F1: the crash reporter comment claimed the launcher never holds a password
in any field - false (ProfileEditorDialogViewModel, AccountProfile.Password,
StartRequest.Password). Reworded to the true, narrower invariant (no throw
site interpolates a credential VALUE into an exception message) and pinned
it with CrashReportNeverContainsAStoredPassword: a real STJ failure over a
profiles document containing a known password, corrupted after the
credential, must yield a crash file with the stack and without the value.
F2: the co-deploy Inputs covered only Bake own sources; a Content edit
never refreshed the 83 MB exe. Now the full reference closure. Fixing it
surfaced two more incrementality traps, both fixed and comment-documented:
SkipUnchangedFiles left the output older than the triggering input (target
re-ran forever - added an explicit Touch), and %(Item.Metadata) in a plain
Include does not batch (the literal percent-text became a permanently
out-of-date phantom input - globs are now spelled per project). Verified:
Core edit retriggers, then two consecutive clean incremental builds.
F3: RID publishes ran BOTH co-deploy paths (two self-contained bake
publishes). Build-time target now guarded on _IsPublishing; verified a
real win-x64 publish runs zero build-target co-deploys and still ships
both exes.
F4: comment misattributed PublishBakeTool=false to CI lanes; it is
target-local recursion guarding. F5: the x:Name reflection sweep now walks
the markup as XML and tolerates template-scoped names (no generated field
exists for those). F6: dead using removed. Hardening: the crash reporter
positional --data-dir fallback requires a fully-qualified path so a
relative or flag-shaped value cannot create ./crash-reports at an
arbitrary CWD.
Launcher 67/67, Launcher.Core 317/317.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
#398 was a crash on every modal open/close caused by MainWindow's
constructor calling AvaloniaXamlLoader.Load(this) instead of the
generated InitializeComponent() — only InitializeComponent assigns the
x:Name backing fields, so every named control was null and the first
Dispatcher.UIThread.Post callback in OnViewModelPropertyChanged threw
NullReferenceException, killing the process. It reached the user gate
because no test in tests/AcDream.Launcher.Tests (ViewModel-only) ever
constructed a MainWindow. #399 is the process gap that let that class of
defect through 14,012 green tests.
Adds Avalonia.Headless.XUnit 12.1.1 to the launcher test project. Its
net10.0 dependency group targets xunit v3, so the project migrates
xunit 2.9.3 -> xunit.v3 3.2.2 (drop-in: all 54 pre-existing tests compile
and pass unchanged under dotnet test via xunit.runner.visualstudio 3.1.4,
which already supported v1/v2/v3; two call sites needed
TestContext.Current.CancellationToken per the new xUnit1051 analyzer).
TestAppBuilder.cs wires [assembly: AvaloniaTestApplication] to a headless
AppBuilder.Configure<App>() so the real App.axaml FluentTheme is live in
tests.
MainWindowViewTests.cs adds 12 [AvaloniaFact]/[AvaloniaTheory] tests:
- an explicit non-null + type check of every x:Name field the
code-behind dereferences (ProfilesTree, ServerNameTextBox,
AccountNameTextBox, CharacterNameTextBox, EditorSubmitButton,
FirstRunDatDirectoryTextBox, FirstRunCloseButton, UpdateCloseButton)
- a reflection sweep over every x:Name found in MainWindow.axaml, so a
future named control without a matching non-null field fails loudly
- one open+close round trip per ProfileEditorKind (all seven, including
Remove), plus the first-run wizard and the update prompt, each pumping
Dispatcher.UIThread.RunJobs() so the queued focus callback actually
executes instead of just being asserted vacuously
- a dedicated test for the _focusBeforeModal-restore branch (not just
the ProfilesTree.Focus() fallback), anchored on a real focusable
button since ProfilesTree (TreeView) has Focusable="False" under
FluentTheme — its own tab stops are TreeViewItem rows, so the
close-path assertions check "no exception escaped the dispatcher"
rather than "focus landed on ProfilesTree"
Falsification (required evidence): reverting MainWindow's constructor to
AvaloniaXamlLoader.Load(this) and rerunning gives 12 failed / 0 passed —
10 tests throw NullReferenceException at MainWindow.FocusActiveModal,
propagating cleanly out of Dispatcher.UIThread.RunJobs() (confirming
dispatcher exceptions are not silently swallowed), and the 2 reflection
tests fail on an explicit "x:Name 'ProfilesTree' was null after
construction" message. Restoring InitializeComponent() gives 12 passed /
0 failed. Full launcher suite: 66 passed / 0 failed, reproduced on both
Windows and native Ubuntu (WSL, no display/Xvfb — Avalonia.Headless needs
none). AcDream.Launcher.Core.Tests: 317/317 unaffected.
No CI workflow change needed: .github/workflows/headless-portability.yml's
portable-launcher job already runs dotnet test on the launcher test
project on both windows-latest and ubuntu-latest with no display setup,
which is sufficient for Avalonia.Headless.
Closes#399.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
#399 (HIGH, process class): no test constructs MainWindow — the launcher
test project is ViewModel-only with no Avalonia headless package, which is
how a crash on every modal open/close passed 14,012 green tests and reached
the user gate. Fix direction is Avalonia.Headless.XUnit plus a view test
that drives every modal open/close, catching the class rather than one
spelling.
#398 (MODERATE): the top-level guard prints only ex.Message, so the fatal
NullReferenceException fixed at d54b8a78 surfaced with no file, line, or
frame; diagnosis needed a temporary code edit and rebuild. Fix direction is
a redaction-scanned crash file under the data root.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Opus review of LA3 returned FIX FIRST; this addresses every finding in
scope (F1-F5, F7-F12; F6 CI-lane addition excluded per instructions):
- F1 (CRITICAL): SessionProcessSettings.Paths is now nullable and left
null by SessionConfigComposer unless a caller supplies overrides, so
the JSON key is entirely absent instead of "paths":{} — the App-side
loader's strict UnmappedMemberHandling.Disallow would otherwise reject
every gui/guiSelect session-config document at load.
- F2: added SessionConfigComposer.ComposeProbe and a nullable
SessionDescriptor.Mode field ("probe", omitted for normal play) per
the pinned contract — no character/policy/plugins/loginCommands.
- F3: LauncherProcessSupervisor.Stop now tries
ILauncherChildProcess.TryRequestGracefulStop (Linux: libc SIGINT via
LibraryImport, K4-proven graceful headless logout) before
CloseMainWindow. Windows has no reliable no-window-console equivalent
today; filed docs/ISSUES.md #397 with the CREATE_NEW_PROCESS_GROUP +
CTRL_BREAK fix direction. Stop()'s blocking-timeout contract is now
documented for LA4.
- F4: LauncherProfileStore.Save chmods the Linux temp file to 0600
immediately after creation, before any credential is serialized;
failure paths and Load() clean up a stale .tmp.
- F5: added LauncherCoreDependencyBoundaryTests asserting Launcher.Core
references exactly AcDream.Platform and no packages.
- F7: StatusEventParser.Parse no longer throws on a whitespace/null
line; StatusFileTailer.ReadNewEvents swallows the File.Exists/open
TOCTOU window (FileNotFoundException/DirectoryNotFoundException/
IOException) instead of throwing.
- F8: Start() now kills (entire process tree) and disposes a child that
started successfully but failed while being fed its stdin password,
instead of orphaning it.
- F9: SetState is monotonic — once Exited, no later transition applies
or fires StateChanged, closing a Start()-path race where a
synchronously-exiting child could be "resurrected" to Running.
- F10: CharacterIdFormat.TryParse now requires the "0x" prefix (an
unprefixed hand-typed decimal id is also valid hex and was silently
misread); a parsed id of 0 is treated as unusable and falls back to
the name selector; LauncherProfileStore.MergeRoster normalizes both
sides through TryParse/ToHexString instead of raw string equality, so
a legacy unprefixed-hex row self-heals via name match instead of
duplicating.
- F11: StatusCharacterEntry.SecondsGreyedOut is now uint, matching
CharacterRosterEntry and the host writer.
- F12: added MalformedStatusEvent, returned for a recognized `e` whose
payload doesn't match its shape, distinguished from UnknownStatusEvent
(an unrecognized `e`).
AllowUnsafeBlocks was added to AcDream.Launcher.Core.csproj — required
by the LibraryImport source generator's function-pointer marshalling
stub for F3's Linux SIGINT P/Invoke.
