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6 commits

Author SHA1 Message Date
Erik
9cf6c52283 feat(chargen): Campaign CC slice CC7 — end-to-end create flow + connected checklist
Create button un-ghosts: retail's exact gate (gmCharacterManagementUI::
UpdateButtons @0x004ec240, roster count < allowed slot count) ported into
RuntimeCharacterSelectionButtons.CanCreate; the button's OnClick opens the
chargen screen through the same CharacterCreationUiController.Open() seam
the ACDREAM_OPEN_CHARGEN=1 dev path already used. Exit/Back confirm on
chargen needed no new return-path code — character-management is never
hidden while chargen is open on top of it — verified end-to-end by a new
cross-controller test rather than left as an inspection claim.

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

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

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

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

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

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-16 02:35:21 +02:00
Erik
397ccd62cd fix(runtime): Campaign CC slice CC3 review-fix round — F1-F16
Opus dual-lens review of CC3's RuntimeCharacterCreationState passed on
retail fidelity but failed the controller integration: the post-create
log-straight-in indexed the CACHED wire CharacterList, which ACE never
resends after a create (it only appends server-side and replies Ok) —
with zero pre-existing characters this throws, with N it can silently
enter the WRONG character. The same stale-index problem corrupted every
pre-existing character's delete slot on roster re-sort. Fixes all four
blocking findings plus a credit-gate correctness bug (retail warns and
lets the user confirm through unspent credits; it does not force a full
spend) and eight lower-severity findings from the same review round.

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

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

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

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

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

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

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-15 15:10:43 +02:00
Erik
ef96c55489 fix(ui,net): Campaign LA gate round 2 — char-select exit confirmation, authored row justify, world name
Finding 1 (Exit button dead): retail's gmCharacterManagementUI Exit
button (element 0x100003A4, offset 7 from the listbox base in
ListenToElementMessage@0x004ed5a0) opens MakeConfirmExitDialog
(0x004ed250), whose exact ID_CharacterManagement_ConfirmExit text
(table 0x23000002) and m_confirmExitDialogContext re-entry guard are
now ported. On confirm (matching RecvNotice_CloseDialog@0x004ed760
case 1's ConfirmationResult check) the client exits through the
EXISTING graceful window-close seam (CharacterSelectionRuntimeBindings
.RequestExit -> d.Window.Close, the same delegate
GameplayInputCommandController's Escape fallback already uses) so
disconnected/exited status events still fire via GameWindow.OnClosing
-> CompleteShutdown. Retail's real post-confirm destination is
QueueUIMode(0x10000009) -> gmEpilogueUI, an epilogue screen this round
does not port — recorded as AD-99. Credits (element 0x100003A3,
QueueUIMode(0x10000005) -> gmCreditsUI) stays visibly ghosted like
Create, same treatment, out of scope this round.

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

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

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

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

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

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-15 11:50:45 +02:00
Erik
ff40656293 fix(runtime): isolate Campaign LA7b delete state 2026-08-14 19:03:43 +02:00
Erik
1b9e7e41f9 fix(runtime): close Campaign LA7b review findings 2026-08-14 18:55:48 +02:00
Erik
0e82cbf700 feat(runtime): own character selection flow 2026-08-14 18:22:17 +02:00