Campaign FA slice FA3 dual-lens review fix round.
Blast MUST-FIX 1: SocialFriendsPageController/SocialSquelchPageController
never wired their ListBox's own sibling scrollbar (Friends
0x10000517->0x10000518, Squelch 0x1000053E->0x10000543) — the two lists
had NO scroll driver at all (no wheel fallback exists on
UiScrollablePanel), making any roster past the visible extent completely
unreachable, not just awkward to scroll. Both controllers now wire
`scrollbar.Model = listBox.Scroll` scoped to their own page root, exactly
like the four existing UiTemplateListBox consumers
(Character/Chat/Config/KeyboardConfig). New tests prove the wiring AND
that a >panel-height roster is actually reachable through it.
Blast SHOULD-FIX 2/3: the Friends/Squelch resolver re-ran
LayoutImporter.ImportInfos (a full DAT tree walk) under the shared DAT
lock on EVERY row, every revision, even while the panel was closed —
RetailUiRuntime.MountSocialPanel's TemplateResolver now caches each row
template's ElementInfo the first time it is resolved and never
re-Imports for that template id again. SocialPanelController additionally
gates the Friends/Squelch Tick-driven rebuild on the panel's own
visibility via the (previously unused) IRetainedPanelController
OnShown/OnHidden hooks, so no DAT-locked rebuild work runs at all while
the panel is closed. SocialFriendsPageController/SocialSquelchPageController
also now only advance _lastRevision after every row resolves — a
transient resolver miss no longer latches an empty roster until the next
server-side change; it retries on the next Tick instead.
Mechanism SHOULD-FIX 8: SocialPanelController.Tick() now returns early
once disposed, matching every other J-slice teardown discipline (it was
being ticked unconditionally forever since RetailUiRuntime never nulls
the field).
Mechanism SHOULD-FIX 1: IsShowingAllegiance's doc claimed the F3/F4
close-on-second-press semantics were "retail's Toggle-action semantics" —
re-derived and confirmed NO retail OnAction consumer exists for either
action anywhere in the binary. Relabeled as acdream's own
OpenSpellbook-precedent convention; no register row added, following the
same no-row precedent OpenSpellbook and every other non-toolbar Toggle
panel already sets. Unknown filed as U11 in the panel-structure research
doc's §8 table.
Tests: 5 new (2 scrollbar-wiring pins, 2 long-roster-reachable-via-
scrollbar, 1 hidden-panel-does-not-rebuild/shown-panel-catches-up); 2
existing tests updated for the new visibility gate.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- RetailLayoutFixtureGenerator dumps LayoutDesc 0x2100006E slot
0x1000018F to the committed social_panel_2100006E_1000018F.json
fixture, closing lane-A unknowns U3/U4/U6/U7/U10 with real DAT data
(geometry/media/fonts/base refs, the fellowship empty/full frame
containment, the panel/page P0x57 properties, the row-template arrays).
- SocialPanelLiveMountProbeTests exercises the PRODUCTION mount path
against the live DATs (ACDREAM_PROBE_LIVE_MOUNT=1): the tab host
resolves as UiTabPanel with its 4-entry table, all four pages resolve,
the fellowship frame pair and allegiance signature elements resolve,
0x10000492 is confirmed authored twice under the allegiance page, and
every tab button caption is non-empty (the #375 resolver class).
- SocialPanelControllerTests pins the fixture-driven conformance: the
real (coordinator-addendum-correcting) tab table and default entry,
the Fellowship/Allegiance empty-state gates, Friends/Squelch row
population and revision-driven rebuilds, and the D1 INERT-button
contract (AD-79) via
FriendsAndSquelchActionButtons_AreClickable_ButHaveNoHandler.
- RetailPanelCatalogTests gains the SocialPanel id/window-name/
Mounted-not-Toolbar pins (lane A §6.1: no toolbar button).
Note: the ACDREAM_REGENERATE_UI_FIXTURES=1 run used to produce the new
fixture also touched keyboard_config_21000009.json and
options_2100002B.json on this machine (unrelated installed-DAT drift,
likely from local DAT-editing tooling) -- both were reverted to HEAD
before this commit; only the new social panel fixture is included.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Four Opus research lanes for the Fellowship & Allegiance campaign:
panel structure, fellowship wire (two BN zero-folds broken by byte
decode: IsFull >= 9, the x87 XP-share table capping at 2.8x), allegiance
wire (27+5 messages binary-verified; tree assembly discard/reversal
rules; ACE zeroed-field caveats), and the acdream seams audit (H.2
scaffolding inventory, J-owner recommendation, AD-78 dimmed-row
inventory, bot-gate requirements).
Coordinator U2 closure (FaPanelSlotProbeTests, live DATs): Fellowship
and Allegiance are two of FOUR pages of ONE tabbed social panel — slot
0x1000018F, panel id 12, Type-8 host — alongside gmFriendsUI and
gmSquelchUI; lane A's separate-siblings mounting call is corrected in
its addendum, and the full 16-slot dump closes every unidentified
RetailPanelCatalog entry (Abuse/Book/LinkStatus/MiniGame/UA/Vitae/
Map+House/Journal).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Root cause (found via reference-identity-verified live-DAT probing, not
a guess): the four main-chat-window indicator buttons (0x10000522-
0x10000525) resolve their own correct ActiveState="Normal" at
construction, then get blanked to "" moments later in the SAME
LayoutImporter.Build call. The indicator column's backing panel
(0x10000600) authors PassToChildren=true on its own empty DirectState
(confirmed live: States[0xFFFFFFFF].PassToChildren == true); when
LayoutImporter.BuildWidget's post-attach state reapply runs for that
panel, UiDatElement.TrySetRetailState cascades its DirectStateId to
every IUiDatStateful child, including the already-correctly-resolved
buttons. UiButton.TrySetRetailState's DirectStateId branch used to
accept that cascade because every button structurally carries a
DirectStateId entry in its States dict as a property bag (ToggleBehavior/
RolloverEnabled/etc), independent of whether it authors any blank
sprite, so TryFindState(DirectStateId) found that entry and blanked
ActiveState even with no "" media. A hover "fixed" it only because
UiButtonStateMachine.RequestedState resolves to the same canonical
Normal id regardless of PointerOver when RolloverEnabled is false.
Retail's own decompiled UIElement::SetState @0x00464e70 does the exact
same unconditional-commit-plus-cascade; retail avoids this specific bug
purely through construction timing (UIElement::Initialize's SetState
call precedes child-tree construction, so a cascade fired during import
always iterates zero children). Our port's LayoutImporter.BuildWidget
deliberately reapplies in the opposite order to give retained
PassToChildren tabs their authored child media, so this literal
state-machine port needed a compensating guard.
Fix: UiButton.TrySetRetailState's DirectStateId branch now requires
REAL "" media (HasStateMedia("")) before accepting the transition.
Scoped to UiButton only; UiDatElement's parallel branch and the cascade
mechanism are unchanged, so CharacterStatController's own
PassToChildren-driven chrome children are unaffected. Register row
AP-206 records the divergence from retail's literal unconditional-
commit semantics. Regressed by two fast unit tests in UiButtonTests.cs
(DirectStateCascade_WithoutRealMedia_DoesNotBlankAnAlreadyResolvedState,
DirectStateTransition_WithRealMedia_StillSucceeds) plus a live-mount
probe confirming all four buttons resolve ActiveState="Normal"
immediately after import against the real installed DAT.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Root cause: a live-DAT probe found retail authors NO backing element
behind the Character/Chat/Config tabs' Apply/Reset/Defaults footer —
each page root has exactly five children (the row ListBox, its
scrollbar, and the three buttons) with zero direct-state media on the
root itself. Scrolled row content therefore bled through visibly
between/behind the three buttons; the bleed-through is a rendering gap
in our own composition, not a missing import.
Fix: new minimal widget UiSolidSpriteFill tiles
RetailChromeSprites.CenterFill (the SAME panel-background sprite the
Options window's own chrome already draws behind everything, not an
invented color) across the footer strip's rect, derived from the three
buttons' own resolved Top/Height and z-ordered strictly behind every
other child so it can never intercept input or occlude the buttons.
Register row AP-205 records the synthesis. Regressed by
OptionsPanelControllerTests.
Bind_SynthesizesOneOpaqueFooterBacking_PerPageWithApplyResetDefaults,
which pins exactly one backing field per page, sized from the live
button rects, z-ordered behind every sibling.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Root cause: PlayerOptionPage::AddSliderOption never sets a row's own
name-label text — the "Inactive Opacity"/"Active Opacity" caption comes
from a SEPARATE DAT-resident runtime catalog (DID 0x78000000, resolved
via the same two-level DBCache::GetDIDFromEnumStatic master-map/submap
lookup ChatOptionsDatDefaults already uses for enum 0x16/category 2,
here for enum 0x15/category 2) that nothing in the codebase ever
queried, so both slider rows rendered with no caption at all.
Fix: new ChatOptionsDatCaptions.TryRead resolves the DID-0x78000000
catalog's per-property name/tooltip entries (matched by the same
owning-property enum ChatOptionsDatDefaults already keys its defaults
by) and ChatOptionsPageController.BuildOpacitySliders stamps each
slider's own row caption/tooltip from it — falling back to no text
(never invented English) if resolution fails. Regressed by
ChatOptionsPageControllerTests.
Bind_WiresEachSlidersOwnRowCaption_FromTheResolvedDatCatalog and the
companion Bind_MissingCaption_RendersNoText_NeverInventsEnglish case,
plus a live-mount probe (OptionsPanelLiveMountProbeTests.
ProbeChatOpacityCaptions) confirming the production TryRead call
resolves "Inactive Opacity"/"Active Opacity" against the real DAT.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Root cause: RetailWindowOpacityController applied the Default/Active
opacity fade to EVERY registered UiRoot window (vitals, toolbar,
inventory, spellbook, radar, even the Options panel itself), but
retail's ChatInterface::SetDefaultOpacity/SetActiveOpacity are only
ever called by gmMainChatUI/gmFloatyChatUI — the mechanism is chat-only
in retail, not a global window-opacity feature.
Fix: scope the controller's catch-up loop, OnWindowRegistered,
ReapplyAll, and Dispose to WindowNames.Chat/ChatWindow1-4 only; every
other registered window now stays fully opaque regardless of slider
position, matching retail's own scope. Regressed by
RetailWindowOpacityControllerTests.
OpacityFade_AppliesOnlyToChatWindows_NeverOtherPanels (registers
vitals/toolbar/chat/a floating chat window and asserts the non-chat
windows never move off 1.0 while chat windows still track Default/
Active correctly).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Root cause: DatWidgetFactory builds Config-tab Type-0x10000038 menu
leaves as bare UiMenu instances (matching the vendor/chat channel menu
pattern), but unlike those two controllers, ConfigOptionsPageController
never wired the menu's sprite/font/geometry properties after Bind — so
every dropdown rendered as plain text with no button well, no arrow
cap, and opened no popup on click (#374's fix only corrected click
ROUTING, not the missing chrome).
Fix: ConfigOptionsPageController.ApplyMenuChrome wires every Config-tab
menu row with the SAME retail sprite ids VendorUiController/
ChatWindowController's channel menu already use for this shared popup
catalog (LayoutDesc 0x21000043), verified against the live DAT via
OptionsPanelLiveMountProbeTests' ProbeConfigMenuChrome/
ProbeConfigMenuPopupChrome probes. Regressed by
ConfigOptionsPageControllerTests.MenuRow_SoundFeatures_OpensAndSelects
ThroughRealHitPath_UsingAuthoredPopupGeometry, which drives the real
click-to-open + item-pick path through the authored popup geometry.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Gate-3 screenshot review (user): 'the chat tab looks like it is missing
per window config' — Chat Window 1's header rendered over a void at the
DEFAULT scroll offset because its 260px self-sized filter block
straddled the viewport's bottom edge and UiScrollablePanel hid
straddling rows WHOLE (AP-201's predicted symptom, now user-observed at
scroll position zero, upgrading it from polish to blocking).
By fix time the UI renderer HAD everything needed: UiRenderContext's
clip stack (PushClip/PopClip with rect intersection + per-draw quad
clipping) and UiElement's ClipsChildren hook, already honored by both
the generic draw walk and hit-testing. The fix is therefore exactly the
shape the filing asked for, in the panel itself:
- ClipsChildren => true: children draw and hit-test clipped to the
viewport rect.
- The layout cull keeps any INTERSECTING row Visible (was: fully-inside
only), with a half-pixel margin excluding zero-overlap edge rows;
fully-outside rows stay hidden as the cheap skip.
AP-201 retired in this commit (AP actives 142 -> 141); #371 closed; the
gate script's Chat-tab steps re-written to expect clean edge clipping
and to treat any whole-block vanish as a regression. Pinned by
StraddlingRow_StaysVisible_AndClipsInsteadOfVanishing (the exact gate-3
geometry: header + 260px straddler in a 430px viewport) and
ViewportClipsChildDrawingAndHitTesting (the clipped slice is not
clickable).
Full Release suite: 13,089 passed / 4 skipped / 0 failed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The gate-3 screenshot flight showed the keyboard list still rendering as
overlapping text after the string-resolver + parked-prototype fixes: all
SIX ActionClass pages were visible simultaneously (six stacked ListBoxes
— 'EmotesterSettings' is the Emote and CharacterSettings pages
interleaved) with six dead tab buttons above them. Root cause: OP8's
Bind built every page's rows but never called ActivateTabBehavior() on
the screen's own Type-8 tab host (0x1000049B), so no authored click
bindings were wired and no default-entry switch ran. The authored table
marks Movement (0x1000049D) IsDefault=true — activation now performs the
same default switch OptionsPanelController runs on ITS host, hiding the
other five pages and making the six tabs live.
Regressed by Bind_ActivatesTheTabControl_MovementDefaultShown_OtherPagesHidden
(fixture-driven: BehaviorActive, Movement visible, five pages hidden,
SwitchTo flips exclusivity).
Full Release suite: 13,087 passed / 4 skipped / 0 failed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
User directive (gate 2, verbatim): "mark all options that are not
implemented now, so I can clearly see what is not implemented." Store-only
rows keep full interactivity (still persist/send) but render their caption
in a shared dimmed grey (UiRenderContext.StoreOnlyCaptionColor, matching
the existing UiMenu.TextColorGhosted convention) instead of white/DAT
color. No invented marker text anywhere -- the dim IS the marker.