Verification: dotnet build AcDream.slnx -c Release green (0 errors);
dotnet test tests/AcDream.Launcher.Core.Tests -c Release green at 94/94
on native Windows and under WSL (Ubuntu, verified across multiple runs
for the timing-sensitive SIGINT/sharing-violation tests, no flakes
observed).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
ISSUES: #372/#374/#375/#378-#382/#385 flipped DONE (re-gate USER-PASSED
2026-08-14); #396 records the live-verified crash fix. CLAUDE.md Current
state: Campaign OP paragraph now carries the 2026-08-14 round and the
still-owed full OP3-OP6 sections + OP8 visual re-check.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Three findings from the user's first Configure Keyboard look (OP8 gate,
2026-08-14), each root-caused against the named retail decomp:
- #394 row-caption font: the synthesized action-label UiText never set
DatFont and fell to the debug bitmap font. The authored row template
(0x21000009/0x1000002F, retail UIOption_ActionKeyMap) carries FontDid
0x4000000A (18px serif) — Bind now takes resolveTemplateFont and applies
the template's own authored font, resolved once per template pair.
- #395 key captions: raw enum spellings ("Shift+ShiftLeft") replaced by the
port of CInputManager_WIN32::GetNameFromKey @0x00687F40 /
GetNameFromKey_Internal @0x00687800 (RetailKeyNames): DAT string-table
override by DIK-name hash (key enum 4 -> 0x2300000A, meta enum 5 ->
0x2300000B, delimiter enum 3 -> 0x23000007 — GetDIDByEnum category 4,
live-probed), else the OS keyboard layout's own key name ("SKIFT") via
PlatformKeyNameProvider (Win32 GetKeyNameTextW — register row AD-96 for
the DirectInput-vs-GetKeyNameText adaptation), else the DIK-suffix
spelling. Bare modifier-key bindings show only the key name.
- #396 capture feedback: clicking a mapping button now opens retail's
instruction dialog (InitiateBinding @0x004899D0 -> OpenMapWarnDialog
@0x00488A00): a type-2 WAIT dialog on retail's MapWarn queue key
0x10000001 with ID_ActionKeyMap_MapInstructions (0x23000004, ACTION
variable interpolated), closed on key hit or ESC through the capture
callback; capture is not armed if the dialog cannot open, matching
retail. New RetailWaitDialogView (wait root 0x31 — same authored
popup/message pair 0x3D/0x3E as the confirmation root, live-DAT probed)
behind a shared IRetailDialogView presenter seam.
Probe evidence (env-gated, kept):
KeyboardConfigLiveMountProbeTests.ProbeKeyboardFontsAndKeyNameStrings.
Register: AD-96 filed. Gate script OP8 section updated (step 4 rewritten;
the "pressed/active state is enough" contract is retired).
Full Release solution suite green (13,424 passed / 4 skips).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
From the 2026-08-14 highres verification: acdream always runs at retail
MAX texture detail (Textures[0] + unconditional client_highres.dat).
Retail's two knobs (ID_Option_HighResChange gating LoadHighResDat
@0x004FA250; Landscape/Environment TextureDetail as a mip-chain start
index @0x0044C3C8) are recorded with their decomp anchors and the
acdream-side seams. Post-M4.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Slice 5+6 of the display block, one coherent unit (they share the state
machine the goal's dual review covers).
GlfwDisplayModeSwitcher (#376) ports retail's fullscreen semantics -
Device::ForceDisplayResolution @gmClient::Init 0x004047af is a REAL
video-mode change - through native glfwSetWindowMonitor on the same
IWindow.Native.Glfw handle path #348's cursor cache proved. Primary
monitor (retail's primary display device); refresh = the monitor's
highest for the picked WxH; the windowed placement is remembered for the
exit path; every failure is a no-throw (bool, reason) result.
SilkRuntimeDisplayWindowTarget.Apply (#388) becomes the state-aware
machine: fullscreen target = validated native mode switch (mode must be
in #391's DisplayModeCatalog - an offered mode is supported by
construction, making the "Graphics mode not supported" crash class
unreachable from the dropdown); windowed target while fullscreen = the
native exit (which sets the client size itself); plain windowed pick =
the proven #387 size write. A raw Size write NEVER happens against a
fullscreen window - on GLFW that is a video-mode request, and an
unsupported one was the exact unhandled-GlfwException that killed the
user's 2026-08-13 session. The old Silk borderless WindowState path is
deleted from the apply. New IWindowedSizeSurface narrows the window
dependency so the machine is unit-testable (FakePacingSurface idiom).
Live-verified on this machine (goal-sanctioned automated run):
display: fullscreen mode switch 1920x1080@300 -> framebuffer resize
event 1920x1080 -> vulkan: swapchain recreated 1920x1080 ok=True ->
graceful close, desktop mode restored.
Tests: 5 state-machine facts (validated switch/never-size-write,
unoffered refusal, failed-switch usability, native exit, plain windowed
write). App suite 4,972/3 skips. Gate script sections D4-D6 written
(black-screen-risk steps flagged). Dual Opus review of the pair follows
as its own round.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Decomp-first per the block's rule: the research doc
(docs/research/2026-08-13-retail-ui-display-change.md, committed here)
pulled retail's actual mechanism before any code. A display change runs
UIElementManager::RefreshEvent @0x0045C530 ->
UIElement::UpdateForParentSizeChange @0x00462640, which unconditionally
re-applies every floating window's own clamping MoveTo override
(x = max(0, min(x, parentW - selfW)) - top-left priority, oversized
windows pin to 0), then broadcasts global message 0xE whose sole
listener reloads the per-resolution auto layout. No proportional moves,
no resets; retail saves layouts only via @saveui.
Port: RetailWindowLayoutPersistence.ClampAllToScreen() is the cascade
clamp (no store I/O; _restoring suppresses the per-move save so a live
drag-resize cannot write settings.json per frame), and
RetailUiRuntime.Draw carries a two-step screen-size edge detector:
change frame -> clamp; first stable frame -> one
RestoreAll(saveBack:false) per-resolution reload (the 0xE analog; no
lazy save-back, matching retail's save-only-on-command). The login
restore path already used retail's exact clamp math (Apply) - the live
trigger was the missing half, which is precisely the stranding the user
reported.
Deliberate deviation, register AD-91: retail's gmFloatyChatUI windows
have NO clamp and can strand; the block's requirement ("UI windows must
stay reachable") clamps every registered window uniformly.
Tests: 5 new persistence facts (clamp/top-left-pin/no-move/no-save-on-
clamp/no-save-on-live-reload). App suite 4,967/3 skips. Gate script
section D3 filled in.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
User-directed (2026-08-13): "we should only support modern resolutions.
Not any old format." New DisplayModeCatalog enumerates the window's
monitor (Silk IMonitor.GetAllVideoModes) once at GameWindow load and
curates via a pure, tested rule: modern widescreen families only
(16:9/16:10/21:9/32:9 within 2.5%), at least 1280 wide, must fit the
desktop (an impossible windowed pick is not offered - the measured
3840x2160-on-2560x1440 silent clamp class), desktop mode always
included, refresh-rate duplicates collapsed, ascending order.
The Config Resolution row consumes the catalog through two new optional
Bind parameters; its Defaults value becomes the desktop's own mode.
Fixture/headless callers keep the static preset ladder, which now drops
800x600 and is pinned by test to pass the same curation rule (the OP6 S4
"default must be re-selectable" invariant holds on both paths).
Deliberate retail deviation, register row IA-22: retail listed the
adapter's complete enumeration including 4:3 legacy modes and authored
800x600 as the Config default (gmConfigUI::InitOptions
SetDefaultValue(0x03200258); gmClient::Init @0x004047af). The catalog is
also the designated fullscreen mode-switch validation source for
#376/#388 - an offered mode is supported by construction.
