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4 commits

Author SHA1 Message Date
Erik
34d8a3c0e7 fix(chat): CH1 review fixes — sbb-idiom channel catch-all, command-output typing
Applies the Opus review findings on CH1 (172c6f9a), the exact retail chat
color table. Two blockers plus should-fixes/nits, one commit:

BLOCKER 1 — LegacyChannelChatType.Resolve's channel-bit table was wrong.
Binary Ninja renders retail's `neg esi; sbb esi, esi` idiom (a branchless
select between Channel 0x08 and Channel_Send 0x09) as the trivial pseudo-C
`esi - esi` (always 0), hiding the real values. Corrected by decoding the
raw bytes at the PDB-paired binary: HEAR sbb site VA 0x00570F0A (mask -6 ->
0x08), SEND sbb site VA 0x00570D4F (mask -5 -> 0x09). The generic
admin/audit/sentinel catch-all is Channel/Channel_Send, NOT Abuse (0x0E) —
Abuse is retail's ONLY 0x0E producer (bit 0x0001). The unnamed
FellowBroadcast bit (0x4000000) is hear=Channel(0x08)/send=Fellowship(0x13),
not a flat 0x13. ACE's PDB-sourced Channel enum corroborates. Introduces
`RetailLogTextType`, the 34-value named enum for the wire LogTextType space
(values only, no color — Core stays presentation-free).

BLOCKER 2 — three ChatLog.OnSystemMessage sinks (ChatVM.ShowSystemMessage,
LiveSessionRuntimeFactory's ShowSystemMessage delegate,
HeadlessGameplayOperations.DisplayMessage) were typing ALL
ClientCommandController output 0x1A (bright red), including informational
command output (@version, /loc, friends list, usage lines). Retail types
the great majority of that output 0x00 Default (green) and reserves 0x1A
for genuine refusals/errors. Reverted to 0x00 with a comment noting the
refusal-vs-info split lands with CH2's SpewBox producer rewiring. The five
App composition sites that pass 0x1A for actual refusal text
(InteractionRetainedUiComposition, SessionPlayerComposition) were already
correct and are untouched (aside from converting the literal to the new
enum).

Also: AP-176 divergence-register row for OnWeenieError/OnCombatLine's
single-type approximation of retail's per-code/per-message dispatch; a
carry-forward test for the out-of-range LogTextType color fallback in
ChatWindowController; decomp-confirmed anchors replacing ACE-inferred
citations in CombatChatTranslator and ChatLog.OnPlayerKilled; required
(non-optional) logTextType parameters on OnLocalSpeech/OnTellReceived/
OnCombatLine/OnSelfSent since no production caller relied on a default;
LegacyChannelChatType.Resolve's parameter renamed channelBit -> channelId
with a doc note on multi-bit ids; corrections to the color-table research
doc's §3.3 wire tables; and issue #359 for the pre-existing (not
CH1-introduced) 0x019E PlayerKilled participant-suppression gap retail has
and acdream lacks.

dotnet build clean; full Release suite 11,835 passed / 4 skipped / 0 failed
(11,839 total), up from the CH1 baseline of 11,833/4/0.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-09 16:03:13 +02:00
Erik
172c6f9aa3 feat(chat): Campaign CH slice CH1 — retail LogTextType color table
Retail colors chat lines by the 34-value wire LogTextType (ACE's
ChatMessageType), NOT by acdream's synthetic 9-value ChatKind. The old
ChatWindowController.RetailChatColor(ChatKind) collapsed distinct retail
colors onto one bucket per ChatKind — e.g. every Channel line rendered
colorLightBlue (Magic's slot) when retail's actual palette spans five
different colors across the Turbine rooms and legacy allegiance family.

Ports ChatInterface::BuildChatColorLookupTable @0x004F31C0 verbatim
(RetailChatColorTable, all 34 RGBA floats read from the PDB-paired
binary's .data section) and threads a new ChatEntry.LogTextType field
through every ingestion site to the correct retail wire value:
HearSpeech/Tell pass the wire chatType through verbatim; Emote/SoulEmote
hard-code 0x0C; the Tell self-echo hard-codes 0x04; legacy ChatChannel
broadcasts derive their type from the channel bit via the new
LegacyChannelChatType helper (ported from the decompiled
Handle_Communication__ChannelBroadcast dispatch, hear vs. own-send);
TurbineChat rooms map through TurbineChatDisplayNames.LogTextType;
CombatChatTranslator's hit/miss/evade lines map to ACE's CombatSelf/
CombatEnemy per Player_Combat.cs; kill/death lines use retail's
decompiled 0x00 Default (not a combat color). ChatWindowController's
transcript now folds LogTextType through RetailChatColorTable with
retail's exact "out-of-range keeps the previous line's color" carry
rule; ChatPanel's combat highlighting sources the same table.

Corrects HearSpeech.cs's doc-comment ChatType legend (4 of 6 entries
were wrong). Adds register row AP-175 for the pre-existing (unchanged)
Popup-renders-in-chat divergence and updates AP-39's stale per-ChatKind
description. Narrows ISSUES #139 — its chat-colors half is done.

Retail renders no chat timestamp prefix path exists in acdream today,
so the "timestamp is always colorGrey 0x0C" rule has nothing to attach
to; noted here per the research doc rather than left silent.