Config tab (ConfigOptionsPageController, 21 of 27 rows dimmed):
Sound Features menu, Interface Sound trio, Play Sound Only When Active
(AP-199); Screen Brightness, Automatic Degrades, Graphics Performance,
Degrade Distance, the four Rendering Quality menus, Building Detail
Textures, Multi-Pass Alpha (AP-198); Camera Stiffness, Camera Adjustment
Speed, Align To Slope, Mouse Look Sensitivity, Invert Mouselook Y Axis,
Use Mouse Turning (TS-74); Chat Font Face/Size (AP-200). NOT dimmed:
Sound/Ambient trios, Resolution, Full Screen (LIVE), VSync and Field of
View (NEXT-LAUNCH -- still implemented, just deferred to next process
start, per the controller's own doc).
Character tab (CharacterOptionsPageController, 35 of 50 rows dimmed):
every Group A (wire+store only) and Group D (deferred) row, plus the
Group B rows the OP4 gate script's own step 16 confirms are unbound
(ShowTooltips, SideBySideVitals, SpellDuration, AdvancedCombatUI,
StayInChatMode, DisableMostWeatherEffects, PersistentAtDay,
FilterLanguage, MainPackPreferred). NOT dimmed (15 rows): the six
ListenTo*Chat ids (TurbineChatMembershipGate), DisableDistanceFog/
DisplayTimeStamps/ToggleRun (bound at GameWindow.cs), the Group-C
re-point (ViewCombatTarget/VividTargetingIndicator/CoordinatesOnRadar/
AutoTarget/AutoRepeatAttack), and DragItemOnPlayerOpensSecureTrade
(TS-48). Cross-checked against actual shipped consumers via source grep,
not just the research doc's Group table, since OP4 only wired a subset
of the doc's aspirational Group B.
Configure Keyboard (KeyboardConfigController): a row whose
RetailActionIdentityTable lookup fails (MappedAction null -- AP-203's
Emote/CharacterSettings set) dims its synthesized caption; the key
buttons stay fully bindable/persisted/conflict-checked.
Chat tab (ChatOptionsPageController): audited, zero store-only rows --
every filter block and both opacity sliders already have a live consumer
(ChatWindowState / RetailWindowOpacityController).
Ambiguity flagged, not guessed: the character-options-map.md research doc
lists AcceptLootPermits in BOTH Group A and Group C; its only code site
(LiveSessionRuntimeFactory.cs, the /consent command) is a second setter
for the same server bit, not a behavioral reader, so it is classified
Group A / dimmed here.
Register: AD-78 documents the convention (retail dims nothing; this is a
deliberate acdream-only divergence that retires as consumers land).
New per-surface conformance tests pin the exact dimmed/live set against a
literal expected list, so wiring a future consumer without also flipping
its row's literal fails the build:
CharacterOptionsPageControllerTests.StoreOnlyRows_MatchTheDerivationTableExactly
+ Bind_AppliesDimmedCaptionColor_ForStoreOnlyRows_AndWhiteForLiveRows,
ConfigOptionsPageControllerTests.CaptionDimming_MatchesTheStoreOnlySetExactly,
KeyboardConfigControllerTests.UnmappedRows_DimTheirCaption_MappedRowsStayWhite.
Build green; full Release suite 13,086 passed / 4 skipped / 0 failed
(baseline 13,082/4/0 -- delta is exactly the four new tests above).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Campaign OP gate 2: the screen opened as a visual mess (textless
buttons/tabs, buttons above the window, overlapping text) while the
fixture conformance suite stayed green — the #372 class again. Two root
causes, both proven by the new env-gated live-DAT probe before fixing:
1. MountKeyboardConfig's main LayoutImporter.Build was the ONE mount in
RetailUiRuntime not passing strings.Resolve — every AUTHORED caption
(OK/Cancel/Defaults/Revert/Load/Save, the six ActionClass tab labels,
the Command/Mapping column headers) built empty, while the
controller's own resolveString row captions worked, which is why the
screen was recognizable but textless. Fixed by passing the resolver
like every sibling mount.
2. gmKeyboardUI authors its ListBox row templates (header 0x1000002E,
action row 0x1000002F with the three 100x32 key buttons) as TOP-LEVEL
siblings referenced by dat property 0x64. Retail never instantiates
template-list elements as live widgets (AddItemFromTemplateList
clones from the desc — the same re-import UiTemplateListBox's
TemplateResolver performs), but ImportInfos built them parked at the
screen's (0,0): three key buttons at y=0..32 ABOVE the framed panel
(top y=62) — the 'outside the window' buttons — under a 570x40
header text overlapping them and the top chrome. ImportInfos now
skips top-level elements referenced by a SAME-LAYOUT template list
(the same skip class as the existing BaseElement-prototype filter;
same-layout only because element ids collide across layouts —
0x10000211 is a page in BOTH the options and keyboard layouts).
The probe (ACDREAM_PROBE_LIVE_MOUNT=1) pins both against the real DATs:
prototypes absent from the built tree, and Defaults/Revert/OK/Cancel
resolving on the resolver-passing build. Post-fix the import collapses
to the framed 600x476 panel with every screen button inside its bounds.
Full Release suite: 13,082 passed / 4 skipped / 0 failed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Campaign OP gate 2 root cause: UiElement.HitTest walks siblings
front-to-back by z-order, so an OPEN UiMenu's extended button+popup
hit-test union was never consulted when a LATER sibling's rect overlapped
the popup area — on the Config tab every dropdown has rows below it, so
Resolution-item clicks toggled the Full Screen / VSync rows underneath
(the gate session's persisted fullscreen/vsync flips were exactly those
stolen clicks). Latent since UiMenu existed; vendor/chat menus only
worked by z-order luck.
Fix: UiMenu's open/close now registers with UiRoot (SetActivePopup /
ClearActivePopup); a registered popup gets FIRST claim on mouse-down,
scroll, and hover routing; a press outside a live popup dismisses it and
is SWALLOWED (the dismissing click must not act on what sat underneath);
hidden/detached owners self-heal the registration on the next pointer
event. UiMenu gains the IsOpen seam and a single SetOpen writer.
Also in this commit, from the same investigation:
- SilkRuntimeDisplayWindowTarget.Apply documents the fullscreen half
honestly: IViewProperties.VideoMode is READ-ONLY, so a resolution pick
while fullscreen cannot switch the display mode through Silk's
abstract API — split out as #376 (native glfwSetWindowMonitor port)
rather than half-shipping untested native interop at a gate tail.
- Gate script §OP6 step 8 re-scoped: test resolution in WINDOWED mode.
Regressed by tests/AcDream.App.Tests/UI/UiMenuPopupRoutingTests.cs —
4 tests driving the real UiRoot input path on a mounted overlapping
tree, with an in-test overlap CONTROL click so the popup assertions
cannot pass vacuously (the #372 lesson: only mount+drive-input tests
catch this class; every fixture-conformance test stayed green through
this bug).
Full Release suite: 13,081 passed / 4 skipped / 0 failed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Brings b4edee97 (slice), b1968ce9 (M1/M2/M3 rework), f1d50207 (round-2
residuals). Review chain: REJECT -> rework -> REOPEN-narrow -> coordinator
third round; findings docs 2026-08-11-op8-review.md / -op8-rereview.md.
The merge lands OP8's six ListBoxes on top of 057d8cd7's #372 viewport
fix, which auto-heals the blank-pages hazard the re-review flagged — the
OP8 connected gate was contracted to run post-merge for exactly this.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
R1 (code half): store-only rows (MappedAction null) are excluded from the
conflict universe — they never reach the InputDispatcher, so a chord they
display cannot collide; counting them made the ten Camera Alternate
arrow-key defaults trip a false N-way confirm on any arrow rebind. Mapped
cross-context sharing (retail's ConflictingMaps — the combat cluster)
remains deferred as ISSUES #373 with the OP8 gate script now carrying the
explicit do-not-file warning. SHOULD: unmapped rows with no persisted
chords display their DAT defaults (retail shows the arrow keys; blank
read as 'unbound') — display-only, the store is untouched until the row
itself is edited; the independence test updated to pin the new display
semantics while keeping its storage-isolation asserts. Injectivity of
RetailActionIdentityTable is now test-enforced (load-bearing for both M1's
per-row activation capture and M2's de-alias). R2: AP-203 addendum names
the ten same-verb-sibling-live rows and the conflict exclusion.
Full Release suite in this worktree: 13,155 passed / 4 skips / 0 failed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The 13 ID_ChatOption_TextFilter_* labels (and their _Desc tooltips) live
in string table 0x2300000D, not the 0x23000003 options table the section
headers and slider labels use. Dat-verified: the targeted sweep missed
(0x23000001-0A), the control key resolved ('Auto Target' — machinery
fine), and the exhaustive all-tables sweep (ProbeFilterLabelHome, now a
permanent env-gated probe) hit exactly once: 0x2300000D -> 'Combat'. The
initializer decomp confirms the hash KEYS are the symbol names verbatim
(the vftable-member operands at 0x006f04cd are the known pooled-string
artifact); only the research doc's table attribution was inferred rather
than dat-verified — corrected in §8.
All 13 rows now render their captions instead of the honest-fallback
blanks the first connected gate saw. Full Release suite green (one
Core.Net loss-simulation timing flake on the first run, green targeted
and on rerun).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
ROOT CAUSE (proven, not guessed): the lazily-created row viewport was
constructed 0x0 with Left|Top|Right|Bottom fill-anchors. Its first
ApplyAnchor captured mR = parentW - (0+0) = parentW, so
ComputeAnchoredRect's l&&r branch (w = parentW - mR - mL) kept it 0x0
forever. A 0-tall viewport makes UiScrollablePanel.LayoutScrollableChildren
cull every row, so Character/Chat/Config rendered blank while Gameplay
(no viewport — authored static children sized at Build) worked. This is
the exact Gameplay-vs-rest split the user's first connected gate found.
FIX: seed the viewport to the ListBox's current extent at creation, so the
fill-anchor baseline is mR = parentW - parentW = 0 and the viewport tracks
the parent. The ListBox is a static dat child sized at Build, so its extent
is authored by the time the viewport is lazily created during Bind.
Dormancy preserved — the viewport is still created only on the first row.
Reproduced RED then GREEN by UiTemplateListBoxViewportTests (viewport fills;
rows stay visible after the anchor+cull layout pass) — the layout path the
whole fixture conformance suite structurally never drove, which is why
every OP2-OP6 test was green over a live-only blank-tab failure. Full
Release suite 13,131 / 4 skips / 0 failed.
Still owed (NOT fixed here, no evidence yet): the 'only Exit Game worked'
Gameplay-buttons observation needs a re-gate (two buttons are correctly
INERT; the other four have dialog/chat effects that may have gone
unnoticed); and the 13 ID_ChatOption_TextFilter_* labels fail to resolve
(blank captions, behaviour unaffected). See #372.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Fixes the three MUST-FIX findings from the 2026-08-11 combined dual-lens
review of commit b4edee97 (docs/research/2026-08-11-op8-review.md).
M1 — SetForAction destroyed ActivationType/InputScope on every write,
collapsing walk-mode's Hold, the three combat-scoped bindings, and
CameraInstantMouseLook's mouse chord the instant a row (including
Defaults, which touches all ~140 mapped rows at once) wrote back.
Widened the Bindings seam to carry the full Binding (chord + activation
+ scope), not a bare chord: KeyboardConfigController captures each
row's live Activation/Scope ONCE at build time (every multi-chord
action in KeyBindings.RetailDefaults() shares one pair across all its
bindings) and reapplies it on every write — rebind, Cancel/Revert, and
Defaults (which restores DAT-sourced KEYS only, never touches the
pair). New tests pin this across both Defaults and Cancel for a
Hold+MeleeCombat-scoped action.
M2 — InputMap 0x5 (CameraControls) and 0x6 (CameraAlternateControls)
aliased one InputAction each: both rows read/wrote the same live target,
so they showed identical stale chords, a rebind of one silently wiped
the other, and a row could conflict with its own twin. Building real
per-scheme dual-binding storage (or new InputAction members plus the
camera-dispatch code to consume them) is a feature, not a one-line fix.
Chose the third option: only ctx 0x5 — the scheme RetailDefaults()
actually has live support for — maps to InputAction; ctx 0x6 falls
through to the existing unmapped/store-only path (AP-203), fully
rendered, bindable, and persisted, honestly carrying no live effect.
This also retired 10 stale allowlist entries in the DAT-vs-
RetailDefaults() round-trip test: with the alias gone, ctx 0x5 alone
matches RetailDefaults() exactly for all twelve Camera actions.
M3 — the auto-reassign-on-conflict path was wired silent in production
(NotifyReassigned: _ => "") though the contract asked for a prompt and
retail confirms before overwriting (OpenOverwriteBindingDialog). Wired
a real confirm dialog through RetailDialogFactory.MakeConfirmation —
the same seam GameplayConfirmationController already uses — read
lazily since DialogFactory mounts after MountKeyboardConfig in
Initialize()'s order. Only reassigns on accept; decline leaves every
row untouched. AP-204 (which recorded the narrowing) is RETIRED; the
still-true OK/Cancel left-click-vs-right-click-release note moves to a
code comment (zero observable difference, doesn't warrant a register
row). Reverted the gate script's step 9 from documenting the silent
shape back to the real confirm-prompt behavior.
SHOULD-FIX addressed as one-liners in files already touched:
- S1: non-user-bindable conflicts are now checked BEFORE any row
conflict (retail's own order), and ALL conflicting rows are collected
(N-way), not just the first match.
- S3: Save wraps the file-write pair in the same try/catch
RuntimeKeyBindingTarget.Apply already uses for keybinds.json.
- S4: assigning "Mapping 3" on a row with no existing bindings now
lands on display index 2, not index 0 — ReplaceSlotValue trims only
TRAILING empty slots instead of stripping every default(KeyChord).
Right-click on an already-empty slot is now a no-op instead of
shifting later bindings.
- S6: UiButton.OnRightClick returns false (unhandled, bubbles to
parent) when no handler is set, disabled or not — matching the
pre-existing behavior the class doc already claimed.
Left for a future pass (not one-liners): S2 (ActionMap.ConflictingMaps
is still unread — the conflict scan treats all 306 rows as one flat
universe instead of respecting the DAT's own legitimately-shared-key
table) and S5 (the ~330 DAT layout imports still run eagerly at mount
instead of lazily on first open).