Tests: DisplayModeCatalogTests (8 - filter/clamp/dedupe/sort/ultrawide/
desktop-inclusion/fallback-consistency); ConfigOptionsPageControllerTests
row-12 default updated. App suite 4,961/3 skips; UI.Abstractions 916.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Retail's world-camera FOV is not a constant: the applied vertical FOV is
m_fGameFOV / (viewportAspect - 0.1), recomputed on every aspect or
game-FOV change (CreatureMode smartbox sites 0x00452b2f/0x00453b14),
gated by Render::SetFOVRad's open (0, pi) acceptance (0x0054b2d0 -
rejected results keep the previous FOV). m_fGameFOV defaults to pi/2 =
90 degrees (0x00454649) and is what the Field of View option sets in
degrees (0x00451e6a; registered range [10,160] default 90 -
gmClient::InitUIPreferences @0x004035b0). Net effect: the horizontal
view stays ~85-90 degrees across aspect ratios; wide screens trim the
vertical slice instead of ballooning the sides.
acdream hardcoded FovY = pi/3 = 60 degrees on all four world cameras,
aspect-independent, and the Config slider wrote raw vertical-FOV
degrees. New: RetailFieldOfView (the law + gate, decomp-cited),
CameraController.GameFovRadians + SetGameFov + one ApplyProjection
chokepoint recomputing every camera on SetAspect/SetGameFov/
EnterChaseMode/RestoreState; ApplyFieldOfView now feeds the law;
DisplaySettings.Default.FieldOfView 60 -> 90 (the retail registered
default; the stored number changed MEANING with this commit).
The same seam closes a second latent bug the 2026-08-13 "squished" gate
report exposed: SetAspect only ever updated Orbit/Fly - the CHASE
cameras (the ones the player looks through) kept their creation-time
aspect across every mid-session resize, drawing the world at the old
shape stretched onto the new viewport.
The paperdoll camera stays outside the law by design (retail portrait
mode is UseSharpMode, not smartbox - DollCamera's own doc).
Tests: RetailFieldOfViewTests (golden law values at 4:3/16:9/21:9, the
constant-horizontal property, the rejection gate, controller propagation
incl. chase attach/restore + rejected-law aspect-still-propagates);
DisplaySettingsTests + RuntimeSettingsControllerTests updated to the new
semantics. App suite 4,953/3 skips; UI.Abstractions 916/0. AD-89 retired
in this commit; user settings.json migrated 60->90 by hand (stale
pre-port default).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Both from the 2026-08-13 display gate session. #389 carries the full
decomp-verified retail FOV law; #390 requires the retail reposition
mechanism from the decomp before any clamp is implemented.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
User report: resolution picks (and window drags) stretched the image
instead of changing the pixel count. Root cause: Campaign V slice V11
deleted the GL viewport target and left a null target, assuming the
driver's OUT_OF_DATE/SUBOPTIMAL acquire/present results would drive
swapchain recreation on resize. That is driver-dependent and
spec-insufficient — this machine's Windows AMD driver keeps presenting
the stale-extent swapchain scaled to the new window indefinitely, so
OnFramebufferResize only ever updated the camera aspect while every
pass (UI included) kept rendering at the old extent.
Fix: SwapchainRecreateViewportTarget implements the existing
IFramebufferViewportTarget seam for Vulkan and arms
VulkanGraphicsContext.RequestRecreate() on every resize event; the next
PrepareFrame rebuilds the swapchain at the live FramebufferSize (bursts
collapse to one recreation, stale events cannot install a stale extent,
minimised sizes stay gated by FramebufferResizeController).
Tests: SwapchainRecreateViewportTargetTests (target contract, size-
agnostic arming, null hook, controller-to-target end-to-end with the
minimised gate). Full Debug App suite 4,941/3 skips.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
User gate report (Campaign OP happy-testing round, 2026-08-13): every
Config-tab dropdown drew its text gold + left-aligned and its popup a
fixed 6 rows regardless of item count. All three were unmeasured styling
divergences — the authored data (new probe menuprobe3, live DAT) says:
- button label child 0x10000355: fontColor white, hJustify=Center
- row template 0x1000035A: fontColor white, hJustify=Center
- popup ListBox 0x10000358: edge-docked L=T=R=B=1, the authored condition
arming retail UIElement_Menu::RecalculatePopupSize @0x0046caf0 —
popup resizes to the ListBox's summed content height, uncapped
(0x0046e5f4..0046e66c via ResizeScrollableArea's 0x32 broadcast)
UiMenu gains three opt-in properties (ButtonTextCentered,
ItemTextCentered, PopupSizeToContent) plus retail Open @0x0046cc42's
empty-list gate; chat + vendor keep the class defaults, so their shipped
behavior is untouched. ConfigOptionsPageController.ApplyMenuChrome wires
all four corrections for the 8 Config menus with the probe citation.
The same probe found vendor's authored popup ListBox is ALSO docked while
our vendor dropdown ships G5's fixed 6-row window — filed as #386 +
register row AD-88 (UNCLEAR: the G5 retail screenshot and the decomp
mechanism conflict) instead of silently reworking a user-gated surface.
The "resolution change resizes the window" observation from the same
report is #374's designed windowed-mode behavior (display-mode switching
is #376/#377) — no change.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
docs/ISSUES.md #384 records the live-run evidence trail (six connected
runs, the 0.005 m distance diagnostic, the confirmation-arrival diagnostic
that never fires) behind AllegianceGateEnabled=false.
docs/architecture/retail-divergence-register.md AD-87 records the honest
divergence this deferral creates: the allegiance half of the FA6 bot gate
is written and wired but unverified end-to-end over the wire, unlike the
fellowship half which is proven live.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Mechanism MUST-FIX 1: the connected-gate script's steps 1/9/10 carried
the REFUTED x-order guess forward — claiming Friends was drawn left-most
and that the authored default (Allegiance) was somehow NOT the left-most
tab. The real authored order (fixture + live-mount probe, corroborated
by each page's own P0x57 action-map id) is Allegiance (x=0, DEFAULT),
Fellowship, Friends, Squelch — the default tab IS the left-most tab.
Fixed steps 1, 9, 10, and the "What to report" bullet that repeated the
wrong claim.
Mechanism MUST-FIX 2: step 14 sent the user to `@allegiance info` as a
trigger that would supposedly reveal the monarch/patron blocks, and told
them to report it if it didn't — the trigger CANNOT fire post-FA2
(0x0020 AllegianceUpdate is the only inbound writer of this panel's
data; 0x027C, the @allegiance info response, stopped seeding it in
4272ad0e) and FA3 sends no 0x001F subscription at all (FA5 scope). The
script primed the user to file a false defect. Rewritten to state the
true FA3 expectation: @allegiance info prints real data to chat, the
panel blocks stay hidden regardless, for the whole gate — report
NEITHER half as a bug; the actual anomaly to watch for is the blocks
becoming visible at all.
Mechanism SHOULD-FIX 4: step 11's Fellowship checkbox count hedge
("three... a fourth may also be present") replaced with the settled
count (four).
Blast NIT 8 / gate note: added two steps the original script never
exercised — a long-roster Friends/Squelch scroll check (exactly where
blast MF-1's scrollbar-wiring fix bites, and a short test roster would
never surface it) and an honest restore-open-across-relaunch
observation step (the social panel follows the SAME restore-open
convention every sibling main panel already has — Options/Spellbook/
Character/Inventory/Vitae — stated up front so it isn't mistaken for a
bug mid-gate).
Blast SHOULD-FIX 6: docs/ISSUES.md #383 said the two drifted fixtures
were committed "days ago" — git says otherwise: ~18h and ~21h before the
FA3 regeneration run, the previous day. Corrected, and added the
mechanism reviewer's no-drift finding for the NEW social-panel fixture
(cross-checked against the live probe on every axis, zero drift) —
narrows the issue to exactly the two pre-existing OP-era fixtures.
Blast SHOULD-FIX 7: the §10 addendum in fa-panel-structure.md had five
`**` bold markers (odd count) — an orphaned trailing marker bled bold
formatting into the following section. Dropped the orphan; the addendum
now bolds only its lead sentence and the inline "Allegiance" callout,
both balanced pairs.
Mechanism SHOULD-FIX 1 (research-doc half): filed unknown U11 in §8 —
what a repeat F3/F4 press does when the panel is open on the OTHER tab
is not established from retail decomp (no OnAction consumer exists for
either action in the binary); acdream's own OpenSpellbook-precedent
choice is not a retail port.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Root cause (found via reference-identity-verified live-DAT probing, not
a guess): the four main-chat-window indicator buttons (0x10000522-
0x10000525) resolve their own correct ActiveState="Normal" at
construction, then get blanked to "" moments later in the SAME
LayoutImporter.Build call. The indicator column's backing panel
(0x10000600) authors PassToChildren=true on its own empty DirectState
(confirmed live: States[0xFFFFFFFF].PassToChildren == true); when
LayoutImporter.BuildWidget's post-attach state reapply runs for that
panel, UiDatElement.TrySetRetailState cascades its DirectStateId to
every IUiDatStateful child, including the already-correctly-resolved
buttons. UiButton.TrySetRetailState's DirectStateId branch used to
accept that cascade because every button structurally carries a
DirectStateId entry in its States dict as a property bag (ToggleBehavior/
RolloverEnabled/etc), independent of whether it authors any blank
sprite, so TryFindState(DirectStateId) found that entry and blanked
ActiveState even with no "" media. A hover "fixed" it only because
UiButtonStateMachine.RequestedState resolves to the same canonical
Normal id regardless of PointerOver when RolloverEnabled is false.
