Owner report: with the MossTank plugin window BEHIND the inventory window,
the plugin's "Force Buff"/"Cancel Force Buff" button border outlines drew on
top of the inventory paperdoll. Only outlines leaked; fills did not.
Root cause: TextRenderer composited three buckets per layer — submission-
ordered sprite segments, then ALL untextured DrawRect quads (_rectBuf), then
debug text (Flush/DrawLayer). UiRenderContext.DrawRect forwarded into that
separate rect bucket, which always flushed AFTER every sprite segment
regardless of submission order. UiRenderContext.DrawRectOutline is four
DrawRect calls, so every BorderColor outline in the retained UI (UiPanel,
UiMarkupList) composited above every window's sprite content drawn after it,
instead of only the windows actually painted before it.
Fix: UiRenderContext.DrawRect now forwards to DrawFill — the same untextured
SPRITE-bucket segment DrawFill already used for panel backgrounds — so
DrawRectOutline inherits real painter/submission order. Audited the only
other DrawRect caller (UiMeter's bg-then-bar fill, which already relied on
same-call submission order and is unaffected) and the only other
DrawRectOutline callers (UiPanel, UiMarkupList, both routed through the same
fixed chokepoint). TextRenderer.DrawRect/DrawRectOutline and the _rectBuf
bucket are left in place (not deleted) with updated doc comments noting no
caller in src/ outside TextRenderer itself reaches them anymore; a future
non-retained-UI caller (e.g. a debug overlay) could still want that
"always on top of sprites" behavior. Added TextRenderer.DebugRectVertexCount
(test-only) and a failing-first regression test
(UiRectOutlinePainterOrderTests) that builds a real UiPanel border behind a
later-added opaque sprite and asserts submission order.
No retail-divergence register row: this is a renderer ordering bug, not a
documented retail behavior deviation.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
EVIDENCE (live UI probe dump at 1280x720, build 2ebcc0164): after collapsing
the plugin shelf, PluginSidePanel rect=(1240,233,24,28) was correct, but
ShelfGripPanel rect=(1240,233,20,18) and the toggle rect=(1260,233,16,18)
stayed UNCHANGED from the expanded geometry. The toggle then sat outside the
24px shelf and the ancestor clip removed it, so the owner saw the tab with
no "<".
ROOT CAUSE: UiElement.ApplyAnchor (src/AcDream.App/UI/UiElement.cs ~829-856)
runs for every child on every draw (called at :699). For any child whose
Anchors != AnchorEdges.None, it captures the Left/Top/Width/Height margins
ONCE (_anchorCaptured) on the first draw and re-applies that snapshot every
subsequent draw, overwriting whatever PluginSidePanel.LayoutChrome/Reflow had
just set. The grip, the toggle, and each PluginShelfButton entry were
constructed with the default Anchors (Left|Top), so their first-draw
geometry froze. The shelf itself already used AnchorEdges.None for exactly
this reason. Unit tests never caught it because UiRoot.Tick does not draw —
the anchor snapshot only exists after a real Draw pass, and the prior
draw-level toggle tests only ever drew once, before any collapse.
FIX: set Anchors = AnchorEdges.None on _grip, _toggle (PluginSidePanel
constructor) and each PluginShelfButton entry (PluginSidePanel.Add) — the
shelf is the sole layout owner of these children and anchoring is the wrong
mechanism for them, not a per-reflow patch via ResetAnchorCapture().
PluginMinimizeButton is untouched (it is a child of the plugin window and
deliberately anchors Top|Right).
TESTS (tests/AcDream.App.Tests/UI/PluginSidePanelToggleGlyphClipTests.cs):
- Collapse_AfterADraw_RepositionsGripAndToggle_NotFrozenAtExpandedGeometry:
draws the shelf, collapses via a real UiRoot press/release, draws again,
and asserts the grip/toggle geometry actually reflects the collapsed
Width/Height rather than the frozen expanded snapshot. Failed-first
(pre-fix) at line 364 with "Expected: 8, Actual: 20" (grip.Width frozen at
the pre-collapse value instead of the new collapsed Width - ToggleWidth).
- MultiColumnReflow_AfterADraw_EveryRemainingButtonMatchesAFreshSinglePassLayout:
12 entries, draw, unregister one window (a real removal), draw again, and
compares every surviving button's geometry against an independent
reference shelf built directly with the same final 11-entry set. Failed-
first with "Expected: 16, Actual: 48" (a surviving button's Left frozen at
its stale 12-entry column/row instead of the fresh 11-entry reflow).
Both tests use font: null (bitmap fallback) so they run in every CI lane
without an installed retail DAT, unlike the Lane=InstalledDat tests above.
VERIFY: dotnet build (Release) green for src/AcDream.App and the test
project. Targeted filter (PluginSidePanel|Markup|UiRootInput): 130/130
passed. Full tests/AcDream.App.Tests suite: 7353 passed / 97 skipped / 36
failed - matching the stated baseline (7351/97/36) plus the two new tests;
the 36 failures are the pre-existing environment-gated set (installed-DAT
version mismatch, Linux-only waiter, Lane=Manual live-mount probes) and are
unrelated to this change.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Two Opus reviews of commit 8217a349e (Slice B: DAT icons in plugin
markup) found one BLOCKING defect and 14 SHOULD-FIX findings. All 15
fixed here in one commit per the review contract.
BLOCKING (finding 1): an unresolvable did painted a magenta square.
TextureCache.GetOrUploadRenderSurface's 1x1 magenta placeholder for a
missing RenderSurface is load-bearing for authored chrome, but
RetailMarkupIconResolver.ResolveDid only short-circuited did==0, so any
other unresolvable id fell through to that placeholder and got scaled
up by UiMarkupIcon/UiMarkupList/UiSimpleButton -- the classic
resolve(0)-style footgun (claude-memory/feedback_ui_resolve_zero_magenta.md),
just triggered by a missing id instead of a literal 0. Fixed by probing
Portal/HighRes existence via IDatReaderWriter.TryGet<RenderSurface>
BEFORE ever calling GetOrUploadRenderSurface -- that TryGet already
serializes concurrent DAT access internally (DatDatabaseWrapper's own
_databaseLock), the same synchronization IconComposer.TryDecode relies
on, so no additional lock was needed. RetailMarkupIconResolver now
takes IDatReaderWriter + TextureCache directly (RetailUiAssets gained a
TextureCache field, its one construction site in
InteractionRetainedUiComposition.cs updated) instead of the old
resolveSprite delegate, since it also needs the nearest-sampled upload
path for finding 6 below.
Finding 2 -- Smoke panel wiring bugs: its list fed iconkind="spell"
raw art DIDs (PluginSpellInfo.IconId) instead of spell ids, so
IMarkupIconResolver.ResolveSpell composited the wrong (or no) badge
every row. SmokeIconPanel.Binding.SpellIds now yields SpellId (the
printed text still shows IconId alongside). The bare-index demo and the
descriptor both moved from the unverified literal 7735 to 0x165 --
retail's real Melee Defense skill icon (SampleData.cs:64,
0x06000165) -- so the owner's visual gate proves real art, not a guess.
StartVisible flipped true, and a character with no self-buffs known
falls back to spell 1's real catalog entry (or an honest "no spells
known" row with icon 0 if even that fails) rather than fabricating art.
Finding 3 -- PluginIcons.Normalize's threshold was silently rewritten
from the contract's 0x01000000 to 0x06000000 during Slice B. Restored
to 0x01000000; the class/method XML docs now state the number directly
(no cref to the private const); the test table adds 0x02000000 (a value
that only distinguishes the two thresholds) and 0x01000000 itself
(passes through unchanged).
Finding 4 -- an unknown iconkind (e.g. "spel") only threw when a
resolver happened to be wired, because BuildIconSource/
BuildRowIconResolve validated inside their own null-icons early return.
A new ValidateIconKind helper runs UNCONDITIONALLY before that branch,
so a malformed iconkind is a Build-time author error on every host.
Finding 5 -- BindUintLiteralOrBinding required an exact uint property
type, rejecting the int-typed bindings Decal-facing code commonly uses
(MosswartMassacre's HudPictureBox.Image is int end to end). It now
matches BindUint's existing leniency: any property, converted via
Convert.ToUInt32 at read time. BindUintList likewise now accepts
IEnumerable<int> alongside IEnumerable<uint> (unchecked per-element
reinterpret -- icon ids never go negative in practice).
Finding 6 -- TextureCache._renderSurfaceGpuTextures was keyed by id
alone, so whichever caller asked for a given RenderSurface id FIRST won
the sampler for every later caller of the same id -- UiDatFont's glyph
atlases already request nearest:true while ResolveChrome's background
art requests nearest:false, so this was a real, reachable collision,
not hypothetical. Rekeyed to (id, nearest); RetailMarkupIconResolver.
ResolveDid now requests nearest:true (pixel-exact 32x32 icon art);
ResolveChrome is untouched (still nearest:false/linear). Audited every
other _renderSurfaceGpuTextures use site (TryGetValue/set/Dispose
iteration+Clear) plus the separate _nearestUiTextureSources/
_linearUiTwinHandles/_uploadMetadata dictionaries (all keyed by handle
or accounting name, unaffected) -- no other eviction/accounting path
assumed id-only keying.
Finding 7 -- column-reservation semantics, per the DECIDED shape:
MarkupDocument now sets button.IconSource / list.IconIdsSource +
IconResolve ONLY when a resolver (icons parameter) is actually wired --
previously button.IconSource was always assigned (even to an
always-empty func on an icons:null host); combined with this finding's
other half -- UiSimpleButton.OnDraw now reserves its icon column
whenever IconSource is non-null, regardless of a per-frame resolve miss,
so a bound id that goes briefly to 0 no longer slides the caption back
and forth -- would have permanently reserved a blank column on such a
host. UiMarkupList already reserved its column whenever IconIdsSource
was set; no draw-side change needed there.
Finding 8 -- added a with/without-icons comparison test for
UiMarkupList (mirroring the existing UiSimpleButton one): asserts the
row text quad's x is strictly greater with an icon column present, and
the icon quad itself has non-zero width.
Finding 9 -- <icon tooltip=""> (empty string) was still treated as
"has a tooltip" by a bare attribute-presence check, making the icon
swallow clicks with no visible tooltip ever appearing. Now uses
!string.IsNullOrWhiteSpace, matching ApplyCommon's own predicate for
every other element's tooltip.
Finding 10 -- PluginShelfButton.OnDraw drew nothing when a non-zero
descriptor icon id resolved to no texture (a bad Decal index, a DAT id
from a different install), rather than falling back to Initials the
way a zero id already did. Now decides once, on the first draw
(memoized, so Initials' string work never repeats every frame): a
failed resolve permanently switches Text to the initials fallback,
computed and assigned BEFORE base.OnDraw actually paints the caption.
Finding 11 -- MarkupDocument.AddElement's switch had no default arm, so
an unknown or miscased element name (<Icon>, <butotn>) silently
vanished from the built tree instead of failing loudly like every
other malformed-markup case. Added a default arm that throws
FormatException. Ran AcDream.Plugins.MossTank.Tests (337/337,
unchanged) and the full App markup suite to confirm no existing markup
relies on an unknown element.
Finding 12 -- PluginPanelDescriptor.IconSurfaceId's XML doc now states
that a bare Decal index is accepted and normalized, citing
PluginIcons.Normalize.
Finding 13 -- docs/plugin-ui-markup.md: replaced the blanket "wrong
type/missing property throws at Build" sentence with the per-attribute
truth table the review produced (which attributes are silent at
runtime vs. throw at Build, and each one's bound CLR/delegate type);
restated the icon-id boundary as 0x01000000; added the "do NOT add
0x06000000 to the four already-full IconId records" warning (citing
SkillBase._iconID / UIRegion::SetImageByDID @0x004f150e); documented
that 0x-prefixed hex is required (an unprefixed all-digit literal
parses as decimal); noted unknown element names now throw; called out
list colors (0xRRGGBB) vs. color=/background=/border= (#AARRGGBB) as
non-interchangeable grammars; documented the root <panel visible>
binding-only exception; corrected the shelf's collapse toggle glyphs
(</>, not the old doc's arrows) and the 28px collapsed-tab size; added
the IconId record-equality API-v1 note; and called out iconkind as
per-<list> (mixed id spaces need pre-normalized DIDs; the composited
spell badge has no did-space escape hatch) plus the existing
one-text-column LIMITATION being deferred to MossTank.
Coverage added for finding 14: a PluginSidePanelTests case proving the
shelf button normalizes a bare descriptor index before resolving, and a
reflection-based unit on AppAutomationSurface.ProjectWorldObject (its
public callers gate on IsAvailable, which needs a fully connected
session heavier than this mapping needs -- the plan's own documented
fallback) proving PluginWorldObject.IconId carries ClientObject.IconId
through unchanged; PluginInventoryItem.IconId uses the identical
one-line pattern inline in CaptureOwnedItems, reviewed by inspection.
Finding 15: recorded a "Review ledger" section in the plan doc with
both slices' commits, both review verdicts, and the two items
explicitly deferred to the MossTank plugin work (multi-column list,
root literal visible).
Verification: full solution builds green. Targeted filter
(Markup|PluginSidePanel|PluginIcons|AppAutomation|TextureCache|
UiDatFont) passes 131/131, including the two InstalledDat-lane tests
(RetailMarkupIconResolverInstalledDatTests,
AppAutomationSurfaceIconInstalledDatTests) actually resolving against
the real installed DAT, not skipping. AcDream.Plugins.MossTank.Tests
passes 337/337 unchanged. Full AcDream.App.Tests suite: 7351 passed /
97 skipped / 36 failed -- identical failure set/count to the
7334/97/36 baseline (the +17 passes are exactly the new/expanded
tests: 2 new PluginIconsTests.Normalize theory rows, 10 new
MarkupIconTests cases, 2 new PluginSidePanelTests cases, 1 new
AppAutomationSurfaceTests case, and the 2 new standalone test files).
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Owner report: "I dont see the < after I minimize the window" — after
collapsing the plugin shelf with the > toggle, the < (expand) glyph was not
visible.
Root cause, established with a real-DAT draw probe (font 0x40000000) before
changing anything: '<' and '>' share IDENTICAL glyph metrics (OffsetY=4,
Width=5, Height=7, VerticalOffsetBefore=5), so there is no per-glyph
asymmetry to explain "I see one but not the other." Against the pre-fix 12px
grip band, the toggle's FILL glyph plane measured fully INSIDE the band in
both states (local y=[3,10] of [0,12]) — the "16px line box overhangs a 12px
band" theory alone does not erase the glyph, so a bare clip fix would not
have addressed the report. What IS true: the border-inflated OUTLINE
(background/shadow) plane, drawn first per retail's UIElement_Text::DrawSelf,
spans y=[-1,14] before clipping and was cropped by the band's self-clip
(UiElement.ClipsChildren) to exactly [0,12] — a real but minor defect. The
actual explanation for the report is discoverability: the collapsed shelf
shrank to a bare 24x12 near-black sliver at the screen edge, several times
smaller than any other clickable affordance in the UI — easy to overlook even
though its pixels were, in fact, being drawn.
Fix (src/AcDream.App/UI/PluginSidePanel.cs):
- ExpandedGripBandHeight (new internal property) derives the EXPANDED
grip/toggle band from the real font metrics — max(12, font.LineHeight + 2)
— so neither the fill nor the border-inflated outline plane can clip for
any font; the 12px constant remains only as the bitmap-font fallback.
Threaded through the ctor's initial Height, OnTick's row-wrap height calc,
LayoutChrome, and Reflow's entry-Top/expanded-Height math.
- The COLLAPSED tab is now ButtonExtent (28px) tall instead of the 12px grip
band — the same size as an ordinary entry button — with the toggle glyph
filling and centering in the taller band. This is the actual fix for the
report: the collapsed affordance is now button-sized and findable, not a
bug-for-bug-identical-but-larger clip fix.
Tests:
- tests/AcDream.App.Tests/UI/PluginSidePanelToggleGlyphClipTests.cs (new,
Lane=InstalledDat): loads the real DAT font, builds a live shelf, and
proves via TextRenderer.DebugSpriteSegmentVerts that the toggle's ink (fill
+ outline) is fully contained in its own clip band in BOTH the expanded
('>') and real-click-collapsed ('<') states, plus that the collapsed tab is
button-sized. Verified failing against the pre-fix code (git stash of just
this file) with concrete numbers: computed unclipped span [-1,14] does not
fit inside the 12px band; collapsed height measured 12 (not button-sized).