19 KeyboardConfigControllerTests (was 12): +2 activation/scope
preservation (Defaults, Cancel), +1 camera de-alias, +2 confirm-dialog
accept/decline, +1 non-bindable-takes-priority-over-row-conflict, +1
sparse-row third-slot placement. Full solution suite 13,154 passed / 4
skipped / 0 failed (this round's baseline 13,147/4/0, zero regressions).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The user's first Campaign OP connected gate (ACDREAM_RETAIL_UI=1, live
ACE) failed: Character/Chat/Config tabs render blank, only Exit Game of
the seven Gameplay buttons visibly acted. A live-DAT mount probe
(committed, env-gated) proves the panel BUILDS completely — root
UiTabPanel with a 4-entry tab table, all four page slots, all three page
ListBoxes as UiTemplateListBox with row templates, all seven buttons as
UiButton — and the three page controllers' Bind() run at mount. So the
defect is in the live render/input path the whole fixture suite never
exercises (mount -> ActivateTabs -> tab-click SwitchTo -> row draw /
button hit-test): the OP2-blast structural-false-negative class. Blocks
the OP3-OP6 gates; needs a dedicated debug slice + a gate-representative
test, not a guess.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Ports retail's Configure Keyboard screen (gmKeyboardUI, LayoutDesc
0x21000009) — its own separate full-screen window, not a fifth Options-
panel tab. Retires OP3's INERT contract for the Gameplay tab's Configure
Keyboard button (0x10000204).
DAT reader (src/AcDream.Core/Input/RetailActionMap.cs): reads the
ActionMap singleton (DID 0x26000000, empirically the only one — not
0x27000000 as GetDBOType's Turbine-internal tag would suggest) and both
MasterInputMap defaults (0x14000000 "gmDefaultMap"/0x14000002
"DefaultMap"), union-merged per (InputMapId, ActionId) — proven order-
independent since the two maps' one shared context (0x5) has disjoint
action-id sets. Empirically resolved three lane-D unknowns against the
live DAT: the six ActionClass values (1=Movement, 2=Camera, 3=UI,
4=Combat, 5=Emote, 7=CharacterSettings — 6 is genuinely absent), that
the six unnamed InputMaps are 100% non-bindable (render nothing, not an
unlabeled group), and that the enum-to-DID pairing for the two master
maps is inconsequential to the merge result.
Identity table (src/AcDream.UI.Abstractions/Input/RetailActionIdentityTable.cs):
maps DAT (InputMapId, ActionId) pairs to acdream's InputAction where a
live consumer exists (~140 of 306 user-bindable rows — Movement/Camera/
Combat map almost completely; UI/Quickslot/Chat partially; only 5 of 87
Emotes and none of 48 CharacterSettings hotkeys, since acdream has no
general emote player or hotkey-to-option-toggle dispatcher yet). Every
entry cross-verified by label match AND a DAT-default-vs-
KeyBindings.RetailDefaults() byte comparison (RetailActionIdentityRoundTripTests),
which caught a real off-by-one in the Quickslot 13-18 block before it
shipped and found three genuine pre-existing RetailDefaults() gaps
(walk-mode's Shift-echoed chord, ten CameraAlternateControls arrow-key
alternates, and the Quickslot Ctrl+N use-vs-select ambiguity) — none
introduced by this slice, all documented rather than silently patched.
KeyboardConfigController: six ActionClass list boxes built from the
DAT, merged with live KeyBindings for mapped rows (rebind applies
immediately through the same InputDispatcher every other input path
uses) and a new sibling RetailUnmappedKeyBindings store for rows with
no InputAction yet. Left-click a key button opens real InputDispatcher
modal capture; right-click erases that slot. N-way conflict detection
scans every other row plus the live KeyBindings table for acdream-only
actions (Ctrl+M mute, debug F-keys) as the non-user-bindable refusal
analogue, using retail's own byte-verified "Could not overwrite "
string (table 0x23000004). OK/Cancel/Defaults/Revert reuse the
OptionPage/IOptionRow verb model via a new ActionKeyMapOptionRow.
Persistence is keybinds.json only (D4 — no .keymap file interchange).
Five register rows: AP-202 (.keymap interchange narrowing), AP-203
(store-only rows with no live consumer), AP-204 (silent auto-reassign
instead of retail's confirm dialog; OK/Cancel ported as left-click not
right-click-release).
Small supporting additions: UiButton.OnRightClick (additive, no
existing behavior changed), InputDispatcher.Bindings getter (the
screen's single live-truth read seam), RetailScanCodeMap (DIK scan
code <-> Silk.NET Key, keyboard + the one mouse-device row).
19 new tests (6 ActionMap reader conformance incl. live-DAT row-count/
label pins, 1 DAT-vs-RetailDefaults round-trip, 12 controller
behavior tests against the committed keyboard_config_21000009.json
fixture) — full solution suite 13,147 passed / 4 skipped / 0 failed
(baseline 13,128/4/0, zero regressions).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
R1: UiRoot now delivers WM_CAPTURECHANGED (0x215 — retail's own Win32
event-id space) to the element losing pointer capture on BOTH release
and re-target; UiScrollbar terminates a mid-drag gesture there,
completing it (one DragCompleted flush persisting the user's last-seen
value) and unlatching IsDragging — a panel-close keybind mid-drag or a
second-button re-target can no longer latch the drag flag forever and
silently suppress every later settings flush. Normal MouseUp paths
no-op (the latch is already clear when capture releases).
R2: the scalar latch arms BEFORE the track-click jump applies, so the
jump's own ScalarChanged tick defers its flush to the MouseUp's single
DragCompleted — one flush per press gesture, never the
inline-then-completed double; the DragCompleted doc now states the real
contract (fires once per value-capable gesture incl. capture loss)
instead of the refuted never-on-jump claim.
Tests: capture-loss mid-drag (ends + completes once + stray-MouseUp
no-double), no-drag capture-change no-op, bare-track-click
single-completion with the latch observed armed during the jump tick.
Also reconciles the research doc's U4 row to its closure (the six
caption pairs, the BN zero-fold post-mortem) per the OP6 rework's flag.
Full Release suite: 13,128 passed / 4 skipped / 0 failed (one
documented #250-class allocation flake on first run, green in
isolation and on full-suite rerun).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Fixes all three MUST-FIX findings from the OP6 REJECT review
(docs/research/2026-08-11-op6-review.md) plus its SHOULD-FIXes and NOTEs.
M1 — the "retail ships zero range captions" claim was a Binary Ninja
constant-folding artifact (the same class the header-string globals a few
lines above already worked around). The six SetSliderLabel call sites
byte-decode to reads of runtime-filled ID_Graphics_Value_* globals, not
immediate zeros (PE-byte-verified against the PDB-paired acclient.exe,
independently re-derived in this session, not just re-asserted from the
review). ConfigOptionsPageController.BuildSliderRow gained optional
rangeLowKey/rangeHighKey parameters wired for all six idx6 sliders (Camera
Stiffness Soft/Hard, Adjustment Speed Slow/Fast, FOV Narrow/Wide, Screen
Brightness Dark/Bright, Graphics Performance Speed/Detail, Degrade Distance
Close/Far) via the same SetRangeLabel mechanism OP5's Chat opacity sliders
already established. Mouse Look Sensitivity (idx3) correctly stays
uncaptioned — the one genuine SetSliderLabel omission. Class doc corrected;
gate-script lines 535/653-equivalent corrected in place.
M2 — the three Sound "Disabled" toggles were semantically inverted:
SoundManager::effect_sounds_enabled/ambient_sounds_enabled/
interface_sounds_enabled are all compiled = 1 in .data, and
UserPreferences::RegisterPreference binds the checkbox's boolean value
DIRECTLY onto those enabled-sense statics — checked-by-default means
enabled-by-default, not disabled. AudioSettings.SfxDisabled/AmbientDisabled/
InterfaceDisabled renamed to SfxEnabled/AmbientEnabled/InterfaceEnabled
(fresh JSON keys — the rejected slice's keys never shipped in an accepted
build); RuntimeSettingsStartupTargets.ApplyAudio now computes effective
volume through the extracted, independently-unit-tested pure function
ComputeEffectiveCategoryVolumes (enabled ? slider : 0f). This closes the
blast radius the review flagged: a missing key in an EXISTING settings.json
now falls back to AudioSettings.Default, which is enabled=true, so a fresh
launch is audible, not muted. AP-199's wording and gate-script step 6
corrected; the enshrined-inversion test rewritten to assert the correct
default and a new SettingsStore test pins the legacy-file fallback path.
M3 — UI_ChatFontFace now ships all five of retail's authored choices
(Arial, CourierNew, PalatinoLinotype, Tahoma, TimesNewRoman — a fixed
compile-time array at gmClient::InitUIPreferences, PE-byte-verified
present verbatim in .rdata, not a per-machine runtime enumeration as the
rejected slice's comment claimed). Default index 2 (PalatinoLinotype) now
indexes a real entry.
S1 — Bind() now emits the sixth trailing AddSeperator retail's own
InitOptions ends with (0x0049E80D), matching retail's 39-item ListBox (6
headers + 6 separators + 27 option-widget-rows) instead of 38.
S2 — Screen Brightness gets its own DisplaySettings.ScreenBrightness field
([-1,1], default 0) instead of overloading Gamma, which has a different
unit system (default 1.0, legacy [0.5,2.0] slider) and its own live
Settings-panel consumer.
S3 — UiScrollbar and UiMenu gained a settable TooltipText surfaced through
GetTooltipText (UiButton's existing pattern). Every slider and menu row's
own interactive widget (not just toggle/trio rows) now carries retail's
"<label>_Help" tooltip, verified as a universal suffix convention across
every AttachPreference site touched by this tab.
S4 — "800x600" added to DisplaySettings.AvailableResolutions: a genuine
retail display mode (Device::ForceDisplayResolution(1,0x320,0x258) at
startup) and the Config tab's own byte-verified Resolution row default, not
an invented preset. Defaults now lands on a highlighted, re-selectable
dropdown entry instead of an orphaned value.
S5 — four new/extended tests: ComputeEffectiveCategoryVolumes gets a
dedicated pure-function value assertion (Theory + a default-profile-is-
audible Fact) in RuntimeSettingsControllerTests, closing the "only event
order was asserted" gap that let M2 ship; a label/choice-key conformance
table in ConfigOptionsPageControllerTests enumerates every key this tab
queries (traced directly from the fixed code paths, not guessed) and fails
on an invented OR a dropped key; a per-row DefaultValue pin asserts every
row's default against the retail literal directly, independent of the
underlying settings-record defaults; and the S1 separator fix gets its own
39-item stacked-ListBox count pin.
NOTEs — AP-198's row count was always ten (its own enumeration never said
nine); the commit-message inconsistency N1 flagged is reconciled in both
the row and the section-summary line, and its Screen Brightness sub-clause
now matches S2. N2: Bind() now reads the scrollbar id from
UiTemplateListBox.ScrollbarElementId (dat property 0x72) instead of a
hardcoded constant. N3 (batch Defaults writes) and N4 (AfterApply on
Config-tab entry, needs no action) are left as recorded — out of this
rework's scope per the review's own disposition.
Full Release suite: 13,125 passed / 4 skipped / 0 failed (baseline
13,117/4/0 — net +8 tests added, 0 regressions, 0 removed).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Fixes the OP5 (Chat tab) dual-lens review findings against e71e5a96:
- M1 (MUST-FIX): each opacity row's own apply closure now pushes its OWN
slider's thumb from the post-link truth (bindings.Current*Opacity()),
mirroring the OP4 binding pattern. Before this, a single-slider drag
followed by Reset reverted the live value/link but left that slider's
own thumb stuck at the dragged position.
- S1 (SHOULD-FIX): the Chat tab's two opacity sliders no longer round-trip
the whole settings.json on every drag MouseMove tick. UiScrollbar gains
IsDragging + a DragCompleted callback (fires once, at the MouseUp that
ends an actual thumb drag); the opacity apply closures flush immediately
when not mid-drag (Reset/Defaults/discrete edits, same as before) and
defer to DragCompleted otherwise, collapsing dozens of per-tick writes
into exactly one per drag gesture. Live opacity still applies every tick.
- S2 (SHOULD-FIX): filed register row AP-201 and issue #371 for the
UiScrollablePanel whole-row-cull-vs-clip divergence the review found
(predates OP5, made user-visible by OP5's 240-260px filter blocks). Not
fixed in this round (a renderer-level scissor stack is out of scope
here) — corrected the OP5 connected-gate script instead so a straddling
block's disappear-then-reappear-whole is no longer reported as a
self-sizing regression.
- S3 (SHOULD-FIX): the chatWindowMainFilter round-trip test already
existed in e71e5a96 (the review missed it scrolling past line 330);
added the genuinely missing coverage instead — a composed test pinning
RetailUiRuntime.MountChat's window-0 SettingsStore -> ChatWindowState
seed (MountChat itself needs live DAT access and isn't unit-testable
directly).
- N11: ScrollbarLinkage_ModelPointsAtTheChatListBoxScroll now asserts
through the scoped page-slot lookup (UiElement.FindDescendant) instead
of the flat layout.FindElement, which passed for the wrong reason given
the shared scrollbar id 0x10000201 — matches OP6's own scrollbar-linkage
test pattern.
Also updated ConfigOptionsPageControllerTests' local ChatOptionsPageController
Bindings fake for the new FlushOpacity parameter.
Full Release suite: 13,117 passed / 4 skipped / 0 failed (baseline 13,107/4/0
post-OP6 — 10 tests added, zero skips added, zero failures).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Binds the retail Options panel's Config tab (LayoutDesc 0x21000029, 27
authored rows across 6 sections) through OP2's template mechanism and
OP3's per-page OptionPage model, matching the Character/Chat tab
controllers' established pattern.
The row table is transcribed directly from two decompiled sources —
gmConfigUI::InitOptions @0x0049E400 (row order, widget shape, defaults)
and gmClient::InitUIPreferences @0x004035b0 (the complete
UIPreferences::AttachPreference registration: every label/tooltip key,
every slider's real-unit range, every menu's enum choices) — which
resolves the research docs' own "U4" unverified slider-caption pairing:
retail ships ZERO range captions on this tab (every SetSliderLabel call
passes literal string id 0).