Retail's own decompiled UIElement::SetState @0x00464e70 does the exact
same unconditional-commit-plus-cascade; retail avoids this specific bug
purely through construction timing (UIElement::Initialize's SetState
call precedes child-tree construction, so a cascade fired during import
always iterates zero children). Our port's LayoutImporter.BuildWidget
deliberately reapplies in the opposite order to give retained
PassToChildren tabs their authored child media, so this literal
state-machine port needed a compensating guard.
Fix: UiButton.TrySetRetailState's DirectStateId branch now requires
REAL "" media (HasStateMedia("")) before accepting the transition.
Scoped to UiButton only; UiDatElement's parallel branch and the cascade
mechanism are unchanged, so CharacterStatController's own
PassToChildren-driven chrome children are unaffected. Register row
AP-206 records the divergence from retail's literal unconditional-
commit semantics. Regressed by two fast unit tests in UiButtonTests.cs
(DirectStateCascade_WithoutRealMedia_DoesNotBlankAnAlreadyResolvedState,
DirectStateTransition_WithRealMedia_StillSucceeds) plus a live-mount
probe confirming all four buttons resolve ActiveState="Normal"
immediately after import against the real installed DAT.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Root cause: a live-DAT probe found retail authors NO backing element
behind the Character/Chat/Config tabs' Apply/Reset/Defaults footer —
each page root has exactly five children (the row ListBox, its
scrollbar, and the three buttons) with zero direct-state media on the
root itself. Scrolled row content therefore bled through visibly
between/behind the three buttons; the bleed-through is a rendering gap
in our own composition, not a missing import.
Fix: new minimal widget UiSolidSpriteFill tiles
RetailChromeSprites.CenterFill (the SAME panel-background sprite the
Options window's own chrome already draws behind everything, not an
invented color) across the footer strip's rect, derived from the three
buttons' own resolved Top/Height and z-ordered strictly behind every
other child so it can never intercept input or occlude the buttons.
Register row AP-205 records the synthesis. Regressed by
OptionsPanelControllerTests.
Bind_SynthesizesOneOpaqueFooterBacking_PerPageWithApplyResetDefaults,
which pins exactly one backing field per page, sized from the live
button rects, z-ordered behind every sibling.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Root cause: PlayerOptionPage::AddSliderOption never sets a row's own
name-label text — the "Inactive Opacity"/"Active Opacity" caption comes
from a SEPARATE DAT-resident runtime catalog (DID 0x78000000, resolved
via the same two-level DBCache::GetDIDFromEnumStatic master-map/submap
lookup ChatOptionsDatDefaults already uses for enum 0x16/category 2,
here for enum 0x15/category 2) that nothing in the codebase ever
queried, so both slider rows rendered with no caption at all.
Fix: new ChatOptionsDatCaptions.TryRead resolves the DID-0x78000000
catalog's per-property name/tooltip entries (matched by the same
owning-property enum ChatOptionsDatDefaults already keys its defaults
by) and ChatOptionsPageController.BuildOpacitySliders stamps each
slider's own row caption/tooltip from it — falling back to no text
(never invented English) if resolution fails. Regressed by
ChatOptionsPageControllerTests.
Bind_WiresEachSlidersOwnRowCaption_FromTheResolvedDatCatalog and the
companion Bind_MissingCaption_RendersNoText_NeverInventsEnglish case,
plus a live-mount probe (OptionsPanelLiveMountProbeTests.
ProbeChatOpacityCaptions) confirming the production TryRead call
resolves "Inactive Opacity"/"Active Opacity" against the real DAT.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Root cause: RetailWindowOpacityController applied the Default/Active
opacity fade to EVERY registered UiRoot window (vitals, toolbar,
inventory, spellbook, radar, even the Options panel itself), but
retail's ChatInterface::SetDefaultOpacity/SetActiveOpacity are only
ever called by gmMainChatUI/gmFloatyChatUI — the mechanism is chat-only
in retail, not a global window-opacity feature.
Fix: scope the controller's catch-up loop, OnWindowRegistered,
ReapplyAll, and Dispose to WindowNames.Chat/ChatWindow1-4 only; every
other registered window now stays fully opaque regardless of slider
position, matching retail's own scope. Regressed by
RetailWindowOpacityControllerTests.
OpacityFade_AppliesOnlyToChatWindows_NeverOtherPanels (registers
vitals/toolbar/chat/a floating chat window and asserts the non-chat
windows never move off 1.0 while chat windows still track Default/
Active correctly).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Root cause: DatWidgetFactory builds Config-tab Type-0x10000038 menu
leaves as bare UiMenu instances (matching the vendor/chat channel menu
pattern), but unlike those two controllers, ConfigOptionsPageController
never wired the menu's sprite/font/geometry properties after Bind — so
every dropdown rendered as plain text with no button well, no arrow
cap, and opened no popup on click (#374's fix only corrected click
ROUTING, not the missing chrome).
Fix: ConfigOptionsPageController.ApplyMenuChrome wires every Config-tab
menu row with the SAME retail sprite ids VendorUiController/
ChatWindowController's channel menu already use for this shared popup
catalog (LayoutDesc 0x21000043), verified against the live DAT via
OptionsPanelLiveMountProbeTests' ProbeConfigMenuChrome/
ProbeConfigMenuPopupChrome probes. Regressed by
ConfigOptionsPageControllerTests.MenuRow_SoundFeatures_OpensAndSelects
ThroughRealHitPath_UsingAuthoredPopupGeometry, which drives the real
click-to-open + item-pick path through the authored popup geometry.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Gate-3 screenshot review (user): 'the chat tab looks like it is missing
per window config' — Chat Window 1's header rendered over a void at the
DEFAULT scroll offset because its 260px self-sized filter block
straddled the viewport's bottom edge and UiScrollablePanel hid
straddling rows WHOLE (AP-201's predicted symptom, now user-observed at
scroll position zero, upgrading it from polish to blocking).
By fix time the UI renderer HAD everything needed: UiRenderContext's
clip stack (PushClip/PopClip with rect intersection + per-draw quad
clipping) and UiElement's ClipsChildren hook, already honored by both
the generic draw walk and hit-testing. The fix is therefore exactly the
shape the filing asked for, in the panel itself:
- ClipsChildren => true: children draw and hit-test clipped to the
viewport rect.
- The layout cull keeps any INTERSECTING row Visible (was: fully-inside
only), with a half-pixel margin excluding zero-overlap edge rows;
fully-outside rows stay hidden as the cheap skip.
AP-201 retired in this commit (AP actives 142 -> 141); #371 closed; the
gate script's Chat-tab steps re-written to expect clean edge clipping
and to treat any whole-block vanish as a regression. Pinned by
StraddlingRow_StaysVisible_AndClipsInsteadOfVanishing (the exact gate-3
geometry: header + 260px straddler in a 430px viewport) and
ViewportClipsChildDrawingAndHitTesting (the clipped slice is not
clickable).
Full Release suite: 13,089 passed / 4 skipped / 0 failed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Campaign OP gate 2: the screen opened as a visual mess (textless
buttons/tabs, buttons above the window, overlapping text) while the
fixture conformance suite stayed green — the #372 class again. Two root
causes, both proven by the new env-gated live-DAT probe before fixing:
1. MountKeyboardConfig's main LayoutImporter.Build was the ONE mount in
RetailUiRuntime not passing strings.Resolve — every AUTHORED caption
(OK/Cancel/Defaults/Revert/Load/Save, the six ActionClass tab labels,
the Command/Mapping column headers) built empty, while the
controller's own resolveString row captions worked, which is why the
screen was recognizable but textless. Fixed by passing the resolver
like every sibling mount.
