Swap ChatWindowController's imported main-chat LayoutDesc from the wrong
0x21000006 (an unrelated layout whose root and 800px resize bar appear
nowhere in the EoR gameplay UI) to retail's ACTUAL main chat window,
0x2100006F (window root 0x10000600, authored 410x100 — confirmed by a
direct DAT dump, found in dats.Local not dats.Portal). Every downstream
compensation that existed only to paper over the wrong import is deleted:
the hand-cropped 490px content width, the dropped 800px resize bar, the
9px transcript patch, the orphan-sibling pruning, the max/min-vs-scrollbar
overlap shift, and the scrollbar top-reclaim. The window now mounts with
RetailWindowChrome.Imported (0x2100006F's own 8 border/corner elements are
its complete chrome) instead of the universal nine-slice wrapper.
LayoutImporter/DatWidgetFactory gain a Type-9 (UIElement_Resizebar) case:
UiResizeGrip decodes retail's exact four-bool BorderLocation algorithm
(0x2A=bottom/0x2B=left/0x2C=right/0x2D=top,
UIElement_Resizebar::StartMouseResizing @0x0046B7E0) into a ResizeEdges
bitmask. A direct DAT dump established the true shape: only 7 of the 8
grip-position ids are Type 9 — the straight top-EDGE strip (0x1000069C) is
a Type-2 Dragbar (move handle), not a Resizebar, because the main window
has no title bar. UiRoot now gives a directly-hit grip's own edges
priority over its generic proximity heuristic, and a directly-hit move
handle the same priority over ambient proximity — so the plain top strip
moves the window while its two corner grips resize it including the Y
axis, and all 4 edges + 4 corners work everywhere else. This also fixes
the reported "no diagonal cursor at corners" (CursorFeedbackController's
existing RetailCursorCatalog cursor ids already matched the DAT exactly;
they just never received a genuine diagonal edge combination) and "cannot
grow in Y from the bottom-right corner" (the old NineSlice+crop mount's
indirection is gone; the Imported mount uses the DAT's real
minH=100/maxH=2000/minW=300/maxW=2000 directly).
The 8 cosmetic "_Locked" border-art twins default hidden (register row
AP-185 — retail's UiLocked-driven art swap between the two skins is not
ported; UiRoot.UiLocked continues to gate the underlying interaction
correctly either way). The 4 chat-window-1..4 indicator buttons import
generically (visible, inert) for CH6b to wire. The two hand-drawn
translucent-black tints on the transcript/input are removed now that
their parent panels draw their own authored background sprites.
Filed #366 (chat window's new-unseen-text indicator 0x1000048C is
swallowed by UiText.ConsumesDatChildren, pre-existing and out of scope).
Corrected the research doc's "all eight grips" claim against the direct
DAT dump. Full Release suite: 12,317 passed / 4 skipped / 0 failed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The vendor window is retail's own: LayoutDesc 0x21000012, root
0x100000B7, found by enumerating all 101 layouts for the one
containing both known tab controls and clinched by the root's Type
0x10000017 — the literal UIElement::RegisterElementClass id for
gmVendorUI (pc:202075). Discovery evidence and the D0 read live in
the research doc's new §B.4.
D0 corrected two assumptions: retail's category "tabs" are a UiMenu
DROPDOWN fed by a hardcoded 18-row ordered category table (ported
bit-for-bit against our ItemType enum; list always scoped to exactly
one category, first-present wins, selection preserved across refresh
per retail's clamp), and the layout authors THREE tabs — Items
(browse, this slice), Buying and Selling (staged-transaction review,
Slice 6) — decision 4's "browse/Buy tab" names the Items tab retail's
mode-2 OpenTab opens. The non-default tabs render and switch pages
but stay inert, fenced in comments.
VendorUiController mounts Items: category dropdown, icon-cell item
row with the retained scrollbar, per-unit retail pricing via
VendorPricing.SellPrice (the vendor-stock path VendorProfile::
VendorSellPrice feeds), name/cost on selection. The panel is a pure
projection of VendorState — opens on populate, closes on clear; the
close button's VendorState.Close() is its only permitted mutation.
Nothing on the wire.
AP-110 narrowed (vendor leaves the absent-panels list); AP-161 files
the precise Slice-6 remainder (Buying/Selling unwired, Buy/Add
buttons, InqAcceptability). Twelve controller tests on a real-dat
fixture. Clean-room complete solution: 11,323 passed / 4 skipped /
0 failed.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Install examination formula icons as the template root UIRegion image, matching retail ClearImage/SetImage behavior while retaining the authored missing-component overlay. Add the real DAT template fixture and conformance coverage.
Co-authored-by: Codex <codex@openai.com>
Render assessed creatures through the shared private viewport with retail heading, bounding-box camera, and light. Build the exact authored nine-row stat list and resolve creature names from the retail EnumMapper while keeping remaining font/sequencer adaptations explicit.
Co-authored-by: Codex <codex@openai.com>
Preserve retail's one-pending-appraisal busy lifetime, parse the complete gated response, and mount the authored examination layout in the shared main-panel host. Keep known 3D preview and inscription-write gaps explicit in AP-110.
Port the authored effect row template, remaining-time and selection details, synchronize the full gmPanelUI child geometry, and route the burden indicator to Character Information panel 3.
Co-authored-by: OpenAI Codex <codex@openai.com>
Port the authored Link Status, Vitae, and Mini Game detail roots and register every indicator page with retail's one-active gmPanelUI owner. Helpful/Harmful and the new pages now replace Inventory, Character, or Magic at one canonical window position while preserving the DAT restore-previous flag.