Consumer disposition: LIVE — Sound/Ambient volume-trio sliders and their
toggle halves (AudioSettings.SfxDisabled/AmbientDisabled now gate the
already-live engine write; RuntimeSettingsController.SaveAudio newly
pushes into OpenAlAudioEngine on every change, not just at startup),
Resolution/Full Screen (immediate window resize on save). NEXT-LAUNCH
(pre-existing precedent): Sync To Refresh, Field of View. STORE-ONLY
(register rows AP-198/199/200, TS-74 extended): Sound Features/Interface
trio/Play-Only-When-Active, the nine Graphics/Rendering-Quality rows
(Vulkan has no per-feature render knobs), Camera/Input's six rows and
Use Mouse Turning (no persistent mouse-turning camera mode), Chat Font
Face/Size (distinct new fields from the existing live ChatSettings.FontSize).
AudioSettings/DisplaySettings/CameraTurningSettings/ChatSettings each
gain new fields for their slice of the 27 rows, backed by SettingsStore
round-trips. A real bug caught by testing: the scrollbar scope lookup
used the standalone-layout root id (0x100001FF), which does not survive
base-merge into the host-mounted tree — fixed to scope from the tab
host's own page-slot id (0x10000213), matching Chat's established
pattern for the same shared-scrollbar-id hazard (0x10000201, authored by
both the Chat and Config ListBoxes).
30 new tests (27 authored rows register as 30 IOptionRow instances — the
three toggle+slider trios each register two). Full Release suite:
13,107 passed / 4 skipped / 0 failed (was 13,083/4/0 — net +24, the one
existing RuntimeSettingsControllerTests case updated for SaveAudio's new
live-apply call, not a regression).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
R1: the timestamp prefix moves from ChatLog.Append (which stamped the
stored BODY, rendering 'Alice says, "13:05:09 hi"') to ChatVM's display
composition — FormatTimestampPrefix(entry.Received) prepends the COMPOSED
line, matching retail's separate-leading-string model (fprintf("%ls%ls",
ts, text) @0x00563e5b; AddTextToScroll receives composed lines). The
prefix renders entry.Received in LOCAL time (retail strftime), invariant
literal colons. The ten defect-pinning test cases across
ChatLogTests/RuntimeCommunicationStateTests are rewritten to pin the
corrected contract (stored bodies stay clean; the composed line carries
the stamp outside the quotes — ChatVMTests).
R2: open option-bearing panels converge on every PlayerDescription seed:
OptionPage.ReloadFromLive (per-row live re-read + gating re-eval, NO
AfterApply flush — the seed just cleared the dirty module),
OptionsPanelController.OnServerOptionsSeeded (active page),
CombatUiController.OnServerOptionsSeeded (SyncControls), wired through
RuntimeSettingsController.ServerOptionsSeeded from the same factory hook
LockUI already uses. Retail cannot reach this state (its panels close
across login); the adaptation exists because retained panels survive the
session boundary — documented at the seam.
R3: tests drive the refresh widget push (model AND checkbox converge) and
ReloadFromLive's no-flush contract. R4: AP-196 addendum names the
headless AutoRepeatAttack false->true effective-default flip and the
characterOptions escape hatch.
Full Release suite: 13,083 passed / 4 skipped / 0 failed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Binds LayoutDesc 0x2100005C through OP2's template-list mechanism and
OP3's per-page OptionPage model: the General Options header + two
DualHash-linked opacity sliders (Option_DefaultOpacity_Property
0x10000080 / Option_ActiveOpacity_Property 0x10000081, live-apply on
drag through RetailWindowOpacityController, defaults read from the
installed DAT's DBProperties collection at DID 0x78000001 via
ChatOptionsDatDefaults), and the five per-window text-filter blocks
(main window 12 rows minus Gameplay, four floaties 13 rows each — the
byte-verified authored order cross-checked against the raw
gmChatOptionsUI::InitOptions/AddCheckboxBitfield64Option pseudo-C, not
just the research doc's own table) writing AcDream.Core.Chat.
ChatWindowState directly, the same state CH6's chat windows already
read.
AP-195 retired: ported both halves left open at the OP2 re-review —
the ALL-set LED media swap (new UiButton.FaceFileOverride, driven by
the block-level P0x10000082/P0x10000083 sprites now threaded through
ElementInfo/DatWidgetFactory) and the CreateChildren self-sizing tail
(UiCheckboxBitfield64.Height grows with its stacked row content; the
enclosing ListBox reflows around the block's FINAL height via the new
UiTemplateListBox.AddPrebuiltRow, reusing the ListBox's own stacking
rather than a third stacking path). AP-187 broadened to cover the main
window's own filter (previously only the four floaties) and the new
live-editing write path.
The main chat window's filter (retail window id 8, ChatWindowState id
0) gains its own settings.json persistence (ChatSettings.
ChatWindowMainFilter) alongside the pre-existing floaty 1-4 fields;
opacity persistence is now wired on every live slider change, not only
through the old dev-scaffold Settings panel.
Fixture regeneration (ACDREAM_REGENERATE_UI_FIXTURES=1) picked up the
new ElementInfo.LedCheckedSprite/LedUncheckedSprite fields across all
19 committed layout fixtures — purely additive, confirmed against the
live installed DAT (0x10000520's own 0x82/0x83 properties resolve to
0x06004D17/0x06004D19 exactly as AP-195 documented).
Conformance: FilterRows/FilterBlocks pinned against the byte-verified
authored order and ChatWindowState's own default constants; the AP-195
LED swap and self-sizing behavior; the DAT opacity-default extraction
against the live installed DAT; live filter/opacity writes reaching
ChatWindowState/RetailWindowOpacityController; OnShown re-seed and
Reset/Defaults ghosting per the OP4 binding-pattern discipline.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Both OP4 reviews converged on one headline bug (Character-tab rows never
re-read live server truth after their pre-login constructor-word seed) plus
overlapping MUST-FIXes. All ten converged/consolidated findings land here:
MUST-FIX:
- BoolOptionRow.SaveCurrentValue now re-reads its live binding (retail's
GetValue()-into-SaveCurrentValue) on every OnShown — panel open, tab
switch in, initial activation — instead of trusting the pre-login
constructor word it was built with. Reset/tab-switch can now only
restore values that were actually live at the last show. LockUI's
host.Root.UiLocked one-shot mount seed now also converges on every
PlayerDescription via the existing OnCharacterOptionsChanged hook.
- Apply/Reset are wired to OptionPage.OnOptionChanged in production
(Ghosted when nothing changed, Normal when dirty, run once at bind so
both start disabled per retail's PostInit); Defaults stays ungated.
- The Combat panel's three LEDs (Repeat Attacks/Auto Target/Keep in View)
now read/write the same RuntimeCharacterOptionsState seam the Character
tab uses instead of a disconnected client-local GameplaySettings copy —
closes the "two writable copies" divergence. The three now-orphaned
GameplaySettings fields and RuntimeSettingsController's mirror
properties/SetCombatGameplay are deleted outright; the headless host's
hardcoded AutoRepeatAttack/AutoTarget now read the live option bit.
- RuntimeSettingsController.SetUiLocked's convergence guard now compares
against the last value actually applied to the runtime target instead
of the persisted GameplaySettings.LockUI snapshot, which could already
match a server-derived request without ever having been pushed.
SHOULD-FIX:
- DisplayTimeStamps now prefixes every chat producer (ChatLog.Append is
the one seam all of them funnel through), not just AddText's own
callers — heard speech, emotes, Turbine channels, and combat text were
previously missed. The prefix format escapes its colons and forces
InvariantCulture instead of the culture-dependent TimeSeparator
placeholder.
- sky.frag now honors uFogParams.w (fog mode) like the mesh/terrain
shaders, so Disable Distance Fog stops the sky dome's horizon band from
blending toward fog color too.
- Corrected the "byte-verified" overclaim on the timestamp format string
doc comment (BN-sourced, wire doc U6) and the AP-194 anchor-column
class-name typo; the RunAsDefaultMovement doc comments now cite retail's
actual acclient.h enumerator name.
- Added: DispatcherMovementInputSource's option x modifier truth table
(incl. || AutoRunActive with the option off), the per-page Apply/Reset
enable-gate tests, a real checkbox.OnClick/ToggleBehavior-driven click
test, and hash-pins for the six header string keys.
- Gate script step 8 corrected for the logout-flush false-failure
(closing the panel before relogging is load-bearing); a new step
documents the enable-gate sequence and the Combat-panel/Character-tab
cross-check.
Register: AP-196 (the Group-C default-source change + GameplaySettings
retirement) and AP-197 (the ignored per-character timestamp format
override) filed in this commit.
Full Release suite: 13,044 passed / 4 skipped / 0 failed (was 13,008/4/0;
net +36 tests from new coverage and legitimate assertion updates from the
GameplaySettings retirement).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Binds LayoutDesc 0x21000028 (gmCharacterSettingsUI) through OP2's
template-list mechanism and OP3's OptionPage model: 6 authored group
headers + 50 toggle rows (49 from the 2013 build + D3's "Listen to PK
death messages", AP-193) in research doc §2's authored order, each row
resolved by PlayerOption id through CharacterOptionTable, seeded from
live RuntimeCharacterOptionsState, defaulted from CharacterOptionTable.
ClientDefault (byte-verified against UIOption_Checkbox::SetPlayerOption
@0x00486e80's own GetDefaultOptionValue call — AP-194 updated to confirm
the directive was followed), labels/tooltips resolved by name from
string table 0x23000003 (never hard-coded English), and registered with
OptionsPanelController.CharacterPage. Apply/Reset/Defaults
(0x100001FC/FD/FE) are now wired per-page via a scoped subtree search
(UiElement.FindDescendant, promoted from UiTabPanel) since Character/
Chat/Config each author their own physical instance under the SAME
element ids.
Consumers: Group A (29 ids) wire+store only via the existing
SetSingleCharacterOptionRuntimeCmd/TrySetOption seam. Group B: Display
Timestamps prefixes new transcript lines (RuntimeCommunicationState.
DisplayTimestampsSource); Disable Distance Fog forces FogMode.Off
(WeatherSystem.DisableDistanceFogSource, retiring half of TS-73); Run as
Default Movement inverts the walk-mode modifier's default
(RuntimeLocalPlayerMovementState.RunAsDefaultMovementSource). Group C
re-points AutoTarget/AutoRepeatAttack/ViewCombatTarget
(CharacterOptionCombatSettingsSource), VividTargetingIndicator/
CoordinatesOnRadar/LockUI/AcceptLootPermits from the client-local
GameplaySettings record to the canonical server bit — closing two
previously-unfiled divergences where AutoRepeatAttack and
AcceptCorpseLootingPermissions never reached the wire despite being
retail auto-save ids. TS-73 narrowed to its two still-open cases;
TS-75..TS-80 file the genuine gaps (no day/night force, no weather-
particle/profanity-filter/salvage/housing/pickup-preference subsystem,
fellowship-create's unaudited client-sourced field) rather than
inventing stand-ins.
Conformance: CharacterOptionsPageControllerTests pins all 50 rows
against CharacterOptionTable in both directions (an invented or dropped
row fails the build), the authored group/order row-by-row, and the
build/seed/Apply/Reset/Defaults/wire-publish behavior end-to-end against
the committed fixture. 52 new tests; full solution suite 13,008 passed /
4 skipped / 0 failed (was 12,956/4/0).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
R1: the gate script no longer promises a timestamp prefix on the Magic
macro lines — acdream renders no chat timestamps yet (the Display
Timestamps consumer is OP4 scope; no chat-log file exists, TS-69). A
bare light-blue transcript line is the CORRECT gate outcome.
R2: IsGrounded yields null (silent) for a NULL controller in player
mode — the prior pattern returned false and fired the mid-air refusal
retail cannot produce in that state; comments now match the code.
R3: the dormant-ActivePageChanged pin now applies the real stimulus —
every authored tab button on a dormant host must carry NO click handler
(RetailTabBinding.SetClick never ran), which is AD-73's actual dormancy
mechanism; SwitchTo deliberately has no guard.
OP3 is CLOSED: dual APPROVE-WITH-FIXES -> fix round 386076af ->
re-review REOPEN(narrow) -> this pass. Connected gate now READY.
Full Release suite: 12,956 passed / 4 skipped / 0 failed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Consolidated fix round for the two OP3 dual-lens reviews
(docs/research/2026-08-11-op3-review-{mechanism,blast}.md), both
APPROVE-WITH-FIXES.
MUST-FIX:
- The six "Use Mouse Turning Settings" chat lines were typed
RetailLogTextType.ClientLocal (0x1A); retail types them 0x07 (Magic).
BYTE-VERIFIED against the PDB-paired binary at all six
gmConfigUI::SetMouseTurningDefaults call sites (0x0049E972/E9E2/EA52/
EAA4/EAF6/EB48): every site pushes `6a 07` (type=7) immediately before
the text-pointer push and the AddTextToScroll call. Added a dedicated
OptionsRuntimeBindings.DisplayMouseTurningMacroLine seam routed at
Magic (scrolling chat transcript, light blue, timestamped) instead of
the 4-slot SpewBox ClientLocal uses; the mid-air refusal and UA/RA
keep ClientLocal (both independently confirmed correct).
- Filed AD-77: the client-wide floating-only gmPanelUI host divergence
(retail also exposes a docked 0x21000017 host) the plan §5 delegated
to this review, scoped to every main panel, not just Options.
SHOULD-FIX:
- gmGameplayOptionsUI is not an OptionPage in retail (acclient.h:55857,
UIElement_Field). OptionsPanelController now constructs the Gameplay
slot's OptionPage with AfterApply deliberately null, so entering/
leaving that tab never publishes SaveCharacterOptionsRuntimeCmd.
Corrected OptionPageModel's doc comment and rewrote the two tests
that pinned the wrong (Gameplay-flushes) shape.
- Added the OptionPage.OnOptionChanged seam (PlayerOptionPage::
OnOptionChanged @0x004F27D0) — fires as the last step of Apply/
Reset/Defaults, plus once per live LED edit via a new
IOptionRow.AttachPageNotify hook (BoolOptionRow wires it into
SetCurrentValue only, matching retail's Apply(1)-only
HandleDialogAndNotices path). OP4-6 will bind Apply/Reset enable
state to this.
- Exit to Character Selection's mid-air refusal is now tri-state
(Func<bool?> IsGrounded): retail's UseTime only reaches the airborne
test inside `else if (smartbox->player)`, so outside player mode (or
with no live controller) the button is a SILENT no-op, not a
refusal. Fixed the inverted comment at both call sites.