2. gmKeyboardUI authors its ListBox row templates (header 0x1000002E,
action row 0x1000002F with the three 100x32 key buttons) as TOP-LEVEL
siblings referenced by dat property 0x64. Retail never instantiates
template-list elements as live widgets (AddItemFromTemplateList
clones from the desc — the same re-import UiTemplateListBox's
TemplateResolver performs), but ImportInfos built them parked at the
screen's (0,0): three key buttons at y=0..32 ABOVE the framed panel
(top y=62) — the 'outside the window' buttons — under a 570x40
header text overlapping them and the top chrome. ImportInfos now
skips top-level elements referenced by a SAME-LAYOUT template list
(the same skip class as the existing BaseElement-prototype filter;
same-layout only because element ids collide across layouts —
0x10000211 is a page in BOTH the options and keyboard layouts).
The probe (ACDREAM_PROBE_LIVE_MOUNT=1) pins both against the real DATs:
prototypes absent from the built tree, and Defaults/Revert/OK/Cancel
resolving on the resolver-passing build. Post-fix the import collapses
to the framed 600x476 panel with every screen button inside its bounds.
Full Release suite: 13,082 passed / 4 skipped / 0 failed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Campaign OP gate 2 root cause: UiElement.HitTest walks siblings
front-to-back by z-order, so an OPEN UiMenu's extended button+popup
hit-test union was never consulted when a LATER sibling's rect overlapped
the popup area — on the Config tab every dropdown has rows below it, so
Resolution-item clicks toggled the Full Screen / VSync rows underneath
(the gate session's persisted fullscreen/vsync flips were exactly those
stolen clicks). Latent since UiMenu existed; vendor/chat menus only
worked by z-order luck.
Fix: UiMenu's open/close now registers with UiRoot (SetActivePopup /
ClearActivePopup); a registered popup gets FIRST claim on mouse-down,
scroll, and hover routing; a press outside a live popup dismisses it and
is SWALLOWED (the dismissing click must not act on what sat underneath);
hidden/detached owners self-heal the registration on the next pointer
event. UiMenu gains the IsOpen seam and a single SetOpen writer.
Also in this commit, from the same investigation:
- SilkRuntimeDisplayWindowTarget.Apply documents the fullscreen half
honestly: IViewProperties.VideoMode is READ-ONLY, so a resolution pick
while fullscreen cannot switch the display mode through Silk's
abstract API — split out as #376 (native glfwSetWindowMonitor port)
rather than half-shipping untested native interop at a gate tail.
- Gate script §OP6 step 8 re-scoped: test resolution in WINDOWED mode.
Regressed by tests/AcDream.App.Tests/UI/UiMenuPopupRoutingTests.cs —
4 tests driving the real UiRoot input path on a mounted overlapping
tree, with an in-test overlap CONTROL click so the popup assertions
cannot pass vacuously (the #372 lesson: only mount+drive-input tests
catch this class; every fixture-conformance test stayed green through
this bug).
Full Release suite: 13,081 passed / 4 skipped / 0 failed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Merge 1c5cd969 lands OP8 on the campaign tip after 057d8cd7, so the
#372 viewport fix covers OP8's six ListBoxes (the re-review's merge
precondition). Post-merge full Release suite: 13,155 / 4 skips / 0
failures. #373 captures the deferred DAT ActionMap.ConflictingMaps
consultation the OP8 round-2 conflict-universe fix scoped out.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
ROOT CAUSE (proven, not guessed): the lazily-created row viewport was
constructed 0x0 with Left|Top|Right|Bottom fill-anchors. Its first
ApplyAnchor captured mR = parentW - (0+0) = parentW, so
ComputeAnchoredRect's l&&r branch (w = parentW - mR - mL) kept it 0x0
forever. A 0-tall viewport makes UiScrollablePanel.LayoutScrollableChildren
cull every row, so Character/Chat/Config rendered blank while Gameplay
(no viewport — authored static children sized at Build) worked. This is
the exact Gameplay-vs-rest split the user's first connected gate found.
FIX: seed the viewport to the ListBox's current extent at creation, so the
fill-anchor baseline is mR = parentW - parentW = 0 and the viewport tracks
the parent. The ListBox is a static dat child sized at Build, so its extent
is authored by the time the viewport is lazily created during Bind.
Dormancy preserved — the viewport is still created only on the first row.
Reproduced RED then GREEN by UiTemplateListBoxViewportTests (viewport fills;
rows stay visible after the anchor+cull layout pass) — the layout path the
whole fixture conformance suite structurally never drove, which is why
every OP2-OP6 test was green over a live-only blank-tab failure. Full
Release suite 13,131 / 4 skips / 0 failed.
Still owed (NOT fixed here, no evidence yet): the 'only Exit Game worked'
Gameplay-buttons observation needs a re-gate (two buttons are correctly
INERT; the other four have dialog/chat effects that may have gone
unnoticed); and the 13 ID_ChatOption_TextFilter_* labels fail to resolve
(blank captions, behaviour unaffected). See #372.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The user's first Campaign OP connected gate (ACDREAM_RETAIL_UI=1, live
ACE) failed: Character/Chat/Config tabs render blank, only Exit Game of
the seven Gameplay buttons visibly acted. A live-DAT mount probe
(committed, env-gated) proves the panel BUILDS completely — root
UiTabPanel with a 4-entry tab table, all four page slots, all three page
ListBoxes as UiTemplateListBox with row templates, all seven buttons as
UiButton — and the three page controllers' Bind() run at mount. So the
defect is in the live render/input path the whole fixture suite never
exercises (mount -> ActivateTabs -> tab-click SwitchTo -> row draw /
button hit-test): the OP2-blast structural-false-negative class. Blocks
the OP3-OP6 gates; needs a dedicated debug slice + a gate-representative
test, not a guess.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Fixes the OP5 (Chat tab) dual-lens review findings against e71e5a96:
- M1 (MUST-FIX): each opacity row's own apply closure now pushes its OWN
slider's thumb from the post-link truth (bindings.Current*Opacity()),
mirroring the OP4 binding pattern. Before this, a single-slider drag
followed by Reset reverted the live value/link but left that slider's
own thumb stuck at the dragged position.
- S1 (SHOULD-FIX): the Chat tab's two opacity sliders no longer round-trip
the whole settings.json on every drag MouseMove tick. UiScrollbar gains
IsDragging + a DragCompleted callback (fires once, at the MouseUp that
ends an actual thumb drag); the opacity apply closures flush immediately
when not mid-drag (Reset/Defaults/discrete edits, same as before) and
defer to DragCompleted otherwise, collapsing dozens of per-tick writes
into exactly one per drag gesture. Live opacity still applies every tick.
- S2 (SHOULD-FIX): filed register row AP-201 and issue #371 for the
UiScrollablePanel whole-row-cull-vs-clip divergence the review found
(predates OP5, made user-visible by OP5's 240-260px filter blocks). Not
fixed in this round (a renderer-level scissor stack is out of scope
here) — corrected the OP5 connected-gate script instead so a straddling
block's disappear-then-reappear-whole is no longer reported as a
self-sizing regression.
- S3 (SHOULD-FIX): the chatWindowMainFilter round-trip test already
existed in e71e5a96 (the review missed it scrolling past line 330);
added the genuinely missing coverage instead — a composed test pinning
RetailUiRuntime.MountChat's window-0 SettingsStore -> ChatWindowState
seed (MountChat itself needs live DAT access and isn't unit-testable
directly).
- N11: ScrollbarLinkage_ModelPointsAtTheChatListBoxScroll now asserts
through the scoped page-slot lookup (UiElement.FindDescendant) instead
of the flat layout.FindElement, which passed for the wrong reason given
the shared scrollbar id 0x10000201 — matches OP6's own scrollbar-linkage
test pattern.
Also updated ConfigOptionsPageControllerTests' local ChatOptionsPageController
Bindings fake for the new FlushOpacity parameter.
