Commit graph

163 commits

Author SHA1 Message Date
Erik
d233f81dce feat(session): the in-world logoff — LogOut animation, reverse wormhole, live return to character select
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>
2026-08-17 14:02:40 +02:00
Erik
fdc4fd496d fix(ui): gate — no void frames around the login wormhole; vitals icons centered
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>
2026-08-17 12:30:51 +02:00
Erik
ef567bfa20 fix(ui): morning gate — House tab renders retail's TWO houseless lines, not one
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>
2026-08-17 08:54:55 +02:00
Erik
df062d2eda fix(ui): night-round review — F8 House not-expired purchase-restriction text
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>
2026-08-17 04:50:36 +02:00
Erik
353ae3bb0c fix(ui): night-round review — F2 HouseQuery fires at login, not tab-open
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>
2026-08-17 04:28:46 +02:00
Erik
06512f0957 feat(ui): House tab ownership text — DisplayPurchaseTimeText + RuntimeHouseState
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>
2026-08-17 03:38:16 +02:00
Erik
2176ba768e fix(chargen): Campaign CC CC7 review fix round — F1-F9 — REVIEW-CLOSED
Both dual-lens reviewers of `9cf6c522`+`ddcbf1fb` returned PASS-with-items.
This round closes all nine findings:

F1 files AP-229 for the screen-layering divergence (retail destroys/
reconstructs the current UI framework via UIFlow::UseNewMode; acdream
keeps both CharacterManagementUiController and CharacterCreationUiController
mounted for the whole lifetime and reveals/occludes) plus its narrow
residual risk (the shared RetailDialogFactory can hand UiRoot.Modal to a
dialog opened by the still-ticking, occluded management screen on an
inbound CharacterError) and what already matches retail (selection/
world-name persistence, click-through isolation, one coherent Modal
stack).

F2 rewrites the connected-gate script's roster-full step with the exact
`@modifylong max_chars_per_account` recipe and the pending-delete-counts
note. F3 adds AP-221's console-diagnostic lines to the known-gaps
paragraph. F4 adds an empty-name/AP-227 step. F9 notes that a uniform
Random pick over 13 heritages can repeat.

F5 adds an App-layer source-text pin
(GameWindowLiveSessionOwnershipTests.LiveSessionRuntimeFactoryBinds
CharacterCreatedAndCreationFailedToTheStatusWriter) for the delegate
wiring the reviewer proved was deletable without breaking any test — no
practical seam exists to construct LiveSessionRuntimeFactory without a
GameWindow, so this follows the file's own established source-text-pin
pattern; the payload shape is already pinned separately at
SessionStatusWriterTests.

F6 corrects the CC7 ledger's checksum-assertion wording (it is a
round-trip purity check, not an independent golden — the golden is
CharacterCreateTests.ComputeChecksum_ExactRetailAccumulationSet) and
cross-references it from the test's own doc comment.

F7 corrects the CC7 ledger's fixture-ordering claim (it had chargen
constructing first, backwards from RetailUiRuntime.Tick's real
management-then-chargen order) and reorders CharacterScreensFixedCanvas
ArbiterTests to match production, adding ClickThrough/ZOrder assertions
that pin the occlusion the reviewer previously verified only by hand.

F8 records a known flake (RuntimeCollisionReportingStateTests.
WarmedSteadyContactRefreshDoesNotAllocate, allocation-assertion load
sensitivity, pre-existing) seen under full-solution parallel load on
both reviewer runs.

Campaign status: all seven slices (CC1-CC7) are REVIEW-CLOSED; the
campaign is CODE-COMPLETE pending the user's own connected gate.

Runtime 1735/0 (unchanged), App 5257/3 skips (+1: the new F5 pin).
Full Release build: 0 warnings, 0 errors.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-16 03:13:02 +02:00
Erik
9cf6c52283 feat(chargen): Campaign CC slice CC7 — end-to-end create flow + connected checklist
Create button un-ghosts: retail's exact gate (gmCharacterManagementUI::
UpdateButtons @0x004ec240, roster count < allowed slot count) ported into
RuntimeCharacterSelectionButtons.CanCreate; the button's OnClick opens the
chargen screen through the same CharacterCreationUiController.Open() seam
the ACDREAM_OPEN_CHARGEN=1 dev path already used. Exit/Back confirm on
chargen needed no new return-path code — character-management is never
hidden while chargen is open on top of it — verified end-to-end by a new
cross-controller test rather than left as an inspection claim.

Full-flow test coverage: a new comprehensive test decodes every 0xF656
field (including the trailing checksum, recomputed via the production
CharacterCreate.ComputeChecksum) against a fully populated creation
(heritage/gender/all appearance slots/template/explicit skill command/
town/name); a new Theory drives the remaining six 0xF643 rejection codes
through the real wire decode path, closing the gap between the
already-covered isolated state-machine Theory and an actual WorldSession
round trip.

Launcher payload cycle: two new tests drive a real Runtime create/reject
through the real SessionStatusWriter (wired exactly as
LiveSessionRuntimeFactory/HeadlessSessionHost do in production) and read
the result back with the real Launcher.Core StatusFileTailer/
StatusEventParser — closing the one gap CC2's own per-layer tests never
reached. No gap was found in production wiring itself: GameWindow already
constructs a real, non-null SessionStatusWriter for both hosts.

Also fixes 4 pre-existing LiveSessionControllerTests assertions that
compared a full RuntimeCharacterSelectionButtons record and would have
failed once CanCreate started being computed; corrects register row
AP-211 to reflect that its own predicted resolution (the Create-button
gate landing) has now happened — both layers are intentionally kept as
retail-matching enforcement plus defense-in-depth, not one superseding
the other.

Adds docs/research/2026-08-16-campaign-cc-test-script.md, the user's
connected-gate script covering both the launcher and dev-shortcut launch
paths, the six-page create flow, every Finish outcome, and the known
cosmetic/behavioral divergences (AP-212/213/215/216/217/218/219/220/222/
224/226/228) so they aren't mistaken for new bugs during the gate.

Gates: full solution Release build green; Runtime 1735/0 (was 1726/0,
+9), App 5256/3 skips (was 5254/3, +2), Headless 166/0 (unchanged),
Launcher.Core 324/0, one full-solution pass across every project clean
(no known flakes reproduced this run).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-16 02:35:21 +02:00
Erik
0c8e1e7df1 fix(chargen): Campaign CC CC5 review fix round — F1-F14
Opus dual-lens review of 34e3a534+a975efd1 returned architectural
PASS-with-items / retail-fidelity FAIL. Every finding fixed:

- F1 (BLOCKER): deleted CharacterCreationSummaryPage's dead
  _suppressNextFieldEvent latch. UiField.SetText never raises
  OnFocusLost/OnSubmit, so the latch never had anything genuine to
  suppress — it stayed armed until the player's own next real commit
  and silently ate their typed name.
- F2: byte-re-derived gmCharGenMainUI::RecvNotice_
  CharGenVerificationResponse @0x004e9030's jump table — Pending is an
  explicit switch case landing on the SAME NameDBDown label as
  Corrupt/DatabaseDown, and Undef/out-of-range falls through the
  function's own unsigned-underflow default arm to that identical
  label. Retail's dispatch has NO silent branch. ApplyCreationResponse
  now produces a real rejection for Pending/Undef instead of a silent
  reset; ReconcileDialogs maps them to NameDBDown. Corrects the wrong
  "retail swallows Pending" claim everywhere it was repeated (plan doc,
  Core.Net doc comment, Runtime doc comments).
- F3: skill rows now use the key/value template with
  CharGenState::GetSkillScore @0x005C4B50 as the value (ported via the
  new RetailSkillFormula.CalculateChargenScore /
  ChargenSkillScoreResolver, wired through a new GetSkillScore
  binding), not template 0/name-only; bucket headers are unconditional.
  Writing this fix's own regression test surfaced a second, more severe
  bug: CharacterCreationSummaryPage never wired _list.TemplateResolver
  at all, so RebuildListbox has been a silent no-op since CC5 shipped —
  fixed by threading templateResolver through the page's constructor,
  matching every sibling UiTemplateListBox owner.
- F4: added the missing _errorMessageDialogContext one-outstanding
  guard to the 0xF643 rejection dialog, matching
  MakeErrorMessageDialog's own guard @0x004e8cc4 and the other four
  sibling dialogs' shape (registered in CloseAllDialogs, suppress-
  callback checked).
- F5: the Summary preview camera now seeds/re-derives retail's
  zoomed-OUT eye (byte-decoded (0,-2.5,0.95) at gmCGSummaryPage::
  InitializePage ~0x0047bd14-0x0047bd44) instead of Appearance's
  zoomed-in default, via a new ChargenPreviewController
  useZoomedOutEye flag.
- F6: retired AP-225 outright — re-derived the ListenToElementMessage
  length gate is NUL-inclusive, so MaxNameLength=32 was always
  byte-correct, not merely internally consistent.
- F7: amended AP-221 to cover the Summary preview's duplicate
  one-shot-composition binding gap (CC5 duplicated the pattern instead
  of closing it).
- F8: byte-decoded GetRandomReal @0x00563940's fmul operand at
  0x007cd650 — an 8-byte double, not a 4-byte float — is EXACTLY
  1.0/32767.0, not 1/32768. Added RollShadeLocked
  (_random.Next(32768) * (1.0/32767.0)) and switched all six shade
  rolls onto it.
- F9: evaluated porting retail's exact empty-name-commit no-op
  (NUL-inclusive length==1 skips SetName entirely) and rejected it —
  it would fight the F1 field-sync model by spontaneously reverting an
  emptied field on the next unrelated revision bump. Kept the clear,
  documented the tradeoff, filed AP-227.
- F11: filed AP-226 documenting retail's static pcProfessions/pcGender/
  pcHeritage/pcTown label tables versus acdream's DAT-sourced labels,
  including the non-human-heritage-renders-bare-"Heritage:" retail
  quirk.
- F12: added exclude-current determinism (count-2 lists), Random-
  clears-name, repeat-identical-rejection-reshows, and RebuildListbox
  content tests (the last one found F3's TemplateResolver bug).
- F13: threaded an optional Random through GameRuntimeDependencies ->
  LiveSessionController -> RuntimeCharacterCreationState, matching the
  existing TimeProvider injection shape, closing the Slice-K
  determinism hazard on a bot-reachable Randomize* command family.
- F14: RandomizeCharacterLocked now assigns _heritageId unconditionally
  before the TryGetHeritage gate, matching retail's SetHeritageGroup
  @0x005C67A0 (mHeritageGroup written before the DAT lookup).