Correct the retail ping wire to its payload-free request/response, publish measured RTT, and port Vitae recovery XP from the live modifier and player properties. Keep transport packet-loss averaging and mini-game gameplay explicitly tracked under AP-110.
Release build and all 5,814 tests pass with five intentional skips. Connected visual gate pending.
Co-authored-by: OpenAI Codex <codex@openai.com>
Bind the spellbook and component-book tabs as their authored stateful text controls, propagate Closed/Open state into the retained DAT child tree, and keep authored label colors live across state changes.
Match retail UIElement_Text zero-margin construction so the Magic favorite captions I through VIII are no longer clipped. Add a real portal.dat spellbook fixture plus controller, state-propagation, and text-layout regression coverage.
Co-Authored-By: Codex <noreply@openai.com>
Complete the retail cast-intent, target, component, enchantment, and busy-state paths; mount the DAT-authored spell bar, spellbook, component book, effects panels, and shared panel lifecycle; and add scoped input plus conformance coverage.
Co-Authored-By: Codex <noreply@openai.com>
Translate suicide response 0x004A as retail's successful self-kill notice. Port /framerate onto the authored SmartBox FPS element with live two-decimal FPS and DEG values, keep diagnostic window chrome independent, and synchronize command-driven settings without discarding panel drafts.
Co-Authored-By: Codex <codex@openai.com>
Expand the typed client-command boundary across travel, character queries, local UI and layout controls, AFK and consent, emotes, friends, squelch and filters, and fill-components. Preserve retail packet layouts and queue ownership, import the confirmation dialog, and keep authoritative social state in Core.
Co-Authored-By: Codex <codex@openai.com>
Import gmFloatyPowerBarUI LayoutDesc 0x21000072, teach the meter factory its stateful single-image shape, and project the movement-owned retail jump charge through a focused retained controller. Preserve authored resize constraints and state-managed visibility, with named-decomp pseudocode plus controller, movement, and production-DAT conformance coverage.
Co-Authored-By: Codex <codex@openai.com>
Resolve authored StringInfo labels from local.dat, port gmCombatUI's runtime option captions and checkbox widgets, and bind horizontal scrollbar media by retail structural roles so the green power jewel is a thumb instead of a tiled track. Persist the three combat options and make Auto Target govern target acquisition.
Co-Authored-By: Codex <codex@openai.com>
- Add ChatLayoutFixtureGenerator.cs (Skip-by-default) to regenerate
chat_21000006.json from the live portal.dat via LayoutImporter.ImportInfos
- Commit generated fixture chat_21000006.json (13 KB, 400 lines) — dat-free,
auto-copied to test output via existing *.json csproj glob
- Refactor FixtureLoader: extract shared LoadInfos(fileName) helper; add
LoadChat() + LoadChatInfos() mirroring the vitals pattern; LoadVitalsInfos()
now delegates to the shared loader (behavior unchanged, vitals tests green)
- Add ChatLayoutConformanceTests: ResolvesKnownElements + ResolvedTypes_MatchRetailRegistry
Confirmed resolved Types from live dat:
0x10000011 (transcript) → Type 12 (style-prototype, skipped by factory)
0x10000016 (input) → Type 12 (style-prototype, skipped by factory)
0x10000014 (menu) → Type 6
0x10000012 (scrollbar) → Type 11
0x10000019 (send) → Type 1
0x1000046F (max/min) → Type 1
Also fix pre-existing build break: UiChatInput.MoveCaret(int delta) was made
private in ce848c1 but UiChatInputTests.Backspace_DeletesBeforeCaret called it
as public. Expose a public MoveCaret(int) overload (no-shift) alongside the
private MoveCaret(int,bool) — restores the intended test surface.
Full suite: 398 passed, 2 skipped (generator + pre-existing), 0 failed.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Job 1: extract LayoutImporter.ImportInfos() (public dat-shell half that returns the
resolved ElementInfo tree without building widgets) so fixture generation and
conformance tests can call it directly. Import() now delegates to ImportInfos() +
Build() — existing 32 Layout tests stay green.
Job 2: generate tests/AcDream.App.Tests/UI/Layout/fixtures/vitals_2100006C.json
from the real portal.dat via a throwaway [Fact] generator (deleted, not committed).
System.Text.Json with IncludeFields=true — ValueTuple serializes as Item1/Item2.
Pre-write validation confirmed health meter BackLeft=0x0600747E FrontRight=0x06007483
rect (5,5,150,16). Round-trip deserialization re-validated before writing.
Job 3: FixtureLoader.LoadVitals() deserializes the fixture from the test output
directory (CopyToOutputDirectory item in csproj) and returns ImportedLayout via
LayoutImporter.Build(root, _ => (0,0,0), null) — no dats, no GL.
Job 4: LayoutConformanceTests — 3 golden tests (35 asserts total):
- VitalsTree_HasThreeMetersAtExpectedRects: 3 meters at x=5, w=150, h=16, y=5/21/37
- VitalsTree_MetersHaveExpectedSliceIds: all 18 back+front slice ids health/stamina/mana
- VitalsTree_ChromeCornerHasExpectedSprite: TL corner 0x10000633 → sprite 0x060074C3
Full App suite: 326 pass / 1 skip (pre-existing) / 0 fail. Build: 0 errors, 0 warnings.
Throwaway generator not committed (confirmed via git status).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>