Passes after the fix.
- tests/AcDream.App.Tests/UI/PluginSidePanelTests.cs: added
CollapseThenExpand_WhileStillDocked_ReturnsToTheIdenticalLeftAndTop (the
dock/anchor invariant survives the collapsed-height change), and derived
Drag_StartingOnShelfPadding_DoesNotMoveTheShelf's press-below-the-grip-band
Y coordinate from the new ExpandedGripBandHeight accessor instead of a
re-hard-coded literal.
Verification: dotnet build (App + tests) green. Filtered run
(PluginSidePanel|UiDatFont|Markup|UiRootInput) 131/131 passed, 0 skipped —
the InstalledDat lane tests actually ran (DAT dir resolved). Full
AcDream.App.Tests suite: 7334 passed / 97 skipped / 36 failed (baseline was
7331/97/36) — the 3 new tests are the only delta; the 36 failed test names
are byte-identical to the pre-existing set (cathedral collision installed-dat
gates, alpha-flush conformance, layout live-mount probes, Linux frame-pacing,
credential resolver — all unrelated to this change).
No retail-divergence register change needed: IA-27 already covers the
plugin shelf's non-retail collapse-toggle glyphs/behavior in general; this
is a bug fix within that already-declared deviation, not a new one.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Owner request: plugin panels (Decal/VirindiViewService-class, per the
MosswartMassacre reference usage) need to embed real DAT icons the way
FlagTrackerView.SafeSetListImage does — spell/skill art, raw portal
indices, and a window icon. This is Slice B of
docs/plans/2026-09-06-plugin-shelf-and-dat-icons.md (Slice A, the
movable/collapsible shelf, landed in 01b98ca30/4fada238e/718005b21).
What shipped:
- AcDream.Plugin.Abstractions.PluginIcons.Normalize: the one Decal-style
bare-index -> 0x06xxxxxx RenderSurface DID grammar, applied at every
icon SINK (descriptor IconSurfaceId in PluginShelfButton, and markup
<icon did>/<button icon>/<list icons> did-kind ids) rather than on the
plugin-facing records, which already carry real DIDs read straight
from the client's tables.
- PluginSpellInfo.IconId / PluginSkillInfo.IconId /
PluginInventoryItem.IconId / PluginWorldObject.IconId: additive init
properties (default 0), filled in AppAutomationSurface from
SpellMetadata.IconId (already projected from SpellBase.Icon by
RetailSpellMetadataProjector — no gap there), a new BindSkillIcons
parallel to BindSkillNames (GameWindow reads
DatReaderWriter.Types.SkillBase.IconId — confirmed via reflection over
the installed Chorizite.DatReaderWriter package, since its XML docs
don't cover Pack/Unpack-generated public fields: Description, Name,
IconId (uint), TrainedCost, SpecializedCost, Category, ChargenUse,
MinLevel, Formula, UpperBound, LowerBound, LearnMod), and
ClientObject.IconId in CaptureOwnedItems/ProjectWorldObject.
- IMarkupIconResolver (AcDream.App.UI): ResolveDid/ResolveSpell/
ResolveItem. MarkupDocument.Build gains an optional parameter (null by
default -> every icon sink resolves to nothing rather than throwing,
so pre-Slice-B callers/tests are unaffected). RetailUiRuntime.
MountPlugins builds ONE RetailMarkupIconResolver per pass from
RetailUiAssets.ResolveSprite + RetailUiAssets.Icons (the shared
IconComposer) + Toolbar.Objects (the SAME ClientObjectTable
Magic/Toolbar bindings already borrow for their own icon resolution —
no second object lookup introduced).
- New UiMarkupIcon widget (<icon x y w h did|spell|item tooltip>):
exactly one source required (FormatException at Build otherwise,
matching every other malformed-attribute rule), aspect-preserved,
centered, click-through unless a tooltip makes it a real hit-test
target.
- UiSimpleButton.IconSource and UiMarkupList.IconIdsSource/IconResolve:
additive, default null/no-op, so every existing button/list caller
(including the plugin shelf's own toggle/minimize buttons) is
unaffected. Button icon draws flush left and shifts the caption's
centering region right; list icons reserve a leading RowHeight-2
column (Decal's IconColumn) and skip rows whose id is 0 or
unresolvable.
- MarkupDocument centralizes the did/spell/item dispatch (including
PluginIcons.Normalize for did) in two small helpers (BuildIconSource
for <icon>/<button>, BuildRowIconResolve for <list>) so all three
markup surfaces share one resolver call path.
- AcDream.Plugins.Smoke ships a RegisterPanelContent (in-memory KSML,
no plugin-side .xml file) proof panel exercising every new surface:
a bare-index <icon>, a literal-hex <icon>, a composited <icon
spell=...>, a <button icon=...>, and a <list icons=... iconkind=
spell> of the first five known self-buffs with their IconId printed
alongside. Descriptor IconSurfaceId reuses the same bare index to
prove the shelf button and the panel's own icon normalize identically.
- docs/plugin-ui-markup.md is the new SSOT for the full markup
vocabulary + icon grammar + the Slice A shelf; linked from
docs/README.md and docs/plans/2026-04-24-ui-framework.md.
Design decisions where the plan left room:
- Normalize runs inside the resolver dispatch (BuildIconSource/
BuildRowIconResolve), not scattered at each markup call site, so
every did-kind sink shares one choke point.
- did/spell/item all accept either a literal (decimal or 0x-hex) or a
{Binding}, via one BindUintLiteralOrBinding helper, for symmetry —
the plan only showed spell/item as bindings but didn't forbid a
literal.
- <icon> requires exactly one source INCLUDING zero (not just two);
an icon with no source is not a coherent element.
- The button/list icon draw math (icon column extent, padding) lives
in the widgets themselves (UiSimpleButton/UiMarkupList), not in
MarkupDocument, keeping the parser only responsible for wiring
Func<(tex,w,h)> sources.
Tests: PluginIconsTests (Normalize table), MarkupIconTests (icon/button/
list resolver dispatch via a fake IMarkupIconResolver, plus draw-level
pins via the RecordingGpuDevice/TextRenderer apparatus already used by
UiAncestorClipTests/UiRenderContextDrawStringDatOutlineTests — "draws
nothing when unresolvable" and "button/list icon shifts the text"),
and AppAutomationSurfaceIconInstalledDatTests (Lane=InstalledDat: a
known spell's IconId matches the real installed SpellTable's own Icon
field exactly). Verified every new test fails to COMPILE without this
change (git-stashed the src/ changes, rebuilt the test project: CS0246
on IMarkupIconResolver) before restoring. Full App suite: 7331 passed /
97 skipped / 36 failed (identical pre-existing failure set/count to the
7306/97/36 baseline; the +25 passes are exactly the new tests).
AcDream.Plugins.MossTank.Tests (the main consumer of the touched
Plugin.Abstractions records) passes 337/337 unchanged, confirming
API-v1 binary/source compatibility. Full solution builds green.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Opus re-review of 4fada238e (Slice A review-fix round) left seven residuals.
All seven addressed here, in one commit per the residual-round contract:
NEW-1 (test-coverage): no test pinned the Draggable:true->false change
itself. Added Drag_StartingOnShelfPadding_DoesNotMoveTheShelf, pressing the
shelf's own PADDING (left of the first button's Left=4, below the 12px grip)
and dragging 100px through the real UiRoot press/move/release path. Proven
to fail against the pre-4fada238e shelf: temporarily setting Draggable=true
in the ctor and re-running this test moved the shelf from Left=760 to 764
(clamped to parent.Width-Width) instead of leaving it in place — reverted
after confirming.
NEW-2 (correctness): RetailWindowLayoutPersistence.ClampAllToScreen clamps
generically to screen.Width-handle.Width, 4px (OuterPadding) off what the
shelf's own dock formula (parent.Width-Width-OuterPadding) would produce for
the same new parent size. A screen shrink that triggers that clamp used to
flip _userPositioned permanently even though nothing a user would call
"dragging" happened. PluginSidePanel.OnHandleMoved now re-derives "still
docked" at comparison time as a function of the CURRENT parent size: either
the live dock formula's own result, or what ClampAllToScreen's clamp would
produce from the PREVIOUS docked position — only a position matching
NEITHER flips _userPositioned. New test
ClampAllToScreen_AfterShrinkingTheRoot_DoesNotFlipAnchoring_ButARealDragStillDoes
shrinks the root, runs ClampAllToScreen, confirms the shelf still anchors
top-right through a later reflow and a collapse, then confirms a genuine
grip drag afterward still flips anchoring.
NEW-3 (decision, documented): KeepWindowReachable's per-tick clamp and
ClampAllToScreen's screen-resize sweep both touch plugin windows. Evidence
gathered and recorded as a doc comment on KeepWindowReachable:
RetailWindowManager.MoveTo (line 178) already short-circuits an unchanged
position before ever raising Moved; persistence's ScreenSize and Host.Root's
size derive from the same d.Window.Size and are reconciled every frame
(UiHost.Draw sets Root.Width/Height from screenSize); and because
RetainedGameplayUiFrame.Render ticks BEFORE it draws in the same frame,
ClampAllToScreen always resolves a screen-resize's clamp before
KeepWindowReachable ever observes the new size next tick, making
KeepWindowReachable's own pass a structural no-op for that case (never a
second write). KeepWindowReachable is NOT dropped, though: it is the only
reachability guarantee for (a) a plugin window whose geometry is mutated
directly rather than through MoveTo — pinned by the pre-existing
FullWidthPluginWindowStartsAndStaysReachableAtMinimumCanvas test, which
exercises exactly that with no screen resize at all — and (b) a host wired
with no RetailWindowLayoutPersistence at all. Decision: keep both; they do
not race.
NEW-4 (robustness): RetailWindowLayoutPersistence._attached is mutated
mid-session by WindowRegistered/WindowUnregistered (a callback invoked from
inside one of these loops — e.g. Apply -> Show()/Hide() -> a controller
unregistering another window — could otherwise mutate the list being
enumerated). All five bare `foreach (... in _attached)` loops
(RestoreAllCore, ClampAllToScreen, SaveAll, SaveNamed, RestoreNamed) now
snapshot with .ToArray(), matching Dispose's existing pattern.
NEW-5 (retail-faithfulness): the plugin-shelf hide message hard-coded
"Shift+Ctrl+F1" even though InputAction.TogglePluginManager is rebindable
through Configure Keyboard. RetailUiRuntime.PluginShelfHiddenMessage now
looks up the CURRENT binding via the live InputDispatcher and formats it
through Layout.RetailKeyNames.Describe — the exact formatter Configure
Keyboard's own row captions already use
(Layout/KeyboardConfigController.cs:284) — falling back to an honest
"bind it in Configure Keyboard" message when the action is unbound or no
dispatcher is wired.
NEW-6 (bookkeeping): added divergence-register row IA-27 for the plugin
shelf's repurposing of retail's plugin-manager chord (Shift+Ctrl+F1),
its ASCII </> toggle glyphs, its two acdream-authored system messages, and
its Draggable=false grip-only drag model — citing PluginSidePanel.cs and
the RetailUiRuntime.cs TogglePluginManager case. Header count bumped
23->24 active IA rows.
NEW-7 (correctness): the one-time dock wrote Left directly, so the
first-run docked position went unsaved until some later, unrelated event
happened to trigger a save. PluginSidePanel.OnTick now routes the one-time
dock through the retained-window handle's MoveTo when registered (falling
back to the direct field write when unregistered, as before) —
_dockLeft/_dockTop are set to the TARGET position BEFORE calling MoveTo so
the synchronous OnHandleMoved re-entry it triggers (NEW-2's logic) reads the
new dock position and does not flip _userPositioned. New test
FreshShelf_OneTick_SavesTheDockedPositionImmediately confirms the store has
the docked X/Y after exactly one tick and that a subsequent collapse still
preserves the right (not left) edge.
Verification: dotnet build src/AcDream.App (Release) green; targeted filter
(PluginSidePanel|RetailWindowLayout|Markup|UiRootInput|KeyboardConfig) 145
passed / 2 pre-existing Lane=Manual failures (unrelated, gated on
ACDREAM_PROBE_LIVE_MOUNT=1); full tests/AcDream.App.Tests suite: 7306
passed / 97 skipped / 36 failed — same 36 pre-existing failures by name
(installed-DAT/Cathedral/Linux/Lane=Manual probe tests), +3 passed vs the
7303 baseline (exactly the three new tests this round added).
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Two independent Opus reviews of 01b98ca30 (Slice A - movable, collapsible
plugin shelf) found blocking design and behavior issues plus several
should-fix gaps. All addressed in this commit:
1. Grip/toggle are now REAL children instead of a drawn band + a
cursor-position-dependent HandlesClick override + an OnEvent toggle
hack: ShelfGripPanel (WindowMoveHandle=true) spans the top band minus
the toggle width; a UiSimpleButton toggle sits beside it (HandlesClick
already wins at UiRoot.OnMouseDown before the Draggable-window
fallback). The shelf's own Draggable is now FALSE - verified against
UiRoot.FindDragHandleWindow, which never reads a window's own
Draggable flag at all (it walks for a WindowMoveHandle ancestor-or-self
then climbs to the nearest child of UiRoot), so Draggable=true was
never required for the grip to work and only armed the whole-window-
drag fallback for clicks on the shelf's own padding - exactly the
behavior the review asked NOT to have. The two Assert.Single(shelf.
Children) test sites now filter by the (now internal) PluginShelfButton
type instead of asserting child count.
2. Deleted the per-tick "always highest ZOrder" raise in OnTick. It fought
RetailDialogFactory.Tick's own per-frame dialog re-raise, so a dialog
opened while the shelf was visible could never end up on top of it.
Registration's ordinary press-to-raise (a grip press calls
BringToFront before the drag starts) remains.
3. Collapse and hide/show intent are now persisted through their own
channel. RetainedWindowState gained a nullable RequestedVisible;
RetailWindowHandle gained an internal StateChanged event that
RetailWindowLayoutPersistence subscribes to (alongside Moved/Resized/
Shown/Hidden) and that the shelf raises after a collapse toggle or
Show/Hide. Capture() now persists state.RequestedVisible (the panel's
own intent) instead of the derived IsVisible, so an availability hide
(last plugin window unregistered) is never mistaken for a user hide.
WindowNames.PluginShelf is now one of RetailUiRuntime's state-managed
visibility windows, so Apply() restores the intent through
RestoreWindowState directly rather than via Show()/Hide().
4. RetailWindowLayoutPersistence now subscribes to
RetailWindowManager.WindowRegistered/WindowUnregistered so a window
(a plugin window loaded after startup, or the shelf on any path that
constructs persistence first) attaches even when it registers after
persistence already exists.
5. Reflow()'s default height argument is now nullable and falls back to
the last height OnTick actually measured (or unbounded if none yet),
instead of always forcing a single-column layout - every call site
OTHER than OnTick's own row-wrap (Add, unregister, Show/Hide, the
collapse toggle, RestoreWindowState) used to collapse a wrapped
multi-column layout to one column for a frame.
6. _userPositioned is now flipped only when the handle's position differs
from the recorded dock placement, not on every RetailWindowHandle.
Moved (which fires unconditionally on any completed window-drag
release, including a zero-movement grip click, and on any
ClampAllToScreen reachable-clamp).
7. New tests cover: a press+drag starting on an entry button does not
move the shelf; the removed per-tick raise (a sibling with higher
ZOrder keeps it after a tick); TogglePluginManager's hidden-and-
collapsed -> shown-and-expanded / visible -> hidden transitions at the
shelf API (no RetailUiRuntime construction harness exists in this test
suite to exercise the action-routing switch itself - the "no plugin
windows registered" message branch is therefore not covered here).
8. The hide branch of TogglePluginManager now displays "Plugin shelf
hidden. Press Shift+Ctrl+F1 to show it again."; the show branch stays
silent.
9. The collapse toggle now draws ASCII '<'/'>' instead of the DAT-font-
dependent '«'/'»' glyphs (the only use of those code points in the App
UI, silently dropped by UiDatFont when absent), and gets the same
DatFont + bitmap fallback the shelf's entry buttons already have
through UiSimpleButton. A new installed-DAT test pins that the default
font actually carries both ASCII glyphs.