- Options panel geometry now matches its nine gmPanelUI siblings
sharing RetailPanelUiController's one main-panel rectangle
(ResizeX=false, bottom-edge-only resize, no invented Min/MaxWidth/
Height) instead of being the only all-four-edge/horizontal-resize
outlier whose width silently reverted whenever a sibling was shown.
- Added the three missing test pins: Options/Character mutual
exclusion through a REAL RetailPanelUiController registration,
RetailDialogFactory.MakeConfirmation's omitted-queueKey overload
sharing DefaultQueueKey, and UiTabPanel.ActivePageChanged never
firing on a dormant (non-activated) host.
- TS-74's What/Where now names the five store-only CameraTurning
preferences explicitly instead of only mentioning them in Risk.
- Test script gains the toolbar-button ghosted->enabled+highlight
check, UseMouseTurning-survives-relogin and the five prefs-survive-
relaunch steps, a UA/RA legibility eye-item, and the corrected
bottom-edge-only geometry description for step 5.
One-liners fixed in files already touched: symmetric close-button
resolve-failure logging in OptionsPanelController.Bind (blast NOTE 8).
Full Release suite: 12,947 passed / 4 skipped / 0 failed (baseline
12,935/4/0 post-OP7 — 12 net new tests; the two OptionPageModelTests
"wrong-shape" tests were renamed/rewritten in place, not removed).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Mounts retail's Options panel (LayoutDesc 0x2100002B resolved through host
0x2100006E slot 0x1000018D, gmPanelUI key 10) via the same catalog-import
pattern CharacterController already validates, registered through
RetailPanelUiController so it shares retail's "one active gmPanelUI child"
mutual exclusion with every other sibling panel for free. F11 and the
toolbar's options button (0x1000019B, already authoring panel id 10) both
now open it; the close button fires the same ToggleOptionsPanel action.
OptionPageModel (OptionPage/BoolOptionRow) ports retail's exact
Apply/Reset/Defaults/visibility semantics from
UIOption_Checkbox/PlayerOptionPage — LED clicks apply live immediately,
Apply commits every row unconditionally + flushes the batched blob, Reset
reverts only Changed rows, Defaults restores without committing, and
tab-switch/window-hide revert uncommitted edits. Wired for all four tabs;
this slice registers real rows on none of them (Gameplay authentically has
none — a pure button list). UiTabPanel gains an ActivePageChanged event so
the page model can hook every tab transition, including the initial
default-tab activation.
The seven Gameplay-tab buttons: Exit Game reuses the existing graceful
window-close path; Exit to Character Selection gets retail's confirmation
dialog and byte-verified mid-air refusal but still behaves as Exit Game
(AD-74 — no pre-world character-select flow exists); Configure Keyboard
and In-Game Help Files are inert this slice (AD-76 for Help — the
plugin retail depends on doesn't exist); Urgent Assistance/Report Abuse
short-circuit to their own byte-verified failure text through the
interface-text seam instead of ShellExecute against a dead URL (AD-75);
Use Mouse Turning Settings runs the pure MouseTurningSettingsMacro port,
persisting five new CameraTurningSettings preferences and sending
PlayerOption.UseMouseTurning — TS-74 records that acdream has no
persistent mouse-turning camera mode for the bit to drive yet.
Full Release suite: 12,918 passed / 4 skipped / 0 failed (baseline
12,871/4/0 — only new tests added).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Closes the mechanism lens's REOPEN (one MUST-FIX) and both lenses' small
residuals on the OP2 rework (b236a442); the blast lens re-review was
CLOSED outright. Fable-direct per the two-failure escalation rule.
- AP-195 filed: UIOption_CheckboxBitfield64 ports HALF of Refresh
@0x004859C0 — the ANY-set checkbox predicate is exact, but the ALL-set
LED media swap (P0x10000082=0x06004D17 / P0x10000083=0x06004D19) and
the ListBox self-sizing tail (ResizeTo/CalculatePaperSize — the block
IS a UIElement_ListBox in retail) are unported, and the block's row
stacking is a second divergent implementation beside UiTemplateListBox.
All due at OP5 before the Chat tab's connected gate; the IsSet doc
comment now names both halves instead of quoting only the ported one.
- Row tooltips: UiButton gains settable TooltipText surfaced through the
shared GetTooltipText hover pipeline (UiCatalogSlot's pattern);
UiCheckboxBitfield64.AddChild applies the row tooltip retail stamps in
CreateChildren @0x00485DF0, and documents that the 0x10000084 row-index
attribute stamp is deliberately replaced by the typed mask closure.
- AD-73 addendum: UiTemplateListBox.ConsumesDatChildren=true is inert
only while no authored Type-5 element carries children — that premise
is now conformance-PINNED across all 32 fixtures (a future DAT
regeneration surfacing an authored child fails the build instead of
silently dropping it).
- Plan doc: OP2's contract names UiTabPanel.cs (retail UIElement_Panel),
not the fictional-class-named UiTabControl.cs; ledger records OP1 and
OP2 both CLOSED.
Full Release suite: 12,871 passed / 4 skipped / 0 failed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
OP2 (df9c7a35) was double-REJECTed: an unconditional Type-8/Type-5 factory
mapping silently re-classed 15 elements across 7 shipped panels (vendor
backdrop lost its fill, character/spellbook roots stopped passing clicks
through, combat gained a phantom import-time tab takeover, ten ListBoxes
gained a spurious hit-testable viewport) because the stale 27 pre-existing
fixtures never exercised the new fields — and the mechanism itself cited a
nonexistent "UIElement_TabControl" class, inverted UiCheckboxBitfield64's
checked-state predicate, and synthesized fake per-row geometry instead of
using the widget's own authored template.
Shape change: UiTabPanel (renamed from UiTabControl) and UiTemplateListBox
now derive from UiDatElement (unsealed) and stay DORMANT by default — an
imported Type-8/Type-5 element gets authored-media drawing, ClickThrough
generic-decoration default, and IUiDatStateful propagation identical to the
pre-OP2 UiDatElement fallback, with zero import-time side effects. The
factory's Type-8/Type-5 arms are unconditional again (no more guard whose
premise the blast-radius sweep proved false), because dormancy makes an
unactivated instance behaviorally indistinguishable from the old fallback.
UiTabPanel.ActivateTabBehavior() and UiTemplateListBox's lazy viewport
creation are the explicit, controller-driven opt-ins Campaign OP slice OP3+
will call; today nothing does, so the four pre-existing shipped Type-8
hosts (character/spellbook/vendor/combat) and ten pre-existing Type-5
ListBoxes keep their pre-OP2 behavior exactly. Filed AD-73 for this
dormant-vs-retail's-unconditional-activation adaptation.
Mechanism fixes (docs/research/2026-08-11-op2-review-mechanism.md):
- UiTabPanel cites UIElement_Panel (Type 8 is UIElement_Panel; no
UIElement_TabControl exists in the PDB), resolves buttons/pages via a
GetChildRecursive-equivalent descendant search (not direct-children-only),
performs no switch when no entry authors 0x32 (deleted the _tabs[0]
fallback), and surfaces unresolved tab-table entries via UnresolvedEntries
+ a diagnostic line instead of a silent no-op.
- ElementReader.ReadTabTable skips entries missing 0x30/0x31, matching
retail's SetupTabPageHash @0x0046C2E0 entry filter.
- UiCheckboxBitfield64 now builds every row from its OWN authored template
(property 0x64 -> {0x2100002B, 0x10000521}) via AddItemFromTemplateList,
deleting the synthesized ElementInfo + invented RowHeight=14 — matching
retail's CreateChildren @0x00485DF0, which is itself a UIElement_ListBox
call. IsSet is now retail's ANY-bit-set predicate (Refresh @0x004859C0),
not all-bits-set. TS-72 retired: the click-toggle bit math is now fully
decomp-confirmed (SetBitsOnOrOff via ListenToElementMessage @0x00485AE0).
Regenerated all 32 UI fixtures against real DAT (ACDREAM_REGENERATE_UI_FIXTURES=1)
and committed them — 27 pre-existing fixtures now carry Outline/OutlineColor/
TabTable/TemplateList/ScrollbarElementId; the 5 Options fixtures were already
current. Updated EffectsUiControllerTests' now-correct UiTemplateListBox
class-identity assertion. Added: 6 built-widget behavior pins for all five
pre-existing Type-8 elements + a representative Type-5 element the dormancy
model protects (OP2ReworkBlastRadiusConformanceTests.cs); 5 reader-level
tests driving ReadTabTable/ReadTemplateList/the 0x72 reader from raw
property bags (ElementReaderTests.cs); a multi-bit-mask UiCheckboxBitfield64
test proving the any-bit predicate (the prior single-bit test couldn't
distinguish it from all-bits); an activation-idempotency test and a
before-activation click-is-inert test for UiTabPanel.
Full Release suite: 12,868 passed / 4 skipped / 0 failed (baseline 12,853/4/0
post-OP1-fixes; +15 net new tests, zero regressions).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Ships the two new widget primitives the retail Options panel needs plus the
four remaining UIOption_* factory mappings, so every tab page (OP3-OP6) has
somewhere to mount.
- ElementReader/ElementInfo gain three new dat-property readers, following
the existing effective-state-resolution pattern (never a per-state
first-wins scan, per the round-5 N1 lesson): the Type-8 tab table
(property 0x2E -> TabTable), a ListBox's row-template list (property
0x64 -> TemplateList), and scrollbar linkage (property 0x72 ->
ScrollbarElementId). LayoutImporter gains one hook
(IUiChildrenAttachedListener) so a widget can resolve cross-references
its own dat properties name by id once its subtree actually exists.
- UiTabControl (Type 8): switches exactly one page-slot child visible,
syncs each tab button's Open/Closed state via the existing
RetailTabBinding helper, and honors the authored default tab on mount.
- UiTemplateListBox (Type 5 with an authored template list): wraps a
UiScrollablePanel viewport (sealed, so composition not inheritance) and
ports AddItemFromTemplateList(index) — the resolver seam a page
controller wires with real DAT access via the SAME
LayoutImporter.ImportInfos(dats, layoutId, elementId) overload
RetailDialogFactory already uses for its catalog LayoutDesc.
- DatWidgetFactory maps the four remaining UIOption_* widgets, each
verified against the regenerated options_2100002B.json fixture before
writing any code: 0x10000037 (Slider) is structurally an ordinary
horizontal UIElement_Scrollbar, so it reuses BuildScrollbar directly;
0x10000038 (Menu) is structurally identical to the vendor category
dropdown UiMenu already models, so it reuses `new UiMenu()` like the
Type-6 case; 0x10000036 (CheckboxSlider) composes an existing
UIOption_Checkbox child + UIOption_Slider child via the new
UiOptionToggleSlider wrapper; 0x10000044 (CheckboxBitfield64) authors
zero children in the dat (every row is added at runtime via retail's own
AddChild(lowMask, highMask, label, tooltip) call shape), so it's a new
UiCheckboxBitfield64 composing UiButton per row. No new drawing code
anywhere in this set.
- Five new committed fixtures (options_2100002B/2100002A/21000028/
2100005C/21000029) plus 25 new conformance tests pinning the tab table
(4 entries, Gameplay default), all three template arrays, scrollbar
linkage, every new widget-type mapping, and a UiTabControl behavioral
test (switch -> exactly one page visible, click-through the tab
button). The Character ListBox's authored 6-header/49-toggle shape
(lane B section counts) is proven reachable end-to-end through
AddItemFromTemplateList against the committed fixture.
- Regenerating fixtures also touched 27 PRE-EXISTING, unrelated fixtures
(an Outline/OutlineColor field pair added by an earlier commit,
bcc34ee3, that predates when those fixtures were last regenerated).
Per the slice contract, that drift was NOT committed — reverted back to
HEAD, only the five new Options-panel fixtures are new files here.
- Filed TS-72: UiCheckboxBitfield64's click-toggle bit math (AND/OR
set/clear semantics) is a documented approximation — the decompiled
excerpt this campaign pulled covers UIOption_CheckboxBitfield64::Apply's
WRITE side, not its own click-handler's bit math. Flagged for OP5 (the
Chat tab controller, the first consumer that reaches the wire) to
verify against the real decomp before any live transaction depends on
it; nothing user-reachable can observe this yet.
Full Release suite: 12,770 passed / 4 skipped / 0 failed (was 12,745/4/0
post-OP1 — 25 net new tests, zero regressions).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Campaign CH round 4, user-gate items 1+2. Root cause: retail ships a
second (background) glyph atlas per font, dilated 2px on every side,
plus two border-pixel scalars (Font.NumHorizontalBorderPixels/
NumVerticalBorderPixels) that acdream's font reader never read — so
even the pre-existing outline parameter drew almost nothing once
enabled. Landed together (either half alone is a no-op or a
regression):
- UiDatFont carries BorderX/BorderY from the DAT font resource.
- UiRenderContext.DrawStringDat inflates the background blit's source
and destination rect by that margin and restructures into retail's
exact two-pass whole-string outline-then-fill model
(UIElement_Text::DrawSelf), plus the 8-neighbour +-1px fallback for
fonts with no background atlas. Corrects the stale "property 0xd"
comment to the real ids, 0x21 (Outline) / 0x22 (OutlineColor).
- LayoutDesc property 0x21/0x22 import (ElementInfo.Outline/
OutlineColor, LayoutImporter.ReadState, ElementReader.Merge/
ApplyCanonicalLegacyProjection, DatWidgetFactory.BuildText) so every
authored-outline element across the DAT set is correct at once.
- SpewBox: RetailFontId corrected from a round-3 heuristic
(0x40000025) to the actually-authored 0x40000001 (18px bold serif),
Outline=true set on the controller's UiText. Fill colour stays the
user-gate-round-1-pinned yellow — font atlases are alpha-only
(PFID_A8), so there is no baked shading that could explain the
screenshot's gold as anything other than the outline itself.
- Chat transcript: default fill now seeds from its authored
ARGB(255,204,204,204) instead of an unrelated color-table slot
(ChatTranscriptRenderer.BuildLines takes the transcript's own
DefaultColor as a parameter); the 34-entry LogTextType table is
untouched, and every existing CH1 conformance test stays green
unmodified.
Regenerated the committed chat_2100006f.json fixture from the real
installed DAT, confirming end to end (not by missing-field default)
that the transcript carries no outline.
Tests: font-reader border fields + inflation math pinned against the
real DAT font, two-pass draw ordering/tint/inflation via a new
TextRenderer.DebugSpriteSegmentVerts test seam, property 0x21/0x22
import at both the ElementReader.Merge and StateDesc-property layers,
SpewBox font/outline, and the chat default-shade seed with the color
table proven untouched.