Gates: Runtime 1726/0 (was 1722/0), App 5242/3 skips (was 5240/3),
Headless 166/0, Core.Net 993/994 (the one failure, NakEmissionTests
LossSoak, is a known pre-existing flake — passes standalone), full
solution Release build green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-16 01:13:52 +02:00
Erik
34e3a534be feat(chargen): Campaign CC slice CC5 — Summary page, Finish flow, RandomizeCharacter port
Fills TS-82's Summary placeholder with a faithful port of gmCGSummaryPage
(name field with NameInputFilter + the retail commit-on-focus-lost/submit
dispatch + the >32-char ID_CharGen_NameTooLong reject-and-revert path, the
REAL three-row-template listbox confirmed against the installed EoR dat
before writing any page code, and Summary's own independent gmCG3DView
preview instance wired through a second ChargenPreviewController pair
mirroring the Appearance page's exact composition shape).

Ports CharGenState::RandomizeCharacter and its six sub-primitives into
RuntimeCharacterCreationState — not approximated: the RandInt/RollDice
semantics are independently confirmed from both the decompiled RNG bodies
and the CharGenStateVtbl union struct in acclient.h. Three consumers:
the chargen screen's open-roll (retiring AP-214's honest-blank deviation
and reproducing the Appearance page's gender-flip-on-init quirk), the
Summary page's Random button (behind the retail randomize-warning
confirm), and the Appearance page's Random button (narrowing AP-212 to
just Heritage/Profession/Town's still-approximated rolls and Skills'
still-unported RandomizeSkills).

Wires the Finish button (previously ghosted) with retail's NoName/
CreditWarning dialog pair, adds the F12 amendment's HeritageOrGenderUnset
local refusal to TryBeginFinish (register AP-223) as a defensive backstop
now that the screen-open roll normally makes it unreachable, and wires
the four ID_Character_Err_* rejection dialogs for the 0xF643 response
codes CC3 already parsed but nothing displayed.

Register: TS-82 retired, AP-214 retired, AP-212 narrowed, AP-223/224/225
filed (heritage/gender Finish refusal, Summary's two-bucket skill-list
narrowing, the 32-vs-33 name-length threshold reconciliation).

Runtime 1722/0 (was 1713), App 5240/3 skips (was 5223/3), Headless 166/0
unchanged, full solution Release build green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-16 00:01:07 +02:00
Erik
0e71d3b829 feat(app): Campaign CC slice CC4 — chargen screen shell + Heritage/Profession/Skills/Town pages
Mounts gmCharGenMainUI (enum 0x10000039, root 0x100003CC) via
CharacterCreationUiController/CharacterCreationUiMountCoordinator,
cloning CharacterManagementUiController's recipe. Master shell ports
SetProgressState @0x004e7a10 (Olthoi tab-hide + redirect) and
ListenToElementMessage @0x004e9450 (Back/Next/Finish/Help/Exit/Random
nav) verbatim, with free tab navigation over all six pages. Heritage,
Profession, Skills, and Town pages bind to CC3's
RuntimeCharacterCreationState commands; Appearance and Summary mount as
content-inert placeholders for CC6b/CC5.

Live-DAT probing (CharacterCreationLiveDatTests) found two widget-
mapping surprises the decomp's DynamicCast hints don't predict: the
Profession slider's value field imports as an editable UiField (wired
for direct numeric entry), and the avail/health/stamina/mana/credits
displays author as UIElement_Button hosts whose Type-12 value child is
swallowed by UiButton.ConsumesDatChildren — substituted with the
button's own Label. No new DatWidgetFactory widget types were needed.

Threads the installed DAT's real ChargenOptions into Runtime via the
new RuntimeCharacterCreationState.InstallOptions, called from
ContentEffectsAudioCompositionPhase.Compose (mirrors
InstallSpellMetadata's pattern); headless keeps ChargenOptions.Empty
unchanged. Wires CC3's F14 status-hook gap (ApplyCharacterCreated/
ApplyCreationFailed) to SessionStatusWriter for both graphical and
headless hosts, and adds the CharacterCreation view/command seam
through CurrentGameRuntimeAdapter and DeferredGameRuntimeStateCommands
alongside CharacterSelection's existing shape.

Register: AD-101/102/103, AP-212/213, TS-82 filed for the auto-gender-
select interim default, the omitted ToD-account gate, the button-Label
widget substitution, the Random-button approximation, the flat-listbox
Skills simplification, and the Appearance/Summary placeholders.

Runtime 1713/0 (was 1707), App 5117/13 skips (was 5101/6), Headless
165/0 unaffected, full solution Release build green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-15 17:45:51 +02:00
Erik
3a6b7e3115 fix(runtime)+docs: CC3 re-review CLOSED — R1 second-create wire slot, risk-8 measured LATENT
The CC3 narrow re-review returned CLOSED (both lenses PASS, merge
recommended) with residual R1: the post-create wire-slot assignment read
the cached wire CharacterList count, which ACE never refreshes after a
create — correct for the first create, off by one for a second create in
the same session (reachable via create Ok -> server-rejected guid enter
-> ReturnToSelection -> create again), the same wire-contract failure
class F2 fixed. Root fix now rather than carried: a
creates-since-CharacterList counter (the equivalent of retail's own
CharacterSet growing via AddIdentity per create), reset on every fresh
wire CharacterList apply and at generation reset, applied only to the
cached-wire branch since the display-roster fallback already contains
prior appends. Regression test drives the full
create->Ok->rejected-enter->create-again flow and pins wire slots
0/1/2/3.

Docs: CC3 ledger row flipped to REVIEW-CLOSED with real shas (re-review
R2); CC7 risk item 8 downgraded to LATENT with measured installed-DAT
data (user-prompted): every heritage's single cost override is Arcane
Lore at NormalCost=0/PrimaryCost=2 vs global 4/6, so ACE's over-deduction
(= NormalCost = 0) cannot fire with end-of-retail data — the earlier
"may be rejected" claim was inferred from code without measuring.

Runtime 1707/0 Release.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-15 15:20:03 +02:00
Erik
397ccd62cd fix(runtime): Campaign CC slice CC3 review-fix round — F1-F16
Opus dual-lens review of CC3's RuntimeCharacterCreationState passed on
retail fidelity but failed the controller integration: the post-create
log-straight-in indexed the CACHED wire CharacterList, which ACE never
resends after a create (it only appends server-side and replies Ok) —
with zero pre-existing characters this throws, with N it can silently
enter the WRONG character. The same stale-index problem corrupted every
pre-existing character's delete slot on roster re-sort. Fixes all four
blocking findings plus a credit-gate correctness bug (retail warns and
lets the user confirm through unspent credits; it does not force a full
spend) and eight lower-severity findings from the same review round.

F1 (blocking): WorldSession gained a guid-based EnterWorld(uint,string,
TimeSpan?) overload sharing EnterWorldCore with the index-based one;
ILiveSessionOperations gained a default EnterWorldByGuid method.
LiveSessionController factored EnterSelectedCore/the new
EnterCreatedCharacterCore through a shared EnterHighlightedCore so the
post-create enter sends by the exact guid the 0xF643 Ok reply carried,
never by a roster index.

F2 (blocking): RuntimeCharacterSelectionState gained a real
AppendCreatedCharacter primitive that preserves every existing entry's
ActiveIndex (a wire contract — SendDeleteCharacter sends it as the
CharacterSet slot) and assigns the new entry's from the pre-create wire
roster count, instead of round-tripping the post-create roster through
ApplyRoster's name-sort-and-renumber.

F3 (blocking): retail's DoFinish(this, arg2) gate is
"arg2 != 0 && remainingAtrbCredits > 0" — the ordinary click warns and
refuses, but the warning dialog's own confirm re-invokes DoFinish(this,
0), which sends anyway with credits unspent (ACE accepts this).
TryBeginFinish/Finish gained a confirmedUnspentCredits parameter; the
plan doc's "retail FORCES full spend" line is corrected in the same
commit.

F4 (blocking): a stale out-of-range template index surviving a heritage
switch to a heritage with fewer templates now clears to TemplateUnset,
matching ConstrainAllByHeritage's clamp.

F5/F9/F10: three register-row/doc citation corrections (AP-207's real
FitTemplateToCharacter call sites — a fourth one the original filing
also missed; the Slot field's real retail assignment source; AP-209's
classID branch table for Olthoi/OlthoiAcid). F6: ApplyCreationResponse
no longer publishes from inside the owner lock. F7: two new tests pin
BalanceAttributes' persistent donor cursor (successive-overspend
advance, Self-to-Strength wrap). F8: ResetSkillLevels' doc corrected to
retail's real both-costs->=0 gate. F11: the integration test fixture
captures guid-based enter calls and uses two pre-existing characters
whose wire order differs from alphabetical order, so the roster
assertion actually exercises F2 instead of coinciding with it by
accident. F12: filed register row AP-211 for the client-side RosterFull
slot-cap refusal (no retail DoFinish-layer counterpart). F13: narrowed
Finish's bare catch to InvalidOperationException/SocketException and
bound _scope to a local. F15: RandomizeStartAreaLocked leaves the start
area unchanged on an empty list instead of forcing -1, matching retail.