10. ResizeX/ResizeY are false on the shelf so a restored layout's saved
dimensions can never stomp the derived Width/Height via ResizeTo.
11. WindowNames.PluginShelf replaces the "plugin-shelf" literal at every
site (RetailUiRuntime, docs comments, tests).
12. The grip dims to half opacity while RetailWindowManager.IsLocked, the
same visual cue every other retail window gets (the shelf's grip has
no DatElementId, so RetailWindowLockPresentationController's authored-
chrome dimming does not reach it on its own).
Every new test was verified to fail against the pre-fix source: reverting
src/AcDream.App/UI/PluginSidePanel.cs, IRetainedWindowStateController.cs,
RetailWindowHandle.cs, WindowNames.cs, and RetailUiRuntime.cs to their
01b98ca30 state makes the whole PluginSidePanelTests.cs file fail to even
compile (missing WindowNames.PluginShelf, the now-internal
PluginShelfButton type, and RetainedWindowState.RequestedVisible);
reverting RetailWindowLayoutPersistence.cs alone (fixed source elsewhere)
makes WindowRegisteredAfterConstruction_StillRoundTrips fail at runtime
with a null saved layout, confirming finding 4 in isolation.
Verified: dotnet build src/AcDream.App (Release) green; dotnet test
tests/AcDream.App.Tests (Release) targeted filter
(PluginSidePanel|RetailWindowLayout|Markup|UiRootInput) 105/105 green;
full suite 7303 passed / 97 skipped / 36 failed (identical failure set to
the pre-fix-round baseline - installed-DAT live-mount probes, Linux-only
pacing/credential tests, and alpha-flush COUNT-only conformance
divergences, none touching plugin UI; +9 tests, all passing, over the
prior 7294/97/36 baseline).
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Owner request (docs/plans/2026-09-06-plugin-shelf-and-dat-icons.md, Slice A):
the plugin shelf was pinned to the right screen edge every tick, had no drag
or hide affordance, and never persisted position. It is now a registered
retained window ("plugin-shelf") that gets drag, the UI lock, and
RetailWindowLayoutPersistence position/visibility/collapsed persistence for
free, the same way every other retained window does.
Design decisions where the plan left room:
- Grip + collapse toggle are drawn, not child elements. A real child for the
toggle would have to live outside any WindowMoveHandle grip subtree (nesting
it inside lets UiRoot's drag-handle promotion swallow the press before the
button ever sees a click - `handleWindow is not null` outranks
`HandlesClick` in UiRoot.OnMouseDown), and a grip element as a plain sibling
changes UiElement.Children's shape, which the pre-existing single-button
shelf tests assert directly (`Assert.Single(shelf.Children)`). Keeping the
whole shelf Draggable=true and excluding just the toggle's pixel rect from
an overridden HandlesClick (computed live from UiRoot.MouseX/MouseY, the
only call site) gets grip-drags/buttons-and-toggle-don't without adding any
child or touching the existing tests' shape assumptions.
- Availability (has plugin windows) vs the user's requested-visible intent
are split the same way PluginWindowVisibilityController already splits it
for individual plugin windows, but applied SYNCHRONOUSLY (not via
VisibleSource) so Visible updates immediately after Add()/unregister with
no dependency on a Tick ever running - required to keep the pre-Slice-A
unregistered-shelf test (ShelfAndMinimizeButtonsHideAndRestoreWithoutUnregisteringWindow)
green, since it never calls root.Tick().
- "The shelf was moved" (drag or a differing restored layout) is tracked via
the shelf's own RetailWindowHandle.Moved event, captured through
WindowManager.WindowRegistered the moment MountPlugins registers it - so
unregistered/legacy use (the two other pre-existing tests) never sets this
and behaves exactly as before.
- The one-time right-edge dock (no saved layout) fires on the first OnTick
with a real parent width, replacing the old per-tick pin; Reflow's
anchor math then preserves the top-right corner while still docked or the
top-left corner once positioned, on any width change (entry add/remove,
collapse, or a parent-height-driven column rewrap).
Caption finding: the Configure Keyboard row for InputAction.TogglePluginManager
resolves its label live from the installed DAT's action-map string table
(KeyboardConfigController.BuildActionRow, RetailActionMapRow.LabelHash) -
there is no "Plugin Manager" string literal anywhere in our code to rename to
"Plugin Shelf". The row keeps showing retail's own authored name; only the
acdream-side action semantics changed.
Tests added to PluginSidePanelTests.cs (all 7 fail to even compile against
the pre-Slice-A PluginSidePanel, verified by temporarily reverting the source
files and re-running): default right-edge dock; top-right corner preserved
across a Reflow-driven width change while docked; grip drag moves the shelf
and top-left survives the next reflow once positioned; drag refused under
UiLocked; collapse via the real toggle click round-trips through
CaptureWindowState/RestoreWindowState; Show/Hide toggle sequence and a hidden
shelf staying hidden when a new plugin window registers; a full
RetailWindowLayoutPersistence round trip of X/Y/Visible/Collapsed onto a
fresh shelf instance. All 3 pre-existing tests remain green unmodified.
Verified: dotnet build src/AcDream.App (Release) green; the full App test
suite passes 7294/97 skipped/36 pre-existing unrelated failures (identical
failure set confirmed present on HEAD before this change - installed-DAT
live-mount probes, Linux-only pacing/credential tests, and known alpha-flush
COUNT-only conformance divergences, none touching plugin UI).
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Issue #464 needs a repeatable tilted self-gate frame at the cathedral
stair-arch pose, but the automation's `drag at`/`mousemove` verbs only
move the retained-UI cursor — they never reach mouse-look, so every
scripted route replays the DEFAULT camera and can't reproduce the
owner's upward-tilted frame (docs/ISSUES.md #464, the 2026-09-03
22:07 transcript note: "the automation's `drag at` verb does not
drive mouse-look").
Add `mouselook <dx> <dy>`: it calls the SAME
GameplayInputFrameController.QueueRawMouseDelta the real mouse's Silk
MouseMove callback drives (CameraPointerInputController.
ProcessMouseMove), through an injected delegate threaded
RetailUiAutomationScriptRunner <- RetailUiProbeBindings <-
InteractionRetainedUiDependencies.GameplayInputFrame. That last seam
is resolved fresh on every call rather than captured once at mount,
since GameplayInputFrameController is created per live session
(SessionPlayerComposition), strictly after the retained UI composes
and across reconnects — the same never-capture-a-deferred-Func
discipline the secure-trade command-bus regression taught
(claude-memory/feedback_resolve_deferred_funcs_per_call.md).
The delta only takes effect while mouse-look is active (bracket with
`input down`/`up CameraInstantMouseLook`) and one call consumes
exactly one raw sample on the controller's next tick, so a route must
`sleep` between calls — documented on DoMouseLook and the class doc
comment.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Harden keyboard and camera routing, inventory and vendor interactions, chat/emotes, relog portal flow, and paperdoll rendering. Add retail research, connected gate coverage, and release-gate validation.
Two owner-reported defects at the Campaign AS connected gate on the
examination window (player targets): the animated paperdoll no longer
renders at all, and a "reserved black rectangle" appears at the window's
bottom with the character extras list clipped mid-row at default (310x400)
window size.
ROOT CAUSE — extras-list overflow (the "clipped mid-row" half of defect 2):
NOT a code bug. AS3 (armor-level trio) and AS4 (society/allegiance/
configurable extras) grew the extras list past its DAT-authored 87px region
(element 0x10000335) at the window's minimum size — a new hermetic
regression test proves the worst-case combination (every AS3+AS4 addition
at once) reaches 20 rows / 400px of content, a 4.6x overflow. But retail's
own LayoutDesc authors NO scrollbar for this listbox either
(ScrollbarElementId == 0, verified against both the committed fixture and a
fresh tools/LayoutDump read of the live installed DAT — no drift), and the
SAME test proves UiItemList's pre-existing, unmodified wheel-scroll handler
(OnEvent's UiEventType.Scroll branch) already reveals every row on the next
paint. A scrollbar-less, wheel-scrollable list clipped to its authored
region until the user scrolls or resizes IS retail's own already-correctly-
ported mechanism, not a regression — so no fix was made here.
ROOT CAUSE — paperdoll / "black rectangle" (defect 1): NOT ISOLATED despite
exhaustive investigation. Every file the Campaign AS diff touches
(AppraisalUiController.cs, RetailUiRuntime.cs, CreatureAppraisalRows.cs,
AllegianceRankTitleTable.cs, CharacterIdentityText.cs,
CharacterSheetProvider.cs, InteractionRetainedUiComposition.cs, plus two
unrelated mechanical PublicWeenieFlags-literal refactors) was reviewed in
full against the pre-Campaign-AS baseline. The same worst-case regression
test proves Apply/ApplyCreature/RebuildCreatureStats/BuildExtra never throw
and always leave ActiveView == Character, CurrentObjectId != 0, and the
viewport's full ancestor-visibility chain Visible == true — ruling out
RetailCreatureAppraisalFrameView.TryGetVisibleTarget's first three gates.
CreatureAppraisalPresentation.cs and LivePresentationComposition.cs (the
entire render-time viewport pipeline) are byte-for-byte unchanged across
the whole 974fe88a..87e98395 window. UiViewport.OnDraw draws NOTHING (not
black) when its TextureSlot is unassigned, and the creaturePanel's own
full-panel backdrop (0x10000141) is what would show through instead — the
most likely explanation tying both defects to ONE underlying condition, but
its exact trigger (TryGetVisibleTarget's CurrentObjectId check, or
TrySynchronize's live-entity/mesh-availability check) lies in code nothing
in Campaign AS touches, and could not be reproduced hermetically (needs a
live entity + a live examine exchange).
Filed #443 with the full investigation trail. Added a temporary,
state-change-gated diagnostic probe (ACDREAM_PROBE_CREATURE_APPRAISAL_
VIEWPORT=1, CreatureAppraisalViewportDiagnostics) at both
TryGetVisibleTarget and TrySynchronize so the next live repro pinpoints the
exact failing reason instead of another guess. Per CLAUDE.md's "no
workarounds without explicit approval" and the investigation mode's own
escape hatch ("if you cannot root-cause, say what runtime evidence you
need instead of shipping a guess"), no behavioral fix was shipped for
defect 1.
Tests: AcDream.App.Tests hermetic filter 6,337/0; full-solution hermetic
suite 15,612/0 (all 14 projects green, including the known #442 flake,
which did not trip this run).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The AS5 review verified the port exhaustively (170/170 strings, 20
dispatch arms, 17 bounds tests, both call sites) and found one docs-class
defect: five code comments plus the plan slice text claimed AP-109 was
RETIRED while the register correctly keeps the row ACTIVE-narrowed (CT4
FormatXp GetNumberFormatA approximation sliver survives). Comment-only
edits; compile-checked; no behavior change.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Ports the 17-function heritage×gender AllegianceSystem::GetTitle
@0x005B8DD0 dispatch and AllegianceData::GetFullName @0x005B6950 as
AllegianceRankTitleTable (src/AcDream.App/UI/Layout/), then wires both
retail call sites: the examination window's title bar
(AppraisalUiController.BuildCharacterTitleBarName, from ApplyCreature's
character branch) and the character panel's name line
(CharacterSheetProvider.BuildSheet).
Census confirmed directly against the decomp (matches AP-109's
2026-08-25 correction exactly): 11 heritages -> 17 functions. Gearknight
and Tumerok author only a MALE Get*Title function, reused for both
gender dispatch branches; Lugian authors only a FEMALE one, reused for
both. Heritage id 0xA (Penumbraen) aliases to the Shadowbound (5)
functions on both branches. Olthoi/OlthoiAcid (12/13) are excluded by
GetTitle's own unsigned range check (heritage-1) <= 0xa. Every one of
the 17 functions shares an identical unsigned rank bounds test
(rank-1) > 9 -> no title (valid range 1..10; there is no "clamp to
rank-10 title" behavior for an out-of-range rank). All 170 title
strings transcribed verbatim from the decomp, including several
PE-byte-recovered data-literal indirections in the Sho/Gearknight/
Tumerok tables ("Kou", "Ou", "Dux", "Ona", "Rea", "Tah") that match
published AC lore exactly.
GetFullName: title = GetTitle(rank, heritage, gender); when GetTitle
resolves nothing, the output is the plain name; when it resolves, the
output is "title" + a single ASCII space (PE-byte-recovered at
data_794098) + name.
Two call sites independently re-verified against the decomp for the
rank/heritage/gender property ids: CharExamineUI::SetAppraiseInfo's
local AllegianceData struct (proven by its ctor/dtor pair) never shows
an explicit field write for _rank/_hg/_gender in the decompile — a
Binary Ninja struct-flattening artifact, not a missing read — while
gmStatManagementUI::UpdateCharacterInfo shows the same three
CBaseQualities::InqInt(0x71/0xbc/0x1e) calls as plain, unambiguous
locals, confirming Gender=0x71/HeritageGroup=0xBC/AllegianceRank=0x1E
as the three inputs at both sites (ruling R8: read live off the
appraisal/qualities bundle, never RuntimeAllegianceState).
Register: AP-109 is NARROWED, not retired. Its stated risk (a ranked
character's Name line showing plain-name-only) is closed, but the same
CT4 narrowing also flagged FormatXp's non-byte-identical
GetNumberFormatA approximation as "this row's own residual sliver if
one is ever found" — that caveat is untouched by this slice and is now
the row's only surviving open item.
Tests: AllegianceRankTitleTableTests (per-function golden values,
gender-reuse rules, Penumbraen alias, Olthoi exclusion, rank/heritage/
gender bounds, GetFullName composition); AppraisalUiControllerTests
(title-bar prefix, plain-name fallback, monster-path regression pin);
CharacterSheetProviderTests (name-line prefix + plain-name fallback).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Ports the last three retail extras-list row families from CharExamineUI::
SetAppraiseInfo @0x004B45F0 into CreatureAppraisalRows.BuildExtra, closing
the character-path extras list end to end (AS2 header + AS3 armor-level/
ratings/legend + AS4 here). All rows are CHARACTER-path only; the monster
path (CreatureExamineUI::SetAppraiseInfo @0x004B3FF0) is unaffected and
pinned by a controller-level regression test.
Society row (gap G6, @0x004b49a1-@0x004b4c24): gated on PropertyInt 281
(Faction1Bits) being PRESENT — a literal reading of InqInt's found/not-
found return, not the ground-truth doc's informal "!= 0" value test.
Bit-priority if/else-if chain (Celestial Hand 0x1 -> Eldrytch Web 0x2 ->
"???" when Radiant Blood's 0x4 bit is ALSO clear -> else Radiant Blood)
comes straight off the decompiled branches. Rank-band suffix boundaries
(1-100 Initiate / 101-300 Adept / 301-600 Knight / 601-1000 Lord /
1001-1500 Master, no suffix outside every band) read directly off the
decomp's inclusive range checks @0x004b4ab9-@0x004b4b92 and match the
ground-truth table exactly. Color rule: green when the LOCAL player
shares the target's selected bit (checked first, so extra local bits
don't override a match), red when local has a different bit but not the
target's, normal when local has no society bits; the unrecognized "???"
branch never gets a color (retail's ebx_3 stays at its zero initializer).
The local player's own Faction1Bits comes from a new pure `localFactionBits`
parameter on BuildExtra — the composer never reads state directly.
Monarch/Patron/Followers cascade (gap G7, @0x004b4d97-@0x004b4f54): gated
by the caller on AllegianceRank (Int 30) >= 1, the SAME InqInt read AS2's
header AllegianceName binding already consumes. Four arms in retail's
exact order: MonarchsTitle (Str 21) absent -> "Alleg. Monarch:" + clamped
"%d Follower"/"%d Followers" (Int 35, singular only at exactly 1); present
+ PatronsTitle (Str 35) absent -> "Monarch:" only; both present and
ordinally equal -> one "Monarch/Patron:" row; both present and different
-> "Monarch:" then "Patron:".