Full Release suite: 12,610 passed / 4 skipped / 0 failed
(AcDream.slnx, complete solution).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Item 3 (#364): every honesty marker is now gone from user-visible /help
text. AllegianceOverview/HouseOverview's "[IMPLEMENTED]" tags and trailing
"Subcommands NOT marked..." sentences, and Day/Log/Render/Motd's appended
"NOT YET IMPLEMENTED in acdream" tails, are removed; the underlying retail
text is corrected/completed against the pseudo-C's own pristine
consolidated data dumps (Log and Motd had been silently truncated; Render
was entirely acdream-authored and is replaced with the real retail usage
string). The three PARTIAL /help group topics (channels/chatting/commands)
are now COMPLETE verbatim listings: HelpStupidChannelHack's three
"vtable slot" operands, previously believed undecodable, are the same
pooled/mislabeled-data artifact this campaign has hit before (AP-113's
precedent) — reading the function's own disassembly for the push imm32
preceding each constructor call resolves all three directly. messagetypes
is now a real ported construction (IsLegalChannel's 14-id whitelist +
LogTextTypeToString's name table + the exact join/wrap format) instead of
an acdream summary. Register row AP-184 retired.
Item 5: the main window's 1/2/3/4 indicator buttons now toggle their
floating chat window on click, per the user's retail memory overruling
the earlier decomp-only reading. UIElement_Button::HandleButtonClick has
its own generic click-driven action dispatch (property 0x12) reaching the
same DoVisibilityToggleAction the Alt+1..4 keybinds use; the button
fixture confirms this half is genuinely armed, but the floating-window
fixture authors no matching listener-registration property, so the
generic mechanism has no proven target in the data on hand. Per
CLAUDE.md, the user's retail memory is the axiom regardless:
ChatWindowController.BindIndicatorClicks wires each indicator's click
through the same ToggleFloatingChatWindow chokepoint the keybinds use,
as explicit user-directed retail behavior. SetIndicatorOpen stays the
sole writer of the Selected mirror so the visual stays consistent
through the click round trip.
Full reconciliation in docs/research/2026-08-09-chat-retail-window-shell.md
§1.4. Campaign plan gets the round-4 findings section; items 1+2
(text-style) are under parallel research, item 4 passed, item 6 deferred
to the settings track.
Suite: 12,579 passed / 4 skipped / 0 failed (Release, complete solution),
up from baseline 12,553/4/0 — net +26 tests, zero regressions.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
BLOCKER: ChatSettings.DefaultOpacity shipped retail's base ChatInterface
value (0.5) as ONE shared global default applied to every
RetailWindowManager-registered window, not just the four floating chat
windows retail itself fades. That faded the whole out-of-box registered
UI (radar, vitals, toolbar, main chat, ...) to 50% opacity, including
several windows that can never take keyboard focus and so were stuck at
0.5 permanently. Fixed to gmMainChatUI's 1.0/1.0 override
(0x004CD0F0) instead — retail-identical opaque presentation for the 11
non-chat windows and the main chat window; only the four floating chat
windows now diverge from retail's 0.5-while-idle default, and the
Settings -> Chat transparency slider remains fully user-settable.
AP-190 reworded and gains two new decomp-verified clauses: (3) retail
eases opacity toward its target by 5% of the delta per tick
(ChatInterface::ListenToGlobalMessage @0x004F3840, armed from the focus
element-messages at @0x004F5275) where acdream snaps -- deferred, needs
a UI frame-tick hook the opacity controller doesn't have; (4) retail's
focus predicate is the chat ENTRY FIELD specifically
(ChatInterface::IsTextEntryFocused @0x004F30A0) where acdream uses
any-focusable-descendant. Both findings + the pre-existing UiMenu.cs
PushAlphaAbsolute(1f) popup bypass are folded into the window-shell
research doc's opacity section.
NITs: fixed the stale "text bypasses the alpha" comment in
UiElement.DrawSelfAndChildren (CH6c already routed DrawStringDat/
DrawString through the same ApplyAlpha chokepoint as sprites/rects);
added RetailWindowManager.WindowUnregistered + wired
RetailWindowOpacityController to detach and forget a window unregistered
while it held focus (previously only Dispose detached, leaking any
window unregistered mid-focus for the rest of the session); added
post-Dispose no-op guards to the three Set* opacity mutators; added a
DrawString (BitmapFont path) alpha regression test and a DrawStringDat
outline/background-pass alpha test (the existing tests only ever
exercised the foreground/fill pass).
Also fixes RuntimeSettingsControllerTests.SettingsViewModelSavePreserves
SectionAndTargetOrder's now-stale "target-chat-opacity:0.5:1" expectation
(caught by the full-suite run this fix requires) to match the new 1.0
default.
Campaign ledger CH6c row updated to APPROVE-WITH-FIXES.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Retail's ChatInterface::SetOpacity (0x004F3120) fades the WHOLE composited
window surface with one alpha; UiRenderContext.ApplyAlpha already gated
DrawSprite/DrawRect/DrawFill (since 1da697ec, pre-CH6) but DrawStringDat and
DrawString still passed applyAlpha:false, so text stayed sharp over a
translucent window. Both now route through the same chokepoint.
RetailWindowOpacityController (new) subscribes to a new
RetailWindowManager.WindowRegistered event and drives every registered
window's live Opacity from keyboard-focus state, applied to EVERY window
(chat, floaties, vitals, toolbar, ...) rather than retail's ChatInterface-only
scope — register row AP-190, retiring the stale AP-40 "fixed 0.75, no focus
transition" row in the same commit.
Verified retail's shipped opacity defaults from the decomp (constructor
literals, no cdb needed): the base ChatInterface ctor sets
DefaultOpacity=0.5/ActiveOpacity=1.0, kept unmodified by the four floating
windows; gmMainChatUI's own ctor overrides the main window to 1.0/1.0
(always fully opaque). acdream ships one shared global default (0.5/1.0)
rather than replicating the per-class override — also AP-190. The linking
invariant (raising default above active drags active UP; lowering active
below default drags default DOWN — never a clamp) is ported verbatim as
ChatOpacityLink in AcDream.UI.Abstractions, shared by the live controller
and the new Settings -> Chat tab's two linked opacity sliders.
Persistence: ChatSettings.DefaultOpacity/ActiveOpacity round-trip through
SettingsStore; Save pushes both through IRuntimeSettingsTargets.SetChatOpacity
into the live controller, no restart required.
Rider (CH6a/b re-review): strengthened the grip-media regression guard past
a bare SpriteFile != 0 check — ChatLayoutConformanceTests now drives each
live grip through a real UiRenderContext/TextRenderer (backed by the
in-memory RecordingGpuDevice test double) and asserts the draw call chain
actually queued sprite geometry, via a new TextRenderer.DebugSpriteSegments
test-only accessor.
Full Release suite 12,459 passed / 4 skipped / 0 failed (baseline
12,420/4/0). No subagents, no client launches (session hard constraints);
pending the next connected user gate for visual confirmation.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Applies docs/research/2026-08-10-ch6ab-review-findings.md in full:
- BLOCKER 1: UiResizeGrip now carries its ElementInfo/resolve pair and
draws its own authored DirectState media (a synthetic parameterless
grip still draws nothing, preserving existing resize-drag tests).
DatWidgetFactory.BuildResizeGrip threads resolve through. All seven
live grips on the main chat window now resolve a non-zero sprite,
restoring the visible borders/corners CH6a silently dropped.
- SHOULD-FIX 2: ChatWindowState gains BroadcastTargetWindow, a sentinel
distinct from every real window id (0-4), fixing the bug where the
main window's explicit-addressing branch coincided with the broadcast
check (both were literal 0). SetFilter's main-window no-op is dropped
— the main window's filter is now genuinely settable. ChatWindowController
.Bind takes a ChatWindowState (the same canonical instance the floating
windows already share) and GetTranscriptLines builds a real accept
predicate instead of accept:null. Verified safe: ClientLocal (0x1A)
never reaches ChatLog (AddText routes it to the SpewBox and returns),
so nothing observable regresses.
- SHOULD-FIX 3: UiButton.SuppressSelfToggle stops the four chat-window
indicator buttons (DAT property 0x0B=true, no retail click handler)
from flipping their own Selected mirror on a stray click.
- SHOULD-FIX 4: generated and committed chat_floaty_2100005b.json from
the real installed dats; added the permanent RetailLayoutFixtureGenerator
entry. All three flagged FloatingChatWindowController assumptions
(input field, title bar, close button) are confirmed correct against
real data — no controller code changes needed. New finding: unlike the
main window, ALL EIGHT floaty border/corner elements are live Type-9
grips (the floaty's own title bar is its move handle), so a floaty
window resizes from every edge and corner.
- SHOULD-FIX 5: register row AP-189 documents the shared-500-entry/
200-line-tail vs retail's per-window 10,000-line scrollback depth gap.
- NITs 1-5: documented the filter-persistence-only-on-/saveautoui
asymmetry and the reconnect-preserves-filters intent; corrected the
research doc's modifier-mask mislabel and the "ONLY function" false
superlative; moved WrapText off ChatWindowController onto
ChatTranscriptRenderer, closing the circular dependency.
Full Release suite: 12,420 passed / 4 skipped / 0 failed (baseline
12,392/4/0 at 22020ef2; net +28 tests, zero regressions).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Mounts retail's four floating chat windows as always-resident, born-hidden
children per gmGamePlayUI::SetupChildren @0x004E9EC0, all sharing LayoutDesc
0x2100005B (window ids 0x10000505/0x1000050E/0x1000050F/0x10000510). New
FloatingChatWindowController (AcDream.App/UI/Layout) binds each window's own
widget tree — built fresh per instance from one shared imported ElementInfo
— reusing ChatWindowController's word-wrap + retail color-carry algorithm via
the extracted ChatTranscriptRenderer instead of duplicating it. A floaty
window has no talk-focus menu (research doc §2.2), so its entry field always
sends on Say; the mismatch against retail's possible shared-channel behavior
is UNVERIFIED and filed as #369/AP-188.
Runtime owns the per-window filter/open state: ChatWindowState (new,
AcDream.Core.Chat) seeds retail's exact PostInit defaults per window
(window 1 0x0000101C Speech/Tell/DirectSend/Emote, window 2 0x00040C00
Social/SocialSend/Allegiance, window 3 0x00080000 Fellowship, window 4
0x78000000 Turbine General/Trade/LFG/Roleplay) and implements the full
ShouldDisplay(windowId, targetWindowId, logTextType) display predicate from
ChatInterface::RecvNotice_DisplayFinalStringInfo @0x004F4640. It lives on
RuntimeCommunicationState.ChatWindows so every host borrows the same
instance. The main window's filter (0xFBFFFFFF, "no user filter") never
actually gates anything because its own explicit-address branch already
covers every broadcast line — that's why UpdateFromPlayerModule early-returns
for window 0 in retail, ported here by construction rather than a special
case.
Keybind wiring: InputAction.ToggleFloatingChatWindow1..4 and their
KeyBindings.RetailDefaults() chords already existed since Phase K.1c
(unwired until now). The MetaKeys table confirms retail's default is Alt+1
through Alt+4 (index 3 = bit 0x00000004, cross-checked against the same
file's Alt+A/D strafe and Alt+Enter/Tab/F4 rows). Routes through
GameplayInputCommandController -> RetainedGameplayWindowCommands ->
RetailUiRuntime.ToggleFloatingChatWindow -> the generic UiHost.ToggleWindow,
whose visibility-change event is the single chokepoint that syncs
ChatWindowState.SetOpen and mirrors the main window's 1-4 indicator button
regardless of what changed a window's visibility (keybind, close button, or
a restored layout).
A direct decomp read of gmMainChatUI::ListenToElementMessage @0x004CDA80 —
the only function in the whole binary that branches on a click message —
settles what the research doc had left as a hedge: it handles exactly
0x1000046f (max/min) and the talk-focus menu's selection message, with NO
case for 0x10000522-0x10000525. The four indicator buttons are PURE
one-directional mirrors in retail; clicking them does nothing.
ChatWindowController.SetIndicatorOpen ports this with no OnClick at all.
Corrected research doc §1.4 accordingly.
Persistence is local-only (register row AP-187; the retail 0x1000008C
GameplayOptions wire remains deferred to CH6f): window geometry and
open/visible state ride the existing generic RetailWindowLayoutPersistence
path for free once each window registers under its own WindowNames entry;
the four filter masks get a dedicated ChatSettings round-trip
(ChatWindow1Filter..ChatWindow4Filter, defaulting to the retail PostInit
constants) loaded at mount and saved alongside SaveLayout().
Tests: ChatWindowStateTests (defaults, TypeIsActive, the full display-rule
matrix, toggle/reset, revision counter), FloatingChatWindowControllerTests
(bind smoke tests against a synthetic 0x2100005B tree, per-window filter
routing, filter-change cache invalidation, fixed-Say submit), new
ChatWindowController.SetIndicatorOpen tests (Highlight/Normal state,
cross-window isolation, range validation), GameplayInputCommandController
routing for the four toggle actions, and a SettingsStore filter round-trip.
Full Release suite: 12,392 passed / 4 skipped / 0 failed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
User-gate round 3 findings (a)-(c):
(a) SpewBox: TopOffset moves from the round-1 60px placeholder to 0 (flush
to the viewport top). SpewBoxController never wired DatFont/Font at all
before this round, so it silently rendered through the 15px debug
BitmapFont fallback; it now resolves retail dat Font 0x40000025
(MaxCharHeight=11px) through a new RetailUiRuntime.Assets accessor —
the smallest font id confirmed in use by any currently-imported retail
LayoutDesc fixture, cross-referenced against every
tests/AcDream.App.Tests/UI/Layout/fixtures/*.json dump and confirmed
against the installed DAT via AcDream.Cli dump-font-atlas. It is also the
chat window's own smallest font (the 0x2100006F floating-window 1/2/3/4
indicator badges), so both selection criteria the brief offered agree.
Both remain best-available approximations, not resolved retail values —
register row AP-178 updated accordingly.