Runtime 1706/0 (was 1701), Core.Net unchanged at 994/0, full solution
Release build green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-15 15:10:43 +02:00
Erik
9a84230c4f feat(runtime): Campaign CC slice CC3 — RuntimeCharacterCreationState
Ports retail's CharGenState as the one Runtime-owned character-creation
state machine, mirroring RuntimeCharacterSelectionState's exact pattern
(snapshot/delta/event-stream, borrow-only view, generation-gated
commands, one mutable owner, no App types). Every command ports a named
retail function: SetHeritageGroup, SetGender, SetTemplate/ApplyTemplate
(Custom = template 0, Olthoi force-lock), the six attribute setters plus
GetAbsRemainingCredits/BalanceAttributes (retail's literal round-robin
order and fairness cursor), SetSkillLevel plus ResetSkillLevels' free-skill
baseline (reusing CC1's ChargenSkillCreditMath two-tier cost lookup
verbatim), RandomizeStartArea, and DoFinish's complete gate sequence
(empty name / unspent attribute credits / already-Pending / client-side
roster-vs-slotCount cap).

LiveSessionController gained a sibling IRuntimeCharacterCreationCommands
implementation, a CreateCharacter wire hook, and a response handler that
reuses existing machinery rather than inventing new paths: the Ok
identity is appended to the roster via RuntimeCharacterSelectionState's
own ApplyRoster, and the "log straight in" behavior reuses the private
EnterSelectedCore. ILiveSessionLifecycleHost gained two default-no-op
hooks (ApplyCharacterCreated/ApplyCreationFailed) so AcDream.App needs
zero changes to keep compiling; wiring them to the status stream is a
CC4 follow-up.

Filed four divergence-register rows for the corners deliberately not
ported: the FPU-unrecoverable FitTemplateToCharacter auto-detect (AP-207,
ACE only reads the field for title text), the per-style color-count
approximation (AP-208, CC1's model has no per-style palette data), the
classID DAT-DID placeholder (AP-209, ACE ignores the field), and
ApplyTemplate's atomic-vs-sequential attribute apply (AP-210).

34 new tests: full state-machine coverage (every Finish gate, every
rejection-code mapping, duplicate-NameInUse tolerance, Olthoi lock,
attribute balance/lock interaction, uncostable-skill rejection) plus a
LiveSessionController integration suite proving the wire send is exactly
55 skill slots (decoded from a real WorldSession + GameMessageCapture)
and the full Ok/rejection round trip through WorldSession.ProcessDatagram.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-15 14:26:10 +02:00
Erik
e77ebf100f CC2 review fix round: latch scope narrowed, AD-100, creationFailed reason key
F1 (MEDIUM): the correlation-latch docs claimed replies are never
misattributed; in truth an overlapping send OVERWRITES the latch and the
first reply routes to the newest request's event. Narrowed all three doc
sites to the exact contract (single outstanding request; overlap refusal
is CC3's Runtime verification gate, retail's DoFinish UNDEF-state rule)
and pinned the overwrite behavior with
OverlappingSend_OverwritesTheLatch_ReplyRoutesToNewestRequest.

F2 (LOW): filed register AD-100 for the drop-unless-armed deviation —
retail's Handle_CharGenVerificationResponse@0x0055E8B0 has no armed gate
and processes whatever arrives against its persistent verification state.

F3 (LOW): doc note in CharacterCreate.cs — ACE double-sends NameInUse
(IsCharacterNameAvailable runs twice; the first callback's return exits
only the lambda), so the second reply hitting the drop path during a
connected gate is EXPECTED, not a defect.

F4 (LOW): creationFailed's enum-member key renamed name -> reason and the
ATTEMPTED character name added as name, before any consumer shipped —
one status vocabulary must not give the same key two meanings
(characterCreated.name is a character name). Contract, writer, tailer,
and shape-pinning tests updated in lockstep.

F5 (LOW): the thread-id probe-note pointer now cites
ProbeNetLogOutbound's doc comment, where the note actually lives.

Fidelity fold (reviewer's positive note): the latch is retail's OWN
discriminator one layer down — 0x0055E8B0 case 1 branches on
GetVerificationState()==PENDING (create) vs not (restore) — now cited in
both the latch doc and CharGenVerificationResponse.cs.

Core.Net 994, Runtime 1667, Launcher.Core 324, all green Release.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-15 13:10:24 +02:00
Erik
5eaad2c88c feat(net,runtime): Campaign CC CC2 — CharacterCreate wire, 0xF643 correlation, creation status events
Wire (Core.Net):
- CharacterCreate.cs: outbound 0xF656 builder, byte-exact port of
  Proto_UI::SendCharGenResult@0x00546a70 -> ACCharGenResult::Pack@0x005c7570
  -> CG_Pack@0x005c7200. Account String16L first (packed outside CG_Pack),
  then the constant-1 u32, heritage/gender, 14 appearance strip/style/color
  u32s, 6 f64 shades (skin/hair/headgear/shirt/trousers/footwear, retail
  order), template, 6 attributes, slot, classId, numSkills + exactly 55
  u32 skill-advancement classes (ReadOnlySpan validated ==55, throws
  ArgumentException otherwise — ACE terminates the session on any other
  count via PlayerFactory.CreateResult.ClientServerSkillsMismatch), name
  String16L, startArea, isAdmin, isEnvoy, and a trailing checksum whose
  exact 19-term accumulation set (heritage+gender+3 strips+hairColor+
  eyeColor+hairStyle+headgearStyle+shirtStyle+trousersStyle+footwearStyle+
  template+6 attributes) is read byte-for-byte off CG_Pack's decompiled
  accumulator (0x005c7213-0x005c74c3) — headgearColor/shirtColor/
  trousersColor/footwearColor/shades/slot/classId are deliberately absent
  from the sum despite sitting adjacent on the wire. Cross-checked against
  ACE's CharacterCreateInfo.Unpack/Appearance.Unpack and holtburger's
  CharacterCreateRequestData (types.rs:236-369), which agree on every
  field and order. Retail routes via SendToLogon — the same queue
  CharacterDelete already uses.
- CharGenVerificationResponse.cs (new): promotes the shared 0xF643 parse
  out of CharacterRestore — full Code enum (Undef..AdminPrivilegeDenied=7,
  ACE's CharacterGenerationVerificationResponse) plus the conditional
  Ok-only identity payload (guid/String16L name/u32 secondsGreyedOut).
  CharacterRestore.Parse now delegates to it; CharacterRestore's public
  Parsed shape, Parse signature, and every existing test expectation are
  UNCHANGED.
- PacketWriter.WriteDouble: f64 little-endian helper for the shade fields.

WorldSession dispatch (Core.Net):
- Added an awaiting-request latch (None/Restore/Create), armed by
  SendRestoreCharacter/the new SendCharacterCreation immediately before
  each send (SendCharacterCreation builds the body first so a skill-count
  throw never arms the latch for a request that was never sent), cleared
  the instant a matching 0xF643 is dispatched (success OR parse failure —
  a malformed reply must never wedge the latch open) and on Dispose.
  0xF643 now routes to CharacterRestoreReceived or the new
  CharacterCreateResponseReceived (Action<CharGenVerificationResponse.Parsed>)
  by that latch; an unexpected 0xF643 with nothing outstanding logs once
  and is dropped, never misattributed. Fixed
  WorldSessionCharacterSelectionTests' restore-dispatch test, which
  previously fed a bare CharacterRestore response with no preceding
  SendRestoreCharacter — that shape is now the "no outstanding request"
  drop path by design.

Status events (Runtime + Launcher.Core, contract first):
- Amended docs/plans/2026-08-14-launcher-campaign.md §LA1's pinned status
  vocabulary to add characterCreated{guid,name} (Ok reply identity, named
  to mirror CharGenVerificationResponse's own fields and to read distinct
  from enteredWorld — retail logs a freshly created character straight in
  without a fresh characterList) and creationFailed{code,name} (raw Code
  value + its enum member name).
- SessionStatusWriter.CharacterCreated/CreationFailed implement that
  contract.
- Launcher.Core: CharacterCreatedStatusEvent/CreationFailedStatusEvent +
  StatusEventParser cases, in lockstep.

Tests: CharacterCreateTests (byte-exact layout incl. checksum term-set,
55-slot fixture, wrong-count throws), CharGenVerificationResponseTests
(every Code value), WorldSessionCharacterCreationTests (create-then-
response routes correctly, restore unaffected, no-outstanding drop,
second-response-after-consumed drop, Dispose clears the latch, a builder
throw never arms it), SessionStatusWriterTests + Launcher.Core
StatusEventParserTests/StatusFileTailerTests (pinned shape + tailer
round-trip) for the two new events.

Verified: dotnet build AcDream.slnx -c Release — 0 errors. Full solution
test run green (Core.Net.Tests 993/993, Runtime.Tests 1667/1667,
Launcher.Core.Tests 323/323, plus every other project in the solution).
WSL Ubuntu: Core.Net.Tests 993/993, Runtime.Tests 1667/1667.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-15 12:49:52 +02:00
Erik
0a7dc7d626 fix(runtime,ui): Campaign LA gate round 2 — world name reads durably; dialogs center on the canvas
Two live-integration gaps the ef96c554 unit tests could not see:

1. World box stayed empty against ACE: ServerName (0xF7E1) arrives in the
   SAME connect batch as CharacterList, so ServerNameReceived fires during
   the handshake pump BEFORE the controller binding subscribes - the
   event-only wiring proved the state and controller but never the live
   ordering. StartCore now reads the durable WorldSession.ServerInfo after
   connect exactly like the roster (ILiveSessionOperations.GetServerInfo,
   default interface method so no fake breaks); the event remains for
   post-connect updates. Pinned by a Start-level test.