Research: docs/research/2026-08-09-chat-retail-color-table.md
Full Release suite: 11,833 passed / 4 skipped / 0 failed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-09 15:24:09 +02:00
Erik
3f7821c18d fix(chat): BuildTell wire field order + retail-style FormatEntry + suppress duplicate Channel echo
Three follow-up fixes from the 2026-04-25 live verify session.

1. CRITICAL: BuildTell wire field order. Our outbound layout was
   [target_name, message] but ACE's GameActionTell.Handle reads
   [message, target_name] (verified against
   references/ACE/.../GameActionTell.cs:17-18 verbatim). Result: every
   /tell since Phase I.3 has been failing with WeenieError 0x052B
   (CharacterNotAvailable) because ACE was looking up the message
   text as the recipient name. Swapped the field order in
   ChatRequests.BuildTell so message is written first; updated the
   pinned BuildTell test to expect the corrected layout. The
   WorldSessionChatTests round-trip continues to pass since SendTell
   delegates to BuildTell.

2. Retail-style FormatEntry. The user asked for the canonical retail
   strings:
     /say (own):       You say, "text"
     /say (incoming):  Name says, "text"
     /tell (own echo): You tell Caith, "text"
     /tell (incoming): Caith tells you, "text"
     channel:          [Trade] +Acdream says, "text"
     /shout (own):     You shout, "text"
     /shout (incoming):Name shouts, "text"

   Discriminators: SenderGuid == 0 distinguishes our own outbound
   echoes (set by OnSelfSent) from real incoming whispers (carry the
   sender's player guid). Sender == "" or "You" distinguishes our own
   /say echoes (OnLocalSpeech substitutes "You" when the wire sender
   is empty per holtburger client/messages.rs:476-487).

   ChatEntry gains a new ChannelName slot so Channel-kind entries
   render with the friendly room name ("Trade") instead of "ch 3".
   Falls back to "ch {ChannelId}" when ChannelName isn't populated
   (legacy ChatChannel inbound or older callers).

3. Suppress optimistic Channel echo. The user saw duplicates per
   /trade /lfg in the live trace:
     [ch 0] Trade: hello                     <-- our optimistic
     [ch 3] +Acdream: [Trade] hello          <-- ACE's TurbineChat broadcast
   ACE's TurbineChatHandler at Network/Handlers/TurbineChatHandler.cs
   broadcasts EventSendToRoom to ALL recipients in the room including
   the sender, so the canonical echo always arrives via 0xF7DE. Drop
   the optimistic OnSelfSent for Turbine kinds in GameWindow's
   SendChatCmd handler; trust the server. Legacy ChatChannel paths
   (Fellowship / Allegiance / Patron / Monarch / Vassals / CoVassals)
   keep the optimistic echo because the legacy 0x0147 broadcast may
   not always come back to the sender.

   Inbound TurbineChat also stops embedding "[Trade] " into the
   message text — passes the friendly name out-of-band via the new
   channelName parameter on ChatLog.OnChannelBroadcast.

11 tests updated for the new format strings (8 in ChatVMTests, 1 in
ChatVMCombatTests, 1 BuildTell, plus the format additions cover
incoming/outgoing variants per kind). Solution total: 1007 green
(243 + 114 + 650), 0 warnings.

Tells should now actually deliver. Channel echoes show as
[Trade] +Acdream says, "hello" without the duplicate.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-25 20:49:02 +02:00
Erik
9faf9d7e3a feat(ui): ChatPanel — second devtools panel proves the abstraction
Adds a second real panel behind ACDREAM_DEVTOOLS=1. Shows the tail
of ChatLog (last 20 entries by default) formatted per ChatKind:

  "Caith: hello"                  — LocalSpeech
  "Regal says distantly: hi"      — RangedSpeech
  "[ch 7] Caith: g'day"           — Channel
  "[Tell] Regal: psst"            — Tell
  "[System] Your spell fizzled!"  — System
  "[Popup] A door stands..."      — Popup

Why now: proves the D.2a IPanelRenderer contract survives beyond a
single progress-bar panel. ChatPanel exercises Text() + Separator()
on a variable-length list where VitalsPanel was a fixed three-widget
layout. No renderer primitives needed to grow — the contract held,
which is the whole point of the abstraction layer.

Files:
  - src/AcDream.UI.Abstractions/Panels/Chat/ChatVM.cs (new)
      Snapshots ChatLog tail every frame. Cheap at default 500-entry
      cap. Per-kind formatting lives here (not in the panel) so the
      D.2b retail-look swap inherits plain-text fallbacks.
  - src/AcDream.UI.Abstractions/Panels/Chat/ChatPanel.cs (new)
      IPanel implementation. Separator + N Text lines. "(no messages
      yet)" fallback when the log is empty.
  - src/AcDream.App/Rendering/GameWindow.cs
      Registers the ChatPanel alongside VitalsPanel in the devtools
      init block. Uses the existing GameWindow.Chat field already
      fed by H.1's wire layer + GameEventWiring.WireAll.
  - tests/AcDream.UI.Abstractions.Tests/ChatVMTests.cs (new)
      12 tests covering tail selection, display-limit bounds, every
      ChatKind's formatting, null-log + zero-limit guards, no stale
      caching across appends.

Also fixes one stale "Hexa.NET.ImGui" mention in VitalsPanel's xmldoc
(pivoted to ImGui.NET in 55aaca7; doc needed a trailing update).

Build: 0 warnings, 0 errors. Tests: 23 UI.Abstractions (up from 11,
all Core + Core.Net still green), 0 failures.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-25 00:48:07 +02:00