(b)/(c) /help and /help death: round 2 extracted the individual retail
strings byte-exact but never traced ClientCommunicationSystem::DoHelp's
complete print sequence. Byte-swept DoHelp's own range plus the five
Summary-branch functions it calls into (HelpEmote/HelpSquelch/
HelpStatusGroup/HelpTextGroup/HelpAllGroup) against the PDB-paired
acclient.exe. Retail's real shape: bare /help prints exactly TWO scroll
entries (HelpPrefixNote, then the 13-item AvailableHelpListing built from
DoHelp's own literals and each group's Summary_HelpType branch, in exact
source order) — not the acdream-invented cheat sheet BuildHelpText()
built before. Any resolved /help <verb> gets the SAME two-entry shape:
HelpPrefixNote, then ForMoreInformationPrefix concatenated directly onto
the verb's own Detail text (retail's own unsubstituted "<command>"
literal, ported verbatim). ChatCommandRouter.EmitVerbHelp applies this
uniformly to every resolved verb, not just death. An unresolved verb now
shows retail's real "Unknown command" fallback text; that fallback types
0x1A (ClientLocal), which retail routes to the SpewBox exclusively — a
gap ChatVM's UI.Abstractions layer can't yet reach, filed as ISSUES #367
/ register AP-186 rather than left silently unregistered.
Jump-in-air (round 2's open item 1) was root-caused and fixed separately
at a5a7eb4f between rounds — recorded in the campaign ledger.
Debug suite (all projects): 12,329 passed / 4 skipped / 1 failed — the
one failure is issue #351, a pre-existing Debug-only streaming flake
confirmed reproducing identically on the pristine pre-round-3 commit via
git stash, not a regression. Release verification covers every project
reachable without rebuilding AcDream.App: a live client process (PID
15064) held its own Release binaries locked for the session and was not
killed per project policy — AcDream.UI.Abstractions.Tests (867/867, the
layer both /help fixes live in) plus every other non-App-dependent
project, all 0 failed. AcDream.App/AcDream.App.Tests/AcDream.Core.Tests
(the SpewBox fix's layer) are green in Debug only this session.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Swap ChatWindowController's imported main-chat LayoutDesc from the wrong
0x21000006 (an unrelated layout whose root and 800px resize bar appear
nowhere in the EoR gameplay UI) to retail's ACTUAL main chat window,
0x2100006F (window root 0x10000600, authored 410x100 — confirmed by a
direct DAT dump, found in dats.Local not dats.Portal). Every downstream
compensation that existed only to paper over the wrong import is deleted:
the hand-cropped 490px content width, the dropped 800px resize bar, the
9px transcript patch, the orphan-sibling pruning, the max/min-vs-scrollbar
overlap shift, and the scrollbar top-reclaim. The window now mounts with
RetailWindowChrome.Imported (0x2100006F's own 8 border/corner elements are
its complete chrome) instead of the universal nine-slice wrapper.
LayoutImporter/DatWidgetFactory gain a Type-9 (UIElement_Resizebar) case:
UiResizeGrip decodes retail's exact four-bool BorderLocation algorithm
(0x2A=bottom/0x2B=left/0x2C=right/0x2D=top,
UIElement_Resizebar::StartMouseResizing @0x0046B7E0) into a ResizeEdges
bitmask. A direct DAT dump established the true shape: only 7 of the 8
grip-position ids are Type 9 — the straight top-EDGE strip (0x1000069C) is
a Type-2 Dragbar (move handle), not a Resizebar, because the main window
has no title bar. UiRoot now gives a directly-hit grip's own edges
priority over its generic proximity heuristic, and a directly-hit move
handle the same priority over ambient proximity — so the plain top strip
moves the window while its two corner grips resize it including the Y
axis, and all 4 edges + 4 corners work everywhere else. This also fixes
the reported "no diagonal cursor at corners" (CursorFeedbackController's
existing RetailCursorCatalog cursor ids already matched the DAT exactly;
they just never received a genuine diagonal edge combination) and "cannot
grow in Y from the bottom-right corner" (the old NineSlice+crop mount's
indirection is gone; the Imported mount uses the DAT's real
minH=100/maxH=2000/minW=300/maxW=2000 directly).
The 8 cosmetic "_Locked" border-art twins default hidden (register row
AP-185 — retail's UiLocked-driven art swap between the two skins is not
ported; UiRoot.UiLocked continues to gate the underlying interaction
correctly either way). The 4 chat-window-1..4 indicator buttons import
generically (visible, inert) for CH6b to wire. The two hand-drawn
translucent-black tints on the transcript/input are removed now that
their parent panels draw their own authored background sprites.
Filed #366 (chat window's new-unseen-text indicator 0x1000048C is
swallowed by UiText.ConsumesDatChildren, pre-existing and out of scope).
Corrected the research doc's "all eight grips" claim against the direct
DAT dump. Full Release suite: 12,317 passed / 4 skipped / 0 failed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Item 2: retail's portal-space "In Portal Space..." notice is the SpewBox
(ECM_UI::SendNotice_DisplayStringInfo(0x1A,...) -> AddTextToScroll(str,
0x1A, 1, 0), hardcoded to the SpewBox per the decomp), not a dedicated
centered overlay. PortalWaitNoticeController and its lease are deleted;
PortalTunnelPresentation's per-rotation-segment cadence now writes
straight into RuntimeCommunicationState.AddText(ClientLocal) -- the
SpewBox's own dedupe-at-index-0 handles the repetition exactly as
retail's does. Register row AP-184 records the surface fix and the AP-178
scope extension.
Items 4+5: /help text was partially fabricated -- the user caught the
"/help death" meta-message. Generalized
tools/pdb-extract/sweep_weenie_strings.py to decode narrow
PStringBase<char> literals (the ClientCommunicationSystem::Help* family's
shape) alongside its original UTF-16LE support, then swept every
HelpXxxGroup function's exact byte extent against the PDB-paired
acclient.exe. 4 of 7 group topics (death/status/text/allegiances) are now
complete verbatim listings; the other 3 (channels/chatting/commands) keep
an honest UNVERIFIED note citing HelpStupidChannelHack @0x0056f290 (a
genuinely undecodable BN-mislabeled-fragment mechanism) instead of the
old fabricated sentinel. 7 of ~35 channel one-liners are also now
verbatim. ISSUES.md #364 tracks the remainder;
RetailCommandHelpTableTests.cs pins every result byte-exact.
Item 1: jump-in-air refusal still silent live is NOT reproduced and NOT
speculatively fixed. Exhaustive static re-audit found the mechanism
correct by construction (single-writer OnWalkable, exactly-once-per-frame
Update()/Capture(), no interfering edge-history resets). A live headless
repro (new jump-probe bot policy, real ACE connect) was blocked --
probeaccount2 has no character, and the graphical client already owned
testaccount this session so the task's own fallback rule forbade using
it. Two temporary probes are left behind ACDREAM_PROBE_JUMP=1 (blocked
entirely in Headless by the existing multi-session static-state guard --
graphical-only for the next round).
Item 3 confirmed fixed, no regression. Item 6 (resize: no diagonal
cursors, cannot grow Y from bottom-right) folded into CH6a's existing
scope.
Full Release suite: 12,267 passed / 4 skipped / 0 failed (up from
12,221/4/0).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The user tested Campaign CH's CODE-COMPLETE build live and reported ten
defects (docs/plans/2026-08-09-chat-parity-campaign.md, "User gate —
round 1"). Items A-G are fixed here; the remaining three (extra chat
windows on 1/2/3/4, resize working in only one corner, transparency/
artifacts) are out of scope for a fix and filed as slice CH6.
A. Jump-in-air refusal never fired live: the jump block only ever
evaluated input.Jump inside the grounded-charge or already-charging
branches. PlayerMovementController now detects the press RISING EDGE
while airborne and reports WeenieError.NotGrounded once per press,
leaving the grounded charge/fire path untouched.
B. ChatVM's invented "[System] " prefix is dropped — retail prints
system text bare. [Popup] is unchanged (AP-175).
C. SpewBoxController's color is now the user-pinned exact value
(1, 1, 0.247, 1), the same bright yellow as an incoming Tell.
Register row AP-178 updated: color CLOSES, size/position/font stay
open per the user's live report that they still differ.
D. Closes#329: PortalTunnelPresentation now emits the portal wait cue
unconditionally on every rotation-segment boundary, matching
gmSmartBoxUI::UseTime's decompiled else-arm exactly instead of gating
on a 5-second hold local transits never reached. PortalWaitNotice
Controller now renders it in the same pinned yellow as item C.
Register row AP-150 retired.
E. Closes#362: new ClientCommandResponses.cs parses and renders the
four previously-unhandled inbound GameEvents (ChannelIndex,
ChannelList, AvailableHouses, AllegianceInfoResponse), each ported
line-for-line from the named-retail decomp's inbound handlers.
Register row TS-70 retired.
F. ChatWindowController.WrapText now splits on embedded '\n'/'\r\n'
first, then word-wraps each segment independently — server text like
/help's reply no longer collapses onto one line.
G. The chat input field's right edge no longer holds a fixed absolute
pixel position across a window resize; Bind now upgrades it to
retail edge-mode 1 (UiLayoutPolicy) or the AnchorEdges.Right stretch
fallback so it tracks the window's client width instead of
overflowing past a narrower resize.
Full Release suite: 12,247 passed / 4 skipped / 0 failed (baseline
12,221/4/0 + 26 new tests across items A, E, F, G).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Should-fix 1: RetailDialogFactory.CloseDialog's queued branch removed the
active DialogInfo, ran DialogDone (whose callback can synchronously open a
new dialog under the SAME queue key — the two-stage house-abandon
confirmation does exactly this), then called OpenNextDialog, which did an
unconditional Dictionary.Add on a key the reentrant dialog had already
re-occupied. Retail's HashTable::add tolerates the duplicate; Dictionary
throws. OpenNextDialog now returns early when the queue key is already
active — the reentrant dialog's own eventual close drains the queue.
Should-fix 2: @join/@leave wrote the local RuntimeCharacterOptionsState bit
before sending, but the Settings Chat toggles reached a second binding
(SendSingleCharacterOption) that only sent the wire message, leaving the
Turbine membership gate stale until the next PlayerDescription.
LiveSessionRuntimeFactory.CreateCommandBindings now has one shared local
function for both entrances.
Should-fix 3: corrected TS-68/#360 wording again — retail's DoAllegiance
dispatcher table EXECUTES boot/ban/officer/title/motd/name/lock/house/
chat/broadcast locally through their own handlers; acdream shows the
unrecognized-subcommand refusal for all nine pending the #360 port. What
matches retail is the ownership rule (the verb never reaches
DoChannelCommand/the server), not the subcommand behavior itself. Removed
the inaccurate "matching retail, not merely harmless" / "now matches
this" claims from both the register row and the issue.
Nits: corrected the HouseAbandonDialogCallback_First citation (0x00580E1A
is DoHouse's load site for the callback pointer, not the function entry —
the entry is 0x00580240, with the stage-2 confirmation string built at
0x005802D8) in both ClientCommandController.cs and the mirrored test
comment; added an InlineData case pinning "@clist allegiance" to
RequestChannelList(0x02000000); converted RetailClientCommandCatalog.
KnownVerbs from a plain array to a FrozenSet<string> with
StringComparer.OrdinalIgnoreCase, matching the file's other lookup tables.
Suite: 12,221 passed / 4 skipped / 0 failed (Release), up from CH4's
12,216/4/0 — net +5 tests, no removals.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Blocker 1: an unrecognized "@allegiance <sub>" subcommand escaped
TryMatchAllegiance (which only claimed "info"/"hometown") and fell through
the unregistered-tag channel fallback, broadcasting the raw subcommand
text to the Allegiance chat channel (0x02000000). Retail's own
DoAllegiance never reaches DoChannelCommand for an unrecognized
subcommand — it claims the whole verb and prints its own client-local
refusal. TryMatchAllegiance now claims "allegiance"/"all" unconditionally
and shows retail's "Please see @help Allegiance..." text; ChatCommandRouter
also gained a blanket RetailClientCommandCatalog.KnownVerbs ownership
guard in TryDispatchChannelFallback as defense in depth.
Blocker 2: "@house abandon" sent 0x021F immediately with no confirmation.
Retail runs a real two-stage dialog before Event_AbandonHouse(); ported
both verbatim strings and chained two ShowConfirmation calls.
Should-fixes: a bare unregistered tag with no text now passes through
silently instead of showing a refusal that belongs to a different retail
function; @join/@leave update RuntimeCharacterOptionsState locally (new
SetOptionBit) before the wire push so the Turbine membership gate stops
refusing a just-joined room; @permit accepts multi-word names; @clist/
@on/@off validate shape only and raise WeenieError 0x422 for an unknown
tag; @mr/@pr help text is now the verbatim retail strings; corrected
issue #360, register row TS-68, the campaign doc's B.7 note, and a stale
RetailChannelTagTable comment; filed issue #363 + register row AP-183 for
the deferred error-typing debt.
Nits: fixed TryMatchHouse's stale doc comment, the AP-182/@title "stores
the value" comments (the binding is a no-op), IsUnregisteredFallbackTag's
olthoi false-positive, added /g and /rp binding-level conformance pins,
made @index ignore extra arguments, and noted the six removed invented
verbs in ISSUES.md.
Suite: 12,216 passed / 4 skipped / 0 failed (Release), up from CH4's
12,190/4/0 — net +26 tests, no removals.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Brings acdream's / and @ command parsing to parity with the complete
retail registry (130 registered verbs + 22 unregistered GetChannelID
fallback tags = 152 client-parsed verbs), per
docs/research/2026-08-09-chat-retail-command-registry.md.
Parser semantics (retail OnChatCommand/DoCommand):
- : and ; rewrite to "@emote <rest>" before dispatch.
- Verb trailing-comma trim ("@f, hi" == "@f hi") applied at every
verb-lookup site in the catalog and the parser.
- @tell/aliases split the target on the FIRST COMMA, not the first
whitespace token, so multi-word names work ("@tell Aunt Agatha, hi").
- The 22 unregistered GM/faction channel tags (admin, sentinel,
celestialhand, ...) now broadcast for real via a new
RetailChannelTagTable + SendRawChannelCmd bypass, reusing the existing
BuildChatChannel wire builder.
Binding corrections:
- /g, /group, /party -> Fellowship (0x800), not General.
- /rp -> reply alias (retail's own help text confirms "@r or @rp"), not
Roleplay; /role (an acdream invention) deleted.
- /allegiance, /all -> the allegiance management command
(RetailClientCommandCatalog), not a channel verb.
- /house no longer swallows unrecognized subcommands with a local usage
error; they now correctly fall through to ACE.
- @mr/@pr pinned as permanently non-executable (retail registers them
with a null function pointer).