Configurable extras (gap G8, @0x004b58be-@0x004b5c4d): Fellowship
(Str 10), Arrived in Dereth (Str 43 DateOfBirth), Time in Dereth (Int 125
Age via the ALREADY-PORTED RetailDurationText.Format — the same
ClientUISystem::DeltaTimeToString @0x00565E10 the decomp calls at
@0x004b59e0, reused rather than re-ported), Chess Rank (Int 181), Fishing
Skill (Int 192), Deaths (Int 43 NumDeaths, <= 0 -> "Has never died" with
the SAME "Deaths:" label, verified in the decomp), Titles Earned
(Int 262). Each row gates independently on its own property being
PRESENT (server already strips these per the target's visibility options
per ground truth §3) — no client-side option or success gating added. No
spacers separate these seven rows, matching the decomp exactly.
Seam: AppraisalUiController takes a new `Func<int> _localFactionBits`
dependency (per-call, never captured once — the secure-trade deferred-Func
lesson), invoked only on the character path. AppraisalRuntimeBindings
gained `LocalFactionBits`, wired in InteractionRetainedUiComposition from
`d.Character.LocalPlayer.Properties.GetInt(281)` — the SAME LocalPlayerState
instance CharacterSheetProvider already reads from, no new state path.
AS3 NIT 11: CharacterResponse_CombatRefreshRetainsArmorLevelRows now
applies a SECOND response with different armor-level values (proving the
refresh re-renders from fresh data) then a THIRD with armorLevels: null
(proving it clears). AS3 NIT 12: BuildExtra's XML doc now documents the
full authored row order with the @0x004b5d7d legend anchor. The test
Parsed() helper now ORs IdentifyResponseFlags.ArmorLevels into Flags
whenever armorLevels is supplied (realism sub-nit), applying uniformly to
every existing armor-level test in the file.
Ground-truth doc imprecisions found while verifying against the decomp
directly: (1) the Society gate is presence-of-property, not value != 0 —
InqInt's return is a found/not-found bool, the summary's "!= 0" phrasing
describes the common case but not the literal branch condition; (2) the
Society color rule's bit-priority (same-bit match checked before the
other-bits check) wasn't spelled out in the summary table, only "same/
different/none" — confirmed exact by reading all three branches
(@0x004b49fd/@0x004b4a49/@0x004b4a8b). No other disagreements found.
Register: docs/architecture/retail-divergence-register.md row AP-110
retires the "exhaustive character detail regions" clause from its
still-lacks list with a dated 2026-08-25 narrowing note (AS2+AS3+AS4
together closed the character-path extras list); the row's other
residuals (item-object preview, effective shield projection, cooldown-
remaining, augmentation-cost StringInfo, creature FontInfo-list
selection) are untouched.
Tests: 51 new rows-level tests in CreatureAppraisalRowsTests.cs (society
gate/bit-priority/band-boundaries/color-vs-local-faction, the full
allegiance cascade incl. follower singular/plural/clamp, each
configurable extra present/absent, "Has never died", monster-path
regression, one complete ordering-pin snapshot) plus 3 new controller-
level tests in AppraisalUiControllerTests.cs through the real LayoutDesc/
template binding (localFactionBits seam wired end to end, its default
fallback, and the strengthened monster-path regression). Hermetic
AcDream.App.Tests: 6253 passed. Full-solution hermetic run: 15,410
passed across all projects, 0 failed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Plumbs Parsed.ArmorLevels into the extras composer and ports the retail
armor-level trio + unenchantable legend for the player examination window's
extras list (0x10000335), closing gap G4 and the legend half of G8 from
docs/research/2026-08-25-campaign-as-ground-truth.md.
Decomp evidence (docs/research/named-retail/acclient_2013_pseudo_c.txt):
- CharExamineUI::SetAppraiseInfo @0x004B45F0: the armor-level trio
(@0x004B4FD1-@0x004B5410) gates on ANY of nine base_armor_* fields > 0,
emits one leading spacer, then three rows "Head/Chest/Groin" (Head,
Chest, Abdomen), "Bicep/Wrist/Hand" (UpperArm, LowerArm, Hand),
"Thigh/Shin/Foot" (UpperLeg, LowerLeg, Foot) formatted "AL: %s/%s/%s"
with each part "%d" below 0x270f (9999) or "*%d" with (value-9999) at/
above it (data_794344 vs data_7b110c). The trio precedes the ratings
block and has no trailing spacer of its own.
- The "* = Unenchantable" legend (@0x004B5D7D-@0x004B5DED) is added
UNCONDITIONALLY after the whole `if (InqCreature)` block closes —
confirming ruling R3's "unconditional" reading directly from the raw
decompile, not just the BN flattening theory.
- CreatureExamineUI::SetAppraiseInfo @0x004B3FF0 (monster path): reads the
same nine ratings properties with the same gating/spacer logic, but
never touches base_armor_* or the unenchantable literal. Confirmed the
monster (character:false) path gains neither the trio nor the legend —
CreatureAppraisalRows.BuildExtra is character-gated for both.
- Ruling R4 (spacer discipline): CharExamineUI's own ratings-block leading-
spacer flag (ebx_13) is a known BN-decompiler artifact loss (call-
argument mangling instead of a clean `= 1` assignment). Cross-checked
against CreatureExamineUI's clean version of the identical algorithm:
one leading spacer before the FIRST ratings-family row that fires, one
trailing spacer if ANY fired. The existing BuildExtra ratings logic
(per-row gates 307|313|314, 308|315|316, 350|351; single leading/
trailing spacer) already matched this exactly — no functional change to
the ratings section, only the signature/threading change to make room
for the trio and legend around it.
Changed:
- CreatureAppraisalRows.BuildExtra now takes (properties, armorLevels,
character) instead of (properties) alone. Character-gated trio + legend
wrap the unchanged ratings logic.
- AppraisalUiController.RebuildCreatureStats takes the character flag and
threads appraisal.ArmorLevels through; ApplyCreature passes its own
`character` parameter. No caching needed for the combat refresh to keep
the AL rows: AppraiseInfoParser always parses ArmorLevels into the fresh
Parsed value Apply receives, so a re-Apply of the refreshed response
renders the same rows for free.
- Test signature updates only (no behavior pins changed) plus new
coverage: ArmorLevelTrioUsesRetailGroupingLabelsAndFormatPrecedingRatings,
ArmorLevelPartRendersUnenchantableSentinelAtOrAbove9999 (theory: 9998/
9999/10123), ArmorLevelRowMixesStarredAndPlainPartsIndependently,
AllNineArmorLevelsZeroOrNegativeEmitsNoTrioAndNoSpacer,
ArmorLevelTrioAbsentWhenArmorLevelsIsNull, EachRatingRowGatesIndependently,
LegendIsAbsentOnMonsterPathEvenWithRatingsShown,
LegendIsAlwaysLastOnCharacterPathEvenWithNoOtherExtras (rows-level);
CharacterResponse_ArmorLevelTrioPopulatesExtraListThroughRealBinding,
CharacterResponse_CombatRefreshRetainsArmorLevelRows,
CreatureResponse_NeverGainsArmorLevelTrioOrLegend (controller-level,
through the real LayoutImporter/FixtureLoader binding seam).
No existing pin was corrected — the pre-AS3 ratings gating/spacer
behavior already matched the decomp; only the call signature changed.
Full hermetic suite: AcDream.App.Tests 6208/0 skips; full-solution
15,483/0 skips. Release build green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Opus's dual-lens review of the AS2 header-identity-block commit
(f8a22589) approved the retail port as exact and ordered six
mechanical fixes:
- F13: correct the plan doc's "static tinted preview" claim about
retail's examine-window paperdoll — the decomp shows retail's clone
IS animated (BasicCreatureExamineUI::Init @0x004AB9C0 ->
CPhysicsObj::makeObject -> MorphToExistingObject +
play_script_internal, CreatureMode::Render driving update_position
every frame), just decoupled from the live target. AD-114 already
records the correct deviation; only the plan doc's rationale text
was wrong.
- F14: add a regression test pinning the monster path (character:
false, success:false, no String 5 / Int 0x105 marker) so element
0x1000053A stays cleared — the exact case that used to emit the
invented "Assessment incomplete" literal AS2 deleted. This is the
test coverage the AS2 commit message over-claimed already existed.
- F15: dedup the PK/PKLite PWD bit constants that were copy-pasted
across three files into named PublicWeenieFlags.PlayerKiller
(0x20) / PlayerKillerLite (0x02000000) values, routing all three
consumers (AppraisalUiController, CharacterSheetProvider,
LocalPlayerTeleportController) through them. Pure mechanical
substitution; the write side (PlayerKillerStatusBitfield.Apply) is
untouched.
- F16: file register row AD-115 for a real, previously-unrecorded
deviation the AS2 commit introduced: BuildCharacterTitleDisplay
clears element 0x10000151 when neither source resolves, where
retail (CharExamineUI::Show, BasicCreatureExamineUI::Init) never
clears it and would show the previous target's stale title
instead. Marked intentional — ours is deliberately better.
- F17: narrow BuildPlayerKillerDisplay's doc comment — retail's
`cur_weenobj != 0` guard @0x004b482f skips only the PK line, not
the whole response; the whole-response drop on a missing local
object is separate, pre-existing, and out of scope here.
- F18: ledger row for AS2 now reads "review fix round" with the land
commit and a note that the fix SHA is recorded at review-close.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Retail's CharExamineUI::SetAppraiseInfo (@0x004B45F0, player-target
examine subview) binds four fixed header lines that acdream was feeding
from the wrong appraisal properties:
- 0x10000150 (Heritage) got raw string prop 4 verbatim. Retail composes
"<Gender> <Heritage>" via InqGenderHeritageDisplay (@0x005B5AE0) from
Int 113 Gender + Int 188 HeritageGroup, falling back to the assessed
object's creature-type name only when HeritageGroup == 0. Reuses the
Campaign CT gender/heritage tables in CharacterIdentityText (new
GenderHeritageDisplay helper) and the controller's existing
CreatureDisplayNameResolver for the creature-type fallback arm.
- 0x10000151 (Profession/title) got AllegianceName (string 47) — the
title line was never shown at all. Now resolves the CURRENT display
title from Int 261 CharacterTitleId through CharacterTitleResolver
(CharacterTitleTable::GetCharacterTitleFromID @0x005C6ED0), falling
back to String 5 Template verbatim when the id is absent or
unresolvable. RetailUiRuntime.MountAppraisal now wires the SAME
CharacterTitleResolver instance the D.2b Character panel already
owns (_bindings.Character.TitleResolver), resolved per call under
DatLock — never captured once at mount time, per the secure-trade
deferred-Func lesson.
- 0x10000152 (PlayerKiller) got MonarchsName (string 11) — never shown.
Ruling R7: retail reads the LOCAL weenie's PWD bits
(ACCWeenieObject::IsPK/IsPKLite @0x0058C8B0/@0x0058C8A0), never the
appraisal payload. Now reads the assessed ClientObject's
PublicWeenieBitfield directly (bit 0x20 -> "Player Killer", bit
0x02000000 -> "Player Killer Lite", else "Non-Player Killer").
Apply()'s existing bail-out when the object has left the local table
already matches retail's "weenie is gone, leave the line cleared".
- 0x1000053A (AllegianceName) invented a literal "Assessment
incomplete" on failed assess — zero retail provenance, deleted
outright. Retail clears the element first (ClearCreatureText already
does this every ApplyCreature call) then sets String 47
AllegianceName only inside the Int 30 AllegianceRank >= 1 gate.
Scoped to the character branch since retail's CreatureExamineUI
(monsters) never binds this element at all.
None of the four lines are success-gated — ACE sends the int/string
tables even on a failed assess, matching retail's own composition.
First-ever AppraisalView.Character controller test coverage (gap G10):
header composition, title/allegiance fallback and gating, all three PK
variants plus the missing-object clear case, failed-assess rendering
with a repo grep confirming the invented literal is gone, and a
regression pin proving the monster (character: false) path is
untouched.
Register: files AD-114 for the examination preview's animated clone
(mirrors the assessed target's live current pose via
CreatureAppraisalFramePresenter) versus retail's independently
animated private CreatureMode clone (BasicCreatureExamineUI::Init
@0x004AB9C0) — owner-ruled intentional deviation, 2026-08-25
("we animate it, and I like it").
Full hermetic suite green: 15,469 tests passed, 0 failed, 0 skipped.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
CT7 gate regression (owner report): all MossTank plugin text vanished
except button captions. A markup <label> authors position only, so
UiLabel's box was degenerate (0x0) and CT-GF1's completed self-clip
(UIRegion::DrawHere @0x0069FA30 shape) cropped its glyphs to nothing;
markup buttons author w/h, which is why their captions survived.
UiLabel now opts out of the self-clip — it is ClickThrough pure text
whose real containment is its ancestors (the plugin panel/window, which
are properly sized), the effective retail behavior for a text region
whose box hugs its glyphs — and keeps a truthful box by measuring its
current text each draw. Mechanism pin: an unsized label's subtree must
render inside its sized parent (probe-child draw-capture test).
Gate note recorded by the owner in the same round: the Titles-page
divider IS visible inside the window in retail while scrolling — a
retail quirk our clipped rendering now reproduces exactly. CT7 gate
PASSED apart from this regression.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Applies all 11 items from the Opus dual-lens review of 989f6652 (0
blockers, 7 SHOULD-FIX, 4 NOTE):
- S2: UiElement.DrawSelfAndChildren now pushes the ambient clip right
after PushAlpha and wraps OnDraw + the children walk +
OnDrawAfterChildren in ONE block — the literal UIRegion::DrawHere
@0x0069FA30 shape, which clips an element's OWN DrawSelf too, not
just its children (UIElement_Text::DrawSelf @0x00467AA0 locks glyph
blits to its own clipped surface rect; UIRegion::DrawSelf
@0x0069F1A0 blits per clip rect). Deleted the two now-redundant
ad-hoc self-clips this supersedes: UiText.DrawText and
UiField.DrawMultiLine both pushed their own (0,0,Width,Height) —
exactly what the new ambient clip already provides one level up.
Kept UiButton.DrawBlockLabel's clip: it clips to LabelBox/ValueBox,
an authored INNER sub-rect that can be smaller than and offset from
the button's own full rect — a genuine narrower viewport, not a
redundant duplicate.
- S3: deleted UiItemList's `ClipsChildren => CellWidth > 0f` override
— correct under the old opt-in-false default, inverted under the
new default-true (an unconfigured list would stop clipping instead
of clipping like everything else).
- S4: pinned the escaped-popup input path end to end. New
UiAncestorClipTests test mounts a menu inside a short window on a
real UiRoot, opens it, and proves a click in the escaped popup
region reaches the menu through UiRoot.PopupHit (a plain top-down
walk is proven to reject the same point first). UiRoot.WantsMouse
now also checks PopupHit — it previously only checked Captured/
HitTestTopDown, so a game action could fire underneath an open
dropdown's escaped region. OnMouseDown/OnScroll already routed
through PopupHit first (#374); unchanged.
- S5: strengthened the Titles-divider regression test's positive
half. The old assertion only checked SOME quad's Y fell in a band —
vacuously true given other same-band content. Now asserts the
divider's exact rect (X and Y), then diffs against the same rect
with the divider hidden (Visible=false) to prove the quad was
actually attributable to it.
- S1: added UiWindowDrawCaptureSweepTests — Character/Chat/Vendor/
Options mounted through their real production Bind entry points
with a non-zero sprite resolver, drawn via RecordingGpuDevice,
asserting a per-window vertex floor (~40-45% of this session's
observed baseline: Character 588, Chat 162, Vendor 54, Options 240)
plus one key sprite id read LIVE off the bound controller/element
(never hardcoded). Character's key sprite (RetailChromeSprites.
TopEdge) specifically exercises OnDrawAfterChildren, the exact path
S2's caution note flagged. Inventory/Paperdoll/social/map-house
skipped — no single fixture-driven top-level Bind entry point.
- S6: added the CT-GF1 subsection to the campaign plan's ledger
(989f6652 + this fix round; CT7 re-gate still owed).
- S7: UiRenderContext.PushClipUnbounded now resets to the CANVAS rect
(0,0,ScreenSize), not null — retail's own popup region is
SCREEN-clipped (UIElement_Menu::MakePopup spawns a top-level region
bounded by the screen), not truly unbounded. AD-113 amended.
- N1: UiRoot overrides ClipsChildren => false — the root's own region
IS the screen (the viewport already scissors it), so this is a
safety net against a momentarily zero-sized root silently blanking
the whole UI tree under the new ancestor-clip default.