2. The exit confirmation rendered far right of the screen: all three
   retail dialog views centered against the raw window size while the
   active screen lays out in the fixed 800x600 canvas - center-of-1920
   is canvas-760, which the stretch pushes off-center. Views now center
   against UiRoot.EffectiveCanvasSize (canvas while a pre-world screen is
   active, window otherwise). Pinned by growing the window over the fixed
   canvas in the exit-dialog test and asserting the scrim spans the canvas
   with the popup centered at 400.

Runtime 1666, App 5100+6 skips, green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-15 12:02:33 +02:00
Erik
ef96c55489 fix(ui,net): Campaign LA gate round 2 — char-select exit confirmation, authored row justify, world name
Finding 1 (Exit button dead): retail's gmCharacterManagementUI Exit
button (element 0x100003A4, offset 7 from the listbox base in
ListenToElementMessage@0x004ed5a0) opens MakeConfirmExitDialog
(0x004ed250), whose exact ID_CharacterManagement_ConfirmExit text
(table 0x23000002) and m_confirmExitDialogContext re-entry guard are
now ported. On confirm (matching RecvNotice_CloseDialog@0x004ed760
case 1's ConfirmationResult check) the client exits through the
EXISTING graceful window-close seam (CharacterSelectionRuntimeBindings
.RequestExit -> d.Window.Close, the same delegate
GameplayInputCommandController's Escape fallback already uses) so
disconnected/exited status events still fire via GameWindow.OnClosing
-> CompleteShutdown. Retail's real post-confirm destination is
QueueUIMode(0x10000009) -> gmEpilogueUI, an epilogue screen this round
does not port — recorded as AD-99. Credits (element 0x100003A3,
QueueUIMode(0x10000005) -> gmCreditsUI) stays visibly ghosted like
Create, same treatment, out of scope this round.

Finding 2 (row names center-aligned, retail is left): the character
row template (LayoutDesc 0x21000004, element 0x100003A5, live-DAT
confirmed HJustify=Left with three stateful Type-3 highlight-art
children and no Type-12 caption child) authors its OWN justify
directly, with no separate text child to lift a label from.
DatWidgetFactory.BuildButton's Left-justify branch required
!ReferenceEquals(labelInfo, info) — true only when a label was LIFTED
from a distinct child — so a button's own direct HJustify=Left was
silently dropped to UiButton's Center default. Widened the branch to
also honor the direct case, preserving the existing lifted-child
LabelOffsetX behavior and leaving genuinely-centered buttons
(CREATE/ENTER/DELETE/RESTORE) untouched.

Finding 3 (World box empty): parsed ACE's GameMessageServerName
(opcode 0xF7E1, ACE.Server/Network/GameMessages/Messages/
GameMessageServerName.cs; retail CM_Login::DispatchUI_WorldInfo
@0x006ad860 -> ClientUISystem::Handle_Login__WorldInfo@0x005641a0 ->
ECM_Login::SendNotice_WorldName@0x00692b10, notice 0x186a2, consumed
by gmCharacterManagementUI::UpdateWorldName@0x004ec120 /
RecvNotice_WorldName@0x004ec360 onto element 0x1000039B) as
src/AcDream.Core.Net/Messages/ServerName.cs, cross-checked against
holtburger's ServerNameData. WorldSession.ServerNameReceived fires
alongside CharacterListReceived (ACE sends both in one
SendConnectResponse batch); RuntimeCharacterSelectionState.
ApplyWorldName is the new J-owner field (ungated by lifecycle, since
either message can arrive first); CharacterManagementUiController
binds it onto the WorldTextElementId UiText. Per the LA1 status
vocabulary, the characterList STATUS event's worldName field is
intentionally NOT added this round (kept bounded to the client-side
fix) — a follow-up if the launcher UI wants it.

Also corrects AD-44, discovered stale while filing AD-99: its opening
claim ("acdream has no retained character-management screen") was
false as of this session — LA7/LA8 shipped the screen in earlier
commits without updating this row.

Tests: exit-confirm open/cancel/confirm/re-entry-guard flow;
DatWidgetFactory own-HJustify-Left/Center regression tests plus the
live-DAT pinned row-justify assertion; ServerName parse round-trip
(byte-exact vs ACE's AceWireWriter fixture, truncation/wrong-opcode
cases); WorldSession dispatch test (roster+world in one wire batch);
RuntimeCharacterSelectionState.ApplyWorldName tests (order-independent
of ApplyRoster, unchanged-value no-op, Reset clears); controller test
binding the World text element to the live snapshot. Extended the
shared RetailDialogFactoryTests.BuildDialogLayout test fixture with a
Confirmation-type branch (Accept/Reject buttons) since this is its
first RetailDialogType.Confirmation consumer.

Suites: full solution Release build green; AcDream.App.Tests 5100/6
skips, AcDream.Core.Net.Tests 965/0, AcDream.Runtime.Tests 1665/0, all
Release, 0 failures; live-DAT probes (ACDREAM_PROBE_LIVE_MOUNT=1)
green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-15 11:50:45 +02:00
Erik
41b15efd4d feat(runtime): share chat commands and run login sequence 2026-08-14 20:27:45 +02:00
Erik
5535d0adac merge: Campaign LA LA5 - plugin hosting review-closed 2026-08-14 19:33:27 +02:00
Erik
ff40656293 fix(runtime): isolate Campaign LA7b delete state 2026-08-14 19:03:43 +02:00
Erik
1b9e7e41f9 fix(runtime): close Campaign LA7b review findings 2026-08-14 18:55:48 +02:00
Erik
0e82cbf700 feat(runtime): own character selection flow 2026-08-14 18:22:17 +02:00
Erik
95f4be94db feat(plugins): complete Campaign LA5 cross-host hosting 2026-08-14 18:12:59 +02:00
Erik
e01b2cd12f merge: Campaign LA LA2 - probe and idle review-closed
# Conflicts:
#	docs/plans/2026-08-14-launcher-campaign.md
#	src/AcDream.Headless/Hosting/HeadlessSessionHost.cs
2026-08-14 17:30:07 +02:00
Erik
1c5e66c05b fix(launcher): Campaign LA close LA2 review findings 2026-08-14 17:20:02 +02:00
Erik
d511e4c348 fix(launcher): close Campaign LA LA1 review findings 2026-08-14 17:00:09 +02:00
Erik
c601942467 wip: Campaign LA LA2 probe mode + idle policy — INCOMPLETE, stopped mid-task
Agent was stopped for token budget. Landed here: probe flag through
LiveSessionConnectOptions + the StartCore short-circuit, the mode field
with JsonRequired-to-semantic-validation move, host exit-code mapping,
and 34 passing tests including 3 new probe tests (agent last reported
green before the stop). NOT DONE: the idle-policy unit tests (next
step), full-suite verification, and the WSL run.

Build/test state UNVERIFIED at this commit. Next session: finish idle
policy tests, run Runtime+Headless Release suites Windows and WSL, then
dispatch the Opus dual-lens review.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 16:33:00 +02:00
Erik
75a6724d5b wip: Campaign LA LA1 fix round — INCOMPLETE, stopped mid-task
Agent was stopped for token budget partway through the LA1 review fix
round. Landed here: F1 best-effort SessionStatusWriter, F2 App reader
tolerance (paths/mode), F5 argument-parsing hardening, plus new tests.
NOT DONE: F4 shared-fixture production shape (was the next step), F3
reconnect disconnected edge + recorded limitation, F6 exited
idempotency/reasons, F7 structural redaction test, F8 platform-guard
test + comment fix, optional RuntimeOptions PrintMembers redaction.

Build/test state UNVERIFIED at this commit. Next session: finish the
remaining findings, run the suites, then narrow re-review.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 16:32:52 +02:00
Erik
db9ad53c1c docs: Campaign LA — pinned launch-contract schema COMMITTED into plan LA1
The LA3 Opus review process note was right: the contract both sides
implement lived only in orchestrator prompts, which is exactly the drift
mode the pin exists to prevent (and it produced the paths-key CRITICAL).
The schema, field rules, probe-mode discriminator, and status vocabulary
are now a binding plan section; amendments change this text first,
implementations second. Ledger: LA3 fix round dispatched.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 16:04:32 +02:00
Erik
cb6502c8a5 feat(platform): Campaign LA LA0 — extract ApplicationPathSet to AcDream.Platform
The launcher (LA3/LA4) needs the XDG/Windows path contract
(ApplicationPathSet/IApplicationPathEnvironment) without pulling in any
gameplay assembly. Move it out of AcDream.Runtime into a new BCL-only
AcDream.Platform project so the launcher-side Launcher.Core project can
reference it directly per the campaign plan (docs/plans/2026-08-14-launcher-campaign.md,
LA0). Namespace renamed AcDream.Runtime.Platform -> AcDream.Platform;
code is otherwise byte-identical (no logic changes).

AcDream.Runtime now carries a ProjectReference to AcDream.Platform and
re-exports it transitively, so App and Headless keep resolving the type
without a direct reference and K0's Headless single-ProjectReference
guard (HeadlessAssemblyReferencesOnlyTheRuntimeProject) stands unchanged.
The sibling Runtime dependency-boundary guard
(RuntimeProjectDeclaresOnlyApprovedProjectDependencies) does assert
Runtime's own project-reference set, so it needed a deliberate,
documented addition of AcDream.Platform to its expected list.