New verbs with real local execution: endurance, speaker, title (silent,
AP-182), chat, notell, join, leave, permit, hslist, index, clist, on,
off, alh/ah (+ "@allegiance hometown"/"ho"), "@allegiance info",
"@house abandon"; a missing-alias sweep across pkl/hou/message_types/
msgtypes/msg_types/rt/send/whisper/w/vassal/covassal/co-vassals/c/
fellows/group/party/guild/gu/cg/ct/clfg/crp/soc/o; the non-retail
inventions gen/cv/lookingforgroup/tr/role/h are deleted. New Core.Net
wire builders (IndexChannels, ListChannels, AddChannel, RemoveChannel,
RecallAllegianceHometown, AllegianceInfoRequest, ListAvailableHouses,
AddPlayerPermission, RemovePlayerPermission, AbandonHouse) are all
parameterless or single-field payloads cross-checked against ACE's
GameAction readers, not guessed.
Deferred (filed as #360/#361/#362, register rows TS-68/TS-69/TS-70):
the ~22 remaining allegiance/house subcommands + standalone @motd
(largest single item, needs its own slice per the doc), the three
still-inert pure-local commands (day/log/render), and the inbound
GameEvent responses for the new outbound requests. All correctly fall
through to ACE server-passthrough rather than being silently swallowed
or faking success.
RetailCommandRegistryConformanceTests pins the complete 152-verb
registry against production: every verb resolves through exactly one
production surface if Implemented, through none if HelpOnly/
ServerPassthrough, and two reverse-direction tests fail the build if
RetailClientCommandCatalog or ChatInputParser ever claims a verb
outside this registry again. Final tally: 138 Implemented / 5
ServerPassthrough / 9 HelpOnly = 152.
Release suite: 12,190 passed / 4 skipped / 0 failed (up from CH3's
11,964/4/0).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Applies the seven NITs from the CH2 re-review (verdict APPROVE-WITH-FIXES,
following the REJECT->rework at e0e78883):
1. SpewBoxController's centered Left was captured once via
AnchorEdges.Top and replayed forever on resize (UiElement.ApplyAnchor's
Left/Right-both-false branch pins a fixed margin). Anchors is now
AnchorEdges.None and Tick recomputes Left every frame against the
current root width.
2. OneLine=false was defaulting to UiText's bottom-pinned transcript flow
(VerticalJustify honored only via ConfigureDatState, which this
synthesized element never calls). Added UiText.HonorVerticalJustification
so a non-DAT controller can opt the scrollable path into
VerticalJustify without a full LayoutDesc binding; SpewBoxController
sets VerticalJustify=Top so lines flow from the top of the 450x72 box,
matching newest-at-top insert semantics. Noted as invented-pending-
measurement in AP-178's row (no new row).
3. Documented the deliberate inversion of UiText.LinesProvider's
oldest-first contract in SpewBoxController.Tick (SpewBoxVM.Lines feeds
newest-first, which is correct specifically because the box is now
top-aligned) and added a test pinning the rendered order (newer message
is the topmost line), driving root.Tick.
4. Fixed the stale "retail's code default, 1" comment in
SpewBoxControllerTests — MaxConcurrentItems is the shipped LayoutDesc's
AUTHORED value, 4.
5. Added the matching unmapped-id diagnostics line to
LiveSessionRuntimeFactory's ShowWeenieError sink, matching the pattern
GameEventWiring's WeenieError/WeenieErrorWithString handlers already
use.
6. Corrected the "EXHAUSTIVE Portal sweep found ZERO" overclaim in
SpewBoxLayoutDumpDiagnostic: the loop's id source was DatCollection's
top-level aggregate GetAllIdsOfType<LayoutDesc>(), not dats.Portal's
own (which reports a count of ZERO for this type), so querying those
ids against dats.Portal.TryGet established nothing about Portal either
way. Corrected the same overclaim echoed in SpewBoxState's
MaxConcurrentItems doc comment and in AP-178's register text (both the
table row and the section-header history line). What's actually
established: dats.Local hosts the SpewBox layout at 0x21000011; whether
Portal also carries a copy remains unestablished.
7. Added a test exercising the full ShowWeenieError -> AddText -> SpewBox
path for id 0x0561 (the 50-friends-cap refusal) in
LiveSessionCommandRouterTests, mirroring LiveSessionRuntimeFactory's
ShowWeenieError closure exactly since every other LiveSessionRuntimeFactory
test in this tree is a source-text conformance grep, not an
instantiation.
Ledger: CH2 ledger row's review column now reads REJECT -> reworked
e0e78883 -> re-review APPROVE-WITH-FIXES -> nits (this commit); Status
header flips CH2 to code-complete/closed pending the user gate, CH3 next.
Build green; touched-project tests green (19/19 new/changed,
4351/3354 App.Tests unaffected pass); full Release suite 11,916 passed /
4 skipped / 0 failed (baseline 11,914/4/0 plus the two new tests this
commit adds).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Reworks Campaign CH slice CH2 per the REJECT-review findings doc
(docs/research/2026-08-09-ch2-review-findings.md).
BLOCKER 1 — SpewBoxController never rendered a line and leaked its
pending queue. LinesProvider only ran through UiText.OnDraw, which
gates on Visible — and the box started invisible, so the provider (the
sole caller of SpewBoxState.Tick) never ran. Gave the controller an
explicit per-frame Tick(now) driven by UiRoot's global-message-3
broadcast (a zero-size GlobalTimeSink child, the same pattern
VendorUiController.DragOverGlobalTimeSink already uses), matching
retail's gmSpewBoxUI::Update. LinesProvider now only returns the
cache. Tests rewritten to drive root.Tick(...) instead of calling the
provider directly, plus new coverage for visibility-without-a-draw,
queue-drain-without-a-draw, and bounded-queue-across-many-ticks.
BLOCKER 2 — re-derived the HandleFailureEvent routing table from the
PDB-paired binary instead of the pseudo-C's ~33-char string previews.
tools/pdb-extract/sweep_weenie_strings.py sweeps every push imm32 in
VA 0x571990-0x575480, dereferences into .rdata/.data, and decodes the
full UTF-16LE literal. Added the 5 ids dispatched via else-if (missed
by case-label enumeration), resolved 0x4F8 (previously excluded),
fixed 18 wrong strings (16 the review flagged + 2 more — 0x4E9 and
0x518 — an automated diff between every swept literal and the landed
table found). Every changed row cross-checked against ACE's
WeenieError/WeenieErrorWithString enum doc comments; both oracles
agreed on every row, including a case where the review's own proposed
text for the new 0x4E8 row was itself wrong (it was 0x4E9's text) —
corrected via the else-if block's own instruction address plus the ACE
cross-check. Pinned table count: 344 (338 + 5 + 0x4F8).
SHOULD-FIX 1 — RuntimeCommunicationState.ResetSpewBox was dead code;
folded into the ChatIdentity generation-reset stage (same lifetime
boundary), with a reset assertion added to the existing populated-reset
test.
SHOULD-FIX 2 — AddText trimmed only the trailing end and invented an
empty-string early return; retail's AddTextToScroll trims both ends
(trim(&str, 1, 1, ws)) and has no empty guard. Both retired.
SHOULD-FIX 3 — ShowWeenieError bypassed the AddText chokepoint via
ChatLog.OnWeenieError (hardcoded LogTextType 0x00); routed through
Communication.AddText(Resolve(code, param)) instead, and
ChatLog.OnWeenieError is deleted — GameEventWiring's legacy no-router
fallback now resolves + calls OnSystemMessage directly.
SHOULD-FIX 4 — retail's HandleFailureEvent switch has no default case;
an unmapped id now resolves to a null Text (silence toward the
player) instead of the invented "WeenieError 0xNNNN" hex fallback,
with a diagnostics-only console log line for the id.
NITs — AP-TBD placeholders corrected to their real register rows
(AP-178, not the unrelated AP-177 lifetime row); filed AP-180 for the
windowId dual-destination gap and corrected three stale "lands with
CH2" comments; extended SpewBoxLayoutDumpDiagnostic from dats.Portal
to dats.Local and found the SpewBox element for real — LayoutDesc
0x21000011, element 0x10000048, size 450x72, MaxConcurrentItems
(ListBox property 0x10000028) = 4, not retail's code default of 1.
AP-178 narrowed accordingly; SpewBoxState.MaxConcurrentItems and
SpewBoxController's extent/anchor/OneLine are now authored rather than
placeholder (absolute screen position and colour remain open); fixed
the "19 ids... lists 18" miscount by retiring the stale paragraph in
the class doc rewrite; aligned the UseDone handler's silent-status
check with the other two WeenieError handlers.
Full Release suite: 11,914 passed / 4 skipped / 0 failed (build 0
errors).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Retail routes on-screen refusals ("You can't jump while in the air",
"You are too encumbered to carry that!") through a SEPARATE transient
screen surface (gmSpewBoxUI, ClientSystem::AddTextToScroll @0x00563C50)
that never touches the chat scroll — type 0x1A is exactly the bit every
ChatInterface window's default filter excludes
(ChatInterface::ChatInterface @0x004F4550). acdream had no such split:
every WeenieError rendered in chat at a single stand-in LogTextType
0x00 (CH1-era approximation, register AP-176), and locally-detected
jump refusals were silently discarded.
This slice ports the full mechanism per
docs/research/2026-08-09-chat-retail-interface-text.md:
CORE (AcDream.Core/Chat):
- WeenieErrorMessages.Resolve now returns (text, RetailLogTextType) from
a 338-row transcription of ClientCommunicationSystem::HandleFailureEvent
@0x00571990 (Appendix A's 339 cases minus one, 0x4F8, deliberately
excluded — its case body is a tangled decompiler artifact, not
resolvable with confidence). Spot-checked ~20 rows directly against
the raw decomp (case 0x2b/0x36/0x3a/0x4e/0x4ec/0x4f3/0x4f4 and the
jump family), beyond the ~10 the brief asked for, because the first
pass surfaced two transcription classes the research doc's markdown
silently ate: (1) 7 ids marked "shared string global" resolved by
reading the case bodies directly (0x24/0x48/0x49 reuse the jump-
refusal globals; 0x4DE/0x4DF/0x55A/0x55E are pure param passthrough);
(2) 19 "arg3 + literal" CONCATENATION ids whose leading space (and
therefore their %s marker) the markdown table's cell-trimming ate —
fixed by re-reading each case body, several requiring a SECOND
non-truncated data_XXXXXXXX dump elsewhere in the same oracle file to
recover text the ~33-char inline preview cut off. One retail typo is
preserved verbatim: 0x4F4's second placeholder is literal "$s", not
"%s" — only the first substitutes.
- ClientTextRefusals: the 11 process-lifetime string globals, all
byte-recovered from the PDB-paired C:\Users\erikn\Downloads\acclient.exe
(MATCH verified via check_exe_pdb.py) via raw UTF-16LE prefix search —
5 were truncated in the research doc's own transcription and all 5
turned out to end "...combat mode"/"...this position", not the
shorter "...combat" a truncated read would suggest.
- SpewBoxState: the gmSpewBoxUI pending/visible queue port (insert-at-0,
dedupe-against-index-0-only, MaxConcurrentItems overflow, per-entry
expiry, one-frame enqueue/drain decoupling). Placed in Core (not
Runtime as the brief's default) because AcDream.UI.Abstractions
references Core but not Runtime, and SpewBoxVM needs to wrap it
directly — the same constraint ChatVM already satisfies against
ChatLog.
- Folded the 4-entry WeenieErrorText.cs into the full table; deleted it.
RUNTIME (AcDream.Runtime):
- RuntimeCommunicationState.AddText(text, type, windowId): the
AddTextToScroll chokepoint. type == ClientLocal -> SpewBox only, never
chat; everything else -> the existing transcript, tagged with type.
- GameEventWiring gains an `onInterfaceText` delegate hole (Core.Net
cannot reference Runtime, so this follows the file's own established
pattern for every other Runtime-owned sink). Rewires 0x028A/0x028B/
UseDone through the full table + router; fixes 0x02EB
CommunicationTransientString's routing type from a CH1-era 0x00
guess to retail's hardcoded ClientLocal (Handle_Communication__
TransientString @0x0057D460).
- LiveSessionEventRouter's 0xF7E0 ServerMessage handler now routes
through AddText with the wire chatType verbatim instead of always
writing ChatLog directly.
- PlayerMovementController gains OnInterfaceText, applied by
RuntimeLocalPlayerMovementState to every controller it installs.
Reports ChargeJump/jump refusals exactly as ClientCombatSystem::
CommenceJump @0x0056AF90 / DoJump @0x0056B110 do — confirmed via
their compiled dispatch that ONLY 0x24/0x48/0x49 produce text;
0x47 (GeneralMovementFailure, fully-constrained/no-stamina) and any
other code are retail-SILENT (DoJump's jump table has exactly 4 real
targets), which contradicts this task's brief ("0x47 -> the
constrained/stamina row per §4.2") — the brief's reading of §4.2
described what jump_is_allowed COMPUTES, not what CommenceJump/DoJump
DISPLAY for it. Implemented the decomp-verified silent behavior.
APP (AcDream.App / AcDream.UI.Abstractions):
- The 5 composition sites that already used RetailLogTextType.ClientLocal
now call Communication.AddText instead of Chat.OnSystemMessage
directly, so they reach the SpewBox instead of the transcript.
- SpewBoxVM (UI.Abstractions) + SpewBoxController (App), modeled
directly on PortalWaitNoticeController. Position/font/colour/
MaxConcurrentItems are placeholders: SpewBoxLayoutDumpDiagnostic
exhaustively swept the installed client_portal.dat's entire LayoutDesc
id range (0x21000000-0x21000075, 101/118 ids populated, sanity-checked
against 3 known ids) and found ZERO elements of class 0x10000016 —
gmSpewBoxUI is mounted from C++ code, not any authored LayoutDesc, so
the dump cannot recover these values.
REGISTER: AP-176 retired (its WeenieError half is now the full table
port); its OnCombatLine half was never in this slice's scope and is
split out to AP-179 so that divergence keeps a row. AP-177 (invented
line lifetime) and AP-178 (invented position/font/colour/max-items)
filed for the presentation placeholders above. AP-175 (PopUpString ->
chat instead of modal) is untouched, not duplicated.
Suite: 11,890 passed / 4 skipped / 0 failed (was 11,835/4/0; +55 net
new tests, 0 regressions).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>