- N2: added the empty-clip subtree cull (retail's var_24 gate
@0x0069FB8E) to DrawSelfAndChildren only — DrawOverlays is a wholly
separate traversal untouched by this change. New test proves a menu
inside a fully-clipped (zero-width) window still draws its open
popup via the overlay pass while the main pass draws nothing.
- N3: CT7 script §5 now names the collapsed-toolbar check and the
four highest-overflow windows (combat/vitals bar, Options
bottom-button row, map/house page, floaty chat) as explicit
eyeball items for the re-gate.
- N4: verification below covers both the working tree and the clean
committed tree.
Decomp anchors: UIRegion::DrawHere @0x0069FA30 (var_24 gate
@0x0069FB8E); UIElement_Text::DrawSelf @0x00467AA0 (self-clip);
UIRegion::DrawSelf @0x0069F1A0; UIElement_Menu::MakePopup (screen-
clipped popup region).
Verification (both runs green, --filter "Lane!=InstalledDat&
Lane!=PreparedPackage&Lane!=Live&Lane!=Manual&Lane!=Timing&
Lane!=Windows&Lane!=Linux&Lane!=SystemFont&Purpose!=Diagnostic&
Status!=KnownFailure"): full Release solution build green; working
tree 14,900+ tests across every project (one LandblockPresentation
PipelineTests flake reproduced ONLY under full-solution parallel
load, passes standalone and on rerun — unrelated to this change,
streaming domain); InstalledDat lane green (ACDREAM_RUN_INSTALLED_DAT
_TESTS=1, Status!=KnownFailure, 205+34+3+172 App/Content/Bake/Core
tests). Clean committed tree (git stash push -u the uncommitted
owner probe + docs files, rerun, stash pop) reported in the session
summary.
src/AcDream.App/UI/UiRoot.cs carries an unrelated, pre-existing
uncommitted owner probe (ACDREAM_PROBE_UI_HOVER) — staged selectively
(git add -p) so only this commit's own two hunks (ClipsChildren
override, WantsMouse) landed; the probe hunk is untouched and stays
uncommitted, same as before this fix round.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Fixes the CT7 gate finding: on the Titles tab, the authored divider
0x10000530 escapes the Character window above its top edge at the
CT6-correct 372px mounted default (computed Y ~ -178, matching the
owner's screenshot). Retail clips child rendering to the intersected
ancestor clip-rect chain -- UIRegion::DrawHere @0x0069FA30 takes the
element's screen Box2D plus a SmartArray<Box2D> of inherited clip
rects, intersects them (the min/max clamp loop @0x0069FAA7..0x0069FB82),
and draws EraseSelf/DrawChildren/DrawSelf with the intersected rect
only when non-empty (the var_24 gate @0x0069FB8E). Our UiElement draw
walk rendered children unclipped by default, so any authored element
relying on clipping -- this divider, and the chat input row at small
window sizes (the owner's earlier "text input sticks out on resize"
report) -- became a visible artifact.
Mechanism (element-level, reusing the existing clip-rect-stack
infrastructure in UiRenderContext.PushClip/PopClip):
- UiElement.ClipsChildren now defaults to TRUE for every element
(was an opt-in used only by UiScrollablePanel/UiItemList). Each
element's children draw AND hit-test clipped to the intersection
of its own rect with the inherited ancestor clip; an element
positioned outside its parent's box silently disappears, matching
retail's non-empty-intersection gate. HitTest's existing early
bounds check already implemented this shape for ClipsChildren=true
elements -- flipping the default aligns hit-testing with the new
draw-clip default in one property, per the plan's own point 4.
- UiElement.ExpandsClipForPopup (default false) is the one opt-out:
retail spawns a menu popup as a SEPARATE top-level region
(UIElement_Menu::MakePopup), clipped only by the screen; acdream
draws UiMenu's popup inline from the owning button in a second
traversal (OnDrawOverlay, pre-existing -- its own doc comment
already says "regardless of this element's position in the tree").
DrawOverlays now resets the accumulated clip to unbounded
(UiRenderContext.PushClipUnbounded, sharing the existing clip
stack) for exactly the OnDrawOverlay call of an opted-in element.
UiMenu overrides ExpandsClipForPopup=>true, paired with
ClipsChildren=>false so its own out-of-bounds OnHitTest union (the
popup occupies ly<0 or ly>=Height depending on open direction)
stays reachable through the same early-bounds gate that now
defaults on for every other element.
Opt-out audit (grep for OnDrawOverlay overrides + negative/overflow
OnDraw coordinates across src/AcDream.App/UI): UiMenu's popup is the
ONLY OnDrawOverlay override client-wide, so it is the only element
needing ExpandsClipForPopup. RetailTooltipPresenter's popup and
UiRoot's drag ghost both already escape structurally -- the tooltip
mounts as an ordinary UiRoot CHILD (sibling of every window, clipped
only by the canvas), and the drag ghost is drawn directly by UiRoot
outside the tree entirely -- neither needed a code change, both are
covered by new tests proving the invariant. UiResizeGrip and
UiNineSlicePanel's frame/bevel draw entirely within their own
[0,Width]x[0,Height] (grip flush at the window's own edges; the
window's own Width/Height already represents the OUTER frame
including its 5px bevel, so its ClipsChildren push already covers
the frame's own content children correctly -- no negative insets
found). UiScrollbar draws entirely within its own bounds (confirmed
by reading OnDraw).
Hit-testing: aligned with the new default via the single
ClipsChildren flip (see above); UiMenu's own opt-out override keeps
its popup hit-test union working, verified by the full UiMenuTests
suite staying green.
Divergence register: AD-113 filed for the ExpandsClipForPopup
adaptation (inline popup drawing vs retail's separate top-level
region).
Fixed two pre-existing test-harness gaps the new default surfaced
(both real bugs in the harnesses, not workarounds around the fix):
- ChatLayoutConformanceTests' bottom-right-grip grow test read a
STALE (pre-shrink) grip screen position because it drove two resize
gestures back-to-back with no intervening Draw pass -- the only
place UiElement.ApplyAnchor/LayoutPolicy.Apply run. A real frame
draws every tick, so production never hits this; the test now
inserts a real DrawSelfAndChildren pass between the two gestures,
matching a real frame boundary.
- VendorUiControllerTests' hand-built Items/Buying/Selling page
containers were left at their bare 0x0 UiElement default (the
harness never runs a real DAT-driven layout pass) -- harmless
before ancestor clipping existed, but now hides every child of an
unsized page. Sized them to the window's own content root, matching
production's shape (a tab page fills the window body).
Tests (all confirmed as genuine regression pins by temporarily
reverting the relevant default/override and observing the exact
predicted failure, then reverting back):
- CharacterTitlesControllerTests.TitlesPage_Divider_ClipsAwayAtThe
CT6Default_AndAppearsWhenTheWindowGrowsTaller: the literal gate
repro against the real character_2100002E.json fixture through
RetailWindowFrame.Mount at the CT6 372px default -- the divider
renders nothing (computed Y ~ -173, matching the owner's ~-178);
growing the window to 600px renders it at its authored spot.
- ChatLayoutConformanceTests.ResizingTheWindowSmall_NoInputRowQuad
RendersOutsideTheWindowRect: no input-row quad escapes the chat
window rect at three small sizes (300x100 sanity control,
120x40/80x30 genuine pre-fix overflow -- verified failing without
the fix at Y=38/55 past the window edge).
- UiAncestorClipTests (new file): the core mechanism against plain
synthetic elements (culled-outside / clipped-at-the-edge / hit-test
parity), UiMenu's popup escaping a tiny owning window (and staying
clipped while closed), and the tooltip's structural immunity
(mounts as a UiRoot sibling, unaffected by a tiny ancestor window).
Verification: full solution build green; hermetic suite green
(--filter "Lane!=InstalledDat&Lane!=PreparedPackage&Lane!=Live&
Lane!=Manual&Lane!=Timing&Lane!=Windows&Lane!=Linux&
Lane!=SystemFont&Purpose!=Diagnostic&Status!=KnownFailure",
14,000+ tests across every project); InstalledDat lane green
(ACDREAM_RUN_INSTALLED_DAT_TESTS=1, Status!=KnownFailure,
205+34+3+172 tests). CharacterTitlesControllerTests' existing suite
and the full UiMenuTests/UiScrollbarTests suites are unaffected.
src/AcDream.App/UI/UiRoot.cs carries an unrelated, pre-existing
uncommitted owner probe (ACDREAM_PROBE_UI_HOVER) -- untouched by
this change and deliberately left out of this commit.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Opus dual-lens review of CT6 (ec50455a) found 1 blocker, 4 should-fix, 5
notes. All applied:
BLOCKER B1 — the shared gmPanelUI host (0x100005FE) IS retail's own
outer window frame, not a content element: its authored 310/372/310/1000
already include the 5px bevel on every side. RetailWindowFrame.Mount was
adding the NineSlice wrapper's OWN 10px chrome inset on top of that
already-chrome-inclusive source, clamping MinWidth to 320 while the
window's actual mounted outer width stayed 310 — silently below its own
minimum until RetailWindowManager.ResizeTo forcibly widened it despite
ResizeX=false. Fixed with a new
RetailWindowFrame.Options.DatConstraintSourceIsOuterFrame opt-out
(chrome inset = 0 for constraint resolution only, value stays
DAT-sourced); MountCharacter sets it true. Mounted clamp is now exactly
the host's four raw values: width fixed 310, height 372..1000. Added a
mount-time invariant (throws if the mounted outer extent falls outside
its own just-computed clamp) that would have caught this at the first
test run.
S4 (campaign-lead ruling) — the window must MOUNT at retail's authored
default, outer 372 (content 362, matching the host's own content parent
0x10000180), not 0x2100002E's own 300x600 content-authoring canvas
(which produced a stale 610px default pre-fix: 600 + 10 chrome inset).
372 is exactly the host's own authored MinHeight — retail opens at its
resize floor and can only be dragged taller. MountCharacter now sets
ContentHeight=362f explicitly. At this default the 9 attribute/vital
rows (180px) overflow the 160px list immediately — retail-correct, not
a regression.
S2 — 0x1000023E and 0x10000533 both author property 0x79
(HideWhenDisabled) TRUE (fixture-verified: BoolValue=true on both). A
fitting list HIDES the scrollbar entirely; it does not draw a full-track
"disabled" thumb. The code was already correct; four wrong descriptions
(plan ledger, CharacterStatController comment, CT7 script, test comment)
are corrected, plus a new IsPresentationVisible assertion pair in the
resize test.
S3 — CharacterTitlesController's `if (listBox.LayoutPolicy is null)`
Anchors fallback was unreachable on both the real DAT and the fixture
(0x10000532/0x10000539 both author HasOriginalParentSize=true, so
LayoutPolicy is always assigned). Deleted; added an InstalledDatFact pin
guarding the deletion against DAT drift.
N4 — renamed NineSlice_ChatShapedConstraints_... to
NineSlice_ContentShapedConstraints_InsetArithmeticClampsProgrammaticResize
(it tested inset arithmetic on a content-shaped source, not chat's real
contract) and added a true chat-contract pin mounting Chrome=Imported
with chat's real 300/100/2000/2000 constraints, asserting no inset
applies.
N5 — corrected the "nothing inferred, no register row" sentences in the
ground-truth doc and plan ledger: they were false pre-fix (the mounted
clamp WAS an inferred double-counted composition); true now that B1
removes the composition.
CT7 script §4 rewritten with exact clamps (no "≈"), the corrected
default-overflow scrollbar behavior, and an absolute starting-height
statement.
Verified: full hermetic solution suite green (15,441 tests, Release,
Lane exclusions per the release gate), InstalledDat lane green across
the whole solution (414 tests, ACDREAM_RUN_INSTALLED_DAT_TESTS=1,
Status!=KnownFailure) including two new pins
(TitlesListAndPage_AuthorHasOriginalParentSize,
Imported_ChatContract_ClampsAtAuthoredBoundsWithNoChromeInset).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
CT6 (Campaign CT slice 6): the resize clamp source is the SHARED
gmPanelUI host (0x100005FE in LayoutDesc 0x2100006E), not 0x2100002E's
own root and not the Character/Skills slot 0x1000018E either — live
probe confirmed the host authors MinWidth=MaxWidth=310 (fixed — no
horizontal Resizebar authored), MinHeight=372, MaxHeight=1000, and that
the bottom Resizebar (0x10000660) and top Dragbar (0x1000065C) are
direct children of the host, not the content parent. Decomp chain:
UIElement_Resizebar::StartMouseResizing @0x0046B7E0 calls
UIElement::StartResizing(this->GetParent(), ...), stashing drag state on
that parent; UIElement::MouseResizeElement @0x00461130 then reads
GetAttribute_Int(this, 0x3C..0x3F) off that same element every
mouse-move.
RetailUiRuntime.MountCharacter now imports the host element and passes
it as RetailWindowFrame.Options.DatConstraintSource, matching the
existing MountSideVitals pattern.
CharacterStatController.RebuildActiveList now wraps BOTH the Attributes
and Skills tabs' rows in the same UiScrollablePanel viewport (previously
only Skills got one; Attributes rows had no clipping/scrolling and the
shared scrollbar was force-hidden — owner report item 2). The shared
scrollbar is now always bound + visible; UiScrollbar's own
IsPresentationVisible/IsModelDisabled already draw the correct
full-track "disabled" thumb when content fits. This surfaced and fixed
a real #372/#412-class anchor-baseline bug: the viewport's
Left|Top|Bottom anchor was capturing its baseline margins lazily on its
own first ApplyAnchor call, which happens AFTER the ListBox has already
grown from its raw DAT height to its mounted height, permanently
capping the viewport short on every later resize. Fixed with an eager
CaptureCurrentAnchorBaseline() call, mirroring UiTemplateListBox
.Viewport's own lazy getter.
CharacterTitlesController.Bind gained the same defensive
Anchors = Left|Top|Bottom fallback for the Titles ListBox that
CharacterStatController already had (a no-op on the real DAT — both the
Titles page and its ListBox already carry a real authored LayoutPolicy
that stretches correctly).
Standardization audit: UiElement.MinWidth/MinHeight/MaxWidth/MaxHeight,
set once at RetailWindowFrame.Mount, are the ONLY clamp fields — read
identically by interactive drag, RetailWindowManager.ResizeTo, and
RetailWindowLayoutPersistence's restore clamp. No gaps found; no
register row (every number is a live-probed authored DAT value or a
structural correctness fix, nothing inferred).
Tests: CharacterStatControllerTests
.CharacterWindow_ResizesYWithinAuthoredHostClamp_AndReflowsListAndScrollbar,
CharacterTitlesControllerTests
.TitlesList_ReflowsWithWindowResize_AndScrollbarOverflowFlips,
RetailWindowFrameTests
.NineSlice_ChatShapedConstraints_ClampProgrammaticResizeAtAuthoredBounds
(shared-mechanism regression pin), CharacterPanelLiveDatTests
.PanelHost_AuthorsFixedWidthAndBottomOnlyResizeContract (InstalledDat
pin). Existing attribute-row tests updated from list.Children to
Descendants(list) for the new nested-viewport shape (the pattern skill
rows already needed).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Opus review of CT5 (f532f28c) found 0 blockers, 4 SHOULD-FIX, 6 NOTEs; all
applied here.
SHOULD-FIX 1 (visible retail gap): unselected attribute/skill rows now draw
the row template's Normal-state media (0x06004CC2 — pinned by
CharacterPanelLiveDatTests.AttributeRowTemplate_...) instead of drawing
nothing. Independently decoded against the installed DAT: PFID_A8R8G8B8,
48x48, uniform (0,0,0,175) — a ~69%-opaque black tile the native-size
copy-or-tile blit repeats across the row. Wired at all three sites
(HandleRowClick, ApplySkillSelectionVisuals, AddRow). Selected rows keep
0x06000F93 (RowHighlightSprite) unchanged.
SHOULD-FIX 2: added Bind_AttributeRow_/Bind_VitalRow_/Bind_SkillRow_
geometry tests asserting the authored template pixels against BUILT rows
(not DAT pins) — width, height, icon/name/value column positions. The
skill-row case reproduces the real production scrollbar (X=281, per
CharacterPanelLiveDatTests.StatListBox_AuthorsFiveRowTemplatesInSharedLayout)
to prove the documented 281px clamp (scrollbar.Left - list.Left), one pixel
short of the attribute/vital rows' 282px ceiling.