Moved tests/AcDream.Runtime.Tests/Platform/ApplicationPathSetTests.cs to
a new tests/AcDream.Platform.Tests/ project (namespace
AcDream.Platform.Tests) referencing only AcDream.Platform. Registered
both new projects in AcDream.slnx.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 15:19:02 +02:00
Erik
067cbea8a5 feat: secure trade with other players - wire, RuntimeTradeState, the
authored gmSecureTradeUI window, and both retail open paths

Three-lane research first (docs/research/2026-08-14-trade-lane{A,B,C}):
retail gmSecureTradeUI decode, the byte-exact ACE/decomp/holtburger
three-way wire agreement, and the acdream seam map (which found both
open paths ALREADY classified by the ported policy - OpenSecureTrade on
Use-a-player, StartSecureTrade on drag-item-onto-player with the
DragItemOnPlayerOpensSecureTrade option - dead-ending at a stub toast).

- Core.Net: TradeRequests builders (0x1F6-0x204, retail's CM_Trade
  senders byte-checked against ACE's readers; the ACE-discarded
  AcceptTrade echo carries zero-count item lists - AD-94), corrected +
  completed inbound parsers (0x1FD-0x208; the old AddToTrade parser
  missed the SIDE dword, TradeFailure missed the reason), delegate-hole
  registrars, six WorldSession sends. 10 golden-byte tests.
- Runtime: RuntimeTradeState, the third sibling J-owner (fellowship/
  allegiance shape): session-scoped, clears at generation reset (new
  stage Trade=14), staged teardown stage 11 (Identity/EntityObjects
  shift 12/13, TeardownStageCount 14 - the FA2-era per-stage-flag test
  caught the mapping exactly as designed), combined ownership ledger,
  event routing with ACE's wrong-initiator RegisterTrade landmine
  honored (partner = whichever guid is not mine). 7 conformance tests.
- App: SecureTradeUiController binds the dedicated authored LayoutDesc
  0x2100000D (root 0x1000007A - gmSecureTradeUI::PostInit's exact ids):
  partner name/status/count/grid, the authored 'Trade' accept toggle
  (accept <-> decline withdraw), 'Clear All' (ACE clears BOTH sides -
  surfaced honestly), the X close, drop-on-your-grid staging, per-mode
  accept cues (partner icon's authored Highlight state + Trade button
  Selected latch). Mounted via the vendor recipe (nine-slice chrome,
  hidden until RegisterTrade). ItemInteractionController's two policy
  arms now raise SecureTradeRequested instead of the stub toast; the
  drag path queues the dragged item until the window registers
  (ClientTradeSystem::AttemptToTradeItem @0x0056DF80's shape).

Register: AD-94 (accept-echo zero-count lists), AD-95 (numeric-only
count texts pending template verification).

Suites: App 4,990/3, Core.Net 905, Runtime 1,626 - all green. The
panel itself is user-gate acceptance (two-client connected trade), the
#372-class lesson: fixture-green alone is not acceptance for a mount.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 11:49:13 +02:00
Erik
1390f9477d fix: airborne jump refusal fires at RELEASE, not press (user retail
gate; supersedes CH round-1 item A)

The user's retail description matches the decomp exactly:
charge_jump @0x005281c0 has NO grounded check - it refuses only 0x49
(CanJump encumbrance) and 0x48 (fallen/crouch-family forward commands).
Pressing jump while airborne begins the powerbar and charges normally.
The 0x24 "You can't jump while in the air" comes exclusively from the
RELEASE path (ClientCombatSystem::DoJump @0x0056B110 ->
CMotionInterp::jump -> jump_is_allowed, whose airborne 0x24 our port
already carries test-pinned). A charge held through landing executes a
normal jump on the grounded release.

PlayerMovementController's input orchestration now mirrors
CommenceJump/DoJump:
- Press edge: ChargeJump() decides; a refused charge (0x48/0x49)
  reports and never begins the bar (retail's jump_pending stays 0).
  The invented airborne press-edge 0x24 report (CH user-gate round 1
  item A - added when the press/release split was not yet known) is
  deleted; CommenceJump's in-air fallback text is unreachable with a
  faithful charge_jump.
- Hold: accumulates grounded OR airborne; leaving the ground mid-charge
  no longer force-fires the jump.
- Release: fires jump(); an airborne release refuses 0x24 there.

Tests: the round-1 press-edge test is replaced by two release-semantics
tests (airborne release reports once; held-through-landing grounded
release jumps silently). Runtime 1,619, App 4,987/3, Core jump family
159.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 08:31:22 +02:00
Erik
ab79b91f1b fix(headless): FA6 — name-match the Recruit bot instead of nearest-any-player
The second live gate run exposed a real environmental hazard: this shared
ACE dev instance has a THIRD player character online (+Je, guid
0x50000001), and after @teleallto it ended up nearer to the Leader bot than
the actual Recruit bot (+Horan, 0x5000000B). RuntimeFriendlyTargetQuery.
FindClosestOtherPlayer — "nearest ANY other player" — picked +Je, and the
fellowship recruit sent to it obviously never completed (confirmed live:
WaitRecruited/WaitForRecruit both timed out, both bots quarantined and
gracefully logged out cleanly).

RuntimeFriendlyTargetQuery.FindPlayerByName resolves the nearest player
whose streamed name matches exactly, with 3 new conformance tests
(preferring the named player over a closer stranger, returning null when
absent, and case-sensitivity/hidden/no-draw/self rejection).

FellowshipAllegianceGateCoordinator (AcDream.Headless.Policies) is a small
same-process, no-locking (single update thread) carrier for the Recruit
bot's own discovered character name — set by its own HeadlessSessionHost
the instant CharacterList selection resolves it, which IS D8's "discover it
live" mechanism, not a hard-coded value. Constructed once per
HeadlessProcessHost and threaded through HeadlessBotPolicyFactory.Create
into the Leader policy, which now name-matches instead of taking whichever
player entity happens to be closest.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-12 09:53:46 +02:00
Erik
6b8e29cde6 feat(runtime): FA6 — RuntimeFriendlyTargetQuery, the friendly-target counterpart
RuntimeHostileTargetQuery only classifies hostile monsters (via
CombatTargetPolicy.IsHostileMonster) — the FA6 two-bot fellowship/allegiance
headless gate needs the OTHER bot's server guid as a FRIENDLY target instead.
RuntimeFriendlyTargetQuery.FindClosestOtherPlayer mirrors the hostile query's
shape exactly (same hidden/no-draw filtering, same landblock-absolute
distance metric), substituting the retail PWD-bitfield IsPlayer bit (0x8,
via the existing EntityCollisionFlagsExt.FromPwdBitfield decoder) for hostile
classification. TryGetName resolves the streamed WeenieHeader name for
reporting/logging.

4 new conformance tests mirror RuntimeHostileTargetQueryTests's fixture
pattern: cross-landblock distance, hidden/no-draw/self/non-player rejection,
null-without-player-or-target, and unresolved-guid name lookup.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-12 09:39:42 +02:00
Erik
357d203202 feat(runtime): FA4 -- fellowship roster enumeration + Social selection source
IRuntimeFellowshipView.GetMembers() gives the fellowship panel a way to
enumerate the whole roster (TryGetMember alone needs the guid first,
which a UI roster build doesn't have yet). Implemented on
RuntimeFellowshipState.FellowshipView as a materialized snapshot under
the same lock every other read there uses.

SelectionChangeSource.Social covers a fellowship-roster row click
(gmFellowshipUI's list-selection arm calls the same
ACCWeenieObject::SetSelectedObject primitive every other selection
origin uses -- lane B docs/research/2026-08-11-fa-panel-structure.md
§6.2/§2.8).

Runtime tests: +4 (RuntimeFellowshipStateTests.GetMembers_*).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-12 04:40:19 +02:00
Erik
ded23067aa fix(net,runtime): FA2 fix-round SHOULD-FIX -- fellowship mechanism parity, lookup reuse, router test, checkpoint defaults
Remaining SHOULD-FIX findings from the FA2 mechanism/blast reviews:

Mechanism SF-3/SF-4 -- RuntimeFellowshipState.ApplyUpdateFellow now ports
Fellowship::RecalculateEvenXPSplitting @0x005B92E0 (called from retail's
AddFellow/UpdateFellow/RemoveFellow on every upsert/removal, but never
from a full update -- that carries the server's own authoritative flag
verbatim, lane B 6.2) and Fellowship::AddFellow @0x005B9480's
locked/departed admission gate (a brand-new guid is refused while
_locked unless it appears in the 0x02BE field-8 _fellows_departed table
within 900s, @0x005B94A5). ApplyFullUpdate now stores update.Departed
instead of discarding it. A TimeProvider dependency (defaulting to
TimeProvider.System, matching the RuntimeCharacterOptionsState precedent)
makes the 900s grace window testable.

Mechanism SF-5 -- RuntimeAllegianceState's TryGetMember/TryGetPatron/
GetVassals now reuse ClientCommandResponses.AllegianceProfileLookups
(promoted private -> internal, AcDream.Runtime added to Core.Net's
InternalsVisibleTo) instead of re-implementing the retail walk a second
time.

Mechanism SF-6 -- RuntimeStateCheckpoint's Fellowship/Allegiance
parameters are no longer trailing-optional. `default(RuntimeFellowshipSnapshot)`/
`default(RuntimeAllegianceSnapshot)` zero-init Name/AllegianceName to
null, and C# does not allow a non-constant `new(...)` as an optional
parameter's default value (CS1736) even when the struct declares an
explicit parameterless constructor -- so the only way to guarantee a
non-null default was to make the parameters required. Both snapshot types
still gained an explicit parameterless constructor for callers that want
an empty-but-safe `new()`.