Full Release suite: 13,117 passed / 4 skipped / 0 failed (baseline 13,107/4/0
post-OP6 — 10 tests added, zero skips added, zero failures).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Item 3 (#364): every honesty marker is now gone from user-visible /help
text. AllegianceOverview/HouseOverview's "[IMPLEMENTED]" tags and trailing
"Subcommands NOT marked..." sentences, and Day/Log/Render/Motd's appended
"NOT YET IMPLEMENTED in acdream" tails, are removed; the underlying retail
text is corrected/completed against the pseudo-C's own pristine
consolidated data dumps (Log and Motd had been silently truncated; Render
was entirely acdream-authored and is replaced with the real retail usage
string). The three PARTIAL /help group topics (channels/chatting/commands)
are now COMPLETE verbatim listings: HelpStupidChannelHack's three
"vtable slot" operands, previously believed undecodable, are the same
pooled/mislabeled-data artifact this campaign has hit before (AP-113's
precedent) — reading the function's own disassembly for the push imm32
preceding each constructor call resolves all three directly. messagetypes
is now a real ported construction (IsLegalChannel's 14-id whitelist +
LogTextTypeToString's name table + the exact join/wrap format) instead of
an acdream summary. Register row AP-184 retired.
Item 5: the main window's 1/2/3/4 indicator buttons now toggle their
floating chat window on click, per the user's retail memory overruling
the earlier decomp-only reading. UIElement_Button::HandleButtonClick has
its own generic click-driven action dispatch (property 0x12) reaching the
same DoVisibilityToggleAction the Alt+1..4 keybinds use; the button
fixture confirms this half is genuinely armed, but the floating-window
fixture authors no matching listener-registration property, so the
generic mechanism has no proven target in the data on hand. Per
CLAUDE.md, the user's retail memory is the axiom regardless:
ChatWindowController.BindIndicatorClicks wires each indicator's click
through the same ToggleFloatingChatWindow chokepoint the keybinds use,
as explicit user-directed retail behavior. SetIndicatorOpen stays the
sole writer of the Selected mirror so the visual stays consistent
through the click round trip.
Full reconciliation in docs/research/2026-08-09-chat-retail-window-shell.md
§1.4. Campaign plan gets the round-4 findings section; items 1+2
(text-style) are under parallel research, item 4 passed, item 6 deferred
to the settings track.
Suite: 12,579 passed / 4 skipped / 0 failed (Release, complete solution),
up from baseline 12,553/4/0 — net +26 tests, zero regressions.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
#368's entry now records the fix mechanism (dedicated
acdream-headless-update thread owning Start + every scheduler turn;
synchronous TimeProvider-timer scheduler loop; guard untouched, zero
shared Runtime changes) and the 3/3 live-ACE verification vs the 3/3
pre-fix quarantines. The #365 entry and diagnosis doc get dated
pointers: their open question is answered — the airborne residual
persists with threads provably single, refuting the
unsynchronized-thread hypothesis — and is split off as #370 with the
evidence and starting points.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
ChatVM gains an OnInterfaceText hook + ShowInterfaceText(text), the
App-layer composition wires it to RuntimeCommunicationState.AddText,
and ChatCommandRouter routes every retail-0x1A command refusal through
it instead of the chat log's 0x00 sink. UI.Abstractions still never
references Runtime directly; unwired hosts (headless, tests) fall back
to the chat log tagged ClientLocal so no text is ever silently lost.
Reclassified per register row AP-183 (DoChannelList/On/Off, DoAllegiance,
DoHouseAvailableList — the last also corrected to retail's own bad-house-
type string instead of a synthesized "Usage:" line) and newly wired two
sites that previously showed nothing at all (DoStupidChannelHack's bare
legacy-channel-verb refusal, DoReply's message-but-no-last-teller
refusal). The generic bad-args fallback now resolves WeenieErrorMessages
0x026 ("That is not a valid command.", retail's HandleFailureEvent(0x26))
instead of synthesizing "Usage: {Usage}". DoSpeaker/DoEndurance/DoTitle
are untouched — already correct at 0x00.
Also closes#367 (DoHelp's "Unknown command" fallback and the degenerate-
prefix refusal now reach the SpewBox too) and retires register row
AP-186, whose own filing proposed exactly this seam shape.
Full Release suite: 12,542 passed / 4 skipped / 0 failed (baseline
12,466/4/0 at ff2784ea).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Root cause, confirmed by a full-production-wiring repro test rather than
guessed: InputAction.AcdreamToggleAudioMute was bound to Ctrl+M only in
KeyBindings.AcdreamCurrentDefaults() -- the pre-K.1c WASD-only preset,
whose own doc comment says it is preserved solely as a regression anchor
and is explicitly NOT the GameWindow startup source after K.1c.
KeyBindings.RetailDefaults() -- what KeyBindings.LoadOrDefault actually
falls back to when no keybinds.json exists on disk (the verified state
on the affected machine) -- has its own "Acdream debug actions" block
(Ctrl+F1/F2/F3/F7/F8/F9/F10, Ctrl+Shift+F) but never carried the Ctrl+M
mute binding over into it. The live dispatcher therefore had no Ctrl+M
entry in its binding table at all -- not a modifier-matching bug, not a
scope bug, not a retained-UI-capture bug. Same class as the a5a7eb4f
jump fix (two construction paths, one wired to production), except here
it's two default-binding-set methods rather than two controller
instances, and the binding was simply added to the wrong one. This also
explains the prior "loaded 152 bindings both before and after" mystery:
the count correctly didn't change, because the earlier addition went
into a method nothing in production loads or counts.
MuteChordDispatchTests.CtrlM_WithNoWidgetFocused_FiresAcdreamToggleAudioMute
reproduces the full production shape (real RetailDefaults(), the
dispatcher's actual default [Always, Game] scope stack -- production
never calls PushScope/PopScope anywhere, grepped clean across
src/AcDream.App -- and a synthetic Ctrl+M keydown) and failed with an
EMPTY fired collection before this fix, which is what pinpointed
"missing table entry" over the other ranked hypotheses. A second test,
CtrlM_WhileAnyWidgetHoldsKeyboardFocus_IsSuppressed, pins a separate but
real mechanism found along the way (InputDispatcher.OnKeyDown returns
before FindActive when WantCaptureKeyboard is true, and production wires
that to "any focused widget", not just chat text entry) that was ruled
out as #358's cause since the baseline repro failed with nothing
focused.
Fix: KeyBindings.RetailDefaults() now also binds Ctrl+M to
AcdreamToggleAudioMute. Retail's own keymap has no Ctrl+M binding, so
this doesn't collide with anything retail-faithful. #358 closed in
ISSUES.md with the confirmed mechanism; connected verification (does
Ctrl+M actually mute in a live client) is still owed -- this session's
hard constraints excluded client launches.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Mounts retail's four floating chat windows as always-resident, born-hidden
children per gmGamePlayUI::SetupChildren @0x004E9EC0, all sharing LayoutDesc
0x2100005B (window ids 0x10000505/0x1000050E/0x1000050F/0x10000510). New
FloatingChatWindowController (AcDream.App/UI/Layout) binds each window's own
widget tree — built fresh per instance from one shared imported ElementInfo
— reusing ChatWindowController's word-wrap + retail color-carry algorithm via
the extracted ChatTranscriptRenderer instead of duplicating it. A floaty
window has no talk-focus menu (research doc §2.2), so its entry field always
sends on Say; the mismatch against retail's possible shared-channel behavior
is UNVERIFIED and filed as #369/AP-188.
Runtime owns the per-window filter/open state: ChatWindowState (new,
AcDream.Core.Chat) seeds retail's exact PostInit defaults per window
(window 1 0x0000101C Speech/Tell/DirectSend/Emote, window 2 0x00040C00
Social/SocialSend/Allegiance, window 3 0x00080000 Fellowship, window 4
0x78000000 Turbine General/Trade/LFG/Roleplay) and implements the full
ShouldDisplay(windowId, targetWindowId, logTextType) display predicate from
ChatInterface::RecvNotice_DisplayFinalStringInfo @0x004F4640. It lives on
RuntimeCommunicationState.ChatWindows so every host borrows the same
instance. The main window's filter (0xFBFFFFFF, "no user filter") never
actually gates anything because its own explicit-address branch already
covers every broadcast line — that's why UpdateFromPlayerModule early-returns
for window 0 in retail, ported here by construction rather than a special
case.
Keybind wiring: InputAction.ToggleFloatingChatWindow1..4 and their
KeyBindings.RetailDefaults() chords already existed since Phase K.1c
(unwired until now). The MetaKeys table confirms retail's default is Alt+1
through Alt+4 (index 3 = bit 0x00000004, cross-checked against the same
file's Alt+A/D strafe and Alt+Enter/Tab/F4 rows). Routes through
GameplayInputCommandController -> RetainedGameplayWindowCommands ->
RetailUiRuntime.ToggleFloatingChatWindow -> the generic UiHost.ToggleWindow,
whose visibility-change event is the single chokepoint that syncs
ChatWindowState.SetOpen and mirrors the main window's 1-4 indicator button
regardless of what changed a window's visibility (keybind, close button, or
a restored layout).