SHOULD-FIX 3: AddRow's name-column Padding corrected from 1f to 0f — the
authored template carries no margin on 0x1000012A; Padding=1f re-created
the X=26 glyph-start bug this slice existed to fix.
SHOULD-FIX 4: reworded both UiPanel.BackgroundSprite doc comments — the
draw is a native-size copy-or-tile blit (UV-repeat), never a stretch.
Decoded 0x06000F93 as exactly 282x20 (matches the row natively, draws as a
plain copy) vs 0x06004CC2's 48x48 tile. Retail's UIRegion::SetImageByDID
(@0x0069F960) decompiles to a pure BlitMode selector switch — param_2==2 ->
Blit_3Alpha, ==3 -> Blit_4Alpha, else Blit_Normal — with no width/height
touched anywhere in the function, answering CT1's open "draw mode 3"
question: it's an alpha-blend selector, not a resize flag.
NOTEs:
a. AddRow's nameEl now sets OneLine=true so the authored VJustify=Center
takes the same single-line vertical-centering path the value column
already uses.
b. Tempered the "row width is 282" wording in the SkillContentWidth /
RowContentWidth doc comments — that's a ceiling attribute/vital rows
land on, not a fact true for skill rows (281, via SkillViewportWidth's
scrollbar-gutter measurement).
c. Reworded the section-header (RowPadX) comment — CT1 verified only the
four header SPRITES; the caption label's own authored margins were
never checked. Recorded as an open residual, not a cleared divergence.
d. AttrRows/VitalRows are now internal (InternalsVisibleTo("AcDream.App.Tests")
already covers AcDream.App.Tests); CharacterPanelLiveDatTests iterates
them directly instead of a re-typed duplicate array, and now also
asserts the vitals 2/4/6 current-enum aliasing claim the doc comment
made but never enforced.
e. Deleted the stale pre-CT5 0x06001397 narrative in
CharacterPanelLiveDatTests; the pin's comment now describes the
post-CT5 state (a regression guard, not an open bug).
f. Unified ApplySkillSelectionVisuals' selected-branch SpriteResolve
wrapper closure with HandleRowClick's direct assignment.
Build green; full hermetic solution suite green (Release,
Lane!=InstalledDat&...&Status!=KnownFailure filter); InstalledDat lane
green (ACDREAM_RUN_INSTALLED_DAT_TESTS=1, Lane=InstalledDat&Status!=KnownFailure).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Aligns the hand-built attribute/skill rows in CharacterStatController with
the authored shared row template 0x10000248 (LayoutDesc 0x21000045,
InfoRegion::InfoRegion @0x004F1450 template index 0 — the same template
gmAttributeUI and gmSkillUI both instantiate):
- Row geometry replaced with AUTHORED PIXEL VALUES instead of derived
fractions: icon flush left 20x20 (was 16x16 at X=4, vertically
centered), name column X=25 W=150 fixed (was RowPadX+IconSize+IconGap
offset with a width*0.60 fraction), value column X=175 W=100
right-justified (its right edge sits 7px short of the row's 282px
right edge — the authored gutter the owner reported). Row width itself
now clamps to the authored 282px template width (RowContentWidth)
rather than the ListBox's raw 300px container width. Attribute-row
height fixed at 20px (was 22px, no dat basis); SkillRowHeight folded
into the same RowHeight constant since both row kinds share H=20.
- RowHighlightSprite corrected from 0x06001397 to 0x06000F93 — CT1's
ground-truth research sealed the verdict that gmAttributeUI::
UpdateSelection @0x0049DEE0 (SetState(6) -> InfoRegion::SetState
@0x004F0EE0) swaps the row's Highlight-state media (0x06000F93), a
full-row background swap. 0x06001397 belongs to a different mechanism
entirely (the spellbook row's UIElement_UIItem::SetSelectedState
overlay child) and SpellbookRowStyle.cs is untouched.
- UiClickablePanel.UseSelectionBars/SelectionBarHeight retired outright
(UiPanel.cs): they existed only to emulate 0x06001397's dark-bars art;
the correct retail rendering is the full-panel sprite stretch the base
UiPanel.OnDraw already performs, so the override is dead code once the
correct sprite is used. No consumer existed outside
CharacterStatController.
- Per-attribute/per-vital icon DIDs now resolve through the live
DBObj::GetDIDByEnum chain (RetailDataIdResolver.Resolve, AP-235's
unification seam) when a resolver is supplied — RetailUiRuntime.
MountCharacter wires one under the shared DatLock — falling back to
the hardcoded AttrRows/VitalRows column otherwise (tests, no dat).
gmAttributeUI::PostInit @0x0049DB70 read verbatim: attributes resolve
via category 0x10000002 (statId order 1,2,4,3,5,6, matching AttrRows'
authored display order exactly); vitals via category 0x10000003.
Live-DAT-verified: every hardcoded fallback value already matched the
resolved DID byte-exact (new InstalledDat pin
AttributeAndVitalIconDids_MatchTheRetailEnumMapperChain).
- RetailAppraisalNameResolver.ResolveHeritage's independent
re-implementation of the 2/5/13 heritage overrides deleted; it now
delegates straight to CharacterIdentityText.HeritageGroupDisplayName
(which already bakes in the same overrides) — one owner, byte-identical
behavior. AP-235's register row updated to reflect the single-owner fix
(the underlying hardcoded-vs-live-DAT mechanism divergence itself
stays open — out of CT5's scope).
Hand-built-vs-template ruling: rows stay HAND-BUILT rather than
converting to UiTemplateListBox instantiation. The hand-built path hits
every authored number byte-exact (proven by the CT1 InstalledDat pin
AttributeRowTemplate_IconIsFlushLeftTwentyPixels_NameAndValueAreFixedColumns),
while conversion would touch ~15 call sites (raise-button affordability,
footer State A/B, per-row tooltip, section bucketing, live-refresh,
selection-highlight) for a geometry-only slice — smaller-risk path per
the task's own judgment-call guidance.
Tests: CharacterStatControllerTests' sprite/UseSelectionBars assertions
corrected to the authored geometry; new InstalledDat pin for the icon-DID
chain. Full hermetic solution suite green (App/Core/Runtime/Headless/
Launcher/Content/etc., 0 failures) and the full InstalledDat lane green
(203 App.Tests pins, TowerAscentReplayTests' known Status=KnownFailure
case excluded per the acceptance filter).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Opus dual-lens review of ed652ed8 found 2 blockers + 5 should-fix. All applied.
BLOCKERS:
- Bind the luminance pair (0x100005C5/0x100005C6): caption "Luminance:"
(UTF-16, PE-byte-decoded from the gmStatManagementUI vftable-adjacent
data at @0x007c3dd4) and value "<available> / <maximum>" (narrow
"%s / %s" @0x007c3dcc) — both literals independently re-derived from the
raw acclient.exe bytes and confirmed byte-exact against the review's
claim. Numbers format through a new shared FormatXp helper
(.ToString("N0", InvariantCulture) — retail's ExperienceSystem::XPToString
equivalent), also now used by Total XP / XP-to-next-level (previously an
un-invariant bare "N0"). Hide path switched from Visible=false to
retail's own UIElement_Text::ClearAllText mechanism
(@0x004f0e31/@0x004f0e3c — empty LinesProvider, leave layout); each
LinesProvider re-reads data() on every draw, so no separate refresh call
is needed.
- CharacterIdentityText.StripLeadingArticle deleted: retail AppendText's
the resolved title VERBATIM (@0x004f0990); 26 real ACE CharacterTitle
entries begin with "The" and were being mangled. The dead
CharacterSheet.Race fallback is deleted alongside it — retail's
InqGenderHeritageDisplay creature-type argument is a hardcoded literal 0
(@0x004f08db), no producer exists.
SHOULD-FIX:
- PK line re-sourced: classifies off the live ClientObject.PublicWeenieBitfield
PWD bits (0x20 IsPK / 0x02000000 IsPKLite — ACCWeenieObject::IsPK/IsPKLite
@0x0058c8b0/@0x0058c8a0) instead of a bitwise test against raw
PropertyInt 134, which carries ACE's own PlayerKillerStatus enum bit
layout, not the PWD layout. PropertyInt 134 already drives the correct
bits via the existing PlayerKillerStatusBitfield.Apply; this is a
re-source, not new wiring. Deleted the 0x4|0x8 combined-flag test case,
which asserted a non-retail answer.
- Register AP-109 row: restores CT3's Titles-page narrowing paragraph
(CT4's edit had compressed it to a bare pointer phrase), corrects the
rank-prefix source to PropertyInt 0x1E (AllegianceRank) read live off
the qualities bundle — not RuntimeAllegianceState, which is a different
UI's (SocialAllegiancePageController) own documented substitute —
corrects the title-table size from an estimated 22 functions/~200
strings to the actual 17 functions/~170 strings (AllegianceSystem::GetTitle's
dispatch switch read directly), and downgrades the evidence claim.
Filed AP-235 for the gender/heritage hardcoded-table-vs-live-EnumMapper
mechanism divergence, pointing at the ALREADY-EXISTING
RetailDataIdResolver.Resolve helper as CT5's unification seam.
- CharacterPanelLiveDatTests.HeaderElements_AuthorExpectedFontsAndColors
extended with the luminance pair's own occurrence-count + font/color
pins, matching every other header id's pattern.
Also landed: an InstalledDat pin
(GenderHeritageDisplayNameTables_MatchTheRetailEnumMapperChain) proving
CharacterIdentityText.GenderDisplayName/HeritageGroupDisplayName match the
live retail EnumMapper chain (master map category 1 ->
ClientEnumToID[0x10000001]/[0x10000002] -> EnumMapper DIDs
0x2200000A/0x2200000B) byte-exact, including the two entries the review
flagged as unverified guesses (10 "Penumbraen", 12 "Olthoi" — both
correct). CharacterSheetProvider.BuildSheet's level read switched from a
GetInt+ContainsKey double lookup to one TryGetValue. Plan ledger's
test-provenance sentence corrected (Bind_HeaderElements_... predates CT4,
extended to cover PkStatusId).
Tests: CharacterStatControllerTests (verbatim title incl. "The Noob",
luminance content/gate, luminance text binding, extended
Bind_HeaderElements_... covering PkStatusId), CharacterSheetProviderTests
(PK status driven through ClientObjectTable.UpdateIntProperty instead of
a raw property write), CharacterPanelLiveDatTests (luminance pin, gender/
heritage EnumMapper pin). Full hermetic solution suite green under Release
(0 failures, 15 projects); InstalledDat pins green (197/197, excluding one
confirmed pre-existing unrelated failure — TowerAscentReplayTests, verified
to fail identically with these changes stashed out).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Retires the rest of AP-109's UI half: the character panel's Name/Heritage/
PkStatus/Level header identity block is now live and DAT-faithful on both
Attributes and Skills pages (verified: CharacterStatController.Bind already
scopes Label/LabelAuthoredColor to the ONE physically-visible page container,
so both tabs share the same bound widgets).
- Name/Heritage/PkStatus/Level switch from hand-picked Body/Gold runtime
colors to the widget's own authored DefaultColor (LabelAuthoredColor) —
CT1's live-DAT pin (HeaderElements_AuthorExpectedFontsAndColors) confirmed
all four already carry the correct FontColor (white/white/white/pale-gold
with Outline); the former "runtime color, dat carries none" comment was
false.
- PkStatus resolves through StringTable 0x23000001 by key
(ID_StatManagement_Header_PKStatus_PK/_PKL/_NPK) with a bitwise
IsPK/IsPKLite test (gmStatManagementUI::UpdatePKStatus @0x004F00A0) instead
of the prior exact-equality switch, which silently dropped combined-flag
PlayerKillerStatus values. Live-DAT-verified strings: "Player Killer" /
"Player Killer Lite" / "Non-Player Killer" (new InstalledDat pin
PkStatusKeys_ResolveExpectedAuthoredStrings).
- Level shows "%d"-formatted InqInt(0x19) or the PE-recovered literal "???"
when absent (CharacterSheet.Level is now int?).
- Heritage line appends CT2/CT3's resolved RuntimeCharacterTitleState
display title through CharacterTitleResolver, refreshing live on both
TableReplaced (0x0029) and DisplayTitleChanged (0x002B) —
CharacterSheetProvider's ChangeBinding now subscribes to both.
- Name-line ruling: ships the PLAIN-NAME case only. Retail's allegiance
rank-title prefix (AllegianceData::GetFullName @0x005B6950 ->
AllegianceSystem::GetTitle @0x005B8DD0) needs a ~200-string, 22-function
heritage x gender table (verbatim decomp literals, e.g.
GetAluvianMaleTitle @0x005B7BC0's Yeoman/Baronet/.../High King) judged out
of reasonable size for this slice. RuntimeAllegianceState already carries
the local player's own rank; only the string table is missing. Registered,
not silently omitted.
- Luminance pair (0x100005C5/0x100005C6): CharacterSheet.AvailableLuminance/
MaximumLuminance (PropertyInt64 6/7) already flow generically through both
the PlayerDescription snapshot and the live 0x02CF private-update parsers
(no wiring gap). The retail show/hide gate (Level >= 200 &&
MaximumLuminance != 0, UpdateExperience @0x004F0A70) is wired and toggles
Visible on both elements every sheet refresh; the exact caption/value text
could not be recovered this slice (retail's SetText source resolves
through a Binary-Ninja-mislabeled data pointer, not a StringTable key — a
DAT string-table sweep found no match), so content stays unbound rather
than guessed.
- AP-109 narrowed accordingly (register row amended in the same commit).
Tests: CharacterStatControllerTests (heritage composition + live title
update, name stays plain, level int/"???" with authored — not constant —
color across 3 cases, PK line shows resolved text in authored color across
3 statuses, luminance visibility across 5 level/luminance combinations) and
CharacterSheetProviderTests (PK key-by-status resolution including a
combined-flag case, no-resolver leaves PkStatus null, Level null-vs-present,
title resolution + live refresh on both title events + unsubscribe-on-
dispose, luminance Int64 read-through). Full hermetic solution suite green
under Release (0 failures across all 14 test projects); InstalledDat pins
green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Opus dual-lens review of CT3 (03e073b7) found 1 BLOCKER + 2 SHOULD-FIX + notes.
BLOCKER: CharacterTitlesController never ported Refresh @0x0049abc0's own
SetSelectedItem(nullptr, 1) (@0x0049ac5a) — retail clears the current
title selection UNCONDITIONALLY on every Refresh() call, regardless of
whether the previously-selected id is still earned. OnTableReplaced
(0x0029) and OnDisplayTitleChanged (the display half of 0x002B) are
retail's two Refresh() call sites, so both now clear _selectedTitleId
before rebuilding/re-highlighting. OnTitleAdded (0x002B's add half) is a
DIFFERENT retail method — RecvNotice_AddCharacterTitle @0x0049a990 splices
one row without ever touching m_pSelectedItem — so it deliberately still
preserves selection. Net effect: after the user sets a display title and
ACE echoes 0x002B, the previously-highlighted row now goes dark and the
Set-as-Display button re-ghosts, matching retail; earning a new title
while a row is selected still leaves that selection alone.
SHOULD-FIX: ported AddTitleToList @0x0049A840's early-outs
(@0x0049a873/@0x0049a914) — an id of 0, or an id CharacterTitleResolver
fails to resolve, now produces NO row at all. The "Unknown" fallback
literal belongs only to the display-title text (Refresh @0x0049abc0's
other half), never a row — this was previously ported backwards.
SHOULD-FIX: rows and the display text now use their UiText's own authored
DefaultColor instead of a hardcoded Vector4.One, and each LinesProvider
now returns a cached UiText.Line[] built once per text change instead of
allocating a fresh array literal every draw call (pattern:
CharacterCreationSkillsPage.cs:829).
Notes (all ruled in): corrected two CharacterStatController comments that
falsely claimed the Titles page authors its own copies of the raise
buttons (verified against the fixture — it does not; the hide loop that
comment guarded is a defensive no-op given Visible's draw/click cascade,
kept only for the contentPage-not-found fallback); switched the row sort
from List.Sort to a stable OrderBy/ThenBy (ties broken by title id) so
equal-text rows keep retail's insert-after-equals order; wrapped the
title-resolver delegate in RetailUiRuntime.MountCharacter with the same
DatLock the row-template resolver already takes (DatCollection is
documented not thread-safe); set the list box's authored 24px row height
so wheel/line scroll lands row-aligned; kept the bind-time display-text
refresh with a comment explaining why the pre-notice "Unknown" frame is
unreachable in live play (ACE always sends 0x0029 before this panel can
open).
