Commit graph

4147 commits

Author SHA1 Message Date
Erik
8f8c0c3a07 feat(ui): Campaign AS AS5 — allegiance rank-title table, exam title bar + character panel name line (G9, narrows AP-109)
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>
2026-08-25 10:20:07 +02:00
Erik
adfce16bf1 docs(AS): AS4 REVIEW-CLOSED; delete the stale duplicate AS4 ledger row
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-25 10:02:00 +02:00
Erik
bf8f5b70a9 docs(AS): AS4 fix round — oracle corrections (D1), gate carry-note (D2), record fixes (D3); file #442
The AS4 dual-lens review approved the port as exact and required a
docs-only fix round:

- Ground truth §2b row 1: the Society gate is PRESENCE of Int 281
  (AppraisalProfile::InqInt @0x005B3830 returns found/not-found), not
  value!=0; the color rule is same-bit-first (@0x004b49fd/@0x004b4a49/
  @0x004b4a8b) so a multi-bit local player still resolves green on a
  match; the ??? arm precedes the Radiant Blood test.
- Ruling R5 corrected: the row model carries CreatureAppraisalValueStyle
  but ResolveColor is a deliberate no-op until AP-110's FontInfo-list
  residual lands — the Society green/red is model-only and invisible at
  the connected gate; AS6's script must not gate on row colors.
- Ledger: AS4 land 4ade9b04; true full-solution hermetic count is 15,528
  (the AS4 commit body's 15,410 was a mis-report; the review re-ran and
  reconciled 15,483 + 45 new = 15,528).
- #442 filed: pre-existing parallel-load flake in the shadow-caster
  zero-allocation pin, surfaced by the review's full-solution run;
  isolation evidence recorded; unrelated to Campaign AS.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-25 09:58:47 +02:00
Erik
4ade9b0427 feat(ui): Campaign AS AS4 — society/allegiance/fellowship + configurable extras (G6/G7/G8)
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>
2026-08-25 09:45:57 +02:00
Erik
bc48e3216a docs(AS): AS3 REVIEW-CLOSED (APPROVE, no fix round); R3 legend hedge settled at source
The AS3 dual-lens review verified the armor-level trio, sentinel, legend,
and monster-path exclusion at offset level and disproved the R3
BN-flattening theory structurally (legend sits outside the InqCreature
block, pseudo-C line 189962). The ratings adjudication resolved in the
implementer's favor: the pre-AS3 composer already had retail's per-row
gating and spacer discipline. NITs 11/12 + the AP-110 narrowing ride AS4.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-25 09:26:15 +02:00
Erik
1616cd3d39 feat(ui): Campaign AS AS3 — per-bodypart armor-level rows (G4)
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>
2026-08-25 09:16:17 +02:00
Erik
bde5cae031 docs(AS): AS2 REVIEW-CLOSED in the ledger; paperdoll-bullet phrasing polish
Re-review of cc5290af accepted all six findings; the retail port is exact.
The paperdoll ruling bullet now reads cleanly (the retail-colors clause was
dangling off the decomp citation) and points at AD-114. The three remaining
Core-side PK-bit copies are flagged as a follow-up chip outside AS scope.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-25 09:05:08 +02:00
Erik
cc5290af7d fix(ui): Campaign AS AS2 fix round — review findings F13-F18
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>
2026-08-25 08:59:29 +02:00
Erik
f8a2258979 feat(ui): Campaign AS AS2 — examination header identity block (G1/G2/G3/G5/G10)
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>
2026-08-25 08:36:11 +02:00
Erik
0332466fdc docs: Campaign AS plan + AS1 ground-truth synthesis (assess window, player targets)
Owner report 2026-08-25: the examination window on an assessed PLAYER is
missing retail's identity block (gender/heritage, title, PK), the three
per-bodypart armor-level rows, allegiance/faction lines, and the
target-configurable extras. Three-lens research (our pipeline, ACE wire,
named retail decomp) established: the 0x00C9 parse is already complete
(ArmorLevels 0x4000 parsed and dead), everything arrives from ACE, and
the core defect is an element mis-mapping in the Character subview vs
CharExamineUI @0x004AD3C0 (heritage slot fed a raw string prop, title
slot fed AllegianceName, PK slot fed MonarchsName, allegiance slot fed
an invented "Assessment incomplete" literal). Zero Character-subview
tests existed, which is how it survived the Slice 3 gate.