A direct decomp read of gmMainChatUI::ListenToElementMessage @0x004CDA80 —
the only function in the whole binary that branches on a click message —
settles what the research doc had left as a hedge: it handles exactly
0x1000046f (max/min) and the talk-focus menu's selection message, with NO
case for 0x10000522-0x10000525. The four indicator buttons are PURE
one-directional mirrors in retail; clicking them does nothing.
ChatWindowController.SetIndicatorOpen ports this with no OnClick at all.
Corrected research doc §1.4 accordingly.
Persistence is local-only (register row AP-187; the retail 0x1000008C
GameplayOptions wire remains deferred to CH6f): window geometry and
open/visible state ride the existing generic RetailWindowLayoutPersistence
path for free once each window registers under its own WindowNames entry;
the four filter masks get a dedicated ChatSettings round-trip
(ChatWindow1Filter..ChatWindow4Filter, defaulting to the retail PostInit
constants) loaded at mount and saved alongside SaveLayout().
Tests: ChatWindowStateTests (defaults, TypeIsActive, the full display-rule
matrix, toggle/reset, revision counter), FloatingChatWindowControllerTests
(bind smoke tests against a synthetic 0x2100005B tree, per-window filter
routing, filter-change cache invalidation, fixed-Say submit), new
ChatWindowController.SetIndicatorOpen tests (Highlight/Normal state,
cross-window isolation, range validation), GameplayInputCommandController
routing for the four toggle actions, and a SettingsStore filter round-trip.
Full Release suite: 12,392 passed / 4 skipped / 0 failed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Root cause (measured live via ACDREAM_PROBE_PARK=1): HeadlessSessionWorldProjection
drove the first-entry conductor unconditionally, including while
HeadlessCollisionNeighborhood's own 3x3 publication plan held a genuinely open
RuntimeCollisionAdmission for the local player's landblock. Every
TrySealCollisionEvaluationAuthority attempt during that window failed
(IsCollisionEvaluationPrefixAdmissible false) and retried forever without
recovering — measured verdict: "seal-refused" repeating with no preceding
[rearm] verdict= line (the operation never even reached the AwaitingCell park).
This is the diagnosis doc's "structural half" mechanism; no evidence of the
"circular HasOldPrefixPlacementDebt" hypothesis was observed, so that shape
was not needed.
Step 1 (enabler): HeadlessStaticStateAudit.ValidateProcessIsolation now takes
sessionCount and only refuses process-global physics probes for
sessionCount > 1 — its own multi-root-attribution rationale never applied to
a single session, and it was blocking the exact probe built to diagnose this
class of stall.
Step 3a (root cause): new IHeadlessCollisionNeighborhood.IsQuiescent gates
ProjectSpawn/ProjectPosition/PumpFirstEntry's conductor-drive calls — the
conductor is never driven while the neighborhood's own publication owns
collision authority for that tick.
Step 4 (defense-in-depth): HeadlessLocalPlayerFrameHost.CanAdvancePlayer now
requires Controller.CanExecuteLiveMovement instead of just a non-null
controller — the headless-only gap that turned the (now-fixed) hydration
stall into a hard crash reaching SuspendObjectUpdate on a dormant controller.
RuntimeLocalPlayerFrameController's three shared entry points gained the same
guard, contract-preserving for the graphical host.
Verified end-to-end against live ACE (jump-probe policy, three runs):
hydration succeeds cleanly (136 entities load vs. 0 before), no seal-refused
spam, no crash from the original bug, graceful logout every time. Full
airborne-transition confirmation is blocked by a separate, newly-discovered,
pre-existing defect filed as #368 (the headless scheduler's
Task.Delay(...).ConfigureAwait(false) tick loop can resume on a different
ThreadPool thread mid collision-generation, tripping
EnsureCollisionMutationThread) — explicitly out of scope here, not mentioned
anywhere in the #365 diagnosis, and unsafe to fix without graphical-host
verification this session was constrained not to perform.
New tests: the real-admission hydration test (fails on the pre-Step-3a tree,
verified by temporarily reverting the three gates and confirming failure,
then restoring), the PumpFirstEntry quiescence-gate test, the
CanAdvancePlayer publication-lifecycle test, the dormant-controller
sabotage tests for RuntimeLocalPlayerFrameController, and the audit
single/multi-session tests. RuntimeLocalPlayerPhysicsPublicationStateTests
is untouched.
Full Release suite: 12,343 passed / 4 skipped / 0 failed (baseline ~12,330/4
plus 11 new tests).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
User-gate round 3 findings (a)-(c):
(a) SpewBox: TopOffset moves from the round-1 60px placeholder to 0 (flush
to the viewport top). SpewBoxController never wired DatFont/Font at all
before this round, so it silently rendered through the 15px debug
BitmapFont fallback; it now resolves retail dat Font 0x40000025
(MaxCharHeight=11px) through a new RetailUiRuntime.Assets accessor —
the smallest font id confirmed in use by any currently-imported retail
LayoutDesc fixture, cross-referenced against every
tests/AcDream.App.Tests/UI/Layout/fixtures/*.json dump and confirmed
against the installed DAT via AcDream.Cli dump-font-atlas. It is also the
chat window's own smallest font (the 0x2100006F floating-window 1/2/3/4
indicator badges), so both selection criteria the brief offered agree.
Both remain best-available approximations, not resolved retail values —
register row AP-178 updated accordingly.
(b)/(c) /help and /help death: round 2 extracted the individual retail
strings byte-exact but never traced ClientCommunicationSystem::DoHelp's
complete print sequence. Byte-swept DoHelp's own range plus the five
Summary-branch functions it calls into (HelpEmote/HelpSquelch/
HelpStatusGroup/HelpTextGroup/HelpAllGroup) against the PDB-paired
acclient.exe. Retail's real shape: bare /help prints exactly TWO scroll
entries (HelpPrefixNote, then the 13-item AvailableHelpListing built from
DoHelp's own literals and each group's Summary_HelpType branch, in exact
source order) — not the acdream-invented cheat sheet BuildHelpText()
built before. Any resolved /help <verb> gets the SAME two-entry shape:
HelpPrefixNote, then ForMoreInformationPrefix concatenated directly onto
the verb's own Detail text (retail's own unsubstituted "<command>"
literal, ported verbatim). ChatCommandRouter.EmitVerbHelp applies this
uniformly to every resolved verb, not just death. An unresolved verb now
shows retail's real "Unknown command" fallback text; that fallback types
0x1A (ClientLocal), which retail routes to the SpewBox exclusively — a
gap ChatVM's UI.Abstractions layer can't yet reach, filed as ISSUES #367
/ register AP-186 rather than left silently unregistered.
Jump-in-air (round 2's open item 1) was root-caused and fixed separately
at a5a7eb4f between rounds — recorded in the campaign ledger.
Debug suite (all projects): 12,329 passed / 4 skipped / 1 failed — the
one failure is issue #351, a pre-existing Debug-only streaming flake
confirmed reproducing identically on the pristine pre-round-3 commit via
git stash, not a regression. Release verification covers every project
reachable without rebuilding AcDream.App: a live client process (PID
15064) held its own Release binaries locked for the session and was not
killed per project policy — AcDream.UI.Abstractions.Tests (867/867, the
layer both /help fixes live in) plus every other non-App-dependent
project, all 0 failed. AcDream.App/AcDream.App.Tests/AcDream.Core.Tests
(the SpewBox fix's layer) are green in Debug only this session.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Swap ChatWindowController's imported main-chat LayoutDesc from the wrong
0x21000006 (an unrelated layout whose root and 800px resize bar appear
nowhere in the EoR gameplay UI) to retail's ACTUAL main chat window,
0x2100006F (window root 0x10000600, authored 410x100 — confirmed by a
direct DAT dump, found in dats.Local not dats.Portal). Every downstream
compensation that existed only to paper over the wrong import is deleted:
the hand-cropped 490px content width, the dropped 800px resize bar, the
9px transcript patch, the orphan-sibling pruning, the max/min-vs-scrollbar
overlap shift, and the scrollbar top-reclaim. The window now mounts with
RetailWindowChrome.Imported (0x2100006F's own 8 border/corner elements are
its complete chrome) instead of the universal nine-slice wrapper.