Tests: inverted TableReplaced_SelectedTitleStillEarned_KeepsSelectionHighlighted
into TableReplaced_ClearsSelection_EvenWhenTheSelectedIdIsStillEarned (cites
@0x0049ac5a), added its DisplayTitleChanged twin, and added
TitleAdded_PreservesSelection (the case most at risk from the blocker fix).
Inverted Rows_UnresolvedTitle_ShowsRetailUnknownLiteral into
Rows_UnresolvedTitle_ProducesNoRow (cites @0x0049a873/@0x0049a914) and added
Rows_TitleIdZero_ProducesNoRow for the other early-out. Extended
ClickingSetDisplay_..._AndMutatesNothingLocally to assert the row set and
selection are untouched by the click. Added
Fixture_PageCaptions_ResolveToNonEmptyText, which rebuilds the committed
character_2100002E.json fixture with a stub string resolver to pin this
class's own claim that the two page captions (0x1000052E/0x10000531) carry
a resolvable authored StringInfo.
Verified pre-existing/unrelated: the full hermetic suite run surfaced 2
failures in AcDream.App.Tests (LiveEntityNetworkBranchRoutingTests IL-shape
assertion, GameWindowRenderLeafCompositionTests IL-shape assertion) that
also fail with these five files stashed back to their pre-fix-round state —
confirmed unrelated to this change.
Build green. CharacterTitlesControllerTests: 24/24 (was 21, +3 net after
one invert-and-split and two new facts). Full hermetic solution suite
(Lane!=InstalledDat/PreparedPackage/Live/Manual/Timing/Windows/Linux/
SystemFont, Purpose!=Diagnostic, Status!=KnownFailure): only the two
pre-existing IL-shape failures above; every other project green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Titles tab (AP-109's known-inert gap) now switches to a real page and
CharacterTitlesController binds it entirely through UiTemplateListBox/
UiScrollbar/UiButton — zero bespoke widgets, matching every other
social/options row-list page in this codebase.
Retail anchors: gmCharacterTitleUI::PostInit @0x0049A610; AddTitleToList
@0x0049A840 + FindSortedInsertPosition @0x0049A760 (rows sorted by
resolved display text — this port rebuilds the full sorted set on every
change rather than a positional splice, since UiTemplateListBox has no
insert-at-index primitive and no other consumer needs one either);
InfoRegion::SetState(selected?6:1) (row Highlight/DirectState swap, the
same mechanism CT1's SEALED VERDICT confirmed for the stat rows);
UpdateButtons @0x0049A500 CORRECTED direction (Ghosted unless a row is
selected whose id differs from the current display title — no selection
IS the Ghosted case); Refresh @0x0049abc0 (display-title text, including
the hardcoded "Unknown" fallback, refreshed on both TableReplaced and
DisplayTitleChanged per CT2's review anchor 1); Event_SetDisplayCharacterTitle
@0x006a5720 (wire-only TitleSet 0x002C send, no local mutation).
CharacterStatController.Bind now three-way switches Attributes/Skills/
Titles — Titles is a genuinely separate, non-duplicated page container
(CT1 ground truth §3), unlike Attributes/Skills which share one mounted
page and only rebind content.
The two page captions (0x1000052E/0x10000531) are left untouched:
LayoutImporter.BuildText already resolves every element's authored
StringInfo caption at import time, so no controller-side string lookup
was added.
New IGameRuntimeCommands.SetTitle seam on DeferredGameRuntimeStateCommands
(InteractionUiRuntimeSources.cs) mirrors the existing Advance() shape.
CharacterRuntimeBindings gains Titles/TitleResolver/SendSetTitle;
CharacterTitleResolver (CT2) is constructed once at composition time and
its .Resolve method group is passed to the controller as a delegate
(not the concrete DAT-backed type) so the controller stays hermetically
testable without a live IDatReaderWriter.
Tests (tests/AcDream.App.Tests/UI/Layout/CharacterTitlesControllerTests.cs):
binding-seam coverage against the REAL committed character_2100002E.json
fixture (verified this session to already carry the Titles page subtree,
including the ListBox's own authored TemplateList=[(0x2100005E,
0x10000536)] entry — RowTemplateResolver_ReceivesTheFixturesOwnAuthoredTemplateIds
proves the controller reads that authored pair, not a hardcoded one); a
hand-authored ElementInfo standing in only for the row template itself
(a separate LayoutDesc with no committed fixture yet — CT1 was a live-DAT
probe only); sorted-row order, Unknown fallback, row selection/highlight,
the ghost truth table (no selection / selected==display / selected!=
display), click-sends-exactly-one-SetTitle-and-mutates-nothing,
click-while-ghosted-sends-nothing, TableReplaced rebuild (including
selection survival when the id is still earned), TitleAdded single-row
growth, DisplayTitleChanged text+ghost refresh, and Dispose
unsubscription. CharacterStatControllerTests updated for the Titles tab
no longer being ClickThrough, plus a new tab-switch visibility test.
Register: amends AP-109 (docs/architecture/retail-divergence-register.md)
to record the Titles-page half as LIVE; the header identity block and
luminance fields remain open for CT4.
Suites: full solution 15,405 tests / 0 skips (App 6,130) green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Opus dual-lens review of CT2 (bcfddc97) found 4 SHOULD-FIX + notes; this
applies the campaign lead's rulings.
F1 (the important one): retail's client-side table add is DEDUPED —
gmCharacterTitleUI::RecvNotice_AddCharacterTitle @0x0049a990 walks
mTitleList and returns without effect when the id is already present,
only inserting on a miss. The server-side SendNotice_AddCharacterTitle
broadcast is unconditional, but RuntimeCharacterTitleState.ApplyUpdateTitle
models the CLIENT receive side, so TitleAdded now fires only on a genuine
new membership. Inverted the pin:
ApplyUpdateTitle_AlreadyEarnedId_DoesNotFireTitleAddedOrBumpRevision.
F3: removed the send-side titleId==0 rejection from both command
adapters. Retail's own send path (Event_SetDisplayCharacterTitle
@0x006a5720) packs whatever id it is handed, and ACE accepts id 0
(CharacterTitle.Invalid is a defined enum value) — retail's real
protection is the UI ghost-when-current gate (CT3's job), not a
send-side rejection. No register row: this makes acdream MORE
retail-exact.
A2: ResetSession now publishes TableReplaced unconditionally and
DisplayTitleChanged when the display id was non-zero before the clear,
matching the LocalPlayerState.Clear() precedent (publish every category
even when Clear is repeated, so a failed reset can converge on retry).
A3: RuntimeCharacterState.CaptureOwnership reads the new non-allocating
Titles.Count instead of EarnedTitleIds.Count; EarnedTitleIds now carries
an XML warning that every read allocates.
A4/A5: ReplaceTable/ApplyUpdateTitle now mutate under one _gate hold with
change flags computed inside the lock and events raised after release;
every revision bump is gated on an actual state change (a no-op wire
resend produces zero revision edges), matching the change-gated
RuntimeMovementSkillState precedent. TableReplaced itself still fires
unconditionally per retail's own Refresh() dispatch on 0x0029.
A1/A6/A7/A8: CharacterTitleResolverLiveDatTests honors ACDREAM_DAT_DIR
first (CT1 fix-round pattern); documented the EmitResult
primaryObjectId-as-title-id precedent inline; corrected the "third
consumer" comment (CT1 §5 already records gmAttributeUI::PostInit's
icon-DID lookup — CT5 factors the shared GetDIDByEnum helper); added a
titleId -> resolved-string memo to CharacterTitleResolver, the DAT-static
equivalent of retail's lazy-hash cache on the string buffer.
Appended a "CT3 anchors from the CT2 review" list to the plan doc's CT2
ledger entry for CT3 to consume.
Build green. Runtime (102), Core.Net (12), and App (27 + 3 InstalledDat
pins under ACDREAM_RUN_INSTALLED_DAT_TESTS=1) title-scoped tests pass.
Full hermetic solution suite (Lane exclusions per the release gate) is
green: 0 failures across all 15 test projects.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Campaign CT slice CT2: the client now learns the character's earned
titles and current display title from the server, owns that state in
Runtime, and can send a display-title change. No UI (CT3/CT4).
Wire (Core.Net):
- GameEvents.ParseCharacterTitleTable (0x0029 CharacterTitle): retail
CharacterTitleTable::UnPack @0x005c6e90 skips a leading u32 into no
field — its own Pack @0x005c6e40 always writes the literal 1 there,
matching ACE's unconditional Writer.Write(1u) — then reads
displayTitleId, then a count-prefixed PList<uint> of earned ids.
- GameEvents.ParseUpdateTitle (0x002B UpdateTitle): titleId +
setAsDisplay, per CM_Social::DispatchUI_AddOrSetCharacterTitle
@0x006a54c0 -> Handle_Social__AddOrSetCharacterTitle @0x00564260,
which ALWAYS adds (SendNotice_AddCharacterTitle, unconditional) and
additionally sets display only when setAsDisplay != 0
(SendNotice_SetDisplayCharacterTitle, gated).
- SocialActions.BuildTitleSet / WorldSession.SendSetTitle: outbound
TitleSet (0x002C), u32 titleId, matching ACE's GameActionSetTitle.
- GameEventWiring gains onCharacterTitleTable/onUpdateTitle delegate
holes (Core.Net cannot reference AcDream.Runtime directly).
Runtime:
- New RuntimeCharacterTitleState (RuntimeCharacterState.Titles): earned
title id set + display title id, TableReplaced/TitleAdded/
DisplayTitleChanged events matching retail's unconditional-add /
gated-display-set contract, clears at generation reset.
RuntimeCharacterOwnershipSnapshot/CaptureOwnership/IsConverged and
RuntimeCharacterSnapshot extended (trailing optional fields, no
existing call site broken).
- IRuntimeCharacterCommands.SetTitle: generation-gated, sends
TitleSet only — NO optimistic local mutation. Verified against
retail's own CM_Social::Event_SetDisplayCharacterTitle @0x006a5720,
which sends the wire message and touches no local field; the display
title updates only from the server's own echo (the CA-campaign
lesson: never re-add an optimistic write). Implemented on both hosts
(DirectGameRuntimeCommandAdapter direct-send;
CurrentGameRuntimeCommandAdapter via LiveCommandBus /
LiveSessionCommandRouter's new SetTitleRuntimeCmd).
- LiveSessionEventRouter wires the two inbound events unconditionally
(RuntimeCharacterState.Titles is a required child, not an optional
sibling like Fellowship/Allegiance).
App (non-UI plumbing + resolver):
- CharacterTitleResolver (src/AcDream.App/UI/Layout/): ports
CharacterTitleTable::GetCharacterTitleFromID @0x005c6ed0 — titleId ->
EnumMapper(0x22000041) canonical key -> compute_str_hash ->
StringTable(0x2300000E) localized text. Runtime stays id-only; CT3/
CT4 consume this for display. DIDs hardcoded per the RetailKeyNames
precedent (CT1 verified them end-to-end).
Register: no new row. Retail's send path is non-optimistic and so is
ours — no deviation to record for this slice.
Tests: wire conformance (byte-exact + truncation) in
CharacterTitleEventsTests.cs + SocialActionsTests.cs; Runtime owner
unit tests in RuntimeCharacterTitleStateTests.cs plus integration in
RuntimeCharacterStateTests.cs; a no-local-mutation command test in
DirectGameRuntimeCommandAdapterTests.cs; an InstalledDat pin
(CharacterTitleResolverLiveDatTests.cs, ids 0/1/2/3/5/13/14, run green
with ACDREAM_RUN_INSTALLED_DAT_TESTS=1). Full solution build green;
hermetic filtered suite green (15,380 passed / 0 failed).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Applies the Opus dual-lens review corrections to CT1's DAT ground-truth
research (docs/research/2026-08-24-campaign-ct-dat-ground-truth.md):
- Window constraints (BLOCKER): replaced the "likely a hardcoded
ResizeTo/SetMinSize" guess with the verified mechanism —
UIElement::ResizeTo clamps only via element attributes 0x3C-0x3F,
nothing writes them at runtime, and retail resizes the SHARED
gmPanelUI host (LayoutDesc 0x2100006E, slot 0x1000018E) rather than
0x2100002E's own content root. Flags the unresolved 300x600-vs-300x362
size tension for CT3/CT6 and marks the host elements NOT PROBED by
CT1.
- RowHighlightSprite upgraded from a flagged hedge to a SEALED VERDICT:
the stat row's selected-state media is 0x06000F93
(gmAttributeUI::UpdateSelection -> InfoRegion::SetState on template
0x10000248), not 0x06001397 (which is legitimately the spellbook
row's separate selected-overlay mechanism). Falsifies the matching
comment in CharacterStatController.cs and dated-corrects the older
2026-06-26 doc at the spot that originated the wrong sprite id.
- Replaced the "18px gutter + 7px = 25px" derived story with the bare
authored rectangles (the numbers don't compose cleanly: 300-281=19,
and the 282px row overlaps the 281px scrollbar band by 1px) — CT5
must implement the authored numbers directly, never a derived
listWidth-18 formula.
- Plan doc: corrected the UpdateButtons ghost rule (no selection ->
Ghosted, not "ghosts when selected == current") and added the
AddTitleToList row-write contract for CT3.
- Pins: CharacterPanelLiveDatTests now honors ACDREAM_DAT_DIR first
(matching InstalledDatFactAttribute and its sibling live-DAT test
classes), hoists five vacuous bare-foreach assertions to counted
.ToList() pins, and adds the stat ListBox + scrollbar rect pins that
CT5/CT6 depend on.
- Doc hygiene: marked several probe-session observations (header
geometry "identical" claim, 0x06004CC2 characterization, the
master-map/category-map dump) as unpinned inference vs. committed
fact, corrected the 0x1000052D "throwaway container" mislabel, and
stated the header table's parent-relative coordinate frame.
- Recorded the CT5 gold this round found: InfoRegion::InfoRegion's
icon-DID lookup (a third GetDIDByEnum consumer, category
0x10000002) and gmSkillUI::RebuildSkillList's section-header order
confirmation, plus the RowHeight=22-vs-authored-20 divergence for
attribute rows.
Verified: ACDREAM_RUN_INSTALLED_DAT_TESTS=1 CharacterPanelLiveDatTests
filter 9/9 green; hermetic App suite filter (CI's Lane exclusion list)
6111/6111 green. No production code changed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Campaign CT slice CT1 (docs/plans/2026-08-24-character-panel-parity-campaign.md):
establishes the authored ground truth for LayoutDesc 0x2100002E that CT2-CT6
build against, so those slices port against verified DAT facts instead of
guessing. No production code changed.
Header findings: the PK line is authored pure white (the CT4 bug is in
CharacterStatController's runtime color choice, not a DAT gap); the level
color is a pale-gold (1, 0.949, 0.498) WITH an authored outline, diverging
from the current hardcoded Gold constant. The stat ListBox's row-template
list (LayoutDesc 0x21000045) is unreachable via the whole-layout
ImportInfos overload (the #375 same-layout template-list skip filter) --
the targeted ImportInfos(dats, layoutId, elementId) overload is required,
same as UiTemplateListBox's TemplateResolver already uses. The shared
attribute/skill row template (0x10000248) authors a 20x20 icon flush at
X=0 (current code: 16x16 at X=4), fixed 150px/100px name/value columns at
X=25/X=175 (current code: a width-fraction split), and a 7px gap between
the value's right edge and the row's own edge -- the scrollbar-gutter
margin the owner reported missing. The Titles page roster, row template
(LayoutDesc 0x2100005E), and window constraints are also pinned; the
character window's root authors NO min/max size properties at all (unlike
chat's self-contained window layout), and RetailUiRuntime.MountCharacter
never wires DatConstraintSource -- correcting the plan's "already in-tree"
claim for CT6.