Blast SF-4 -- LiveSessionEventRouterTests gains
FellowshipQuit_RoutesSelfGuidToClearAndOtherGuidToRemove, wiring real
RuntimeFellowshipState/RuntimeAllegianceState owners through the one
production registration site and dispatching a real 0x00A3 envelope for
both a self-quit and an other-quit -- the one non-trivial lambda in the
slice (the self-guid source that decides "remove one member" vs "clear
the whole snapshot") was previously untested; every other router test
defaults Fellowship/Allegiance to null.

Blast SF-5 -- RuntimeFellowshipState.ResetSession dropped its disposed
guard to match the precedent its own doc comment names
(RuntimeInventoryState.ResetExternalContainer,
RuntimeCommunicationState.ResetNegotiatedChannels -- both bare delegations
with no disposal guard); the reset transaction is retryable and disposal
is terminal, so a throwing guard could never converge on retry.
RuntimeAllegianceState.ResetSession (new this fix round) matches the same
shape from the start.

Blast SF-7 -- IRuntimeAllegianceView.GetVassals' per-call List<> allocation
is now documented as an intentional exception to the file's "Snapshot +
TryGet*, no allocation" view convention (C# cannot yield-return from
inside a lock).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-12 02:17:56 +02:00
Erik
4272ad0ea4 fix(net,runtime): FA2 fix-round MUST-FIX -- allegiance clears at reset, 0x027C stops seeding
Two MUST-FIX findings from the FA2 mechanism/blast reviews
(docs/research/2026-08-12-fa2-review-mechanism.md,
docs/research/2026-08-12-fa2-review-blast.md):

MF-1 (mechanism) -- RuntimeAllegianceState survived a generation reset,
contradicting retail (ClientAllegianceSystem::OnEndCharacterSession
@0x00569FA0 tail-calls AllegianceProfile::Clear at the same boundary
Fellowship already clears at), contradicting the precedent it cited
(RuntimeCharacterOptionsState.ResetSession clears-and-relatches, it does
not persist), and pinned by a test asserting the wrong behavior. Fixed:
RuntimeAllegianceState.ResetSession() clears the profile and drops
HasServerSeed; a new RuntimeGenerationResetStage.Allegiance stage runs it
on every generation reset, mirroring RuntimeFellowshipState exactly.
RuntimeGenerationResetTests' FellowshipClearsAtResetButAllegianceSurvivesReconnect
inverted to FellowshipAndAllegianceBothClearAtGenerationReset.

MF-2 (mechanism) / blast MF-2 -- 0x027C AllegianceInfoResponse fed the
Runtime allegiance owner (self-gated). Retail's own handler for 0x027C
(CM_Allegiance::DispatchUI_AllegianceInfoResponseEvent @0x006a7470) unpacks
into a stack-local profile destroyed on return; the consumer
(Handle_Allegiance__AllegianceInfoResponseEvent @0x0056a1d0) only prints
AddTextToScroll lines. Retail's panel is fed exclusively by 0x0020
AllegianceUpdate. The removed seeding also fabricated
RuntimeAllegianceSnapshot.Rank (0x027C carries no rank field) on any
client whose first allegiance message was a self @allegiance info query.
Fixed: dropped ApplyInfoResponseSelf, the onAllegianceInfoResponseSelf
delegate hole, and the self-gate; 0x027C is text-only again, matching
retail and the pre-FA2 shape.

Also covers blast SHOULD-FIX 1 in the same edit to LiveSessionEventRouter.cs:
the fellowship/allegiance delegate holes are now passed conditionally on
the owner being supplied, so GameEventDispatcher.GetUnhandledCount reads
correctly for callers without an owner (bare-ChatLog tests, a future
partial host) instead of silently reading 0 for 9 event types whose parse
result was discarded.

RuntimeAllegianceState.cs and the two owners' Apply* mutators also move
their ObjectDisposedException.ThrowIf checks inside the lock they already
take (mechanism SHOULD-FIX 2) -- the prior check-then-lock shape let an
inbound event on the decode thread race Dispose on the host thread and
repopulate state after _disposed = true, permanently falsifying
CaptureOwnership().IsConverged at teardown.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-12 02:17:04 +02:00
Erik
369729f06a feat(runtime): FA2 -- RuntimeFellowshipState + RuntimeAllegianceState sibling J-owners
Two new sibling Runtime owners under GameRuntime per the Slice-J
pattern (D2): RuntimeFellowshipState is session-scoped (a new
RuntimeGenerationResetStage.Fellowship clears it at every generation
reset, matching the ExternalContainer precedent); RuntimeAllegianceState
survives reconnect behind a HasServerSeed-style one-way latch and
participates in NO reset stage (its data persists like a real
disconnect does not sever allegiance membership).

Fellowship: full-update REPLACE, incremental-fellow UPSERT, self-vs-
other quit/dismiss removal (self clears the whole snapshot), disband
clear, and retail's leader hand-off rule for the Quit button
(RequiresLeaderHandoffBeforeQuit -- the current leader quitting WITHOUT
disbanding must send 0x0290 AssignNewLeader before 0x00A3, lane B
§2.5/§3.6).

Allegiance: seeded by AllegianceUpdate (0x0020, always self) and,
self-gated on TargetGuid == playerGuid(), by AllegianceInfoResponse
(0x027C); wraps the FA1-assembled flat AllegianceMemberRecord list
directly (AllegianceTree was deleted at FA1 -- nothing left to wrap).

Both apply the full 8-edit J-owner template: construction + fault
points + Owner/View properties + CaptureOwnership + a new
GameRuntimeTeardownStage pair (FellowshipDisposed/AllegianceDisposed,
stage count 11->13) + RuntimeGameplayOwnershipSnapshot inclusion +
RuntimeStateCheckpoint/trace fields. IRuntimeFellowshipCommands/
IRuntimeAllegianceCommands added to IGameRuntimeCommands and
implemented on DirectGameRuntimeCommandAdapter. No IRuntimeEventObserver
member added (D2) -- consumers poll Snapshot.Revision.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-12 01:31:54 +02:00
Erik
ac0304dcf0 fix(ui,runtime): OP4 re-review residuals R1-R4 (coordinator pass) — OP4 CLOSED
R1: the timestamp prefix moves from ChatLog.Append (which stamped the
stored BODY, rendering 'Alice says, "13:05:09 hi"') to ChatVM's display
composition — FormatTimestampPrefix(entry.Received) prepends the COMPOSED
line, matching retail's separate-leading-string model (fprintf("%ls%ls",
ts, text) @0x00563e5b; AddTextToScroll receives composed lines). The
prefix renders entry.Received in LOCAL time (retail strftime), invariant
literal colons. The ten defect-pinning test cases across
ChatLogTests/RuntimeCommunicationStateTests are rewritten to pin the
corrected contract (stored bodies stay clean; the composed line carries
the stamp outside the quotes — ChatVMTests).

R2: open option-bearing panels converge on every PlayerDescription seed:
OptionPage.ReloadFromLive (per-row live re-read + gating re-eval, NO
AfterApply flush — the seed just cleared the dirty module),
OptionsPanelController.OnServerOptionsSeeded (active page),
CombatUiController.OnServerOptionsSeeded (SyncControls), wired through
RuntimeSettingsController.ServerOptionsSeeded from the same factory hook
LockUI already uses. Retail cannot reach this state (its panels close
across login); the adaptation exists because retained panels survive the
session boundary — documented at the seam.

R3: tests drive the refresh widget push (model AND checkbox converge) and
ReloadFromLive's no-flush contract. R4: AP-196 addendum names the
headless AutoRepeatAttack false->true effective-default flip and the
characterOptions escape hatch.

Full Release suite: 13,083 passed / 4 skipped / 0 failed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 06:36:14 +02:00
Erik
bc43fb1d1d fix(ui,runtime): OP4 review fixes — live re-seed, enable-gating, Combat panel re-point, universal timestamps
Both OP4 reviews converged on one headline bug (Character-tab rows never
re-read live server truth after their pre-login constructor-word seed) plus
overlapping MUST-FIXes. All ten converged/consolidated findings land here:

MUST-FIX:
- BoolOptionRow.SaveCurrentValue now re-reads its live binding (retail's
  GetValue()-into-SaveCurrentValue) on every OnShown — panel open, tab
  switch in, initial activation — instead of trusting the pre-login
  constructor word it was built with. Reset/tab-switch can now only
  restore values that were actually live at the last show. LockUI's
  host.Root.UiLocked one-shot mount seed now also converges on every
  PlayerDescription via the existing OnCharacterOptionsChanged hook.
- Apply/Reset are wired to OptionPage.OnOptionChanged in production
  (Ghosted when nothing changed, Normal when dirty, run once at bind so
  both start disabled per retail's PostInit); Defaults stays ungated.
- The Combat panel's three LEDs (Repeat Attacks/Auto Target/Keep in View)
  now read/write the same RuntimeCharacterOptionsState seam the Character
  tab uses instead of a disconnected client-local GameplaySettings copy —
  closes the "two writable copies" divergence. The three now-orphaned
  GameplaySettings fields and RuntimeSettingsController's mirror
  properties/SetCombatGameplay are deleted outright; the headless host's
  hardcoded AutoRepeatAttack/AutoTarget now read the live option bit.
- RuntimeSettingsController.SetUiLocked's convergence guard now compares
  against the last value actually applied to the runtime target instead
  of the persisted GameplaySettings.LockUI snapshot, which could already
  match a server-derived request without ever having been pushed.