LayoutImporter/DatWidgetFactory gain a Type-9 (UIElement_Resizebar) case:
UiResizeGrip decodes retail's exact four-bool BorderLocation algorithm
(0x2A=bottom/0x2B=left/0x2C=right/0x2D=top,
UIElement_Resizebar::StartMouseResizing @0x0046B7E0) into a ResizeEdges
bitmask. A direct DAT dump established the true shape: only 7 of the 8
grip-position ids are Type 9 — the straight top-EDGE strip (0x1000069C) is
a Type-2 Dragbar (move handle), not a Resizebar, because the main window
has no title bar. UiRoot now gives a directly-hit grip's own edges
priority over its generic proximity heuristic, and a directly-hit move
handle the same priority over ambient proximity — so the plain top strip
moves the window while its two corner grips resize it including the Y
axis, and all 4 edges + 4 corners work everywhere else. This also fixes
the reported "no diagonal cursor at corners" (CursorFeedbackController's
existing RetailCursorCatalog cursor ids already matched the DAT exactly;
they just never received a genuine diagonal edge combination) and "cannot
grow in Y from the bottom-right corner" (the old NineSlice+crop mount's
indirection is gone; the Imported mount uses the DAT's real
minH=100/maxH=2000/minW=300/maxW=2000 directly).
The 8 cosmetic "_Locked" border-art twins default hidden (register row
AP-185 — retail's UiLocked-driven art swap between the two skins is not
ported; UiRoot.UiLocked continues to gate the underlying interaction
correctly either way). The 4 chat-window-1..4 indicator buttons import
generically (visible, inert) for CH6b to wire. The two hand-drawn
translucent-black tints on the transcript/input are removed now that
their parent panels draw their own authored background sprites.
Filed #366 (chat window's new-unseen-text indicator 0x1000048C is
swallowed by UiText.ConsumesDatChildren, pre-existing and out of scope).
Corrected the research doc's "all eight grips" claim against the direct
DAT dump. Full Release suite: 12,317 passed / 4 skipped / 0 failed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The Campaign CH jump-probe headless reproduction quarantined on its first
advance tick: AdvanceBeforeNetwork re-asserts the resolved local entity id
every tick, which the C3c configuration seal treats as a mutation on a
dormant controller. A same-value write is now a no-op; a DIFFERENT id
while sealed still throws. One layer deeper the probe exposed #365: the
headless world never hydrates (entities stay 0, the movement controller
never publishes), so headless bots cannot move at head — filed with the
full evidence chain. HeadlessDiagnosticWriter.Failure now emits the full
exception detail (type-only cost a whole diagnosis round-trip).
Runtime tests 1,322/0, Headless tests 89/0.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Item 2: retail's portal-space "In Portal Space..." notice is the SpewBox
(ECM_UI::SendNotice_DisplayStringInfo(0x1A,...) -> AddTextToScroll(str,
0x1A, 1, 0), hardcoded to the SpewBox per the decomp), not a dedicated
centered overlay. PortalWaitNoticeController and its lease are deleted;
PortalTunnelPresentation's per-rotation-segment cadence now writes
straight into RuntimeCommunicationState.AddText(ClientLocal) -- the
SpewBox's own dedupe-at-index-0 handles the repetition exactly as
retail's does. Register row AP-184 records the surface fix and the AP-178
scope extension.
Items 4+5: /help text was partially fabricated -- the user caught the
"/help death" meta-message. Generalized
tools/pdb-extract/sweep_weenie_strings.py to decode narrow
PStringBase<char> literals (the ClientCommunicationSystem::Help* family's
shape) alongside its original UTF-16LE support, then swept every
HelpXxxGroup function's exact byte extent against the PDB-paired
acclient.exe. 4 of 7 group topics (death/status/text/allegiances) are now
complete verbatim listings; the other 3 (channels/chatting/commands) keep
an honest UNVERIFIED note citing HelpStupidChannelHack @0x0056f290 (a
genuinely undecodable BN-mislabeled-fragment mechanism) instead of the
old fabricated sentinel. 7 of ~35 channel one-liners are also now
verbatim. ISSUES.md #364 tracks the remainder;
RetailCommandHelpTableTests.cs pins every result byte-exact.
Item 1: jump-in-air refusal still silent live is NOT reproduced and NOT
speculatively fixed. Exhaustive static re-audit found the mechanism
correct by construction (single-writer OnWalkable, exactly-once-per-frame
Update()/Capture(), no interfering edge-history resets). A live headless
repro (new jump-probe bot policy, real ACE connect) was blocked --
probeaccount2 has no character, and the graphical client already owned
testaccount this session so the task's own fallback rule forbade using
it. Two temporary probes are left behind ACDREAM_PROBE_JUMP=1 (blocked
entirely in Headless by the existing multi-session static-state guard --
graphical-only for the next round).
Item 3 confirmed fixed, no regression. Item 6 (resize: no diagonal
cursors, cannot grow Y from bottom-right) folded into CH6a's existing
scope.
Full Release suite: 12,267 passed / 4 skipped / 0 failed (up from
12,221/4/0).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The user tested Campaign CH's CODE-COMPLETE build live and reported ten
defects (docs/plans/2026-08-09-chat-parity-campaign.md, "User gate —
round 1"). Items A-G are fixed here; the remaining three (extra chat
windows on 1/2/3/4, resize working in only one corner, transparency/
artifacts) are out of scope for a fix and filed as slice CH6.
A. Jump-in-air refusal never fired live: the jump block only ever
evaluated input.Jump inside the grounded-charge or already-charging
branches. PlayerMovementController now detects the press RISING EDGE
while airborne and reports WeenieError.NotGrounded once per press,
leaving the grounded charge/fire path untouched.
B. ChatVM's invented "[System] " prefix is dropped — retail prints
system text bare. [Popup] is unchanged (AP-175).
C. SpewBoxController's color is now the user-pinned exact value
(1, 1, 0.247, 1), the same bright yellow as an incoming Tell.
Register row AP-178 updated: color CLOSES, size/position/font stay
open per the user's live report that they still differ.
D. Closes#329: PortalTunnelPresentation now emits the portal wait cue
unconditionally on every rotation-segment boundary, matching
gmSmartBoxUI::UseTime's decompiled else-arm exactly instead of gating
on a 5-second hold local transits never reached. PortalWaitNotice
Controller now renders it in the same pinned yellow as item C.
Register row AP-150 retired.
E. Closes#362: new ClientCommandResponses.cs parses and renders the
four previously-unhandled inbound GameEvents (ChannelIndex,
ChannelList, AvailableHouses, AllegianceInfoResponse), each ported
line-for-line from the named-retail decomp's inbound handlers.
Register row TS-70 retired.
F. ChatWindowController.WrapText now splits on embedded '\n'/'\r\n'
first, then word-wraps each segment independently — server text like
/help's reply no longer collapses onto one line.
G. The chat input field's right edge no longer holds a fixed absolute
pixel position across a window resize; Bind now upgrades it to
retail edge-mode 1 (UiLayoutPolicy) or the AnchorEdges.Right stretch
fallback so it tracks the window's client width instead of
overflowing past a narrower resize.
Full Release suite: 12,247 passed / 4 skipped / 0 failed (baseline
12,221/4/0 + 26 new tests across items A, E, F, G).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
CH5: flip the campaign plan's status header from ACTIVE to CODE-COMPLETE,
correct the CH4 ledger row's suite count to its final 12,221 (was showing
the pre-review-fix 12,190) and fill in the CH5 row, and add a closeout
paragraph for the previously-undocumented 5d247d55 re-review round.
Register sweep found one drift: the TS section header claimed 42 active
rows against an actual recount of 40 (TS-66 is retired/struck-through and
was miscounted as active) — corrected. AP/AD/IA/UN section counts,
AP-175..183, AP-176 retirement, and UN-9's deletion all verified
consistent, no other changes. Cross-referenced issues #359-#363 to the
campaign doc. Extended CLAUDE.md's Current-state Campaign-status sentence
to record Campaign CH's CODE-COMPLETE status and carried tail. Added a
Campaign CH entry (plus a missing Campaign A entry) to the roadmap's
shipped-campaign summary block, matching the Campaign V/N/P paragraph
format.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>