Also derives and pins the full CharacterTitleTable::GetCharacterTitleFromID
chain (title id -> EnumMapper(0x22000041) canonical name -> compute_str_hash
-> StringTable(0x2300000E) localized text), resolved via the two-level
DBObj::GetDIDByEnum master-map indirection (0x25000000 -> category map ->
target DID) and verified end to end against ACE's CharacterTitle.WarMage=13
-> "War Mage". This independently cross-validates RetailKeyNames' existing
0x2300000A/0x2300000B/0x23000007 constants, which turn out to be the same
category-4 map's enum 4/5/3 entries.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Owner screenshot pair (2026-08-24): retail centers 'Chat' in the whole
46x17 face; we drew it at the synthetic 20px left indent. The caption
child (0x10000015) spans the full button with H=Center/V=Center and no
margins (live-DAT probed) — the controller now derives
ButtonTextCentered from the authored HJustify instead of leaving the
indent default.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Owner report (2026-08-24, post gate-pass): the chat channel button was
bigger than retail and both its caption and the Send caption were warm
gold instead of retail's near-white.
Size: retail never resizes the talk button — HandleSelection
@0x004cd540 only swaps the caption string; the authored 46x17 element
stands, and the authored SHORT captions ('Gen', 'Fell', ...) fit it —
that is why retail abbreviates. Our content-widening reflow (grow the
button to its label, shift the input) was a compensation for the
now-retired invented long captions, measured with the wrong font on
top. Deleted; the authored row layout stands.
Color + font: the button caption child (0x10000015) and the Send
button (0x10000019) both author pure white text with their OWN FontDid
0x40000002 (live-DAT probed) — different from the transcript font,
which is the other half of why 'Chat' fits 46px. UiMenu gains a
ButtonDatFont for the caption (popup rows keep the menu font);
the controller reads both elements' authored FontColor/FontDid instead
of the invented (1,.92,.72) constants.
The old widening pin is rewritten to the retail contract; a new
conformance test pins authored width, white captions, and the authored
font DID being requested for both buttons.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Four of the five owner-reported chat deltas (2026-08-24), each traced to
its retail mechanism:
1. Missing gold separator left of the input: the chat input authors two
1px Type-3 rail CHILDREN (0x10000017 at X=0, 0x10000018
right-anchored) whose only media is Normal_focussed (0x06004D67,
live-DAT probed). UiField consumes its DAT children, so the rails
were swallowed and never drawn. The factory now folds them into the
field, which draws both while focused.
2. Button says "General", retail says "Gen": the talk button's short
caption comes from per-target ID_Chat_ChatTargetMenu* strings
(HandleSelection @0x004cd540, StringTable 0x23000001 via
compute_str_hash — recovered from the raw binary after BN elided the
ids into name-hash globals). Authored set: Chat/Tell/Fell/Pat/Mon/
Vas/Alg/Gen/Trade/LFG/RP/Soc/Olt. Menu rows + squelch/tell specials
resolve from the same table (ID_Chat_TellTo*); production resolves
through DatStringResolver, fallbacks ARE the authored EoR English.
ChatStringsLiveDatTests pins the whole set against the installed DAT.
3. Channel button stayed green while the popup was open: retail's
pressed face is the momentary physical press ("flicks"); the OPEN
state drives only the arrow-cap child's StateDesc swap
(UIElement_Menu::UpdateState @0x0046cad0 writes attribute 0xe).
UiMenu now keys the face on the press, not on IsOpen.
4. Window-title/button text "vibrates" while dragging windows:
DrawStringDatPass snapped glyphs with MathF.Round — banker's
rounding. A centered label with a constant .5 fraction alternates
round-up/round-down across successive integers, double-stepping then
sticking while the background glides. Half-up Floor(v+0.5) snaps
every tie one way: uniform 1px steps in lock-step with sprites.
The fifth report (input row sticking out on window resize) did not
reproduce: a controller-bound fixture resize at 220/300/600px keeps the
whole input row inside the window (test added) — awaiting the owner's
exact gesture.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Owner report + live [ui-hover] probe (2026-08-24): hovering a
content-fits scrollbar did nothing because IsModelDisabled made the
whole bar hit-TRANSPARENT — every hover over it reported
widget=<none>. Retail's arrows and thumb are real child elements whose
Normal_rollover hot-tracking keeps running while the scrollbar is
disabled (UpdateLayout @0x004710d0 only hides the page-click regions,
children 4-7, and — with attribute 0x79 — the whole bar); scrolling
stays inert through geometry, not an input gate: a full-track thumb has
zero travel and the line/page steps clamp against nothing.
OnHitTest and the input path now gate on presentation visibility only.
A visible disabled bar hover-highlights and consumes clicks without
scrolling; a HideWhenDisabled bar stays inert. New root-level hover
tests drive real UiRoot hit-test dispatch (bare widget + the mounted
production character fixture) so this class of "state machine green,
pointer never arrives" bug fails loudly.
User-verified live 2026-08-24 ("bar works now").
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Owner report (2026-08-24): our scrollbar arrows pointed the wrong way,
the thumb vanished when there was nothing to scroll, and neither the
thumb nor the arrow buttons reacted to hover/press.
All three are one retail mechanism we had not ported:
1. Seating: UIElement_Scrollbar::UpdateScrollingArea @0x00470AA0 moves
the INCREMENT designee (attribute 0x77) to the top/left corner and
the DECREMENT designee (0x78) to the bottom/right, ignoring authored
positions. The vertical base skin (0x10000455 in layout 0x2100003E)
authors the DOWN-arrow decrement at Y=0 and the UP-arrow increment
at Y=32 (live-DAT probed; sprite art visually verified from decoded
PNGs), so our authored-Y ordering drew both arrows upside down.
DatWidgetFactory now seats by designation; the hand-wired sites
(CharacterStatController, ExternalContainerController, the
Config/Vendor menu chrome) share the new RetailScrollbarChrome
catalog instead of local constants.
2. Full-track thumb: UpdateLayout @0x004710d0 sizes the thumb from
proportion attribute 0x88, which DEFAULTS to 1.0 — a content-fits
bar shows a thumb filling the whole track; disabled only removes
input and the page regions. Our draw skipped the thumb entirely on
!HasOverflow.
3. States: every arrow button and thumb slice authors Normal (red gem /
dark navy), Normal_rollover (amber gem / bright blue) and
Normal_pressed (gold highlight / dark) media. The widget now tracks
thumb hover and selects rollover media on hover and pressed media
while dragging; the factory extracts the thumb-state media for both
the 3-slice and single-sprite thumb shapes.
ScrollbarSkinLiveDatTests pins the designations and state media against
the installed DAT so a revision or importer regression fails loudly.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Third owner-screenshot round: acdream fit one more word per line than
retail and drew glyphs flush against the popup's right border. Retail's
InqSizewMargins @0x00469660 wraps the glyph list at
(bound - m_margL - m_margR) and adds the margins back into the measured
width; the popup skins' shared text child 0x10000396 authors margins
L=2/R=2 (U=2/D=2 on three of the four skins — live-DAT probed). The
presenter now subtracts the horizontal margins from both wrap passes,
re-adds them into the measured width used for root sizing, and counts
the vertical margins in the measured/re-wrapped heights; the widget's
own draw already insets by all four margins (UiText ContentOffsetX +
the top/bottom inset), so the right-side spacing returns for free.
TooltipSkinLiveDatTests pins the authored margins per skin alongside
the P0x3D=256 wrap bound; a new presenter test proves margins shrink
the wrap bound and survive onto the widget.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Owner screenshots vs retail at the CA5 re-check caught both:
Wrap width: the popup skins' shared TEXT CHILD (0x10000396) authors
P0x3D=256 on all four skins — live-DAT probed, now pinned by an
installed-DAT test. Retail's InqSizewMargins UITS_MAX_WIDTH reads the
text element's 0x3D BEFORE the display-width fallback, so retail wraps
tooltip text at 256px; our measure pass used the display width because
TS-85's 'zero elements author P0x3D' sweep had only covered hover
TARGETS, never the popup skins. ApplyTooltipText now measures and
re-wraps at the text child's authored bound, falling back to the display
width only when none is authored.
Alignment: tooltip text rendered centered where retail hugs the left
edge. The skin authors no justification; retail's unauthored default is
Left, our importer's ElementInfo default is Center — the same
wrong-default class as #410's VJustify finding, now recorded there as the
horizontal sibling. Point-fixed in the presenter exactly as the chat
transcript already does; the client-wide default flip stays #410's scope.
The two-pass sizing test now models the real skin (max width on the text
child) and asserts left alignment. Full hermetic suite 15,332 passed / 0
failed; the new live-DAT pin passes against the installed DATs.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Two corrections from the owner's retail-render oracle at the CA5 re-check,
both against readings the TS-85 register row had recorded as settled:
Compose (skill tooltips): retail is formula + newline + description —
GetTooltip @0x004f1fe0's operator+ has the InqSkillFormula output as the
LEFT operand; the old '"\n" + formula, no separator' reading had the
operand order backwards and produced a leading blank line with the formula
and description glued on one line. A formula-less skill (Salvaging) shows
the bare description, matching the failed-InqSkillFormula branch.
Sizing (ALL tooltips, per the owner's direction): retail sizes a tooltip
in TWO passes (StartTooltip @0x0045DE90) — measure-wrap at the max width,
resize the root through the authored ResizeTo clamps, then
RecalculateGlyphList RE-WRAPS the text at its final clamped width and a
second resize grows the root's HEIGHT for the extra lines. The branch the
register called 'a structural no-op' IS that second pass; without it a
description longer than the clamped popup stayed one clipped line, where
retail shows three. ApplyTooltipText now ports the full chain, so every
tooltip surface (items, options rows, character panel, world hover, map)
wraps and grows exactly as retail.
Pinned by BuildTooltip_FormulaFirstThenNewlineThenDescription,
BuildTooltip_FormulaLessSkillShowsBareDescription, and
LongTooltip_RewrapsAtTheClampedPopupWidth_AndGrowsHeightForTheExtraLines.
TS-85 carries both dated corrections. Owner visual re-check owed: skill
tooltip shows formula on line one, description below, long descriptions
wrapping to three-plus lines inside the parchment. Full hermetic suite
15,332 passed / 0 failed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Two defects the owner found at the CA5 drive, one shared theme: the data
was right and the presentation seam was dead.
#430 (tooltips): the TS-85 Batch-B port set runtime TooltipText on the
runtime-built attribute/vital/skill rows but never gave them a popup
locator, and RetailTooltipPresenter.OnTooltipShow refuses any widget with
AuthoredTooltipRootElementId == 0 — the tooltip could never mount, on any
row, ever. (The register's 'live-verified on the Character tab' was the
OPTIONS panel's Character tab — authored elements with authored locators;
a different surface.) Rows now carry the shared popup skin
0x10000395/0x21000041 — live-DAT probed as the ONLY locator pair the
character layout references, and the same inference UiItemSlot already
ships for runtime-built widgets. TS-85's row carries the dated correction.
#440 (train row stuck): training a skill debited credits on screen but
left the row in the untrained section until the NEXT click — because the
sheet-changed subscription only refreshed the captured sheet, and row
STRUCTURE rebuilt exclusively in click handlers (the raise 'completed'
callback runs after SEND, before the server answers; the owner's second
click was simply the first rebuild after the record landed, and ACE's
rejection of that second train — 'Failed to train', no credit change —
matches the owner's report exactly). The same gap kept CA4's
awaiting-ghost from visually releasing. CharacterStatController.Bind now
returns the data-changed refresh and MountCharacter invokes it on every
authoritative sheet change, mirroring retail's quality-change broadcast
(InfoRegion::OnQualityChanged @ 0x004F0EB0).
Pinned by DataChangedRefresh_MovesATrainedSkillToItsSection_WithoutAClick
and Rows_CarryTheSharedTooltipPopupLocatorAndDescriptionText. Owner
visual re-check owed next session (hover-dwell a row; train a skill and
watch it move immediately). Full hermetic suite 15,329 passed / 0 failed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Retail sends a raise and WAITS: one request in flight, the raise
controls ghost, and displayed state changes only when the authoritative
quality-change record lands (gmStatManagementUI @ 0x004F03F0 family,
pinned in docs/research/2026-07-10-retail-panel-behavior-pseudocode.md
§5, whose own conclusion names ApplyLocalRaise as the thing to remove).
The optimistic layer predates the inbound parsers — it existed so the
panel showed anything at all — and with CA2 delivering server truth it
became strictly harmful: against ACE, a wrong TrainSkill cost fails
SILENTLY, so the optimistic promote-and-debit could show a trained
skill the server refused with nothing to ever correct it.
Deleted: CharacterSheetProvider.ApplyLocalRaise + both spend helpers,
and LocalPlayerState's six optimistic mutators (ApplyAttributeRaise,
ApplyVitalRaise, ApplySkillRaise, ApplySkillTraining, DebitIntProperty,
DebitInt64Property) with their tests. Added: the one-in-flight latch in
HandleRaiseRequest, CharacterSheet.AwaitingRaise ghosting all raise
controls, and gate release on every authoritative quality signal
(attribute/character/player-property events unconditionally; vital
events only release-and-refresh while a raise is in flight, so regen
ticks stay out of the sheet-rebuild path). Panel unmount resets the
gate — retail's awaiting flag lives on the panel instance.
AP-73 NARROWS rather than retires: retail's release on a rejection that
produces NO quality change is statically unverifiable, and ACE sends
chat-only (Raise*) or nothing (RaiseSkill/TrainSkill) on failure; until
the CA5 live check, a silently-rejected request leaves the controls
ghosted until panel reopen — recorded with its observable symptom.
Also verified for CA4: the train button sends the DAT-exact TrainedCost
(ACE's silent exact-match rule), and there is correctly NO panel
specialize send — retail/ACE specialize only via the SkillAlterationDevice
item-use + confirmation round-trip, whose client seams
(SendConfirmationResponse 0x0275, the 0x028B WeenieErrorWithString chat
routing) already exist. Provider tests now pin the retail contract:
send-without-mutation, one-in-flight, release-on-record, release-on-
unmount, and the regen-tick rebuild guard. Full hermetic suite 15,327
passed / 0 failed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Imported from the codex worktree's uncommitted work
(C:/Users/erikn/.codex/worktrees/bd98/acdream on
codex/atmospheric-rendering-campaign), on top of its 8b7b601b.
The remote-player shadow gate ran two clients on fixed sleeps, so the
observer could move before the primary had taken its 'before' screenshot,
or the primary could take its 'after' shot before the observer had moved.
Now the harness publishes named signal files into each client's artifact
directory and the routes block on them:
- IRetailUiAutomationRuntime.TryIsAutomationSignalPublished, implemented
by WorldLifecycleAutomationController over <artifactDir>/signals/
<name>.signal (names validated by AutomationArtifactName, so no path
escape).
- 'wait signal <name> [timeoutMs]' in RetailUiAutomationScriptRunner.
- run-connected-render-pack-remote-player-gate.ps1 publishes
'primary-before' to the observer after the primary's before-shot
completes, then 'observer-moved' to the primary after the observer's
remote-observer-moved checkpoint.
- Both routes teleport with an explicit heading and wait 12 s to settle.
Build green; the three touched App test classes pass 58/58 including the
two new signal tests.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Reported as "1d 2h 51sh m" — the running countdown drawing straight through
the d/h/m labels. The readout is authored across the same strip as the three
number boxes, so the strip has to be one thing or the other; I hid the boxes
and left their labels behind.
Retail's ShowEditableTimer @0x00495770 toggles SIX elements, not three:
m_pDaysEditBox AND m_pDaysStaticText, and the same for hours and minutes, plus
the readout inverse. Reading the swap as "hide the inputs" instead of "hide the
input ROWS" is what produced the overlap.
Also settles the Record question the same round raised. Nothing was broken:
indoors, retail's own gid_to_lcoord fails and nothing is recorded, and
UpdateLocation @0x004958F0 only ever formats coordinates already stored — there
is no "you are indoors" message in that function to port. The silence is
faithful, and it is now commented as such rather than left looking like a gap.
JournalPanelLiveBindTests is new and is the test that should have existed
first: it builds the panel from the real DATs, constructs the controllers, and
asserts every button actually receives an OnClick. Every other test so far
checked either the layout or the logic — none of them proved the controller
finds its elements in the real tree, which is where an id typo or a subtree
assumption produces a panel where nothing responds and nothing fails.
The temporary ACDREAM_PROBE_JOURNAL instrumentation is removed; the question it
was added for is answered.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>