Slices AS2-AS5 (serial, coupled files) + AS6 gate script; ground truth
doc carries the binding line-composition tables, gap ledger G1-G10, and
rulings R1-R8.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-25 08:19:38 +02:00
Erik
974fe88ade docs(CT): record the CT7 gate PASS in the ledger
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-25 07:44:54 +02:00
Erik
9ffc869925 docs: Campaign CT gate PASSED; file #441 (death/lifestone return, intermittent); retire the CT-era hover probe
The ACDREAM_PROBE_UI_HOVER probe dies with its closed investigation
(scrollbar hover, fixed 2d6333f8) per the launch-options rule; #441
stays filed with its probe recipe for the next occurrence.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-25 07:44:42 +02:00
Erik
752782d0a9 fix(CT-GF1): UiLabel opts out of the self-clip — plugin markup text restored
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>
2026-08-25 07:28:26 +02:00
Erik
9e85d82325 docs(CT): CT-GF1 review-closed
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-25 07:17:12 +02:00
Erik
90a0da6820 fix: correct 025108a8 — drop the accidentally-committed owner probe hunk
025108a8's own git-add -p staging for src/AcDream.App/UI/UiRoot.cs was
correct (only the ClipsChildren override + WantsMouse hunks staged,
verified via git diff --cached before committing), but the trailing
`git commit -m ... -- <pathspec>` listed UiRoot.cs by path — and a
pathspec-scoped `git commit` re-reads THOSE paths from the WORKING
TREE rather than honoring the index, silently pulling in the
pre-existing uncommitted ACDREAM_PROBE_UI_HOVER hunk alongside the
two intended ones.