SHOULD-FIX:
- DisplayTimeStamps now prefixes every chat producer (ChatLog.Append is
  the one seam all of them funnel through), not just AddText's own
  callers — heard speech, emotes, Turbine channels, and combat text were
  previously missed. The prefix format escapes its colons and forces
  InvariantCulture instead of the culture-dependent TimeSeparator
  placeholder.
- sky.frag now honors uFogParams.w (fog mode) like the mesh/terrain
  shaders, so Disable Distance Fog stops the sky dome's horizon band from
  blending toward fog color too.
- Corrected the "byte-verified" overclaim on the timestamp format string
  doc comment (BN-sourced, wire doc U6) and the AP-194 anchor-column
  class-name typo; the RunAsDefaultMovement doc comments now cite retail's
  actual acclient.h enumerator name.
- Added: DispatcherMovementInputSource's option x modifier truth table
  (incl. || AutoRunActive with the option off), the per-page Apply/Reset
  enable-gate tests, a real checkbox.OnClick/ToggleBehavior-driven click
  test, and hash-pins for the six header string keys.
- Gate script step 8 corrected for the logout-flush false-failure
  (closing the panel before relogging is load-bearing); a new step
  documents the enable-gate sequence and the Combat-panel/Character-tab
  cross-check.

Register: AP-196 (the Group-C default-source change + GameplaySettings
retirement) and AP-197 (the ignored per-character timestamp format
override) filed in this commit.

Full Release suite: 13,044 passed / 4 skipped / 0 failed (was 13,008/4/0;
net +36 tests from new coverage and legitimate assertion updates from the
GameplaySettings retirement).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 05:30:26 +02:00
Erik
22b86b9ff4 feat(ui): Campaign OP slice OP4 — the Character tab
Binds LayoutDesc 0x21000028 (gmCharacterSettingsUI) through OP2's
template-list mechanism and OP3's OptionPage model: 6 authored group
headers + 50 toggle rows (49 from the 2013 build + D3's "Listen to PK
death messages", AP-193) in research doc §2's authored order, each row
resolved by PlayerOption id through CharacterOptionTable, seeded from
live RuntimeCharacterOptionsState, defaulted from CharacterOptionTable.
ClientDefault (byte-verified against UIOption_Checkbox::SetPlayerOption
@0x00486e80's own GetDefaultOptionValue call — AP-194 updated to confirm
the directive was followed), labels/tooltips resolved by name from
string table 0x23000003 (never hard-coded English), and registered with
OptionsPanelController.CharacterPage. Apply/Reset/Defaults
(0x100001FC/FD/FE) are now wired per-page via a scoped subtree search
(UiElement.FindDescendant, promoted from UiTabPanel) since Character/
Chat/Config each author their own physical instance under the SAME
element ids.

Consumers: Group A (29 ids) wire+store only via the existing
SetSingleCharacterOptionRuntimeCmd/TrySetOption seam. Group B: Display
Timestamps prefixes new transcript lines (RuntimeCommunicationState.
DisplayTimestampsSource); Disable Distance Fog forces FogMode.Off
(WeatherSystem.DisableDistanceFogSource, retiring half of TS-73); Run as
Default Movement inverts the walk-mode modifier's default
(RuntimeLocalPlayerMovementState.RunAsDefaultMovementSource). Group C
re-points AutoTarget/AutoRepeatAttack/ViewCombatTarget
(CharacterOptionCombatSettingsSource), VividTargetingIndicator/
CoordinatesOnRadar/LockUI/AcceptLootPermits from the client-local
GameplaySettings record to the canonical server bit — closing two
previously-unfiled divergences where AutoRepeatAttack and
AcceptCorpseLootingPermissions never reached the wire despite being
retail auto-save ids. TS-73 narrowed to its two still-open cases;
TS-75..TS-80 file the genuine gaps (no day/night force, no weather-
particle/profanity-filter/salvage/housing/pickup-preference subsystem,
fellowship-create's unaudited client-sourced field) rather than
inventing stand-ins.

Conformance: CharacterOptionsPageControllerTests pins all 50 rows
against CharacterOptionTable in both directions (an invented or dropped
row fails the build), the authored group/order row-by-row, and the
build/seed/Apply/Reset/Defaults/wire-publish behavior end-to-end against
the committed fixture. 52 new tests; full solution suite 13,008 passed /
4 skipped / 0 failed (was 12,956/4/0).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 04:31:34 +02:00
Erik
7b60e71b85 fix(headless,runtime): OP7 review fixes + docs: OP3 re-review REOPEN (narrow)
TWO work products share this commit (a staged-index collision between the
coordinator's docs commit and the OP7 fixer's staged files — content
verified complete and coherent; only this message was wrong before the
amend):

1. OP7 review fixes (all nine findings from
   docs/research/2026-08-11-op7-review.md):
   - M1: HeadlessSessionDescriptor is a record; WithAccount uses 'with' non-destructive record copy,
     so a future property cannot be silently dropped; direct-CLI
     regression test proves CharacterOptions survives --user/--password.
   - M2 root fix: LiveSessionEventRouter skips BOTH Replace and the
     options notification on a trailer-truncated PlayerDescription — a
     truncated re-seed can no longer install zeroed words under an armed
     latch for OP7's automation to flush into 0x01A1.
   - SF1: schema keys validate as ordinal strings against the allowed
     names (numeric / comma-combined aliases rejected). SF2: both-true
     fellowship exclusion rejected at load, naming both keys. SF3: the
     onLoginCompleteSent observer moved after transit.EndTeleport().
     SF4: production-hook coverage for all three LoginComplete sites.
     SF5: test-script OP7 wire expectation corrected (batched ids ride
     only the 0x01A1).

2. docs/research/2026-08-11-op3-rereview.md — OP3 re-review verdict
   REOPEN (narrow): M1 byte-decode independently re-verified (6a 07 at
   all six sites); residuals R1 (gate script promises a timestamp prefix
   acdream doesn't render), R2 (null-controller player-mode still
   refuses), R3 (dormancy pin lacks stimulus) — coordinator fixes follow.

Full Release suite at this tree: 12,956 passed / 4 skipped / 0 failed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 03:22:54 +02:00
Erik
6f48e34152 fix(runtime,net): OP1 re-review residuals R1/R2/R3 (coordinator pass)
R1: the K4-load-bearing IsDirty pre-check moves into GameRuntime's two
once-allocated hook lambdas — SendBlob's closure environment is allocated
in FlushCharacterOptions's PROLOGUE, ahead of any guard inside the body,
so the clean-tick fast path must never enter the method at all. The body
keeps its check as idempotent defense only; the doc comment now describes
the real mechanism instead of overclaiming.

R2: RuntimeCharacterOptionsState gains a dirty-generation token. MarkDirty
bumps it on EVERY call (including while already dirty); TryFlush /
TryFlushIfAutoSaveDue capture it before invoking the callback and only
clear IsDirty when it is unchanged after — a dirtying change landing
DURING a flush (cross-thread, or re-entrant from the callback itself,
the re-review's NOTE-6 case) now stays dirty and flushes on its own later
trigger instead of being silently erased by the trailing clear. The S2
interleaving test now asserts the retained dirty state it previously
ignored; a deterministic re-entrancy test pins the same-thread shape.

R3: a trailer-truncated PlayerDescription parse carries zero placeholder
option words, not server truth — GameEventWiring now forwards
TrailerTruncated, LiveSessionEventRouter passes armServerSeed:
!trailerTruncated, and Replace withholds the 0x01A1 flush authorization
for truncated seeds while still installing the words (pre-existing local
behavior unchanged). Newly wire-reaching via the R1/MF-1 timer, hence
closed now rather than left a NOTE.

Full Release suite: 12,870 passed / 4 skipped / 0 failed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 01:13:57 +02:00
Erik
09029f9f4b fix(runtime,net): OP1 review fixes — server-seed gate, tick-wired auto-save/logout flush, fellowship mutual exclusion
Closes the two mechanism-lens and blast-lens dual reviews of Campaign OP
slice OP1 (86c0a7e0): docs/research/2026-08-10-op1-review-mechanism.md and
docs/research/2026-08-10-op1-review-blast.md.

MUST-FIX M1 (blast): RuntimeCharacterOptionsState gains a HasServerSeed
latch, set by Replace (the PlayerDescription seed) and cleared by
ResetSession. TryFlush/TryFlushIfAutoSaveDue now refuse before the seed
arrives — closing the window where a bot (or, after this commit, the
timer/logout triggers) could flush client-default option words over a
character's real server-side options before any PlayerDescription ever
landed.

MUST-FIX 1 (mechanism): the 480 s auto-save timer and the pre-logoff
flush are now wired into production, closing TS-71 (retired). Both ride
LiveSessionController's own tick/stop transaction via two new hooks
(ConfigureAutoSaveTick/ConfigurePreLogoffFlush), wired once by
GameRuntime's constructor — a Runtime-internal change requiring zero
host edits, exactly as the review identified. The flush body talks to
WorldSession directly rather than through App's LiveSessionCommandRouter,
which is what keeps this off the S2 lock-order hazard (below). Filed
TS-73 for the two OnChanged side-effect cases (weather/day/combat-
target/fog) TrySetOption still doesn't model — pre-anchored to OP4's
Group B consumer binds.

SHOULD-FIX S2 (blast, prerequisite for MUST-FIX 1): TryFlush/
TryFlushIfAutoSaveDue no longer invoke the flush callback while holding
_dirtyGate — the decision is made and cleared under the lock, but the
callback itself runs outside it, closing the lock-inversion hazard the
natural timer wiring would have hit (Runtime tick's _dirtyGate-then-
_gate vs the router's _gate-then-_dirtyGate).

SHOULD-FIX MF-2 (mechanism): TrySetOption now ports the two
PlayerModule-state-mutating cases of CPlayerModule::OnChanged's local
side-effect switch — turning ON IgnoreFellowshipRequests or
FellowshipAutoAcceptRequests clears the other through a real recursive
TrySetOption call, reproducing retail's second 0x0005 (the clear's send
reaches the wire before the primary option's own send, matching the
nested-call order in the decomp). The signature widened from
Action sendAutoSave to Action<uint,bool> so the recursion can send a
different (id, value) than the caller's own; every production call site
now passes WorldSession.SendSetSingleCharacterOption directly.

