state in the installed
DAT. No code change; Batch A's closure stands, now pinned as a live-DAT
regression test.
App suite 5334/3 (was 5321/3, +13, zero regressions). Runtime 1735/0
unchanged. Full solution Release build green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>