This commit removes exactly that 17-line probe hunk from HEAD via a
direct index/blob edit (git hash-object + update-index), touching
ONLY the git object database — the working tree file is untouched
and still carries the probe as an uncommitted change, exactly as it
was before the CT-GF1 fix round started. Diffed the corrected blob
against HEAD to confirm the removal is byte-for-byte just the probe
block, nothing else.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-25 07:13:37 +02:00
Erik
025108a8aa fix(CT-GF1): review fix round — literal DrawHere clip shape, empty-clip cull, popup input routing
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>
2026-08-25 07:11:42 +02:00
Erik
989f665214 feat(CT-GF1): port retail ancestor-clip to the retained UI tree
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>
2026-08-25 06:29:15 +02:00
Erik
6561d08fa8 docs(CT): CT6 review-closed — campaign implementation complete, CT7 gate awaiting owner
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-25 02:54:56 +02:00
Erik
996cd73675 fix(CT6): fix round — chrome-inclusive host clamp (BLOCKER B1) + 372px mount default
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>
2026-08-25 02:53:57 +02:00
Erik
ec50455a63 feat(CT6): character window Y-resize clamped at retail's authored host minimum + shrink-and-scroll list contract
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>
2026-08-25 02:21:56 +02:00
Erik
4cbbdaf4bf docs(CT): CT5 review-closed (fix round 0a37a28e)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-25 01:48:08 +02:00
Erik
0a37a28e76 fix(ui): Campaign CT5 fix round — Normal-state row media, geometry test, padding, doc corrections
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>
2026-08-25 01:47:25 +02:00
Erik
657b84c297 docs(CT): CT7 gate script draft — §1-§3/§5 final, §4 pending CT6
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-25 01:17:35 +02:00
Erik
f532f28c5b feat(ui): Campaign CT slice CT5 — attribute/skill row geometry + selection media
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>
2026-08-25 01:15:32 +02:00
Erik
01e44a7018 docs(CT): CT4 review-closed (fix round e7e32409)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-25 00:56:33 +02:00
Erik
e7e32409c2 fix(ui): Campaign CT4 fix round — luminance text, verbatim title, PK PWD bits
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>
2026-08-25 00:54:33 +02:00
Erik
ed652ed8ad feat(ui): Campaign CT slice CT4 — header identity block retail-exact
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>
2026-08-25 00:02:11 +02:00
Erik
aa8106d57a docs(CT): CT3 review-closed (fix round 4cc9448b)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-24 23:30:27 +02:00
Erik
4cc9448b0a fix(CT): CT3 fix round — port Refresh's unconditional selection clear, drop unresolvable-id rows
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>
2026-08-24 23:28:28 +02:00
Erik
4ea946257d docs(CT): CT4 literals PE-recovered — separators ' ', level '%d' / '???'
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-24 23:01:06 +02:00
Erik
03e073b748 feat(ui): Campaign CT slice CT3 — Titles page live via standard GUI classes
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>
2026-08-24 22:59:40 +02:00
Erik
b5d36f5211 docs(CT): CT2 review-closed (fix round 544f8cb2)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-24 22:28:01 +02:00
Erik
544f8cb2d7 fix(CT): CT2 fix round — dedupe client-side title add, drop retail-inexact send guard
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>
2026-08-24 22:27:07 +02:00
Erik
bcfddc97e7 feat(CT): CT2 — Runtime character-title ownership + wire
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>
2026-08-24 22:03:22 +02:00
Erik
d38f71cb28 docs(CT): CT1 review-closed (fix round e264d839)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-24 21:58:56 +02:00
Erik
e264d8392f docs(CT): CT1 fix round — sealed RowHighlightSprite verdict, verified resize mechanism, strengthened pins
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>
2026-08-24 21:58:27 +02:00
Erik
d3877f1c0e docs(CT): CT6 research lead — clamp source is the generic resize path; probe panel-host 0x2100006E slots
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-24 21:33:58 +02:00
Erik
c73e8c0539 docs(CT): CT1 landed — ledger + three binding corrections
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-24 21:32:19 +02:00
Erik
ca4100e76a docs #CT1: character-panel DAT ground truth + InstalledDat pins
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>
2026-08-24 21:31:16 +02:00
Erik
45e276d380 docs(CT): name-line contract closed — AllegianceData::GetFullName @0x005B6950 read verbatim
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-24 21:08:45 +02:00
Erik
872b227209 docs(CT): CT4 header contract read verbatim — UpdateCharacterInfo @0x004F0770 + UpdatePKStatus @0x004F00A0
Name via AllegianceData::GetFullName, heritage line composed with the
display title, level fallback literal, PK line from StringTable
0x23000001 ID_StatManagement_Header_PKStatus_* keys (the chat-label
mechanism).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-24 21:08:05 +02:00
Erik
1cd4dfc92a docs: Campaign CT plan — character-panel parity (Titles page, header identity, resize/scrollbar, row alignment)
Owner-reported 2026-08-24 batch, recon-verified against gmCharacterTitleUI
@0x0049A610 / gmStatManagementUI::PostInit @0x004EFD90 / ACE's
CharacterTitle-UpdateTitle-TitleSet wire trio. Retires AP-109 when CT3/CT4
land. Fable plans, Sonnet implements, Opus dual-lens reviews; no push
until the owner directs.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-24 21:05:19 +02:00
Erik
aa94ddebe3 fix(ui): talk-button caption centers per the authored label child
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>
2026-08-24 20:47:01 +02:00
Erik
67e963524b fix(ui): talk button keeps authored 46x17; white authored captions + font for talk/Send
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>
2026-08-24 20:43:46 +02:00
Erik
c12a95b6e8 fix(ui): chat window retail parity — focus rails, authored captions, menu flick, drag-stable text
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>
2026-08-24 20:27:04 +02:00
Erik
2d6333f84c fix(ui): disabled scrollbars keep retail hover hot-tracking
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>
2026-08-24 19:54:28 +02:00
Erik
8fd3d1a9f0 fix(ui): retail scrollbar parity — button seating, full-track thumb, hover/pressed states
All checks were successful
CI / linux-portable (push) Successful in 3m32s
CI / windows-gate (push) Successful in 6m15s
CI / release (push) Successful in 2m16s
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>
2026-08-24 19:20:43 +02:00
Erik
35abbe1d0d fix #430: tooltip wrap and draw honor the text child's authored margins
All checks were successful
CI / linux-portable (push) Successful in 3m29s
CI / windows-gate (push) Successful in 5m44s
CI / release (push) Successful in 2m19s
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>
2026-08-24 18:44:28 +02:00
Erik
d087b50aa3 fix(ui): tooltip wrap bound comes from the popup text child's authored P0x3D, and tooltip text left-aligns
All checks were successful
CI / linux-portable (push) Successful in 3m29s
CI / windows-gate (push) Successful in 6m14s
CI / release (push) Successful in 2m10s
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>
2026-08-24 18:29:03 +02:00
Erik
1e8596a440 fix(ui): retail tooltip rendering — formula-first compose and the two-pass sizing every tooltip was missing
All checks were successful
CI / linux-portable (push) Successful in 3m39s
CI / windows-gate (push) Successful in 6m41s
CI / release (push) Successful in 2m10s
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>
2026-08-24 18:09:54 +02:00