SHOULD-FIX MF-3 (mechanism): a hand-transcribed 53-row (id, isOptions1,
mask) theory in CharacterOptionTableTests, independently re-derived from
acclient.h's PlayerOption/CharacterOption/CharacterOptions2 enums rather
than copied from CharacterOptionTable.cs — closes the one column with no
id-by-id pin. Also added the pairwise-distinctness check blast NOTE N7
named.

SHOULD-FIX S1 (blast): LiveSessionCommandRouterTests' CH3/CH4 regression
test now drives the REAL TrySetOption binding instead of a hand-rolled
SetOptionBit substitute that had silently drifted from production after
OP1.

SHOULD-FIX S3 (blast): RuntimeCharacterOwnershipSnapshot gains
OptionsAreClean (!Options.IsDirty), included in IsConverged — a module
whose two words happen to cycle back to their default bit pattern while
still dirty is now caught by the combined ownership ledger, not just by
OptionsAreDefaults.

SHOULD-FIX S4 (blast): SaveOptions no longer encodes "did it actually
flush" as PrimaryObjectId 1u/0u (which read as object guid 0x00000001 in
the K2 event stream). Both host adapters now report the identical shape
(Accepted, objectId 0) — the graphical host never could report this
anyway (LiveCommandBus.Publish has no return channel).

SHOULD-FIX S5 (blast): Replace (the server-seed arrival) now also clears
IsDirty/FirstDirtiedAt — a wholesale re-seed supersedes any pending
batched-but-unflushed local intent (retail's own PlayerModule has no
partial-merge path either), documented at the member.

SHOULD-FIX S6 (blast): a cross-check theory asserting CharacterOptionTable's
masks equal PlayerDescriptionParser.CharacterOptions1/2's independently
(the write path vs the read path TurbineChatMembershipGate/
RuntimeSettingsController consume) — guards the exact CH3 failure class.

Also fixed a real allocation regression found while landing MUST-FIX 1:
the naive per-tick flush closure would have allocated on EVERY
LiveSessionController.Tick() call regardless of dirty state, which broke
the K4 headless 30-session resource-envelope gate. GameRuntime.
FlushCharacterOptions now pre-checks Options.IsDirty (itself retail-
faithful — CPlayerModule::UseTime opens with the identical m_bDirty byte
compare) before allocating the flush closure, so the allocation only
happens on the rare tick that might actually flush.

Dispositions on findings not changed this round:
- Mechanism NOTE 6 / not independently re-flagged: a re-entrant MarkDirty
  from inside a flush callback can still be erased by the trailing
  "_isDirty = false" — pre-existing, unchanged by the S2 lock restructure
  (same outcome whether the callback runs inside or outside the lock),
  not reachable from any current caller, not a one-liner to close
  correctly (needs a per-dirty-period generation token). Left as documented
  in the review; worth closing before the Options panel ever flushes from
  inside a change handler.
- Mechanism NOTE 9, blast N2/N3/N4/N5/N6/N8: informational or require
  touching files this round doesn't otherwise edit (SocialActions.cs,
  CharacterOptionsBlobSource.cs, GameRuntimeContractTests.cs) — left per
  the "one-liner in a file already being edited" instruction.

Register: TS-71 retired (both remaining SetCharacterOptions flush
triggers now production-wired); TS-73 filed (the two unmodeled OnChanged
presentation-binding cases, pre-anchored to OP4).

Quality bar: Release build green; full solution suite 12,853 passed / 4
skipped / 0 failed (baseline 12,770/4/0 post-OP2 — 83 new tests added,
zero regressions).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 00:39:51 +02:00
Erik
86c0a7e0ee feat(runtime,net): Campaign OP slice OP1 — full character-option table, dirty model, real 0x01A1 blob builder
The retail Options panel (Campaign OP) needs a Runtime-owned option map
covering all 53 PlayerOption ids and the real batched SetCharacterOptions
(0x01A1) blob before any UI can be built on top of it. Today's surface only
modeled 6 ListenTo*Chat ids and the 0x01A1 builder was a malformed 16-byte
stub (deleted at Campaign CH slice CH3, docs/research/2026-08-09-chat-side-
channels-vs-ace.md).

- CharacterOptionTable.cs: the ONE typed table, PlayerOption id (0x00..0x34)
  -> (Options1/Options2 word, mask, IsAutoSave, ClientDefault), transcribed
  from acclient.h's verbatim CharacterOption/CharacterOptions2/PlayerOption
  enums and byte-verified against IsAutoSaveOption @0x0059A600 (the 21-id
  auto-save table) and GetDefaultOptionValue @0x005D2A30 (the Defaults-
  button table). Reconstructing CharacterOptions1/2 defaults from the
  ClientDefault column independently reproduces 0x50C4A54A / 0x00008700,
  cross-confirming the id-mask mapping. CharacterOptionId (SocialActions.cs)
  widened from 6 to all 53 ids to match.
- RuntimeCharacterOptionsState: SetOptionBit now resolves through the full
  table (was a 6-case switch). New TrySetOption is the ONE shared local-
  write-then-send/dirty seam — mirrors CPlayerModule::OnChanged exactly:
  write the bit locally first, then either send 0x0005 immediately (auto-
  save ids) or MarkDirty for the batched blob, no-op on an unchanged value
  (retail's own early-return) or an unmodeled id. New dirty model (IsDirty/
  FirstDirtiedAt/MarkDirty/TryFlush/TryFlushIfAutoSaveDue) uses an injected
  TimeProvider so it's fully unit-testable without a live clock.
- Both IRuntimeCharacterCommands.SetSingleOption adapters (Direct + Current)
  now route through TrySetOption instead of duplicating the write; this
  fixes the headless local-write gap the OP1 research flagged (the direct
  adapter previously sent the wire message without writing the bit first,
  same class of bug CH4 fixed for the graphical host). Both also reject an
  id outside the table instead of silently accepting it. LiveSessionRuntime
  Factory's SendSingleCharacterOption closure now delegates to the same
  seam instead of duplicating write-then-send inline.
- New IRuntimeCharacterCommands.SaveOptions(generation) — the explicit
  blob-flush verb (retail's SaveToServer(force: 0)) — wired end-to-end in
  both adapters, including a new SaveCharacterOptionsRuntimeCmd on the
  graphical router.
- SocialActions.BuildSetCharacterOptions + WorldSession.SendSetCharacterOptions:
  the real PlayerModule::Pack body per the wire research's field-by-field
  layout — header always 0x460 OR'd with 0x001/0x008 when shortcuts/desired
  comps are non-empty, favorite spells always 8 lists, never sets 0x100 or
  0x200. Echoes last-parsed shortcuts/favorites/desired-comps/spellbook
  filters (via new CharacterOptionsBlobSource) instead of zeroing them.
  Conformance: a hand-computed golden byte vector (not generated by the
  builder under test — the CH3 builder died of tests that pinned a wrong
  shape and looked green) plus a round-trip through PlayerDescriptionParser.

Contract deviation: the 480 s auto-save timer and the flush-before-logout
trigger are implemented as fully-tested pure state-machine logic
(TryFlushIfAutoSaveDue) but are NOT wired into either host's live per-frame
loop or graceful-shutdown sequence in this slice — only the explicit
SaveOptions verb is production-wired. Wiring the timer touches App's
UpdateFrameOrchestrator graph and Headless's tick loop (outside this
slice's Runtime/wire-layer scope); wiring logout risks the already-fragile
graceful-shutdown sequence CLAUDE.md flags. Filed as TS-71 per the plan's
own escape valve ("target: not deferred" with a register row if deferred).
Also filed: AP-193 (the 0x34 HearPKDeathMessages id/mask is ACE-sourced,
unverifiable against the 2013 binary) and AP-194 (GetDefaultOptionValue's
table disagrees with the constructor default for ConfirmVolatileRareUse/
ShowHelm/ShowCloak — retail's own quirk, reproduced not fixed).

Tests: table completeness x53, auto-save/client-default split pinned
id-by-id against the byte-verified tables, unknown/reserved-id rejection
(0x35/0x36 landmines), local-write-then-send on both adapters + the router,
the dirty/flush state machine, SaveOptions, and the wire golden vector +
PlayerDescriptionParser round-trip. Full Release suite: 12,745 passed / 4
skipped / 0 failed (baseline 12,611/4/0 — slice adds 134 passing tests,
zero regressions).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-10 23:31:34 +02:00
Erik
22020ef2c4 feat(chat): Campaign CH slice CH6b — floating chat windows 1-4
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>
2026-08-10 12:10:20 +02:00
Erik
41b408f3e6 fix(headless): #365 — collision-admission-open window drove the first-entry conductor into a permanent seal refusal
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>
2026-08-10 11:34:36 +02:00
Erik
a5a7eb4fb6 fix(runtime): production controller install never wired OnInterfaceText — the jump-in-air silence
Round-3 probe evidence pinpointed it: '[jump] ReportJumpRefusal
result=NotGrounded hasCallback=False' — the edge detection, OnWalkable
clearing, and refusal dispatch all worked; the callback was null because
CommitRuntimeOwnedController (the C3c production publication path) writes
_controller directly and never applied _onInterfaceText the way the
internal setter does. Two install paths, one wired. Regression test pins
the commit path.

Runtime tests 1,323/0.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 10:01:05 +02:00
Erik
47e40900f3 fix(chat): Campaign CH user-gate round 1 — jump-in-air edge, portal cue cadence, wrap/prefix/color fixes
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>
2026-08-09 23:42:32 +02:00